mirror of
https://github.com/ZDoom/Raze.git
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79d0818201
The data organization here is a mess, no wonder that this game could only save at the beginning of a level. Fortunately it's all static so no allocations and pointers to track.
348 lines
9.3 KiB
C++
348 lines
9.3 KiB
C++
//-------------------------------------------------------------------------
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/*
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Copyright (C) 2010-2019 EDuke32 developers and contributors
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Copyright (C) 2019 sirlemonhead, Nuke.YKT
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This file is part of PCExhumed.
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PCExhumed is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License version 2
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as published by the Free Software Foundation.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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See the GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to the Free Software
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Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*/
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//-------------------------------------------------------------------------
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#include "ns.h"
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#include "engine.h"
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#include "anims.h"
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#include "sequence.h"
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#include "runlist.h"
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#include "exhumed.h"
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#include "sound.h"
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#include "random.h"
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#include "init.h"
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#include <assert.h>
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BEGIN_PS_NS
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#define kMaxAnims 400
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short nMagicSeq = -1;
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short nPreMagicSeq = -1;
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short nSavePointSeq = -1;
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short nAnimsFree = 0;
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short AnimRunRec[kMaxAnims];
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short AnimsFree[kMaxAnims];
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Anim AnimList[kMaxAnims];
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uint8_t AnimFlags[kMaxAnims];
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static SavegameHelper sgh("anims",
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SV(nMagicSeq),
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SV(nPreMagicSeq),
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SV(nSavePointSeq),
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SV(nAnimsFree),
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SA(AnimRunRec),
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SA(AnimsFree),
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SA(AnimList),
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SA(AnimFlags),
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nullptr);
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void InitAnims()
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{
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for (int i = 0; i < kMaxAnims; i++) {
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AnimsFree[i] = i;
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}
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nAnimsFree = kMaxAnims;
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nMagicSeq = SeqOffsets[kSeqItems] + 21;
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nPreMagicSeq = SeqOffsets[kSeqMagic2];
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nSavePointSeq = SeqOffsets[kSeqItems] + 12;
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}
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void DestroyAnim(int nAnim)
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{
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short nSprite = AnimList[nAnim].nSprite;
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if (nSprite >= 0)
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{
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StopSpriteSound(nSprite);
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runlist_SubRunRec(AnimRunRec[nAnim]);
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runlist_DoSubRunRec(sprite[nSprite].extra);
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runlist_FreeRun(sprite[nSprite].lotag - 1);
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}
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AnimsFree[nAnimsFree] = nAnim;
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nAnimsFree++;
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}
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int BuildAnim(int nSprite, int val, int val2, int x, int y, int z, int nSector, int nRepeat, int nFlag)
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{
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if (!nAnimsFree) {
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return -1;
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}
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nAnimsFree--;
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short nAnim = AnimsFree[nAnimsFree];
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if (nSprite == -1) {
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nSprite = insertsprite(nSector, 500);
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}
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sprite[nSprite].x = x;
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sprite[nSprite].y = y;
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sprite[nSprite].z = z;
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sprite[nSprite].cstat = 0;
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if (nFlag & 4)
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{
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sprite[nSprite].pal = 4;
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sprite[nSprite].shade = -64;
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}
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else
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{
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sprite[nSprite].pal = 0;
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sprite[nSprite].shade = -12;
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}
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sprite[nSprite].clipdist = 10;
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sprite[nSprite].xrepeat = nRepeat;
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sprite[nSprite].yrepeat = nRepeat;
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sprite[nSprite].picnum = 1;
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sprite[nSprite].ang = 0;
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sprite[nSprite].xoffset = 0;
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sprite[nSprite].yoffset = 0;
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sprite[nSprite].xvel = 0;
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sprite[nSprite].yvel = 0;
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sprite[nSprite].zvel = 0;
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// CHECKME - where is hitag set otherwise?
