raze/source/games/blood/src/gib.cpp

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//-------------------------------------------------------------------------
/*
Copyright (C) 2010-2019 EDuke32 developers and contributors
Copyright (C) 2019 Nuke.YKT
This file is part of NBlood.
NBlood is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License version 2
as published by the Free Software Foundation.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
See the GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to the Free Software
Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*/
//-------------------------------------------------------------------------
#include "ns.h" // Must come before everything else!
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#include "compat.h"
#include "build.h"
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#include "blood.h"
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#include "bloodactor.h"
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BEGIN_BLD_NS
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struct GIBFX
{
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FX_ID fxId;
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int at1;
int chance;
int at9;
int atd;
int at11;
};
struct GIBTHING
{
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int type;
int Kills;
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int chance;
int atc;
int at10;
};
struct GIBLIST
{
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GIBFX *gibFX;
int Kills;
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GIBTHING *at8;
int atc;
int at10;
};
GIBFX gibFxGlassT[] = {
{ FX_18, 0, 65536, 3, 200, 400 },
{ FX_31, 0, 32768, 5, 200, 400 }
};
GIBFX gibFxGlassS[] = {
{ FX_18, 0, 65536, 8, 200, 400 }
};
GIBFX gibFxBurnShard[] = {
{ FX_16, 0, 65536, 12, 500, 1000 }
};
GIBFX gibFxWoodShard[] = {
{ FX_17, 0, 65536, 12, 500, 1000 }
};
GIBFX gibFxMetalShard[] = {
{ FX_30, 0, 65536, 12, 500, 1000 }
};
GIBFX gibFxFireSpark[] = {
{ FX_14, 0, 65536, 8, 500, 1000 }
};
GIBFX gibFxShockSpark[] = {
{ FX_15, 0, 65536, 8, 500, 1000 }
};
GIBFX gibFxBloodChunks[] = {
{ FX_13, 0, 65536, 8, 90, 600 }
};
GIBFX gibFxBubblesS[] = {
{ FX_25, 0, 65536, 8, 200, 400 }
};
GIBFX gibFxBubblesM[] = {
{ FX_24, 0, 65536, 8, 200, 400 }
};
GIBFX gibFxBubblesL[] = {
{ FX_23, 0, 65536, 8, 200, 400 }
};
GIBFX gibFxIcicles[] = {
{ FX_31, 0, 65536, 15, 200, 400 }
};
GIBFX gibFxGlassCombo1[] = {
{ FX_18, 0, 65536, 15, 200, 400 },
{ FX_31, 0, 65536, 10, 200, 400 }
};
GIBFX gibFxGlassCombo2[] = {
{ FX_18, 0, 65536, 5, 200, 400 },
{ FX_20, 0, 53248, 5, 200, 400 },
{ FX_21, 0, 53248, 5, 200, 400 },
{ FX_19, 0, 53248, 5, 200, 400 },
{ FX_22, 0, 53248, 5, 200, 400 }
};
GIBFX gibFxWoodCombo[] = {
{ FX_16, 0, 65536, 8, 500, 1000 },
{ FX_17, 0, 65536, 8, 500, 1000 },
{ FX_14, 0, 65536, 8, 500, 1000 }
};
GIBFX gibFxMedicCombo[] = {
{ FX_18, 0, 32768, 7, 200, 400 },
{ FX_30, 0, 65536, 7, 500, 1000 },
{ FX_13, 0, 65536, 10, 90, 600 },
{ FX_14, 0, 32768, 7, 500, 1000 }
};
GIBFX gibFxFlareSpark[] = {
{ FX_28, 0, 32768, 15, 128, -128 }
};
GIBFX gibFxBloodBits[] = {
{ FX_13, 0, 45056, 8, 90, 600 }
};
GIBFX gibFxRockShards[] = {
{ FX_46, 0, 65536, 10, 300, 800 },
{ FX_31, 0, 32768, 10, 200, 1000 }
};
GIBFX gibFxPaperCombo1[] = {
{ FX_47, 0, 65536, 12, 300, 600 },
{ FX_14, 0, 65536, 8, 500, 1000 }
};
GIBFX gibFxPlantCombo1[] = {
{ FX_44, 0, 45056, 8, 400, 800 },
{ FX_45, 0, 45056, 8, 300, 800 },
{ FX_14, 0, 45056, 6, 500, 1000 }
};
GIBFX gibFx13BBA8[] = {
{ FX_49, 0, 65536, 4, 80, 300 }
};
GIBFX gibFx13BBC0[] = {
{ FX_50, 0, 65536, 4, 80, 0 }
};
GIBFX gibFx13BBD8[] = {
{ FX_50, 0, 65536, 20, 800, -40 },
{ FX_15, 0, 65536, 15, 400, 10 }
};
GIBFX gibFx13BC04[] = {
{ FX_32, 0, 65536, 8, 100, 0 }
};
GIBFX gibFx13BC1C[] = {
{ FX_56, 0, 65536, 8, 100, 0 }
};
GIBTHING gibHuman[] = {
{ 425, 1454, 917504, 300, 900 },
{ 425, 1454, 917504, 300, 900 },
