raze/source/games/duke/src/actors.cpp

670 lines
17 KiB
C++
Raw Normal View History

//-------------------------------------------------------------------------
/*
Copyright (C) 1996, 2003 - 3D Realms Entertainment
Copyright (C) 2000, 2003 - Matt Saettler (EDuke Enhancements)
Copyright (C) 2017-2019 - Nuke.YKT
Copyright (C) 2020 - Christoph Oelckers
This file is part of Enhanced Duke Nukem 3D version 1.5 - Atomic Edition
Duke Nukem 3D 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., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
Original Source: 1996 - Todd Replogle
Prepared for public release: 03/21/2003 - Charlie Wiederhold, 3D Realms
EDuke enhancements integrated: 04/13/2003 - Matt Saettler
Note: EDuke source was in transition. Changes are in-progress in the
source as it is released.
This file is a combination of code from the following sources:
- EDuke 2 by Matt Saettler
- JFDuke by Jonathon Fowler (jf@jonof.id.au),
- DukeGDX and RedneckGDX by Alexander Makarov-[M210] (m210-2007@mail.ru)
- Redneck Rampage reconstructed source by Nuke.YKT
*/
//-------------------------------------------------------------------------
#include "ns.h"
#include "global.h"
#include "names.h"
BEGIN_DUKE_NS
2020-05-05 13:25:59 +00:00
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
bool ceilingspace(int sectnum)
{
if ((sector[sectnum].ceilingstat & 1) && sector[sectnum].ceilingpal == 0)
{
switch (sector[sectnum].ceilingpicnum)
{
case MOONSKY1:
case BIGORBIT1:
return !(g_gameType & GAMEFLAG_RRALL);
case RR_MOONSKY1:
case RR_BIGORBIT1:
return !!(g_gameType & GAMEFLAG_RRALL);
2020-05-05 13:25:59 +00:00
}
}
return 0;
2020-05-05 13:25:59 +00:00
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
bool floorspace(int sectnum)
{
if ((sector[sectnum].floorstat & 1) && sector[sectnum].ceilingpal == 0)
{
switch (sector[sectnum].floorpicnum)
{
case MOONSKY1:
case BIGORBIT1:
return !(g_gameType & GAMEFLAG_RRALL);
case RR_MOONSKY1:
case RR_BIGORBIT1:
return !!(g_gameType & GAMEFLAG_RRALL);
}
}
return 0;
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void addammo(short weapon, struct player_struct* p, short amount)
{
p->ammo_amount[weapon] += amount;
if (p->ammo_amount[weapon] > max_ammo_amount[weapon])
p->ammo_amount[weapon] = max_ammo_amount[weapon];
}
2020-05-05 13:25:59 +00:00
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
2020-05-05 18:57:31 +00:00
void addweapon(struct player_struct* p, int weapon)
{
2020-05-05 18:57:31 +00:00
short cw = p->curr_weapon;
if (p->OnMotorcycle || p->OnBoat)
{
p->gotweapon.Set(weapon);
if (weapon == SHRINKER_WEAPON)
2020-05-05 18:57:31 +00:00
{
p->gotweapon.Set(GROW_WEAPON);
p->ammo_amount[GROW_WEAPON] = 1;
}
else if (weapon == RPG_WEAPON)
{
p->gotweapon.Set(RA16_WEAPON);
}
else if (weapon == RA15_WEAPON)
{
p->ammo_amount[RA15_WEAPON] = 1;
}
return;
}
if (p->gotweapon[weapon] == 0)
