raze-gles/source/sw/src/panel.cpp

8076 lines
214 KiB
C++

//-------------------------------------------------------------------------
/*
Copyright (C) 1997, 2005 - 3D Realms Entertainment
This file is part of Shadow Warrior version 1.2
Shadow Warrior 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., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
Original Source: 1997 - Frank Maddin and Jim Norwood
Prepared for public release: 03/28/2005 - Charlie Wiederhold, 3D Realms
*/
//-------------------------------------------------------------------------
#undef MAIN
#include "build.h"
#include "common.h"
#include "keys.h"
#include "names2.h"
#include "panel.h"
#include "lists.h"
#include "game.h"
#include "common_game.h"
#include "network.h"
#include "pal.h"
#include "vis.h"
#include "text.h"
#include "player.h"
#include "weapon.h"
#include "fx_man.h"
//#define UK_VERSION TRUE
#define PANF_UZI_XFLIP (BIT(21))
extern SWBOOL UsingMenus;
#define XDIM 320
#define YDIM 200
typedef struct
{
short xoff, yoff, skip;
int lo_jump_speed, hi_jump_speed, lo_xspeed, hi_xspeed;
PANEL_STATEp state[2];
} PANEL_SHRAP, *PANEL_SHRAPp;
PANEL_SPRITEp pSpawnFullScreenSprite(PLAYERp pp, short pic, short pri, int x, int y);
void DisplayFragNumbers(PLAYERp pp_kill_chg);
void PanelInvTestSuicide(PANEL_SPRITEp psp);
void InsertPanelSprite(PLAYERp pp, PANEL_SPRITEp psp);
void pKillSprite(PANEL_SPRITEp psp);
void pWeaponBob(PANEL_SPRITEp psp, short condition);
void pSuicide(PANEL_SPRITEp psp);
void pNextState(PANEL_SPRITEp psp);
void pStatePlusOne(PANEL_SPRITEp psp);
void pSetState(PANEL_SPRITEp psp, PANEL_STATEp panel_state);
void pStateControl(PANEL_SPRITEp psp);
int DoPanelFall(PANEL_SPRITEp psp);
int DoBeginPanelFall(PANEL_SPRITEp psp);
int DoPanelJump(PANEL_SPRITEp psp);
int DoBeginPanelJump(PANEL_SPRITEp psp);
void SpawnHeartBlood(PANEL_SPRITEp psp);
void SpawnUziShell(PANEL_SPRITEp psp);
void PlayerUpdateWeaponSummary(PLAYERp pp,short UpdateWeaponNum);
SWBOOL pWeaponUnHideKeys(PANEL_SPRITEp psp, PANEL_STATEp state);
SWBOOL pWeaponHideKeys(PANEL_SPRITEp psp, PANEL_STATEp state);
void pHotHeadOverlays(PANEL_SPRITEp psp, short mode);
char UziRecoilYadj = 0;
extern SWBOOL QuitFlag;
extern short screenpeek;
BORDER_INFO BorderInfo;
ANIMATOR NullAnimator;
pANIMATOR pNullAnimator;
int InitStar(PLAYERp);
int ChangeWeapon(PLAYERp);
ANIMATOR InitFire;
int
NullAnimator(short SpriteNum)
{
return 0;
}
void pNullAnimator(PANEL_SPRITEp psp)
{
return;
}
PANEL_SPRITEp
pFindMatchingSprite(PLAYERp pp, int x, int y, short pri)
{
PANEL_SPRITEp nsp;
PANEL_SPRITEp psp=NULL, next;
TRAVERSE(&pp->PanelSpriteList, psp, next)
{
// early out
if (psp->priority > pri)
return NULL;
if (psp->x == x && psp->y == y && psp->priority == pri)
{
return psp;
}
}
return NULL;
}
PANEL_SPRITEp
pFindMatchingSpriteID(PLAYERp pp, short id, int x, int y, short pri)
{
PANEL_SPRITEp nsp;
PANEL_SPRITEp psp=NULL, next;
TRAVERSE(&pp->PanelSpriteList, psp, next)
{
// early out
if (psp->priority > pri)
return NULL;
if (psp->ID == id && psp->x == x && psp->y == y && psp->priority == pri)
{
return psp;
}
}
return NULL;
}
SWBOOL
pKillScreenSpiteIDs(PLAYERp pp, short id)
{
PANEL_SPRITEp nsp=NULL;
PANEL_SPRITEp psp=NULL, next;
SWBOOL found = FALSE;
// Kill ALL sprites with the correct id
TRAVERSE(&pp->PanelSpriteList, psp, next)
{
if (psp->ID == id)
{
pKillSprite(psp);
found = TRUE;
}
}
return found;
}
// Used to sprites in the view at correct aspect ratio and x,y location.
PANEL_SPRITEp
pSpawnFullViewSprite(PLAYERp pp, short pic, short pri, int x, int y)
{
PANEL_SPRITEp nsp;
if ((nsp = pFindMatchingSprite(pp, x, y, pri)) == NULL)
{
nsp = pSpawnSprite(pp, NULL, pri, x, y);
}
nsp->numpages = numpages;
nsp->picndx = -1;
nsp->picnum = pic;
nsp->x1 = 0;
nsp->y1 = 0;
nsp->x2 = xdim - 1;
nsp->y2 = ydim - 1;
SET(nsp->flags, PANF_STATUS_AREA | PANF_SCREEN_CLIP);
return nsp;
}
// Used to display panel info at correct aspect ratio and x,y location on the
// status panel. Sprites will kill themselves after writing to all pages.
PANEL_SPRITEp
pSpawnFullScreenSprite(PLAYERp pp, short pic, short pri, int x, int y)
{
PANEL_SPRITEp nsp;
if ((nsp = pFindMatchingSprite(pp, x, y, pri)) == NULL)
{
nsp = pSpawnSprite(pp, NULL, pri, x, y);
}
nsp->numpages = numpages;
nsp->picndx = -1;
nsp->picnum = pic;
nsp->x1 = 0;
nsp->y1 = 0;
nsp->x2 = xdim - 1;
nsp->y2 = ydim - 1;
SET(nsp->flags, PANF_STATUS_AREA | PANF_SCREEN_CLIP | PANF_KILL_AFTER_SHOW);
return nsp;
}
void pSetSuicide(PANEL_SPRITEp psp)
{
//SET(psp->flags, PANF_SUICIDE);
//psp->State = NULL;
psp->PanelSpriteFunc = pSuicide;
}
void pToggleCrosshair(PLAYERp pp)
{
if (gs.Crosshair)
gs.Crosshair = FALSE;
else
gs.Crosshair = TRUE;
}
// Player has a chance of yelling out during combat, when firing a weapon.
void DoPlayerChooseYell(PLAYERp pp)
{
int choose_snd = 0;
short weapon;
weapon = TEST(pp->input.bits, SK_WEAPON_MASK);
if (weapon == WPN_FIST)
{
if (RANDOM_RANGE(1000) < 900) return;
}
else if (RANDOM_RANGE(1000) < 990) return;
choose_snd = STD_RANDOM_RANGE(MAX_YELLSOUNDS);
if (pp == Player+myconnectindex)
PlayerSound(PlayerYellVocs[choose_snd],&pp->posx,&pp->posy,&pp->posz,v3df_follow|v3df_dontpan,pp);
}
void ArmorCalc(int damage_amt, int *armor_damage, int *player_damage)
{
int damage_percent;
if (damage_amt == 1)
{
*player_damage = RANDOM_P2(2<<8)>>8;
*armor_damage = 1;
return;
}
// note: this could easily be converted to a mulscale and save a
// bit of processing for floats
damage_percent = ((0.6 * damage_amt)+0.5);
*player_damage = damage_amt - damage_percent;
*armor_damage = damage_percent;
}
void
PlayerUpdateHealth(PLAYERp pp, short value)
{
USERp u = User[pp->PlayerSprite];
short x,y;
#define PANEL_HEALTH_BOX_X 20
#define PANEL_BOX_Y (174-6)
#define PANEL_HEALTH_XOFF 2
#define PANEL_HEALTH_YOFF 4
#define HEALTH_ERASE 2401
if (Prediction)
return;
if (GodMode)
{
if (value < 0)
return;
}
if (TEST(pp->Flags, PF_DEAD))
return;
if (value < 0)
{
SWBOOL IsChem = FALSE;
SWBOOL NoArmor = FALSE;
if (value <= -2000)
{
value += 2000;
NoArmor = TRUE;
}
else if (value <= -1000)
{
//DSPRINTF(ds,"value = %d\n",value);
MONO_PRINT(ds);
value += 1000;
IsChem = TRUE;
}
// TAKE SOME DAMAGE
u->LastDamage = -value;
// adjust for armor
if (pp->Armor && !NoArmor)
{
int armor_damage, player_damage;
ArmorCalc(labs(value), &armor_damage, &player_damage);
PlayerUpdateArmor(pp, -armor_damage);
value = -player_damage;
}
u->Health += value;
if (value < 0)
{
int choosesnd = 0;
choosesnd = RANDOM_RANGE(MAX_PAIN);
if (u->Health > 50)
{
PlayerSound(PlayerPainVocs[choosesnd],&pp->posx,
&pp->posy,&pp->posy,v3df_dontpan|v3df_doppler|v3df_follow,pp);
}
else
{
PlayerSound(PlayerLowHealthPainVocs[choosesnd],&pp->posx,
&pp->posy,&pp->posy,v3df_dontpan|v3df_doppler|v3df_follow,pp);
}
}
// Do redness based on damage taken.
