#include "engine.h" #include "bullet.h" #include "runlist.h" #include "anims.h" #include "sequence.h" #include "exhumed.h" #include "sound.h" #include "init.h" #include "move.h" #include "player.h" #include "trigdat.h" #include "random.h" #include "gun.h" #include "names.h" #include "lighting.h" #include #include #ifndef __WATCOMC__ //#include #else //#include #include #endif #define kMaxBullets 500 short BulletFree[kMaxBullets]; // 32 bytes struct Bullet { short nSeq; // 0 short field_2; // 2 short nSprite; // 4 short field_6; short field_8; short nType; short field_C; short field_E; uint16_t field_10; uint8_t field_12; uint8_t field_13; int x; int y; int z; }; Bullet BulletList[kMaxBullets]; short nBulletEnemy[kMaxBullets]; int nBulletsFree; int lasthitz, lasthitx, lasthity; short lasthitsect, lasthitsprite, lasthitwall; int nBulletCount = 0; short nRadialBullet = 0; bulletInfo BulletInfo[] = { { 25, 1, 20, -1, -1, 13, 0, 0, -1, 0 }, { 25, -1, 65000, -1, 31, 73, 0, 0, -1, 0 }, { 15, -1, 60000, -1, 31, 73, 0, 0, -1, 0 }, { 5, 15, 2000, -1, 14, 38, 4, 5, 3, 0 }, { 250, 100, 2000, -1, 33, 34, 4, 20, -1, 0 }, { 200, -1, 2000, -1, 20, 23, 4, 10, -1, 0 }, { 200, -1, 60000, 68, 68, -1, -1, 0, -1, 0 }, { 300, 1, 0, -1, -1, -1, 0, 50, -1, 0 }, { 18, -1, 2000, -1, 18, 29, 4, 0, -1, 0 }, { 20, -1, 2000, 37, 11, 30, 4, 0, -1, 0 }, { 25, -1, 3000, -1, 44, 36, 4, 15, 90, 0 }, { 30, -1, 1000, -1, 52, 53, 4, 20, 48, 0 }, { 20, -1, 3500, -1, 54, 55, 4, 30, -1, 0 }, { 10, -1, 5000, -1, 57, 76, 4, 0, -1, 0 }, { 40, -1, 1500, -1, 63, 38, 4, 10, 40, 0 }, { 20, -1, 2000, -1, 60, 12, 0, 0, -1, 0 }, { 5, -1, 60000, -1, 31, 76, 0, 0, -1, 0 } }; void InitBullets() { nBulletCount = 0; for (int i = 0; i < kMaxBullets; i++) { BulletFree[i] = i; } nBulletsFree = kMaxBullets; memset(nBulletEnemy, -1, sizeof(nBulletEnemy)); } short GrabBullet() { nBulletsFree--; return BulletFree[nBulletsFree]; } void DestroyBullet(short nBullet) { short nSprite = BulletList[nBullet].nSprite; runlist_DoSubRunRec(BulletList[nBullet].field_6); runlist_DoSubRunRec(sprite[nSprite].lotag - 1); runlist_SubRunRec(BulletList[nBullet].field_8); StopSpriteSound(nSprite); mydeletesprite(nSprite); BulletFree[nBulletsFree] = nBullet; nBulletsFree++; } void IgniteSprite(int nSprite) { sprite[nSprite].hitag += 2; int nAnim = BuildAnim(-1, 38, 0, sprite[nSprite].x, sprite[nSprite].y, sprite[nSprite].z, sprite[nSprite].sectnum, 40, 20);//276); short nAnimSprite = GetAnimSprite(nAnim); sprite[nAnimSprite].hitag = nSprite; changespritestat(nAnimSprite, kStatIgnited); short yRepeat = (tilesiz[sprite[nAnimSprite].picnum].y * 32) / nFlameHeight; if (yRepeat < 1) yRepeat = 1; sprite[nAnimSprite].yrepeat = (uint8_t)yRepeat; } void BulletHitsSprite(Bullet *pBullet, short nBulletSprite, short nHitSprite, int x, int y, int z, int nSector) { assert(nSector >= 0 && nSector < kMaxSectors); bulletInfo *pBulletInfo = &BulletInfo[pBullet->nType]; short nStat = sprite[nHitSprite].statnum; switch (pBullet->nType) { case 3: { if (nStat > 107 || nStat == 98) { return; } sprite[nHitSprite].hitag++; if (sprite[nHitSprite].hitag == 15) { IgniteSprite(nHitSprite); } if (!RandomSize(2)) { BuildAnim(-1, pBulletInfo->field_C, 0, x, y, z, nSector, 40, pBulletInfo->nFlags); } return; } case 14: { if (nStat > 107 || nStat == 98) { return; } // else - fall through to below cases fallthrough__; } case 1: case 2: case 8: case 9: case 12: case 13: case 15: case 16: { // loc_29E59 if (!nStat || nStat > 98) { break; } short nSprite = pBullet->nSprite; spritetype *pSprite = &sprite[nSprite]; spritetype *pHitSprite = &sprite[nHitSprite]; if (nStat != 98) { int xVel = pHitSprite->xvel; int yVel = pHitSprite->yvel; pHitSprite->xvel = Cos(pSprite->ang) >> 2; pHitSprite->yvel = Sin(pSprite->ang) >> 2; MoveCreature(nHitSprite); pHitSprite->xvel = xVel; pHitSprite->yvel = yVel; } else { short nAngle = pSprite->ang - (RandomSize(9) - 256); pHitSprite->xvel = Cos(nAngle) << 1; pHitSprite->yvel = Sin(nAngle) << 1; pHitSprite->zvel = (-(RandomSize(3) + 1)) << 8; } break; } default: break; } // BHS_switchBreak: short nDamage = pBulletInfo->nDamage; if (pBullet->field_13 > 1) { nDamage *= 2; } runlist_DamageEnemy(nHitSprite, nBulletSprite, nDamage); if (nStat <= 90 || nStat >= 199) { BuildAnim(-1, pBulletInfo->field_C, 0, x, y, z, nSector, 40, pBulletInfo->nFlags); return; } switch (nStat) { case 97: break; case 0: case 98: case 102: case 141: case 152: BuildAnim(-1, 12, 0, x, y, z, nSector, 40, 0); break; default: BuildAnim(-1, 39, 0, x, y, z, nSector, 40, 0); if (pBullet->nType > 2) { BuildAnim(-1, pBulletInfo->field_C, 0, x, y, z, nSector, 40, pBulletInfo->nFlags); } break; } } void BackUpBullet(int *x, int *y, short nAngle) { *x -= Cos(nAngle) >> 11; *y -= Sin(nAngle) >> 11; } int MoveBullet(short nBullet) { short hitsect = -1; short hitwall = -1; short hitsprite = -1; Bullet *pBullet = &BulletList[nBullet]; short nType = pBullet->nType; bulletInfo *pBulletInfo = &BulletInfo[nType]; short nSprite = BulletList[nBullet].nSprite; spritetype *pSprite = &sprite[nSprite]; int x = pSprite->x; int y = pSprite->y; int z = pSprite->z; // ebx short nSectFlag = SectFlag[pSprite->sectnum]; int x2, y2, z2; int nVal; if (pBullet->field_10 < 30000) { short nEnemySprite = nBulletEnemy[nBullet]; if (nEnemySprite > -1) { if (!(sprite[nEnemySprite].cstat & 0x101)) nBulletEnemy[nBullet] = -1; else { nVal = AngleChase(nSprite, nEnemySprite, pBullet->field_10, 0, 16); goto MOVEEND; } } if (nType == 3) { if (pBullet->field_E < 8) { pSprite->xrepeat -= 1; pSprite->yrepeat += 8; pBullet->z -= 200; if (pSprite->shade < 90) { pSprite->shade += 35; } if (pBullet->field_E == 3) { pBullet->nSeq = 45; pBullet->field_2 = 0; pSprite->xrepeat = 40; pSprite->yrepeat = 40; pSprite->shade = 0; pSprite->z += 512; } } else { pSprite->xrepeat += 4; pSprite->yrepeat += 4; } } // loc_2A1DD nVal = movesprite(nSprite, pBullet->x, pBullet->y, pBullet->z, pSprite->clipdist >> 1, pSprite->clipdist >> 1, CLIPMASK1); MOVEEND: if (nVal) { x2 = pSprite->x; y2 = pSprite->y; z2 = pSprite->z; hitsect = pSprite->sectnum; if (nVal & 0x30000) { hitwall = nVal & 0x3FFF; goto HITWALL; } else { switch (nVal & 0xc000) { case 0x8000: hitwall = nVal & 0x3FFF; goto HITWALL; case 0xc000: hitsprite = nVal & 0x3FFF; goto