raze-gles/source/sw/src/inv.cpp
Mitchell Richters 1354d52c05 - Major cleanup of Q16.16 utilisation within games and engine.
* 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()`.
2020-09-01 23:00:47 +10:00

612 lines
16 KiB
C++

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