raze/source/games/exhumed/src/grenade.cpp

359 lines
9.5 KiB
C++

//-------------------------------------------------------------------------
/*
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 "engine.h"
#include "player.h"
#include "exhumed.h"
#include "sound.h"
#include "sequence.h"
#include <assert.h>
BEGIN_PS_NS
void DestroyGrenade(DExhumedActor* pActor)
{
runlist_DoSubRunRec(pActor->nPhase);
runlist_SubRunRec(pActor->nRun);
runlist_DoSubRunRec(pActor->spr.lotag - 1);
DeleteActor(pActor);
}
void BounceGrenade(DExhumedActor* pActor, int nAngle)
{
pActor->nTurn >>= 1;
pActor->x = bcos(nAngle, -5) * pActor->nTurn;
pActor->y = bsin(nAngle, -5) * pActor->nTurn;
D3PlayFX(StaticSound[kSound3], pActor);
}
void ThrowGrenade(int nPlayer, int, int, int ecx, int push1)
{
if (PlayerList[nPlayer].pPlayerGrenade == nullptr)
return;
DExhumedActor* pActor = PlayerList[nPlayer].pPlayerGrenade;
auto pGrenadeSprite = &pActor->s();
auto pPlayerActor = PlayerList[nPlayer].Actor();
auto pPlayerSprite = &pPlayerActor->s();
int nAngle = pPlayerSprite->ang;
ChangeActorSect(pActor, PlayerList[nPlayer].pPlayerViewSect);
pGrenadeSprite->pos.X = pPlayerSprite->pos.X;
pGrenadeSprite->pos.Y = pPlayerSprite->pos.Y;
pGrenadeSprite->pos.Z = pPlayerSprite->pos.Z;
if (nAngle < 0) {
nAngle = pPlayerSprite->ang;
}
pGrenadeSprite->cstat &= ~CSTAT_SPRITE_BLOCK;
pGrenadeSprite->ang = nAngle;
if (push1 >= -3000)
{
int nVel = PlayerList[nPlayer].totalvel << 5;
pActor->nTurn = ((90 - pActor->nIndex2) * (90 - pActor->nIndex2)) + nVel;
pGrenadeSprite->zvel = (-64 * push1) - 4352;
auto nMov = movesprite(pActor, bcos(nAngle) * (pPlayerSprite->clipdist << 3), bsin(nAngle) * (pPlayerSprite->clipdist << 3), ecx, 0, 0, CLIPMASK1);
if (nMov.type == kHitWall)
{
nAngle = GetWallNormal(nMov.hitWall);
BounceGrenade(pActor, nAngle);
}
}
else
{
pActor->nTurn = 0;
pGrenadeSprite->zvel = pPlayerSprite->zvel;
}
pActor->x = bcos(nAngle, -4) * pActor->nTurn;
pActor->y = bsin(nAngle, -4) * pActor->nTurn;
PlayerList[nPlayer].pPlayerGrenade = nullptr;
return;
}
void BuildGrenade(int nPlayer)
{
auto pActor = insertActor(PlayerList[nPlayer].pPlayerViewSect, 201);
auto pSprite = &pActor->s();
auto pPlayerSprite = &PlayerList[nPlayer].Actor()->s();
pSprite->pos.X = pPlayerSprite->pos.X;
pSprite->pos.Y = pPlayerSprite->pos.Y;
pSprite->pos.Z = pPlayerSprite->pos.Z - 3840;
pSprite->shade = -64;
pSprite->xrepeat = 20;
pSprite->yrepeat = 20;
pSprite->cstat = CSTAT_SPRITE_INVISIBLE;
pSprite->picnum = 1;
pSprite->pal = 0;
pSprite->clipdist = 30;
pSprite->xoffset = 0;
pSprite->yoffset = 0;
pSprite->ang = pPlayerSprite->ang;
pSprite->owner = nPlayer;
pSprite->xvel = 0;
pSprite->yvel = 0;
pSprite->zvel = 0;
pSprite->hitag = 0;
pSprite->lotag = runlist_HeadRun() + 1;
pSprite->extra = -1;
pSprite->backuppos();
// GrabTimeSlot(3);
pActor->nIndex2 = 90;
pActor->nHealth = 0;
pActor->nCount = 16;
pActor->nTurn = -1;
pActor->nIndex = 0;
pActor->nFrame = 0;
pActor->nPhase = runlist_AddRunRec(pSprite->lotag - 1, pActor, 0x0F0000);
pActor->nRun = runlist_AddRunRec(NewRun, pActor, 0x0F0000);
PlayerList[nPlayer].pPlayerGrenade = pActor;
}
void ExplodeGrenade(DExhumedActor* pActor)
{
int var_28, var_20;
auto pGrenadeSprite = &pActor->s();
int nPlayer = pGrenadeSprite->owner;
auto pGrenadeSect = pGrenadeSprite->sector();
pActor->nFrame = 1;
if (pGrenadeSect->Flag & kSectUnderwater)
{
var_28 = 75;
var_20 = 60;
}
else
{
if (pGrenadeSprite->pos.Z < pGrenadeSect->floorz)
{
var_20 = 200;
var_28 = 36;
// TODO MonoOut("GRENPOW\n");
}
else
{
var_28 = 34;
var_20 = 150;
