mirror of
https://github.com/DrBeef/Raze.git
synced 2024-12-03 17:43:28 +00:00
440 lines
9.3 KiB
C++
440 lines
9.3 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 sirlemonhead, Nuke.YKT
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This file is part of PCExhumed.
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PCExhumed 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"
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#include "aistuff.h"
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#include "player.h"
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#include "exhumed.h"
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#include "sound.h"
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#include "status.h"
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#include "engine.h"
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#include "input.h"
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#include "mapinfo.h"
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BEGIN_PS_NS
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struct AnimInfo
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{
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int16_t a;
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int16_t repeat;
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};
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AnimInfo nItemAnimInfo[] = {
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{ -1, 32 },
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{ -1, 32 },
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{ -1, 32 },
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{ -1, 32 },
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{ -1, 32 },
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{ 6, 64 },
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{ -1, 48 },
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{ 0, 64 },
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{ 1, 64 },
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{ -1, 32 },
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{ 4, 64 },
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{ 5, 64 },
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{ 16, 64 },
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{ 10, 64 },
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{ -1, 32 },
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{ 8, 64 },
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{ 9, 64 },
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{ -1, 40 },
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{ -1, 32 },
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{ 7, 64 },
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{ -1, 32 },
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{ -1, 32 },
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{ -1, 32 },
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{ -1, 32 },
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{ -1, 32 },
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{ -1, 32 },
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{ -1, 32 },
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{ -1, 32 },
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{ -1, 32 },
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{ -1, 32 },
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{ -1, 32 },
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{ 14, 64 },
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{ 15, 32 },
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{ -1, 32 },
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{ -1, 32 },
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{ -1, 32 },
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{ -1, 32 },
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{ -1, 32 },
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{ -1, 32 },
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{ 17, 48 },
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{ 18, 48 },
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{ 19, 48 },
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{ 20, 48 },
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{ 24, 64 },
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{ 21, 64 },
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{ 23, 32 },
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{ -1, 32 },
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{ -1, 32 },
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{ -1, 32 },
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{ -1, 32 },
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{ -1, 32 },
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{ -1, 32 },
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{ -1, 32 },
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{ 11, 30 },
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{ -1, 32 },
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{ -1, 32 },
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{ -1, 32 },
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{ -1, 32 },
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{ -1, 32 },
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{ -1, 32 }
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};
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const int16_t nItemMagic[] = { 500, 1000, 100, 500, 400, 200, 700, 0 };
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TArray<DExhumedActor*> Regenerates; // must handle read barriers manually!
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int nMagicCount;
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size_t MarkItems()
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{
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GC::MarkArray(Regenerates);
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return Regenerates.Size();
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}
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void SerializeItems(FSerializer& arc)
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{
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if (arc.BeginObject("items"))
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{
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arc("regenerates", Regenerates)
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("magiccount", nMagicCount)
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.EndObject();
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}
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}
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void BuildItemAnim(DExhumedActor* pActor)
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{
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int nItem = pActor->spr.statnum - 906;
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if (nItemAnimInfo[nItem].a >= 0)
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{
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auto pAnimActor = BuildAnim(pActor, 41, nItemAnimInfo[nItem].a, pActor->spr.pos, pActor->sector(), nItemAnimInfo[nItem].repeat, 20);
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if (nItem == 44) {
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pAnimActor->spr.cstat |= CSTAT_SPRITE_TRANSLUCENT;
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}
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ChangeActorStat(pAnimActor, pActor->spr.statnum);
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pAnimActor->spr.hitag = pActor->spr.hitag;
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pActor->spr.intowner = 0;
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}
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else
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{
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pActor->spr.intowner = -1;
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pActor->spr.yrepeat = (uint8_t)nItemAnimInfo[nItem].repeat;
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pActor->spr.xrepeat = (uint8_t)nItemAnimInfo[nItem].repeat;
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}
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}
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void DestroyItemAnim(DExhumedActor* actor)
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{
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if (actor && actor->spr.intowner >= 0)
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DestroyAnim(actor);
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}
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void ItemFlash()
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{
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TintPalette(16, 16, 16);
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}
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void FillItems(int nPlayer)
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{
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for (int i = 0; i < 6; i++)
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{
