mirror of
https://github.com/ZDoom/Raze.git
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438 lines
13 KiB
C++
438 lines
13 KiB
C++
//-------------------------------------------------------------------------
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/*
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Copyright (C) 2010-2019 EDuke32 developers and contributors
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Copyright (C) 2019 sirlemonhead, Nuke.YKT
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This file is part of PCExhumed.
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PCExhumed is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License version 2
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as published by the Free Software Foundation.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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See the GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to the Free Software
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Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*/
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//-------------------------------------------------------------------------
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#include "ns.h"
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#include "aistuff.h"
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#include "engine.h"
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#include "player.h"
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#include "exhumed.h"
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#include "sound.h"
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#include "sequence.h"
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#include <assert.h>
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BEGIN_PS_NS
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int nGrenadeCount = 0;
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int nGrenadesFree;
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short GrenadeFree[kMaxGrenades];
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struct Grenade
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{
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short field_0;
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short field_2;
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short nSprite;
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short field_6;
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short field_8;
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short field_A;
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short field_C;
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short field_E;
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int field_10;
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int x;
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int y;
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};
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Grenade GrenadeList[kMaxGrenades];
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static SavegameHelper sgh("grenade",
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SV(nGrenadeCount),
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SV(nGrenadesFree),
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SA(GrenadeFree),
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SA(GrenadeList),
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nullptr);
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void InitGrenades()
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{
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nGrenadeCount = 0;
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for (int i = 0; i < kMaxGrenades; i++) {
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GrenadeFree[i] = i;
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}
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nGrenadesFree = kMaxGrenades;
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}
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short GrabGrenade()
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{
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return GrenadeFree[--nGrenadesFree];
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}
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void DestroyGrenade(short nGrenade)
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{
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runlist_DoSubRunRec(GrenadeList[nGrenade].field_6);
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runlist_SubRunRec(GrenadeList[nGrenade].field_8);
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runlist_DoSubRunRec(sprite[GrenadeList[nGrenade].nSprite].lotag - 1);
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mydeletesprite(GrenadeList[nGrenade].nSprite);
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GrenadeFree[nGrenadesFree] = nGrenade;
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nGrenadesFree++;
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}
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void BounceGrenade(short nGrenade, short nAngle)
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{
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GrenadeList[nGrenade].field_10 >>= 1;
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GrenadeList[nGrenade].x = (Cos(nAngle) >> 5) * GrenadeList[nGrenade].field_10;
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GrenadeList[nGrenade].y = (Sin(nAngle) >> 5) * GrenadeList[nGrenade].field_10;
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D3PlayFX(StaticSound[kSound3], GrenadeList[nGrenade].nSprite);
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}
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int ThrowGrenade(short nPlayer, int, int, int ecx, int push1)
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{
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if (nPlayerGrenade[nPlayer] < 0)
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return -1;
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short nGrenade = nPlayerGrenade[nPlayer];
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short nGrenadeSprite = GrenadeList[nGrenade].nSprite;
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short nPlayerSprite = PlayerList[nPlayer].nSprite;
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short nAngle = sprite[nPlayerSprite].ang;
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mychangespritesect(nGrenadeSprite, nPlayerViewSect[nPlayer]);
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sprite[nGrenadeSprite].x = sprite[nPlayerSprite].x;
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sprite[nGrenadeSprite].y = sprite[nPlayerSprite].y;
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sprite[nGrenadeSprite].z = sprite[nPlayerSprite].z;
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if (nAngle < 0) {
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nAngle = sprite[nPlayerSprite].ang;
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}
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sprite[nGrenadeSprite].cstat &= 0x7FFF;
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sprite[nGrenadeSprite].ang = nAngle;
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if (push1 >= -3000)
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{
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int nVel = totalvel[nPlayer] << 5;
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GrenadeList[nGrenade].field_10 = ((90 - GrenadeList[nGrenade].field_E) * (90 - GrenadeList[nGrenade].field_E)) + nVel;
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sprite[nGrenadeSprite].zvel = (-64 * push1) - 4352;
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int nMov = movesprite(nGrenadeSprite, Cos(nAngle) * (sprite[nPlayerSprite].clipdist << 3), Sin(nAngle) * (sprite[nPlayerSprite].clipdist << 3), ecx, 0, 0, CLIPMASK1);
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if (nMov & 0x8000)
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{
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nAngle = GetWallNormal(nMov & 0x3FFF);
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BounceGrenade(nGrenade, nAngle);
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}
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}
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else
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{
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GrenadeList[nGrenade].field_10 = 0;
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sprite[nGrenadeSprite].zvel = sprite[nPlayerSprite].zvel;
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}
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GrenadeList[nGrenade].x = Cos(nAngle) >> 4;
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GrenadeList[nGrenade].x *= GrenadeList[nGrenade].field_10;
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GrenadeList[nGrenade].y = Sin(nAngle) >> 4;
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GrenadeList[nGrenade].y *= GrenadeList[nGrenade].field_10;
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nPlayerGrenade[nPlayer] = -1;
