//------------------------------------------------------------------------- /* 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! #include "build.h" #include "blood.h" #include "bloodactor.h" BEGIN_BLD_NS struct GIBFX { FX_ID fxId; int at1; int chance; int at9; int atd; int at11; }; struct GIBTHING { int type; int Kills; int chance; int atc; int at10; }; struct GIBLIST { GIBFX* gibFX; int Kills; GIBTHING* at8; int atc; int at10; }; GIBFX gibFxGlassT[] = { { FX_18, 0, 65536, 3, 200, 400 }, { FX_31, 0, 32768, 5, 200, 400 } }; GIBFX gibFxGlassS[] = { { FX_18, 0, 65536, 8, 200, 400 } }; GIBFX gibFxBurnShard[] = { { FX_16, 0, 65536, 12, 500, 1000 } }; GIBFX gibFxWoodShard[] = { { FX_17, 0, 65536, 12, 500, 1000 } }; GIBFX gibFxMetalShard[] = { { FX_30, 0, 65536, 12, 500, 1000 } }; GIBFX gibFxFireSpark[] = { { FX_14, 0, 65536, 8, 500, 1000 } }; GIBFX gibFxShockSpark[] = { { FX_15, 0, 65536, 8, 500, 1000 } }; GIBFX gibFxBloodChunks[] = { { FX_13, 0, 65536, 8, 90, 600 } }; GIBFX gibFxBubblesS[] = { { FX_25, 0, 65536, 8, 200, 400 } }; GIBFX gibFxBubblesM[] = { { FX_24, 0, 65536, 8, 200, 400 } }; GIBFX gibFxBubblesL[] = { { FX_23, 0, 65536, 8, 200, 400 } }; GIBFX gibFxIcicles[] = { { FX_31, 0, 65536, 15, 200, 400 } }; GIBFX gibFxGlassCombo1[] = { { FX_18, 0, 65536, 15, 200, 400 }, { FX_31, 0, 65536, 10, 200, 400 } }; GIBFX gibFxGlassCombo2[] = { { FX_18, 0, 65536, 5, 200, 400 }, { FX_20, 0, 53248, 5, 200, 400 }, { FX_21, 0, 53248, 5, 200, 400 }, { FX_19, 0, 53248, 5, 200, 400 }, { FX_22, 0, 53248, 5, 200, 400 } }; GIBFX gibFxWoodCombo[] = { { FX_16, 0, 65536, 8, 500, 1000 }, { FX_17, 0, 65536, 8, 500, 1000 }, { FX_14, 0, 65536, 8, 500, 1000 } }; GIBFX gibFxMedicCombo[] = { { FX_18, 0, 32768, 7, 200, 400 }, { FX_30, 0, 65536, 7, 500, 1000 }, { FX_13, 0, 65536, 10, 90, 600 }, { FX_14, 0, 32768, 7, 500, 1000 } }; GIBFX gibFxFlareSpark[] = { { FX_28, 0, 32768, 15, 128, -128 } }; GIBFX gibFxBloodBits[] = { { FX_13, 0, 45056, 8, 90, 600 } }; GIBFX gibFxRockShards[] = { { FX_46, 0, 65536, 10, 300, 800 }, { FX_31, 0, 32768, 10, 200, 1000 } }; GIBFX gibFxPaperCombo1[] = { { FX_47, 0, 65536, 12, 300, 600 }, { FX_14, 0, 65536, 8, 500, 1000 } }; GIBFX gibFxPlantCombo1[] = { { FX_44, 0, 45056, 8, 400, 800 }, { FX_45, 0, 45056, 8, 300, 800 }, { FX_14, 0, 45056, 6, 500, 1000 } }; GIBFX gibFx13BBA8[] = { { FX_49, 0, 65536, 4, 80, 300 } }; GIBFX gibFx13BBC0[] = { { FX_50, 0, 65536, 4, 80, 0 } }; GIBFX gibFx13BBD8[] = { { FX_50, 0, 65536, 20, 800, -40 }, { FX_15, 0, 65536, 15, 400, 10 } }; GIBFX gibFx13BC04[] = { { FX_32, 0, 65536, 8, 100, 0 } }; GIBFX gibFx13BC1C[] = { { FX_56, 0, 65536, 8, 100, 0 } }; GIBTHING gibHuman[] = { { 425, 1454, 917504, 300, 900 }, { 425, 1454, 917504, 300, 900 }, { 425, 1267, 917504, 300, 900 }, { 425, 1267, 917504, 300, 900 }, { 425, 1268, 917504, 300, 900 }, { 425, 1269, 917504, 300, 900 }, { 425, 1456, 917504, 300, 