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96d78ab9e6
As a reference we would never be able to export this to scripting
548 lines
14 KiB
C++
548 lines
14 KiB
C++
//-------------------------------------------------------------------------
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/*
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Copyright (C) 1996, 2003 - 3D Realms Entertainment
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Copyright (C) 2000, 2003 - Matt Saettler (EDuke Enhancements)
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Copyright (C) 2020 - Christoph Oelckers
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This file is part of Enhanced Duke Nukem 3D version 1.5 - Atomic Edition
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Duke Nukem 3D is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License
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as published by the Free Software Foundation; either version 2
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of the License, or (at your option) any later version.
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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., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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Original Source: 1996 - Todd Replogle
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Prepared for public release: 03/21/2003 - Charlie Wiederhold, 3D Realms
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EDuke enhancements integrated: 04/13/2003 - Matt Saettler
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Note: EDuke source was in transition. Changes are in-progress in the
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source as it is released.
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*/
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//-------------------------------------------------------------------------
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#include "ns.h"
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#include "global.h"
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#include "gamevar.h"
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#include "names_d.h"
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#include "dukeactor.h"
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BEGIN_DUKE_NS
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int operateTripbomb(int snum);
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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 DoFire(struct player_struct* p, short snum)
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{
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int i;
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if (aplWeaponWorksLike[p->curr_weapon][snum] != KNEE_WEAPON)
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{
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p->ammo_amount[p->curr_weapon]--;
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}
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if (aplWeaponFireSound[p->curr_weapon][snum])
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{
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S_PlayActorSound(aplWeaponFireSound[p->curr_weapon][snum], p->GetActor());
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}
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SetGameVarID(g_iWeaponVarID, p->curr_weapon, p->GetActor(), snum);
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SetGameVarID(g_iWorksLikeVarID, aplWeaponWorksLike[p->curr_weapon][snum], p->GetActor(), snum);
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fi.shoot(p->GetActor(), aplWeaponShoots[p->curr_weapon][snum]);
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for (i = 1; i < aplWeaponShotsPerBurst[p->curr_weapon][snum]; i++)
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{
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fi.shoot(p->GetActor(), aplWeaponShoots[p->curr_weapon][snum]);
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if (aplWeaponFlags[p->curr_weapon][snum] & WEAPON_FLAG_AMMOPERSHOT)
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{
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p->ammo_amount[p->curr_weapon]--;
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}
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}
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if (!(aplWeaponFlags[p->curr_weapon][snum] & WEAPON_FLAG_NOVISIBLE))
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{
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// make them visible if not set...
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lastvisinc = PlayClock + 32;
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p->visibility = 0;
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}
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if ( //!(aplWeaponFlags[p->curr_weapon][snum] & WEAPON_FLAG_CHECKATRELOAD) &&
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aplWeaponReload[p->curr_weapon][snum] > aplWeaponTotalTime[p->curr_weapon][snum]
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&& p->ammo_amount[p->curr_weapon] > 0
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&& (aplWeaponClip[p->curr_weapon][snum])
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&& ((p->ammo_amount[p->curr_weapon] % (aplWeaponClip[p->curr_weapon][snum])) == 0)
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)
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{
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// do clip check...
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p->kickback_pic = aplWeaponTotalTime[p->curr_weapon][snum];
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// is same as p->kickback_pic....
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}
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if (aplWeaponWorksLike[p->curr_weapon][snum] != KNEE_WEAPON)
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{
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checkavailweapon(p);
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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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//---------------------------------------------------------------------------
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void DoSpawn(struct player_struct *p, short snum)
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{
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if(!aplWeaponSpawn[p->curr_weapon][snum])
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return;
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auto j = spawn(p->GetActor(), aplWeaponSpawn[p->curr_weapon][snum]);
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if((aplWeaponFlags[p->curr_weapon][snum] & WEAPON_FLAG_SPAWNTYPE2 ) )
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{
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// like shotgun shells
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j->s->ang += 1024;
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ssp(j,CLIPMASK0);
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j->s->ang += 1024;
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// p->kickback_pic++;
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}
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else if((aplWeaponFlags[p->curr_weapon][snum] & WEAPON_FLAG_SPAWNTYPE3 ) )
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{
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// like chaingun shells
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j->s->ang += 1024;
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j->s->ang &= 2047;
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j->s->xvel += 32;
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j->s->z += (3<<8);
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ssp(j,CLIPMASK0);
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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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//---------------------------------------------------------------------------
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void fireweapon_ww(int snum)
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{
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auto p = &ps[snum];
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auto pact = p->GetActor();
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p->crack_time = CRACK_TIME;
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if (p->holster_weapon == 1)
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{
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if (p->last_pissed_time <= (26 * 218) && p->weapon_pos == -9)
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{
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p->holster_weapon = 0;
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p->oweapon_pos = p->weapon_pos = 10;
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FTA(74, p);
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}
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}
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else
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{
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SetGameVarID(g_iReturnVarID, 0, p->GetActor(), snum);
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SetGameVarID(g_iWeaponVarID, p->curr_weapon, p->GetActor(), snum);
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SetGameVarID(g_iWorksLikeVarID, aplWeaponWorksLike[p->curr_weapon][snum], p->GetActor(), snum);
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OnEvent(EVENT_FIRE, snum, p->GetActor(), -1);
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if (GetGameVarID(g_iReturnVarID, p->GetActor(), snum) == 0)
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{
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switch (aplWeaponWorksLike[p->curr_weapon][snum])
