raze/source/games/exhumed/src/init.cpp
Christoph Oelckers 587cd09e8e - BuildItemAnim
2021-10-27 20:56:41 +02:00

925 lines
22 KiB
C++

//-------------------------------------------------------------------------
/*
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 "automap.h"
#include "compat.h"
#include "aistuff.h"
#include "player.h"
#include "view.h"
#include "engine.h"
#include "sound.h"
#include "exhumed.h"
#include "input.h"
#include "mapinfo.h"
#include "gamecontrol.h"
#include "v_video.h"
#include "status.h"
#include <stdio.h>
#include <string.h>
#include "statusbar.h"
BEGIN_PS_NS
enum
{
kTagRamses = 61,
};
int initx, inity, initz;
short inita, initsect;
short nCurChunkNum = 0;
DExhumedActor* nBodyGunSprite[50];
int movefifoend;
int movefifopos;
short nCurBodyGunNum;
short SectSoundSect[kMaxSectors] = { 0 };
short SectSound[kMaxSectors] = { 0 };
short SectFlag[kMaxSectors] = { 0 };
int SectDepth[kMaxSectors] = { 0 };
int SectAbove[kMaxSectors] = { 0 };
short SectDamage[kMaxSectors] = { 0 };
short SectSpeed[kMaxSectors] = { 0 };
int SectBelow[kMaxSectors] = { 0 };
int Counters[kNumCounters];
uint8_t bIsVersion6 = true;
uint8_t LoadLevel(MapRecord* map)
{
if (map->gameflags & LEVEL_EX_COUNTDOWN)
{
lCountDown = 81000;
nAlarmTicks = 30;
nRedTicks = 0;
nClockVal = 0;
nEnergyTowers = 0;
}
initspritelists();
// init stuff
{
StopAllSounds();
nCreaturesKilled = 0;
nCreaturesTotal = 0;
nFreeze = 0;
nSpiritSprite = -1;
PlayClock = 0;
memset(Counters, 0, sizeof(Counters));
InitQueens();
InitRats();
InitBullets();
InitWeapons();
InitAnims();
InitSnakes();
InitLights();
ClearAutomap();
InitObjects();
InitPushBlocks();
InitPlayer();
InitItems();
InitInput();
if (map->gameflags & LEVEL_EX_COUNTDOWN) {
InitEnergyTile();
}
}
if (map->gameflags & LEVEL_EX_ALTSOUND)
{
nSwitchSound = 35;
nStoneSound = 23;
nElevSound = 51;
nStopSound = 35;
}
else
{
nSwitchSound = 33;
nStoneSound = 23;
nElevSound = 23;
nStopSound = 66;
}
vec3_t startPos;
engineLoadBoard(currentLevel->fileName, 0, &startPos, &inita, &initsect);
initx = startPos.x;
inity = startPos.y;
initz = startPos.z;
int i;
for (i = 0; i < kMaxPlayers; i++)
{
PlayerList[i].nSprite = -1;
}
psky_t* pSky = tileSetupSky(DEFAULTPSKY);
pSky->tileofs[0] = 0;
pSky->tileofs[1] = 0;
pSky->tileofs[2] = 0;
pSky->tileofs[3] = 0;
pSky->yoffs = 256;
pSky->yoffs2 = 256;
pSky->lognumtiles = 2;
pSky->horizfrac = 65536;
pSky->yscale = 65536;
parallaxtype = 2;
g_visibility = 1024;
flash = 0;
precache();
LoadObjects();
return true;
}
void InitLevel(MapRecord* map)
{
StopCD();
currentLevel = map;
if (!LoadLevel(map)) {
I_Error("Cannot load %s...\n", map->fileName.GetChars());
}
for (int i = 0; i < nTotalPlayers; i++)
{
SetSavePoint(i, initx, inity, initz, initsect, inita);
RestartPlayer(i);
InitPlayerKeys(i);
}
EndLevel = 0;