if (pp == Player + screenpeek)
{
if (IsChem)
SetFadeAmt(pp,-40,144); // ChemBomb green color
else
{
if (value <= -10)
SetFadeAmt(pp,value,112);
else if (value > -10 && value < 0)
SetFadeAmt(pp,-20,112);
}
}
if (u->Health <= 100)
pp->MaxHealth = 100; // Reset max health if sank below 100
}
else
{
// ADD SOME HEALTH
if (value > 1000)
u->Health += (value-1000);
else
{
if (u->Health < pp->MaxHealth)
{
u->Health+=value;
}
}
if (value >= 1000)
value -= 1000; // Strip out high value
}
if (u->Health < 0)
u->Health = 0;
if (u->Health > pp->MaxHealth)
u->Health = pp->MaxHealth;
if (gs.BorderNum < BORDER_BAR || pp - Player != screenpeek)
return;
// erase old info
pSpawnFullScreenSprite(pp, HEALTH_ERASE, PRI_MID, PANEL_HEALTH_BOX_X, PANEL_BOX_Y);
x = PANEL_HEALTH_BOX_X + PANEL_HEALTH_XOFF;
y = PANEL_BOX_Y + PANEL_HEALTH_YOFF;
DisplayPanelNumber(pp, x, y, u->Health);
}
void
PlayerUpdateAmmo(PLAYERp pp, short UpdateWeaponNum, short value)
{
USERp u = User[pp->PlayerSprite];
short x,y;
short WeaponNum,min_ammo;
#define PANEL_AMMO_BOX_X 197
#define PANEL_AMMO_XOFF 1
#define PANEL_AMMO_YOFF 4
#define AMMO_ERASE 2404
if (Prediction)
return;
if (DamageData[UpdateWeaponNum].max_ammo == -1)
{
if (gs.BorderNum < BORDER_BAR || pp - Player != screenpeek)
return;
// erase old info
pSpawnFullScreenSprite(pp, AMMO_ERASE, PRI_MID, PANEL_AMMO_BOX_X, PANEL_BOX_Y);
//pSpawnFullScreenSprite(pp, AMMO_ERASE, PRI_FRONT_MAX+1, PANEL_AMMO_BOX_X, PANEL_BOX_Y);
return;
}
WeaponNum = UpdateWeaponNum;
// get the WeaponNum of the ammo
if (DamageData[UpdateWeaponNum].with_weapon != -1)
{
WeaponNum = DamageData[UpdateWeaponNum].with_weapon;
}
pp->WpnAmmo[WeaponNum] += value;
if (pp->WpnAmmo[WeaponNum] <= 0)
{
// star and mine
if (TEST(WeaponIsAmmo, BIT(WeaponNum)))
RESET(pp->WpnFlags, BIT(WeaponNum));
pp->WpnAmmo[WeaponNum] = 0;
}
if (pp->WpnAmmo[WeaponNum] > DamageData[WeaponNum].max_ammo)
{
pp->WpnAmmo[WeaponNum] = DamageData[WeaponNum].max_ammo;
}
if (gs.BorderNum < BORDER_BAR || pp - Player != screenpeek)
return;
PlayerUpdateWeaponSummary(pp, WeaponNum);
if (UpdateWeaponNum != u->WeaponNum)
return;
// erase old info
pSpawnFullScreenSprite(pp, AMMO_ERASE, PRI_MID, PANEL_AMMO_BOX_X, PANEL_BOX_Y);
x = PANEL_AMMO_BOX_X + PANEL_AMMO_XOFF;
y = PANEL_BOX_Y + PANEL_AMMO_YOFF;
DisplayPanelNumber(pp, x, y, pp->WpnAmmo[WeaponNum]);
}
void
PlayerUpdateWeaponSummary(PLAYERp pp, short UpdateWeaponNum)
{
USERp u = User[pp->PlayerSprite];
short x,y;
short pos;
short column;
short WeaponNum,wpntmp;
short color,shade;
#define WSUM_X 93
#define WSUM_Y PANEL_BOX_Y+1
#define WSUM_XOFF 25
#define WSUM_YOFF 6
static short wsum_xoff[3] = {0,36,66};
static const char *wsum_fmt1[3] = {"%d:", "%d:", "%d:"};
static const char *wsum_fmt2[3] = {"%3d/%-3d", "%2d/%-2d", "%2d/%-2d"};
static short wsum_back_pic[3] = {2405, 2406, 2406};
if (Prediction)
return;
WeaponNum = UpdateWeaponNum;
if (DamageData[WeaponNum].with_weapon != -1)
{
WeaponNum = DamageData[WeaponNum].with_weapon;
}
if (gs.BorderNum < BORDER_BAR || pp - Player != screenpeek)
return;
pos = WeaponNum-1;
column = pos/3;
if (column > 2) column = 2;
x = WSUM_X + wsum_xoff[column];
y = WSUM_Y + (WSUM_YOFF * (pos%3));
// erase old info
pSpawnFullScreenSprite(pp, wsum_back_pic[column], PRI_MID, x, y);
if (UpdateWeaponNum == u->WeaponNum)
{
shade = 0;
color = 0;
}
else
{
shade = 11;
color = 0;
}
wpntmp = WeaponNum+1;
if (wpntmp > 9)
wpntmp = 0;
sprintf(ds, wsum_fmt1[column], wpntmp);
if (TEST(pp->WpnFlags, BIT(WeaponNum)))
DisplaySummaryString(pp, x, y, 1, shade, ds);
else
DisplaySummaryString(pp, x, y, 2, shade+6, ds);
sprintf(ds, wsum_fmt2[column], pp->WpnAmmo[WeaponNum], DamageData[WeaponNum].max_ammo);
DisplaySummaryString(pp, x+6, y, color, shade, ds);
}
void PlayerUpdateWeaponSummaryAll(PLAYERp pp)
{
short i;
if (Prediction)
return;
for (i = WPN_STAR; i <= WPN_HEART; i++)
{
PlayerUpdateWeaponSummary(pp, i);
}
}
void
PlayerUpdateWeapon(PLAYERp pp, short WeaponNum)
{
USERp u = User[pp->PlayerSprite];
// Weapon Change
if (Prediction)
return;
u->WeaponNum = WeaponNum;
if (gs.BorderNum < BORDER_BAR || pp - Player != screenpeek)
return;
PlayerUpdateAmmo(pp, u->WeaponNum, 0);
PlayerUpdateWeaponSummaryAll(pp);
}
void
PlayerUpdateKills(PLAYERp pp, short value)
{
USERp u = User[pp->PlayerSprite];
#define PANEL_KILLS_X 31
#define PANEL_KILLS_Y 164
if (Prediction)
return;
if (gNet.MultiGameType == MULTI_GAME_COOPERATIVE)
return;
// Team play
if (gNet.MultiGameType == MULTI_GAME_COMMBAT && gNet.TeamPlay)
{
short pnum;
PLAYERp opp;
TRAVERSE_CONNECT(pnum)
{
opp = Player + pnum;
// for everyone on the same team
if (opp != pp && User[opp->PlayerSprite]->spal == User[pp->PlayerSprite]->spal)
{
opp->Kills += value;
if (opp->Kills > 999)
opp->Kills = 0;
if (opp->Kills < -99)
opp->Kills = -99;
if (numplayers >= 2)
DisplayFragNumbers(opp);
}
}
}
pp->Kills += value;
if (pp->Kills > 999)
pp->Kills = 0;
if (pp->Kills < -99)
pp->Kills = -99;
if (numplayers >= 2)
DisplayFragNumbers(pp);
}
void
PlayerUpdateArmor(PLAYERp pp, short value)
{
USERp u = User[pp->PlayerSprite];
short x,y;
#define PANEL_ARMOR_BOX_X 56
#define PANEL_ARMOR_XOFF 2
