mirror of
https://github.com/ZDoom/Raze.git
synced 2024-12-17 16:10:49 +00:00
79d0818201
The data organization here is a mess, no wonder that this game could only save at the beginning of a level. Fortunately it's all static so no allocations and pointers to track.
506 lines
10 KiB
C++
506 lines
10 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 "items.h"
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#include "anims.h"
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#include "player.h"
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#include "exhumed.h"
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#include "lighting.h"
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#include "sound.h"
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#include "status.h"
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#include "engine.h"
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#include "random.h"
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#include "init.h"
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#include "ps_input.h"
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#include "object.h"
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BEGIN_PS_NS
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struct AnimInfo
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{
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short a;
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short repeat;
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};
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AnimInfo nItemAnimInfo[] = {
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{ -1, 32 },
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{ -1, 32 },
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{ -1, 32 },
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{ -1, 32 },
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{ -1, 32 },
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{ 6, 64 },
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{ -1, 48 },
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{ 0, 64 },
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{ 1, 64 },
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{ -1, 32 },
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{ 4, 64 },
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{ 5, 64 },
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{ 16, 64 },
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{ 10, 64 },
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{ -1, 32 },
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{ 8, 64 },
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{ 9, 64 },
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{ -1, 40 },
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{ -1, 32 },
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{ 7, 64 },
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{ -1, 32 },
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{ -1, 32 },
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{ -1, 32 },
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{ -1, 32 },
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{ -1, 32 },
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{ -1, 32 },
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{ -1, 32 },
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{ -1, 32 },
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{ -1, 32 },
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{ -1, 32 },
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{ -1, 32 },
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{ 14, 64 },
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{ 15, 32 },
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{ -1, 32 },
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{ -1, 32 },
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{ -1, 32 },
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{ -1, 32 },
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{ -1, 32 },
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{ -1, 32 },
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{ 17, 48 },
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{ 18, 48 },
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{ 19, 48 },
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{ 20, 48 },
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{ 24, 64 },
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{ 21, 64 },
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{ 23, 32 },
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{ -1, 32 },
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{ -1, 32 },
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{ -1, 32 },
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{ -1, 32 },
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{ -1, 32 },
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{ -1, 32 },
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{ -1, 32 },
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{ 11, 30 },
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{ -1, 32 },
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{ -1, 32 },
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{ -1, 32 },
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{ -1, 32 },
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{ -1, 32 },
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{ -1, 32 }
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};
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short nItemMagic[] = { 500, 1000, 100, 500, 400, 200, 700, 0 };
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/*
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short something
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short x/y repeat
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*/
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short nRegenerates;
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short nFirstRegenerate;
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short nMagicCount;
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static SavegameHelper sgh("items",
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SV(nRegenerates),
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SV(nFirstRegenerate),
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SV(nMagicCount),
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nullptr);
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void BuildItemAnim(short nSprite)
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{
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int nItem = sprite[nSprite].statnum - 906;
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if (nItemAnimInfo[nItem].a >= 0)
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{
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int nAnim = BuildAnim(nSprite, 41, nItemAnimInfo[nItem].a, sprite[nSprite].x, sprite[nSprite].y, sprite[nSprite].z, sprite[nSprite].sectnum, nItemAnimInfo[nItem].repeat, 20);
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int nAnimSprite = GetAnimSprite(nAnim);
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if (nItem == 44) {
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sprite[nAnimSprite].cstat |= 2;
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}
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changespritestat(nAnimSprite, sprite[nSprite].statnum);
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sprite[nAnimSprite].owner = nAnim;
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sprite[nAnimSprite].hitag = sprite[nSprite].hitag;
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}
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else
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{
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sprite[nSprite].owner = -1;
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sprite[nSprite].yrepeat = nItemAnimInfo[nItem].repeat;
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sprite[nSprite].xrepeat = nItemAnimInfo[nItem].repeat;
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}
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}
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void DestroyItemAnim(short nSprite)
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{
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short nAnim = sprite[nSprite].owner;
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if (nAnim >= 0) {
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DestroyAnim(nAnim);
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}
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}
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void ItemFlash()
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{
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TintPalette(16, 16, 16);
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}
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void FillItems(short nPlayer)
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{
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for (int i = 0; i < 6; i++)
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{
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PlayerList[nPlayer].items[i] = 5;
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}
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PlayerList[nPlayer].nMagic = 1000;
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if (nPlayer == nLocalPlayer)
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{
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ItemFlash();
