raze/source/games/exhumed/src/bubbles.cpp

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//-------------------------------------------------------------------------
/*
Copyright (C) 2010-2019 EDuke32 developers and contributors
Copyright (C) 2019 sirlemonhead, Nuke.YKT
This file is part of PCExhumed.
PCExhumed 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"
#include "aistuff.h"
#include "exhumed.h"
#include "engine.h"
#include "sequence.h"
#include "mapinfo.h"
#include <assert.h>
BEGIN_PS_NS
enum
{
kMaxBubbles = 200,
kMaxMachines = 125
};
struct Bubble
{
short nFrame;
short nSeq;
short nSprite;
short nRun;
};
struct machine
{
short _0;
short nSprite;
short _4;
};
short nMachineCount;
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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if (arc.BeginObject(keyname))
{
arc("seq", w.nSeq)
("frame", w.nFrame)
("run", w.nRun)
("sprite", w.nSprite)
.EndObject();
}
return arc;
}
FSerializer& Serialize(FSerializer& arc, const char* keyname, machine& w, machine* def)
{
if (arc.BeginObject(keyname))
{
arc("at0", w._0)
("at4", w._4)
("sprite", w.nSprite)
.EndObject();
}
return arc;
}
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void SerializeBubbles(FSerializer& arc)
{
if (arc.BeginObject("bubbles"))
{
arc ("machinecount", nMachineCount)
("list", BubbleList)
.Array("machines", Machine, nMachineCount)
.EndObject();
}
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}
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void InitBubbles()
{
nMachineCount = 0;
BubbleList.Clear();
}
void DestroyBubble(short nBubble)
{
short nSprite = BubbleList[nBubble].nSprite;
runlist_DoSubRunRec(sprite[nSprite].lotag - 1);
runlist_DoSubRunRec(sprite[nSprite].owner);
runlist_SubRunRec(BubbleList[nBubble].nRun);
mydeletesprite(nSprite);
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BubbleList.Release(nBubble);
}
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short GetBubbleSprite(int nBubble)
{
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return BubbleList[nBubble & 0xffff].nSprite;
}
int BuildBubble(int x, int y, int z, short nSector)
{
int nSize = RandomSize(3);
if (nSize > 4) {
nSize -= 4;
}
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int nBubble = BubbleList.Get();
if (nBubble < 0) {
return -1;
}
int nSprite = insertsprite(nSector, 402);
assert(nSprite >= 0 && nSprite < kMaxSprites);
sprite[nSprite].x = x;
sprite[nSprite].y = y;
sprite[nSprite].z = z;
sprite[nSprite].cstat = 0;
sprite[nSprite].shade = -32;
sprite[nSprite].pal = 0;
sprite[nSprite].clipdist = 5;
sprite[nSprite].xrepeat = 40;
sprite[nSprite].yrepeat = 40;
sprite[nSprite].xoffset = 0;
sprite[nSprite].yoffset = 0;
sprite[nSprite].picnum = 1;
sprite[nSprite].ang = inita;
sprite[nSprite].xvel = 0;
sprite[nSprite].yvel = 0;
sprite[nSprite].zvel = -1200;
sprite[nSprite].hitag = -1;
sprite[nSprite].extra = -1;
sprite[nSprite].lotag = runlist_HeadRun() + 1;
sprite[nSprite].backuppos();
// GrabTimeSlot(3);
BubbleList[nBubble].nSprite = nSprite;
BubbleList[nBubble].nFrame = 0;
BubbleList[nBubble].nSeq = SeqOffsets[kSeqBubble] + nSize;
sprite[nSprite].owner = runlist_AddRunRec(sprite[nSprite].lotag - 1, nBubble | 0x140000);
BubbleList[nBubble].nRun = runlist_AddRunRec(NewRun, nBubble | 0x140000);
return nBubble | 0x140000;
}
void FuncBubble(int a, int, int nRun)
{
short nBubble = RunData[nRun].nVal;
assert(nBubble >= 0 && nBubble < kMaxBubbles);
short nSprite = BubbleList[nBubble].nSprite;
short nSeq = BubbleList[nBubble].nSeq;
int nMessage = a & kMessageMask;
switch (nMessage)
{
case 0x20000:
{
seq_MoveSequence(nSprite, nSeq, BubbleList[nBubble].nFrame);
BubbleList[nBubble].nFrame++;
if (BubbleList[nBubble].nFrame >= SeqSize[nSeq]) {
BubbleList[nBubble].nFrame = 0;
}
sprite[nSprite].z += sprite[nSprite].zvel;
short nSector = sprite[nSprite].sectnum;
if (sprite[nSprite].z <= sector[nSector].ceilingz)
{
short nSectAbove = SectAbove[nSector];
if (sprite[nSprite].hitag > -1 && nSectAbove != -1) {
BuildAnim(-1, 70, 0, sprite[nSprite].x, sprite[nSprite].y, sector[nSectAbove].floorz, nSectAbove, 64, 0);
}
DestroyBubble(nBubble);
}
return;
}
case 0x90000:
{
seq_PlotSequence(a & 0xFFFF, nSeq, BubbleList[nBubble].nFrame, 1);
tsprite[a & 0xFFFF].owner = -1;
return;
}
case 0x80000:
case 0xA0000:
return;
default:
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Printf("unknown msg %d for Bubble\n", nMessage);
return;
}
}
void DoBubbleMachines()
{
for (int i = 0; i < nMachineCount; i++)
{
Machine[i]._0--;
if (Machine[i]._0 <= 0)
{
Machine[i]._0 = (RandomWord() % Machine[i]._4) + 30;
int nSprite = Machine[i].nSprite;
BuildBubble(sprite[nSprite].x, sprite[nSprite].y, sprite[nSprite].z, sprite[nSprite].sectnum);
}
}
}
void BuildBubbleMachine(int nSprite)
{
if (nMachineCount >= kMaxMachines) {
I_Error("too many bubble machines in level %d\n", currentLevel->levelNumber);
exit(-1);
}
Machine[nMachineCount]._4 = 75;
Machine[nMachineCount].nSprite = nSprite;
Machine[nMachineCount]._0 = Machine[nMachineCount]._4;
nMachineCount++;
sprite[nSprite].cstat = 0x8000;
}
void DoBubbles(int nPlayer)
{
int x, y, z;
short nSector;
WheresMyMouth(nPlayer, &x, &y, &z, &nSector);
int nBubble = BuildBubble(x, y, z, nSector);
int nSprite = GetBubbleSprite(nBubble);
sprite[nSprite].hitag = nPlayer;
}
END_PS_NS