raze/source/blood/src/seq.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 <string.h>
#include "build.h"
#include "common_game.h"
#include "blood.h"
#include "db.h"
#include "eventq.h"
#include "globals.h"
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#include "levels.h"
#include "loadsave.h"
#include "sound.h"
#include "seq.h"
#include "gameutil.h"
#include "actor.h"
#include "tile.h"
#include "view.h"
#include "raze_sound.h"
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BEGIN_BLD_NS
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#define kMaxClients 256
#define kMaxSequences 1024
static ACTIVE activeList[kMaxSequences];
static int activeCount = 0;
static int nClients = 0;
static void(*clientCallback[kMaxClients])(int, int);
int seqRegisterClient(void(*pClient)(int, int))
{
dassert(nClients < kMaxClients);
clientCallback[nClients] = pClient;
return nClients++;
}
void Seq::Preload(void)
{
if (memcmp(signature, "SEQ\x1a", 4) != 0)
ThrowError("Invalid sequence");
if ((version & 0xff00) != 0x300)
ThrowError("Obsolete sequence version");
for (int i = 0; i < nFrames; i++)
tilePreloadTile(seqGetTile(&frames[i]));
}
void Seq::Precache(void)
{
if (memcmp(signature, "SEQ\x1a", 4) != 0)
ThrowError("Invalid sequence");
if ((version & 0xff00) != 0x300)
ThrowError("Obsolete sequence version");
for (int i = 0; i < nFrames; i++)
tilePrecacheTile(seqGetTile(&frames[i]));
}
void seqPrecacheId(int id)
{
DICTNODE *hSeq = gSysRes.Lookup(id, "SEQ");
if (!hSeq)
return;
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Seq *pSeq = (Seq*)gSysRes.Load(hSeq);
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pSeq->Precache();
}
SEQINST siWall[kMaxXWalls];
SEQINST siCeiling[kMaxXSectors];
SEQINST siFloor[kMaxXSectors];
SEQINST siSprite[kMaxXSprites];
SEQINST siMasked[kMaxXWalls];
void UpdateSprite(int nXSprite, SEQFRAME *pFrame)
{
dassert(nXSprite > 0 && nXSprite < kMaxXSprites);
int nSprite = xsprite[nXSprite].reference;
dassert(nSprite >= 0 && nSprite < kMaxSprites);
spritetype *pSprite = &sprite[nSprite];
dassert(pSprite->extra == nXSprite);
if (pSprite->flags & 2)
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{
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if (tilesiz[pSprite->picnum].y != tilesiz[seqGetTile(pFrame)].y || tileTopOffset(pSprite->picnum) != tileTopOffset(seqGetTile(pFrame))
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|| (pFrame->at3_0 && pFrame->at3_0 != pSprite->yrepeat))
pSprite->flags |= 4;
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}
pSprite->picnum = seqGetTile(pFrame);
if (pFrame->at5_0)
pSprite->pal = pFrame->at5_0;
pSprite->shade = pFrame->at4_0;
int scale = xsprite[nXSprite].scale; // SEQ size scaling
if (pFrame->at2_0) {
if (scale) pSprite->xrepeat = ClipRange(mulscale8(pFrame->at2_0, scale), 0, 255);
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else pSprite->xrepeat = pFrame->at2_0;
}
if (pFrame->at3_0) {
if (scale) pSprite->yrepeat = ClipRange(mulscale8(pFrame->at3_0, scale), 0, 255);
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else pSprite->yrepeat = pFrame->at3_0;
}
if (pFrame->at1_4)
pSprite->cstat |= 2;
else
pSprite->cstat &= ~2;
if (pFrame->at1_5)
pSprite->cstat |= 512;
else
pSprite->cstat &= ~512;
if (pFrame->at1_6)
pSprite->cstat |= 1;
else
pSprite->cstat &= ~1;
if (pFrame->at1_7)
pSprite->cstat |= 256;
else
pSprite->cstat &= ~256;
if (pFrame->at6_2)
pSprite->cstat |= 32768;
else
pSprite->cstat &= (unsigned short)~32768;
if (pFrame->at6_0)
pSprite->cstat |= 4096;
else
pSprite->cstat &= ~4096;
if (pFrame->at5_6)
pSprite->flags |= 256;
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else
pSprite->flags &= ~256;
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if (pFrame->at5_7)
