//------------------------------------------------------------------------- /* Copyright (C) 1996, 2003 - 3D Realms Entertainment Copyright (C) 2017-2019 Nuke.YKT This file is part of Duke Nukem 3D version 1.5 - Atomic Edition Duke Nukem 3D is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation; either version 2 of the License, or (at your option) any later version. 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., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. Original Source: 1996 - Todd Replogle Prepared for public release: 03/21/2003 - Charlie Wiederhold, 3D Realms */ //------------------------------------------------------------------------- #include "ns.h" #include "global.h" #include "game.h" #include "names_rr.h" BEGIN_DUKE_NS //--------------------------------------------------------------------------- // // // //--------------------------------------------------------------------------- void incur_damage_r(struct player_struct* p) { long damage = 0L, unk = 0L, shield_damage = 0L; short gut = 0; sprite[p->i].extra -= p->extra_extra8 >> 8; damage = sprite[p->i].extra - p->last_extra; if (damage < 0) { p->extra_extra8 = 0; if (p->steroids_amount > 0 && p->steroids_amount < 400) { shield_damage = damage * (20 + (krand() % 30)) / 100; damage -= shield_damage; } if (p->drink_amt > 31 && p->drink_amt < 65) gut++; if (p->eat > 31 && p->eat < 65) gut++; switch (gut) { double ddamage; case 1: ddamage = damage; ddamage *= 0.75; damage = ddamage; break; case 2: ddamage = damage; ddamage *= 0.25; damage = ddamage; break; } sprite[p->i].extra = p->last_extra + damage; } } //--------------------------------------------------------------------------- // // // //--------------------------------------------------------------------------- void shoot_r(int i, int atwith) { short sect, hitsect, hitspr, hitwall, l, sa, p, j, k, scount; int sx, sy, sz, vel, zvel, hitx, hity, hitz, x, oldzvel, dal; uint8_t sizx, sizy; spritetype* s; s = &sprite[i]; sect = s->sectnum; zvel = 0; if (s->picnum == TILE_APLAYER) { p = s->yvel; sx = ps[p].posx; sy = ps[p].posy; sz = ps[p].posz + ps[p].pyoff + (4 << 8); sa = ps[p].getang(); if (isRRRA()) ps[p].crack_time = 777; } else { p = -1; sa = s->ang; sx = s->x; sy = s->y; sz = s->z - ((s->yrepeat * tilesiz[s->picnum].y) << 1) + (4 << 8); sz -= (7 << 8); if (badguy(s)) { sx += (sintable[(sa + 1024 + 96) & 2047] >> 7); sy += (sintable[(sa + 512 + 96) & 2047] >> 7); } } switch (atwith) { case SLINGBLADE: if (!isRRRA()) break; goto rrra_slingblade; case BLOODSPLAT1: case BLOODSPLAT2: case BLOODSPLAT3: case BLOODSPLAT4: if (p >= 0) sa += 64 - (krand() & 127); else sa += 1024 + 64 - (krand() & 127); zvel = 1024 - (krand() & 2047); case KNEE: case GROWSPARK: rrra_slingblade: if (atwith == KNEE || atwith == GROWSPARK || atwith == SLINGBLADE) { if (p >= 0) { zvel = (100 - ps[p].gethorizdiff()) << 5; sz += (6 << 8); sa += 15; } else { j = ps[findplayer(s, &x)].i; zvel = ((sprite[j].z - sz) << 8) / (x + 1); sa = getangle(sprite[j].x - sx, sprite[j].y - sy); } } hitscan(sx, sy, sz, sect, sintable[(sa + 512) & 2047], sintable[sa & 2047], zvel << 6, &hitsect, &hitwall, &hitspr, &hitx, &hity, &hitz, CLIPMASK1); if (isRRRA() && ((sector[hitsect].lotag == 160 && zvel > 0) || (sector[hitsect].lotag == 161 && zvel < 0)) && hitspr == -1 && hitwall == -1) { short ii; for (ii = 0; ii < MAXSPRITES; ii++) { if (sprite[ii].sectnum == hitsect && sprite[ii].picnum == SECTOREFFECTOR && sprite[ii].lotag == 7) { int nx, ny, nz; nx = hitx + (sprite[sprite[ii].owner].x - sprite[ii].x); ny = hity + (sprite[sprite[ii].owner].y - sprite[ii].y); if (sector[hitsect].lotag == 161) { nz = sector[sprite[sprite[ii].owner].sectnum].floorz; } else { nz = sector[sprite[sprite[ii].owner].sectnum].ceilingz; } hitscan(nx, ny, nz, sprite[sprite[ii].owner].sectnum, sintable[(sa + 512) & 2047], sintable[sa & 2047], zvel << 6, &hitsect, &hitwall, &hitspr, &hitx, &hity, &hitz, CLIPMASK1); break; } } } if (atwith == BLOODSPLAT1 || atwith == BLOODSPLAT2 || atwith == BLOODSPLAT3 || atwith == BLOODSPLAT4) { if (FindDistance2D(sx - hitx, sy - hity) < 1024) if (hitwall >= 0 && wall[hitwall].overpicnum != BIGFORCE) if ((wall[hitwall].nextsector >= 0 && hitsect >= 0 && sector[wall[hitwall].nextsector].lotag == 0 && sector[hitsect].lotag == 0 && sector[wall[hitwall].nextsector].lotag == 0 && (sector[hitsect].floorz - sector[wall[hitwall].nextsector].floorz) > (16 << 8)) || (wall[hitwall].nextsector == -1 && sector[hitsect].lotag == 0)) if ((wall[hitwall].cstat & 16) == 0) { if (wall[hitwall].nextsector >= 0) { k = headspritesect[wall[hitwall].nextsector]; while (k >= 0) { if (sprite[k].statnum == 3 && sprite[k].lotag == 13) return; k = nextspritesect[k]; } } if (wall[hitwall].nextwall >= 0 && wall[wall[hitwall].nextwall].hitag != 0) return; if (wall[hitwall].hitag == 0) { k = fi.spawn(i, atwith); sprite[k].xvel = -12; sprite[k].ang = getangle(wall[hitwall].x - wall[wall[hitwall].point2].x, wall[hitwall].y - wall[wall[hitwall].point2].y) + 512; sprite[k].x = hitx; sprite[k].y = hity; sprite[k].z = hitz; sprite[k].cstat |= (krand() & 4); ssp(k, CLIPMASK0); setsprite(k, sprite[k].x, sprite[k].y, sprite[k].z); if (s->picnum == OOZFILTER) sprite[k].pal = 6; } } return; } if (hitsect < 0) break; if ((abs(sx - hitx) + abs(sy - hity)) < 1024) { if (hitwall >= 0 || hitspr >= 0) { if (isRRRA() && atwith == SLINGBLADE) { j = EGS(hitsect, hitx, hity, hitz, SLINGBLADE, -15, 0, 0, sa, 32, 0, i, 4); sprite[j].extra += 50; } else { j = EGS(hitsect, hitx, hity, hitz, KNEE, -15, 0, 0, sa, 32, 0, i, 4); sprite[j].extra += (krand() & 7); } if (p >= 0) { k = fi.spawn(j, SMALLSMOKE); sprite[k].z -= (8 << 8); if (atwith == KNEE) spritesound(KICK_HIT, j); else if (isRRRA() && atwith == SLINGBLADE) spritesound(260, j); } if (p >= 0 && ps[p].steroids_amount > 0 && ps[p].steroids_amount < 400) sprite[j].extra += (max_player_health >> 2); if (hitspr >= 0 && sprite[hitspr].picnum != ACCESSSWITCH && sprite[hitspr].picnum != ACCESSSWITCH2) { fi.checkhitsprite(hitspr, j); if (p >= 0) fi.checkhitswitch(p, hitspr, 1); } else if (hitwall >= 0) { if (wall[hitwall].cstat & 2) if (wall[hitwall].nextsector >= 0) if (hitz >= (sector[wall[hitwall].nextsector].floorz)) hitwall = wall[hitwall].nextwall; if (hitwall >= 0 && wall[hitwall].picnum != ACCESSSWITCH && wall[hitwall].picnum != ACCESSSWITCH2) { fi.checkhitwall(j, hitwall, hitx, hity, hitz, atwith); if (p >= 0) fi.checkhitswitch(p, hitwall, 0); } } } else if (p >= 0 && zvel > 0 && sector[hitsect].lotag == 1) { j = fi.spawn(ps[p].i, WATERSPLASH2); sprite[j].x = hitx; sprite[j].y = hity; sprite[j].ang = ps[p].getang(); // Total tweek sprite[j].xvel = 32; ssp(i, 0); sprite[j].xvel = 0; } } break; case SHOTSPARK1: case SHOTGUN: case CHAINGUN: if (s->extra >= 0) s->shade = -96; if (p >= 0) { j = aim(s, AUTO_AIM_ANGLE); if (j >= 0) { dal = ((sprite[j].xrepeat * tilesiz[sprite[j].picnum].y) << 1) + (5 << 8); zvel = ((sprite[j].z - sz - dal) << 8) / ldist(&sprite[ps[p].i], &sprite[j]); sa = getangle(sprite[j].x - sx, sprite[j].y - sy); } if (atwith == SHOTSPARK1) { if (j == -1) { sa += 16 - (krand() & 31); zvel = (100 - ps[p].gethorizdiff()) << 5; zvel += 128 - (krand() & 255); } } else { if (atwith == SHOTGUN) sa += 64 - (krand() & 127); else sa += 16 - (krand() & 31); if (j == -1) zvel = (100 - ps[p].gethorizdiff()) << 5; zvel += 128 - (krand() & 255); } sz -= (2 << 8); } else { j = findplayer(s, &x); sz -= (4 << 8); zvel = ((ps[j].posz - sz) << 8) / (ldist(&sprite[ps[j].i], s)); if (s->picnum != BOSS1) { zvel += 128 - (krand() & 255); sa += 32 - (krand() & 63); } else { zvel += 128 - (krand() & 255); sa = getangle(ps[j].posx - sx, ps[j].posy - sy) + 64 - (krand() & 127); } } s->cstat &= ~257; hitscan(sx, sy, sz, sect, sintable[(sa + 512) & 2047], sintable[sa & 2047], zvel << 6, &hitsect, &hitwall, &hitspr, &hitx, &hity, &hitz, CLIPMASK1); if (isRRRA() && (((sector[hitsect].lotag == 160 && zvel > 0) || (sector[hitsect].lotag == 161 && zvel < 0)) && hitspr == -1 && hitwall == -1)) { short ii; for (ii = 0; ii < MAXSPRITES; ii++) { if (sprite[ii].sectnum == hitsect && sprite[ii].picnum == SECTOREFFECTOR && sprite[ii].lotag == 7) { int nx, ny, nz; nx = hitx + (sprite[sprite[ii].owner].x - sprite[ii].x); ny = hity + (sprite[sprite[ii].owner].y - sprite[ii].y); if (sector[hitsect].lotag == 161) { nz = sector[sprite[sprite[ii].owner].sectnum].floorz; } else { nz = sector[sprite[sprite[ii].owner].sectnum].ceilingz; } hitscan(nx, ny, nz, sprite[sprite[ii].owner].sectnum, sintable[(sa + 512) & 2047], sintable[sa & 2047], zvel << 6, &hitsect, &hitwall, &hitspr, &hitx, &hity, &hitz, CLIPMASK1); break; } } } s->cstat |= 257; if (hitsect < 0) return; if (atwith == SHOTGUN) if (sector[hitsect].lotag == 1) if (krand() & 1) return; if ((krand() & 15) == 0 && sector[hitsect].lotag == 2) tracers(hitx, hity, hitz, sx, sy, sz, 8 - (ud.multimode >> 1)); if (p >= 0) { k = EGS(hitsect, hitx, hity, hitz, SHOTSPARK1, -15, 10, 10, sa, 0, 0, i, 4); sprite[k].extra = ScriptCode[actorinfo[atwith].scriptaddress]; sprite[k].extra += (krand() % 6); if (hitwall == -1 && hitspr == -1) { if (zvel < 0) { if (sector[hitsect].ceilingstat & 1) { sprite[k].xrepeat = 0; sprite[k].yrepeat = 0; return; } else fi.checkhitceiling(hitsect); } if (sector[hitsect].lotag != 1) fi.spawn(k, SMALLSMOKE); } if (hitspr >= 0) { if (sprite[hitspr].picnum == 1930) return; fi.checkhitsprite(hitspr, k); if (sprite[hitspr].picnum == TILE_APLAYER && (ud.coop != 1 || ud.ffire == 1)) { l = fi.spawn(k, JIBS6); sprite[k].xrepeat = sprite[k].yrepeat = 0; sprite[l].z += (4 << 8); sprite[l].xvel = 16; sprite[l].xrepeat = sprite[l].yrepeat = 24; sprite[l].ang += 64 - (krand() & 127); } else fi.spawn(k, SMALLSMOKE); if (p >= 0 && ( sprite[hitspr].picnum == DIPSWITCH || sprite[hitspr].picnum == DIPSWITCH + 1 || sprite[hitspr].picnum == DIPSWITCH2 || sprite[hitspr].picnum == DIPSWITCH2 + 1 || sprite[hitspr].picnum == DIPSWITCH3 || sprite[hitspr].picnum == DIPSWITCH3 + 1 || (isRRRA() && sprite[hitspr].picnum == RRTILE8660) || sprite[hitspr].picnum == HANDSWITCH || sprite[hitspr].picnum == HANDSWITCH + 1)) { fi.checkhitswitch(p, hitspr, 1); return; } } else if (hitwall >= 0) { fi.spawn(k, SMALLSMOKE); if (fi.isadoorwall(wall[hitwall].picnum) == 1) goto SKIPBULLETHOLE; if (isablockdoor(wall[hitwall].picnum) == 1) goto SKIPBULLETHOLE; if (p >= 0 && ( wall[hitwall].picnum == DIPSWITCH || wall[hitwall].picnum == DIPSWITCH + 1 || wall[hitwall].picnum == DIPSWITCH2 || wall[hitwall].picnum == DIPSWITCH2 + 1 || wall[hitwall].picnum == DIPSWITCH3 || wall[hitwall].picnum == DIPSWITCH3 + 1 || (isRRRA() && wall[hitwall].picnum == RRTILE8660) || wall[hitwall].picnum == HANDSWITCH || wall[hitwall].picnum == HANDSWITCH + 1)) { fi.checkhitswitch(p, hitwall, 0); return; } if (wall[hitwall].hitag != 0 || (wall[hitwall].nextwall >= 0 && wall[wall[hitwall].nextwall].hitag != 0)) goto SKIPBULLETHOLE; if (hitsect >= 0 && sector[hitsect].lotag == 0) if (wall[hitwall].overpicnum != BIGFORCE) if ((wall[hitwall].nextsector >= 0 && sector[wall[hitwall].nextsector].lotag == 0) || (wall[hitwall].nextsector == -1 && sector[hitsect].lotag == 0)) if ((wall[hitwall].cstat & 16) == 0) { if (wall[hitwall].nextsector >= 0) { l = headspritesect[wall[hitwall].nextsector]; while (l >= 0) { if (sprite[l].statnum == 3 && sprite[l].lotag == 13) goto SKIPBULLETHOLE; l = nextspritesect[l]; } } l = headspritestat[5]; while (l >= 0) { if (sprite[l].picnum == BULLETHOLE) if (dist(&sprite[l], &sprite[k]) < (12 + (krand() & 7))) goto SKIPBULLETHOLE; l = nextspritestat[l]; } l = fi.spawn(k, BULLETHOLE); sprite[l].xvel = -1; sprite[l].ang = getangle(wall[hitwall].x - wall[wall[hitwall].point2].x, wall[hitwall].y - wall[wall[hitwall].point2].y) + 512; ssp(l, CLIPMASK0); } SKIPBULLETHOLE: if (wall[hitwall].cstat & 2) if (wall[hitwall].nextsector >= 0) if (hitz >= (sector[wall[hitwall].nextsector].floorz)) hitwall = wall[hitwall].nextwall; fi.checkhitwall(k, hitwall, hitx, hity, hitz, SHOTSPARK1); } } else { k = EGS(hitsect, hitx, hity, hitz, SHOTSPARK1, -15, 24, 24, sa, 0, 0, i, 4); sprite[k].extra = ScriptCode[actorinfo[atwith].scriptaddress]; if (hitspr >= 0) { fi.checkhitsprite(hitspr, k); if (sprite[hitspr].picnum != TILE_APLAYER) fi.spawn(k, SMALLSMOKE); else sprite[k].xrepeat = sprite[k].yrepeat = 0; } else if (hitwall >= 0) fi.checkhitwall(k, hitwall, hitx, hity, hitz, SHOTSPARK1); } if ((krand() & 255) < 10) { vec3_t v{ hitx, hity, hitz }; S_PlaySound3D(PISTOL_RICOCHET, k, &v); } return; case TRIPBOMBSPRITE: j = fi.spawn(i, atwith); sprite[j].xvel = 32; sprite[j].ang = sprite[i].ang; sprite[j].z -= (5 << 8); break; case BOWLINGBALL: j = fi.spawn(i, atwith); sprite[j].xvel = 250; sprite[j].ang = sprite[i].ang; sprite[j].z -= (15 << 8); break; case OWHIP: case UWHIP: if (s->extra >= 0) s->shade = -96; scount = 1; if (atwith == 3471) { vel = 300; sz -= (15 << 8); scount = 1; } else if (atwith == 3475) { vel = 300; sz += (4 << 8); scount = 1; } if (p >= 0) { j = aim(s, AUTO_AIM_ANGLE); if (j >= 0) { dal = ((sprite[j].xrepeat * tilesiz[sprite[j].picnum].y) << 1) - (12 << 8); zvel = ((sprite[j].z - sz - dal) * vel) / ldist(&sprite[ps[p].i], &sprite[j]); sa = getangle(sprite[j].x - sx, sprite[j].y - sy); } else zvel = (100 - ps[p].gethorizdiff()) * 98; } else { j = findplayer(s, &x); // sa = getangle(ps[j].oposx-sx,ps[j].oposy-sy); if (s->picnum == VIXEN) sa -= (krand() & 16); else sa += 16 - (krand() & 31); zvel = (((ps[j].oposz - sz + (3 << 8))) * vel) / ldist(&sprite[ps[j].i], s); } oldzvel = zvel; sizx = 18; sizy = 18; if (p >= 0) sizx = 7, sizy = 7; else sizx = 8, sizy = 8; while (scount > 0) { j = EGS(sect, sx, sy, sz, atwith, -127, sizx, sizy, sa, vel, zvel, i, 4); sprite[j].extra += (krand() & 7); sprite[j].cstat = 128; sprite[j].clipdist = 4; sa = s->ang + 32 - (krand() & 63); zvel = oldzvel + 512 - (krand() & 1023); scount--; } return; case FIRELASER: case SPIT: case COOLEXPLOSION1: if (isRRRA()) { if (atwith != SPIT && s->extra >= 0) s->shade = -96; scount = 1; if (atwith == SPIT) { if (s->picnum == 8705) vel = 600; else vel = 400; } } else { if (s->extra >= 0) s->shade = -96; scount = 1; if (atwith == SPIT) vel = 400; } if (atwith != SPIT) { vel = 840; sz -= (4 << 7); if (s->picnum == 4649) { sx += sintable[(s->ang + 512 + 256) & 2047] >> 6; sy += sintable[(s->ang + 256) & 2047] >> 6; sz += (12 << 8); } if (s->picnum == VIXEN) { sz -= (12 << 8); } } if (p >= 0) { j = aim(s, AUTO_AIM_ANGLE); if (j >= 0) { sx += sintable[(s->ang + 512 + 160) & 2047] >> 7; sy += sintable[(s->ang + 160) & 2047] >> 7; dal = ((sprite[j].xrepeat * tilesiz[sprite[j].picnum].y) << 1) - (12 << 8); zvel = ((sprite[j].z - sz - dal) * vel) / ldist(&sprite[ps[p].i], &sprite[j]); sa = getangle(sprite[j].x - sx, sprite[j].y - sy); } else { sx += sintable[(s->ang + 512 + 160) & 2047] >> 7; sy += sintable[(s->ang + 160) & 2047] >> 7; zvel = (100 - ps[p].gethorizdiff()) * 98; } } else { j = findplayer(s, &x); // sa = getangle(ps[j].oposx-sx,ps[j].oposy-sy); if (s->picnum == HULK) sa -= (krand() & 31); else if (s->picnum == VIXEN) sa -= (krand() & 16); else if (s->picnum != UFOBEAM) sa += 16 - (krand() & 31); zvel = (((ps[j].oposz - sz + (3 << 8))) * vel) / ldist(&sprite[ps[j].i], s); } oldzvel = zvel; if (atwith == SPIT) { sizx = 18; sizy = 18; if (!isRRRA() || s->picnum != MAMA) sz -= (10 << 8); else sz -= (20 << 8); } else { if (atwith == COOLEXPLOSION1) { sizx = 8; sizy = 8; } else if (atwith == FIRELASER) { if (p >= 0) { sizx = 34; sizy = 34; } else { sizx = 18; sizy = 18; } } else { sizx = 18; sizy = 18; } } if (p >= 0) sizx = 7, sizy = 7; while (scount > 0) { j = EGS(sect, sx, sy, sz, atwith, -127, sizx, sizy, sa, vel, zvel, i, 4); sprite[j].extra += (krand() & 7); sprite[j].cstat = 128; sprite[j].clipdist = 4; sa = s->ang + 32 - (krand() & 63); zvel = oldzvel + 512 - (krand() & 1023); if (atwith == FIRELASER) { sprite[j].xrepeat = 8; sprite[j].yrepeat = 8; } scount--; } return; case RPG2: case RRTILE1790: if (isRRRA()) goto rrra_rpg2; else break; case FREEZEBLAST: sz += (3 << 8); case RPG: case SHRINKSPARK: rrra_rpg2: { short var90 = 0; if (s->extra >= 0) s->shade = -96; scount = 1; vel = 644; j = -1; if (p >= 0) { j = aim(s, 48); if (j >= 0) { if (isRRRA() && atwith == RPG2) { if (sprite[j].picnum == HEN || sprite[j].picnum == HENSTAYPUT) var90 = ps[screenpeek].i; else var90 = j; } dal = ((sprite[j].xrepeat * tilesiz[sprite[j].picnum].y) << 1) + (8 << 8); zvel = ((sprite[j].z - sz - dal) * vel) / ldist(&sprite[ps[p].i], &sprite[j]); if (sprite[j].picnum != RECON) sa = getangle(sprite[j].x - sx, sprite[j].y - sy); } else zvel = (100 - ps[p].gethorizdiff()) * 81; if (atwith == RPG) spritesound(RPG_SHOOT, i); else if (isRRRA()) { if (atwith == RPG2) spritesound(244, i); else if (atwith == RRTILE1790) spritesound(94, i); } } else { j = findplayer(s, &x); sa = getangle(ps[j].oposx - sx, ps[j].oposy - sy); if (s->picnum == BOSS3) sz -= (32 << 8); else if (s->picnum == BOSS2) { vel += 128; sz += 24 << 8; } l = ldist(&sprite[ps[j].i], s); zvel = ((ps[j].oposz - sz) * vel) / l; if (badguy(s) && (s->hitag & face_player_smart)) sa = s->ang + (krand() & 31) - 16; } if (p >= 0 && j >= 0) l = j; else l = -1; if (isRRRA() && atwith == RRTILE1790) { zvel = -(10 << 8); vel <<= 1; } j = EGS(sect, sx + (sintable[(348 + sa + 512) & 2047] / 448), sy + (sintable[(sa + 