HITSPRITE; } } } // sprite[nSprite].sectnum may have changed since we set nSectFlag ? short nFlagVal = nSectFlag ^ SectFlag[pSprite->sectnum]; if (nFlagVal & kSectUnderwater) { DestroyBullet(nBullet); nVal = 1; } if (nVal == 0 && nType != 15 && nType != 3) { AddFlash(sprite[nSprite].sectnum, sprite[nSprite].x, sprite[nSprite].y, sprite[nSprite].z, 0); if (sprite[nSprite].pal != 5) { sprite[nSprite].pal = 1; } } } else { nVal = 1; if (nBulletEnemy[nBullet] > -1) { hitsprite = nBulletEnemy[nBullet]; x2 = sprite[hitsprite].x; y2 = sprite[hitsprite].y; z2 = sprite[hitsprite].z - (GetSpriteHeight(hitsprite) >> 1); hitsect = sprite[hitsprite].sectnum; } else { vec3_t startPos = { x, y, z }; hitdata_t hitData; int dz; if (bVanilla) dz = -Sin(pBullet->field_C) * 8; else dz = -pBullet->field_C * 512; hitscan(&startPos, pSprite->sectnum, Cos(pSprite->ang), Sin(pSprite->ang), dz, &hitData, CLIPMASK1); x2 = hitData.pos.x; y2 = hitData.pos.y; z2 = hitData.pos.z; hitsprite = hitData.sprite; hitsect = hitData.sect; hitwall = hitData.wall; } lasthitx = x2; lasthity = y2; lasthitz = z2; lasthitsect = hitsect; lasthitwall = hitwall; lasthitsprite = hitsprite; if (hitsprite > -1) { HITSPRITE: if (pSprite->pal == 5 && sprite[hitsprite].statnum != 100) { short nPlayer = GetPlayerFromSprite(hitsprite); if (!PlayerList[nPlayer].bIsMummified) { PlayerList[nPlayer].bIsMummified = kTrue; SetNewWeapon(nPlayer, kWeaponMummified); } } else { // assert(hitsect <= kMaxSectors); BulletHitsSprite(pBullet, pSprite->owner, hitsprite, x2, y2, z2, hitsect); } } else if (hitwall > -1) { HITWALL: if (wall[hitwall].picnum == kEnergy1) { short nSector = wall[hitwall].nextsector; if (nSector > -1) { short nDamage = BulletInfo[pBullet->nType].nDamage; if (pBullet->field_13 > 1) { nDamage *= 2; } short nNormal = GetWallNormal(hitwall) & kAngleMask; runlist_DamageEnemy(sector[nSector].extra, nNormal, nDamage); } } } // loc_2A4F5:? if (hitsprite < 0 && hitwall < 0) { if ((SectBelow[hitsect] >= 0 && (SectFlag[SectBelow[hitsect]] & kSectUnderwater)) || SectDepth[hitsect]) { pSprite->x = x2; pSprite->y = y2; pSprite->z = z2; BuildSplash(nSprite, hitsect); } else { BuildAnim(-1, pBulletInfo->field_C, 0, x2, y2, z2, hitsect, 40, pBulletInfo->nFlags); } } else if (hitwall >= 0) { BackUpBullet(&x2, &y2, pSprite->ang); if (nType != 3 || RandomSize(2) == 0) { int zOffset = RandomSize(8) << 3; if (!RandomBit()) { zOffset = -zOffset; } // draws bullet puff on walls when they're shot BuildAnim(-1, pBulletInfo->field_C, 0, x2, y2, z2 + zOffset, hitsect, 40, pBulletInfo->nFlags); } } else { pSprite->x = x2; pSprite->y = y2; pSprite->z = z2; mychangespritesect(nSprite, hitsect); } // loc_2A639: if (BulletInfo[nType].field_10) { nRadialBullet = nType; runlist_RadialDamageEnemy(nSprite, pBulletInfo->nDamage, pBulletInfo->field_10); nRadialBullet = -1; AddFlash(pSprite->sectnum, pSprite->x, pSprite->y, pSprite->z, 128); } DestroyBullet(nBullet); } return nVal; } void SetBulletEnemy(short nBullet, short nEnemy) { if (nBullet >= 0) { nBulletEnemy[nBullet] = nEnemy; } } int BuildBullet(short nSprite, int nType, int ebx, int ecx, int val1, int nAngle, int