mirror of
https://github.com/ZDoom/Raze.git
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506 lines
14 KiB
C++
506 lines
14 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 Nuke.YKT
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This file is part of NBlood.
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NBlood 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" // Must come before everything else!
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#include "build.h"
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#include "blood.h"
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#include "bloodactor.h"
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BEGIN_BLD_NS
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struct GIBFX
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{
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FX_ID fxId;
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int at1;
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int chance;
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int at9;
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int atd;
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int at11;
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};
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struct GIBTHING
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{
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int type;
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int Kills;
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int chance;
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int atc;
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int at10;
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};
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struct GIBLIST
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{
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GIBFX *gibFX;
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int Kills;
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GIBTHING *at8;
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int atc;
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int at10;
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};
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GIBFX gibFxGlassT[] = {
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{ FX_18, 0, 65536, 3, 200, 400 },
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{ FX_31, 0, 32768, 5, 200, 400 }
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};
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GIBFX gibFxGlassS[] = {
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{ FX_18, 0, 65536, 8, 200, 400 }
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};
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GIBFX gibFxBurnShard[] = {
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{ FX_16, 0, 65536, 12, 500, 1000 }
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};
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GIBFX gibFxWoodShard[] = {
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{ FX_17, 0, 65536, 12, 500, 1000 }
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};
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GIBFX gibFxMetalShard[] = {
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{ FX_30, 0, 65536, 12, 500, 1000 }
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};
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GIBFX gibFxFireSpark[] = {
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{ FX_14, 0, 65536, 8, 500, 1000 }
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};
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GIBFX gibFxShockSpark[] = {
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{ FX_15, 0, 65536, 8, 500, 1000 }
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};
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GIBFX gibFxBloodChunks[] = {
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{ FX_13, 0, 65536, 8, 90, 600 }
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};
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GIBFX gibFxBubblesS[] = {
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{ FX_25, 0, 65536, 8, 200, 400 }
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};
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GIBFX gibFxBubblesM[] = {
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{ FX_24, 0, 65536, 8, 200, 400 }
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};
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GIBFX gibFxBubblesL[] = {
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{ FX_23, 0, 65536, 8, 200, 400 }
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};
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GIBFX gibFxIcicles[] = {
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{ FX_31, 0, 65536, 15, 200, 400 }
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};
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GIBFX gibFxGlassCombo1[] = {
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{ FX_18, 0, 65536, 15, 200, 400 },
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{ FX_31, 0, 65536, 10, 200, 400 }
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};
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GIBFX gibFxGlassCombo2[] = {
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{ FX_18, 0, 65536, 5, 200, 400 },
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{ FX_20, 0, 53248, 5, 200, 400 },
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{ FX_21, 0, 53248, 5, 200, 400 },
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{ FX_19, 0, 53248, 5, 200, 400 },
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{ FX_22, 0, 53248, 5, 200, 400 }
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};
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GIBFX gibFxWoodCombo[] = {
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{ FX_16, 0, 65536, 8, 500, 1000 },
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{ FX_17, 0, 65536, 8, 500, 1000 },
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{ FX_14, 0, 65536, 8, 500, 1000 }
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};
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GIBFX gibFxMedicCombo[] = {
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{ FX_18, 0, 32768, 7, 200, 400 },
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{ FX_30, 0, 65536, 7, 500, 1000 },
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{ FX_13, 0, 65536, 10, 90, 600 },
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{ FX_14, 0, 32768, 7, 500, 1000 }
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};
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GIBFX gibFxFlareSpark[] = {
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{ FX_28, 0, 32768, 15, 128, -128 }
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};
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GIBFX gibFxBloodBits[] = {
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{ FX_13, 0, 45056, 8, 90, 600 }
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};
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GIBFX gibFxRockShards[] = {
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{ FX_46, 0, 65536, 10, 300, 800 },
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{ FX_31, 0, 32768, 10, 200, 1000 }
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};
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GIBFX gibFxPaperCombo1[] = {
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{ FX_47, 0, 65536, 12, 300, 600 },
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{ FX_14, 0, 65536, 8, 500, 1000 }
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};
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GIBFX gibFxPlantCombo1[] = {
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{ FX_44, 0, 45056, 8, 400, 800 },
