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