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{
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case HANDBOMB_WEAPON:
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p->hbomb_hold_delay = 0;
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if (p->ammo_amount[p->curr_weapon] > 0)
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{
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p->kickback_pic = 1;
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if (aplWeaponInitialSound[p->curr_weapon][snum])
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{
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S_PlayActorSound(aplWeaponInitialSound[p->curr_weapon][snum], pact);
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}
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}
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break;
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case HANDREMOTE_WEAPON:
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p->hbomb_hold_delay = 0;
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p->kickback_pic = 1;
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if (aplWeaponInitialSound[p->curr_weapon][snum])
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{
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S_PlayActorSound(aplWeaponInitialSound[p->curr_weapon][snum], pact);
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}
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break;
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case PISTOL_WEAPON:
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if (p->ammo_amount[p->curr_weapon] > 0)
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{
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// p->ammo_amount[p->curr_weapon]--;
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p->kickback_pic = 1;
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if (aplWeaponInitialSound[p->curr_weapon][snum])
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{
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S_PlayActorSound(aplWeaponInitialSound[p->curr_weapon][snum], pact);
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}
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}
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break;
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case CHAINGUN_WEAPON:
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if (p->ammo_amount[p->curr_weapon] > 0)
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{
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p->kickback_pic = 1;
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if (aplWeaponInitialSound[p->curr_weapon][snum])
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{
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S_PlayActorSound(aplWeaponInitialSound[p->curr_weapon][snum], pact);
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}
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}
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break;
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case SHOTGUN_WEAPON:
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if (p->ammo_amount[p->curr_weapon] > 0 && p->random_club_frame == 0)
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{
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p->kickback_pic = 1;
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if (aplWeaponInitialSound[p->curr_weapon][snum])
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{
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S_PlayActorSound(aplWeaponInitialSound[p->curr_weapon][snum], pact);
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}
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}
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break;
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case TRIPBOMB_WEAPON:
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if (operateTripbomb(snum))
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{
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p->kickback_pic = 1;
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if (aplWeaponInitialSound[p->curr_weapon][snum])
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{
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S_PlayActorSound(aplWeaponInitialSound[p->curr_weapon][snum], pact);
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}
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}
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break;
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case SHRINKER_WEAPON:
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if (p->ammo_amount[p->curr_weapon] > 0)
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{
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p->kickback_pic = 1;
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if (aplWeaponInitialSound[p->curr_weapon][snum])
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{
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S_PlayActorSound(aplWeaponInitialSound[p->curr_weapon][snum], pact);
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}
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}
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break;
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case GROW_WEAPON:
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if (p->ammo_amount[p->curr_weapon] > 0)
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{
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p->kickback_pic = 1;
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if (aplWeaponInitialSound[p->curr_weapon][snum])
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{
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S_PlayActorSound(aplWeaponInitialSound[p->curr_weapon][snum], pact);
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}
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}
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break;
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case FREEZE_WEAPON:
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if (p->ammo_amount[p->curr_weapon] > 0)
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{
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p->kickback_pic = 1;
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if (aplWeaponInitialSound[p->curr_weapon][snum])
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{
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S_PlayActorSound(aplWeaponInitialSound[p->curr_weapon][snum], pact);
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}
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}
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break;
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case DEVISTATOR_WEAPON:
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if (p->ammo_amount[p->curr_weapon] > 0)
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{
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p->kickback_pic = 1;
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p->hbomb_hold_delay = !p->hbomb_hold_delay;
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if (aplWeaponInitialSound[p->curr_weapon][snum])
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{
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S_PlayActorSound(aplWeaponInitialSound[p->curr_weapon][snum], pact);
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}
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}
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break;
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case RPG_WEAPON:
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if (p->ammo_amount[RPG_WEAPON] > 0)
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{
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p->kickback_pic = 1;
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if (aplWeaponInitialSound[p->curr_weapon][snum])
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{
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S_PlayActorSound(aplWeaponInitialSound[p->curr_weapon][snum], pact);
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}
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}
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break;
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case KNEE_WEAPON:
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if (p->quick_kick == 0)
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{
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p->kickback_pic = 1;
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if (aplWeaponInitialSound[p->curr_weapon][snum])
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{
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S_PlayActorSound(aplWeaponInitialSound[p->curr_weapon][snum], pact);
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}
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}
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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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//---------------------------------------------------------------------------
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//
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//
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//
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//---------------------------------------------------------------------------
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void operateweapon_ww(int snum, ESyncBits actions, int psect)
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{
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auto p = &ps[snum];
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auto pact = p->GetActor();
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int i, k;
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int psectlotag = sector[psect].lotag;
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// already firing...