{
p->gotweapon.Set(weapon);
if (weapon == SHRINKER_WEAPON)
{
p->gotweapon.Set(GROW_WEAPON);
2020-05-05 18:57:31 +00:00
if (g_gameType & GAMEFLAG_RRRA) p->ammo_amount[GROW_WEAPON] = 1;
}
if (g_gameType & GAMEFLAG_RRRA)
{
if (weapon == RPG_WEAPON)
{
p->gotweapon.Set(RA16_WEAPON);
}
if (weapon == RA15_WEAPON)
{
p->ammo_amount[RA15_WEAPON] = 50;
}
}
if (!(g_gameType & GAMEFLAG_RRALL) || weapon != HANDBOMB_WEAPON)
cw = weapon;
}
2020-05-05 18:57:31 +00:00
else
cw = weapon;
if ((g_gameType & GAMEFLAG_RRALL) && weapon == HANDBOMB_WEAPON)
p->last_weapon = -1;
p->random_club_frame = 0;
if (p->holster_weapon == 0)
{
p->weapon_pos = -1;
p->last_weapon = p->curr_weapon;
}
else
{
p->weapon_pos = 10;
p->holster_weapon = 0;
p->last_weapon = -1;
}
p->kickback_pic = 0;
#ifdef EDUKE
2020-05-05 18:57:31 +00:00
if (p->curr_weapon != cw)
{
short snum;
snum = sprite[p->i].yvel;
2020-05-05 18:57:31 +00:00
SetGameVarID(g_iWeaponVarID, cw, p->i, snum);
if (p->curr_weapon >= 0)
{
SetGameVarID(g_iWorksLikeVarID, aplWeaponWorksLike[weapon][snum], p->i, snum);
2020-05-05 13:25:59 +00:00
}
else
{
SetGameVarID(g_iWorksLikeVarID, -1, p->i, snum);
}
SetGameVarID(g_iReturnVarID, 0, -1, snum);
OnEvent(EVENT_CHANGEWEAPON, p->i, snum, -1);
if (GetGameVarID(g_iReturnVarID, -1, snum) == 0)
{
2020-05-05 18:57:31 +00:00
p->curr_weapon = cw;
}
}
#else
2020-05-05 18:57:31 +00:00
p->curr_weapon = cw;
#endif
switch (weapon)
{
2020-05-05 18:57:31 +00:00
case RA15_WEAPON:
case KNEE_WEAPON:
case TRIPBOMB_WEAPON:
case HANDREMOTE_WEAPON:
case HANDBOMB_WEAPON:
break;
case SHOTGUN_WEAPON:
spritesound(SHOTGUN_COCK, p->i);
break;
case PISTOL_WEAPON:
spritesound(INSERT_CLIP, p->i);
break;
default:
spritesound(SELECT_WEAPON, p->i);
break;
2020-05-05 13:25:59 +00:00
}
}
2020-05-05 20:07:54 +00:00
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void checkavailinven(struct player_struct* p)
{
if (p->firstaid_amount > 0)
p->inven_icon = ICON_FIRSTAID;
else if (p->steroids_amount > 0)
p->inven_icon = ICON_STEROIDS;
else if (p->holoduke_amount > 0)
p->inven_icon = ICON_HOLODUKE;
else if (p->jetpack_amount > 0)
p->inven_icon = ICON_JETPACK;
else if (p->heat_amount > 0)
p->inven_icon = ICON_HEATS;
else if (p->scuba_amount > 0)
p->inven_icon = ICON_SCUBA;
else if (p->boot_amount > 0)
p->inven_icon = ICON_BOOTS;
else p->inven_icon = ICON_NONE;
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void checkavailweapon(struct player_struct* p)
{
short i, snum;
int weap;
if (p->wantweaponfire >= 0)
{
weap = p->wantweaponfire;
p->wantweaponfire = -1;
if (weap == p->curr_weapon) return;
else if (p->gotweapon[weap] && p->ammo_amount[weap] > 0)
{
addweapon(p, weap);
return;
}
}
weap = p->curr_weapon;
if (p->gotweapon[weap] && p->ammo_amount[weap] > 0)
return;
snum = sprite[p->i].yvel;
// Note: RedNukem has this restriction, but the original source and RedneckGDX do not.
