raze/source/exhumed/src/items.cpp
2020-10-24 18:03:06 +02:00

494 lines
10 KiB
C++

//-------------------------------------------------------------------------
/*
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 "player.h"
#include "exhumed.h"
#include "sound.h"
#include "status.h"
#include "engine.h"
#include "ps_input.h"
#include "mapinfo.h"
BEGIN_PS_NS
struct AnimInfo
{
short a;
short repeat;
};
AnimInfo nItemAnimInfo[] = {
{ -1, 32 },
{ -1, 32 },
{ -1, 32 },
{ -1, 32 },
{ -1, 32 },
{ 6, 64 },
{ -1, 48 },
{ 0, 64 },
{ 1, 64 },
{ -1, 32 },
{ 4, 64 },
{ 5, 64 },
{ 16, 64 },
{ 10, 64 },
{ -1, 32 },
{ 8, 64 },
{ 9, 64 },
{ -1, 40 },
{ -1, 32 },
{ 7, 64 },
{ -1, 32 },
{ -1, 32 },
{ -1, 32 },
{ -1, 32 },
{ -1, 32 },
{ -1, 32 },
{ -1, 32 },
{ -1, 32 },
{ -1, 32 },
{ -1, 32 },
{ -1, 32 },
{ 14, 64 },
{ 15, 32 },
{ -1, 32 },
{ -1, 32 },
{ -1, 32 },
{ -1, 32 },
{ -1, 32 },
{ -1, 32 },
{ 17, 48 },
{ 18, 48 },
{ 19, 48 },
{ 20, 48 },
{ 24, 64 },
{ 21, 64 },
{ 23, 32 },
{ -1, 32 },
{ -1, 32 },
{ -1, 32 },
{ -1, 32 },
{ -1, 32 },
{ -1, 32 },
{ -1, 32 },
{ 11, 30 },
{ -1, 32 },
{ -1, 32 },
{ -1, 32 },
{ -1, 32 },
{ -1, 32 },
{ -1, 32 }
};
short nItemMagic[] = { 500, 1000, 100, 500, 400, 200, 700, 0 };
/*
short something
short x/y repeat
*/
short nRegenerates;
short nFirstRegenerate;
short nMagicCount;
static SavegameHelper sghitems("items",
SV(nRegenerates),
SV(nFirstRegenerate),
SV(nMagicCount),
nullptr);
void BuildItemAnim(short nSprite)
{
int nItem = sprite[nSprite].statnum - 906;
if (nItemAnimInfo[nItem].a >= 0)
{
int nAnim = BuildAnim(nSprite, 41, nItemAnimInfo[nItem].a, sprite[nSprite].x, sprite[nSprite].y, sprite[nSprite].z, sprite[nSprite].sectnum, nItemAnimInfo[nItem].repeat, 20);
int nAnimSprite = GetAnimSprite(nAnim);
if (nItem == 44) {
sprite[nAnimSprite].cstat |= 2;
}
changespritestat(nAnimSprite, sprite[nSprite].statnum);
sprite[nAnimSprite].owner = nAnim;
sprite[nAnimSprite].hitag = sprite[nSprite].hitag;
}
else
{
sprite[nSprite].owner = -1;
sprite[nSprite].yrepeat = nItemAnimInfo[nItem].repeat;
sprite[nSprite].xrepeat = nItemAnimInfo[nItem].repeat;
}
}
void DestroyItemAnim(short nSprite)
{
short nAnim = sprite[nSprite].owner;
if (nAnim >= 0) {
DestroyAnim(nAnim);
}
}
void ItemFlash()
{
TintPalette(16, 16, 16);
}
void FillItems(short nPlayer)
{
for (int i = 0; i < 6; i++)
{
PlayerList[nPlayer].items[i] = 5;
}
PlayerList[nPlayer].nMagic = 1000;
if (nPlayer == nLocalPlayer)
{
ItemFlash();
SetMagicFrame();
}
if (nPlayerItem[nPlayer] == -1) {
SetPlayerItem(nPlayer, 0);
}
}
static bool UseEye(short nPlayer)
{
if (nPlayerInvisible[nPlayer] >= 0)
nPlayerInvisible[nPlayer] = 900;
int nSprite = PlayerList[nPlayer].nSprite;
sprite[nSprite].cstat |= 0x8000;
if (nPlayerFloorSprite[nPlayer] >= 0) {
sprite[nSprite].cstat |= 0x8000;
}
if (nPlayer == nLocalPlayer)
{
ItemFlash();
D3PlayFX(StaticSound[kSound31], nSprite);
}
return true;
}
static bool UseMask(short nPlayer)
{
PlayerList[nPlayer].nMaskAmount = 1350;
PlayerList[nPlayer].nAir = 100;
if (nPlayer == nLocalPlayer)
{
SetAirFrame();
D3PlayFX(StaticSound[kSound31], PlayerList[nPlayer].nSprite);
}
return true;
}
bool UseTorch(short nPlayer)
{
if (!nPlayerTorch[nPlayer])
{
SetTorch(nPlayer, 1);
}
nPlayerTorch[nPlayer] = 900;
return true;
}
bool UseHeart(short nPlayer)
{
if (PlayerList[nPlayer].nHealth < kMaxHealth) {
PlayerList[nPlayer].nHealth = kMaxHealth;
if (nPlayer == nLocalPlayer)
{
ItemFlash();
SetHealthFrame(1);
D3PlayFX(StaticSound[kSound31], PlayerList[nPlayer].nSprite);
}
return true;
}
return false;
}
// invincibility
bool UseScarab(short nPlayer)
{
if (PlayerList[nPlayer].invincibility >= 0 && PlayerList[nPlayer].invincibility < 900)
PlayerList[nPlayer].invincibility = 900;
if (nPlayer == nLocalPlayer)
{
ItemFlash();
