raze/source/exhumed/src/grenade.cpp

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#include "grenade.h"
#include "engine.h"
#include "player.h"
#include "runlist.h"
#include "exhumed.h"
#include "sound.h"
#include "move.h"
#include "init.h"
#include "bullet.h"
#include "gun.h"
#include "anims.h"
#include "lighting.h"
#include "sequence.h"
#include "random.h"
#include <assert.h>
int nGrenadeCount = 0;
int nGrenadesFree;
short GrenadeFree[kMaxGrenades];
struct Grenade
{
short field_0;
short field_2;
short nSprite;
short field_6;
short field_8;
short field_A;
short field_C;
short field_E;
int field_10;
int x;
int y;
};
Grenade GrenadeList[kMaxGrenades];
void InitGrenades()
{
nGrenadeCount = 0;
for (int i = 0; i < kMaxGrenades; i++) {
GrenadeFree[i] = i;
}
nGrenadesFree = kMaxGrenades;
}
short GrabGrenade()
{
return GrenadeFree[--nGrenadesFree];
}
void DestroyGrenade(short nGrenade)
{
runlist_DoSubRunRec(GrenadeList[nGrenade].field_6);
runlist_SubRunRec(GrenadeList[nGrenade].field_8);
runlist_DoSubRunRec(sprite[GrenadeList[nGrenade].nSprite].lotag - 1);
mydeletesprite(GrenadeList[nGrenade].nSprite);
GrenadeFree[nGrenadesFree] = nGrenade;
nGrenadesFree++;
}
void BounceGrenade(short nGrenade, short nAngle)
{
GrenadeList[nGrenade].field_10 >>= 1;
GrenadeList[nGrenade].x = (Sin(nAngle + 512) >> 5) * GrenadeList[nGrenade].field_10;
GrenadeList[nGrenade].y = (Sin(nAngle) >> 5) * GrenadeList[nGrenade].field_10;
D3PlayFX(StaticSound[kSound3], GrenadeList[nGrenade].nSprite);
}
int ThrowGrenade(short nPlayer, int edx, int ebx, int ecx, int push1)
{
if (nPlayerGrenade[nPlayer] < 0)
return -1;
short nGrenade = nPlayerGrenade[nPlayer];
short nGrenadeSprite = GrenadeList[nGrenade].nSprite;
short nPlayerSprite = PlayerList[nPlayer].nSprite;
mychangespritesect(nGrenadeSprite, nPlayerViewSect[nPlayer]);
short nAngle = sprite[nPlayerSprite].ang;
sprite[nGrenadeSprite].x = sprite[nPlayerSprite].x;
sprite[nGrenadeSprite].y = sprite[nPlayerSprite].y;
sprite[nGrenadeSprite].z = sprite[nPlayerSprite].z;
if (nAngle < 0) {
nAngle = sprite[nPlayerSprite].ang; // TODO - checkme
}
sprite[nGrenadeSprite].cstat &= 0x7FFF;
sprite[nGrenadeSprite].ang = nAngle;
if (push1 >= -3000)
{
int nVel = totalvel[nPlayer] << 5;
GrenadeList[nGrenade].field_10 = ((90 - GrenadeList[nGrenade].field_E) * (90 - GrenadeList[nGrenade].field_E)) + nVel;
sprite[nGrenadeSprite].zvel = (-64 * push1) - 4352;
int nMov = movesprite(nGrenadeSprite, Sin(nAngle + 512) * (sprite[nPlayerSprite].clipdist << 3), Sin(nAngle) * (sprite[nPlayerSprite].clipdist << 3), ecx, 0, 0, CLIPMASK1);
if (nMov & 0x8000)
{
nAngle = GetWallNormal(nMov & 0x3FFF);
BounceGrenade(nGrenade, nAngle);
}
}
else
{
GrenadeList[nGrenade].field_10 = 0;
sprite[nGrenadeSprite].zvel = sprite[nPlayerSprite].zvel;
}
GrenadeList[nGrenade].x = Sin(nAngle + 512) >> 4;
GrenadeList[nGrenade].x *= GrenadeList[nGrenade].field_10;
GrenadeList[nGrenade].y = Sin(nAngle) >> 4;
GrenadeList[nGrenade].y *= GrenadeList[nGrenade].field_10;
nPlayerGrenade[nPlayer] = -1;
return nGrenadeSprite;
}
int BuildGrenade(int nPlayer)
{
if (nGrenadesFree == 0)
return -1;
int nGrenade = GrabGrenade();
int nSprite = insertsprite(nPlayerViewSect[nPlayer], 201);
assert(nSprite >= 0 && nSprite < kMaxSprites);
int nPlayerSprite = PlayerList[nPlayer].nSprite;
sprite[nSprite].x = sprite[nPlayerSprite].x;