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SetMagicFrame();
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}
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if (nPlayerItem[nPlayer] == -1) {
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SetPlayerItem(nPlayer, 0);
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}
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}
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void UseEye(short nPlayer)
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{
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if (nPlayerInvisible[nPlayer] >= 0) {
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nPlayerInvisible[nPlayer] = 900;
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}
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int nSprite = PlayerList[nPlayer].nSprite;
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sprite[nSprite].cstat |= 0x8000;
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if (nPlayerFloorSprite[nPlayer] >= 0) {
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sprite[nSprite].cstat |= 0x8000;
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}
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if (nPlayer == nLocalPlayer)
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{
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ItemFlash();
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D3PlayFX(StaticSound[kSound31], nSprite);
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}
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}
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void UseMask(short nPlayer)
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{
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PlayerList[nPlayer].nMaskAmount = 1350;
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PlayerList[nPlayer].nAir = 100;
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if (nPlayer == nLocalPlayer)
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{
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SetAirFrame();
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D3PlayFX(StaticSound[kSound31], PlayerList[nPlayer].nSprite);
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}
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}
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void UseTorch(short nPlayer)
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{
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if (!nPlayerTorch[nPlayer]) {
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SetTorch(nPlayer, 1);
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}
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nPlayerTorch[nPlayer] = 900;
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}
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void UseHeart(short nPlayer)
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{
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if (PlayerList[nPlayer].nHealth < kMaxHealth) {
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PlayerList[nPlayer].nHealth = kMaxHealth;
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}
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if (nPlayer == nLocalPlayer)
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{
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ItemFlash();
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SetHealthFrame(1);
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D3PlayFX(StaticSound[kSound31], PlayerList[nPlayer].nSprite);
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}
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}
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// invincibility
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void UseScarab(short nPlayer)
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{
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if (PlayerList[nPlayer].invincibility < 900) {
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PlayerList[nPlayer].invincibility = 900;
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}
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if (nPlayer == nLocalPlayer)
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{
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ItemFlash();
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D3PlayFX(StaticSound[kSound31], PlayerList[nPlayer].nSprite);
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}
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}
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// faster firing
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void UseHand(short nPlayer)
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{
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nPlayerDouble[nPlayer] = 1350;
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if (nPlayer == nLocalPlayer)
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{
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ItemFlash();
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D3PlayFX(StaticSound[kSound31], PlayerList[nPlayer].nSprite);
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}
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}
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void UseItem(short nPlayer, short nItem)
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{
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switch (nItem)
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{
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case 0:
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UseHeart(nPlayer);
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break;
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case 1:
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UseScarab(nPlayer);
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break;
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case 2:
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UseTorch(nPlayer);
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break;
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case 3:
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UseHand(nPlayer);
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break;
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case 4:
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UseEye(nPlayer);
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break;
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case 5:
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UseMask(nPlayer);
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break;
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default:
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break;
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}
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PlayerList[nPlayer].items[nItem]--;
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int nItemCount = PlayerList[nPlayer].items[nItem];
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int nMagic = nItemMagic[nItem];
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if (nPlayer == nLocalPlayer)
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{
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BuildStatusAnim(156 + (nItemCount * 2), 0);
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}
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if (!nItemCount)
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{
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for (nItem = 0; nItem < 6; nItem++)
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{
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if (PlayerList[nPlayer].items[nItem] > 0) {
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break;
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}
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}
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if (nItem == 6) {
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nItem = -1;
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}
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}
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PlayerList[nPlayer].nMagic -= nMagic;
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SetPlayerItem(nPlayer, nItem);
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if (nPlayer == nLocalPlayer) {
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SetMagicFrame();
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}
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}
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void UseCurItem(short nPlayer)
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{
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int nItem = nPlayerItem[nPlayer];
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if (nItem >= 0)
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{
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if (PlayerList[nPlayer].items[nItem] > 0)
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{
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if (nItemMagic[nItem] <= PlayerList[nPlayer].nMagic)
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{
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sPlayerInput[nPlayer].nItem = nItem;
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}
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}
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}
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}
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// TODO - bool return type?
