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1354d52c05
* Remove fix16.h/cpp and utilise library from m_fixed.h. * Extend m_fixed.h with two inline functions for int to/from float operations. * Replace fix16_floor operations with those from xs_Float.h * Replace multiple Q16.16 conversions from 0 to just be 0. * Replaced all found in-game bit-shifts and multiplications/divisions with inline functions from m_fixed.h * Replaced many casts of FRACUNIT as double in SW's panel.cpp as it is converted to double by way of type promotion. * Fixed missed precision fixes in SW's panel.cpp where some types weren't declared correctly. * Replaced 100+ `Cos()/Sin() >> 16` operations for Blood with inline functions `CosScale16()/SinScale16()`.
612 lines
16 KiB
C++
612 lines
16 KiB
C++
//-------------------------------------------------------------------------
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/*
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Copyright (C) 1997, 2005 - 3D Realms Entertainment
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This file is part of Shadow Warrior version 1.2
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Shadow Warrior is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License
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as published by the Free Software Foundation; either version 2
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of the License, or (at your option) any later version.
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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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Original Source: 1997 - Frank Maddin and Jim Norwood
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Prepared for public release: 03/28/2005 - Charlie Wiederhold, 3D Realms
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*/
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//-------------------------------------------------------------------------
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#include "ns.h"
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#undef MAIN
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#include "build.h"
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#include "names2.h"
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#include "panel.h"
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#include "game.h"
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#include "pal.h"
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#include "misc.h"
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#include "player.h"
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BEGIN_SW_NS
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//#define SAVE_EXTERN
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//#include "_save.h"
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//#undef SAVE_EXTERN
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extern short NormalVisibility;
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void PlayerUpdateInventory(PLAYERp pp, short InventoryNum);
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void InventoryUse(PLAYERp pp);
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void InventoryStop(PLAYERp pp, short InventoryNum);
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void UseInventoryRepairKit(PLAYERp pp);
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void UseInventoryMedkit(PLAYERp pp);
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void UseInventoryRepairKit(PLAYERp pp);
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void UseInventoryCloak(PLAYERp pp);
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void UseInventoryEnvironSuit(PLAYERp pp);
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void UseInventoryNightVision(PLAYERp pp);
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void UseInventoryChemBomb(PLAYERp pp);
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void UseInventoryFlashBomb(PLAYERp pp);
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void UseInventoryCaltrops(PLAYERp pp);
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void StopInventoryRepairKit(PLAYERp pp, short);
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void StopInventoryMedkit(PLAYERp pp, short);
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void StopInventoryRepairKit(PLAYERp pp, short);
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void StopInventoryCloak(PLAYERp pp, short);
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void StopInventoryEnvironSuit(PLAYERp pp, short);
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void StopInventoryNightVision(PLAYERp pp, short);
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extern PANEL_STATE ps_PanelEnvironSuit[];
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INVENTORY_DATA InventoryData[MAX_INVENTORY+1] =
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{
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{"PORTABLE MEDKIT", UseInventoryMedkit, NULL, 0, 1, (FRACUNIT), 0},
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{"REPAIR KIT", NULL, NULL, 100, 1, (FRACUNIT), INVF_AUTO_USE},
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{"SMOKE BOMB", UseInventoryCloak, StopInventoryCloak, 4, 1, (FRACUNIT), INVF_TIMED},
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{"NIGHT VISION", UseInventoryNightVision, StopInventoryNightVision, 3, 1, (FRACUNIT), INVF_TIMED},
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{"GAS BOMB", UseInventoryChemBomb, NULL, 0, 1, (FRACUNIT), INVF_COUNT},
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{"FLASH BOMB", UseInventoryFlashBomb, NULL, 0, 2, (FRACUNIT), INVF_COUNT},
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{"CALTROPS", UseInventoryCaltrops, NULL, 0, 3, (FRACUNIT), INVF_COUNT},
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{NULL, NULL, NULL, NULL, 0, 0, 0}
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};
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void PanelInvTestSuicide(PANEL_SPRITEp psp)
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{
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if (TEST(psp->flags, PANF_SUICIDE))
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{
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pKillSprite(psp);
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}
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}
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void KillPanelInv(PLAYERp pp, short InventoryNum)
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{
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ASSERT(InventoryNum < MAX_INVENTORY);
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pp->InventoryTics[InventoryNum] = 0;
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}
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void KillAllPanelInv(PLAYERp pp)
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{
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for (int i = 0; i < MAX_INVENTORY; i++)
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{
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pp->InventoryTics[i] = 0;
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}
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}
