//------------------------------------------------------------------------- /* Copyright (C) 2010-2019 EDuke32 developers and contributors Copyright (C) 2019 sirlemonhead, Nuke.YKT This file is part of PCExhumed. PCExhumed is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License version 2 as published by the Free Software Foundation. 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. */ //------------------------------------------------------------------------- #include "ns.h" #include "aistuff.h" #include "player.h" #include "exhumed.h" #include "sound.h" #include "status.h" #include "engine.h" #include "input.h" #include "mapinfo.h" BEGIN_PS_NS struct AnimInfo { short a; short repeat; }; AnimInfo nItemAnimInfo[] = { { -1, 32 }, { -1, 32 }, { -1, 32 }, { -1, 32 }, { -1, 32 }, { 6, 64 }, { -1, 48 }, { 0, 64 }, { 1, 64 }, { -1, 32 }, { 4, 64 }, { 5, 64 }, { 16, 64 }, { 10, 64 }, { -1, 32 }, { 8, 64 }, { 9, 64 }, { -1, 40 }, { -1, 32 }, { 7, 64 }, { -1, 32 }, { -1, 32 }, { -1, 32 }, { -1, 32 }, { -1, 32 }, { -1, 32 }, { -1, 32 }, { -1, 32 }, { -1, 32 }, { -1, 32 }, { -1, 32 }, { 14, 64 }, { 15, 32 }, { -1, 32 }, { -1, 32 }, { -1, 32 }, { -1, 32 }, { -1, 32 }, { -1, 32 }, { 17, 48 }, { 18, 48 }, { 19, 48 }, { 20, 48 }, { 24, 64 }, { 21, 64 }, { 23, 32 }, { -1, 32 }, { -1, 32 }, { -1, 32 }, { -1, 32 }, { -1, 32 }, { -1, 32 }, { -1, 32 }, { 11, 30 }, { -1, 32 }, { -1, 32 }, { -1, 32 }, { -1, 32 }, { -1, 32 }, { -1, 32 } }; short nItemMagic[] = { 500, 1000, 100, 500, 400, 200, 700, 0 }; /* short something short x/y repeat */ TArray Regenerates; short nMagicCount; void SerializeItems(FSerializer& arc) { if (arc.BeginObject("items")) { arc("regenerates", Regenerates) ("magiccount", nMagicCount) .EndObject(); } } void BuildItemAnim(DExhumedActor* pActor) { auto pSprite = &pActor->s(); int nItem = pSprite->statnum - 906; if (nItemAnimInfo[nItem].a >= 0) { auto pAnimActor = BuildAnim(pActor, 41, nItemAnimInfo[nItem].a, pSprite->x, pSprite->y, pSprite->z, pSprite->sectnum, nItemAnimInfo[nItem].repeat, 20); if (nItem == 44) { pAnimActor->s().cstat |= 2; } ChangeActorStat(pAnimActor, pSprite->statnum); pAnimActor->s().hitag = pSprite->hitag; pSprite->owner = 0; } else { pSprite->owner = -1; pSprite->yrepeat = (uint8_t)nItemAnimInfo[nItem].repeat; pSprite->xrepeat = (uint8_t)nItemAnimInfo[nItem].repeat; } } void DestroyItemAnim(DExhumedActor* actor) { if (actor && actor->s().owner == 0) DestroyAnim(actor); } void ItemFlash() { TintPalette(16, 16, 16); } void FillItems(short nPlayer) { for (int i = 0; i < 6; i++) { PlayerList[nPlayer].items[i] = 5; } PlayerList[nPlayer].nMagic = 1000; if (nPlayer == nLocalPlayer) { ItemFlash(); } if (PlayerList[nPlayer].nItem == -1) { PlayerList[nPlayer].nItem = 0; } } static bool UseEye(short nPlayer) { if (PlayerList[nPlayer].nInvisible >= 0) PlayerList[nPlayer].nInvisible = 900; auto pActor = PlayerList[nPlayer].Actor(); auto pSprite = &pActor->s(); pSprite->cstat |= 0x8000; if (PlayerList[nPlayer].nPlayerFloorSprite >= 0) { pSprite->cstat |= 0x8000; } if (nPlayer == nLocalPlayer) { ItemFlash(); D3PlayFX(StaticSound[kSound31], pActor); } return true; } static bool UseMask(short nPlayer) { PlayerList[nPlayer].nMaskAmount = 1350; PlayerList[nPlayer].nAir = 100; if (nPlayer == nLocalPlayer) { D3PlayFX(StaticSound[kSound31], PlayerList[nPlayer].Actor()); } return true; } bool UseTorch(short nPlayer) { if (!PlayerList[nPlayer].nTorch) { SetTorch(nPlayer, 1); } PlayerList[nPlayer].nTorch = 900; return true; } bool UseHeart(short nPlayer) { if (PlayerList[nPlayer].nHealth < kMaxHealth) { PlayerList[nPlayer].nHealth = kMaxHealth; if (nPlayer == nLocalPlayer) { ItemFlash(); D3PlayFX(StaticSound[kSound31], PlayerList[nPlayer].Actor()); } return true; } return false; } // invincibility bool UseScarab(short nPlayer) { if (PlayerList[nPlayer].invincibility >= 0 && PlayerList[nPlayer].invincibility < 900) PlayerList[nPlayer].invincibility = 900; if (nPlayer == nLocalPlayer) { ItemFlash(); D3PlayFX(StaticSound[kSound31], PlayerList[nPlayer].Actor()); } return true; } // faster firing static bool UseHand(short nPlayer) { PlayerList[nPlayer].nDouble = 1350; if (nPlayer == nLocalPlayer) { ItemFlash(); D3PlayFX(StaticSound[kSound31], PlayerList[nPlayer].Actor()); } return true; } void UseItem(short nPlayer, short nItem) { bool didit = false; switch (nItem) { case 0: didit = UseHeart(nPlayer); break; case 1: didit = UseScarab(nPlayer); break; case 2: didit = UseTorch(nPlayer); break; case 3: didit = UseHand(nPlayer); break; case 4: didit = UseEye(nPlayer); break; case 5: didit = UseMask(nPlayer); break; default: break; } if (!didit) return; PlayerList[nPlayer].items[nItem]--; int nItemCount = PlayerList[nPlayer].items[nItem]; int nMagic = nItemMagic[nItem]; if (!nItemCount) { for (nItem = 0; nItem < 6; nItem++) { if (PlayerList[nPlayer].items[nItem] > 0) { break; } } if (nItem == 6) { nItem = -1; } } PlayerList[nPlayer].nMagic -= nMagic; PlayerList[nPlayer].nItem = nItem; } // TODO - bool return type? int GrabItem(short nPlayer, short nItem) { if (PlayerList[nPlayer].items[nItem] >= 5) { return 0; } PlayerList[nPlayer].items[nItem]++; if (PlayerList[nPlayer].nItem < 0 || nItem == PlayerList[nPlayer].nItem) { PlayerList[nPlayer].nItem = nItem; } return 1; } void DropMagic(DExhumedActor* pActor) { auto pSprite = &pActor->s(); if (lFinaleStart) { return; } nMagicCount--; if (nMagicCount <= 0) { auto pAnimActor = BuildAnim( nullptr, 64, 0, pSprite->x, pSprite->y, pSprite->z, pSprite->sectnum, 48, 4); if (pAnimActor) { AddFlash(pAnimActor->s().sectnum, pAnimActor->s().x, pAnimActor->s().y, pAnimActor->s().z, 128); ChangeActorStat(pAnimActor, 950); } nMagicCount = RandomSize(2); } } void InitItems() { Regenerates.Clear(); nMagicCount = 0; } void StartRegenerate(DExhumedActor* pActor) { spritetype *pSprite = &pActor->s(); DExhumedActor* pCurr = nullptr; auto pos = Regenerates.Find(pActor); if (pos >= Regenerates.Size()) { // ?? CHECKME pSprite->xvel = pSprite->xrepeat; pSprite->zvel = pSprite->shade; pSprite->yvel = pSprite->pal; } else { Regenerates.Delete(pos); } pSprite->extra = 1350; if (!(currentLevel->gameflags & LEVEL_EX_MULTI)) { pSprite->ang /= 5; } pSprite->cstat = 0x8000; pSprite->xrepeat = 1; pSprite->yrepeat = 1; pSprite->pal = 1; Regenerates.Push(pActor); } void DoRegenerates() { for(unsigned i = 0; i < Regenerates.Size(); i++) { auto pActor = Regenerates[i]; auto pSprite = &pActor->s(); if (pSprite->extra > 0) { pSprite->extra--; if (pSprite->extra <= 0) { BuildAnim(nullptr, 38, 0, pSprite->x, pSprite->y, pSprite->z, pSprite->sectnum, 64, 4); D3PlayFX(StaticSound[kSoundTorchOn], pActor); } else { continue; } } else { if (pSprite->xrepeat < pSprite->xvel) { pSprite->xrepeat += 2; pSprite->yrepeat += 2; continue; } } pSprite->zvel = 0; pSprite->yrepeat = (uint8_t)pSprite->xvel; pSprite->xrepeat = (uint8_t)pSprite->xvel; pSprite->pal = (uint8_t)pSprite->yvel; pSprite->yvel = pSprite->zvel; // setting to 0 pSprite->xvel = pSprite->zvel; // setting to 0 if (pSprite->statnum == kStatExplodeTrigger) { pSprite->cstat = 0x101; } else { pSprite->cstat = 0; } Regenerates.Delete(i); i--; } } END_PS_NS