REDRIVER2/src_rebuild/Game/C/bomberman.c
Ilya Shurumov 97e738ba36 - [Psy-X] include files renames
- re-arrange includes
2021-05-07 23:00:28 +06:00

509 lines
11 KiB
C

#include "driver2.h"
#include "bomberman.h"
#include "convert.h"
#include "overmap.h"
#include "players.h"
#include "cars.h"
#include "glaunch.h"
#include "job_fx.h"
#include "dr2roads.h"
#include "pad.h"
#include "camera.h"
#include "draw.h"
#include "debris.h"
#include "mission.h"
#include "denting.h"
#include "cosmetic.h"
#include "bcollide.h"
#include "pedest.h"
#include "ASM/rndrasm.h"
MODEL* gBombModel;
static BOMB ThrownBombs[MAX_THROWN_BOMBS];
static int ThrownBombDelay = 0;
static int CurrentBomb = 0;
static int gWantFlash = 0;
CAR_DATA *gBombTargetVehicle = NULL;
static int flashval;
// [D] [T]
void InitThrownBombs(void)
{
int i;
for (i = 0; i < MAX_THROWN_BOMBS; i++)
ThrownBombs[i].flags = 0;
ThrownBombDelay = Random2(0) % 45 + 8;
CurrentBomb = 0;
gWantFlash = 0;
gBombTargetVehicle = NULL;
}
// [D] [T]
void DrawThrownBombs(void)
{
BOMB *bomb;
int i;
MATRIX object_matrix;
VECTOR pos;
if (gBombModel == NULL)
return;
bomb = ThrownBombs;
i = 0;
while (i < MAX_THROWN_BOMBS)
{
if ((bomb->flags & 1) != 0)
{
object_matrix.m[0][0] = 0x1000;
object_matrix.m[0][1] = 0;
object_matrix.m[0][2] = 0;
object_matrix.m[1][0] = 0;
object_matrix.m[1][1] = 0x1000;
object_matrix.m[1][2] = 0;
object_matrix.m[2][0] = 0;
object_matrix.m[2][1] = 0;
object_matrix.m[2][2] = 0x1000;
RotMatrixY(bomb->rot_speed * bomb->active * 3 & 0xfff, &object_matrix);
RotMatrixZ(bomb->rot_speed * bomb->active & 0xfff, &object_matrix);
pos.vx = bomb->position.vx - camera_position.vx;
pos.vy = bomb->position.vy - camera_position.vy;
pos.vz = bomb->position.vz - camera_position.vz;
Apply_Inv_CameraMatrix(&pos);
gte_SetRotMatrix(&object_matrix);
gte_SetTransVector(&pos);
pos.vx = bomb->position.vx;
pos.vy = bomb->position.vy;
pos.vz = bomb->position.vz;
SetFrustrumMatrix();
if (FrustrumCheck(&pos, gBombModel->bounding_sphere) != -1)
{
PlotMDL_less_than_128(gBombModel);
}
}
i++;
bomb++;
}
if (gWantFlash != 0)
{
add_haze(flashval, flashval, 7);
flashval -= 10;
if (flashval < 1)
gWantFlash = 0;
}
}
// [D] [T]
void BombThePlayerToHellAndBack(int car)
{
BOMB *bomb;
if (car == -1)
return;
car_data[car].ap.damage[0] = 0xfff;
car_data[car].ap.damage[1] = 0xfff;
car_data[car].ap.damage[2] = 0xfff;
car_data[car].ap.damage[3] = 0xfff;
car_data[car].ap.damage[4] = 0xfff;
car_data[car].ap.damage[5] = 0xfff;
car_data[car].ap.needsDenting = 1;
car_data[car].totalDamage = MaxPlayerDamage[0];
DentCar(&car_data[car]);
if (maxCivCars == 0)
{
trap(7);
}