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//////////////////////////////////////////////////////////////////////
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//
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// MEDKIT
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//
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//////////////////////////////////////////////////////////////////////
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void AutoPickInventory(PLAYERp pp)
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{
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int i;
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// auto pick only if run out of currently selected one
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if (pp->InventoryAmount[pp->InventoryNum] <= 0)
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{
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for (i = 0; i < MAX_INVENTORY; i++)
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{
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if (i == INVENTORY_REPAIR_KIT)
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continue;
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if (pp->InventoryAmount[i])
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{
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pp->InventoryNum = i;
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return;
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}
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}
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// only take this if there is nothing else
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if (pp->InventoryAmount[INVENTORY_REPAIR_KIT])
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pp->InventoryNum = INVENTORY_REPAIR_KIT;
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}
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}
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void UseInventoryMedkit(PLAYERp pp)
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{
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USERp u = User[pp->PlayerSprite];
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short diff;
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short inv = INVENTORY_MEDKIT;
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short amt;
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if (!pp->InventoryAmount[inv])
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return;
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diff = 100 - u->Health;
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if (diff <= 0)
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return;
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if (diff > pp->InventoryPercent[inv]) // If not enough to get to 100, use what's left
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amt = pp->InventoryPercent[inv];
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else
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amt = diff;
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PlayerUpdateHealth(pp, amt);
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pp->InventoryPercent[inv] -= diff;
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if (pp->InventoryPercent[inv] < 0)
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{
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pp->InventoryPercent[inv] = 0;
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pp->InventoryAmount[inv]--;
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}
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AutoPickInventory(pp);
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//percent
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PlayerUpdateInventory(pp, pp->InventoryNum);
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if (pp == Player+myconnectindex)
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{
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if (amt >= 30)
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PlayerSound(DIGI_GETMEDKIT, v3df_follow|v3df_dontpan,pp);
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else
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PlayerSound(DIGI_AHH, v3df_follow|v3df_dontpan,pp);
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}
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}
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//////////////////////////////////////////////////////////////////////
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//
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// CHEMICAL WARFARE CANISTERS
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//
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//////////////////////////////////////////////////////////////////////
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void UseInventoryChemBomb(PLAYERp pp)
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{
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short inv = INVENTORY_CHEMBOMB;
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if (!pp->InventoryAmount[inv])
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return;
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PlayerInitChemBomb(pp); // Throw a chemical bomb out there
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pp->InventoryPercent[inv] = 0;
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if (--pp->InventoryAmount[inv] < 0)
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pp->InventoryAmount[inv] = 0;
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AutoPickInventory(pp);
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PlayerUpdateInventory(pp, pp->InventoryNum);
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}
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//////////////////////////////////////////////////////////////////////
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//
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// FLASH BOMBS
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//
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//////////////////////////////////////////////////////////////////////
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void UseInventoryFlashBomb(PLAYERp pp)
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{
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short inv = INVENTORY_FLASHBOMB;
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if (!pp->InventoryAmount[inv])
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return;
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PlayerInitFlashBomb(pp);
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pp->InventoryPercent[inv] = 0;
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if (--pp->InventoryAmount[inv] < 0)
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pp->InventoryAmount[inv] = 0;
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AutoPickInventory(pp);
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PlayerUpdateInventory(pp, pp->InventoryNum);
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}
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//////////////////////////////////////////////////////////////////////
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//
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// CALTROPS