#define PANEL_ARMOR_YOFF 4
#define ARMOR_ERASE 2401
if (Prediction)
return;
if (value >= 1000)
pp->Armor = value-1000;
else
pp->Armor += value;
if (pp->Armor > 100)
pp->Armor = 100;
if (pp->Armor < 0)
pp->Armor = 0;
if (gs.BorderNum < BORDER_BAR || pp - Player != screenpeek)
return;
// erase old info
pSpawnFullScreenSprite(pp, ARMOR_ERASE, PRI_MID, PANEL_ARMOR_BOX_X, PANEL_BOX_Y);
x = PANEL_ARMOR_BOX_X + PANEL_ARMOR_XOFF;
y = PANEL_BOX_Y + PANEL_ARMOR_YOFF;
DisplayPanelNumber(pp, x, y, pp->Armor);
}
void
PlayerUpdateKeys(PLAYERp pp)
{
#define PANEL_KEYS_BOX_X 276
#define PANEL_KEYS_XOFF 0
#define PANEL_KEYS_YOFF 2
#define KEYS_ERASE 2402
USERp u = User[pp->PlayerSprite];
short x,y;
short row,col;
short i, xsize, ysize;
#define PANEL_KEY_RED 2392
#define PANEL_KEY_GREEN 2393
#define PANEL_KEY_BLUE 2394
#define PANEL_KEY_YELLOW 2395
#define PANEL_SKELKEY_GOLD 2448
#define PANEL_SKELKEY_SILVER 2449
#define PANEL_SKELKEY_BRONZE 2458
#define PANEL_SKELKEY_RED 2459
static short StatusKeyPics[] =
{
PANEL_KEY_RED,
PANEL_KEY_BLUE,
PANEL_KEY_GREEN,
PANEL_KEY_YELLOW,
PANEL_SKELKEY_GOLD,
PANEL_SKELKEY_SILVER,
PANEL_SKELKEY_BRONZE,
PANEL_SKELKEY_RED
};
if (Prediction)
return;
if (gNet.MultiGameType == MULTI_GAME_COMMBAT)
return;
if (gs.BorderNum < BORDER_BAR || pp - Player != screenpeek)
return;
xsize = tilesiz[PANEL_KEY_RED].x+1;
ysize = tilesiz[PANEL_KEY_RED].y+2;
// erase old info
pSpawnFullScreenSprite(pp, KEYS_ERASE, PRI_MID, PANEL_KEYS_BOX_X, PANEL_BOX_Y);
i = 0;
for (row = 0; row < 2; row++)
{
for (col = 0; col < 2; col++)
{
if (pp->HasKey[i])
{
x = PANEL_KEYS_BOX_X + PANEL_KEYS_XOFF + (row * xsize);
y = PANEL_BOX_Y + PANEL_KEYS_YOFF + (col * ysize);
pSpawnFullScreenSprite(pp, StatusKeyPics[i], PRI_FRONT_MAX, x, y);
}
i++;
}
}
// Check for skeleton keys
i = 0;
for (row = 0; row < 2; row++)
{
for (col = 0; col < 2; col++)
{
if (pp->HasKey[i+4])
{
x = PANEL_KEYS_BOX_X + PANEL_KEYS_XOFF + (row * xsize);
y = PANEL_BOX_Y + PANEL_KEYS_YOFF + (col * ysize);
pSpawnFullScreenSprite(pp, StatusKeyPics[i+4], PRI_FRONT_MAX, x, y);
}
i++;
}
}
}
void
PlayerUpdateTimeLimit(PLAYERp pp)
{
USERp u = User[pp->PlayerSprite];
short x,y;
int seconds;
if (Prediction)
return;
if (gs.BorderNum < BORDER_BAR || pp - Player != screenpeek)
return;
if (gNet.MultiGameType != MULTI_GAME_COMMBAT)
return;
if (!gNet.TimeLimit)
return;
// erase old info
pSpawnFullScreenSprite(pp, KEYS_ERASE, PRI_MID, PANEL_KEYS_BOX_X, PANEL_BOX_Y);
seconds = gNet.TimeLimitClock/120;
sprintf(ds,"%03d:%02d",seconds/60, seconds%60);
DisplaySummaryString(pp, PANEL_KEYS_BOX_X+1, PANEL_BOX_Y+6, 0, 0, ds);
}
void
PlayerUpdatePanelInfo(PLAYERp pp)
{
USERp u = User[pp->PlayerSprite];
int i;
if (Prediction)
return;
PlayerUpdateHealth(pp, 0);
PlayerUpdateInventory(pp, pp->InventoryNum);
PlayerUpdateAmmo(pp, u->WeaponNum, 0);
PlayerUpdateWeapon(pp, u->WeaponNum);
PlayerUpdateKeys(pp);
PlayerUpdateArmor(pp, 0);
PlayerUpdateWeaponSummaryAll(pp);
PlayerUpdateTimeLimit(pp);
}
int
WeaponOperate(PLAYERp pp)
{
short weapon;
int DoPlayerSpriteReset(short SpriteNum);
USERp u = User[pp->PlayerSprite];
InventoryKeys(pp);
// UziType >= 3 means they are reloading
if (pp->WpnUziType >= 3) return TRUE;
//if (CheatInputMode)
// return (0);
if (pp->FirePause != 0)
{
pp->FirePause -= synctics;
if (pp->FirePause <= 0)
pp->FirePause = 0;
}
if (pp->sop)
{
switch (pp->sop->track)
{
case SO_TANK:
case SO_TURRET:
case SO_TURRET_MGUN:
case SO_SPEED_BOAT:
if (!TEST(pp->sop->flags, SOBJ_HAS_WEAPON))
break;
if (TEST_SYNC_KEY(pp, SK_SHOOT))
{
if (FLAG_KEY_PRESSED(pp, SK_SHOOT))
{
if (!pp->FirePause)
{
InitSobjGun(pp);
}
}
}
return 0;
}
}
weapon = TEST(pp->input.bits, SK_WEAPON_MASK);
if (weapon)
{
if (FLAG_KEY_PRESSED(pp, SK_WEAPON_BIT0))
{
FLAG_KEY_RELEASE(pp, SK_WEAPON_BIT0);
weapon -= 1;
// Special uzi crap
if (weapon != WPN_UZI) pp->WpnUziType = 2; // This means we aren't on uzi
switch (weapon)
{
case WPN_FIST:
//case WPN_SWORD:
if (u->WeaponNum == WPN_FIST
|| u->WeaponNum == WPN_SWORD)
{
// toggle
if (pp->WpnFirstType == WPN_FIST)
pp->WpnFirstType = WPN_SWORD;
else if (pp->WpnFirstType == WPN_SWORD)
pp->WpnFirstType = WPN_FIST;
}
switch (pp->WpnFirstType)
{
case WPN_SWORD:
InitWeaponSword(pp);
break;
case WPN_FIST:
InitWeaponFist(pp);
break;
}
break;
case WPN_STAR:
InitWeaponStar(pp);
break;
case WPN_UZI:
if (u->WeaponNum == WPN_UZI)
{
if (TEST(pp->Flags, PF_TWO_UZI))
{
pp->WpnUziType++;
if (pp->WpnUziType > 1)
pp->WpnUziType = 0;
}
else
pp->WpnUziType = 1; // Use retracted state for single uzi
}
InitWeaponUzi(pp);
break;
case WPN_MICRO:
if (u->WeaponNum == WPN_MICRO)
{
pp->WpnRocketType++;
if (pp->WpnRocketType > 2)
pp->WpnRocketType = 0;
if (pp->WpnRocketType == 2 && pp->WpnRocketNuke == 0)
pp->WpnRocketType = 0;
if (pp->WpnRocketType == 2)
pp->TestNukeInit = TRUE; // Init the nuke
else
pp->TestNukeInit = FALSE;
}
InitWeaponMicro(pp);
break;
case WPN_SHOTGUN:
if (u->WeaponNum == WPN_SHOTGUN)
{
pp->WpnShotgunType++;
if (pp->WpnShotgunType > 1)
pp->WpnShotgunType = 0;
PlaySound(DIGI_SHOTGUN_UP, &pp->posx, &pp->posy, &pp->posz, v3df_follow);
}
InitWeaponShotgun(pp);
break;
case WPN_RAIL:
