//------------------------------------------------------------------------- /* 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 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]; FreeListArray 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.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; } 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; runlist_DoSubRunRec(sprite[nSprite].lotag - 1); runlist_DoSubRunRec(sprite[nSprite].owner); runlist_SubRunRec(BubbleList[nBubble].nRun); mydeletesprite(nSprite); BubbleList.Release(nBubble); } short GetBubbleSprite(int nBubble) { return BubbleList[nBubble & 0xffff].nSprite; } int 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); 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: 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