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int GrabItem(short nPlayer, short nItem)
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{
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if (PlayerList[nPlayer].items[nItem] >= 5) {
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return 0;
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}
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PlayerList[nPlayer].items[nItem]++;
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if (nPlayerItem[nPlayer] < 0 || nItem == nPlayerItem[nPlayer]) {
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SetPlayerItem(nPlayer, nItem);
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}
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return 1;
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}
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void DropMagic(short nSprite)
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{
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if (lFinaleStart) {
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return;
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}
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nMagicCount--;
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if (nMagicCount <= 0)
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{
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int nAnim = BuildAnim(
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-1,
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64,
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0,
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sprite[nSprite].x,
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sprite[nSprite].y,
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sprite[nSprite].z,
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sprite[nSprite].sectnum,
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48,
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4);
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int nAnimSprite = GetAnimSprite(nAnim);
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sprite[nAnimSprite].owner = nAnim;
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AddFlash(sprite[nAnimSprite].sectnum, sprite[nAnimSprite].x, sprite[nAnimSprite].y, sprite[nAnimSprite].z, 128);
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changespritestat(nAnimSprite, 950);
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nMagicCount = RandomSize(2);
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}
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}
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void InitItems()
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{
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nRegenerates = 0;
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nFirstRegenerate = -1;
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nMagicCount = 0;
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}
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void StartRegenerate(short nSprite)
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{
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spritetype *pSprite = &sprite[nSprite];
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int edi = -1;
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int nReg = nFirstRegenerate;
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int i = 0;
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// for (int i = 0; i < nRegenerates; i++)
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while (1)
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{
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if (i >= nRegenerates)
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{
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// ?? CHECKME
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pSprite->xvel = pSprite->xrepeat;
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pSprite->zvel = pSprite->shade;
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pSprite->yvel = pSprite->pal;
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break;
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}
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else
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{
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if (nReg != nSprite)
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{
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edi = nReg;
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nReg = sprite[nReg].ang;
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i++;
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continue;
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}
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else
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{
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if (edi == -1)
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{
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nFirstRegenerate = pSprite->ang;
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}
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else
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{
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sprite[edi].ang = sprite[nSprite].ang;
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}
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nRegenerates--;
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}
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}
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}
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pSprite->extra = 1350;
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pSprite->ang = nFirstRegenerate;
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if (levelnum <= kMap20)
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{
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pSprite->ang /= 5;
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}
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pSprite->cstat = 0x8000;
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pSprite->xrepeat = 1;
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pSprite->yrepeat = 1;
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pSprite->pal = 1;
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nRegenerates++;
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nFirstRegenerate = nSprite;
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}
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void DoRegenerates()
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{
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int nSprite = nFirstRegenerate;
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for (int i = nRegenerates; i > 0; i--, nSprite = sprite[nSprite].ang)
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{
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if (sprite[nSprite].extra > 0)
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{
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sprite[nSprite].extra--;
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if (sprite[nSprite].extra <= 0)
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{
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BuildAnim(-1, 38, 0, sprite[nSprite].x, sprite[nSprite].y, sprite[nSprite].z, sprite[nSprite].sectnum, 64, 4);
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D3PlayFX(StaticSound[kSoundTorchOn], i);
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}
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else {
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continue;
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}
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}
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else
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{
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if (sprite[nSprite].xrepeat < sprite[nSprite].xvel)
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{
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sprite[nSprite].xrepeat += 2;
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sprite[nSprite].yrepeat += 2;
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continue;
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}
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}
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sprite[nSprite].zvel = 0;
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sprite[nSprite].yrepeat = sprite[nSprite].xvel;
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sprite[nSprite].xrepeat = sprite[nSprite].xvel;
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sprite[nSprite].pal = sprite[nSprite].yvel;
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sprite[nSprite].yvel = sprite[nSprite].zvel; // setting to 0
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sprite[nSprite].xvel = sprite[nSprite].zvel; // setting to 0
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nRegenerates--;
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if (sprite[nSprite].statnum == kStatExplodeTrigger) {
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sprite[nSprite].cstat = 0x101;
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}
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else {
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sprite[nSprite].cstat = 0;
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}
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if (nRegenerates == 0) {
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nFirstRegenerate = -1;
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}
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}
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}
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END_PS_NS
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