val2, int val3) { Bullet sBullet; bulletInfo *pBulletInfo = &BulletInfo[nType]; if (pBulletInfo->field_4 > 30000) { if (val2 >= 10000) { val2 -= 10000; short nTargetSprite = val2; spritetype *pTargetSprite = &sprite[nTargetSprite]; // assert(sprite[nTargetSprite].sectnum <= kMaxSectors); if (pTargetSprite->cstat & 0x101) { sBullet.nType = nType; sBullet.field_13 = val3; sBullet.nSprite = insertsprite(sprite[nSprite].sectnum, 200); sprite[sBullet.nSprite].ang = nAngle; int nHeight = GetSpriteHeight(nTargetSprite); assert(sprite[nTargetSprite].sectnum >= 0 && sprite[nTargetSprite].sectnum < kMaxSectors); BulletHitsSprite(&sBullet, nSprite, nTargetSprite, pTargetSprite->x, pTargetSprite->y, pTargetSprite->z - (nHeight >> 1), pTargetSprite->sectnum); mydeletesprite(sBullet.nSprite); return -1; } else { val2 = 0; } } } if (!nBulletsFree) { return -1; } short nSector; if (sprite[nSprite].statnum == 100) { nSector = nPlayerViewSect[GetPlayerFromSprite(nSprite)]; } else { nSector = sprite[nSprite].sectnum; } short nBulletSprite = insertsprite(nSector, 200); int nHeight = GetSpriteHeight(nSprite); nHeight = nHeight - (nHeight >> 2); if (val1 == -1) { val1 = -nHeight; } sprite[nBulletSprite].x = sprite[nSprite].x; sprite[nBulletSprite].y = sprite[nSprite].y; sprite[nBulletSprite].z = sprite[nSprite].z; // why is this done here??? assert(nBulletSprite >= 0 && nBulletSprite < kMaxSprites); short nBullet = GrabBullet(); Bullet *pBullet = &BulletList[nBullet]; nBulletEnemy[nBullet] = -1; sprite[nBulletSprite].cstat = 0; sprite[nBulletSprite].shade = -64; if (pBulletInfo->nFlags & 4) { sprite[nBulletSprite].pal = 4; } else { sprite[nBulletSprite].pal = 0; } sprite[nBulletSprite].clipdist = 25; short nRepeat = pBulletInfo->xyRepeat; if (nRepeat < 0) { nRepeat = 30; } sprite[nBulletSprite].xrepeat = nRepeat; sprite[nBulletSprite].yrepeat = nRepeat; sprite[nBulletSprite].xoffset = 0; sprite[nBulletSprite].yoffset = 0; sprite[nBulletSprite].ang = nAngle; sprite[nBulletSprite].xvel = 0; sprite[nBulletSprite].yvel = 0; sprite[nBulletSprite].zvel = 0; sprite[nBulletSprite].owner = nSprite; sprite[nBulletSprite].lotag = runlist_HeadRun() + 1; sprite[nBulletSprite].extra = -1; sprite[nBulletSprite].hitag = 0; // GrabTimeSlot(3); pBullet->field_10 = 0; pBullet->field_E = pBulletInfo->field_2; pBullet->field_2 = 0; short nSeq; if (pBulletInfo->field_8 != -1) { pBullet->field_12 = 0; nSeq = pBulletInfo->field_8; } else { pBullet->field_12 = 1; nSeq = pBulletInfo->nSeq; } pBullet->nSeq = nSeq; sprite[nBulletSprite].picnum = seq_GetSeqPicnum(nSeq, 0, 0); if (nSeq == kSeqBullet) { sprite[nBulletSprite].cstat |= 0x8000; } pBullet->field_C = val2; pBullet->nType = nType; pBullet->nSprite = nBulletSprite; pBullet->field_6 = runlist_AddRunRec(sprite[nBulletSprite].lotag - 1, nBullet | 0xB0000); pBullet->field_8 = runlist_AddRunRec(NewRun, nBullet | 0xB0000); pBullet->field_13 = val3; sprite[nBulletSprite].z += val1; int var_18; nSector = sprite[nBulletSprite].sectnum; while (sprite[nBulletSprite].z < sector[nSector].ceilingz) { if (SectAbove[nSector] == -1) { sprite[nBulletSprite].z = sector[nSector].ceilingz; break; } nSector = SectAbove[nSector]; mychangespritesect(nBulletSprite, nSector); } if (val2 < 10000) { var_18 = ((-Sin(val2)) * pBulletInfo->field_4) >> 11; } else { val2 -= 10000; short nTargetSprite = val2; if ((unsigned int)pBulletInfo->field_4 > 30000) { nBulletEnemy[nBullet] = nTargetSprite; } else { nHeight = GetSpriteHeight(nTargetSprite); if (sprite[nTargetSprite].statnum == 100) { nHeight -= nHeight >> 2; } else { nHeight -= nHeight >> 1; } int var_20 = sprite[nTargetSprite].z - nHeight; int x, y; if (nSprite != -1 && sprite[nSprite].statnum != 100) { x = sprite[nTargetSprite].x; y = sprite[nTargetSprite].y; if (sprite[nTargetSprite].statnum != 100) { x += (sprite[nTargetSprite].xvel * 20) >> 6; y += (sprite[nTargetSprite].yvel * 20) >> 6; } else { int nPlayer = GetPlayerFromSprite(nTargetSprite); if (nPlayer > -1) { x += nPlayerDX[nPlayer] * 15; y += nPlayerDY[nPlayer] * 15; } } x -= sprite[nBulletSprite].x; y -= sprite[nBulletSprite].y; nAngle = GetMyAngle(x, y); sprite[nSprite].ang = nAngle; } else { // loc_2ABA3: x = sprite[nTargetSprite].x - sprite[nBulletSprite].x; y = sprite[nTargetSprite].y - sprite[nBulletSprite].y; } int nSqrt = lsqrt(y*y + x*x); if ((unsigned int)nSqrt > 0) { var_18 = ((var_20 - sprite[nBulletSprite].z) * pBulletInfo->field_4) / nSqrt; } else { var_18 = 0; } } } pBullet->z = 0; pBullet->x = (sprite[nSprite].clipdist << 2) * Cos(nAngle); pBullet->y = (sprite[nSprite].clipdist << 2) * Sin(nAngle); nBulletEnemy[nBullet] = -1; if (MoveBullet(nBullet)) { nBulletSprite = -1; } else { pBullet->field_10 = pBulletInfo->field_4; pBullet->x = (Cos(nAngle) >> 3) * pBulletInfo->field_4; pBullet->y = (Sin(nAngle) >> 3) * pBulletInfo->field_4; pBullet->z = var_18 >> 3; } return nBulletSprite | (nBullet << 16); } void FuncBullet(int a, int b, int nRun) { short nBullet = RunData[nRun].nVal; assert(nBullet >= 0 && nBullet < kMaxBullets); short nSeq = SeqOffsets[BulletList[nBullet].nSeq]; short nSprite = BulletList[nBullet].nSprite; int nMessage = a & 0x7F0000; switch (nMessage) { case 0x20000: { short nFlag = FrameFlag[SeqBase[nSeq] + BulletList[nBullet].field_2]; seq_MoveSequence(nSprite, nSeq, BulletList[nBullet].field_2); if (nFlag & 0x80) { BuildAnim(-1, 45, 0, sprite[nSprite].x, sprite[nSprite].y, sprite[nSprite].z, sprite[nSprite].sectnum, sprite[nSprite].xrepeat, 0); } BulletList[nBullet].field_2++; if (BulletList[nBullet].field_2 >= SeqSize[nSeq]) { if (!BulletList[nBullet].field_12) { BulletList[nBullet].nSeq = BulletInfo[BulletList[nBullet].nType].nSeq; BulletList[nBullet].field_12++; } BulletList[nBullet].field_2 = 0; } if (BulletList[nBullet].field_E != -1 && --BulletList[nBullet].field_E == 0) { DestroyBullet(nBullet); } else { MoveBullet(nBullet); } break; } case 0x90000: { short nSprite2 = a & 0xFFFF; tsprite[nSprite2].statnum = 1000; if (BulletList[nBullet].nType == 15) { seq_PlotArrowSequence(nSprite2, nSeq, BulletList[nBullet].field_2); } else { seq_PlotSequence(nSprite2, nSeq, BulletList[nBullet].field_2, 0); tsprite[nSprite2].owner = -1; } break; } case 0xA0000: break; default: { DebugOut("unknown msg %x for bullet\n", a & 0x7F0000); return; } } }