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{ FX_45, 0, 45056, 8, 300, 800 },
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{ FX_14, 0, 45056, 6, 500, 1000 }
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};
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GIBFX gibFx13BBA8[] = {
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{ FX_49, 0, 65536, 4, 80, 300 }
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};
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GIBFX gibFx13BBC0[] = {
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{ FX_50, 0, 65536, 4, 80, 0 }
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};
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GIBFX gibFx13BBD8[] = {
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{ FX_50, 0, 65536, 20, 800, -40 },
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{ FX_15, 0, 65536, 15, 400, 10 }
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};
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GIBFX gibFx13BC04[] = {
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{ FX_32, 0, 65536, 8, 100, 0 }
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};
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GIBFX gibFx13BC1C[] = {
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{ FX_56, 0, 65536, 8, 100, 0 }
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};
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GIBTHING gibHuman[] = {
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{ 425, 1454, 917504, 300, 900 },
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{ 425, 1454, 917504, 300, 900 },
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{ 425, 1267, 917504, 300, 900 },
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{ 425, 1267, 917504, 300, 900 },
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{ 425, 1268, 917504, 300, 900 },
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{ 425, 1269, 917504, 300, 900 },
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{ 425, 1456, 917504, 300, 900 }
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};
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GIBTHING gibMime[] = {
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{ 425, 2405, 917504, 300, 900 },
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{ 425, 2405, 917504, 300, 900 },
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{ 425, 2404, 917504, 300, 900 },
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{ 425, 1268, 32768, 300, 900 },
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{ 425, 1269, 32768, 300, 900 },
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{ 425, 1456, 32768, 300, 900 },
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};
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GIBTHING gibHound[] = {
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{ 425, 1326, 917504, 300, 900 },
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{ 425, 1268, 32768, 300, 900 },
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{ 425, 1269, 32768, 300, 900 },
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{ 425, 1456, 32768, 300, 900 }
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};
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GIBTHING gibFleshGargoyle[] = {
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{ 425, 1369, 917504, 300, 900 },
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{ 425, 1361, 917504, 300, 900 },
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{ 425, 1268, 32768, 300, 900 },
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{ 425, 1269, 32768, 300, 900 },
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{ 425, 1456, 32768, 300, 900 }
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};
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GIBTHING gibAxeZombieHead[] = {
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{ 427, 3405, 917504, 0, 0 }
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};
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GIBLIST gibList[] = {
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{ gibFxGlassT, 2, NULL, 0, 300 },
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{ gibFxGlassS, 1, NULL, 0, 300 },
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{ gibFxBurnShard, 1, NULL, 0, 0 },
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{ gibFxWoodShard, 1, NULL, 0, 0 },
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{ gibFxMetalShard, 1, NULL, 0, 0 },
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{ gibFxFireSpark, 1, NULL, 0, 0 },
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{ gibFxShockSpark, 1, NULL, 0, 0 },
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{ gibFxBloodChunks, 1, NULL, 0, 0 },
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{ gibFxBubblesS, 1, NULL, 0, 0 },
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{ gibFxBubblesM, 1, NULL, 0, 0 },
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{ gibFxBubblesL, 1, NULL, 0, 0 },
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{ gibFxIcicles, 1, NULL, 0, 0 },
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{ gibFxGlassCombo1, 2, NULL, 0, 300 },
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{ gibFxGlassCombo2, 5, NULL, 0, 300 },
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{ gibFxWoodCombo, 3, NULL, 0, 0 },
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{ NULL, 0, gibHuman, 7, 0 },
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{ gibFxMedicCombo, 4, NULL, 0, 0 },
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{ gibFxFlareSpark, 1, NULL, 0, 0 },
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{ gibFxBloodBits, 1, NULL, 0, 0 },
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{ gibFxRockShards, 2, NULL, 0, 0 },
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{ gibFxPaperCombo1, 2, NULL, 0, 0 },
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{ gibFxPlantCombo1, 3, NULL, 0, 0 },
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{ gibFx13BBA8, 1, NULL, 0, 0 },
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{ gibFx13BBC0, 1, NULL, 0, 0 },
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{ gibFx13BBD8, 2, NULL, 0, 0 },
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{ gibFx13BC04, 1, NULL, 0, 0 },
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{ gibFx13BC1C, 1, NULL, 0, 0 },
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{ NULL, 0, gibAxeZombieHead, 1, 0 },
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{ NULL, 0, gibMime, 6, 0 },
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{ NULL, 0, gibHound, 4, 0 },
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{ NULL, 0, gibFleshGargoyle, 5, 0 },
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};
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int ChanceToCount(int a1, int a2)
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{
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int vb = a2;
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if (a1 < 0x10000)
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{
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for (int i = 0; i < a2; i++)
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if (!Chance(a1))
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vb--;
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}
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return vb;
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}
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void GibFX(DBloodActor* actor, GIBFX *pGFX, CGibPosition *pPos, CGibVelocity *pVel)
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{
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spritetype* pSprite = &actor->s();
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auto pSector = pSprite->sector();
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if (adult_lockout && gGameOptions.nGameType == 0 && pGFX->fxId == FX_13)