348) & 2047] / 448), sz - (1 << 8), atwith, 0, 14, 14, sa, vel, zvel, i, 4); if (isRRRA()) { if (atwith == RRTILE1790) { sprite[j].extra = 10; sprite[j].zvel = -(10 << 8); } else if (atwith == RPG2) { sprite[j].lotag = var90; sprite[j].hitag = 0; fi.lotsofmoney(&sprite[j], (krand() & 3) + 1); } } sprite[j].extra += (krand() & 7); if (atwith != FREEZEBLAST) sprite[j].yvel = l; else { sprite[j].yvel = numfreezebounces; sprite[j].xrepeat >>= 1; sprite[j].yrepeat >>= 1; sprite[j].zvel -= (2 << 4); } if (p == -1) { if (s->picnum == HULK) { sprite[j].xrepeat = 8; sprite[j].yrepeat = 8; } else if (atwith != FREEZEBLAST) { sprite[j].xrepeat = 30; sprite[j].yrepeat = 30; sprite[j].extra >>= 2; } } else if (ps[p].curr_weapon == TIT_WEAPON) { sprite[j].extra >>= 2; sprite[j].ang += 16 - (krand() & 31); sprite[j].zvel += 256 - (krand() & 511); if (ps[p].hbomb_hold_delay) { sprite[j].x -= sintable[sa & 2047] / 644; sprite[j].y -= sintable[(sa + 1024 + 512) & 2047] / 644; } else { sprite[j].x += sintable[sa & 2047] >> 8; sprite[j].y += sintable[(sa + 1024 + 512) & 2047] >> 8; } sprite[j].xrepeat >>= 1; sprite[j].yrepeat >>= 1; } sprite[j].cstat = 128; if (atwith == RPG || (atwith == RPG2 && isRRRA())) sprite[j].clipdist = 4; else sprite[j].clipdist = 40; } break; case CHEERBOMB: if (!isRRRA()) break; case MORTER: if (s->extra >= 0) s->shade = -96; j = ps[findplayer(s, &x)].i; x = ldist(&sprite[j], s); zvel = -x >> 1; if (zvel < -4096) zvel = -2048; vel = x >> 4; if (atwith == CHEERBOMB) EGS(sect, sx + (sintable[(512 + sa + 512) & 2047] >> 8), sy + (sintable[(sa + 512) & 2047] >> 8), sz + (6 << 8), atwith, -64, 16, 16, sa, vel, zvel, i, 1); else EGS(sect, sx + (sintable[(512 + sa + 512) & 2047] >> 8), sy + (sintable[(sa + 512) & 2047] >> 8), sz + (6 << 8), atwith, -64, 32, 32, sa, vel, zvel, i, 1); break; } return; } //--------------------------------------------------------------------------- // // this is one lousy hack job... // //--------------------------------------------------------------------------- void selectweapon_r(int snum, int j) { int i, k; auto p = &ps[snum]; if (p->last_pissed_time <= (26 * 218) && p->show_empty_weapon == 0 && p->kickback_pic == 0 && p->quick_kick == 0 && sprite[p->i].xrepeat > 8 && p->access_incs == 0 && p->knee_incs == 0) { if ((p->weapon_pos == 0 || (p->holster_weapon && p->weapon_pos == -9))) { if (j == 10 || j == 11) { k = p->curr_weapon; if (isRRRA()) { if (k == CHICKEN_WEAPON) k = CROSSBOW_WEAPON; else if (k == BUZZSAW_WEAPON) k = THROWSAW_WEAPON; else if (k == SLINGBLADE_WEAPON) k = KNEE_WEAPON; } j = (j == 10 ? -1 : 1); i = 0; while (k >= 0 && k < 10) { k += j; if (k == -1) k = 9; else if (k == 10) k = 0; if (p->gotweapon[k] && p->ammo_amount[k] > 0) { j = k; break; } i++; if (i == 10) { fi.addweapon(p, KNEE_WEAPON); break; } } } k = -1; if (j == DYNAMITE_WEAPON && p->ammo_amount[DYNAMITE_WEAPON] == 0) { k = headspritestat[1]; while (k >= 0) { if (sprite[k].picnum == HEAVYHBOMB && sprite[k].owner == p->i) { p->gotweapon.Set(DYNAMITE_WEAPON); j = HANDREMOTE_WEAPON; break; } k = nextspritestat[k]; } } else if (j == KNEE_WEAPON && isRRRA()) { if (p->curr_weapon == KNEE_WEAPON) { p->subweapon = 2; j = SLINGBLADE_WEAPON; } else if (p->subweapon & 2) { p->subweapon = 0; j = KNEE_WEAPON; } } else if (j == CROSSBOW_WEAPON && isRRRA()) { if (screenpeek == snum) pus = NUMPAGES; if (p->curr_weapon == CROSSBOW_WEAPON || p->ammo_amount[CROSSBOW_WEAPON] == 0) { if (p->ammo_amount[CHICKEN_WEAPON] == 0) return; p->subweapon = 4; j = CHICKEN_WEAPON; } else if ((p->subweapon & 4) || p->ammo_amount[CHICKEN_WEAPON] == 0) { p->subweapon = 0; j = CROSSBOW_WEAPON; } } else if (j == THROWSAW_WEAPON) { if (screenpeek == snum) pus = NUMPAGES; if (p->curr_weapon == THROWSAW_WEAPON || p->ammo_amount[THROWSAW_WEAPON] == 0) { p->subweapon = (1 << BUZZSAW_WEAPON); j = BUZZSAW_WEAPON; } else if ((p->subweapon & (1 << BUZZSAW_WEAPON)) || p->ammo_amount[BUZZSAW_WEAPON] == 0) { p->subweapon = 0; j = THROWSAW_WEAPON; } } else if (j == POWDERKEG_WEAPON) { if (screenpeek == snum) pus = NUMPAGES; if (p->curr_weapon == POWDERKEG_WEAPON || p->ammo_amount[POWDERKEG_WEAPON] == 0) { p->subweapon = (1 << BOWLING_WEAPON); j = BOWLING_WEAPON; } else if ((p->subweapon & (1 << BOWLING_WEAPON)) || p->ammo_amount[BOWLING_WEAPON] == 0) { p->subweapon = 0; j = POWDERKEG_WEAPON; } } if (p->holster_weapon) { PlayerSetInput(snum, SK_HOLSTER); p->weapon_pos = -9; } else if (j >= MIN_WEAPON && p->gotweapon[j] && p->curr_weapon != j) switch (j) { case KNEE_WEAPON: fi.addweapon(p, j); break; case SLINGBLADE_WEAPON: if (isRRRA()) { spritesound(496, ps[screenpeek].i); fi.addweapon(p, j); } break; case PISTOL_WEAPON: if (p->ammo_amount[PISTOL_WEAPON] == 0) if (p->show_empty_weapon == 0) { p->last_full_weapon = p->curr_weapon; p->show_empty_weapon = 32; } fi.addweapon(p, PISTOL_WEAPON); break; case CHICKEN_WEAPON: if (!isRRRA()) break; case SHOTGUN_WEAPON: case RIFLEGUN_WEAPON: case CROSSBOW_WEAPON: case TIT_WEAPON: case ALIENBLASTER_WEAPON: case THROWSAW_WEAPON: case BUZZSAW_WEAPON: case POWDERKEG_WEAPON: case BOWLING_WEAPON: if (p->ammo_amount[j] == 0 && p->show_empty_weapon == 0) { p->last_full_weapon = p->curr_weapon; p->show_empty_weapon = 32; } fi.addweapon(p, j); break; case MOTORCYCLE_WEAPON: case BOAT_WEAPON: if (isRRRA()) { if (p->ammo_amount[j] == 0 && p->show_empty_weapon == 0) { p->show_empty_weapon = 32; } fi.addweapon(p, j); } break; case HANDREMOTE_WEAPON: // what's up with this? RR doesn't define this weapon. if (k >= 0) // Found in list of [1]'s { p->curr_weapon = HANDREMOTE_WEAPON; p->last_weapon = -1; p->weapon_pos = 10; } break; case DYNAMITE_WEAPON: if (p->ammo_amount[DYNAMITE_WEAPON] > 0 && p->gotweapon[DYNAMITE_WEAPON]) fi.addweapon(p, DYNAMITE_WEAPON); break; } } } } END_DUKE_NS