- did the bubbles.

This commit is contained in:
Christoph Oelckers 2021-10-18 23:53:37 +02:00
parent 14ebe23f0d
commit 0b37c9afec
4 changed files with 45 additions and 140 deletions

View file

@ -21,8 +21,10 @@ Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
#include "compat.h"
#include "freelistarray.h"
BEGIN_PS_NS
// anims
void InitAnims();
@ -41,8 +43,7 @@ void FuncAnubis(int, int a, int b, int c);
// bubbles
void InitBubbles();
void BuildBubbleMachine(int nSprite);
void BuildBubbleMachine(DExhumedActor* nSprite);
void DoBubbleMachines();
void DoBubbles(int nPlayer);
void FuncBubble(int, int, int, int);
@ -310,7 +311,9 @@ enum kStatus
kStatDestructibleSprite = 97,
kStatAnubisDrum,
kStatExplodeTrigger = 141,
kStatExplodeTarget = 152
kStatExplodeTarget = 152,
kStatBubbleMachine = 1022,
};
extern short nSmokeSparks;

View file

@ -25,109 +25,25 @@ Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
BEGIN_PS_NS
enum
void DestroyBubble(DExhumedActor* pActor)
{
kMaxBubbles = 200,
kMaxMachines = 125
};
auto pSprite = &pActor->s();
struct Bubble
{
short nFrame;
short nSeq;
short nSprite;
short nRunIndex;
};
struct machine
{
short nCount;
short nSprite;
short nFrame;
};
short nMachineCount;
machine Machine[kMaxMachines];
FreeListArray<Bubble, kMaxBubbles> BubbleList;
FSerializer& Serialize(FSerializer& arc, const char* keyname, Bubble& w, Bubble* def)
{
if (arc.BeginObject(keyname))
{
arc("seq", w.nSeq)
("frame", w.nFrame)
("run", w.nRunIndex)
("sprite", w.nSprite)
.EndObject();
}
return arc;
}
FSerializer& Serialize(FSerializer& arc, const char* keyname, machine& w, machine* def)
{
if (arc.BeginObject(keyname))
{
arc("at0", w.nCount)
("at4", w.nFrame)
("sprite", w.nSprite)
.EndObject();
}
return arc;
}
void SerializeBubbles(FSerializer& arc)
{
if (arc.BeginObject("bubbles"))
{
arc ("machinecount", nMachineCount)
("list", BubbleList)
.Array("machines", Machine, nMachineCount)
.EndObject();
}
}
void InitBubbles()
{
nMachineCount = 0;
BubbleList.Clear();
}
void DestroyBubble(short nBubble)
{
short nSprite = BubbleList[nBubble].nSprite;
auto pSprite = &sprite[nSprite];
runlist_DoSubRunRec(pSprite->lotag - 1);
runlist_DoSubRunRec(pSprite->lotag - 1);
runlist_DoSubRunRec(pSprite->owner);
runlist_SubRunRec(BubbleList[nBubble].nRunIndex);
mydeletesprite(nSprite);
BubbleList.Release(nBubble);
runlist_SubRunRec(pActor->nRun);
DeleteActor(pActor);
}
short GetBubbleSprite(int nBubble)
{
return BubbleList[nBubble & 0xffff].nSprite;
}
int BuildBubble(int x, int y, int z, short nSector)
DExhumedActor* BuildBubble(int x, int y, int z, short nSector)
{
int nSize = RandomSize(3);
if (nSize > 4) {
nSize -= 4;
}
int nBubble = BubbleList.Get();
if (nBubble < 0) {
return -1;
}
int nSprite = insertsprite(nSector, 402);
assert(nSprite >= 0 && nSprite < kMaxSprites);
auto pSprite = &sprite[nSprite];
auto pActor = insertActor(nSector, 402);
auto pSprite = &pActor->s();
pSprite->x = x;
pSprite->y = y;
@ -152,31 +68,29 @@ int BuildBubble(int x, int y, int z, short nSector)
// GrabTimeSlot(3);
BubbleList[nBubble].nSprite = nSprite;
BubbleList[nBubble].nFrame = 0;
BubbleList[nBubble].nSeq = SeqOffsets[kSeqBubble] + nSize;
pActor->nFrame = 0;
pActor->nIndex = SeqOffsets[kSeqBubble] + nSize;
pSprite->owner = runlist_AddRunRec(pSprite->lotag - 1, nBubble, 0x140000);
pSprite->owner = runlist_AddRunRec(pSprite->lotag - 1, pActor, 0x140000);
BubbleList[nBubble].nRunIndex = runlist_AddRunRec(NewRun, nBubble, 0x140000);
return nBubble | 0x140000;
pActor->nRun = runlist_AddRunRec(NewRun, pActor, 0x140000);
return pActor;
}
void AIBubble::Tick(RunListEvent* ev)