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return;
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CGibPosition gPos(pSprite->x, pSprite->y, pSprite->z);
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if (pPos)
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gPos = *pPos;
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int32_t ceilZ, floorZ;
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getzsofslopeptr(pSector, gPos.x, gPos.y, &ceilZ, &floorZ);
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int nCount = ChanceToCount(pGFX->chance, pGFX->at9);
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int dz1 = floorZ-gPos.z;
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int dz2 = gPos.z-ceilZ;
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int top, bottom;
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GetActorExtents(actor, &top, &bottom);
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for (int i = 0; i < nCount; i++)
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{
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if (!pPos && (pSprite->cstat&48) == 0)
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{
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int nAngle = Random(2048);
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gPos.x = pSprite->x+MulScale(pSprite->clipdist<<2, Cos(nAngle), 30);
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gPos.y = pSprite->y+MulScale(pSprite->clipdist<<2, Sin(nAngle), 30);
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gPos.z = bottom-Random(bottom-top);
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}
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auto pFX = gFX.fxSpawnActor(pGFX->fxId, pSector, gPos.x, gPos.y, gPos.z, 0);
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if (pFX)
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{
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if (pGFX->at1 < 0)
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pFX->s().pal = pSprite->pal;
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if (pVel)
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{
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pFX->xvel = pVel->vx+Random2(pGFX->atd);
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pFX->yvel = pVel->vy+Random2(pGFX->atd);
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pFX->zvel = pVel->vz-Random(pGFX->at11);
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}
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else
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{
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pFX->xvel = Random2((pGFX->atd<<18)/120);
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pFX->yvel = Random2((pGFX->atd<<18)/120);
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switch(pSprite->cstat&48)
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{
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case 16:
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pFX->zvel = Random2((pGFX->at11<<18)/120);
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break;
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default:
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if (dz2 < dz1 && dz2 < 0x4000)
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{
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pFX->zvel = 0;
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}
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else if (dz2 > dz1 && dz1 < 0x4000)
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{
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pFX->zvel = -(int)Random((abs(pGFX->at11)<<18)/120);
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}
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else
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{
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if ((pGFX->at11<<18)/120 < 0)
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pFX->zvel = -(int)Random((abs(pGFX->at11)<<18)/120);
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else
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pFX->zvel = Random2((pGFX->at11<<18)/120);
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}
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break;
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}
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}
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}
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}
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}
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void GibThing(DBloodActor* actor, GIBTHING *pGThing, CGibPosition *pPos, CGibVelocity *pVel)
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{
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spritetype* pSprite = &actor->s();
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if (adult_lockout && gGameOptions.nGameType <= 0)
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switch (pGThing->type) {
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case kThingBloodBits:
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case kThingZombieHead:
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return;
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}
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if (pGThing->chance == 65536 || Chance(pGThing->chance))
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{
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auto pSector = pSprite->sector();
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int top, bottom;
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GetActorExtents(actor, &top, &bottom);
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int x, y, z;
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if (!pPos)
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{
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int nAngle = Random(2048);
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x = pSprite->x+MulScale(pSprite->clipdist<<2, Cos(nAngle), 30);
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y = pSprite->y+MulScale(pSprite->clipdist<<2, Sin(nAngle), 30);
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z = bottom-Random(bottom-top);
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}
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else
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{
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x = pPos->x;
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y = pPos->y;
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z = pPos->z;
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}
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int32_t ceilZ, floorZ;
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getzsofslopeptr(pSector, x, y, &ceilZ, &floorZ);
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int dz1 = floorZ-z;
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int dz2 = z-ceilZ;
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auto gibactor = actSpawnThing(pSector, x, y, z, pGThing->type);
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if (!gibactor) return;
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spritetype *pGib = &gibactor->s();
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assert(pGib != NULL);
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if (pGThing->Kills > -1)
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pGib->picnum = pGThing->Kills;
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if (pVel)
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{
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gibactor->xvel = pVel->vx+Random2(pGThing->atc);
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gibactor->yvel = pVel->vy+Random2(pGThing->atc);