sprite[nSprite].y = sprite[nPlayerSprite].y;
sprite[nSprite].z = sprite[nPlayerSprite].z - 3840;
sprite[nSprite].shade = -64;
sprite[nSprite].xrepeat = 20;
sprite[nSprite].yrepeat = 20;
sprite[nSprite].cstat = 0x8000u;
sprite[nSprite].picnum = 1;
sprite[nSprite].pal = 0;
sprite[nSprite].clipdist = 30;
sprite[nSprite].xoffset = 0;
sprite[nSprite].yoffset = 0;
sprite[nSprite].ang = sprite[nPlayerSprite].ang;
sprite[nSprite].yvel = 0;
sprite[nSprite].owner = nPlayerSprite;
sprite[nSprite].xvel = 0;
sprite[nSprite].zvel = 0;
sprite[nSprite].hitag = 0;
sprite[nSprite].lotag = runlist_HeadRun() + 1;
sprite[nSprite].extra = -1;
// GrabTimeSlot(3);
GrenadeList[nGrenade].field_E = 90;
GrenadeList[nGrenade].field_2 = 0;
GrenadeList[nGrenade].field_0 = 16;
GrenadeList[nGrenade].field_10 = -1;
GrenadeList[nGrenade].nSprite = nSprite;
GrenadeList[nGrenade].field_A = 0;
GrenadeList[nGrenade].field_C = 0;
GrenadeList[nGrenade].field_6 = runlist_AddRunRec(sprite[nSprite].lotag - 1, nGrenade | 0x0F0000);
GrenadeList[nGrenade].field_8 = runlist_AddRunRec(NewRun, nGrenade | 0x0F0000);
nGrenadePlayer[nGrenade] = nPlayer;
nPlayerGrenade[nPlayer] = nGrenade;
return nSprite;
}
void ExplodeGrenade(short nGrenade)
{
int var_28, var_20;
short nPlayer = nGrenadePlayer[nGrenade];
int nGrenadeSprite = GrenadeList[nGrenade].nSprite;
short nGrenadeSect = sprite[nGrenadeSprite].sectnum;
GrenadeList[nGrenade].field_C = 1;
if (SectFlag[nGrenadeSect] & kSectUnderwater)
{
var_28 = 75;
var_20 = 60;
}
else
{
if (sprite[nGrenadeSprite].z < sector[nGrenadeSect].floorz)
{
var_20 = 200;
var_28 = 36;
// TODO MonoOut("GRENPOW\n");
}
else
{
var_28 = 34;
var_20 = 150;
// TODO MonoOut("GRENBOOM\n");
}
}
if (GrenadeList[nGrenade].field_10 < 0)
{
short nPlayerSprite = PlayerList[nPlayer].nSprite;
short nAngle = sprite[nPlayerSprite].ang;
sprite[nGrenadeSprite].z = sprite[nPlayerSprite].z;
sprite[nGrenadeSprite].x = (Sin(nAngle + 512) >> 5) + sprite[nPlayerSprite].x;
sprite[nGrenadeSprite].y = (Sin(nAngle) >> 5) + sprite[nPlayerSprite].y;
changespritesect(nGrenadeSprite, sprite[nPlayerSprite].sectnum);
if (!PlayerList[nPlayer].invincibility) {
PlayerList[nPlayer].nHealth = 1;
}
}
short nDamage = BulletInfo[kWeaponGrenade].nDamage;
if (nPlayerDouble[nPlayer] > 0) {
nDamage *= 2;
}
runlist_RadialDamageEnemy(nGrenadeSprite, nDamage, BulletInfo[kWeaponGrenade].field_10);
BuildAnim(-1, var_28, 0, sprite[nGrenadeSprite].x, sprite[nGrenadeSprite].y, sprite[nGrenadeSprite].z, sprite[nGrenadeSprite].sectnum, var_20, 4);
AddFlash(sprite[nGrenadeSprite].sectnum, sprite[nGrenadeSprite].x, sprite[nGrenadeSprite].y, sprite[nGrenadeSprite].z, 128);
nGrenadePlayer[nGrenade] = -1;
DestroyGrenade(nGrenade);
}
void FuncGrenade(int a, int nDamage, int nRun)
{
short nGrenade = RunData[nRun].nVal;
assert(nGrenade >= 0 && nGrenade < kMaxGrenades);
short nGrenadeSprite = GrenadeList[nGrenade].nSprite;
short nSeq;
if (GrenadeList[nGrenade].field_C)
{
nSeq = SeqOffsets[kSeqGrenBoom];
}
else
{
nSeq = SeqOffsets[kSeqGrenRoll] + GrenadeList[nGrenade].field_A;
}
int nMessage = a & 0x7F0000;
switch (nMessage)
{
case 0x90000:
{
seq_PlotSequence(a & 0xFFFF, nSeq, GrenadeList[nGrenade].field_2 >> 8, 1);
break;
}
default:
{
DebugOut("unknown msg %d for bullet\n", a & 0x7F0000); // TODO - change 'bullet' to 'grenade' ?
