//------------------------------------------------------------------------- /* 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 nRunIndex; }; struct machine { short nCount; short nSprite; short nFrame; }; 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.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->owner); runlist_SubRunRec(BubbleList[nBubble].nRunIndex); 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); auto pSprite = &sprite[nSprite]; pSprite->x = x; pSprite->y = y; pSprite->z = z; pSprite->cstat = 0; pSprite->shade = -32; pSprite->pal = 0; pSprite->clipdist = 5; pSprite->xrepeat = 40; pSprite->yrepeat = 40; pSprite->xoffset = 0; pSprite->yoffset = 0; pSprite->picnum = 1; pSprite->ang = inita; pSprite->xvel = 0; pSprite->yvel = 0; pSprite->zvel = -1200; pSprite->hitag = -1; pSprite->extra = -1; pSprite->lotag = runlist_HeadRun() + 1; pSprite->backuppos(); // GrabTimeSlot(3); BubbleList[nBubble].nSprite = nSprite; BubbleList[nBubble].nFrame = 0; BubbleList[nBubble].nSeq = SeqOffsets[kSeqBubble] + nSize; pSprite->owner = runlist_AddRunRec(pSprite->lotag - 1, nBubble, 0x140000); BubbleList[nBubble].nRunIndex = runlist_AddRunRec(NewRun, nBubble, 0x140000); return nBubble | 0x140000; } void AIBubble::Tick(RunListEvent* ev) { short nBubble = RunData[ev->nRun].nObjIndex; assert(nBubble >= 0 && nBubble < kMaxBubbles); short nSprite = BubbleList[nBubble].nSprite; short nSeq = BubbleList[nBubble].nSeq; auto pSprite = &sprite[nSprite]; seq_MoveSequence(nSprite, nSeq, BubbleList[nBubble].nFrame); BubbleList[nBubble].nFrame++; if (BubbleList[nBubble].nFrame >= SeqSize[nSeq]) { BubbleList[nBubble].nFrame = 0; } pSprite->z += pSprite->zvel; short nSector = pSprite->sectnum; if (pSprite->z <= sector[nSector].ceilingz) { short nSectAbove = SectAbove[nSector]; if (pSprite->hitag > -1 && nSectAbove != -1) { BuildAnim(-1, 70, 0, pSprite->x, pSprite->y, sector[nSectAbove].floorz, nSectAbove, 64, 0); } DestroyBubble(nBubble); } } void AIBubble::Draw(RunListEvent* ev) { short nBubble = RunData[ev->nRun].nObjIndex; assert(nBubble >= 0 && nBubble < kMaxBubbles); seq_PlotSequence(ev->nParam, BubbleList[nBubble].nSeq, BubbleList[nBubble].nFrame, 1); ev->pTSprite->owner = -1; } void FuncBubble(int nObject, int nMessage, int nDamage, int nRun) { AIBubble ai; runlist_DispatchEvent(&ai, nObject, nMessage, nDamage, nRun); } void DoBubbleMachines() { for (int i = 0; i < nMachineCount; i++) { Machine[i].nCount--; if (Machine[i].nCount <= 0) { Machine[i].nCount = (RandomWord() % Machine[i].nFrame) + 30; int nSprite = Machine[i].nSprite; auto pSprite = &sprite[nSprite]; BuildBubble(pSprite->x, pSprite->y, pSprite->z, pSprite->sectnum); } } } void BuildBubbleMachine(int nSprite) { if (nMachineCount >= kMaxMachines) { I_Error("too many bubble machines in level %s\n", currentLevel->labelName.GetChars()); exit(-1); } Machine[nMachineCount].nFrame = 75; Machine[nMachineCount].nSprite = nSprite; Machine[nMachineCount].nCount = Machine[nMachineCount].nFrame; nMachineCount++; auto pSprite = &sprite[nSprite]; pSprite->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); auto pSprite = &sprite[nSprite]; pSprite->hitag = nPlayer; } END_PS_NS