//------------------------------------------------------------------------- /* 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 CFX gFX; struct FXDATA { CALLBACK_ID funcID; // callback uint8_t detail; // detail int16_t seq; // seq int16_t flags; // flags int32_t gravity; // gravity int32_t drag; // air drag int32_t ate; int16_t picnum; // picnum uint8_t xrepeat; // xrepeat uint8_t yrepeat; // yrepeat int16_t cstat; // cstat int8_t shade; // shade uint8_t pal; // pal }; FXDATA gFXData[] = { { kCallbackNone, 0, 49, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0 }, { kCallbackNone, 0, 50, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0 }, { kCallbackNone, 0, 51, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0 }, { kCallbackNone, 0, 52, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0 }, { kCallbackNone, 0, 7, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0 }, { kCallbackNone, 0, 44, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0 }, { kCallbackNone, 0, 45, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0 }, { kCallbackNone, 0, 46, 1, -128, 8192, 0, 0, 0, 0, 0, 0, 0 }, { kCallbackNone, 2, 6, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0 }, { kCallbackNone, 2, 42, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0 }, { kCallbackNone, 2, 43, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0 }, { kCallbackNone, 1, 48, 3, -256, 8192, 0, 0, 0, 0, 0, 0, 0 }, { kCallbackNone, 1, 60, 3, -256, 8192, 0, 0, 0, 0, 0, 0, 0 }, { kCallbackFXBloodBits, 2, 0, 1, 46603, 2048, 480, 2154, 40, 40, 0, -12, 0 }, { kCallbackNone, 2, 0, 3, 46603, 5120, 480, 2269, 24, 24, 0, -128, 0 }, { kCallbackNone, 2, 0, 3, 46603, 5120, 480, 1720, 24, 24, 0, -128, 0 }, { kCallbackNone, 1, 0, 1, 58254, 3072, 480, 2280, 48, 48, 0, -128, 0 }, { kCallbackNone, 1, 0, 1, 58254, 3072, 480, 3135, 48, 48, 0, -128, 0 }, { kCallbackNone, 0, 0, 3, 58254, 1024, 480, 3261, 32, 32, 0, 0, 0 }, { kCallbackNone, 1, 0, 3, 58254, 1024, 480, 3265, 32, 32, 0, 0, 0 }, { kCallbackNone, 1, 0, 3, 58254, 1024, 480, 3269, 32, 32, 0, 0, 0 }, { kCallbackNone, 1, 0, 3, 58254, 1024, 480, 3273, 32, 32, 0, 0, 0 }, { kCallbackNone, 1, 0, 3, 58254, 1024, 480, 3277, 32, 32, 0, 0, 0 }, { kCallbackNone, 2, 0, 1, -27962, 8192, 600, 1128, 16, 16, 514, -16, 0 }, // bubble 1 { kCallbackNone, 2, 0, 1, -18641, 8192, 600, 1128, 12, 12, 514, -16, 0 }, // bubble 2 { kCallbackNone, 2, 0, 1, -9320, 8192, 600, 1128, 8, 8, 514, -16, 0 }, // bubble 3 { kCallbackNone, 2, 0, 1, -18641, 8192, 600, 1131, 32, 32, 514, -16, 0 }, { kCallbackFXBloodBits, 2, 0, 3, 27962, 4096, 480, 733, 32, 32, 0, -16, 0 }, { kCallbackNone, 1, 0, 3, 18641, 4096, 120, 2261, 12, 12, 0, -128, 0 }, { kCallbackNone, 0, 47, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 }, { kCallbackNone, 1, 0, 3, 58254, 3328, 480, 2185, 48, 48, 0, 0, 0 }, { kCallbackNone, 0, 0, 3, 58254, 1024, 480, 2620, 48, 48, 0, 0, 0 }, { kCallbackNone, 1, 55, 1, -13981, 5120, 0, 0, 0, 0, 0, 0, 0 }, { kCallbackNone, 1, 56, 1, -13981, 5120, 0, 0, 0, 0, 0, 0, 0 }, { kCallbackNone, 1, 57, 1, 0, 2048, 0, 0, 0, 0, 0, 0, 0 }, { kCallbackNone, 1, 58, 1, 0, 2048, 0, 0, 0, 0, 0, 0, 0 }, { kCallbackNone, 2, 0, 0, 0, 0, 960, 956, 32, 32, 610, 0, 0 }, { kCallbackFXBouncingSleeve, 2, 62, 0, 46603, 1024, 0, 0, 0, 0, 0, 0, 0 }, { kCallbackFXBouncingSleeve, 2, 63, 0, 46603, 1024, 0, 0, 0, 0, 0, 0, 0 }, { kCallbackFXBouncingSleeve, 2, 64, 0, 46603, 1024, 0, 0, 0, 0, 0, 0, 0 }, { kCallbackFXBouncingSleeve, 2, 65, 0, 46603, 1024, 0, 0, 0, 0, 0, 0, 0 }, { kCallbackFXBouncingSleeve, 2, 66, 0, 46603, 1024, 0, 0, 0, 0, 0, 0, 0 }, { kCallbackFXBouncingSleeve, 2, 67, 0, 46603, 1024, 0, 0, 0, 