lastfps = 0;
ResetView();
ResetEngine();
totalmoves = 0;
GrabPalette();
ResetMoveFifo();
lPlayerXVel = 0;
lPlayerYVel = 0;
movefifopos = movefifoend;
if (!mus_redbook && map->music.IsNotEmpty()) Mus_Play(map->music, true); // Allow non-CD music if defined for the current level
playCDtrack(map->cdSongId, true);
setLevelStarted(currentLevel);
}
void InitNewGame()
{
bCamera = false;
PlayerCount = 0;
for (int i = 0; i < nTotalPlayers; i++)
{
int nPlayer = GrabPlayer();
if (nPlayer < 0) {
I_Error("Can't create local player\n");
}
InitPlayerInventory(nPlayer);
}
}
void SetBelow(short nCurSector, short nBelowSector)
{
SectBelow[nCurSector] = nBelowSector;
}
void SetAbove(short nCurSector, short nAboveSector)
{
SectAbove[nCurSector] = nAboveSector;
}
void SnapSectors(short nSectorA, short nSectorB, short b)
{
// edx - nSectorA
// eax - nSectorB
short nWallA = sector[nSectorA].wallptr;
short nWallB = sector[nSectorB].wallptr;
short num1 = sector[nSectorA].wallnum;
short num2 = sector[nSectorB].wallnum;
int nCount = 0;
while (num1 > nCount)
{
short dx = nWallB;
int esi = 0x7FFFFFF;
int edi = esi;
int x = wall[nWallA].x;
int y = wall[nWallA].y;
int var_14 = 0;
int nCount2 = 0;
while (nCount2 < num2)
{
int eax = x - wall[dx].x;
int ebx = y - wall[dx].y;
if (eax < 0) {
eax = -eax;
}
int var_38 = eax;
if (ebx < 0) {
ebx = -ebx;
}
int var_3C = ebx;
var_38 += var_3C;
eax = esi;
if (eax < 0) {
eax = -eax;
}
var_3C = eax;
eax = edi;
// int var_34 = edi;
if (eax < 0) {
eax = -eax;
}
int var_34 = eax;
var_34 += var_3C;
if (var_38 < var_34)
{
esi = x - wall[dx].x;
edi = y - wall[dx].y;
var_14 = dx;
}
dx++;
nCount2++;
}
dragpoint(var_14, wall[var_14].x + esi, wall[var_14].y + edi, 0);
nCount++;
nWallA++;
}
if (b) {
sector[nSectorB].ceilingz = sector[nSectorA].floorz;
}
if (SectFlag[nSectorA] & 0x1000) {
SnapBobs(nSectorA, nSectorB);
}
}
void InitSectFlag()
{
for (int i = 0; i < kMaxSectors; i++)
{
SectSoundSect[i] = -1;
SectSound[i] = -1;
SectAbove[i] = -1;
SectBelow[i] = -1;
SectDepth[i] = 0;
SectFlag[i] = 0;
SectSpeed[i] = 0;
SectDamage[i] = 0;
}
}
void ProcessSpriteTag(short nSprite, short nLotag, short nHitag)
{
auto pActor = &exhumedActors[nSprite];
auto pSprite = &pActor->s();
int nChannel = runlist_AllocChannel(nHitag % 1000);
int nSpeed = nLotag / 1000;
if (!nSpeed) {
nSpeed = 1;
}
int nVal = nHitag;
if (nLotag >= 900 && nLotag <= 949)
{
ProcessTrailSprite(nSprite, nLotag, nHitag);
return;
}
// handle tags 6 to 60
switch (nLotag)
{
case 8: // M-60 ammo belt
{
nVal = 3 * (nHitag / 3);
// fall through to 6,7 etc
fallthrough__;
}
case 6:
case 7:
case 9:
case 10:
case 11:
case 15:
case 17:
case 18:
case 19:
case 20:
case 21:
case 22:
case 23:
case 24:
case 26:
case 28:
case 29:
case 30:
case 31:
case 32:
case 33:
case 34:
case 35:
case 36:
case 37:
case 39:
