raze/source/games/exhumed/src/playerpickups.cpp
2023-03-25 13:18:46 +11:00

397 lines
12 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 "player.h"
BEGIN_PS_NS
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
static DExhumedActor* feebtag(const DVector3& pos, sectortype* pSector, int nMagic, int nHealth, double deflen)
{
DExhumedActor* pPickupActor = nullptr;
auto startwall = pSector->walls.Data();
int nWalls = pSector->walls.Size();
while (1)
{
if (pSector != nullptr)
{
ExhumedSectIterator it(pSector);
while (auto itActor = it.Next())
{
const int nStat = itActor->spr.statnum;
if (nStat >= 900 && !(itActor->spr.cstat & CSTAT_SPRITE_INVISIBLE))
{
const auto diff = itActor->spr.pos - pos;
if (diff.Z < 20 && diff.Z > -100)
{
const auto len = diff.XY().Length();
const bool needsMagic = (nStat != 950 && nStat != 949) || nMagic < 1000;
const bool needsHealth = (nStat != 912 && nStat != 913) || nHealth < 800;
if (len < deflen && needsMagic && needsHealth)
{
deflen = len;
pPickupActor = itActor;
}
}
}
}
}
nWalls--;
if (nWalls < 0)
return pPickupActor;
pSector = startwall->nextSector();
startwall++;
}
return pPickupActor;
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
static void doPickupNotification(Player* const pPlayer, const int nItem, const int nSound = -1, const int tintRed = 0, const int tintGreen = 16)
{
if (pPlayer->nPlayer == nLocalPlayer)
{
if (nItemText[nItem] > -1 && nTotalPlayers == 1)
pickupMessage(nItem);
if (nSound > -1)
PlayLocalSound(nSound, 0);
TintPalette(tintRed * 4, tintGreen * 4, 0);
}
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
static void doPickupDestroy(DExhumedActor* const pPickupActor, const int nItem)
{
if (!(currentLevel->gameflags & LEVEL_EX_MULTI) || (nItem >= 25 && (nItem <= 25 || nItem == 50)))
{
// If this is an anim we need to properly destroy it so we need to do some proper detection and not wild guesses.
if (pPickupActor->nRun == pPickupActor->nDamage && pPickupActor->nRun != 0 && pPickupActor->nPhase == ITEM_MAGIC)
{
DestroyAnim(pPickupActor);
}
else
{
DeleteActor(pPickupActor);
}
}
else
{
StartRegenerate(pPickupActor);
}
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
static void doPickupWeapon(Player* pPlayer, DExhumedActor* pPickupActor, int nItem, int nWeapon, int nAmount, int nSound = kSound72)
{
const int weapFlag = 1 << nWeapon;
if (pPlayer->nPlayerWeapons & weapFlag)
{
if (currentLevel->gameflags & LEVEL_EX_MULTI)
{
AddAmmo(pPlayer->nPlayer, WeaponInfo[nWeapon].nAmmoType, nAmount);
}
}
else
{
SetNewWeaponIfBetter(pPlayer->nPlayer, nWeapon);
pPlayer->nPlayerWeapons |= weapFlag;
AddAmmo(pPlayer->nPlayer, WeaponInfo[nWeapon].nAmmoType, nAmount);
}
if (nWeapon == 2)
CheckClip(pPlayer->nPlayer);
if (nItem > 50)
{
pPickupActor->spr.cstat = CSTAT_SPRITE_INVISIBLE;
DestroyItemAnim(pPickupActor);
}
else
{
doPickupDestroy(pPickupActor, nItem);
}
doPickupNotification(pPlayer, nItem, StaticSound[nSound]);
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
static void doPickupHealth(Player* pPlayer, DExhumedActor* pPickupActor, int nItem, const int nAmount, int nSound)
{
if (nAmount <= 0 || pPlayer->nHealth < 800)
{
int tintRed = 0, tintGreen = 16;
if (!pPlayer->invincibility || nAmount > 0)
{
pPlayer->nHealth += nAmount;
if (pPlayer->nHealth > 800)
{
pPlayer->nHealth = 800;
}
else if (pPlayer->nHealth < 0)
{
nSound = -1;
StartDeathSeq(pPlayer->nPlayer, 0);
}
}
if (nItem == 12)
{
pPickupActor->spr.hitag = 0;
pPickupActor->spr.picnum++;
ChangeActorStat(pPickupActor, 0);
}
else
{
if (nItem == 14)
{
tintRed = tintGreen;
tintGreen = 0;
}
doPickupDestroy(pPickupActor, nItem);
}
doPickupNotification(pPlayer, nItem, nSound, tintRed, tintGreen);
}
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void doPlayerItemPickups(Player* const pPlayer)
{
const auto pPlayerActor = pPlayer->pActor;
const auto pPickupActor = feebtag(pPlayerActor->spr.pos, pPlayerActor->sector(), pPlayer->nMagic, pPlayer->nHealth, 48);
