mirror of
https://github.com/ZDoom/Raze.git
synced 2025-01-10 19:10:46 +00:00
485 lines
15 KiB
C++
485 lines
15 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 "player.h"
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BEGIN_PS_NS
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//---------------------------------------------------------------------------
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//
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//
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//
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//---------------------------------------------------------------------------
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static DExhumedActor* feebtag(const DVector3& pos, sectortype* pSector, int nVal2, double deflen)
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{
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DExhumedActor* pPickupActor = nullptr;
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auto startwall = pSector->walls.Data();
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int nWalls = pSector->walls.Size();
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int var_20 = nVal2 & 2;
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int var_14 = nVal2 & 1;
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while (1)
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{
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if (pSector != nullptr)
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{
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ExhumedSectIterator it(pSector);
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while (auto itActor = it.Next())
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{
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int nStat = itActor->spr.statnum;
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if (nStat >= 900 && !(itActor->spr.cstat & CSTAT_SPRITE_INVISIBLE))
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{
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auto diff = itActor->spr.pos - pos;
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if (diff.Z < 20 && diff.Z > -100)
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{
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double len = diff.XY().Length();
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if (len < deflen && ((nStat != 950 && nStat != 949) || !(var_14 & 1)) && ((nStat != 912 && nStat != 913) || !(var_20 & 2)))
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{
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deflen = len;
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pPickupActor = itActor;
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}
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}
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}
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}
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}
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nWalls--;
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if (nWalls < 0)
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return pPickupActor;
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pSector = startwall->nextSector();
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startwall++;
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}
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return pPickupActor;
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}
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//---------------------------------------------------------------------------
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//
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//
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//
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//---------------------------------------------------------------------------
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void doPlayerItemPickups(Player* const pPlayer)
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{
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const auto pPlayerActor = pPlayer->pActor;
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const bool mplevel = (currentLevel->gameflags & LEVEL_EX_MULTI);
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const auto nFlags = (pPlayer->nMagic >= 1000) + 2 * (pPlayer->nHealth >= 800);
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const auto pPickupActor = feebtag(pPlayerActor->spr.pos, pPlayerActor->sector(), nFlags, 48);
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if (pPickupActor != nullptr && pPickupActor->spr.statnum >= 900)
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{
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// item lotags start at 6 (1-5 reserved?) so 0-offset them
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const int statBase = pPickupActor->spr.statnum - 900;
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const int itemtype = statBase - 6;
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if (itemtype <= 54)
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{
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int tintRed = 0;
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int tintGreen = 16;
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const auto doConsoleMessage = [&](const int nSound = -1)
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{
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if (pPlayer->nPlayer == nLocalPlayer)
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{
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if (nItemText[statBase] > -1 && nTotalPlayers == 1)
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pickupMessage(statBase);
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if (nSound > -1)
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PlayLocalSound(nSound, 0);
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TintPalette(tintRed * 4, tintGreen * 4, 0);
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}
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};
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const auto doProcessPickup = [&]()
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{
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if (!mplevel || (statBase >= 25 && (statBase <= 25 || statBase == 50)))
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{
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// If this is an anim we need to properly destroy it so we need to do some proper detection and not wild guesses.