if (!SW_SHAREWARE)
{
#if 0
if (u->WeaponNum == WPN_RAIL)
{
pp->WpnRailType++;
if (pp->WpnRailType > 1)
pp->WpnRailType = 0;
}
if (pp->WpnRailType == 1)
PlaySound(DIGI_RAIL_UP, &pp->posx, &pp->posy, &pp->posz, v3df_follow);
#endif
InitWeaponRail(pp);
}
else
{
PutStringInfo(pp,"Order the full version");
}
break;
case WPN_HOTHEAD:
if (!SW_SHAREWARE)
{
if (u->WeaponNum == WPN_HOTHEAD
|| u->WeaponNum == WPN_RING
|| u->WeaponNum == WPN_NAPALM)
{
pp->WpnFlameType++;
if (pp->WpnFlameType > 2)
pp->WpnFlameType = 0;
// if(pp->Wpn[WPN_HOTHEAD])
pHotHeadOverlays(pp->Wpn[WPN_HOTHEAD], pp->WpnFlameType);
PlaySound(DIGI_HOTHEADSWITCH, &pp->posx, &pp->posy, &pp->posz, v3df_dontpan|v3df_follow);
}
InitWeaponHothead(pp);
}
else
{
PutStringInfo(pp,"Order the full version");
}
break;
case WPN_HEART:
if (!SW_SHAREWARE)
{
InitWeaponHeart(pp);
}
else
{
PutStringInfo(pp,"Order the full version");
}
break;
case WPN_GRENADE:
InitWeaponGrenade(pp);
break;
case WPN_MINE:
//InitChops(pp);
InitWeaponMine(pp);
break;
case 13:
pp->WpnFirstType = WPN_FIST;
InitWeaponFist(pp);
break;
case 14:
pp->WpnFirstType = WPN_SWORD;
InitWeaponSword(pp);
break;
}
}
}
else
{
FLAG_KEY_RESET(pp, SK_WEAPON_BIT0);
}
// Shut that computer chick up if weapon has changed!
if (pp->WpnRocketType != 2 || pp->CurWpn != pp->Wpn[WPN_MICRO])
{
pp->InitingNuke = FALSE;
FX_StopSound(pp->nukevochandle);
}
return 0;
}
SWBOOL
WeaponOK(PLAYERp pp)
{
USERp u = User[pp->PlayerSprite];
short min_ammo, WeaponNum, FindWeaponNum;
static char wpn_order[] = {2,3,4,5,6,7,8,9,1,0};
unsigned wpn_ndx=0;
// sword
if (DamageData[u->WeaponNum].max_ammo == -1)
return TRUE;
WeaponNum = u->WeaponNum;
FindWeaponNum = u->WeaponNum;
//if (WeaponNum == WPN_HOTHEAD)
// {
//if (pp->WpnFlameType == 0)
// min_ammo = 1;
//else
// min_ammo = 10;
//min_ammo = DamageData[pp->WeaponType].min_ammo;
// }
//else
min_ammo = DamageData[WeaponNum].min_ammo;
// if ran out of ammo switch to something else
if (pp->WpnAmmo[WeaponNum] < min_ammo)
{
if (u->WeaponNum == WPN_UZI) pp->WpnUziType = 2; // Set it for retract
// Special HotHead check
//if (WeaponNum == WPN_HOTHEAD)
// {
// if (pp->WpnFlameType > 0 && pp->WpnAmmo[WeaponNum] > 0)
// return(TRUE);
// }
// Still got a nuke, it's ok.
if (WeaponNum == WPN_MICRO && pp->WpnRocketNuke)
{
//pp->WpnRocketType = 2; // Set it to Nuke
if (!pp->NukeInitialized) pp->TestNukeInit = TRUE;
u->WeaponNum = WPN_MICRO;
(*DamageData[u->WeaponNum].Init)(pp);
return TRUE;
}
FLAG_KEY_RELEASE(pp, SK_SHOOT);
FindWeaponNum = WPN_SHOTGUN; // Start at the top
while (TRUE)
{
// ran out of weapons - choose SWORD
if (wpn_ndx > sizeof(wpn_order))
{
FindWeaponNum = WPN_SWORD;
break;
}
// if you have the weapon and the ammo is greater than 0
if (TEST(pp->WpnFlags, BIT(FindWeaponNum)) && pp->WpnAmmo[FindWeaponNum] >= min_ammo)
break;
wpn_ndx++;
FindWeaponNum = wpn_order[wpn_ndx];
}
u->WeaponNum = FindWeaponNum;
if (u->WeaponNum == WPN_HOTHEAD)
{
pp->WeaponType = WPN_HOTHEAD;
pp->WpnFlameType = 0;
}
(*DamageData[u->WeaponNum].Init)(pp);
return FALSE;
}
return TRUE;
}
//////////////////////////////////////////////////////////////////////////////////////////
//
// SWORD
//
//////////////////////////////////////////////////////////////////////////////////////////
#if 0
static short SwordAngTable[] =
{
48,
128,
256
};
#else
static short SwordAngTable[] =
{
82,
168,
256+64
};
#endif
short SwordAng = 0;
void
SwordBlur(PANEL_SPRITEp psp)
{
psp->kill_tics -= synctics;
if (psp->kill_tics <= 0)
{
pKillSprite(psp);
return;
}
else if (psp->kill_tics <= 6)
{
SET(psp->flags, PANF_TRANS_FLIP);
}
psp->shade += 10;
// change sprites priority
REMOVE(psp);
psp->priority--;
InsertPanelSprite(psp->PlayerP, psp);
}
void
SpawnSwordBlur(PANEL_SPRITEp psp)
{
PANEL_SPRITEp nsp;
//PICITEMp pip;
if (psp->PlayerP->SwordAng > 200)
return;
nsp = pSpawnSprite(psp->PlayerP, NULL, PRI_BACK, psp->x, psp->y);
SET(nsp->flags, PANF_WEAPON_SPRITE);
nsp->xfract = psp->xfract;
nsp->yfract = psp->yfract;
nsp->ang = psp->ang;
nsp->vel = psp->vel;
nsp->PanelSpriteFunc = SwordBlur;
nsp->kill_tics = 9;
nsp->shade = psp->shade + 10;
nsp->picndx = -1;
nsp->picnum = psp->picndx;
if (TEST(psp->State->flags, psf_Xflip))
SET(nsp->flags, PANF_XFLIP);
nsp->rotate_ang = psp->rotate_ang;
nsp->scale = psp->scale;
SET(nsp->flags, PANF_TRANSLUCENT);
}
void pSwordPresent(PANEL_SPRITEp psp);
void pSwordRetract(PANEL_SPRITEp psp);
void pSwordAction(PANEL_SPRITEp psp);
void pSwordRest(PANEL_SPRITEp psp);
void pSwordAttack(PANEL_SPRITEp psp);
void pSwordSlide(PANEL_SPRITEp psp);
void pSwordSlideDown(PANEL_SPRITEp psp);
void pSwordHide(PANEL_SPRITEp psp);
void pSwordUnHide(PANEL_SPRITEp psp);
void pSwordSlideR(PANEL_SPRITEp psp);
void pSwordSlideDownR(PANEL_SPRITEp psp);
extern PANEL_STATE ps_SwordSwing[];
extern PANEL_STATE ps_ReloadSword[];
#define Sword_BEAT_RATE 24
#define Sword_ACTION_RATE 10
PANEL_STATE ps_PresentSword[] =
{
{ID_SwordPresent0, Sword_BEAT_RATE, pSwordPresent, &ps_PresentSword[0], 0,0,0}
};
PANEL_STATE ps_SwordRest[] =
{
{ID_SwordPresent0, Sword_BEAT_RATE, pSwordRest, &ps_SwordRest[0], 0,0,0}
};
PANEL_STATE ps_SwordHide[] =