0, 0, 0, 0 }, { kCallbackNone, 1, 0, 3, 0, 0, 0, 838, 16, 16, 80, -8, 0 }, { kCallbackNone, 0, 0, 3, 34952, 8192, 0, 2078, 64, 64, 0, -8, 0 }, { kCallbackNone, 0, 0, 3, 34952, 8192, 0, 1106, 64, 64, 0, -8, 0 }, { kCallbackNone, 0, 0, 3, 58254, 3328, 480, 2406, 48, 48, 0, 0, 0 }, { kCallbackNone, 1, 0, 3, 46603, 4096, 480, 3511, 64, 64, 0, -128, 0 }, { kCallbackNone, 0, 8, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0 }, { kCallbackNone, 2, 11, 3, -256, 8192, 0, 0, 0, 0, 0, 0, 0 }, { kCallbackNone, 2, 11, 3, 0, 8192, 0, 0, 0, 0, 0, 0, 0 }, { kCallbackNone, 1, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0 }, { kCallbackNone, 1, 30, 3, 0, 0, 0, 0, 40, 40, 80, -8, 0 }, { kCallbackFXPodBloodSplat, 2, 0, 3, 27962, 4096, 480, 4023, 32, 32, 0, -16, 0 }, { kCallbackFXPodBloodSplat, 2, 0, 3, 27962, 4096, 480, 4028, 32, 32, 0, -16, 0 }, { kCallbackNone, 2, 0, 0, 0, 0, 480, 926, 32, 32, 610, -12, 0 }, { kCallbackNone, 1, 70, 1, -13981, 5120, 0, 0, 0, 0, 0, 0, 0 } }; void CFX::destroy(DBloodActor* actor) { if (!actor) return; evKillActor(actor); if (actor->hasX()) seqKill(actor); DeleteSprite(actor); } void CFX::remove(DBloodActor* actor) { if (!actor) return; spritetype *pSprite = &actor->s(); if (actor->hasX()) seqKill(actor); if (pSprite->statnum != kStatFree) actPostSprite(actor, kStatFree); } DBloodActor* CFX::fxSpawnActor(FX_ID nFx, int nSector, int x, int y, int z, unsigned int a6) { if (nSector < 0 || nSector >= numsectors) return nullptr; int nSector2 = nSector; if (!FindSector(x, y, z, &nSector2)) return nullptr; if (adult_lockout && gGameOptions.nGameType <= 0) { switch (nFx) { case FX_0: case FX_1: case FX_2: case FX_3: case FX_13: case FX_34: case FX_35: case FX_36: return nullptr; default: break; } } if (nFx < 0 || nFx >= kFXMax) return nullptr; FXDATA *pFX = &gFXData[nFx]; if (gStatCount[1] == 512) { BloodStatIterator it(kStatFX); auto iactor = it.Next(); while (iactor && (iactor->s().flags & 32)) iactor = it.Next(); if (!iactor) return nullptr; destroy(iactor); } auto actor = actSpawnSprite(nSector, x, y, z, 1, 0); spritetype* pSprite = &actor->s(); pSprite->type = nFx; pSprite->picnum = pFX->picnum; pSprite->cstat |= pFX->cstat; pSprite->shade = pFX->shade; pSprite->pal = pFX->pal; pSprite->detail = pFX->detail; if (pFX->xrepeat > 0) pSprite->xrepeat = pFX->xrepeat; if (pFX->yrepeat > 0) pSprite->yrepeat = pFX->yrepeat; if ((pFX->flags & 1) && Chance(0x8000)) pSprite->cstat |= 4; if ((pFX->flags & 2) && Chance(0x8000)) pSprite->cstat |= 8; if (pFX->seq) { actor->addX(); seqSpawn(pFX->seq, actor, -1); } if (a6 == 0) a6 = pFX->ate; if (a6) evPostActor(actor, a6+Random2(a6>>1), kCallbackRemove); return actor; } void CFX::fxProcess(void) { BloodStatIterator it(kStatFX); while (auto actor = it.Next()) { spritetype *pSprite = &actor->s(); viewBackupSpriteLoc(actor); int nSector = pSprite->sectnum; assert(validSectorIndex(nSector)); assert(pSprite->type < kFXMax); FXDATA *pFXData = &gFXData[pSprite->type]; actAirDrag(actor, pFXData->drag); pSprite->x += actor->xvel>>12; pSprite->y += actor->yvel>>12; pSprite->z += actor->zvel>>8; // Weird... if (actor->xvel || (actor->yvel && pSprite->z >= pSprite->sector()->floorz)) { updatesector(pSprite->x, pSprite->y, &nSector); if (nSector == -1) { remove(actor); continue; } if (getflorzofslopeptr(pSprite->sector(), pSprite->x, pSprite->y) <= pSprite->z) { if (pFXData->funcID < 0 || pFXData->funcID >= kCallbackMax) { remove(actor); continue; } assert(gCallback[pFXData->funcID] != nullptr); gCallback[pFXData->funcID](actor, 0); continue; } if (nSector != pSprite->sectnum) { assert(validSectorIndex(nSector)); ChangeActorSect(actor, nSector); } } if (actor->xvel || actor->yvel || actor->zvel) { int32_t floorZ, ceilZ; getzsofslope(nSector, pSprite->x, pSprite->y, &ceilZ, &floorZ); if (ceilZ > pSprite->z && !