pSprite->flags |= 8;
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else
pSprite->flags &= ~8;
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if (pFrame->at6_3)
pSprite->flags |= 1024;
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else
pSprite->flags &= ~1024;
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if (pFrame->at6_4)
pSprite->flags |= 2048;
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else
pSprite->flags &= ~2048;
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}
void UpdateWall(int nXWall, SEQFRAME *pFrame)
{
dassert(nXWall > 0 && nXWall < kMaxXWalls);
int nWall = xwall[nXWall].reference;
dassert(nWall >= 0 && nWall < kMaxWalls);
walltype *pWall = &wall[nWall];
dassert(pWall->extra == nXWall);
pWall->picnum = seqGetTile(pFrame);
if (pFrame->at5_0)
pWall->pal = pFrame->at5_0;
if (pFrame->at1_4)
pWall->cstat |= 128;
else
pWall->cstat &= ~128;
if (pFrame->at1_5)
pWall->cstat |= 512;
else
pWall->cstat &= ~512;
if (pFrame->at1_6)
pWall->cstat |= 1;
else
pWall->cstat &= ~1;
if (pFrame->at1_7)
pWall->cstat |= 64;
else
pWall->cstat &= ~64;
}
void UpdateMasked(int nXWall, SEQFRAME *pFrame)
{
dassert(nXWall > 0 && nXWall < kMaxXWalls);
int nWall = xwall[nXWall].reference;
dassert(nWall >= 0 && nWall < kMaxWalls);
walltype *pWall = &wall[nWall];
dassert(pWall->extra == nXWall);
dassert(pWall->nextwall >= 0);
walltype *pWallNext = &wall[pWall->nextwall];
pWall->overpicnum = pWallNext->overpicnum = seqGetTile(pFrame);
if (pFrame->at5_0)
pWall->pal = pWallNext->pal = pFrame->at5_0;
if (pFrame->at1_4)
{
pWall->cstat |= 128;
pWallNext->cstat |= 128;
}
else
{
pWall->cstat &= ~128;
pWallNext->cstat &= ~128;
}
if (pFrame->at1_5)
{
pWall->cstat |= 512;
pWallNext->cstat |= 512;
}
else
{
pWall->cstat &= ~512;
pWallNext->cstat &= ~512;
}
if (pFrame->at1_6)
{
pWall->cstat |= 1;
pWallNext->cstat |= 1;
}
else
{
pWall->cstat &= ~1;
pWallNext->cstat &= ~1;
}
if (pFrame->at1_7)
{
pWall->cstat |= 64;
pWallNext->cstat |= 64;
}
else
{
pWall->cstat &= ~64;
pWallNext->cstat &= ~64;
}
}
void UpdateFloor(int nXSector, SEQFRAME *pFrame)
{
dassert(nXSector > 0 && nXSector < kMaxXSectors);
int nSector = xsector[nXSector].reference;
dassert(nSector >= 0 && nSector < kMaxSectors);
sectortype *pSector = &sector[nSector];
dassert(pSector->extra == nXSector);
pSector->floorpicnum = seqGetTile(pFrame);
pSector->floorshade = pFrame->at4_0;
if (pFrame->at5_0)
pSector->floorpal = pFrame->at5_0;
}
void UpdateCeiling(int nXSector, SEQFRAME *pFrame)
{
dassert(nXSector > 0 && nXSector < kMaxXSectors);
int nSector = xsector[nXSector].reference;
dassert(nSector >= 0 && nSector < kMaxSectors);
sectortype *pSector = &sector[nSector];
dassert(pSector->extra == nXSector);
pSector->ceilingpicnum = seqGetTile(pFrame);
pSector->ceilingshade = pFrame->at4_0;
if (pFrame->at5_0)
pSector->ceilingpal = pFrame->at5_0;
}
void SEQINST::Update(ACTIVE *pActive)
{
dassert(frameIndex < pSequence->nFrames);
switch (pActive->type)
{
case 0:
UpdateWall(pActive->xindex, &pSequence->frames[frameIndex]);
break;
case 1:
UpdateCeiling(pActive->xindex , &pSequence->frames[frameIndex]);
break;
case 2:
UpdateFloor(pActive->xindex, &pSequence->frames[frameIndex]);
break;
case 3:
{
UpdateSprite(pActive->xindex, &pSequence->frames[frameIndex]);
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if (pSequence->frames[frameIndex].at6_1) {
int sound = pSequence->ata;
// by NoOne: add random sound range feature
if (!VanillaMode() && pSequence->frames[frameIndex].soundRange > 0)
sound += Random(((pSequence->frames[frameIndex].soundRange == 1) ? 2 : pSequence->frames[frameIndex].soundRange));
sfxPlay3DSound(&sprite[xsprite[pActive->xindex].reference], sound, -1, 0);
}