900 } }; GIBTHING gibMime[] = { { 425, 2405, 917504, 300, 900 }, { 425, 2405, 917504, 300, 900 }, { 425, 2404, 917504, 300, 900 }, { 425, 1268, 32768, 300, 900 }, { 425, 1269, 32768, 300, 900 }, { 425, 1456, 32768, 300, 900 }, }; GIBTHING gibHound[] = { { 425, 1326, 917504, 300, 900 }, { 425, 1268, 32768, 300, 900 }, { 425, 1269, 32768, 300, 900 }, { 425, 1456, 32768, 300, 900 } }; GIBTHING gibFleshGargoyle[] = { { 425, 1369, 917504, 300, 900 }, { 425, 1361, 917504, 300, 900 }, { 425, 1268, 32768, 300, 900 }, { 425, 1269, 32768, 300, 900 }, { 425, 1456, 32768, 300, 900 } }; GIBTHING gibAxeZombieHead[] = { { 427, 3405, 917504, 0, 0 } }; GIBLIST gibList[] = { { gibFxGlassT, 2, NULL, 0, 300 }, { gibFxGlassS, 1, NULL, 0, 300 }, { gibFxBurnShard, 1, NULL, 0, 0 }, { gibFxWoodShard, 1, NULL, 0, 0 }, { gibFxMetalShard, 1, NULL, 0, 0 }, { gibFxFireSpark, 1, NULL, 0, 0 }, { gibFxShockSpark, 1, NULL, 0, 0 }, { gibFxBloodChunks, 1, NULL, 0, 0 }, { gibFxBubblesS, 1, NULL, 0, 0 }, { gibFxBubblesM, 1, NULL, 0, 0 }, { gibFxBubblesL, 1, NULL, 0, 0 }, { gibFxIcicles, 1, NULL, 0, 0 }, { gibFxGlassCombo1, 2, NULL, 0, 300 }, { gibFxGlassCombo2, 5, NULL, 0, 300 }, { gibFxWoodCombo, 3, NULL, 0, 0 }, { NULL, 0, gibHuman, 7, 0 }, { gibFxMedicCombo, 4, NULL, 0, 0 }, { gibFxFlareSpark, 1, NULL, 0, 0 }, { gibFxBloodBits, 1, NULL, 0, 0 }, { gibFxRockShards, 2, NULL, 0, 0 }, { gibFxPaperCombo1, 2, NULL, 0, 0 }, { gibFxPlantCombo1, 3, NULL, 0, 0 }, { gibFx13BBA8, 1, NULL, 0, 0 }, { gibFx13BBC0, 1, NULL, 0, 0 }, { gibFx13BBD8, 2, NULL, 0, 0 }, { gibFx13BC04, 1, NULL, 0, 0 }, { gibFx13BC1C, 1, NULL, 0, 0 }, { NULL, 0, gibAxeZombieHead, 1, 0 }, { NULL, 0, gibMime, 6, 0 }, { NULL, 0, gibHound, 4, 0 }, { NULL, 0, gibFleshGargoyle, 5, 0 }, }; int ChanceToCount(int a1, int a2) { int vb = a2; if (a1 < 0x10000) { for (int i = 0; i < a2; i++) if (!Chance(a1)) vb--; } return vb; } //--------------------------------------------------------------------------- // // // //--------------------------------------------------------------------------- void GibFX(DBloodActor* actor, GIBFX* pGFX, CGibPosition* pPos, CGibVelocity* pVel) { auto pSector = actor->sector(); if (adult_lockout && gGameOptions.nGameType == 0 && pGFX->fxId == FX_13) return; CGibPosition gPos(actor->spr.pos.X, actor->spr.pos.Y, actor->spr.pos.Z); if (pPos) gPos = *pPos; int32_t ceilZ, floorZ; getzsofslopeptr(pSector, gPos.x, gPos.y, &ceilZ, &floorZ); int nCount = ChanceToCount(pGFX->chance, pGFX->at9); int dz1 = floorZ - gPos.z; int dz2 = gPos.z - ceilZ; int top, bottom; GetActorExtents(actor, &top, &bottom); for (int i = 0; i < nCount; i++) { if (!pPos && (actor->spr.cstat & CSTAT_SPRITE_ALIGNMENT_MASK) == 0) { int nAngle = Random(2048); gPos.x = actor->spr.pos.X + MulScale(actor->spr.clipdist << 2, Cos(nAngle), 30); gPos.y = actor->spr.pos.Y + MulScale(actor->spr.clipdist << 2, Sin(nAngle), 