{
short nBubble = RunData[ev->nRun].nObjIndex;
assert(nBubble >= 0 && nBubble < kMaxBubbles);
auto pActor = ev->pObjActor;
if (!pActor) return;
short nSprite = BubbleList[nBubble].nSprite;
short nSeq = BubbleList[nBubble].nSeq;
auto pSprite = &sprite[nSprite];
short nSeq = pActor->nIndex;
auto pSprite = &pActor->s();
seq_MoveSequence(nSprite, nSeq, BubbleList[nBubble].nFrame);
seq_MoveSequence(pActor, nSeq, pActor->nFrame);
BubbleList[nBubble].nFrame++;
pActor->nFrame++;
if (BubbleList[nBubble].nFrame >= SeqSize[nSeq]) {
BubbleList[nBubble].nFrame = 0;
if (pActor->nFrame >= SeqSize[nSeq]) {
pActor->nFrame = 0;
}
pSprite->z += pSprite->zvel;
@ -191,16 +105,16 @@ void AIBubble::Tick(RunListEvent* ev)
BuildAnim(nullptr, 70, 0, pSprite->x, pSprite->y, sector[nSectAbove].floorz, nSectAbove, 64, 0);
}
DestroyBubble(nBubble);
DestroyBubble(pActor);
}
}
void AIBubble::Draw(RunListEvent* ev)
{
short nBubble = RunData[ev->nRun].nObjIndex;
assert(nBubble >= 0 && nBubble < kMaxBubbles);
auto pActor = ev->pObjActor;
if (!pActor) return;
seq_PlotSequence(ev->nParam, BubbleList[nBubble].nSeq, BubbleList[nBubble].nFrame, 1);
seq_PlotSequence(ev->nParam, pActor->nIndex, pActor->nFrame, 1);
ev->pTSprite->owner = -1;
}
@ -212,35 +126,29 @@ void FuncBubble(int nObject, int nMessage, int nDamage, int nRun)
void DoBubbleMachines()
{
for (int i = 0; i < nMachineCount; i++)
ExhumedStatIterator it(kStatBubbleMachine);
while (auto pActor = it.Next())
{
Machine[i].nCount--;
pActor->nCount--;
if (Machine[i].nCount <= 0)
if (pActor->nCount <= 0)
{
Machine[i].nCount = (RandomWord() % Machine[i].nFrame) + 30;
pActor->nCount = (RandomWord() % pActor->nFrame) + 30;
int nSprite = Machine[i].nSprite;
auto pSprite = &sprite[nSprite];
auto pSprite = &pActor->s();
BuildBubble(pSprite->x, pSprite->y, pSprite->z, pSprite->sectnum);
}
}
}
void BuildBubbleMachine(int nSprite)
void BuildBubbleMachine(DExhumedActor* pActor)
{
if (nMachineCount >= kMaxMachines) {
I_Error("too many bubble machines in level %s\n", currentLevel->labelName.GetChars());
exit(-1);
}
pActor->nFrame = 75;
pActor->nCount = pActor->nFrame;
Machine[nMachineCount].nFrame = 75;
Machine[nMachineCount].nSprite = nSprite;
Machine[nMachineCount].nCount = Machine[nMachineCount].nFrame;
nMachineCount++;
auto pSprite = &sprite[nSprite];
auto pSprite = &pActor->s();
pSprite->cstat = 0x8000;
ChangeActorStat(pActor, kStatBubbleMachine);
}
void DoBubbles(int nPlayer)
@ -250,10 +158,7 @@ void DoBubbles(int nPlayer)
WheresMyMouth(nPlayer, &x, &y, &z, &nSector);
int nBubble = BuildBubble(x, y, z, nSector);
int nSprite = GetBubbleSprite(nBubble);
auto pSprite = &sprite[nSprite];
pSprite->hitag = nPlayer;
auto pActor = BuildBubble(x, y, z, nSector);
pActor->s().hitag = nPlayer;
}
END_PS_NS

View file

@ -102,7 +102,6 @@ uint8_t LoadLevel(MapRecord* map)
InitSnakes();
InitLights();
ClearAutomap();
InitBubbles();
InitObjects();
InitPushBlocks();
InitPlayer();
@ -690,7 +689,7 @@ void ProcessSpriteTag(short nSprite, short nLotag, short nHitag)
}
case 93:
{
BuildBubbleMachine(nSprite);
BuildBubbleMachine(pActor);
return;
}
case 90:

View file

@ -30,7 +30,6 @@ BEGIN_PS_NS
void SerializeState(FSerializer& arc);
void SerializeAnim(FSerializer& arc);
void SerializeBubbles(FSerializer& arc);
void SerializeBullet(FSerializer& arc);
void SerializeGrenade(FSerializer& arc);
void SerializeGun(FSerializer& arc);
@ -58,7 +57,6 @@ void GameInterface::SerializeGameState(FSerializer& arc)
{
SerializeState(arc);
SerializeAnim(arc);
SerializeBubbles(arc);
SerializeBullet(arc);
SerializeGrenade(arc);
SerializeGun(arc);