return;
}
case 0x20000:
{
seq_MoveSequence(nGrenadeSprite, nSeq, GrenadeList[nGrenade].field_2 >> 8);
sprite[nGrenadeSprite].picnum = seq_GetSeqPicnum2(nSeq, GrenadeList[nGrenade].field_2 >> 8);
GrenadeList[nGrenade].field_E--;
if (!GrenadeList[nGrenade].field_E)
{
short nPlayer = nGrenadePlayer[nGrenade];
if (GrenadeList[nGrenade].field_10 < 0)
{
PlayerList[nPlayer].field_3A = 0;
PlayerList[nPlayer].field_34 = 0;
if (PlayerList[nPlayer].nAmmo[kWeaponGrenade])
{
PlayerList[nPlayer].bIsFiring = kFalse;
}
else
{
SelectNewWeapon(nPlayer);
PlayerList[nPlayer].nCurrentWeapon = PlayerList[nPlayer].field_38;
PlayerList[nPlayer].field_38 = -1;
}
}
ExplodeGrenade(nGrenade);
return;
}
else
{
if (GrenadeList[nGrenade].field_10 < 0) {
return;
}
int ebp = (GrenadeList[nGrenade].field_2 + GrenadeList[nGrenade].field_0) >> 8;
GrenadeList[nGrenade].field_2 += GrenadeList[nGrenade].field_0;
if (ebp < 0)
{
GrenadeList[nGrenade].field_2 += SeqSize[nSeq] << 8;
}
else
{
if (ebp >= SeqSize[nSeq])
{
if (GrenadeList[nGrenade].field_C)
{
DestroyGrenade(nGrenade);
return;
}
else
{
GrenadeList[nGrenade].field_2 = GrenadeList[nGrenade].field_C;
}
}
}
if (GrenadeList[nGrenade].field_C) {
return;
}
int zVel = sprite[nGrenadeSprite].zvel;
Gravity(nGrenadeSprite);
int nMov = movesprite(nGrenadeSprite, GrenadeList[nGrenade].x, GrenadeList[nGrenade].y, sprite[nGrenadeSprite].zvel, sprite[nGrenadeSprite].clipdist >> 1, sprite[nGrenadeSprite].clipdist >> 1, CLIPMASK1);
if (!nMov)
return;
if (nMov & 0x20000)
{
if (zVel)
{
if (SectDamage[sprite[nGrenadeSprite].sectnum] > 0)
{
ExplodeGrenade(nGrenade);
return;
}
GrenadeList[nGrenade].field_0 = (uint8_t)totalmoves; // limit to 8bits?
D3PlayFX(StaticSound[kSound3], nGrenadeSprite);
sprite[nGrenadeSprite].zvel = -(zVel >> 1);
if (sprite[nGrenadeSprite].zvel > -1280)
{
D3PlayFX(StaticSound[kSound5], nGrenadeSprite);
GrenadeList[nGrenade].field_0 = 0;
GrenadeList[nGrenade].field_2 = 0;
sprite[nGrenadeSprite].zvel = 0;
GrenadeList[nGrenade].field_A = 1;
}
}
GrenadeList[nGrenade].field_0 = 255 - (RandomByte() * 2);
GrenadeList[nGrenade].x -= (GrenadeList[nGrenade].x >> 4);
GrenadeList[nGrenade].y -= (GrenadeList[nGrenade].y >> 4);
}
// loc_2CF60:
if ((nMov & 0xC000) >= 0x8000)
{
if ((nMov & 0xC000) <= 0x8000)
{
BounceGrenade(nGrenade, GetWallNormal(nMov & 0x3FFF));
}
else if ((nMov & 0xC000) == 0xC000)
{
BounceGrenade(nGrenade, sprite[nMov & 0x3FFF].ang);
}
}
GrenadeList[nGrenade].field_2 = 0;
return;
}
break;
}
case 0xA0000:
{
if (nGrenadeSprite != nRadialSpr && !GrenadeList[nGrenade].field_C)
{
if (runlist_CheckRadialDamage(nGrenadeSprite) > 280)
{
GrenadeList[nGrenade].field_E = RandomSize(4) + 1;
}
}
break;
}
}
}