30); gPos.z = bottom - Random(bottom - top); } auto pFX = gFX.fxSpawnActor(pGFX->fxId, pSector, gPos.x, gPos.y, gPos.z, 0); if (pFX) { if (pGFX->at1 < 0) pFX->spr.pal = actor->spr.pal; if (pVel) { pFX->vel.X = pVel->vx + Random2(pGFX->atd); pFX->vel.Y = pVel->vy + Random2(pGFX->atd); pFX->vel.Z = pVel->vz - Random(pGFX->at11); } else { pFX->vel.X = Random2((pGFX->atd << 18) / 120); pFX->vel.Y = Random2((pGFX->atd << 18) / 120); switch (actor->spr.cstat & CSTAT_SPRITE_ALIGNMENT_MASK) { case 16: pFX->vel.Z = Random2((pGFX->at11 << 18) / 120); break; default: if (dz2 < dz1 && dz2 < 0x4000) { pFX->vel.Z = 0; } else if (dz2 > dz1 && dz1 < 0x4000) { pFX->vel.Z = -(int)Random((abs(pGFX->at11) << 18) / 120); } else { if ((pGFX->at11 << 18) / 120 < 0) pFX->vel.Z = -(int)Random((abs(pGFX->at11) << 18) / 120); else pFX->vel.Z = Random2((pGFX->at11 << 18) / 120); } break; } } } } } //--------------------------------------------------------------------------- // // // //--------------------------------------------------------------------------- void GibThing(DBloodActor* actor, GIBTHING* pGThing, CGibPosition* pPos, CGibVelocity* pVel) { if (adult_lockout && gGameOptions.nGameType <= 0) switch (pGThing->type) { case kThingBloodBits: case kThingZombieHead: return; } if (pGThing->chance == 65536 || Chance(pGThing->chance)) { auto pSector = actor->sector(); int top, bottom; GetActorExtents(actor, &top, &bottom); int x, y, z; if (!pPos) { int nAngle = Random(2048); x = actor->spr.pos.X + MulScale(actor->spr.clipdist << 2, Cos(nAngle), 30); y = actor->spr.pos.Y + MulScale(actor->spr.clipdist << 2, Sin(nAngle), 30); z = bottom - Random(bottom - top); } else { x = pPos->x; y = pPos->y; z = pPos->z; } int32_t ceilZ, floorZ; getzsofslopeptr(pSector, x, y, &ceilZ, &floorZ); int dz1 = floorZ - z; int dz2 = z - ceilZ; auto gibactor = actSpawnThing(pSector, x, y, z, pGThing->type); if (!gibactor) return; if (pGThing->Kills > -1) gibactor->spr.picnum = pGThing->Kills; if (pVel) { gibactor->vel.X = pVel->vx + Random2(pGThing->atc); gibactor->vel.Y = pVel->vy + Random2(pGThing->atc); gibactor->vel.Z = pVel->vz - Random(pGThing->at10); } else { gibactor->vel.X = Random2((pGThing->atc << 18) / 120); gibactor->vel.Y = Random2((pGThing->atc << 18) / 120); switch (actor->spr.cstat & CSTAT_SPRITE_ALIGNMENT_MASK) { case 16: gibactor->vel.Z = Random2((pGThing->at10 << 18) / 120); break; default: if (dz2 < dz1 && dz2 < 0x4000) { gibactor->vel.Z = 0; } else if (dz2 > dz1 && dz1 < 0x4000) { gibactor->vel.Z = -(int)Random((pGThing->at10 << 18) / 120); } else { gibactor->vel.Z = Random2((pGThing->at10 << 18) / 120); } break; } } } } //--------------------------------------------------------------------------- // // // //--------------------------------------------------------------------------- void GibSprite(DBloodActor* actor, GIBTYPE