raze/source/games/exhumed/src/grenade.cpp

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//-------------------------------------------------------------------------
/*
Copyright (C) 2010-2019 EDuke32 developers and contributors
Copyright (C) 2019 sirlemonhead, Nuke.YKT
This file is part of PCExhumed.
PCExhumed is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License version 2
as published by the Free Software Foundation.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
See the GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to the Free Software
Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*/
//-------------------------------------------------------------------------
#include "ns.h"
#include "aistuff.h"
#include "engine.h"
#include "player.h"
#include "exhumed.h"
#include "sound.h"
#include "sequence.h"
#include <assert.h>
BEGIN_PS_NS
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
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void DestroyGrenade(DExhumedActor* pActor)
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{
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runlist_DoSubRunRec(pActor->nPhase);
runlist_SubRunRec(pActor->nRun);
runlist_DoSubRunRec(pActor->spr.lotag - 1);
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DeleteActor(pActor);
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void BounceGrenade(DExhumedActor* pActor, DAngle nAngle)
{
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pActor->nTurn >>= 1;
pActor->vec = nAngle.ToVector() * pActor->nTurn / 512.;
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D3PlayFX(StaticSound[kSound3], pActor);
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void ThrowGrenade(int nPlayer, double dz, double push1)
{
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if (PlayerList[nPlayer].pPlayerGrenade == nullptr)
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return;
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DExhumedActor* pActor = PlayerList[nPlayer].pPlayerGrenade;
auto pPlayerActor = PlayerList[nPlayer].pActor;
DAngle nAngle = pPlayerActor->spr.Angles.Yaw;
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ChangeActorSect(pActor, PlayerList[nPlayer].pPlayerViewSect);
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pActor->spr.pos = pPlayerActor->spr.pos;
if (nAngle < nullAngle) {
nAngle = pPlayerActor->spr.Angles.Yaw;
}
pActor->spr.cstat &= ~CSTAT_SPRITE_INVISIBLE;
pActor->spr.Angles.Yaw = nAngle;
if (push1 <= 23.4375)
{
int nVel = PlayerList[nPlayer].totalvel << 5;
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pActor->nTurn = ((90 - pActor->nIndex2) * (90 - pActor->nIndex2)) + nVel;
pActor->vel.Z = ((32. * push1) - 17);
DVector2 vec = nAngle.ToVector() * pPlayerActor->clipdist *2; // == << 14 + 3 + 2 - 18
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auto nMov = movesprite(pActor, vec, dz, 0, CLIPMASK1);
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if (nMov.type == kHitWall)
{
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nAngle = GetWallNormal(nMov.hitWall);
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BounceGrenade(pActor, nAngle);
}
}
else
{
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pActor->nTurn = 0;
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pActor->vel.Z = pPlayerActor->vel.Z;
}
pActor->vec = nAngle.ToVector() * pActor->nTurn / 256;
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PlayerList[nPlayer].pPlayerGrenade = nullptr;
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return;
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void BuildGrenade(int nPlayer)
{
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auto pActor = insertActor(PlayerList[nPlayer].pPlayerViewSect, 201);
auto pPlayerActor = PlayerList[nPlayer].pActor;
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pActor->spr.pos = pPlayerActor->spr.pos.plusZ(-15);
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pActor->spr.shade = -64;
pActor->spr.scale = DVector2(0.34375, 0.3125);
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pActor->spr.cstat = CSTAT_SPRITE_INVISIBLE;
pActor->spr.picnum = 1;
pActor->spr.pal = 0;
pActor->clipdist = 7.5;
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pActor->spr.xoffset = 0;
pActor->spr.yoffset = 0;
pActor->spr.Angles.Yaw = pPlayerActor->spr.Angles.Yaw;
pActor->spr.intowner = nPlayer;
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pActor->vel.X = 0;
pActor->vel.Y = 0;
pActor->vel.Z = 0;
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pActor->spr.hitag = 0;
pActor->spr.lotag = runlist_HeadRun() + 1;
pActor->spr.extra = -1;
pActor->backuppos();
// GrabTimeSlot(3);
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pActor->nIndex2 = 90;
pActor->nHealth = 0;
pActor->nCount = 16;
pActor->nTurn = -1;
pActor->nIndex = 0;
pActor->nFrame = 0;
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pActor->nPhase = runlist_AddRunRec(pActor->spr.lotag - 1, pActor, 0x0F0000);
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pActor->nRun = runlist_AddRunRec(NewRun, pActor, 0x0F0000);
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PlayerList[nPlayer].pPlayerGrenade = pActor;
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
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void ExplodeGrenade(DExhumedActor* pActor)
{
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int var_28;
double scale;
int nPlayer = pActor->spr.intowner;
auto pGrenadeSect = pActor->sector();
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pActor->nFrame = 1;
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if (pGrenadeSect->Flag & kSectUnderwater)
{
var_28 = 75;
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scale = 0.9375;
}
else
{
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if (pActor->spr.pos.Z < pGrenadeSect->floorz)
{
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scale = 3.125;
var_28 = 36;
// TODO MonoOut("GRENPOW\n");
}
else
{
var_28 = 34;
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scale = 2.3475;
// TODO MonoOut("GRENBOOM\n");
}
}
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if (pActor->nTurn < 0)
{
auto pPlayerActor = PlayerList[nPlayer].pActor;
auto nAngle = pPlayerActor->spr.Angles.Yaw;
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DVector2 vect = nAngle.ToVector() * 32;
pActor->spr.pos = pPlayerActor->spr.pos + vect;
ChangeActorSect(pActor, pPlayerActor->sector());