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if (pPickupActor->nRun == pPickupActor->nDamage && pPickupActor->nRun != 0 && pPickupActor->nPhase == ITEM_MAGIC)
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{
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DestroyAnim(pPickupActor);
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}
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else
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{
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DeleteActor(pPickupActor);
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}
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}
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else
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{
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StartRegenerate(pPickupActor);
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}
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};
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const auto doPickupWeapon = [&](const int nWeapon, const int nAmount)
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{
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const int weapFlag = 1 << nWeapon;
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if (pPlayer->nPlayerWeapons & weapFlag)
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{
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if (mplevel)
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{
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AddAmmo(pPlayer->nPlayer, WeaponInfo[nWeapon].nAmmoType, nAmount);
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}
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}
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else
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{
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SetNewWeaponIfBetter(pPlayer->nPlayer, nWeapon);
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pPlayer->nPlayerWeapons |= weapFlag;
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AddAmmo(pPlayer->nPlayer, WeaponInfo[nWeapon].nAmmoType, nAmount);
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}
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if (nWeapon == 2)
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CheckClip(pPlayer->nPlayer);
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if (statBase <= 50)
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{
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doProcessPickup();
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}
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else
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{
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pPickupActor->spr.cstat = CSTAT_SPRITE_INVISIBLE;
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DestroyItemAnim(pPickupActor);
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}
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doConsoleMessage(StaticSound[kSound72]);
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};
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const auto doPickupHealth = [&](const int nAmount, int nSound = -1)
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{
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if (nAmount <= 0 || (!(nFlags & 2)))
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{
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if (!pPlayer->invincibility || nAmount > 0)
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{
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pPlayer->nHealth += nAmount;
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if (pPlayer->nHealth > 800)
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{
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pPlayer->nHealth = 800;
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}
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else if (pPlayer->nHealth < 0)
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{
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StartDeathSeq(pPlayer->nPlayer, 0);
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}
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}
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if (statBase == 12)
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{
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pPickupActor->spr.hitag = 0;
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pPickupActor->spr.picnum++;
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ChangeActorStat(pPickupActor, 0);
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}
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else
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{
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if (statBase != 14)
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{
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nSound = 21;
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}
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else
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{
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tintRed = tintGreen;
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nSound = 22;
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tintGreen = 0;
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}
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doProcessPickup();
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}
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doConsoleMessage(nSound);
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}
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};
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switch (itemtype)
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{
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case 0: // Speed Loader
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if (AddAmmo(pPlayer->nPlayer, 1, pPickupActor->spr.hitag))
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{
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doProcessPickup();
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doConsoleMessage(StaticSound[kSoundAmmoPickup]);
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}
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break;
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case 1: // Fuel Canister
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if (AddAmmo(pPlayer->nPlayer, 3, pPickupActor->spr.hitag))
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{
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doProcessPickup();
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doConsoleMessage(StaticSound[kSoundAmmoPickup]);
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}
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break;
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case 2: // M - 60 Ammo Belt
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if (AddAmmo(pPlayer->nPlayer, 2, pPickupActor->spr.hitag))
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{
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CheckClip(pPlayer->nPlayer);
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doProcessPickup();
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doConsoleMessage(StaticSound[kSoundAmmoPickup]);
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}
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break;
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case 3: // Grenade
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case 21:
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case 49:
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if (AddAmmo(pPlayer->nPlayer, 4, 1))
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{
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if (!(pPlayer->nPlayerWeapons & 0x10))
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{
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pPlayer->nPlayerWeapons |= 0x10;
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SetNewWeaponIfBetter(pPlayer->nPlayer, 4);
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}
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if (statBase == 55)
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{
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pPickupActor->spr.cstat = CSTAT_SPRITE_INVISIBLE;
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DestroyItemAnim(pPickupActor);
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}
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else
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{
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doProcessPickup();
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}
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doConsoleMessage(StaticSound[kSoundAmmoPickup]);
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}
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break;
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case 4: // Pickable item
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case 9: // Pickable item
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case 10: // Reserved
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case 18:
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case 25:
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case 28:
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case 29:
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case 30:
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case 33:
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case 34:
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case 35:
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case 36:
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case 37:
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case 38:
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case 45:
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case 52:
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doProcessPickup();
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doConsoleMessage();
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break;
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case 5: // Map
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GrabMap();
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doProcessPickup();
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doConsoleMessage();
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break;
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case 6: // Berry Twig
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if (pPickupActor->spr.hitag != 0)
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{
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doPickupHealth(40, 20);
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}
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break;
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case 7: // Blood Bowl
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doPickupHealth(160);
