raze/source/exhumed/src/bubbles.cpp

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#include "bubbles.h"
#include "runlist.h"
#include "exhumed.h"
#include "random.h"
#include "engine.h"
#include "sequence.h"
#include "move.h"
#include "init.h"
#include "runlist.h"
#include "init.h"
#include "anims.h"
#include <assert.h>
#define kMaxBubbles 200
#define kMaxMachines 125
struct Bubble
{
short _0;
short _2;
short nSprite;
short _6;
};
struct machine
{
short _0;
short nSprite;
short _4;
};
short BubbleCount = 0;
short nFreeCount;
short nMachineCount;
uchar nBubblesFree[kMaxBubbles];
machine Machine[kMaxMachines];
Bubble BubbleList[kMaxBubbles];
void InitBubbles()
{
BubbleCount = 0;
nMachineCount = 0;
for (int i = 0; i < kMaxBubbles; i++) {
nBubblesFree[i] = i;
}
nFreeCount = 0;
}
void DestroyBubble(short nBubble)
{
short nSprite = BubbleList[nBubble].nSprite;
runlist_DoSubRunRec(sprite[nSprite].lotag - 1);
runlist_DoSubRunRec(sprite[nSprite].owner);
runlist_SubRunRec(BubbleList[nBubble]._6);
mydeletesprite(nSprite);
nBubblesFree[nFreeCount] = nBubble;
nFreeCount++;
}
short GetBubbleSprite(short nBubble)
{
return BubbleList[nBubble].nSprite;
}
int BuildBubble(int x, int y, int z, short nSector)
{
int nSize = RandomSize(3);
if (nSize > 4) {
nSize -= 4;
}
if (nFreeCount <= 0) {
return -1;
}
nFreeCount--;
uchar nBubble = nBubblesFree[nFreeCount];
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;
// GrabTimeSlot(3);
BubbleList[nBubble].nSprite = nSprite;
BubbleList[nBubble]._0 = 0;
BubbleList[nBubble]._2 = SeqOffsets[kSeqBubble] + nSize;
sprite[nSprite].owner = runlist_AddRunRec(sprite[nSprite].lotag - 1, nBubble | 0x140000);
BubbleList[nBubble]._6 = runlist_AddRunRec(NewRun, nBubble | 0x140000);
return nBubble | 0x140000;
}
void FuncBubble(int a, int b, int nRun)
{
short nBubble = RunData[nRun].nVal;
assert(nBubble >= 0 && nBubble < kMaxBubbles);
short nSprite = BubbleList[nBubble].nSprite;
short dx = BubbleList[nBubble]._2;
int nMessage = a & 0x7F0000;
switch (nMessage)
{
case 0x20000:
{
seq_MoveSequence(nSprite, dx, BubbleList[nBubble]._0);
BubbleList[nBubble]._0++;
if (BubbleList[nBubble]._0 >= SeqSize[dx]) {
BubbleList[nBubble]._0 = 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, dx, BubbleList[nBubble]._0, 1);
tsprite[a & 0xFFFF].owner = -1;
return;
}
case 0x80000:
case 0xA0000:
return;
default:
DebugOut("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) {
bail2dos("too many bubble machines in level %d\n", levelnew);
}
Machine[nMachineCount]._4 = 75;
Machine[nMachineCount].nSprite = nSprite;
Machine[nMachineCount]._0 = Machine[nMachineCount]._4;
nMachineCount++;
sprite[nSprite].cstat = 0x8000u;
}
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;
}