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if (aplWeaponWorksLike[p->curr_weapon][snum] == HANDBOMB_WEAPON)
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{
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if (aplWeaponHoldDelay[p->curr_weapon][snum] // there is a hold delay
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&& (p->kickback_pic == aplWeaponFireDelay[p->curr_weapon][snum]) // and we are 'at' hold
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&& (actions & SB_FIRE) // and 'fire' button is still down
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)
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// just hold here...
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{
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p->rapid_fire_hold = 1;
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return;
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}
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p->kickback_pic++;
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if (p->kickback_pic == aplWeaponHoldDelay[p->curr_weapon][snum])
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{
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p->ammo_amount[p->curr_weapon]--;
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if (p->on_ground && (actions & SB_CROUCH))
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{
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k = 15;
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i = MulScale(p->horizon.sum().asq16(), 20, 16);
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}
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else
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{
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k = 140;
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i = -512 - MulScale(p->horizon.sum().asq16(), 20, 16);
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}
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auto j = EGS(p->cursectnum,
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p->posx + p->angle.ang.bcos(-6),
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p->posy + p->angle.ang.bsin(-6),
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p->posz, HEAVYHBOMB, -16, 9, 9,
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p->angle.ang.asbuild(), (k + (p->hbomb_hold_delay << 5)), i, p->GetActor(), 1);
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{
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int lGrenadeLifetime = GetGameVar("GRENADE_LIFETIME", NAM_GRENADE_LIFETIME, nullptr, snum);
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int lGrenadeLifetimeVar = GetGameVar("GRENADE_LIFETIME_VAR", NAM_GRENADE_LIFETIME_VAR, nullptr, snum);
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// set timer. blows up when at zero....
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j->s->extra = lGrenadeLifetime
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+ MulScale(krand(), lGrenadeLifetimeVar, 14)
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- lGrenadeLifetimeVar;
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}
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if (k == 15)
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{
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j->s->yvel = 3;
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j->s->z += (8 << 8);
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}
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k = hits(p->GetActor());
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if (k < 512)
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{
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j->s->ang += 1024;
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j->s->zvel /= 3;
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j->s->xvel /= 3;
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}
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p->hbomb_on = 1;
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}
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else if (p->kickback_pic < aplWeaponHoldDelay[p->curr_weapon][snum] &&
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(actions & SB_CROUCH))
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{
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p->hbomb_hold_delay++;
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}
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else if (p->kickback_pic > aplWeaponTotalTime[p->curr_weapon][snum])
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{
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p->okickback_pic = p->kickback_pic = 0;
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// don't change to remote when in NAM: grenades are timed
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checkavailweapon(p);
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}
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}
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else if (aplWeaponWorksLike[p->curr_weapon][snum] == HANDREMOTE_WEAPON)
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{
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p->kickback_pic++;
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if (p->kickback_pic == aplWeaponFireDelay[p->curr_weapon][snum])
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{
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if (aplWeaponFlags[p->curr_weapon][snum] & WEAPON_FLAG_BOMB_TRIGGER)
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{
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p->hbomb_on = 0;
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}
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if (aplWeaponShoots[p->curr_weapon][snum] != 0)
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{
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if (!(aplWeaponFlags[p->curr_weapon][snum] & WEAPON_FLAG_NOVISIBLE))
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{
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// make them visible if not set...
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lastvisinc = PlayClock + 32;
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p->visibility = 0;
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}
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SetGameVarID(g_iWeaponVarID, p->curr_weapon, p->GetActor(), snum);
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SetGameVarID(g_iWorksLikeVarID, aplWeaponWorksLike[p->curr_weapon][snum], p->GetActor(), snum);
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fi.shoot(p->GetActor(), aplWeaponShoots[p->curr_weapon][snum]);
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}
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}
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if (p->kickback_pic >= aplWeaponTotalTime[p->curr_weapon][snum])
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{
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p->okickback_pic = p->kickback_pic = 0;
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/// WHAT THE HELL DOES THIS DO....?????????????
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if (p->ammo_amount[TRIPBOMB_WEAPON] > 0)
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fi.addweapon(p, TRIPBOMB_WEAPON);
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else
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checkavailweapon(p);
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}
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}
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else
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{
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// the basic weapon...