gBombTargetVehicle = &car_data[(car + 1) % maxCivCars];
bomb = &ThrownBombs[CurrentBomb++];
CurrentBomb = CurrentBomb % MAX_THROWN_BOMBS;
bomb->flags = 1;
bomb->active = 1;
bomb->position.vx = car_data[car].hd.where.t[0];
bomb->position.vy = car_data[car].hd.where.t[1];
bomb->position.vz = car_data[car].hd.where.t[2];
bomb->velocity.vx = 0;
bomb->velocity.vy = 0;
bomb->velocity.vz = 0;
bomb = &ThrownBombs[CurrentBomb++];
CurrentBomb = CurrentBomb % MAX_THROWN_BOMBS;
bomb->flags = 1;
bomb->active = 1;
bomb->position.vx = car_data[car].hd.where.t[0] + 170;
bomb->position.vy = car_data[car].hd.where.t[1];
bomb->position.vz = car_data[car].hd.where.t[2] + 73;
bomb->velocity.vx = 0;
bomb->velocity.vy = 0;
bomb->velocity.vz = 0;
bomb = &ThrownBombs[CurrentBomb++];
CurrentBomb = CurrentBomb % MAX_THROWN_BOMBS;
bomb->flags = 1;
bomb->active = 1;
bomb->position.vx = car_data[car].hd.where.t[0] - 109;
bomb->position.vy = car_data[car].hd.where.t[1];
bomb->position.vz = car_data[car].hd.where.t[2] - 147;
bomb->velocity.vx = 0;
bomb->velocity.vy = 0;
bomb->velocity.vz = 0;
}
// [D] [T]
int BombCollisionCheck(CAR_DATA *cp, VECTOR *pPos)
{
CDATA2D cd[2] = {0};
cd[1].theta = cp->hd.direction;
cd[1].length[0] = car_cosmetics[cp->ap.model].colBox.vz;
cd[1].length[1] = car_cosmetics[cp->ap.model].colBox.vx;
cd[1].x.vx = cp->hd.where.t[0];
cd[1].x.vz = cp->hd.where.t[2];
cd[0].x.vx = pPos->vx;
cd[0].x.vz = pPos->vz;
cd[0].length[0] = 40;
cd[0].length[1] = 40;
cd[0].theta = 0;
cd[0].avel = 0;
cd[0].vel.vx = 0;
cd[0].vel.vy = 0;
cd[0].vel.vz = 0;
return bcollided2d(cd);
}
const int minBoxSize = 90;
const int littleBoxRange = 400;
const int halfStrike = 0x32000;
const int fullStrike = 0x32000;
// [D] [T]
void ExplosionCollisionCheck(CAR_DATA *cp, EXOBJECT *pE)
{
static int setUsed = 0;
int temp;
int strikeVel;
bool isCar;
VECTOR *pos;
int displacement;
int denom;
int debrisColour;
CDATA2D cd[2];
int carLength[2];
CRET2D collisionResult;
VECTOR velocity;
LONGVECTOR4 pointVel;
LONGVECTOR4 reaction;
LONGVECTOR4 lever;
isCar = (cp != &car_data[TANNER_COLLIDER_CARID]);
if (player[0].playerType == 2 || isCar)
{
cd[1].x.vx = cp->hd.where.t[0];
cd[1].length[0] = car_cosmetics[cp->ap.model].colBox.vz;
cd[1].length[1] = car_cosmetics[cp->ap.model].colBox.vx;
cd[1].theta = cp->hd.direction;
cd[1].x.vz = cp->hd.where.t[2];
if (pE->type <= LITTLE_BANG)
{
cd[0].length[1] = minBoxSize + ((pE->time / pE->speed) * littleBoxRange) / (0x1000 / pE->speed);
}
else if (pE->type == HEY_MOMMA) // biggest bang that might kill Tanner
{
pos = (VECTOR*)cp->hd.where.t;
if (!isCar)
pos = (VECTOR*)player->pos;
if (cd[0].length[1] < 0)
cd[0].length[1] = pos->vx - pE->pos.vx;