{
{ID_SwordPresent0, Sword_BEAT_RATE, pSwordHide, &ps_SwordHide[0], 0,0,0}
};
#define SWORD_PAUSE_TICS 10
//#define SWORD_SLIDE_TICS 14
#define SWORD_SLIDE_TICS 10
#define SWORD_MID_SLIDE_TICS 14
PANEL_STATE ps_SwordSwing[] =
{
{ID_SwordSwing0, SWORD_PAUSE_TICS, pNullAnimator, &ps_SwordSwing[1], 0,0,0},
{ID_SwordSwing1, SWORD_SLIDE_TICS, /* start slide */ pSwordSlide, &ps_SwordSwing[2], 0,0,0},
{ID_SwordSwing1, 0, /* damage */ pSwordAttack, &ps_SwordSwing[3], psf_QuickCall, 0,0},
{ID_SwordSwing2, SWORD_MID_SLIDE_TICS, /* mid slide */ pSwordSlideDown, &ps_SwordSwing[4], 0,0,0},
{ID_SwordSwing2, 99, /* end slide */ pSwordSlideDown, &ps_SwordSwing[4], 0,0,0},
{ID_SwordSwingR1, SWORD_SLIDE_TICS, /* start slide */ pSwordSlideR, &ps_SwordSwing[6], psf_Xflip, 0,0},
{ID_SwordSwingR2, 0, /* damage */ pSwordAttack, &ps_SwordSwing[7], psf_QuickCall|psf_Xflip, 0,0},
{ID_SwordSwingR2, SWORD_MID_SLIDE_TICS, /* mid slide */ pSwordSlideDownR, &ps_SwordSwing[8], psf_Xflip, 0,0},
{ID_SwordSwingR2, 99, /* end slide */ pSwordSlideDownR, &ps_SwordSwing[8], psf_Xflip, 0,0},
{ID_SwordSwingR2, 2, /* end slide */ pNullAnimator, &ps_SwordSwing[1], psf_Xflip, 0,0},
};
PANEL_STATE ps_RetractSword[] =
{
{ID_SwordPresent0, Sword_BEAT_RATE, pSwordRetract, &ps_RetractSword[0], 0,0,0}
};
#define SWORD_SWAY_AMT 12
// left swing
#define SWORD_XOFF (320 + SWORD_SWAY_AMT)
#define SWORD_YOFF 200
// right swing
#define SWORDR_XOFF (0 - 80)
#define SWORD_VEL 1700
#define SWORD_POWER_VEL 2500
void SpecialUziRetractFunc(PANEL_SPRITEp psp)
{
psp->y += 4 * synctics;
if (psp->y >= 200 + tilesiz[psp->picnum].y)
{
pKillSprite(psp);
}
}
void
RetractCurWpn(PLAYERp pp)
{
// Retract old weapon
if (pp->CurWpn)
{
PANEL_SPRITEp cur,nxt;
if ((pp->CurWpn == pp->Wpn[WPN_UZI] && pp->WpnUziType == 2) || pp->CurWpn != pp->Wpn[WPN_UZI])
{
pSetState(pp->CurWpn, pp->CurWpn->RetractState);
SET(pp->Flags, PF_WEAPON_RETRACT);
}
if (pp->CurWpn->sibling)
{
// primarily for double uzi to take down the second uzi
pSetState(pp->CurWpn->sibling, pp->CurWpn->sibling->RetractState);
}
else
{
// check for any outstanding siblings that need to go away also
TRAVERSE(&pp->PanelSpriteList, cur, nxt)
{
if (cur->sibling && cur->sibling == pp->CurWpn)
{
// special case for uzi reload pieces
cur->picnum = cur->picndx;
cur->State = NULL;
cur->PanelSpriteFunc = SpecialUziRetractFunc;
cur->sibling = NULL;
}
}
}
}
}
void
InitWeaponSword(PLAYERp pp)
{
PANEL_SPRITEp psp;
short rnd_num;
if (Prediction)
return;
if (!TEST(pp->WpnFlags, BIT(WPN_SWORD)) ||
TEST(pp->Flags, PF_WEAPON_RETRACT))
return;
// needed for death sequence when the SWORD was your weapon when you died
if (pp->Wpn[WPN_SWORD] && TEST(pp->Wpn[WPN_SWORD]->flags, PANF_DEATH_HIDE))
{
RESET(pp->Wpn[WPN_SWORD]->flags, PANF_DEATH_HIDE);
RESET(pp->Flags, PF_WEAPON_RETRACT|PF_WEAPON_DOWN);
pSetState(pp->CurWpn, pp->CurWpn->PresentState);
return;
}
if (!pp->Wpn[WPN_SWORD])
{
psp = pp->Wpn[WPN_SWORD] = pSpawnSprite(pp, ps_PresentSword, PRI_MID, SWORD_XOFF, SWORD_YOFF);
psp->y += tilesiz[psp->picndx].y;
}
if (pp->CurWpn == pp->Wpn[WPN_SWORD])
{
return;
}
PlayerUpdateWeapon(pp, WPN_SWORD);
pp->WpnUziType = 2; // Make uzi's go away!
RetractCurWpn(pp);
// Set up the new Weapon variables
psp = pp->CurWpn = pp->Wpn[WPN_SWORD];
SET(psp->flags, PANF_WEAPON_SPRITE);
psp->ActionState = ps_SwordSwing;
psp->RetractState = ps_RetractSword;
psp->PresentState = ps_PresentSword;
psp->RestState = ps_SwordRest;
pSetState(psp, psp->PresentState);
PlaySound(DIGI_SWORD_UP, &pp->posx, &pp->posy, &pp->posz, v3df_follow|v3df_dontpan);
if (pp == Player+myconnectindex)
{
rnd_num = STD_RANDOM_RANGE(1024);
if (rnd_num > 900)
PlaySound(DIGI_TAUNTAI2, &pp->posx, &pp->posy, &pp->posz, v3df_follow|v3df_dontpan);
else if (rnd_num > 800)
PlaySound(DIGI_PLAYERYELL1, &pp->posx, &pp->posy, &pp->posz, v3df_follow|v3df_dontpan);
else if (rnd_num > 700)
PlaySound(DIGI_PLAYERYELL2, &pp->posx, &pp->posy, &pp->posz, v3df_follow|v3df_dontpan);
else if (rnd_num > 600)
PlayerSound(DIGI_ILIKESWORD,&pp->posx,&pp->posy,&pp->posz,v3df_follow|v3df_dontpan,pp);
}
FLAG_KEY_RELEASE(psp->PlayerP, SK_SHOOT);
FLAG_KEY_RESET(psp->PlayerP, SK_SHOOT);
}
void
pSwordPresent(PANEL_SPRITEp psp)
{
if (TEST(psp->PlayerP->Flags, PF_WEAPON_RETRACT))
return;
psp->y -= 3 * synctics;
if (psp->y < SWORD_YOFF)
{
psp->y = SWORD_YOFF;
psp->yorig = psp->y;
pSetState(psp, psp->RestState);
}
}
//
// LEFT SWING
//
void
pSwordSlide(PANEL_SPRITEp psp)
{
int nx, ny;
short vel_adj;
nx = FIXED(psp->x, psp->xfract);
ny = FIXED(psp->y, psp->yfract);
SpawnSwordBlur(psp);
vel_adj = 24;
nx += psp->vel * synctics * (int) sintable[NORM_ANGLE(psp->ang + 512)] >> 6;
ny += psp->vel * synctics * (int) -sintable[psp->ang] >> 6;
psp->xfract = LSW(nx);
psp->x = MSW(nx);
psp->yfract = LSW(ny);
psp->y = MSW(ny);
psp->vel += vel_adj * synctics;
}
void
pSwordSlideDown(PANEL_SPRITEp psp)
{
int nx, ny;
short vel, vel_adj;
nx = FIXED(psp->x, psp->xfract);
ny = FIXED(psp->y, psp->yfract);
SpawnSwordBlur(psp);
vel_adj = 20;
vel = 2500;
nx += psp->vel * synctics * (int) sintable[NORM_ANGLE(SwordAng + psp->ang + psp->PlayerP->SwordAng + 512)] >> 6;