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p->kickback_pic++;
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if (aplWeaponFlags[p->curr_weapon][snum] & WEAPON_FLAG_CHECKATRELOAD)
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{
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if (p->kickback_pic == aplWeaponReload[p->curr_weapon][snum])
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{
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checkavailweapon(p);
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}
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}
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if (aplWeaponFlags[p->curr_weapon][snum] & WEAPON_FLAG_STANDSTILL
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&& p->kickback_pic < (aplWeaponFireDelay[p->curr_weapon][snum] + 1))
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{
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p->posz = p->oposz;
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p->poszv = 0;
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}
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if (p->kickback_pic == aplWeaponSound2Time[p->curr_weapon][snum])
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{
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if (aplWeaponSound2Sound[p->curr_weapon][snum])
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{
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S_PlayActorSound(aplWeaponSound2Sound[p->curr_weapon][snum], pact);
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}
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}
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if (p->kickback_pic == aplWeaponSpawnTime[p->curr_weapon][snum])
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{
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DoSpawn(p, snum);
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}
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if (p->kickback_pic == aplWeaponFireDelay[p->curr_weapon][snum])
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{
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DoFire(p, snum);
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}
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if (p->kickback_pic > aplWeaponFireDelay[p->curr_weapon][snum]
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&& p->kickback_pic < aplWeaponTotalTime[p->curr_weapon][snum])
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{
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if (aplWeaponFlags[p->curr_weapon][snum] & WEAPON_FLAG_AUTOMATIC)
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{ // an 'automatic'
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if ((actions & SB_FIRE) == 0)
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{
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p->kickback_pic = aplWeaponTotalTime[p->curr_weapon][snum];
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}
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if (aplWeaponFlags[p->curr_weapon][snum] & WEAPON_FLAG_FIREEVERYTHIRD)
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{
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if (((p->kickback_pic) % 3) == 0)
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{
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DoFire(p, snum);
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DoSpawn(p, snum);
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}
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}
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if (aplWeaponFlags[p->curr_weapon][snum] & WEAPON_FLAG_FIREEVERYOTHER)
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{
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// fire every other...
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DoFire(p, snum);
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DoSpawn(p, snum);
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}
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} // 'automatic
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}
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else if (p->kickback_pic >= aplWeaponTotalTime[p->curr_weapon][snum])
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{
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if ( //!(aplWeaponFlags[p->curr_weapon][snum] & WEAPON_FLAG_CHECKATRELOAD) &&
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aplWeaponReload[p->curr_weapon][snum] > aplWeaponTotalTime[p->curr_weapon][snum]
|
|
&& p->ammo_amount[p->curr_weapon] > 0
|
|
&& (aplWeaponClip[p->curr_weapon][snum])
|
|
&& ((p->ammo_amount[p->curr_weapon] % (aplWeaponClip[p->curr_weapon][snum])) == 0)
|
|
)
|
|
{
|
|
// reload in progress...
|
|
int i;
|
|
i = aplWeaponReload[p->curr_weapon][snum] - aplWeaponTotalTime[p->curr_weapon][snum];
|
|
// time for 'reload'
|
|
|
|
if (p->kickback_pic == (aplWeaponTotalTime[p->curr_weapon][snum] + 1))
|
|
{ // eject shortly after 'total time'
|
|
S_PlayActorSound(EJECT_CLIP, pact);
|
|
}
|
|
else if (p->kickback_pic == (aplWeaponReload[p->curr_weapon][snum] - (i / 3)))
|
|
{
|
|
// insert occurs 2/3 of way through reload delay
|
|
S_PlayActorSound(INSERT_CLIP, pact);
|
|
}
|
|
|
|
if (p->kickback_pic >= (aplWeaponReload[p->curr_weapon][snum]))
|
|
{
|
|
p->okickback_pic = p->kickback_pic = 0;
|
|
}
|
|
|
|
}
|
|
else
|
|
{
|
|
if (aplWeaponFlags[p->curr_weapon][snum] & WEAPON_FLAG_AUTOMATIC)
|
|
{ // an 'automatic'
|
|
if (actions & SB_FIRE)
|
|
{
|
|
// we are an AUTOMATIC. Fire again...
|
|
if (aplWeaponFlags[p->curr_weapon][snum] & WEAPON_FLAG_RANDOMRESTART)
|
|
{
|
|
p->kickback_pic = 1 + (krand() & 3);
|
|
}
|
|
else
|
|
{
|
|
p->kickback_pic = 1;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
p->okickback_pic = p->kickback_pic = 0;
|
|
}
|
|
}
|
|
else
|
|
{ // not 'automatic' and >totaltime
|
|
p->okickback_pic = p->kickback_pic = 0;
|
|
}
|
|
}
|
|
}
|
|
} // process the event ourselves if no handler provided.
|
|
}
|
|
|
|
|
|
END_DUKE_NS
|