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if (sprite[nSprite].statnum < 900) {
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sprite[nSprite].hitag = -1;
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}
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sprite[nSprite].lotag = runlist_HeadRun() + 1;
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sprite[nSprite].owner = -1;
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sprite[nSprite].extra = runlist_AddRunRec(sprite[nSprite].lotag - 1, nAnim | 0x100000);
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AnimRunRec[nAnim] = runlist_AddRunRec(NewRun, nAnim | 0x100000);
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AnimList[nAnim].nSprite = nSprite;
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AnimFlags[nAnim] = nFlag;
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AnimList[nAnim].field_2 = 0;
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AnimList[nAnim].nSeq = SeqOffsets[val] + val2;
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AnimList[nAnim].field_4 = 256;
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if (nFlag & 0x80) {
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sprite[nSprite].cstat |= 0x2; // set transluscence
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}
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return nAnim;
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}
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short GetAnimSprite(short nAnim)
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{
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return AnimList[nAnim].nSprite;
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}
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void FuncAnim(int a, int, int nRun)
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{
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short nAnim = RunData[nRun].nVal;
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assert(nAnim >= 0 && nAnim < kMaxAnims);
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short nSprite = AnimList[nAnim].nSprite;
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short nSeq = AnimList[nAnim].nSeq;
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assert(nSprite != -1);
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int nMessage = a & 0x7F0000;
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switch (nMessage)
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{
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case 0x20000:
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{
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short var_1C = AnimList[nAnim].field_2;
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if (!(sprite[nSprite].cstat & 0x8000))
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{
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seq_MoveSequence(nSprite, nSeq, var_1C);
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}
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if (sprite[nSprite].statnum == kStatIgnited)
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{
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short nSpriteB = sprite[nSprite].hitag;
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if (nSpriteB > -1)
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{
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sprite[nSprite].x = sprite[nSpriteB].x;
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sprite[nSprite].y = sprite[nSpriteB].y;
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sprite[nSprite].z = sprite[nSpriteB].z;
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if (sprite[nSpriteB].sectnum != sprite[nSprite].sectnum)
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{
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if (sprite[nSpriteB].sectnum < 0 || sprite[nSpriteB].sectnum >= kMaxSectors)
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{
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DestroyAnim(nAnim);
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mydeletesprite(nSprite);
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return;
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}
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else
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{
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mychangespritesect(nSprite, sprite[nSpriteB].sectnum);
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}
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}
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if (!var_1C)
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{
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if (sprite[nSpriteB].cstat != 0x8000)
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{
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short hitag2 = sprite[nSpriteB].hitag;
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sprite[nSpriteB].hitag--;
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if (hitag2 >= 15)
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{
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runlist_DamageEnemy(nSpriteB, -1, (sprite[nSpriteB].hitag - 14) * 2);
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if (sprite[nSpriteB].shade < 100)
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{
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sprite[nSpriteB].pal = 0;
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sprite[nSpriteB].shade++;
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}
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if (!(sprite[nSpriteB].cstat & 101))
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{
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DestroyAnim(nAnim);
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mydeletesprite(nSprite);
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return;
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}
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}
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else
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{
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sprite[nSpriteB].hitag = 1;
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DestroyAnim(nAnim);
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mydeletesprite(nSprite);
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}
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}
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else
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{
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sprite[nSpriteB].hitag = 1;
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DestroyAnim(nAnim);
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mydeletesprite(nSprite);
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}
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}
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}
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}
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AnimList[nAnim].field_2++;
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if (AnimList[nAnim].field_2 >= SeqSize[nSeq])
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{
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if (AnimFlags[nAnim] & 0x10)
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{
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AnimList[nAnim].field_2 = 0;
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}
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else if (nSeq == nPreMagicSeq)
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{
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AnimList[nAnim].field_2 = 0;
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AnimList[nAnim].nSeq = nMagicSeq;
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short nAnimSprite = AnimList[nAnim].nSprite;
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AnimFlags[nAnim] |= 0x10;
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sprite[nAnimSprite].cstat |= 2;
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}
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else if (nSeq == nSavePointSeq)
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{
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AnimList[nAnim].field_2 = 0;
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AnimList[nAnim].nSeq++;
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AnimFlags[nAnim] |= 0x10;
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}
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else
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{
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DestroyAnim(nAnim);
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mydeletesprite(nSprite);
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}
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return;
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}
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return;
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}
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case 0x90000:
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{
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seq_PlotSequence(a & 0xFFFF, nSeq, AnimList[nAnim].field_2, 0x101);
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tsprite[a & 0xFFFF].owner = -1;
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return;
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}
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case 0xA0000:
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{
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return;
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}
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default:
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{
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Printf("unknown msg %x for anim\n", a & 0x7F0000);
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return;
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}
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}
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}
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void BuildExplosion(short nSprite)
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{
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short nSector = sprite[nSprite].sectnum;
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int edx = 36;
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if (SectFlag[nSector] & kSectUnderwater)
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{
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edx = 75;
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}
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else if (sprite[nSprite].z == sector[nSector].floorz)
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{
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edx = 34;
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}
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BuildAnim(-1, edx, 0, sprite[nSprite].x, sprite[nSprite].y, sprite[nSprite].z, sprite[nSprite].sectnum, sprite[nSprite].xrepeat, 4);
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}
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int BuildSplash(int nSprite, int nSector)
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{
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int nRepeat, nSound;
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if (sprite[nSprite].statnum != 200)
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{
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nRepeat = sprite[nSprite].xrepeat + (RandomWord() % sprite[nSprite].xrepeat);
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nSound = kSound0;
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}
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else
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{
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nRepeat = 20;
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nSound = kSound1;
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}
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int bIsLava = SectFlag[nSector] & kSectLava;
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int edx, nFlag;
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if (bIsLava)
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{
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edx = 43;
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nFlag = 4;
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}
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else
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{
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edx = 35;
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nFlag = 0;
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}
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int nAnim = BuildAnim(-1, edx, 0, sprite[nSprite].x, sprite[nSprite].y, sector[nSector].floorz, nSector, nRepeat, nFlag);
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if (!bIsLava)
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{
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D3PlayFX(StaticSound[nSound] | 0xa00, AnimList[nAnim].nSprite);
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}
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return AnimList[nAnim].nSprite;
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}
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END_PS_NS
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