ny += psp->vel * synctics * (int) -sintable[NORM_ANGLE(SwordAng + psp->ang + psp->PlayerP->SwordAng)] >> 6;
psp->xfract = LSW(nx);
psp->x = MSW(nx);
psp->yfract = LSW(ny);
psp->y = MSW(ny);
psp->vel += vel_adj * synctics;
if (psp->x < -40)
{
// if still holding down the fire key - continue swinging
if (TEST_SYNC_KEY(psp->PlayerP, SK_SHOOT))
{
if (FLAG_KEY_PRESSED(psp->PlayerP, SK_SHOOT))
{
DoPlayerChooseYell(psp->PlayerP);
// continue to next state to swing right
pStatePlusOne(psp);
psp->x = SWORDR_XOFF;
psp->y = SWORD_YOFF;
psp->yorig = psp->y;
psp->ang = 1024;
psp->PlayerP->SwordAng = SwordAngTable[RANDOM_RANGE(SIZ(SwordAngTable))];
psp->vel = vel;
DoPlayerSpriteThrow(psp->PlayerP);
return;
}
}
// NOT still holding down the fire key - stop swinging
pSetState(psp, psp->PresentState);
psp->x = SWORD_XOFF;
psp->y = SWORD_YOFF;
psp->y += tilesiz[psp->picndx].y;
psp->yorig = psp->y;
}
}
//
// RIGHT SWING
//
void
pSwordSlideR(PANEL_SPRITEp psp)
{
int nx, ny;
short vel_adj;
nx = FIXED(psp->x, psp->xfract);
ny = FIXED(psp->y, psp->yfract);
SpawnSwordBlur(psp);
vel_adj = 24;
nx += psp->vel * synctics * (int) sintable[NORM_ANGLE(psp->ang + 1024 + 512)] >> 6;
ny += psp->vel * synctics * (int) -sintable[NORM_ANGLE(psp->ang + 1024)] >> 6;
psp->xfract = LSW(nx);
psp->x = MSW(nx);
psp->yfract = LSW(ny);
psp->y = MSW(ny);
psp->vel += vel_adj * synctics;
}
void
pSwordSlideDownR(PANEL_SPRITEp psp)
{
int nx, ny;
short vel, vel_adj;
nx = FIXED(psp->x, psp->xfract);
ny = FIXED(psp->y, psp->yfract);
SpawnSwordBlur(psp);
vel_adj = 24;
vel = 2500;
nx += psp->vel * synctics * (int) sintable[NORM_ANGLE(SwordAng + psp->ang - psp->PlayerP->SwordAng + 1024 + 512)] >> 6;
ny += psp->vel * synctics * (int) -sintable[NORM_ANGLE(SwordAng + psp->ang - psp->PlayerP->SwordAng + 1024)] >> 6;
psp->xfract = LSW(nx);
psp->x = MSW(nx);
psp->yfract = LSW(ny);
psp->y = MSW(ny);
psp->vel += vel_adj * synctics;
if (psp->x > 350)
{
// if still holding down the fire key - continue swinging
if (TEST_SYNC_KEY(psp->PlayerP, SK_SHOOT))
{
if (FLAG_KEY_PRESSED(psp->PlayerP, SK_SHOOT))
{
DoPlayerChooseYell(psp->PlayerP);
// back to action state
pStatePlusOne(psp);
psp->x = SWORD_XOFF + 80;
psp->y = SWORD_YOFF;
psp->yorig = psp->y;
psp->PlayerP->SwordAng = SwordAngTable[RANDOM_RANGE(SIZ(SwordAngTable))];
psp->ang = 1024;
psp->vel = vel;
DoPlayerSpriteThrow(psp->PlayerP);
return;
}
}
// NOT still holding down the fire key - stop swinging
pSetState(psp, psp->PresentState);
psp->x = SWORD_XOFF;
psp->y = SWORD_YOFF;
psp->y += tilesiz[psp->picndx].y;
psp->yorig = psp->y;
}
}
void
pSwordBobSetup(PANEL_SPRITEp psp)
{
if (TEST(psp->flags, PANF_BOB))
return;
psp->xorig = psp->x;
psp->yorig = psp->y;
psp->sin_amt = SWORD_SWAY_AMT;
psp->sin_ndx = 0;
psp->bob_height_shift = 3;
}
void
pSwordHide(PANEL_SPRITEp psp)
{
short picnum = psp->picndx;
psp->y += 3 * synctics;
if (psp->y >= SWORD_YOFF + tilesiz[picnum].y)
{
psp->y = SWORD_YOFF + tilesiz[picnum].y;
psp->x = SWORD_XOFF;
pWeaponUnHideKeys(psp, psp->PresentState);
}
}
void
pSwordRest(PANEL_SPRITEp psp)
{
SWBOOL force = !!TEST(psp->flags, PANF_UNHIDE_SHOOT);
#if 0
if (KEY_PRESSED(KEYSC_SEMI))
{
KEY_PRESSED(KEYSC_SEMI) = 0;
SwordAng -= 4;
//DSPRINTF(ds,"SwordAng %d", SwordAng);
MONO_PRINT(ds);
}
if (KEY_PRESSED(KEYSC_QUOTE))
{
KEY_PRESSED(KEYSC_QUOTE) = 0;
SwordAng += 4;
//DSPRINTF(ds,"SwordAng %d", SwordAng);
MONO_PRINT(ds);
}
#endif
if (pWeaponHideKeys(psp, ps_SwordHide))
return;
psp->yorig += synctics;
if (psp->yorig > SWORD_YOFF)
{
psp->yorig = SWORD_YOFF;
}
psp->y = psp->yorig;
pSwordBobSetup(psp);
pWeaponBob(psp, PLAYER_MOVING(psp->PlayerP));
force = !!TEST(psp->flags, PANF_UNHIDE_SHOOT);
if (TEST_SYNC_KEY(psp->PlayerP, SK_SHOOT) || force)
{
if (FLAG_KEY_PRESSED(psp->PlayerP, SK_SHOOT) || force)
{
RESET(psp->flags, PANF_UNHIDE_SHOOT);
pSetState(psp, psp->ActionState);
psp->vel = 2500;
psp->ang = 1024;
psp->PlayerP->SwordAng = SwordAngTable[RANDOM_RANGE(SIZ(SwordAngTable))];
DoPlayerSpriteThrow(psp->PlayerP);
}
}
}
void
pSwordAction(PANEL_SPRITEp psp)
{
pSwordBobSetup(psp);
pWeaponBob(psp, PLAYER_MOVING(psp->PlayerP));
}
void
pSwordAttack(PANEL_SPRITEp psp)
{
int InitSwordAttack(PLAYERp pp);
InitSwordAttack(psp->PlayerP);
}
void
pSwordRetract(PANEL_SPRITEp psp)
{
short picnum = psp->picndx;
psp->y += 3 * synctics;
if (psp->y >= SWORD_YOFF + tilesiz[picnum].y)
{
RESET(psp->PlayerP->Flags, PF_WEAPON_RETRACT);
psp->PlayerP->Wpn[WPN_SWORD] = NULL;
pKillSprite(psp);
}
}
//////////////////////////////////////////////////////////////////////////////////////////
//
// STAR
//
//////////////////////////////////////////////////////////////////////////////////////////
void pStarPresent(PANEL_SPRITEp psp);
void pStarRetract(PANEL_SPRITEp psp);
void pStarAction(PANEL_SPRITEp psp);
void pStarRest(PANEL_SPRITEp psp);
void pStarThrow(PANEL_SPRITEp psp);
void pStarGrab(PANEL_SPRITEp psp);
void pStarDone(PANEL_SPRITEp psp);
void pStarFollowThru(PANEL_SPRITEp psp);
void pStarFollowThru2(PANEL_SPRITEp psp);
void pStarStartThrow(PANEL_SPRITEp psp);
void pStarFollowUp(PANEL_SPRITEp psp);