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PlayerList[nPlayer].items[i] = 5;
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}
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PlayerList[nPlayer].nMagic = 1000;
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if (nPlayer == nLocalPlayer)
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{
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ItemFlash();
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}
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if (PlayerList[nPlayer].nItem == -1) {
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PlayerList[nPlayer].nItem = 0;
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}
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}
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static bool UseEye(int nPlayer)
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{
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if (PlayerList[nPlayer].nInvisible >= 0)
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PlayerList[nPlayer].nInvisible = 900;
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auto pActor = PlayerList[nPlayer].pActor;
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pActor->spr.cstat |= CSTAT_SPRITE_INVISIBLE;
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if (PlayerList[nPlayer].pPlayerFloorSprite != nullptr) {
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pActor->spr.cstat |= CSTAT_SPRITE_INVISIBLE;
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}
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if (nPlayer == nLocalPlayer)
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{
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ItemFlash();
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D3PlayFX(StaticSound[kSound31], pActor);
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}
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return true;
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}
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static bool UseMask(int nPlayer)
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{
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PlayerList[nPlayer].nMaskAmount = 1350;
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PlayerList[nPlayer].nAir = 100;
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if (nPlayer == nLocalPlayer)
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{
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D3PlayFX(StaticSound[kSound31], PlayerList[nPlayer].pActor);
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}
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return true;
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}
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bool UseTorch(int nPlayer)
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{
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if (!PlayerList[nPlayer].nTorch)
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{
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SetTorch(nPlayer, 1);
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}
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PlayerList[nPlayer].nTorch = 900;
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return true;
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}
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bool UseHeart(int nPlayer)
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{
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if (PlayerList[nPlayer].nHealth < kMaxHealth) {
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PlayerList[nPlayer].nHealth = kMaxHealth;
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if (nPlayer == nLocalPlayer)
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{
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ItemFlash();
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D3PlayFX(StaticSound[kSound31], PlayerList[nPlayer].pActor);
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}
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return true;
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}
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return false;
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}
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// invincibility
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bool UseScarab(int nPlayer)
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{
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if (PlayerList[nPlayer].invincibility >= 0 && PlayerList[nPlayer].invincibility < 900)
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PlayerList[nPlayer].invincibility = 900;
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if (nPlayer == nLocalPlayer)
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{
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ItemFlash();
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D3PlayFX(StaticSound[kSound31], PlayerList[nPlayer].pActor);
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}
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return true;
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}
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// faster firing
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static bool UseHand(int nPlayer)
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{
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PlayerList[nPlayer].nDouble = 1350;
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if (nPlayer == nLocalPlayer)
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{
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ItemFlash();
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D3PlayFX(StaticSound[kSound31], PlayerList[nPlayer].pActor);
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}
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return true;
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}
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void UseItem(int nPlayer, int nItem)
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{
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bool didit = false;
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switch (nItem)
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{
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case 0:
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didit = UseHeart(nPlayer);
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break;
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case 1:
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didit = UseScarab(nPlayer);
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break;
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case 2:
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didit = UseTorch(nPlayer);
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break;
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case 3:
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didit = UseHand(nPlayer);
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break;
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case 4:
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didit = UseEye(nPlayer);
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break;
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case 5:
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didit = UseMask(nPlayer);
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break;
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default:
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break;
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}
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if (!didit) return;
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PlayerList[nPlayer].items[nItem]--;
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int nItemCount = PlayerList[nPlayer].items[nItem];
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int nMagic = nItemMagic[nItem];
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if (!nItemCount)
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{
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for (nItem = 0; nItem < 6; nItem++)
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{
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if (PlayerList[nPlayer].items[nItem] > 0) {
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break;
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}
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}
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if (nItem == 6) {
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nItem = -1;
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}
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}
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PlayerList[nPlayer].nMagic -= nMagic;
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PlayerList[nPlayer].nItem = nItem;
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}
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// TODO - bool return type?