D3PlayFX(StaticSound[kSound31], PlayerList[nPlayer].nSprite);
}
return true;
}
// faster firing
static bool UseHand(short nPlayer)
{
nPlayerDouble[nPlayer] = 1350;
if (nPlayer == nLocalPlayer)
{
ItemFlash();
D3PlayFX(StaticSound[kSound31], PlayerList[nPlayer].nSprite);
}
return true;
}
void UseItem(short nPlayer, short nItem)
{
bool didit = false;
switch (nItem)
{
case 0:
didit = UseHeart(nPlayer);
break;
case 1:
didit = UseScarab(nPlayer);
break;
case 2:
didit = UseTorch(nPlayer);
break;
case 3:
didit = UseHand(nPlayer);
break;
case 4:
didit = UseEye(nPlayer);
break;
case 5:
didit = UseMask(nPlayer);
break;
default:
break;
}
if (!didit) return;
PlayerList[nPlayer].items[nItem]--;
int nItemCount = PlayerList[nPlayer].items[nItem];
int nMagic = nItemMagic[nItem];
if (nPlayer == nLocalPlayer)
{
BuildStatusAnim(156 + (nItemCount * 2), 0);
}
if (!nItemCount)
{
for (nItem = 0; nItem < 6; nItem++)
{
if (PlayerList[nPlayer].items[nItem] > 0) {
break;
}
}
if (nItem == 6) {
nItem = -1;
}
}
PlayerList[nPlayer].nMagic -= nMagic;
SetPlayerItem(nPlayer, nItem);
if (nPlayer == nLocalPlayer) {
SetMagicFrame();
}
}
// TODO - bool return type?
int GrabItem(short nPlayer, short nItem)
{
if (PlayerList[nPlayer].items[nItem] >= 5) {
return 0;
}
PlayerList[nPlayer].items[nItem]++;
if (nPlayerItem[nPlayer] < 0 || nItem == nPlayerItem[nPlayer]) {
SetPlayerItem(nPlayer, nItem);
}
return 1;
}
void DropMagic(short nSprite)
{
if (lFinaleStart) {
return;
}
nMagicCount--;
if (nMagicCount <= 0)
{
int nAnim = BuildAnim(
-1,
64,
0,
sprite[nSprite].x,
sprite[nSprite].y,
sprite[nSprite].z,
sprite[nSprite].sectnum,
48,
4);
int nAnimSprite = GetAnimSprite(nAnim);
sprite[nAnimSprite].owner = nAnim;
AddFlash(sprite[nAnimSprite].sectnum, sprite[nAnimSprite].x, sprite[nAnimSprite].y, sprite[nAnimSprite].z, 128);
changespritestat(nAnimSprite, 950);
nMagicCount = RandomSize(2);
}
}
void InitItems()
{
nRegenerates = 0;
nFirstRegenerate = -1;
nMagicCount = 0;
}
void StartRegenerate(short nSprite)
{
spritetype *pSprite = &sprite[nSprite];
int edi = -1;
int nReg = nFirstRegenerate;
int i = 0;
// for (int i = 0; i < nRegenerates; i++)
while (1)
{
if (i >= nRegenerates)
{
// ?? CHECKME
pSprite->xvel = pSprite->xrepeat;
pSprite->zvel = pSprite->shade;
pSprite->yvel = pSprite->pal;
break;
}
else
{
if (nReg != nSprite)
{
edi = nReg;
nReg = sprite[nReg].ang;
i++;
continue;
}
else
{
if (edi == -1)
{
nFirstRegenerate = pSprite->ang;
}
else
{
sprite[edi].ang = sprite[nSprite].ang;
}
nRegenerates--;
}
}
}
pSprite->extra = 1350;
pSprite->ang = nFirstRegenerate;
if (currentLevel->levelNumber <= kMap20)
{
pSprite->ang /= 5;
}
pSprite->cstat = 0x8000;
pSprite->xrepeat = 1;
pSprite->yrepeat = 1;
pSprite->pal = 1;
nRegenerates++;
nFirstRegenerate = nSprite;
}
void DoRegenerates()
{
int nSprite = nFirstRegenerate;
for (int i = nRegenerates; i > 0; i--, nSprite = sprite[nSprite].ang)
{
if (sprite[nSprite].extra > 0)
{
sprite[nSprite].extra--;
if (sprite[nSprite].extra <= 0)
{
BuildAnim(-1, 38, 0, sprite[nSprite].x, sprite[nSprite].y, sprite[nSprite].z, sprite[nSprite].sectnum, 64, 4);
D3PlayFX(StaticSound[kSoundTorchOn], i);
}
else {
continue;
}
}
else
{
if (sprite[nSprite].xrepeat < sprite[nSprite].xvel)
{
sprite[nSprite].xrepeat += 2;
sprite[nSprite].yrepeat += 2;
continue;
}
}
sprite[nSprite].zvel = 0;
sprite[nSprite].yrepeat = sprite[nSprite].xvel;
sprite[nSprite].xrepeat = sprite[nSprite].xvel;
sprite[nSprite].pal = sprite[nSprite].yvel;
sprite[nSprite].yvel = sprite[nSprite].zvel; // setting to 0
sprite[nSprite].xvel = sprite[nSprite].zvel; // setting to 0
nRegenerates--;
if (sprite[nSprite].statnum == kStatExplodeTrigger) {
sprite[nSprite].cstat = 0x101;
}
else {
sprite[nSprite].cstat = 0;
}
if (nRegenerates == 0) {
nFirstRegenerate = -1;
}
}
}
END_PS_NS