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//
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//////////////////////////////////////////////////////////////////////
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void UseInventoryCaltrops(PLAYERp pp)
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{
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short inv = INVENTORY_CALTROPS;
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if (!pp->InventoryAmount[inv])
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return;
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PlayerInitCaltrops(pp);
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pp->InventoryPercent[inv] = 0;
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if (--pp->InventoryAmount[inv] < 0)
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pp->InventoryAmount[inv] = 0;
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AutoPickInventory(pp);
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PlayerUpdateInventory(pp, pp->InventoryNum);
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}
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//////////////////////////////////////////////////////////////////////
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//
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// REPAIR KIT
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//
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//////////////////////////////////////////////////////////////////////
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void UseInventoryRepairKit(PLAYERp pp)
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{
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short inv = INVENTORY_REPAIR_KIT;
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//PlaySound(DIGI_TOOLBOX, pp, v3df_none);
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if (pp == Player + myconnectindex)
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{
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if (STD_RANDOM_RANGE(1000) > 500)
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PlayerSound(DIGI_NOREPAIRMAN, v3df_follow|v3df_dontpan,pp);
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else
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PlayerSound(DIGI_NOREPAIRMAN2, v3df_follow|v3df_dontpan,pp);
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}
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pp->InventoryPercent[inv] = 0;
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pp->InventoryAmount[inv] = 0;
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AutoPickInventory(pp);
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//percent
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PlayerUpdateInventory(pp, pp->InventoryNum);
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}
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//////////////////////////////////////////////////////////////////////
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//
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// CLOAK
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//
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//////////////////////////////////////////////////////////////////////
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void UseInventoryCloak(PLAYERp pp)
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{
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SPRITEp sp = pp->SpriteP;
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if (pp->InventoryActive[pp->InventoryNum])
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{
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// StopInventoryCloak(pp, pp->InventoryNum);
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return;
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}
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pp->InventoryActive[pp->InventoryNum] = TRUE;
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AutoPickInventory(pp);
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// on/off
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PlayerUpdateInventory(pp, pp->InventoryNum);
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SET(sp->cstat, CSTAT_SPRITE_TRANSLUCENT);
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sp->shade = 100;
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PlaySound(DIGI_GASPOP, pp, v3df_none);
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//if(RANDOM_RANGE(1000) > 950)
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if (pp == Player+myconnectindex)
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PlayerSound(DIGI_IAMSHADOW, v3df_follow|v3df_dontpan,pp);
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}
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void StopInventoryCloak(PLAYERp pp, short InventoryNum)
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{
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SPRITEp sp = pp->SpriteP;
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pp->InventoryActive[InventoryNum] = FALSE;
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if (pp->InventoryPercent[InventoryNum] <= 0)
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{
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pp->InventoryPercent[InventoryNum] = 0;
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if (--pp->InventoryAmount[InventoryNum] < 0)
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pp->InventoryAmount[InventoryNum] = 0;
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}
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// on/off
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PlayerUpdateInventory(pp, InventoryNum);
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RESET(sp->cstat, CSTAT_SPRITE_TRANSLUCENT);
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sp->shade = 0;
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PlaySound(DIGI_GASPOP, pp, v3df_none);
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}
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//////////////////////////////////////////////////////////////////////
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//
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// NIGHT VISION
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//
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//////////////////////////////////////////////////////////////////////
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static char sectorfloorpals[MAXSECTORS], sectorceilingpals[MAXSECTORS], wallpals[MAXWALLS];
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void
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DoPlayerNightVisionPalette(PLAYERp pp)
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{
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if (pp != Player + screenpeek) return;
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if (pp->InventoryActive[INVENTORY_NIGHT_VISION])
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{
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// if (pp->NightVision && pp->StartColor == 148)
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// return;
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SetFadeAmt(pp,-1005,148); // Night vision green tint
