#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 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_3FOUR = 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; } } }