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// by NoOne: add surfaceSound trigger feature
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spritetype* pSprite = &sprite[xsprite[pActive->xindex].reference];
if (!VanillaMode() && pSequence->frames[frameIndex].surfaceSound && zvel[pSprite->index] == 0 && xvel[pSprite->index] != 0) {
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if (gUpperLink[pSprite->sectnum] >= 0) break; // don't play surface sound for stacked sectors
int surf = tileGetSurfType(pSprite->sectnum + 0x4000); if (!surf) break;
static int surfSfxMove[15][4] = {
/* {snd1, snd2, gameVolume, myVolume} */
{800,801,80,25},
{802,803,80,25},
{804,805,80,25},
{806,807,80,25},
{808,809,80,25},
{810,811,80,25},
{812,813,80,25},
{814,815,80,25},
{816,817,80,25},
{818,819,80,25},
{820,821,80,25},
{822,823,80,25},
{824,825,80,25},
{826,827,80,25},
{828,829,80,25},
};
int sndId = surfSfxMove[surf][Random(2)];
auto snd = soundEngine->FindSoundByResID(sndId);
if (snd > 0)
{
auto udata = soundEngine->GetUserData(snd);
int relVol = udata ? udata[2] : 255;
sfxPlay3DSoundCP(pSprite, sndId, -1, 0, 0, (surfSfxMove[surf][2] != relVol) ? relVol : surfSfxMove[surf][3]);
}
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}
break;
}
case 4:
UpdateMasked(pActive->xindex, &pSequence->frames[frameIndex]);
break;
}
if (pSequence->frames[frameIndex].at5_5 && atc != -1)
clientCallback[atc](pActive->type, pActive->xindex);
}
SEQINST * GetInstance(int a1, int a2)
{
switch (a1)
{
case 0:
if (a2 > 0 && a2 < kMaxXWalls) return &siWall[a2];
break;
case 1:
if (a2 > 0 && a2 < kMaxXSectors) return &siCeiling[a2];
break;
case 2:
if (a2 > 0 && a2 < kMaxXSectors) return &siFloor[a2];
break;
case 3:
if (a2 > 0 && a2 < kMaxXSprites) return &siSprite[a2];
break;
case 4:
if (a2 > 0 && a2 < kMaxWalls) return &siMasked[a2];
break;
}
return NULL;
}
void UnlockInstance(SEQINST *pInst)
{
dassert(pInst != NULL);
dassert(pInst->hSeq != NULL);
dassert(pInst->pSequence != NULL);
pInst->hSeq = NULL;
pInst->pSequence = NULL;
pInst->at13 = 0;
}
void seqSpawn(int a1, int a2, int a3, int a4)
{
SEQINST *pInst = GetInstance(a2, a3);
if (!pInst) return;
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DICTNODE *hSeq = gSysRes.Lookup(a1, "SEQ");
if (!hSeq)
ThrowError("Missing sequence #%d", a1);
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int i = activeCount;
if (pInst->at13)
{
if (hSeq == pInst->hSeq)
return;
UnlockInstance(pInst);
for (i = 0; i < activeCount; i++)
{
if (activeList[i].type == a2 && activeList[i].xindex == a3)
break;
}
dassert(i < activeCount);
}
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Seq *pSeq = (Seq*)gSysRes.Load(hSeq);
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if (memcmp(pSeq->signature, "SEQ\x1a", 4) != 0)
ThrowError("Invalid sequence %d", a1);
if ((pSeq->version & 0xff00) != 0x300)
ThrowError("Sequence %d is obsolete version", a1);
if ((pSeq->version & 0xff) == 0x00)
{
for (int i = 0; i < pSeq->nFrames; i++)
pSeq->frames[i].tile2 = 0;
}
pInst->at13 = 1;
pInst->hSeq = hSeq;
pInst->pSequence = pSeq;
pInst->at8 = a1;
pInst->atc = a4;
pInst->at10 = pSeq->at8;
pInst->frameIndex = 0;
if (i == activeCount)
{
dassert(activeCount < kMaxSequences);
activeList[activeCount].type = a2;
activeList[activeCount].xindex = a3;
activeCount++;
}
pInst->Update(&activeList[i]);
}
void seqKill(int a1, int a2)
{
SEQINST *pInst = GetInstance(a1, a2);
if (!pInst || !pInst->at13)
return;
int i;
for (i = 0; i < activeCount; i++)
{
if (activeList[i].type == a1 && activeList[i].xindex == a2)
break;
}
dassert(i < activeCount);
activeCount--;
activeList[i] = activeList[activeCount];
pInst->at13 = 0;
UnlockInstance(pInst);
}
void seqKillAll(void)
{
