raze/source/games/blood/src/fx.cpp
2021-10-14 19:41:01 +02:00

354 lines
13 KiB
C++

//-------------------------------------------------------------------------
/*
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
short seq; // seq
short flags; // flags
int gravity; // gravity
int drag; // air drag
int ate;
short picnum; // picnum
uint8_t xrepeat; // xrepeat
uint8_t yrepeat; // yrepeat
short 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;
evKill(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;
sprite[pSprite->index].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)
{
int nXSprite = dbInsertXSprite(pSprite->index);
seqSpawn(pFX->seq, 3, nXSprite, -1);
}
if (a6 == 0)
a6 = pFX->ate;
if (a6)
evPost(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);
short nSector = pSprite->sectnum;
assert(nSector >= 0 && nSector < kMaxSectors);
assert(pSprite->type < kFXMax);
FXDATA *pFXData = &gFXData[pSprite->type];
actAirDrag(&bloodActors[pSprite->index], 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 >= sector[pSprite->sectnum].floorz))
{
updatesector(pSprite->x, pSprite->y, &nSector);
if (nSector == -1)
{
remove(actor);
continue;
}
if (getflorzofslope(pSprite->sectnum, 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(nSector >= 0 && nSector < kMaxSectors);
ChangeSpriteSect(actor->s().index, 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;
evPost(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;
evPost(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() = zvel[pSprite->index]-(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() = zvel[pSprite->index]-(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