if (pPickupActor != nullptr && pPickupActor->spr.statnum >= 900)
{
const int nItem = pPickupActor->spr.statnum - 900;
if (nItem <= 60)
{
static constexpr int itemArray[] = {kItemHeart, kItemInvincibility, kItemDoubleDamage, kItemInvisibility, kItemTorch, kItemMask};
static constexpr int weapArray[] = {6, 24, 100, 20, 2};
static constexpr int healArray[] = {40, 160, -200};
static constexpr int ammoArray[] = {1, 3, 2};
switch (nItem)
{
case 6: // Speed Loader
case 7: // Fuel Canister
case 8: // M - 60 Ammo Belt
if (AddAmmo(pPlayer->nPlayer, ammoArray[nItem - 6], pPickupActor->spr.hitag))
{
if (nItem == 8) CheckClip(pPlayer->nPlayer);
doPickupDestroy(pPickupActor, nItem);
doPickupNotification(pPlayer, nItem, StaticSound[kSoundAmmoPickup]);
}
break;
case 9: // Grenade
case 27: // May not be grenade, needs confirmation
case 55:
doPickupWeapon(pPlayer, pPickupActor, nItem, 4, 1, kSoundAmmoPickup);
break;
case 10: // Pickable item
case 15: // Pickable item
case 16: // Reserved
case 24:
case 31: // Check whether is grenade or not as it matches sequence for weapons below
case 34:
case 35:
case 36:
case 39:
case 40:
case 41:
case 42:
case 43:
case 44:
case 51:
case 58:
doPickupDestroy(pPickupActor, nItem);
doPickupNotification(pPlayer, nItem);
break;
case 11: // Map
GrabMap();
doPickupDestroy(pPickupActor, nItem);
doPickupNotification(pPlayer, nItem);
break;
case 12: // Berry Twig
case 13: // Blood Bowl
case 14: // Cobra Venom Bowl
if (pPickupActor->spr.hitag != 0)
doPickupHealth(pPlayer, pPickupActor, nItem, healArray[nItem - 12], nItem + 8);
break;
case 17: // Bubble Nest
pPlayer->nAir += 10;
if (pPlayer->nAir > 100)
pPlayer->nAir = 100; // TODO - constant
if (pPlayer->nBreathTimer < 89)
D3PlayFX(StaticSound[kSound13], pPlayerActor);
pPlayer->nBreathTimer = 90;
break;
case 18: // Still Beating Heart
case 19: // Scarab amulet(Invicibility)
case 20: // Severed Slave Hand(double damage)
case 21: // Unseen eye(Invisibility)
case 22: // Torch
case 23: // Sobek Mask
if (GrabItem(pPlayer->nPlayer, itemArray[nItem - 18]))
{
doPickupDestroy(pPickupActor, nItem);
doPickupNotification(pPlayer, nItem);
}
break;
case 25: // Extra Life
if (pPlayer->nLives < kMaxPlayerLives)
{
pPlayer->nLives++;
doPickupDestroy(pPickupActor, nItem);
doPickupNotification(pPlayer, nItem, -1, 32, 32);
}
break;
case 26: // sword pickup??
doPickupWeapon(pPlayer, pPickupActor, nItem, 0, 0);
break;
case 28: // .357 Magnum Revolver
case 52:
case 29: // M - 60 Machine Gun
case 53:
case 30: // Flame Thrower
case 54:
case 32: // Cobra Staff
case 56:
case 33: // Eye of Ra Gauntlet
case 57:
{
const int index = nItem - 28 - 24 * (nItem > 50);
doPickupWeapon(pPlayer, pPickupActor, nItem, index + 1, weapArray[index]);
break;
}
case 37: // Cobra staff ammo
case 38: // Raw Energy
if (AddAmmo(pPlayer->nPlayer, nItem - 32, (nItem == 38) ? pPickupActor->spr.hitag : 1))
{
doPickupDestroy(pPickupActor, nItem);
doPickupNotification(pPlayer, nItem, StaticSound[kSoundAmmoPickup]);
}
break;
case 45: // Power key
case 46: // Time key
case 47: // War key
case 48: // Earth key
{
const int keybit = 4096 << (nItem - 45);
if (!(pPlayer->keys & keybit))
{
pPlayer->keys |= keybit;
doPickupDestroy(pPickupActor, nItem);
doPickupNotification(pPlayer, nItem);
}
break;
}
case 49: // Magical Essence
case 50: // ?
if (pPlayer->nMagic < 1000)
{
pPlayer->nMagic += 100;
if (pPlayer->nMagic >= 1000)
pPlayer->nMagic = 1000;
doPickupDestroy(pPickupActor, nItem);
doPickupNotification(pPlayer, nItem, StaticSound[kSoundMana1]);
}
break;
case 59: // Scarab (Checkpoint)
if (nLocalPlayer == pPlayer->nPlayer)
{
pPickupActor->nIndex2++;
pPickupActor->nAction &= 0xEF;
pPickupActor->nIndex = 0;
ChangeActorStat(pPickupActor, 899);
}
SetSavePoint(pPlayer->nPlayer, pPlayerActor->spr.pos, pPlayerActor->sector(), pPlayerActor->spr.Angles.Yaw);
break;
case 60: // Golden Sarcophagus (End Level)
if (!bInDemo) LevelFinished();
DestroyItemAnim(pPickupActor);
DeleteActor(pPickupActor);
break;
}
}
}
}
END_PS_NS