//------------------------------------------------------------------------- /* 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 #include "build.h" #include "common_game.h" #include "blood.h" #include "db.h" #include "eventq.h" #include "globals.h" #include "levels.h" #include "loadsave.h" #include "sfx.h" #include "sound.h" #include "seq.h" #include "gameutil.h" #include "actor.h" #include "tile.h" #include "view.h" #include "sound/s_soundinternal.h" BEGIN_BLD_NS #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; Seq *pSeq = (Seq*)gSysRes.Lock(hSeq); pSeq->Precache(); gSysRes.Unlock(hSeq); } 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) { if (tilesiz[pSprite->picnum].y != tilesiz[seqGetTile(pFrame)].y || picanm[pSprite->picnum].yofs != picanm[seqGetTile(pFrame)].yofs || (pFrame->at3_0 && pFrame->at3_0 != pSprite->yrepeat)) pSprite->flags |= 4; } 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); else pSprite->xrepeat = pFrame->at2_0; } if (pFrame->at3_0) { if (scale) pSprite->yrepeat = ClipRange(mulscale8(pFrame->at3_0, scale), 0, 255); 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; else pSprite->flags &= ~256; if (pFrame->at5_7) pSprite->flags |= 8; else pSprite->flags &= ~8; if (pFrame->at6_3) pSprite->flags |= 1024; else pSprite->flags &= ~1024; if (pFrame->at6_4) pSprite->flags |= 2048; else pSprite->flags &= ~2048; } 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 = §or[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 = §or[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]); 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); } // by NoOne: add surfaceSound trigger feature spritetype* pSprite = &sprite[xsprite[pActive->xindex].reference]; if (!VanillaMode() && pSequence->frames[frameIndex].surfaceSound && zvel[pSprite->index] == 0 && xvel[pSprite->index] != 0) { 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]); } } 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); gSysRes.Unlock(pInst->hSeq); 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; DICTNODE *hSeq = gSysRes.Lookup(a1, "SEQ"); if (!hSeq) ThrowError("Missing sequence #%d", a1); 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); } Seq *pSeq = (Seq*)gSysRes.Lock(hSeq); 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); 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; } Seq *pSeq = (Seq*)gSysRes.Lock(hSeq); 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