(sector[nSector].ceilingstat&1)) { remove(actor); continue; } if (floorZ < pSprite->z) { if (pFXData->funcID < 0 || pFXData->funcID >= kCallbackMax) { remove(actor); continue; } assert(gCallback[pFXData->funcID] != nullptr); gCallback[pFXData->funcID](actor, 0); continue; } } actor->zvel += pFXData->gravity; } } void fxSpawnBlood(DBloodActor *actor, int ) { spritetype* pSprite = &actor->s(); if (pSprite->sectnum < 0 || pSprite->sectnum >= numsectors) return; int nSector = pSprite->sectnum; if (!FindSector(pSprite->x, pSprite->y, pSprite->z, &nSector)) return; if (adult_lockout && gGameOptions.nGameType <= 0) return; auto bloodactor = gFX.fxSpawnActor(FX_27, pSprite->sectnum, pSprite->x, pSprite->y, pSprite->z, 0); if (bloodactor) { bloodactor->s().ang = 1024; bloodactor->xvel = Random2(0x6aaaa); bloodactor->yvel = Random2(0x6aaaa); bloodactor->zvel = -(int)Random(0x10aaaa)-100; evPostActor(bloodactor, 8, kCallbackFXBloodSpurt); } } void fxSpawnPodStuff(DBloodActor* actor, int ) { auto pSprite = &actor->s(); if (pSprite->sectnum < 0 || pSprite->sectnum >= numsectors) return; int nSector = pSprite->sectnum; if (!FindSector(pSprite->x, pSprite->y, pSprite->z, &nSector)) return; if (adult_lockout && gGameOptions.nGameType <= 0) return; DBloodActor *spawnactor; if (pSprite->type == kDudePodGreen) spawnactor = gFX.fxSpawnActor(FX_53, pSprite->sectnum, pSprite->x, pSprite->y, pSprite->z, 0); else spawnactor = gFX.fxSpawnActor(FX_54, pSprite->sectnum, pSprite->x, pSprite->y, pSprite->z, 0); if (spawnactor) { spawnactor->s().ang = 1024; spawnactor->xvel = Random2(0x6aaaa); spawnactor->yvel = Random2(0x6aaaa); spawnactor->zvel = -(int)Random(0x10aaaa)-100; evPostActor(spawnactor, 8, kCallbackFXPodBloodSpray); } } void fxSpawnEjectingBrass(DBloodActor* actor, int z, int a3, int a4) { auto pSprite = &actor->s(); int x = pSprite->x + MulScale(pSprite->clipdist - 4, Cos(pSprite->ang), 28); int y = pSprite->y + MulScale(pSprite->clipdist - 4, Sin(pSprite->ang), 28); x += MulScale(a3, Cos(pSprite->ang + 512), 30); y += MulScale(a3, Sin(pSprite->ang + 512), 30); auto pBrass = gFX.fxSpawnActor((FX_ID)(FX_37 + Random(3)), pSprite->sectnum, x, y, z, 0); if (pBrass) { if (!VanillaMode()) pBrass->s().ang = Random(2047); int nDist = (a4 << 18) / 120 + Random2(((a4 / 4) << 18) / 120); int nAngle = pSprite->ang + Random2(56) + 512; pBrass->xvel = MulScale(nDist, Cos(nAngle), 30); pBrass->yvel = MulScale(nDist, Sin(nAngle), 30); pBrass->zvel = actor->zvel - (0x20000 + (Random2(40) << 18) / 120); } } void fxSpawnEjectingShell(DBloodActor* actor, int z, int a3, int a4) { auto pSprite = &actor->s(); int x = pSprite->x + MulScale(pSprite->clipdist - 4, Cos(pSprite->ang), 28); int y = pSprite->y + MulScale(pSprite->clipdist - 4, Sin(pSprite->ang), 28); x += MulScale(a3, Cos(pSprite->ang + 512), 30); y += MulScale(a3, Sin(pSprite->ang + 512), 30); auto pShell = gFX.fxSpawnActor((FX_ID)(FX_40 + Random(3)), pSprite->sectnum, x, y, z, 0); if (pShell) { if (!VanillaMode()) pShell->s().ang = Random(2047); int nDist = (a4 << 18) / 120 + Random2(((a4 / 4) << 18) / 120); int nAngle = pSprite->ang + Random2(56) + 512; pShell->xvel = MulScale(nDist, Cos(nAngle), 30); pShell->yvel = MulScale(nDist, Sin(nAngle), 30); pShell->zvel = actor->zvel - (0x20000 + (Random2(20) << 18) / 120); } } void fxPrecache() { for (int i = 0; i < kFXMax; i++) { tilePrecacheTile(gFXData[i].picnum, 0, 0); if (gFXData[i].seq) seqPrecacheId(gFXData[i].seq, 0); } } END_BLD_NS