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break;
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case 8: // Cobra Venom Bowl
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doPickupHealth(-200);
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break;
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case 11: // Bubble Nest
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{
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pPlayer->nAir += 10;
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if (pPlayer->nAir > 100)
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{
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pPlayer->nAir = 100; // TODO - constant
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}
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if (pPlayer->nBreathTimer < 89)
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{
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D3PlayFX(StaticSound[kSound13], pPlayerActor);
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}
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pPlayer->nBreathTimer = 90;
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break;
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}
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case 12: // Still Beating Heart
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if (GrabItem(pPlayer->nPlayer, kItemHeart))
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{
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doProcessPickup();
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doConsoleMessage();
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}
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break;
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case 13: // Scarab amulet(Invicibility)
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if (GrabItem(pPlayer->nPlayer, kItemInvincibility))
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{
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doProcessPickup();
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doConsoleMessage();
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}
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break;
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case 14: // Severed Slave Hand(double damage)
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if (GrabItem(pPlayer->nPlayer, kItemDoubleDamage))
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{
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doProcessPickup();
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doConsoleMessage();
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}
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break;
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case 15: // Unseen eye(Invisibility)
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if (GrabItem(pPlayer->nPlayer, kItemInvisibility))
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{
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doProcessPickup();
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doConsoleMessage();
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}
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break;
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case 16: // Torch
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if (GrabItem(pPlayer->nPlayer, kItemTorch))
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{
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doProcessPickup();
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doConsoleMessage();
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}
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break;
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case 17: // Sobek Mask
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if (GrabItem(pPlayer->nPlayer, kItemMask))
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{
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doProcessPickup();
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doConsoleMessage();
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}
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break;
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case 19: // Extra Life
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if (pPlayer->nLives < kMaxPlayerLives)
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{
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pPlayer->nLives++;
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tintGreen = 32;
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tintRed = 32;
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doProcessPickup();
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doConsoleMessage();
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}
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break;
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case 20: // sword pickup??
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doPickupWeapon(0, 0);
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break;
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case 22: // .357 Magnum Revolver
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case 46:
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doPickupWeapon(1, 6);
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break;
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case 23: // M - 60 Machine Gun
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case 47:
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doPickupWeapon(2, 24);
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break;
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case 24: // Flame Thrower
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case 48:
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doPickupWeapon(3, 100);
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break;
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case 26: // Cobra Staff
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case 50:
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doPickupWeapon(5, 20);
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break;
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case 27: // Eye of Ra Gauntlet
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case 51:
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doPickupWeapon(6, 2);
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break;
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case 31: // Cobra staff ammo
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if (AddAmmo(pPlayer->nPlayer, 5, 1))
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{
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doProcessPickup();
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doConsoleMessage(StaticSound[kSoundAmmoPickup]);
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}
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break;
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case 32: // Raw Energy
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if (AddAmmo(pPlayer->nPlayer, 6, pPickupActor->spr.hitag))
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{
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doProcessPickup();
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doConsoleMessage(StaticSound[kSoundAmmoPickup]);
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}
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break;
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case 39: // Power key
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case 40: // Time key
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case 41: // War key
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case 42: // Earth key
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{
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const int keybit = 4096 << (itemtype - 39);
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if (!(pPlayer->keys & keybit))
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{
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pPlayer->keys |= keybit;
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doProcessPickup();
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doConsoleMessage();
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}
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break;
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}
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case 43: // Magical Essence
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case 44: // ?
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if (pPlayer->nMagic < 1000)
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{
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pPlayer->nMagic += 100;
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if (pPlayer->nMagic >= 1000)
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{
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pPlayer->nMagic = 1000;
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}
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doProcessPickup();
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doConsoleMessage(StaticSound[kSoundMana1]);
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}
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break;
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case 53: // Scarab (Checkpoint)
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if (nLocalPlayer == pPlayer->nPlayer)
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{
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pPickupActor->nIndex2++;
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pPickupActor->nAction &= 0xEF;
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pPickupActor->nIndex = 0;
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ChangeActorStat(pPickupActor, 899);
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}
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SetSavePoint(pPlayer->nPlayer, pPlayerActor->spr.pos, pPlayerActor->sector(), pPlayerActor->spr.Angles.Yaw);
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break;
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case 54: // Golden Sarcophagus (End Level)
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if (!bInDemo)
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{
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LevelFinished();
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}
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DestroyItemAnim(pPickupActor);
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DeleteActor(pPickupActor);
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break;
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}
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}
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}
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}
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END_PS_NS
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