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return nGrenadeSprite;
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}
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int BuildGrenade(int nPlayer)
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{
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if (nGrenadesFree == 0)
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return -1;
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int nGrenade = GrabGrenade();
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int nSprite = insertsprite(nPlayerViewSect[nPlayer], 201);
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assert(nSprite >= 0 && nSprite < kMaxSprites);
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int nPlayerSprite = PlayerList[nPlayer].nSprite;
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sprite[nSprite].x = sprite[nPlayerSprite].x;
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sprite[nSprite].y = sprite[nPlayerSprite].y;
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sprite[nSprite].z = sprite[nPlayerSprite].z - 3840;
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sprite[nSprite].shade = -64;
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sprite[nSprite].xrepeat = 20;
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sprite[nSprite].yrepeat = 20;
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sprite[nSprite].cstat = 0x8000;
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sprite[nSprite].picnum = 1;
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sprite[nSprite].pal = 0;
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sprite[nSprite].clipdist = 30;
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sprite[nSprite].xoffset = 0;
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sprite[nSprite].yoffset = 0;
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sprite[nSprite].ang = sprite[nPlayerSprite].ang;
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sprite[nSprite].owner = nPlayerSprite;
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sprite[nSprite].xvel = 0;
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sprite[nSprite].yvel = 0;
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sprite[nSprite].zvel = 0;
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sprite[nSprite].hitag = 0;
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sprite[nSprite].lotag = runlist_HeadRun() + 1;
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sprite[nSprite].extra = -1;
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// GrabTimeSlot(3);
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GrenadeList[nGrenade].field_E = 90;
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GrenadeList[nGrenade].field_2 = 0;
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GrenadeList[nGrenade].field_0 = 16;
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GrenadeList[nGrenade].field_10 = -1;
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GrenadeList[nGrenade].nSprite = nSprite;
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GrenadeList[nGrenade].field_A = 0;
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GrenadeList[nGrenade].field_C = 0;
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GrenadeList[nGrenade].field_6 = runlist_AddRunRec(sprite[nSprite].lotag - 1, nGrenade | 0x0F0000);
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GrenadeList[nGrenade].field_8 = runlist_AddRunRec(NewRun, nGrenade | 0x0F0000);
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nGrenadePlayer[nGrenade] = nPlayer;
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nPlayerGrenade[nPlayer] = nGrenade;
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return nSprite;
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}
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void ExplodeGrenade(short nGrenade)
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{
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int var_28, var_20;
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short nPlayer = nGrenadePlayer[nGrenade];
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int nGrenadeSprite = GrenadeList[nGrenade].nSprite;
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short nGrenadeSect = sprite[nGrenadeSprite].sectnum;
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GrenadeList[nGrenade].field_C = 1;
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if (SectFlag[nGrenadeSect] & kSectUnderwater)
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{
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var_28 = 75;
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var_20 = 60;
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}
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else
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{
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if (sprite[nGrenadeSprite].z < sector[nGrenadeSect].floorz)
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{
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var_20 = 200;
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var_28 = 36;
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// TODO MonoOut("GRENPOW\n");
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}
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else
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{
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var_28 = 34;
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var_20 = 150;
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// TODO MonoOut("GRENBOOM\n");
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}
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}
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if (GrenadeList[nGrenade].field_10 < 0)
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{
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short nPlayerSprite = PlayerList[nPlayer].nSprite;
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short nAngle = sprite[nPlayerSprite].ang;
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sprite[nGrenadeSprite].z = sprite[nPlayerSprite].z;
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sprite[nGrenadeSprite].x = (Cos(nAngle) >> 5) + sprite[nPlayerSprite].x;
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sprite[nGrenadeSprite].y = (Sin(nAngle) >> 5) + sprite[nPlayerSprite].y;
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changespritesect(nGrenadeSprite, sprite[nPlayerSprite].sectnum);
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if (!PlayerList[nPlayer].invincibility) {
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PlayerList[nPlayer].nHealth = 1;
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}
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}
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short nDamage = BulletInfo[kWeaponGrenade].nDamage;
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if (nPlayerDouble[nPlayer] > 0) {
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nDamage *= 2;
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}
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runlist_RadialDamageEnemy(nGrenadeSprite, nDamage, BulletInfo[kWeaponGrenade].nRadius);
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BuildAnim(-1, var_28, 0, sprite[nGrenadeSprite].x, sprite[nGrenadeSprite].y, sprite[nGrenadeSprite].z, sprite[nGrenadeSprite].sectnum, var_20, 4);
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AddFlash(sprite[nGrenadeSprite].sectnum, sprite[nGrenadeSprite].x, sprite[nGrenadeSprite].y, sprite[nGrenadeSprite].z, 128);
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nGrenadePlayer[nGrenade] = -1;
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DestroyGrenade(nGrenade);
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}
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void FuncGrenade(int a, int, int nRun)
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{
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short nGrenade = RunData[nRun].nVal;
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assert(nGrenade >= 0 && nGrenade < kMaxGrenades);
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short nGrenadeSprite = GrenadeList[nGrenade].nSprite;
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short nSeq;
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if (GrenadeList[nGrenade].field_C)
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{
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nSeq = SeqOffsets[kSeqGrenBoom];
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}
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else
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{
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nSeq = SeqOffsets[kSeqGrenRoll] + GrenadeList[nGrenade].field_A;
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}
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int nMessage = a & kMessageMask;
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switch (nMessage)
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{
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case 0x90000:
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{