case 40:
case 41:
case 42:
case 43:
case 44:
case 45:
case 46:
case 47:
case 48:
case 49:
case 50:
case 51:
case 52:
case 53:
case 54:
case 55:
case 56:
case 57:
case 58:
case 60:
{
pSprite->hitag = nVal;
ChangeActorStat(pActor, nLotag + 900);
pSprite->cstat &= 0xFEFE;
BuildItemAnim(pActor);
return;
}
case 12: // berry twig
{
pSprite->hitag = 40;
ChangeActorStat(pActor, nLotag + 900);
pSprite->cstat &= 0xFEFE;
BuildItemAnim(pActor);
return;
}
case 13: // blood bowl
{
pSprite->hitag = 160;
ChangeActorStat(pActor, nLotag + 900);
pSprite->cstat &= 0xFEFE;
BuildItemAnim(pActor);
return;
}
case 14: // venom bowl
{
pSprite->hitag = -200;
ChangeActorStat(pActor, nLotag + 900);
pSprite->cstat &= 0xFEFE;
BuildItemAnim(pActor);
return;
}
case 16:
// reserved
DeleteActor(pActor);
return;
case 25:
case 59:
{
// extra life or checkpoint scarab. Delete for multiplayer
if (nNetPlayerCount != 0)
{
DeleteActor(pActor);
return;
}
else
{
pSprite->hitag = nVal;
ChangeActorStat(pActor, nLotag + 900);
pSprite->cstat &= 0xFEFE;
BuildItemAnim(pActor);
return;
}
}
case 27:
{
pSprite->hitag = 1;
ChangeActorStat(pActor, 9 + 900);
pSprite->cstat &= 0xFEFE;
BuildItemAnim(pActor);
return;
}
case 38: // raw energy
{
nVal++;
nVal--; // CHECKME ??
pSprite->hitag = nVal;
ChangeActorStat(pActor, nLotag + 900);
pSprite->cstat &= 0xFEFE;
BuildItemAnim(pActor);
return;
}
}
int v6 = nLotag % 1000;
if (!userConfig.nomonsters || v6 < 100 || v6 > 118)
{
if (v6 > 999) {
DeleteActor(pActor);
return;
}
switch (v6)
{
case 999:
{
AddFlicker(pSprite->sectnum, nSpeed);
break;
}
case 998:
{
AddGlow(pSprite->sectnum, nSpeed);
break;
}
case 118: // Anubis with drum
{
if (userConfig.nomonsters) {
DeleteActor(pActor);
return;
}
BuildAnubis(pActor, 0, 0, 0, 0, 0, 1);
return;
}
case 117:
{
if (userConfig.nomonsters) {
DeleteActor(pActor);
return;
}
BuildWasp(pActor, 0, 0, 0, 0, 0, false);
return;
}
case 116:
{
BuildRat(pActor, 0, 0, 0, 0, -1);
return;
}
case 115: // Rat (eating)
{
BuildRat(pActor, 0, 0, 0, 0, 0);
return;
}
case 113:
{
BuildQueen(pActor, 0, 0, 0, 0, 0, nChannel);
return;
}
case 112:
{
BuildScorp(pActor, 0, 0, 0, 0, 0, nChannel);
return;
}
case 111:
{
if (userConfig.nomonsters) {
DeleteActor(pActor);
return;
}
BuildSet(pActor, 0, 0, 0, 0, 0, nChannel);
return;
}
case 108:
{
if (userConfig.nomonsters) {
DeleteActor(pActor);
return;
}
BuildLava(pActor, 0, 0, 0, 0, 0, nChannel);
return;
}
case 107:
{
if (userConfig.nomonsters) {
DeleteActor(pActor);
return;
}
BuildRex(pActor, 0, 0, 0, 0, 0, nChannel);
return;
}
case 106:
{
if (userConfig.nomonsters) {
DeleteActor(pActor);
return;
}
BuildFish(pActor, 0, 0, 0, 0, 0);
return;
}
case 105:
{
if (userConfig.nomonsters) {
DeleteActor(pActor);
return;
}
BuildSpider(pActor, 0, 0, 0, 0, 0);
return;
}
case 104:
{
if (userConfig.nomonsters) {