{ 425, 1267, 917504, 300, 900 },
{ 425, 1267, 917504, 300, 900 },
{ 425, 1268, 917504, 300, 900 },
{ 425, 1269, 917504, 300, 900 },
{ 425, 1456, 917504, 300, 900 }
};
GIBTHING gibMime[] = {
{ 425, 2405, 917504, 300, 900 },
{ 425, 2405, 917504, 300, 900 },
{ 425, 2404, 917504, 300, 900 },
{ 425, 1268, 32768, 300, 900 },
{ 425, 1269, 32768, 300, 900 },
{ 425, 1456, 32768, 300, 900 },
};
GIBTHING gibHound[] = {
{ 425, 1326, 917504, 300, 900 },
{ 425, 1268, 32768, 300, 900 },
{ 425, 1269, 32768, 300, 900 },
{ 425, 1456, 32768, 300, 900 }
};
GIBTHING gibFleshGargoyle[] = {
{ 425, 1369, 917504, 300, 900 },
{ 425, 1361, 917504, 300, 900 },
{ 425, 1268, 32768, 300, 900 },
{ 425, 1269, 32768, 300, 900 },
{ 425, 1456, 32768, 300, 900 }
};
GIBTHING gibAxeZombieHead[] = {
{ 427, 3405, 917504, 0, 0 }
};
GIBLIST gibList[] = {
{ gibFxGlassT, 2, NULL, 0, 300 },
{ gibFxGlassS, 1, NULL, 0, 300 },
{ gibFxBurnShard, 1, NULL, 0, 0 },
{ gibFxWoodShard, 1, NULL, 0, 0 },
{ gibFxMetalShard, 1, NULL, 0, 0 },
{ gibFxFireSpark, 1, NULL, 0, 0 },
{ gibFxShockSpark, 1, NULL, 0, 0 },
{ gibFxBloodChunks, 1, NULL, 0, 0 },
{ gibFxBubblesS, 1, NULL, 0, 0 },
{ gibFxBubblesM, 1, NULL, 0, 0 },
{ gibFxBubblesL, 1, NULL, 0, 0 },
{ gibFxIcicles, 1, NULL, 0, 0 },
{ gibFxGlassCombo1, 2, NULL, 0, 300 },
{ gibFxGlassCombo2, 5, NULL, 0, 300 },
{ gibFxWoodCombo, 3, NULL, 0, 0 },
{ NULL, 0, gibHuman, 7, 0 },
{ gibFxMedicCombo, 4, NULL, 0, 0 },
{ gibFxFlareSpark, 1, NULL, 0, 0 },
{ gibFxBloodBits, 1, NULL, 0, 0 },
{ gibFxRockShards, 2, NULL, 0, 0 },
{ gibFxPaperCombo1, 2, NULL, 0, 0 },
{ gibFxPlantCombo1, 3, NULL, 0, 0 },
{ gibFx13BBA8, 1, NULL, 0, 0 },
{ gibFx13BBC0, 1, NULL, 0, 0 },
{ gibFx13BBD8, 2, NULL, 0, 0 },
{ gibFx13BC04, 1, NULL, 0, 0 },
{ gibFx13BC1C, 1, NULL, 0, 0 },
{ NULL, 0, gibAxeZombieHead, 1, 0 },
{ NULL, 0, gibMime, 6, 0 },
{ NULL, 0, gibHound, 4, 0 },
{ NULL, 0, gibFleshGargoyle, 5, 0 },
};
void gibCalcWallArea(int a1, int &a2, int &a3, int &a4, int &a5, int &a6, int &a7, int &a8)
{
walltype *pWall = &wall[a1];
a2 = (pWall->x+wall[pWall->point2].x)>>1;
a3 = (pWall->y+wall[pWall->point2].y)>>1;
int nSector = sectorofwall(a1);
int32_t ceilZ, floorZ;
getzsofslope(nSector, a2, a3, &ceilZ, &floorZ);
int32_t ceilZ2, floorZ2;
getzsofslope(pWall->nextsector, a2, a3, &ceilZ2, &floorZ2);
ceilZ = ClipLow(ceilZ, ceilZ2);
floorZ = ClipHigh(floorZ, floorZ2);
a7 = floorZ-ceilZ;
a5 = wall[pWall->point2].x-pWall->x;
a6 = wall[pWall->point2].y-pWall->y;
a8 = (a7>>8)*approxDist(a5>>4, a6>>4);
a4 = (ceilZ+floorZ)>>1;
}
int ChanceToCount(int a1, int a2)
{
int vb = a2;
if (a1 < 0x10000)
{
for (int i = 0; i < a2; i++)
if (!Chance(a1))
vb--;
}
return vb;
}
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void GibFX(DBloodActor* actor, GIBFX *pGFX, CGibPosition *pPos, CGibVelocity *pVel)
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{
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spritetype* pSprite = &actor->s();
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int nSector = pSprite->sectnum;
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if (adult_lockout && gGameOptions.nGameType == 0 && pGFX->fxId == FX_13)
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return;
CGibPosition gPos(pSprite->x, pSprite->y, pSprite->z);
if (pPos)
gPos = *pPos;
int32_t ceilZ, floorZ;
getzsofslope(nSector, gPos.x, gPos.y, &ceilZ, &floorZ);
int nCount = ChanceToCount(pGFX->chance, pGFX->at9);
int dz1 = floorZ-gPos.z;
int dz2 = gPos.z-ceilZ;
int top, bottom;
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GetActorExtents(actor, &top, &bottom);
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for (int i = 0; i < nCount; i++)
{
if (!pPos && (pSprite->cstat&48) == 0)
{
int nAngle = Random(2048);
gPos.x = pSprite->x+MulScale(pSprite->clipdist<<2, Cos(nAngle), 30);
gPos.y = pSprite->y+MulScale(pSprite->clipdist<<2, Sin(nAngle), 30);