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seq_PlotSequence(a & 0xFFFF, nSeq, GrenadeList[nGrenade].field_2 >> 8, 1);
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break;
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}
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default:
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{
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Printf("unknown msg %d for grenade\n", nMessage);
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return;
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}
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case 0x20000:
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{
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seq_MoveSequence(nGrenadeSprite, nSeq, GrenadeList[nGrenade].field_2 >> 8);
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sprite[nGrenadeSprite].picnum = seq_GetSeqPicnum2(nSeq, GrenadeList[nGrenade].field_2 >> 8);
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GrenadeList[nGrenade].field_E--;
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if (!GrenadeList[nGrenade].field_E)
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{
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short nPlayer = nGrenadePlayer[nGrenade];
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if (GrenadeList[nGrenade].field_10 < 0)
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{
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PlayerList[nPlayer].field_3A = 0;
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PlayerList[nPlayer].field_3FOUR = 0;
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if (PlayerList[nPlayer].nAmmo[kWeaponGrenade])
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{
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PlayerList[nPlayer].bIsFiring = false;
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}
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else
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{
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SelectNewWeapon(nPlayer);
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PlayerList[nPlayer].nCurrentWeapon = PlayerList[nPlayer].field_38;
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PlayerList[nPlayer].field_38 = -1;
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}
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}
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ExplodeGrenade(nGrenade);
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return;
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}
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else
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{
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if (GrenadeList[nGrenade].field_10 < 0) {
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return;
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}
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int ebp = (GrenadeList[nGrenade].field_2 + GrenadeList[nGrenade].field_0) >> 8;
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GrenadeList[nGrenade].field_2 += GrenadeList[nGrenade].field_0;
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if (ebp < 0)
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{
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GrenadeList[nGrenade].field_2 += SeqSize[nSeq] << 8;
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}
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else
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{
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if (ebp >= SeqSize[nSeq])
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{
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if (GrenadeList[nGrenade].field_C)
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{
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DestroyGrenade(nGrenade);
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return;
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}
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else
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{
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GrenadeList[nGrenade].field_2 = GrenadeList[nGrenade].field_C;
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}
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}
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}
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if (GrenadeList[nGrenade].field_C) {
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return;
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}
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int zVel = sprite[nGrenadeSprite].zvel;
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Gravity(nGrenadeSprite);
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int nMov = movesprite(nGrenadeSprite, GrenadeList[nGrenade].x, GrenadeList[nGrenade].y, sprite[nGrenadeSprite].zvel, sprite[nGrenadeSprite].clipdist >> 1, sprite[nGrenadeSprite].clipdist >> 1, CLIPMASK1);
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if (!nMov)
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return;
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if (nMov & 0x20000)
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{
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if (zVel)
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{
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if (SectDamage[sprite[nGrenadeSprite].sectnum] > 0)
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{
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ExplodeGrenade(nGrenade);
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return;
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}
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GrenadeList[nGrenade].field_0 = (uint8_t)totalmoves; // limit to 8bits?
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D3PlayFX(StaticSound[kSound3], nGrenadeSprite);
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sprite[nGrenadeSprite].zvel = -(zVel >> 1);
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if (sprite[nGrenadeSprite].zvel > -1280)
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{
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D3PlayFX(StaticSound[kSound5], nGrenadeSprite);
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GrenadeList[nGrenade].field_0 = 0;
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GrenadeList[nGrenade].field_2 = 0;
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sprite[nGrenadeSprite].zvel = 0;
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GrenadeList[nGrenade].field_A = 1;
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}
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}
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GrenadeList[nGrenade].field_0 = 255 - (RandomByte() * 2);
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GrenadeList[nGrenade].x -= (GrenadeList[nGrenade].x >> 4);
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GrenadeList[nGrenade].y -= (GrenadeList[nGrenade].y >> 4);
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}
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// loc_2CF60:
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if ((nMov & 0xC000) >= 0x8000)
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{
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if ((nMov & 0xC000) <= 0x8000)
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{
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BounceGrenade(nGrenade, GetWallNormal(nMov & 0x3FFF));
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}
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else if ((nMov & 0xC000) == 0xC000)
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{
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BounceGrenade(nGrenade, sprite[nMov & 0x3FFF].ang);
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}
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}
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GrenadeList[nGrenade].field_2 = 0;
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return;
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}
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break;
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}
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case 0xA0000:
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{
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if (nGrenadeSprite != nRadialSpr && !GrenadeList[nGrenade].field_C)
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{
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if (runlist_CheckRadialDamage(nGrenadeSprite) > 280)
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{
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GrenadeList[nGrenade].field_E = RandomSize(4) + 1;
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}
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}
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break;
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}
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}
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}
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END_PS_NS
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