void pStarFollowDown(PANEL_SPRITEp psp);
void pStarHide(PANEL_SPRITEp psp);
void pStarRestTest(PANEL_SPRITEp psp);
extern PANEL_STATE ps_StarThrow[];
#define PRESENT_STAR_RATE 5
PANEL_STATE ps_PresentStar[] =
{
{ID_StarPresent0, PRESENT_STAR_RATE, pStarPresent, &ps_PresentStar[0], 0,0,0}
};
PANEL_STATE ps_StarHide[] =
{
{ID_StarPresent0, PRESENT_STAR_RATE, pStarHide, &ps_StarHide[0], 0,0,0}
};
#define Star_RATE 2 // was 5
PANEL_STATE ps_StarRest[] =
{
{ID_StarPresent0, Star_RATE, pStarRest, &ps_StarRest[0], 0,0,0},
};
PANEL_STATE ps_ThrowStar[] =
{
{ID_StarDown0, Star_RATE+3, pNullAnimator, &ps_ThrowStar[1], 0,0,0},
{ID_StarDown1, Star_RATE+3, pNullAnimator, &ps_ThrowStar[2], 0,0,0},
{ID_StarDown1, Star_RATE*2, pNullAnimator, &ps_ThrowStar[3], psf_Invisible, 0,0},
{ID_StarDown1, Star_RATE, pNullAnimator, &ps_ThrowStar[4], 0,0,0},
{ID_StarDown0, Star_RATE, pNullAnimator, &ps_ThrowStar[5], 0,0,0},
{ID_ThrowStar0, 1, pNullAnimator, &ps_ThrowStar[6], 0,0,0},
{ID_ThrowStar0, Star_RATE, pStarThrow, &ps_ThrowStar[7], psf_QuickCall, 0,0},
{ID_ThrowStar0, Star_RATE, pNullAnimator, &ps_ThrowStar[8], 0,0,0},
{ID_ThrowStar1, Star_RATE, pNullAnimator, &ps_ThrowStar[9], 0,0,0},
{ID_ThrowStar2, Star_RATE*2, pNullAnimator, &ps_ThrowStar[10], 0,0,0},
{ID_ThrowStar3, Star_RATE*2, pNullAnimator, &ps_ThrowStar[11], 0,0,0},
{ID_ThrowStar4, Star_RATE*2, pNullAnimator, &ps_ThrowStar[12], 0,0,0},
// start up
{ID_StarDown1, Star_RATE+3, pNullAnimator, &ps_ThrowStar[13], 0,0,0},
{ID_StarDown0, Star_RATE+3, pNullAnimator, &ps_ThrowStar[14], 0,0,0},
{ID_StarPresent0, Star_RATE+3, pNullAnimator, &ps_ThrowStar[15], 0,0,0},
// maybe to directly to rest state
{ID_StarDown0, 3, pStarRestTest, &ps_ThrowStar[16], psf_QuickCall, 0,0},
// if holding the fire key we get to here
{ID_ThrowStar4, 3, pNullAnimator, &ps_ThrowStar[5], 0,0,0},
};
PANEL_STATE ps_RetractStar[] =
{
{ID_StarPresent0, PRESENT_STAR_RATE, pStarRetract, &ps_RetractStar[0], 0,0,0}
};
//
// Right hand star routines
//
//#define STAR_YOFF 220
//#define STAR_XOFF (160+25)
#define STAR_YOFF 208
#define STAR_XOFF (160+80)
void
pStarRestTest(PANEL_SPRITEp psp)
{
SWBOOL force = !!TEST(psp->flags, PANF_UNHIDE_SHOOT);
if (TEST_SYNC_KEY(psp->PlayerP, SK_SHOOT))
{
if (FLAG_KEY_PRESSED(psp->PlayerP, SK_SHOOT))
{
if (!WeaponOK(psp->PlayerP))
return;
// continue to next state to swing right
DoPlayerChooseYell(psp->PlayerP);
pStatePlusOne(psp);
return;
}
}
pSetState(psp, psp->RestState);
}
void
InitWeaponStar(PLAYERp pp)
{
PANEL_SPRITEp psp = NULL;
if (Prediction)
return;
if (!TEST(pp->WpnFlags, BIT(WPN_STAR)) ||
pp->WpnAmmo[WPN_STAR] < 3 ||
TEST(pp->Flags, PF_WEAPON_RETRACT))
{
//pp->WpnFirstType = WPN_SWORD;
//InitWeaponSword(pp);
return;
}
// needed for death sequence when the STAR was your weapon when you died
if (pp->Wpn[WPN_STAR] && TEST(pp->Wpn[WPN_STAR]->flags, PANF_DEATH_HIDE))
{
RESET(pp->Wpn[WPN_STAR]->flags, PANF_DEATH_HIDE);
RESET(pp->Flags, PF_WEAPON_RETRACT);
pSetState(pp->CurWpn, pp->CurWpn->PresentState);
return;
}
if (!pp->Wpn[WPN_STAR])
{
psp = pp->Wpn[WPN_STAR] = pSpawnSprite(pp, ps_PresentStar, PRI_MID, STAR_XOFF, STAR_YOFF);
psp->y += tilesiz[psp->picndx].y;
}
if (pp->CurWpn == pp->Wpn[WPN_STAR])
{
return;
}
PlayerUpdateWeapon(pp, WPN_STAR);
pp->WpnUziType = 2; // Make uzi's go away!
RetractCurWpn(pp);
// Set up the new Weapon variables
pp->CurWpn = pp->Wpn[WPN_STAR];
SET(psp->flags, PANF_WEAPON_SPRITE);
psp->ActionState = ps_ThrowStar;
//psp->ActionState = &ps_ThrowStar[1];
psp->RetractState = ps_RetractStar;
psp->PresentState = ps_PresentStar;
psp->RestState = ps_StarRest;
//psp->RestState = ps_ThrowStar;
pSetState(psp, psp->PresentState);
PlaySound(DIGI_PULL, &pp->posx, &pp->posy, &pp->posz, v3df_follow|v3df_dontpan);
if (STD_RANDOM_RANGE(1000) > 900 && pp == Player+myconnectindex)
{
if (!useDarts)
PlayerSound(DIGI_ILIKESHURIKEN,&pp->posx,&pp->posy,&pp->posz,v3df_follow|v3df_dontpan,pp);
}
FLAG_KEY_RELEASE(psp->PlayerP, SK_SHOOT);
FLAG_KEY_RESET(psp->PlayerP, SK_SHOOT);
}
void
pStarPresent(PANEL_SPRITEp psp)
{
if (TEST(psp->PlayerP->Flags, PF_WEAPON_RETRACT))
return;
psp->y -= 3 * synctics;
if (psp->y < STAR_YOFF)
{
psp->y = STAR_YOFF;
}
if (psp->y <= STAR_YOFF)
{
pSetState(psp, psp->RestState);
}
}
void
pStarBobSetup(PANEL_SPRITEp psp)
{
if (TEST(psp->flags, PANF_BOB))
return;
psp->xorig = psp->x;
psp->yorig = psp->y;
psp->sin_amt = 10;
psp->sin_ndx = 0;
psp->bob_height_shift = 3;
}
void
pLStarBobSetup(PANEL_SPRITEp psp)
{
if (TEST(psp->flags, PANF_BOB))
return;
psp->xorig = psp->x;
psp->yorig = psp->y;
psp->sin_amt = 6;
psp->sin_ndx = 0;
psp->bob_height_shift = 4;
}
void
pStarHide(PANEL_SPRITEp psp)
{
short picnum = psp->picndx;
psp->y += 3 * synctics;
if (psp->y >= STAR_YOFF + tilesiz[picnum].y)
{
psp->y = STAR_YOFF + tilesiz[picnum].y;
pWeaponUnHideKeys(psp, psp->PresentState);
}
}
void
pStarRest(PANEL_SPRITEp psp)
{
SWBOOL force = !!TEST(psp->flags, PANF_UNHIDE_SHOOT);
if (pWeaponHideKeys(psp, ps_StarHide))
return;
pStarBobSetup(psp);
pWeaponBob(psp, PLAYER_MOVING(psp->PlayerP));
if (TEST_SYNC_KEY(psp->PlayerP, SK_SHOOT) || force)
{
if (FLAG_KEY_PRESSED(psp->PlayerP, SK_SHOOT) || force)