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gibactor->zvel = pVel->vz-Random(pGThing->at10);
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}
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else
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{
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gibactor->xvel = Random2((pGThing->atc<<18)/120);
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gibactor->yvel = Random2((pGThing->atc<<18)/120);
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switch (pSprite->cstat&48)
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{
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case 16:
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gibactor->zvel = Random2((pGThing->at10<<18)/120);
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break;
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default:
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if (dz2 < dz1 && dz2 < 0x4000)
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{
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gibactor->zvel = 0;
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}
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else if (dz2 > dz1 && dz1 < 0x4000)
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{
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gibactor->zvel = -(int)Random((pGThing->at10<<18)/120);
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}
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else
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{
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gibactor->zvel = Random2((pGThing->at10<<18)/120);
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}
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break;
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}
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}
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}
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}
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void GibSprite(DBloodActor* actor, GIBTYPE nGibType, CGibPosition *pPos, CGibVelocity *pVel)
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{
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assert(actor != NULL);
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assert(nGibType >= 0 && nGibType < kGibMax);
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if (!actor->s().insector())
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return;
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GIBLIST *pGib = &gibList[nGibType];
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for (int i = 0; i < pGib->Kills; i++)
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{
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GIBFX *pGibFX = &pGib->gibFX[i];
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assert(pGibFX->chance > 0);
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GibFX(actor, pGibFX, pPos, pVel);
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}
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for (int i = 0; i < pGib->atc; i++)
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{
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GIBTHING *pGibThing = &pGib->at8[i];
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assert(pGibThing->chance > 0);
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GibThing(actor, pGibThing, pPos, pVel);
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}
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}
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void GibFX(walltype* pWall, GIBFX * pGFX, int a3, int a4, int a5, int a6, CGibVelocity * pVel)
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{
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assert(pWall);
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int nCount = ChanceToCount(pGFX->chance, pGFX->at9);
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auto pSector = pWall->sectorp();
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for (int i = 0; i < nCount; i++)
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{
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int r1 = Random(a6);
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int r2 = Random(a5);
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int r3 = Random(a4);
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auto pGib = gFX.fxSpawnActor(pGFX->fxId, pSector, pWall->x+r3, pWall->y+r2, a3+r1, 0);
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if (pGib)
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{
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if (pGFX->at1 < 0)
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pGib->s().pal = pWall->pal;
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if (!pVel)
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{
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pGib->xvel = Random2((pGFX->atd<<18)/120);
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pGib->yvel = Random2((pGFX->atd<<18)/120);
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pGib->zvel = -(int)Random((pGFX->at11<<18)/120);
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}
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else
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{
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pGib->xvel = Random2((pVel->vx << 18) / 120);
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pGib->yvel = Random2((pVel->vy << 18) / 120);
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pGib->zvel = -(int)Random((pVel->vz<<18)/120);
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}
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}
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}
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}
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void GibWall(walltype* pWall, GIBTYPE nGibType, CGibVelocity *pVel)
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{
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assert(pWall);
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assert(nGibType >= 0 && nGibType < kGibMax);
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int cx, cy, cz, wx, wy, wz;
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cx = (pWall->x+pWall->point2Wall()->x)>>1;
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cy = (pWall->y+pWall->point2Wall()->y)>>1;
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auto pSector = pWall->sectorp();
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int32_t ceilZ, floorZ;
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getzsofslopeptr(pSector, cx, cy, &ceilZ, &floorZ);
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int32_t ceilZ2, floorZ2;
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getzsofslopeptr(pWall->nextSector(), cx, cy, &ceilZ2, &floorZ2);
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ceilZ = ClipLow(ceilZ, ceilZ2);
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floorZ = ClipHigh(floorZ, floorZ2);
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wz = floorZ-ceilZ;
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wx = pWall->point2Wall()->x-pWall->x;
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|
wy = pWall->point2Wall()->y-pWall->y;
|
|
cz = (ceilZ+floorZ)>>1;
|
|
|
|
GIBLIST *pGib = &gibList[nGibType];
|
|
sfxPlay3DSound(cx, cy, cz, pGib->at10, pSector);
|
|
for (int i = 0; i < pGib->Kills; i++)
|
|
{
|
|
GIBFX *pGibFX = &pGib->gibFX[i];
|
|
assert(pGibFX->chance > 0);
|
|
GibFX(pWall, pGibFX, ceilZ, wx, wy, wz, pVel);
|
|
}
|
|
}
|
|
|
|
void gibPrecache()
|
|
{
|
|
for (int i = 0; i < kGibMax; i++)
|
|
{
|
|
auto const pThing = gibList[i].at8;
|
|
if (pThing)
|
|
{
|
|
for (int j = 0; j < gibList[i].atc; j++)
|
|
{
|
|
if (pThing[j].Kills >= 0)
|
|
tilePrecacheTile(pThing[j].Kills, -1, 0);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
END_BLD_NS
|