nGibType, CGibPosition* pPos, CGibVelocity* pVel) { assert(actor != NULL); assert(nGibType >= 0 && nGibType < kGibMax); if (!actor->insector()) return; GIBLIST* pGib = &gibList[nGibType]; for (int i = 0; i < pGib->Kills; i++) { GIBFX* pGibFX = &pGib->gibFX[i]; assert(pGibFX->chance > 0); GibFX(actor, pGibFX, pPos, pVel); } for (int i = 0; i < pGib->atc; i++) { GIBTHING* pGibThing = &pGib->at8[i]; assert(pGibThing->chance > 0); GibThing(actor, pGibThing, pPos, pVel); } } //--------------------------------------------------------------------------- // // // //--------------------------------------------------------------------------- void GibFX(walltype* pWall, GIBFX* pGFX, int a3, int a4, int a5, int a6, CGibVelocity* pVel) { assert(pWall); int nCount = ChanceToCount(pGFX->chance, pGFX->at9); auto pSector = pWall->sectorp(); for (int i = 0; i < nCount; i++) { int r1 = Random(a6); int r2 = Random(a5); int r3 = Random(a4); auto pGib = gFX.fxSpawnActor(pGFX->fxId, pSector, pWall->pos.X + r3, pWall->pos.Y + r2, a3 + r1, 0); if (pGib) { if (pGFX->at1 < 0) pGib->spr.pal = pWall->pal; if (!pVel) { pGib->vel.X = Random2((pGFX->atd << 18) / 120); pGib->vel.Y = Random2((pGFX->atd << 18) / 120); pGib->vel.Z = -(int)Random((pGFX->at11 << 18) / 120); } else { pGib->vel.X = Random2((pVel->vx << 18) / 120); pGib->vel.Y = Random2((pVel->vy << 18) / 120); pGib->vel.Z = -(int)Random((pVel->vz << 18) / 120); } } } } //--------------------------------------------------------------------------- // // // //--------------------------------------------------------------------------- void GibWall(walltype* pWall, GIBTYPE nGibType, CGibVelocity* pVel) { assert(pWall); assert(nGibType >= 0 && nGibType < kGibMax); int cx, cy, cz, wx, wy, wz; cx = (pWall->pos.X + pWall->point2Wall()->pos.X) >> 1; cy = (pWall->pos.Y + pWall->point2Wall()->pos.Y) >> 1; auto pSector = pWall->sectorp(); int32_t ceilZ, floorZ; getzsofslopeptr(pSector, cx, cy, &ceilZ, &floorZ); int32_t ceilZ2, floorZ2; getzsofslopeptr(pWall->nextSector(), cx, cy, &ceilZ2, &floorZ2); ceilZ = ClipLow(ceilZ, ceilZ2); floorZ = ClipHigh(floorZ, floorZ2); wz = floorZ - ceilZ; wx = pWall->point2Wall()->pos.X - pWall->pos.X; wy = pWall->point2Wall()->pos.Y - pWall->pos.Y; cz = (ceilZ + floorZ) >> 1; GIBLIST* pGib = &gibList[nGibType]; sfxPlay3DSound(cx, cy, cz, pGib->at10, pSector); for (int i = 0; i < pGib->Kills; i++) { GIBFX* pGibFX = &pGib->gibFX[i]; assert(pGibFX->chance > 0); GibFX(pWall, pGibFX, ceilZ, wx, wy, wz, pVel); } } //--------------------------------------------------------------------------- // // // //--------------------------------------------------------------------------- void gibPrecache() { for (int i = 0; i < kGibMax; i++) { auto const pThing = gibList[i].at8; if (pThing) { for (int j = 0; j < gibList[i].atc; j++) { if (pThing[j].Kills >= 0) tilePrecacheTile(pThing[j].Kills, -1, 0); } } } } END_BLD_NS