else
cd[0].length[1] = pE->pos.vx - pos->vx;
temp = pE->pos.vz - pos->vz;
if (temp < 0)
temp = pos->vz - pE->pos.vz;
if (cd[0].length[1] < temp)
cd[0].length[1] = temp;
if (cd[0].length[1] < 3000)
{
if (isCar)
{
if (CAR_INDEX(cp) == player[0].playerCarId)
{
cp->totalDamage = MaxPlayerDamage[0];
player[0].dying = 1;
lockAllTheDoors = 1;
}
}
else
{
bKillTanner = 1;
player[0].dying = 1;
}
}
else
{
cd[0].length[1] = 10;
}
}
else
{
cd[0].length[1] = 0;
}
cd[0].x.vx = (pE->pos).vx;
cd[0].x.vz = (pE->pos).vz;
cd[0].theta = 0;
cd[0].avel = 0;
cd[0].vel.vx = 0;
cd[0].vel.vy = 0;
cd[0].vel.vz = 0;
cd[0].length[0] = cd[0].length[1];
if (bcollided2d(cd))
{
bFindCollisionPoint(cd, &collisionResult);
cp->hd.where.t[2] += FIXEDH(collisionResult.penetration * collisionResult.surfNormal.vz);
cp->hd.where.t[0] += FIXEDH(collisionResult.penetration * collisionResult.surfNormal.vx);
lever[0] = collisionResult.hit.vx - cp->hd.where.t[0];
lever[1] = 60;
lever[2] = collisionResult.hit.vz - cp->hd.where.t[2];
collisionResult.surfNormal.vy = 0;
if (pE->type == LITTLE_BANG)
strikeVel = halfStrike - ((pE->time / pE->speed) * halfStrike) / (0x1000 / pE->speed);
else if (pE->type == BIG_BANG)
strikeVel = fullStrike;
else if (pE->type == HEY_MOMMA)
strikeVel = fullStrike << 1;
else
strikeVel = 0;
setUsed = 1;
if (strikeVel > 0)
{
collisionResult.hit.vy = -(cp->hd.where.t[1] + 60);
velocity.vx = cp->st.n.linearVelocity[0] >> 0xc;
velocity.vy = -17;
velocity.vz = cp->st.n.linearVelocity[2] >> 0xc;
if (strikeVel > 0x3600)
{
collisionResult.hit.vy += 30;
velocity.vy = -37;
Setup_Sparks(&collisionResult.hit, &velocity, 4, 0);
collisionResult.hit.vy -= 30;
velocity.vy += 20;
if (strikeVel > 0x1b000)
{
debrisColour = GetDebrisColour(cp);
Setup_Debris(&collisionResult.hit, &velocity, 6, debrisColour << 0x10);
if (cp->controlType == CONTROL_TYPE_PLAYER)
SetPadVibration(*cp->ai.padid, 1);
}
}
if(isCar)
DamageCar(cp, cd, &collisionResult, strikeVel);
displacement = FIXEDH(lever[0] * collisionResult.surfNormal.vx + lever[1] * collisionResult.surfNormal.vy + lever[2] * collisionResult.surfNormal.vz);
displacement = FIXEDH(((lever[0] * lever[0] + lever[2] * lever[2]) - displacement * displacement) * car_cosmetics[cp->ap.model].twistRateY) + 4096;
if (strikeVel < 0x7f001)
denom = (strikeVel * 4096) / displacement;
else
denom = (strikeVel / displacement) * 4096;
denom >>= 6;
pointVel[0] = denom * (collisionResult.surfNormal.vx >> 6);
pointVel[1] = denom * (collisionResult.surfNormal.vy >> 6);
pointVel[2] = denom * (collisionResult.surfNormal.vz >> 6);
cp->st.n.linearVelocity[0] += pointVel[0];