DeleteActor(pActor);
return;
}
BuildRoach(1, pActor, 0, 0, 0, 0, 0);
return;
}
case 103:
{
if (userConfig.nomonsters) {
DeleteActor(pActor);
return;
}
BuildRoach(0, pActor, 0, 0, 0, 0, 0);
return;
}
case 102:
{
if (userConfig.nomonsters) {
DeleteActor(pActor);
return;
}
BuildLion(pActor, 0, 0, 0, 0, 0);
return;
}
case 101:
{
if (userConfig.nomonsters) {
DeleteActor(pActor);
return;
}
BuildMummy(pActor, 0, 0, 0, 0, 0);
return;
}
case 100:
{
if (userConfig.nomonsters) {
DeleteActor(pActor);
return;
}
BuildAnubis(pActor, 0, 0, 0, 0, 0, 0);
return;
}
case 99: // underwater type 2
{
short nSector = pSprite->sectnum;
SetAbove(nSector, nHitag);
SectFlag[nSector] |= kSectUnderwater;
DeleteActor(pActor);
return;
}
case 98:
{
short nSector = pSprite->sectnum;
SetBelow(nSector, nHitag);
SnapSectors(nSector, nHitag, 1);
DeleteActor(pActor);
return;
}
case 97:
{
AddSectorBob(pSprite->sectnum, nHitag, 1);
DeleteActor(pActor);
return;
}
case 96: // Lava sector
{
int nDamage = nHitag / 4;
if (!nDamage) {
nDamage = 1;
}
short nSector = pSprite->sectnum;
SectDamage[nSector] = nDamage;
SectFlag[nSector] |= kSectLava;
DeleteActor(pActor);
return;
}
case 95:
{
AddSectorBob(pSprite->sectnum, nHitag, 0);
DeleteActor(pActor);
return;
}
case 94: // water
{
short nSector = pSprite->sectnum;
SectDepth[nSector] = nHitag << 8;
DeleteActor(pActor);
return;
}
case 93:
{
BuildBubbleMachine(pActor);
return;
}
case 90:
{
BuildObject(nSprite, 3, nHitag);
return;
}
case 79:
case 89:
{
short nSector = pSprite->sectnum;
SectSpeed[nSector] = nSpeed;
SectFlag[nSector] |= pSprite->ang;
DeleteActor(pActor);
return;
}
case 88:
{
AddFlow(nSprite, nSpeed, 0);
DeleteActor(pActor);
return;
}
case 80: // underwater
{
short nSector = pSprite->sectnum;
SectFlag[nSector] |= kSectUnderwater;
DeleteActor(pActor);
return;
}
case 78:
{
AddFlow(nSprite, nSpeed, 1);
short nSector = pSprite->sectnum;
SectFlag[nSector] |= 0x8000;
DeleteActor(pActor);
return;
}
case 77:
{
int nArrow = BuildArrow(nSprite, nSpeed);
runlist_AddRunRec(sRunChannels[nChannel].a, nArrow, 0x1F0000);
return;
}
case 76: // Explosion Trigger (Exploding Fire Cauldron)
{
BuildObject(nSprite, 0, nHitag);
return;
}
case 75: // Explosion Target (Cauldrons, fireballs and grenades will destroy nearby 75 sprites)
{
BuildObject(nSprite, 1, nHitag);
return;
}
case 71:
{
int nFireball = BuildFireBall(nSprite, nHitag, nSpeed);
runlist_AddRunRec(sRunChannels[nChannel].a, nFireball, 0x1F0000);
return;
}
case 70:
{
BuildDrip(nSprite);
return;
}
case 63:
{
ChangeActorStat(pActor, 405);
pSprite->cstat = 0x8000;
return;
}
case 62:
{
nNetStartSprite[nNetStartSprites] = nSprite;
pSprite->cstat = 0x8000;
nNetStartSprites++;
return;
}
case kTagRamses: // Ramses head
{
nSpiritSprite = nSprite;
pSprite->cstat |= 0x8000;
return;
}
default: // TODO - checkme!