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int GrabItem(int nPlayer, int nItem)
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{
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if (PlayerList[nPlayer].items[nItem] >= 5) {
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return 0;
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}
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PlayerList[nPlayer].items[nItem]++;
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if (PlayerList[nPlayer].nItem < 0 || nItem == PlayerList[nPlayer].nItem) {
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PlayerList[nPlayer].nItem = nItem;
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}
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return 1;
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}
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void DropMagic(DExhumedActor* pActor)
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{
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if (lFinaleStart) {
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return;
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}
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nMagicCount--;
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if (nMagicCount <= 0)
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{
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auto pAnimActor = BuildAnim(
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nullptr,
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64,
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0,
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pActor->spr.pos,
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pActor->sector(),
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48,
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4);
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if (pAnimActor)
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{
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AddFlash(pAnimActor->sector(), pAnimActor->spr.pos, 128);
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ChangeActorStat(pAnimActor, 950);
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}
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nMagicCount = RandomSize(2);
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}
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}
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void InitItems()
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{
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Regenerates.Clear();
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nMagicCount = 0;
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}
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void StartRegenerate(DExhumedActor* pActor)
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{
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auto pos = Regenerates.Find(pActor);
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if (pos >= Regenerates.Size())
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{
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// ?? CHECKME
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pActor->spr.xint = pActor->spr.xrepeat;
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pActor->spr.inittype = pActor->spr.shade;
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pActor->spr.yint = pActor->spr.pal;
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}
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else
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{
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Regenerates.Delete(pos);
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}
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pActor->spr.extra = 1350;
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if (!(currentLevel->gameflags & LEVEL_EX_MULTI))
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{
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pActor->spr.intangle /= 5; // what is this?
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}
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pActor->spr.cstat = CSTAT_SPRITE_INVISIBLE;
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pActor->spr.xrepeat = 1;
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pActor->spr.yrepeat = 1;
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pActor->spr.pal = 1;
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Regenerates.Push(pActor);
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}
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void DoRegenerates()
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{
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for(unsigned i = 0; i < Regenerates.Size(); i++)
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{
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DExhumedActor* pActor = GC::ReadBarrier(Regenerates[i]);
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if (pActor->spr.extra > 0)
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{
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pActor->spr.extra--;
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if (pActor->spr.extra <= 0)
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{
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BuildAnim(nullptr, 38, 0, pActor->spr.pos, pActor->sector(), 64, 4);
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D3PlayFX(StaticSound[kSoundTorchOn], pActor);
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}
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else {
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continue;
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}
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}
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else
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{
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if (pActor->spr.xrepeat < pActor->spr.xint)
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{
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pActor->spr.xrepeat += 2;
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pActor->spr.yrepeat += 2;
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continue;
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}
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}
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pActor->spr.yrepeat = (uint8_t)pActor->spr.xint;
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pActor->spr.xrepeat = (uint8_t)pActor->spr.xint;
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pActor->spr.pal = (uint8_t)pActor->spr.yint;
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pActor->spr.yint = 0;
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pActor->spr.xint = 0;
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pActor->vel.Y = 0;
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pActor->vel.X = 0;
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pActor->vel.Z = 0;
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if (pActor->spr.statnum == kStatExplodeTrigger) {
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pActor->spr.cstat = CSTAT_SPRITE_BLOCK_ALL;
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}
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else {
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pActor->spr.cstat = 0;
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}
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Regenerates.Delete(i);
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i--;
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}
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}
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END_PS_NS
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