cp->st.n.linearVelocity[1] += pointVel[1];
cp->st.n.linearVelocity[2] += pointVel[2];
cp->hd.aacc[0] += FIXEDH(lever[1] * pointVel[2]) - FIXEDH(lever[2] * pointVel[1]);
cp->hd.aacc[1] += FIXEDH(lever[2] * pointVel[0]) - FIXEDH(lever[0] * pointVel[2]);
cp->hd.aacc[2] += FIXEDH(lever[0] * pointVel[1]) - FIXEDH(lever[1] * pointVel[0]);
}
}
if (isCar)
return;
}
if (setUsed != 0)
{
pE->type = BANG_USED;
setUsed = 0;
}
}
// [D] [T]
void AddFlash(VECTOR *pos)
{
int dist;
dist = Long2DDistance(pos, NoPlayerControl ? &player[0].cameraPos : (VECTOR*)player[0].pos);
if (dist < 2500)
{
gWantFlash = 1;
flashval = 150 - dist / 20;
}
}
// [D] [T]
void HandleThrownBombs(void)
{
CAR_DATA* cp;
BOMB* bomb;
int i;
int y;
int dx, dz;
VECTOR velocity;
// throw bombs if we have vehicle
if (gBombTargetVehicle)
{
ThrownBombDelay--;
if (ThrownBombDelay == -1)
{
ThrownBombDelay = Random2(0) % 45 + 8;
bomb = &ThrownBombs[CurrentBomb++];
CurrentBomb = CurrentBomb % MAX_THROWN_BOMBS;
bomb->flags = 1;
bomb->active = 1;
bomb->position.vx = gBombTargetVehicle->hd.where.t[0];
bomb->position.vy = gBombTargetVehicle->hd.where.t[1] - 200;
bomb->position.vz = gBombTargetVehicle->hd.where.t[2];
velocity.vx = FIXEDH(gBombTargetVehicle->st.n.linearVelocity[0]);
velocity.vz = FIXEDH(gBombTargetVehicle->st.n.linearVelocity[2]);
bomb->velocity.vx = velocity.vx >> 10;
bomb->velocity.vz = velocity.vz >> 10;
bomb->velocity.vy = -(Long2DDistance(&bomb->position, (VECTOR*)player[0].pos) >> 7);
if ((rand() & 1) == 0)
bomb->rot_speed = -bomb->velocity.vy;
else
bomb->rot_speed = bomb->velocity.vy;
if (bomb->velocity.vy < -100)
bomb->velocity.vy = -100;
}
}
bomb = ThrownBombs;
i = 0;
while (i < MAX_THROWN_BOMBS)
{
if (bomb->flags & 1)
{
bomb->position.vx += bomb->velocity.vx;
bomb->position.vy += bomb->velocity.vy;
bomb->position.vz += bomb->velocity.vz;
bomb->velocity.vy += 10;
bomb->active++;
y = -MapHeight(&bomb->position);
if (y < bomb->position.vy)
{
if ((bomb->flags & 2) == 0)
{
bomb->flags |= 2;
bomb->position.vy = y;
bomb->velocity.vy = -bomb->velocity.vy / 2; // bounce
}
else
{
bomb->flags = 0;
bomb->position.vy = y;
AddExplosion(bomb->position, LITTLE_BANG);
AddFlash(&bomb->position);
dx = (bomb->position.vx - player[0].pos[0]);
dz = (bomb->position.vz - player[0].pos[2]);
if (FIXEDH(dx * dx + dz * dz) < 1024)
SetPadVibration(player[0].padid, 3); // [A] bug fix
}
}
cp = car_data;
while (cp < &car_data[MAX_CARS])
{
if (cp != gBombTargetVehicle && cp->controlType != CONTROL_TYPE_NONE && BombCollisionCheck(cp, &bomb->position) != 0)
{
bomb->flags = 0;
AddExplosion(bomb->position, BIG_BANG);
AddFlash(&bomb->position);
}
cp++;
}
}
bomb++;
i++;
}
}