// TODO MonoOut("GRENBOOM\n");
}
}
if (pActor->nTurn < 0)
{
auto pPlayerActor = PlayerList[nPlayer].Actor();
auto pPlayerSprite = &pPlayerActor->s();
int nAngle = pPlayerSprite->ang;
pGrenadeSprite->pos.Z = pPlayerSprite->pos.Z;
pGrenadeSprite->pos.X = bcos(nAngle, -5) + pPlayerSprite->pos.X;
pGrenadeSprite->pos.Y = bsin(nAngle, -5) + pPlayerSprite->pos.Y;
ChangeActorSect(pActor, pPlayerSprite->sector());
if (!PlayerList[nPlayer].invincibility) {
PlayerList[nPlayer].nHealth = 1;
}
}
int nDamage = BulletInfo[kWeaponGrenade].nDamage;
if (PlayerList[nPlayer].nDouble > 0) {
nDamage *= 2;
}
runlist_RadialDamageEnemy(pActor, nDamage, BulletInfo[kWeaponGrenade].nRadius);
BuildAnim(nullptr, var_28, 0, pGrenadeSprite->pos.X, pGrenadeSprite->pos.Y, pGrenadeSprite->pos.Z, pGrenadeSprite->sector(), var_20, 4);
AddFlash(pGrenadeSprite->sector(), pGrenadeSprite->pos.X, pGrenadeSprite->pos.Y, pGrenadeSprite->pos.Z, 128);
DestroyGrenade(pActor);
}
void AIGrenade::Draw(RunListEvent* ev)
{
auto pActor = ev->pObjActor;
if (!pActor) return;
int nSeq = pActor->nFrame ? SeqOffsets[kSeqGrenBoom] : SeqOffsets[kSeqGrenRoll] + pActor->nIndex;
seq_PlotSequence(ev->nParam, nSeq, pActor->nHealth >> 8, 1);
}
void AIGrenade::Tick(RunListEvent* ev)
{
auto pActor = ev->pObjActor;
if (!pActor) return;
auto pGrenadeSprite = &pActor->s();
int nSeq = pActor->nFrame ? SeqOffsets[kSeqGrenBoom] : SeqOffsets[kSeqGrenRoll] + pActor->nIndex;
seq_MoveSequence(pActor, nSeq, pActor->nHealth >> 8);
pGrenadeSprite->picnum = seq_GetSeqPicnum2(nSeq, pActor->nHealth >> 8);
pActor->nIndex2--;
if (!pActor->nIndex2)
{
int nPlayer = pGrenadeSprite->owner;
if (pActor->nTurn < 0)
{
PlayerList[nPlayer].nState = 0;
PlayerList[nPlayer].nSeqSize2 = 0;
if (PlayerList[nPlayer].nAmmo[kWeaponGrenade])
{
PlayerList[nPlayer].bIsFiring = false;
}
else
{
SelectNewWeapon(nPlayer);
PlayerList[nPlayer].nCurrentWeapon = PlayerList[nPlayer].nNextWeapon;
PlayerList[nPlayer].nNextWeapon = -1;
}
}
ExplodeGrenade(pActor);
return;
}
else
{
if (pActor->nTurn < 0) {
return;
}
int ebp = (pActor->nHealth + pActor->nCount) >> 8;
pActor->nHealth += pActor->nCount;
if (ebp < 0)
{
pActor->nHealth += SeqSize[nSeq] << 8;
}
else
{
if (ebp >= SeqSize[nSeq])
{
if (pActor->nFrame)
{
DestroyGrenade(pActor);
return;
}
else
{
pActor->nHealth = pActor->nFrame;
}
}
}
if (pActor->nFrame) {
return;
}
int zVel = pGrenadeSprite->zvel;
Gravity(pActor);
auto nMov = movesprite(pActor, pActor->x, pActor->y, pGrenadeSprite->zvel, pGrenadeSprite->clipdist >> 1, pGrenadeSprite->clipdist >> 1, CLIPMASK1);
if (!nMov.type && !nMov.exbits)
return;
if (nMov.exbits & kHitAux2)
{
if (zVel)
{
if (pGrenadeSprite->sector()->Damage > 0)
{
ExplodeGrenade(pActor);
return;
}
pActor->nCount = (uint8_t)totalmoves; // limit to 8bits?
D3PlayFX(StaticSound[kSound3], pActor);
pGrenadeSprite->zvel = -(zVel >> 1);
if (pGrenadeSprite->zvel > -1280)
{
D3PlayFX(StaticSound[kSound5], pActor);
pActor->nCount = 0;
pActor->nHealth = 0;
pGrenadeSprite->zvel = 0;
pActor->nIndex = 1;
}
}
pActor->nCount = 255 - (RandomByte() * 2);
pActor->x -= (pActor->x >> 4);
pActor->y -= (pActor->y >> 4);
}
// loc_2CF60:
if (nMov.type == kHitWall)
{
BounceGrenade(pActor, GetWallNormal(nMov.hitWall));
}
else if (nMov.type == kHitSprite)
{
BounceGrenade(pActor, nMov.actor()->spr.ang);
}
pActor->nHealth = 0;
}
}
void AIGrenade::RadialDamage(RunListEvent* ev)
{
auto pActor = ev->pObjActor;
if (!pActor) return;
if (pActor != ev->pRadialActor && !pActor->nFrame)
{
if (runlist_CheckRadialDamage(pActor) > 280)
{
pActor->nIndex2 = RandomSize(4) + 1;
}
}
}
END_PS_NS