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gPos.z = bottom-Random(bottom-top);
}
auto pFX = gFX.fxSpawnActor(pGFX->fxId, nSector, gPos.x, gPos.y, gPos.z, 0);
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if (pFX)
{
if (pGFX->at1 < 0)
pFX->s().pal = pSprite->pal;
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if (pVel)
{
pFX->xvel() = pVel->vx+Random2(pGFX->atd);
pFX->yvel() = pVel->vy+Random2(pGFX->atd);
pFX->zvel() = pVel->vz-Random(pGFX->at11);
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}
else
{
pFX->xvel() = Random2((pGFX->atd<<18)/120);
pFX->yvel() = Random2((pGFX->atd<<18)/120);
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switch(pSprite->cstat&48)
{
case 16:
pFX->zvel() = Random2((pGFX->at11<<18)/120);
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break;
default:
if (dz2 < dz1 && dz2 < 0x4000)
{
pFX->zvel() = 0;
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}
else if (dz2 > dz1 && dz1 < 0x4000)
{
pFX->zvel() = -(int)Random((abs(pGFX->at11)<<18)/120);
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}
else
{
if ((pGFX->at11<<18)/120 < 0)
pFX->zvel() = -(int)Random((abs(pGFX->at11)<<18)/120);
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else
pFX->zvel() = Random2((pGFX->at11<<18)/120);
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}
break;
}
}
}
}
}
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void GibThing(DBloodActor* actor, GIBTHING *pGThing, CGibPosition *pPos, CGibVelocity *pVel)
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{
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spritetype* pSprite = &actor->s();
if (adult_lockout && gGameOptions.nGameType <= 0)
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switch (pGThing->type) {
case kThingBloodBits:
case kThingZombieHead:
return;
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}
if (pGThing->chance == 65536 || Chance(pGThing->chance))
{
int nSector = pSprite->sectnum;
int top, bottom;
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GetActorExtents(actor, &top, &bottom);
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int x, y, z;
if (!pPos)
{
int nAngle = Random(2048);
x = pSprite->x+MulScale(pSprite->clipdist<<2, Cos(nAngle), 30);
y = pSprite->y+MulScale(pSprite->clipdist<<2, Sin(nAngle), 30);
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z = bottom-Random(bottom-top);
}
else
{
x = pPos->x;
y = pPos->y;
z = pPos->z;
}
int32_t ceilZ, floorZ;
getzsofslope(nSector, x, y, &ceilZ, &floorZ);
int dz1 = floorZ-z;
int dz2 = z-ceilZ;
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auto gibactor = actSpawnThing(nSector, x, y, z, pGThing->type);
if (!gibactor) return;
spritetype *pGib = &gibactor->s();
assert(pGib != NULL);
if (pGThing->Kills > -1)
pGib->picnum = pGThing->Kills;
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if (pVel)
{
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gibactor->xvel() = pVel->vx+Random2(pGThing->atc);
gibactor->yvel() = pVel->vy+Random2(pGThing->atc);
gibactor->zvel() = pVel->vz-Random(pGThing->at10);
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}
else
{
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gibactor->xvel() = Random2((pGThing->atc<<18)/120);
gibactor->yvel() = Random2((pGThing->atc<<18)/120);
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switch (pSprite->cstat&48)
{
case 16:
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gibactor->zvel() = Random2((pGThing->at10<<18)/120);
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break;
default:
if (dz2 < dz1 && dz2 < 0x4000)
{
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gibactor->zvel() = 0;
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}
else if (dz2 > dz1 && dz1 < 0x4000)
{
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gibactor->zvel() = -(int)Random((pGThing->at10<<18)/120);
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}
else
{