for (int i = 0; i < kMaxXWalls; i++)
{
if (siWall[i].at13)
UnlockInstance(&siWall[i]);
if (siMasked[i].at13)
UnlockInstance(&siMasked[i]);
}
for (int i = 0; i < kMaxXSectors; i++)
{
if (siCeiling[i].at13)
UnlockInstance(&siCeiling[i]);
if (siFloor[i].at13)
UnlockInstance(&siFloor[i]);
}
for (int i = 0; i < kMaxXSprites; i++)
{
if (siSprite[i].at13)
UnlockInstance(&siSprite[i]);
}
activeCount = 0;
}
int seqGetStatus(int a1, int a2)
{
SEQINST *pInst = GetInstance(a1, a2);
if (pInst && pInst->at13)
return pInst->frameIndex;
return -1;
}
int seqGetID(int a1, int a2)
{
SEQINST *pInst = GetInstance(a1, a2);
if (pInst)
return pInst->at8;
return -1;
}
void seqProcess(int a1)
{
for (int i = 0; i < activeCount; i++)
{
SEQINST *pInst = GetInstance(activeList[i].type, activeList[i].xindex);
Seq *pSeq = pInst->pSequence;
dassert(pInst->frameIndex < pSeq->nFrames);
pInst->at10 -= a1;
while (pInst->at10 < 0)
{
pInst->at10 += pSeq->at8;
pInst->frameIndex++;
if (pInst->frameIndex == pSeq->nFrames)
{
if (pSeq->atc & 1)
pInst->frameIndex = 0;
else
{
UnlockInstance(pInst);
if (pSeq->atc & 2)
{
switch (activeList[i].type)
{
case 3:
{
int nXSprite = activeList[i].xindex;
int nSprite = xsprite[nXSprite].reference;
dassert(nSprite >= 0 && nSprite < kMaxSprites);
evKill(nSprite, 3);
if ((sprite[nSprite].flags & kHitagRespawn) && sprite[nSprite].inittype >= kDudeBase && sprite[nSprite].inittype < kDudeMax)
evPost(nSprite, 3, gGameOptions.nMonsterRespawnTime, kCallbackRespawn);
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else
DeleteSprite(nSprite);
break;
}
case 4:
{
int nXWall = activeList[i].xindex;
int nWall = xwall[nXWall].reference;
dassert(nWall >= 0 && nWall < kMaxWalls);
wall[nWall].cstat &= ~(8 + 16 + 32);
if (wall[nWall].nextwall != -1)
wall[wall[nWall].nextwall].cstat &= ~(8 + 16 + 32);
break;
}
}
}
activeList[i--] = activeList[--activeCount];
break;
}
}
pInst->Update(&activeList[i]);
}
}
}
class SeqLoadSave : public LoadSave {
virtual void Load(void);
virtual void Save(void);
};
void SeqLoadSave::Load(void)
{
Read(&siWall, sizeof(siWall));
Read(&siMasked, sizeof(siMasked));
Read(&siCeiling, sizeof(siCeiling));
Read(&siFloor, sizeof(siFloor));
Read(&siSprite, sizeof(siSprite));
Read(&activeList, sizeof(activeList));
Read(&activeCount, sizeof(activeCount));
for (int i = 0; i < kMaxXWalls; i++)
{
siWall[i].hSeq = NULL;
siMasked[i].hSeq = NULL;
siWall[i].pSequence = NULL;
siMasked[i].pSequence = NULL;
}
for (int i = 0; i < kMaxXSectors; i++)
{
siCeiling[i].hSeq = NULL;
siFloor[i].hSeq = NULL;
siCeiling[i].pSequence = NULL;
siFloor[i].pSequence = NULL;
}
for (int i = 0; i < kMaxXSprites; i++)
{
siSprite[i].hSeq = NULL;
siSprite[i].pSequence = NULL;
}
for (int i = 0; i < activeCount; i++)
{
SEQINST *pInst = GetInstance(activeList[i].type, activeList[i].xindex);
if (pInst->at13)
{
int nSeq = pInst->at8;
DICTNODE *hSeq = gSysRes.Lookup(nSeq, "SEQ");
if (!hSeq) {
ThrowError("Missing sequence #%d", nSeq);
continue;
}
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Seq *pSeq = (Seq*)gSysRes.Load(hSeq);
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if (memcmp(pSeq->signature, "SEQ\x1a", 4) != 0)
ThrowError("Invalid sequence %d", nSeq);
if ((pSeq->version & 0xff00) != 0x300)
ThrowError("Sequence %d is obsolete version", nSeq);
pInst->hSeq = hSeq;
pInst->pSequence = pSeq;
}
}
}
void SeqLoadSave::Save(void)
{
Write(&siWall, sizeof(siWall));
Write(&siMasked, sizeof(siMasked));
Write(&siCeiling, sizeof(siCeiling));
Write(&siFloor, sizeof(siFloor));
Write(&siSprite, sizeof(siSprite));
Write(&activeList, sizeof(activeList));
Write(&activeCount, sizeof(activeCount));
}
static SeqLoadSave *myLoadSave;
void SeqLoadSaveConstruct(void)
{
myLoadSave = new SeqLoadSave();
}
END_BLD_NS