#if 1 // TRANSITIONAL
int max = ((g_gameType & GAMEFLAG_RRALL) ? DEVISTATOR_WEAPON : FREEZE_WEAPON);
#else
int max = FREEZE_WEAPON;
#endif
for (i = 0; i < 10; i++)
{
weap = ud.wchoice[snum][i];
if ((g_gameType & GAMEFLAG_SHAREWARE) && weap > 6) continue;
if (weap == 0) weap = max;
else weap--;
if (weap == KNEE_WEAPON || (p->gotweapon[weap] && p->ammo_amount[weap] > 0))
break;
}
if (i == HANDREMOTE_WEAPON) weap = KNEE_WEAPON;
// Found the weapon
p->last_weapon = p->curr_weapon;
p->random_club_frame = 0;
p->curr_weapon = weap;
if (g_gameType & GAMEFLAG_WW2GI)
{
SetGameVarID(g_iWeaponVarID, p->curr_weapon, p->i, snum);
if (p->curr_weapon >= 0)
{
SetGameVarID(g_iWorksLikeVarID, aplWeaponWorksLike[p->curr_weapon][snum], p->i, snum);
}
else
{
SetGameVarID(g_iWorksLikeVarID, -1, p->i, snum);
}
OnEvent(EVENT_CHANGEWEAPON, p->i, snum, -1);
}
p->kickback_pic = 0;
if (p->holster_weapon == 1)
{
p->holster_weapon = 0;
p->weapon_pos = 10;
}
else p->weapon_pos = -1;
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void clearcamera(player_struct* ps)
{
ps->newowner = -1;
ps->posx = ps->oposx;
ps->posy = ps->oposy;
ps->posz = ps->oposz;
ps->q16ang = ps->oq16ang;
updatesector(ps->posx, ps->posy, &ps->cursectnum);
setpal(ps);
int k = headspritestat[1];
while (k >= 0)
{
if (sprite[k].picnum == CAMERA1)
sprite[k].yvel = 0;
k = nextspritestat[k];
}
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void hitradius(short i, int r, int hp1, int hp2, int hp3, int hp4)
{
spritetype* s, * sj;
walltype* wal;
int d, q, x1, y1;
int sectcnt, sectend, dasect, startwall, endwall, nextsect;
short j, p, x, nextj, sect;
static const uint8_t statlist[] = { STAT_DEFAULT, STAT_ACTOR, STAT_STANDABLE, STAT_PLAYER, STAT_FALLER, STAT_ZOMBIEACTOR, STAT_MISC };
short tempshort[MAXSECTORS]; // originally hijacked a global buffer which is bad. Q: How many do we really need? RedNukem says 64.
s = &sprite[i];
if (s->xrepeat < 11)
{
if (!(g_gameType & GAMEFLAG_RRALL))
{
if (s->picnum == RPG) goto SKIPWALLCHECK;
}
else
{
if (s->picnum == RR_CROSSBOW || ((g_gameType & GAMEFLAG_RRRA) && s->picnum == RR_CHIKENCROSSBOW)) goto SKIPWALLCHECK;
}
}
if ((g_gameType & GAMEFLAG_RRALL) || s->picnum != SHRINKSPARK)
{
tempshort[0] = s->sectnum;
dasect = s->sectnum;
sectcnt = 0; sectend = 1;
do
{
dasect = tempshort[sectcnt++];
if (((sector[dasect].ceilingz - s->z) >> 8) < r)
{
d = abs(wall[sector[dasect].wallptr].x - s->x) + abs(wall[sector[dasect].wallptr].y - s->y);
if (d < r)
checkhitceiling(dasect);
else
{
// ouch...
