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c8a75a8664
Since these do not fully get processed sequentially the contents need to be preserved until needed. This required getting rid of the global tsprite array. Polymost still uses a static vatiable, though, but this is only accessed in polymost-exclusive code.
263 lines
6.3 KiB
C++
263 lines
6.3 KiB
C++
//-------------------------------------------------------------------------
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/*
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Copyright (C) 2010-2019 EDuke32 developers and contributors
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Copyright (C) 2019 sirlemonhead, Nuke.YKT
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This file is part of PCExhumed.
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PCExhumed is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License version 2
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as published by the Free Software Foundation.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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See the GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to the Free Software
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Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*/
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//-------------------------------------------------------------------------
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#include "ns.h"
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#include "aistuff.h"
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#include "exhumed.h"
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#include "engine.h"
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#include "sequence.h"
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#include "mapinfo.h"
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#include <assert.h>
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BEGIN_PS_NS
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enum
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{
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kMaxBubbles = 200,
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kMaxMachines = 125
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};
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struct Bubble
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{
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short nFrame;
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short nSeq;
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short nSprite;
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short nRun;
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};
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struct machine
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{
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short _0;
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short nSprite;
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short _4;
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};
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short nMachineCount;
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machine Machine[kMaxMachines];
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FreeListArray<Bubble, kMaxBubbles> BubbleList;
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FSerializer& Serialize(FSerializer& arc, const char* keyname, Bubble& w, Bubble* def)
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{
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if (arc.BeginObject(keyname))
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{
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arc("seq", w.nSeq)
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("frame", w.nFrame)
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("run", w.nRun)
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("sprite", w.nSprite)
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.EndObject();
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}
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return arc;
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}
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FSerializer& Serialize(FSerializer& arc, const char* keyname, machine& w, machine* def)
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{
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if (arc.BeginObject(keyname))
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{
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arc("at0", w._0)
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("at4", w._4)
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("sprite", w.nSprite)
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.EndObject();
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}
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return arc;
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}
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void SerializeBubbles(FSerializer& arc)
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{
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if (arc.BeginObject("bubbles"))
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{
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arc ("machinecount", nMachineCount)
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("list", BubbleList)
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.Array("machines", Machine, nMachineCount)
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.EndObject();
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}
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}
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void InitBubbles()
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{
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nMachineCount = 0;
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BubbleList.Clear();
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}
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void DestroyBubble(short nBubble)
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{
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short nSprite = BubbleList[nBubble].nSprite;
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runlist_DoSubRunRec(sprite[nSprite].lotag - 1);
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runlist_DoSubRunRec(sprite[nSprite].owner);
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runlist_SubRunRec(BubbleList[nBubble].nRun);
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mydeletesprite(nSprite);
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BubbleList.Release(nBubble);
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}
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short GetBubbleSprite(int nBubble)
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{
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return BubbleList[nBubble & 0xffff].nSprite;
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}
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int BuildBubble(int x, int y, int z, short nSector)
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{
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int nSize = RandomSize(3);
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if (nSize > 4) {
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nSize -= 4;
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}
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int nBubble = BubbleList.Get();
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if (nBubble < 0) {
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return -1;
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}
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int nSprite = insertsprite(nSector, 402);
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assert(nSprite >= 0 && nSprite < kMaxSprites);
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sprite[nSprite].x = x;
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sprite[nSprite].y = y;
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sprite[nSprite].z = z;
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sprite[nSprite].cstat = 0;
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sprite[nSprite].shade = -32;
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sprite[nSprite].pal = 0;
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sprite[nSprite].clipdist = 5;
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sprite[nSprite].xrepeat = 40;
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sprite[nSprite].yrepeat = 40;
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sprite[nSprite].xoffset = 0;
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sprite[nSprite].yoffset = 0;
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sprite[nSprite].picnum = 1;
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sprite[nSprite].ang = inita;
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sprite[nSprite].xvel = 0;
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sprite[nSprite].yvel = 0;
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sprite[nSprite].zvel = -1200;
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sprite[nSprite].hitag = -1;
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sprite[nSprite].extra = -1;
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sprite[nSprite].lotag = runlist_HeadRun() + 1;
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sprite[nSprite].backuppos();
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// GrabTimeSlot(3);
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BubbleList[nBubble].nSprite = nSprite;
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BubbleList[nBubble].nFrame = 0;
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BubbleList[nBubble].nSeq = SeqOffsets[kSeqBubble] + nSize;
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sprite[nSprite].owner = runlist_AddRunRec(sprite[nSprite].lotag - 1, nBubble | 0x140000);
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BubbleList[nBubble].nRun = runlist_AddRunRec(NewRun, nBubble | 0x140000);
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return nBubble | 0x140000;
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}
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void FuncBubble(int a, int, int nRun)
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{
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short nBubble = RunData[nRun].nVal;
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assert(nBubble >= 0 && nBubble < kMaxBubbles);
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short nSprite = BubbleList[nBubble].nSprite;
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short nSeq = BubbleList[nBubble].nSeq;
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int nMessage = a & kMessageMask;
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switch (nMessage)
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{
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case 0x20000:
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{
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seq_MoveSequence(nSprite, nSeq, BubbleList[nBubble].nFrame);
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BubbleList[nBubble].nFrame++;
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if (BubbleList[nBubble].nFrame >= SeqSize[nSeq]) {
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BubbleList[nBubble].nFrame = 0;
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}
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sprite[nSprite].z += sprite[nSprite].zvel;
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short nSector = sprite[nSprite].sectnum;
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if (sprite[nSprite].z <= sector[nSector].ceilingz)
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{
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short nSectAbove = SectAbove[nSector];
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if (sprite[nSprite].hitag > -1 && nSectAbove != -1) {
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BuildAnim(-1, 70, 0, sprite[nSprite].x, sprite[nSprite].y, sector[nSectAbove].floorz, nSectAbove, 64, 0);
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}
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DestroyBubble(nBubble);
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}
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return;
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}
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case 0x90000:
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{
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seq_PlotSequence(a & 0xFFFF, nSeq, BubbleList[nBubble].nFrame, 1);
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mytsprite[a & 0xFFFF].owner = -1;
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return;
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}
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case 0x80000:
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case 0xA0000:
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return;
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default:
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Printf("unknown msg %d for Bubble\n", nMessage);
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return;
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}
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}
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void DoBubbleMachines()
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{
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for (int i = 0; i < nMachineCount; i++)
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{
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Machine[i]._0--;
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if (Machine[i]._0 <= 0)
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{
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Machine[i]._0 = (RandomWord() % Machine[i]._4) + 30;
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int nSprite = Machine[i].nSprite;
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BuildBubble(sprite[nSprite].x, sprite[nSprite].y, sprite[nSprite].z, sprite[nSprite].sectnum);
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}
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}
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}
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void BuildBubbleMachine(int nSprite)
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{
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if (nMachineCount >= kMaxMachines) {
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I_Error("too many bubble machines in level %d\n", currentLevel->levelNumber);
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exit(-1);
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}
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Machine[nMachineCount]._4 = 75;
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Machine[nMachineCount].nSprite = nSprite;
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Machine[nMachineCount]._0 = Machine[nMachineCount]._4;
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nMachineCount++;
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sprite[nSprite].cstat = 0x8000;
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}
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void DoBubbles(int nPlayer)
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{
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int x, y, z;
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short nSector;
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WheresMyMouth(nPlayer, &x, &y, &z, &nSector);
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int nBubble = BuildBubble(x, y, z, nSector);
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int nSprite = GetBubbleSprite(nBubble);
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sprite[nSprite].hitag = nPlayer;
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}
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END_PS_NS
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