{
DeleteActor(pActor);
return;
}
}
}
DeleteActor(pActor);
}
void ExamineSprites()
{
nNetStartSprites = 0;
nCurStartSprite = 0;
ExhumedLinearSpriteIterator it;
while (auto ac = it.Next())
{
auto pSprite = &ac->s();
int nStatus = pSprite->statnum;
if (!nStatus)
{
short lotag = pSprite->lotag;
short hitag = pSprite->hitag;
if ((nStatus < kMaxStatus) && lotag)
{
pSprite->lotag = 0;
pSprite->hitag = 0;
ProcessSpriteTag(ac->GetSpriteIndex(), lotag, hitag);
}
else
{
ChangeActorStat(ac, 0);
}
}
}
if (nNetPlayerCount)
{
int nSprite = insertsprite(initsect, 0);
auto pSprite = &sprite[nSprite];
pSprite->x = initx;
pSprite->y = inity;
pSprite->z = initz;
pSprite->cstat = 0x8000;
nNetStartSprite[nNetStartSprites] = nSprite;
nNetStartSprites++;
}
}
void LoadObjects()
{
runlist_InitRun();
runlist_InitChan();
InitLink();
InitPoint();
InitSlide();
InitSwitch();
InitElev();
InitWallFace();
InitSectFlag();
for (int nSector = 0; nSector < numsectors; nSector++)
{
short hitag = sector[nSector].hitag;
short lotag = sector[nSector].lotag;
sector[nSector].hitag = 0;
sector[nSector].lotag = 0;
sector[nSector].extra = -1;
if (hitag || lotag)
{
sector[nSector].lotag = runlist_HeadRun() + 1;
sector[nSector].hitag = lotag;
runlist_ProcessSectorTag(nSector, lotag, hitag);
}
}
for (int nWall = 0; nWall < numwalls; nWall++)
{
wall[nWall].extra = -1;
short lotag = wall[nWall].lotag;
short hitag = wall[nWall].hitag;
wall[nWall].lotag = 0;
if (hitag || lotag)
{
wall[nWall].lotag = runlist_HeadRun() + 1;
runlist_ProcessWallTag(nWall, lotag, hitag);
}
}
ExamineSprites();
PostProcess();
InitRa();
InitChunks();
for (int nChannel = 0; nChannel < kMaxChannels; nChannel++)
{
runlist_ChangeChannel(nChannel, 0);
runlist_ReadyChannel(nChannel);
}
nCamerax = initx;
nCameray = inity;
nCameraz = initz;
}
void SerializeInit(FSerializer& arc)
{
if (arc.BeginObject("init"))
{
arc("initx", initx)
("inity", inity)
("initz", initz)
("inita", inita)
("initsect", initsect)
("curchunk", nCurChunkNum)
.Array("bodygunsprite", nBodyGunSprite, countof(nBodyGunSprite))
("curbodygun", nCurBodyGunNum)
.Array("soundsect", SectSoundSect, numsectors)
.Array("sectsound", SectSound, numsectors)
.Array("sectflag", SectFlag, numsectors)
.Array("sectdepth", SectDepth, numsectors)
.Array("sectabove", SectAbove, numsectors)
.Array("sectdamage", SectDamage, numsectors)
.Array("sectspeed", SectSpeed, numsectors)
.Array("sectbelow", SectBelow, numsectors)
.Array("counters", Counters, kNumCounters)
.EndObject();
}
}
END_PS_NS