d = abs(wall[wall[wall[sector[dasect].wallptr].point2].point2].x - s->x) + abs(wall[wall[wall[sector[dasect].wallptr].point2].point2].y - s->y);
if (d < r)
checkhitceiling(dasect);
}
}
startwall = sector[dasect].wallptr;
endwall = startwall + sector[dasect].wallnum;
for (x = startwall, wal = &wall[startwall]; x < endwall; x++, wal++)
if ((abs(wal->x - s->x) + abs(wal->y - s->y)) < r)
{
nextsect = wal->nextsector;
if (nextsect >= 0)
{
for (dasect = sectend - 1; dasect >= 0; dasect--)
if (tempshort[dasect] == nextsect) break;
if (dasect < 0) tempshort[sectend++] = nextsect;
}
x1 = (((wal->x + wall[wal->point2].x) >> 1) + s->x) >> 1;
y1 = (((wal->y + wall[wal->point2].y) >> 1) + s->y) >> 1;
updatesector(x1, y1, &sect);
if (sect >= 0 && cansee(x1, y1, s->z, sect, s->x, s->y, s->z, s->sectnum))
checkhitwall(i, x, wal->x, wal->y, s->z, s->picnum);
}
} while (sectcnt < sectend);
}
SKIPWALLCHECK:
int val = (g_gameType & GAMEFLAG_RRALL) ? 24 : 16;
q = -(val << 8) + (krand() & ((32 << 8) - 1));
for (x = 0; x < 7; x++)
{
j = headspritestat[statlist[x]];
while (j >= 0)
{
nextj = nextspritestat[j];
sj = &sprite[j];
if (x == 0 || x >= 5 || AFLAMABLE(sj->picnum))
{
if ((!(g_gameType & GAMEFLAG_RRALL) && s->picnum != SHRINKSPARK) || (sj->cstat & 257))
if (dist(s, sj) < r)
{
if (badguy(sj) && !cansee(sj->x, sj->y, sj->z + q, sj->sectnum, s->x, s->y, s->z + q, s->sectnum))
goto BOLT;
checkhitsprite(j, i);
}
}
else if (!(g_gameType & GAMEFLAG_RRALL))
{
if (sj->extra >= 0 && sj != s && (sj->picnum == TRIPBOMB || badguy(sj) || sj->picnum == QUEBALL || sj->picnum == STRIPEBALL || (sj->cstat & 257) || sj->picnum == DUKELYINGDEAD))
{
if (s->picnum == SHRINKSPARK && sj->picnum != SHARK && (j == s->owner || sj->xrepeat < 24))
{
j = nextj;
continue;
}
if (s->picnum == MORTER && j == s->owner)
{
j = nextj;
continue;
}
if (sj->picnum == APLAYER) sj->z -= PHEIGHT;
d = dist(s, sj);
if (sj->picnum == APLAYER) sj->z += PHEIGHT;
if (d < r && cansee(sj->x, sj->y, sj->z - (8 << 8), sj->sectnum, s->x, s->y, s->z - (12 << 8), s->sectnum))
{
hittype[j].ang = getangle(sj->x - s->x, sj->y - s->y);
if (s->picnum == RPG && sj->extra > 0)
hittype[j].picnum = RPG;
else
{
if (s->picnum == SHRINKSPARK)
hittype[j].picnum = SHRINKSPARK;
else hittype[j].picnum = RADIUSEXPLOSION;
}
if (s->picnum != SHRINKSPARK)
{
if (d < r / 3)
{
if (hp4 == hp3) hp4++;
hittype[j].extra = hp3 + (krand() % (hp4 - hp3));
}
else if (d < 2 * r / 3)
{
if (hp3 == hp2) hp3++;
hittype[j].extra = hp2 + (krand() % (hp3 - hp2));
}
else if (d < r)
{
if (hp2 == hp1) hp2++;
hittype[j].extra = hp1 + (krand() % (hp2 - hp1));
}
if (sprite[j].picnum != TANK && sprite[j].picnum != ROTATEGUN && sprite[j].picnum != RECON && sprite[j].picnum != BOSS1 && sprite[j].picnum != BOSS2 && sprite[j].picnum != BOSS3 && sprite[j].picnum != BOSS4)
{
if (sj->xvel < 0) sj->xvel = 0;
sj->xvel += (s->extra << 2);
}
if (sj->picnum == PODFEM1 || sj->picnum == FEM1 ||
sj->picnum == FEM2 || sj->picnum == FEM3 ||
sj->picnum == FEM4 || sj->picnum == FEM5 ||
sj->picnum == FEM6 || sj->picnum == FEM7 ||
sj->picnum == FEM8 || sj->picnum == FEM9 ||
sj->picnum == FEM10 || sj->picnum == STATUE ||