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pp->NightVision = TRUE;
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}
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else
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{
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// Put it all back to normal
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if (pp->StartColor == 148)
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{
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pp->FadeAmt = 0;
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videoFadePalette(0,0,0,0);
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}
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pp->NightVision = FALSE;
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}
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}
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void
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UseInventoryNightVision(PLAYERp pp)
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{
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if (pp->InventoryActive[pp->InventoryNum])
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{
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StopInventoryNightVision(pp, pp->InventoryNum);
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return;
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}
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pp->InventoryActive[pp->InventoryNum] = TRUE;
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// on/off
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PlayerUpdateInventory(pp, pp->InventoryNum);
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DoPlayerNightVisionPalette(pp);
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PlaySound(DIGI_NIGHTON, pp, v3df_dontpan|v3df_follow);
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}
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void
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StopInventoryNightVision(PLAYERp pp, short InventoryNum)
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{
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pp->InventoryActive[InventoryNum] = FALSE;
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if (pp->InventoryPercent[InventoryNum] <= 0)
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{
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pp->InventoryPercent[InventoryNum] = 0;
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if (--pp->InventoryAmount[InventoryNum] < 0)
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pp->InventoryAmount[InventoryNum] = 0;
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}
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AutoPickInventory(pp);
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// on/off
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PlayerUpdateInventory(pp, pp->InventoryNum);
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DoPlayerNightVisionPalette(pp);
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DoPlayerDivePalette(pp);
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PlaySound(DIGI_NIGHTOFF, pp, v3df_dontpan|v3df_follow);
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}
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//////////////////////////////////////////////////////////////////////
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//
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// INVENTORY KEYS
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//
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//////////////////////////////////////////////////////////////////////
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void InventoryKeys(PLAYERp pp)
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{
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// scroll SPELLs left
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if (pp->input.actions & SB_INVPREV)
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{
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if (pp->KeyPressBits & SB_INVPREV)
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{
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pp->KeyPressBits &= ~SB_INVPREV;
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pp->InventoryBarTics = SEC(2);
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PlayerUpdateInventory(pp, pp->InventoryNum - 1);
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PutStringInfo(pp, InventoryData[pp->InventoryNum].Name);
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}
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}
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else
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{
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pp->KeyPressBits |= SB_INVPREV;
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}
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// scroll SPELLs right
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if (pp->input.actions & SB_INVNEXT)
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{
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if (pp->KeyPressBits & SB_INVNEXT)
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{
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pp->KeyPressBits &= ~SB_INVNEXT;
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pp->InventoryBarTics = SEC(2);
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PlayerUpdateInventory(pp, pp->InventoryNum + 1);
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PutStringInfo(pp, InventoryData[pp->InventoryNum].Name);
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}
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}
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else
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{
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pp->KeyPressBits |= SB_INVNEXT;
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}
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if (pp->input.actions & SB_INVUSE)
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{
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if (pp->KeyPressBits & SB_INVUSE)
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{
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pp->KeyPressBits &= ~SB_INVUSE;
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if (InventoryData[pp->InventoryNum].Init)
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{
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if (pp->InventoryAmount[pp->InventoryNum])
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{
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InventoryUse(pp);
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}
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else
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{
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sprintf(ds,"No %s",InventoryData[pp->InventoryNum].Name);
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PutStringInfo(pp,ds); // DONT have message
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}
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}
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}
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}
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else