if (!PlayerList[nPlayer].invincibility) {
PlayerList[nPlayer].nHealth = 1;
}
}
int nDamage = BulletInfo[kWeaponGrenade].nDamage;
if (PlayerList[nPlayer].nDouble > 0) {
nDamage *= 2;
}
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runlist_RadialDamageEnemy(pActor, nDamage, BulletInfo[kWeaponGrenade].nRadius);
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BuildAnim(nullptr, var_28, 0, pActor->spr.pos, pActor->sector(), scale, 4);
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AddFlash(pActor->sector(), pActor->spr.pos, 128);
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DestroyGrenade(pActor);
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
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void AIGrenade::Draw(RunListEvent* ev)
{
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auto pActor = ev->pObjActor;
if (!pActor) return;
int nSeq = pActor->nFrame ? SeqOffsets[kSeqGrenBoom] : SeqOffsets[kSeqGrenRoll] + pActor->nIndex;
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seq_PlotSequence(ev->nParam, nSeq, pActor->nHealth >> 8, 1);
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}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
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void AIGrenade::Tick(RunListEvent* ev)
{
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auto pActor = ev->pObjActor;
if (!pActor) return;
int nSeq = pActor->nFrame ? SeqOffsets[kSeqGrenBoom] : SeqOffsets[kSeqGrenRoll] + pActor->nIndex;
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seq_MoveSequence(pActor, nSeq, pActor->nHealth >> 8);
pActor->spr.picnum = seq_GetSeqPicnum2(nSeq, pActor->nHealth >> 8);
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pActor->nIndex2--;
if (!pActor->nIndex2)
{
int nPlayer = pActor->spr.intowner;
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if (pActor->nTurn < 0)
{
PlayerList[nPlayer].nState = 0;
PlayerList[nPlayer].nSeqSize2 = 0;
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if (PlayerList[nPlayer].nAmmo[kWeaponGrenade])
{
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PlayerList[nPlayer].bIsFiring = false;
}
else
{
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SelectNewWeapon(nPlayer);
PlayerList[nPlayer].nCurrentWeapon = PlayerList[nPlayer].nNextWeapon;
PlayerList[nPlayer].nNextWeapon = -1;
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}
}
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ExplodeGrenade(pActor);
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return;
}
else
{
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if (pActor->nTurn < 0) {
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return;
}
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int ebp = (pActor->nHealth + pActor->nCount) >> 8;
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pActor->nHealth += pActor->nCount;
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if (ebp < 0)
{
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pActor->nHealth += SeqSize[nSeq] << 8;
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}
else
{
if (ebp >= SeqSize[nSeq])
{
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if (pActor->nFrame)
{
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DestroyGrenade(pActor);
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return;
}
else
{
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pActor->nHealth = pActor->nFrame;
}
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}
}
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if (pActor->nFrame) {
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return;
}
double zVel = pActor->vel.Z;
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Gravity(pActor);
auto nMov = movesprite(pActor, pActor->vec, pActor->vel.Z, pActor->clipdist / 128., CLIPMASK1);
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if (!nMov.type && !nMov.exbits)
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return;
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if (nMov.exbits & kHitAux2)
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{
if (zVel)
{
if (pActor->sector()->Damage > 0)
{
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ExplodeGrenade(pActor);
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return;
}
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pActor->nCount = (uint8_t)totalmoves; // limit to 8bits?
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D3PlayFX(StaticSound[kSound3], pActor);
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pActor->vel.Z = -zVel * 0.5;
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if (pActor->vel.Z > -5)
{
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D3PlayFX(StaticSound[kSound5], pActor);
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pActor->nCount = 0;
pActor->nHealth = 0;
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pActor->vel.Z = 0;
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pActor->nIndex = 1;
}
}
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pActor->nCount = 255 - (RandomByte() * 2);
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pActor->vec *= (15./16.);
}
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// loc_2CF60:
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if (nMov.type == kHitWall)
{
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BounceGrenade(pActor, GetWallNormal(nMov.hitWall));
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}
else if (nMov.type == kHitSprite)
{
BounceGrenade(pActor, nMov.actor()->spr.Angles.Yaw);
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}
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pActor->nHealth = 0;
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}
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
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void AIGrenade::RadialDamage(RunListEvent* ev)
{
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auto pActor = ev->pObjActor;
if (!pActor) return;
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if (pActor != ev->pRadialActor && !pActor->nFrame)
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{
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if (runlist_CheckRadialDamage(pActor) > 280)
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{
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pActor->nIndex2 = RandomSize(4) + 1;
}
}
}
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END_PS_NS