sj->picnum == STATUEFLASH || sj->picnum == SPACEMARINE || sj->picnum == QUEBALL || sj->picnum == STRIPEBALL)
checkhitsprite(j, i);
}
else if (s->extra == 0) hittype[j].extra = 0;
if (sj->picnum != RADIUSEXPLOSION &&
s->owner >= 0 && sprite[s->owner].statnum < MAXSTATUS)
{
if (sj->picnum == APLAYER)
{
p = sj->yvel;
if (ps[p].newowner >= 0)
{
clearcamera(&ps[p]);
}
}
hittype[j].owner = s->owner;
}
}
}
}
else
{
if (sj->extra >= 0 && sj != s && (badguy(sj) || sj->picnum == RR_QUEBALL || sj->picnum == RR_3440 || sj->picnum == RR_STRIPEBALL || (sj->cstat & 257) || sj->picnum == RR_LNRDLYINGDEAD))
{
if (s->picnum == RR_MORTER && j == s->owner)
{
j = nextj;
continue;
}
if ((g_gameType & GAMEFLAG_RRRA) && s->picnum == RR_CHEERBOMB && j == s->owner)
{
j = nextj;
continue;
}
if (sj->picnum == APLAYER) sj->z -= PHEIGHT;
d = dist(s, sj);
if (sj->picnum == APLAYER) sj->z += PHEIGHT;
if (d < r && cansee(sj->x, sj->y, sj->z - (8 << 8), sj->sectnum, s->x, s->y, s->z - (12 << 8), s->sectnum))
{
if ((g_gameType & GAMEFLAG_RRRA) && sprite[j].picnum == RR_MINION && sprite[j].pal == 19)
{
j = nextj;
continue;
}
hittype[j].ang = getangle(sj->x - s->x, sj->y - s->y);
if (s->picnum == RR_CROSSBOW && sj->extra > 0)
hittype[j].picnum = RR_CROSSBOW;
else if ((g_gameType & GAMEFLAG_RRRA) && s->picnum == RR_CHIKENCROSSBOW && sj->extra > 0)
hittype[j].picnum = RR_CROSSBOW;
else
hittype[j].picnum = RR_RADIUSEXPLOSION;
if (d < r / 3)
{
if (hp4 == hp3) hp4++;
hittype[j].extra = hp3 + (krand() % (hp4 - hp3));
}
else if (d < 2 * r / 3)
{
if (hp3 == hp2) hp3++;
hittype[j].extra = hp2 + (krand() % (hp3 - hp2));
}
else if (d < r)
{
if (hp2 == hp1) hp2++;
hittype[j].extra = hp1 + (krand() % (hp2 - hp1));
}
int pic = sprite[j].picnum;
if ((g_gameType & GAMEFLAG_RRRA)?
(pic != RR_HULK && pic != RR_MAMAJACKOLOPE && pic != RR_GUITARBILLY && pic != RR_BANJOCOOTER && pic != RR_MAMACLOUD) :
(pic != RR_HULK && pic != RR_SBMOVE))
{
if (sprite[j].xvel < 0) sprite[j].xvel = 0;
sprite[j].xvel += (sprite[j].extra << 2);
}
if (sj->picnum == RR_STATUEFLASH || sj->picnum == RR_QUEBALL ||
sj->picnum == RR_STRIPEBALL || sj->picnum == RR_3440)
checkhitsprite(j, i);
if (sprite[j].picnum != RR_RADIUSEXPLOSION &&
s->owner >= 0 && sprite[s->owner].statnum < MAXSTATUS)
{
if (sprite[j].picnum == APLAYER)
{
p = sprite[j].yvel;
if (ps[p].newowner >= 0)
{
clearcamera(&ps[p]);
}
}
hittype[j].owner = s->owner;
}
}
}
}
BOLT:
j = nextj;
}
}
}
2020-05-05 20:07:54 +00:00
2020-05-05 13:25:59 +00:00
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
bool ifsquished(int i, int p)
{
if (g_gameType & GAMEFLAG_RRALL) return false; // this function is a no-op in RR's source.
bool squishme = false;
if (sprite[i].picnum == TILE_APLAYER && ud.clipping)
return false;
auto &sc = sector[sprite[i].sectnum];
int floorceildist = sc.floorz - sc.ceilingz;
if (sc.lotag != ST_23_SWINGING_DOOR)
{
if (sprite[i].pal == 1)
squishme = floorceildist < (32 << 8) && (sc.lotag & 32768) == 0;
else
squishme = floorceildist < (12 << 8);
}
if (squishme)
{
FTA(QUOTE_SQUISHED, &ps[p]);
if (badguy(&sprite[i]))
sprite[i].xvel = 0;
if (sprite[i].pal == 1)
{
hittype[i].picnum = SHOTSPARK1;
hittype[i].extra = 1;
return false;
}
return true;
}
return false;
}
END_DUKE_NS