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{
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pp->KeyPressBits |= SB_INVUSE;
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}
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// test all 7 items
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for (int i = 0; i <= 7; i++)
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{
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ESyncBits bit = ESyncBits::FromInt(SB_ITEM_BIT_1 << i);
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if (pp->input.isItemUsed(i))
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{
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if (pp->KeyPressBits & bit)
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{
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pp->KeyPressBits &= ~bit;
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// switches you to this inventory item
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pp->InventoryNum = i;
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if (InventoryData[pp->InventoryNum].Init && !TEST(pp->Flags, PF_CLIMBING))
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{
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if (pp->InventoryAmount[pp->InventoryNum])
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{
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InventoryUse(pp);
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}
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}
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}
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}
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else
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{
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pp->KeyPressBits |= bit;
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}
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}
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}
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void InventoryTimer(PLAYERp pp)
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{
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// called every time through loop
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short inv = 0;
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INVENTORY_DATAp id;
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// if bar is up
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if (pp->InventoryBarTics)
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{
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pp->InventoryBarTics -= synctics;
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// if bar time has elapsed
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if (pp->InventoryBarTics <= 0)
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{
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// don't update bar anymore
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pp->InventoryBarTics = 0;
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}
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}
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for (id = InventoryData; id->Name; id++, inv++)
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{
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// if timed and active
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if (TEST(id->Flags, INVF_TIMED) && pp->InventoryActive[inv])
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{
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// dec tics
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pp->InventoryTics[inv] -= synctics;
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if (pp->InventoryTics[inv] <= 0)
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{
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// take off a percentage
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pp->InventoryPercent[inv] -= id->DecPerSec;
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if (pp->InventoryPercent[inv] <= 0)
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{
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// ALL USED UP
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pp->InventoryPercent[inv] = 0;
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InventoryStop(pp, inv);
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pp->InventoryActive[inv] = FALSE;
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}
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else
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{
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// reset 1 sec tic clock
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pp->InventoryTics[inv] = SEC(1);
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}
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PlayerUpdateInventory(pp, pp->InventoryNum);
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}
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}
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else
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// the idea behind this is that the USE function will get called
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// every time the player is in an AUTO_USE situation.
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// This code will decrement the timer and set the Item to InActive
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// EVERY SINGLE TIME. Relies on the USE function getting called!
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if (TEST(id->Flags, INVF_AUTO_USE) && pp->InventoryActive[inv])
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{
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pp->InventoryTics[inv] -= synctics;
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if (pp->InventoryTics[inv] <= 0)
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{
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// take off a percentage
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pp->InventoryPercent[inv] -= id->DecPerSec;
|
|
if (pp->InventoryPercent[inv] <= 0)
|
|
{
|
|
// ALL USED UP
|
|
pp->InventoryPercent[inv] = 0;
|
|
// should get rid if Amount - stop it for good
|
|
InventoryStop(pp, inv);
|
|
}
|
|
else
|
|
{
|
|
// reset 1 sec tic clock
|
|
pp->InventoryTics[inv] = SEC(1);
|
|
// set to InActive EVERY TIME THROUGH THE LOOP!
|
|
pp->InventoryActive[inv] = FALSE;
|
|
}
|
|
|
|
PlayerUpdateInventory(pp, pp->InventoryNum);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
void InventoryUse(PLAYERp pp)
|
|
{
|
|
INVENTORY_DATAp id = &InventoryData[pp->InventoryNum];
|
|
|
|
if (id->Init)
|
|
(*id->Init)(pp);
|
|
}
|
|
|
|
void InventoryStop(PLAYERp pp, short InventoryNum)
|
|
{
|
|
INVENTORY_DATAp id = &InventoryData[InventoryNum];
|
|
|
|
if (id->Stop)
|
|
(*id->Stop)(pp, InventoryNum);
|
|
}
|
|
|
|
/////////////////////////////////////////////////////////////////
|
|
//
|
|
// Inventory Console Area
|
|
//
|
|
/////////////////////////////////////////////////////////////////
|
|
|
|
void PlayerUpdateInventory(PLAYERp pp, short InventoryNum)
|
|
{
|
|
pp->InventoryNum = InventoryNum;
|
|
|
|
if (pp->InventoryNum < 0)
|
|
pp->InventoryNum = MAX_INVENTORY-1;
|
|
|
|
if (pp->InventoryNum >= MAX_INVENTORY)
|
|
pp->InventoryNum = 0;
|
|
|
|
}
|
|
|
|
END_SW_NS
|