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gibactor->zvel() = Random2((pGThing->at10<<18)/120);
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}
break;
}
}
}
}
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void GibSprite(DBloodActor* actor, GIBTYPE nGibType, CGibPosition *pPos, CGibVelocity *pVel)
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{
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assert(actor != NULL);
assert(nGibType >= 0 && nGibType < kGibMax);
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if (actor->s().sectnum < 0 || actor->s().sectnum >= numsectors)
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return;
GIBLIST *pGib = &gibList[nGibType];
for (int i = 0; i < pGib->Kills; i++)
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{
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GIBFX *pGibFX = &pGib->gibFX[i];
assert(pGibFX->chance > 0);
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GibFX(actor, pGibFX, pPos, pVel);
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}
for (int i = 0; i < pGib->atc; i++)
{
GIBTHING *pGibThing = &pGib->at8[i];
assert(pGibThing->chance > 0);
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GibThing(actor, pGibThing, pPos, pVel);
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}
}
void GibFX(int nWall, GIBFX * pGFX, int a3, int a4, int a5, int a6, CGibVelocity * pVel)
{
assert(nWall >= 0 && nWall < numwalls);
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walltype *pWall = &wall[nWall];
int nCount = ChanceToCount(pGFX->chance, pGFX->at9);
int nSector = sectorofwall(nWall);
for (int i = 0; i < nCount; i++)
{
int r1 = Random(a6);
int r2 = Random(a5);
int r3 = Random(a4);
auto pGib = gFX.fxSpawnActor(pGFX->fxId, nSector, pWall->x+r3, pWall->y+r2, a3+r1, 0);
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if (pGib)
{
if (pGFX->at1 < 0)
pGib->s().pal = pWall->pal;
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if (!pVel)
{
pGib->xvel() = Random2((pGFX->atd<<18)/120);
pGib->yvel() = Random2((pGFX->atd<<18)/120);
pGib->zvel() = -(int)Random((pGFX->at11<<18)/120);
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}
else
{
pGib->xvel() = Random2((pVel->vx << 18) / 120);
pGib->yvel() = Random2((pVel->vy << 18) / 120);
pGib->zvel() = -(int)Random((pVel->vz<<18)/120);
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}
}
}
}
void GibWall(int nWall, GIBTYPE nGibType, CGibVelocity *pVel)
{
assert(nWall >= 0 && nWall < numwalls);
assert(nGibType >= 0 && nGibType < kGibMax);
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int cx, cy, cz, wx, wy, wz;
walltype *pWall = &wall[nWall];
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cx = (pWall->x+wall[pWall->point2].x)>>1;
cy = (pWall->y+wall[pWall->point2].y)>>1;
int nSector = sectorofwall(nWall);
int32_t ceilZ, floorZ;
getzsofslope(nSector, cx, cy, &ceilZ, &floorZ);
int32_t ceilZ2, floorZ2;
getzsofslope(pWall->nextsector, cx, cy, &ceilZ2, &floorZ2);
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ceilZ = ClipLow(ceilZ, ceilZ2);
floorZ = ClipHigh(floorZ, floorZ2);
wz = floorZ-ceilZ;
wx = wall[pWall->point2].x-pWall->x;
wy = wall[pWall->point2].y-pWall->y;
cz = (ceilZ+floorZ)>>1;
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GIBLIST *pGib = &gibList[nGibType];
sfxPlay3DSound(cx, cy, cz, pGib->at10, nSector);
for (int i = 0; i < pGib->Kills; i++)
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{
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GIBFX *pGibFX = &pGib->gibFX[i];
assert(pGibFX->chance > 0);
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GibFX(nWall, pGibFX, ceilZ, wx, wy, wz, pVel);
}
}
void gibPrecache()
{
for (int i = 0; i < kGibMax; i++)
{
auto const pThing = gibList[i].at8;
if (pThing)
{
for (int j = 0; j < gibList[i].atc; j++)
{
if (pThing[j].Kills >= 0)
tilePrecacheTile(pThing[j].Kills, -1, 0);
}
}
}
}
END_BLD_NS