{
RESET(psp->flags, PANF_UNHIDE_SHOOT);
if (!WeaponOK(psp->PlayerP))
return;
// //DSPRINTF(ds,"StarFire");
// MONO_PRINT(ds);
DoPlayerChooseYell(psp->PlayerP);
pSetState(psp, psp->ActionState);
DoPlayerSpriteThrow(psp->PlayerP);
}
}
else
WeaponOK(psp->PlayerP);
}
void
pStarAction(PANEL_SPRITEp psp)
{
pStarBobSetup(psp);
pWeaponBob(psp, PLAYER_MOVING(psp->PlayerP));
}
void
pStarThrow(PANEL_SPRITEp psp)
{
InitStar(psp->PlayerP);
}
void
pStarRetract(PANEL_SPRITEp psp)
{
short picnum = psp->picndx;
psp->y += 3 * synctics;
if (psp->y >= STAR_YOFF + tilesiz[picnum].y)
{
RESET(psp->PlayerP->Flags, PF_WEAPON_RETRACT);
// kill only in its own routine
psp->PlayerP->Wpn[WPN_STAR] = NULL;
pKillSprite(psp);
}
}
//////////////////////////////////////////////////////////////////////////////////////////
//
// UZI
//
//////////////////////////////////////////////////////////////////////////////////////////
void pUziPresent(PANEL_SPRITEp);
void pUziFire(PANEL_SPRITEp);
void pUziRetract(PANEL_SPRITEp);
void pUziAction(PANEL_SPRITEp);
void pUziRest(PANEL_SPRITEp);
void pUziHide(PANEL_SPRITEp);
void pUziPresentReload(PANEL_SPRITEp);
void pSpawnUziClip(PANEL_SPRITEp);
void pSpawnUziReload(PANEL_SPRITEp);
void pUziReload(PANEL_SPRITEp);
void pUziReloadRetract(PANEL_SPRITEp);
void pUziClip(PANEL_SPRITEp);
void pUziDoneReload(PANEL_SPRITEp);
void pUziEjectDown(PANEL_SPRITEp);
void pUziEjectUp(PANEL_SPRITEp);
// CTW MODIFICATION
//void SetVisNorm(void);
int SetVisNorm(void);
// CTW MODIFICATION END
pANIMATOR pSetVisNorm;
// Right Uzi
PANEL_STATE ps_FireUzi[] =
{
{ID_UziPresent0, 3, pUziRest, &ps_FireUzi[0], 0,0,0},
{ID_UziFire0, 1, pUziAction, &ps_FireUzi[2], psf_ShadeHalf, 0,0},
{ID_UziFire1, 0, pUziFire, &ps_FireUzi[3], psf_ShadeNone|psf_QuickCall, 0,0},
{ID_UziFire1, 4, pUziAction, &ps_FireUzi[4], psf_ShadeNone, 0,0},
{ID_UziFire1, 0, pSetVisNorm, &ps_FireUzi[5], psf_ShadeNone|psf_QuickCall, 0,0},
{ID_UziFire1, 4, pUziAction, &ps_FireUzi[6], psf_ShadeNone, 0,0},
{ID_UziFire1, 0, pUziFire, &ps_FireUzi[7], psf_ShadeNone|psf_QuickCall, 0,0},
{ID_UziFire1, 4, pUziAction, &ps_FireUzi[8], psf_ShadeNone, 0,0},
{ID_UziFire1, 0, pSetVisNorm, &ps_FireUzi[9], psf_ShadeNone, 0,0},
{ID_UziFire0, 4, pUziAction, &ps_FireUzi[10], psf_ShadeHalf, 0,0},
{ID_UziFire0, 0, pUziFire, &ps_FireUzi[11], psf_QuickCall, 0,0},
{ID_UziFire0, 4, pUziAction, &ps_FireUzi[12], psf_ShadeHalf, 0,0},
{ID_UziFire0, 4, pUziAction, &ps_FireUzi[13], psf_ShadeHalf, 0,0},
{ID_UziFire1, 5, pUziRest, &ps_FireUzi[0], psf_ShadeNone|psf_QuickCall, 0,0},
};
#define PRESENT_UZI_RATE 6
#define RELOAD_UZI_RATE 1
PANEL_STATE ps_UziNull[] =
{
{ID_UziPresent0, PRESENT_UZI_RATE, pNullAnimator, &ps_UziNull[0], 0,0,0}
};
PANEL_STATE ps_UziHide[] =
{
{ID_UziPresent0, PRESENT_UZI_RATE, pUziHide, &ps_UziHide[0], 0,0,0}
};
PANEL_STATE ps_PresentUzi[] =
{
{ID_UziPresent0, PRESENT_UZI_RATE, pUziPresent, &ps_PresentUzi[0], 0,0,0},
};
// present of secondary uzi for reload needs to be faster
PANEL_STATE ps_PresentUziReload[] =
{
{ID_UziPresent0, RELOAD_UZI_RATE, pUziPresentReload, &ps_PresentUziReload[0], 0,0,0},
};
PANEL_STATE ps_RetractUzi[] =
{
{ID_UziPresent0, PRESENT_UZI_RATE, pUziRetract, &ps_RetractUzi[0], 0,0,0},
};
// Left Uzi
PANEL_STATE ps_FireUzi2[] =
{
{ID_Uzi2Present0, 3, pUziRest, &ps_FireUzi2[0], psf_Xflip, 0,0},
{ID_Uzi2Fire0, 1, pUziAction, &ps_FireUzi2[2], psf_ShadeHalf|psf_Xflip, 0,0},
{ID_Uzi2Fire1, 0, pUziFire, &ps_FireUzi2[3], psf_ShadeNone|psf_QuickCall|psf_Xflip, 0,0},
{ID_Uzi2Fire1, 4, pUziAction, &ps_FireUzi2[4], psf_ShadeNone|psf_Xflip, 0,0},
{ID_Uzi2Fire1, 4, pUziAction, &ps_FireUzi2[5], psf_ShadeNone|psf_Xflip, 0,0},
{ID_Uzi2Fire1, 0, pUziFire, &ps_FireUzi2[6], psf_ShadeNone|psf_QuickCall|psf_Xflip, 0,0},
{ID_Uzi2Fire1, 4, pUziAction, &ps_FireUzi2[7], psf_ShadeNone|psf_Xflip, 0,0},
{ID_Uzi2Fire0, 4, pUziAction, &ps_FireUzi2[8], psf_ShadeHalf|psf_Xflip, 0,0},
{ID_Uzi2Fire0, 0, pUziFire, &ps_FireUzi2[9], psf_ShadeHalf|psf_QuickCall|psf_Xflip, 0,0},
{ID_Uzi2Fire0, 4, pUziAction, &ps_FireUzi2[10], psf_ShadeHalf|psf_Xflip, 0,0},
{ID_Uzi2Fire0, 4, pUziAction, &ps_FireUzi2[11], psf_ShadeHalf|psf_Xflip, 0,0},
{ID_Uzi2Fire1, 5, pUziRest, &ps_FireUzi2[0], psf_QuickCall, 0,0},
};
PANEL_STATE ps_PresentUzi2[] =
{
{ID_Uzi2Present0, PRESENT_UZI_RATE, pUziPresent, &ps_PresentUzi2[0], psf_Xflip, 0,0},
};
PANEL_STATE ps_Uzi2Hide[] =
{
{ID_Uzi2Present0, PRESENT_UZI_RATE, pUziHide, &ps_Uzi2Hide[0], psf_Xflip, 0,0},
};
PANEL_STATE ps_RetractUzi2[] =
{
{ID_Uzi2Present0, PRESENT_UZI_RATE, pUziRetract, &ps_RetractUzi2[0], psf_Xflip, 0,0},
};
PANEL_STATE ps_Uzi2Suicide[] =
{
{ID_Uzi2Present0, PRESENT_UZI_RATE, pSuicide, &ps_Uzi2Suicide[0], psf_Xflip, 0,0}
};
PANEL_STATE ps_Uzi2Null[] =
{
{ID_Uzi2Present0, PRESENT_UZI_RATE, pNullAnimator, &ps_Uzi2Null[0], psf_Xflip, 0,0}
};
PANEL_STATE ps_UziEject[] =
{
{ID_UziPresent0, 1, pNullAnimator, &ps_UziEject[1], 0,0,0},
{ID_UziPresent0, RELOAD_UZI_RATE, pUziEjectDown, &ps_UziEject[1], 0,0,0},
{ID_UziEject0, RELOAD_UZI_RATE, pUziEjectUp, &ps_UziEject[2], 0,0,0},
{ID_UziEject0, 1, pNullAnimator, &ps_UziEject[4], 0,0,0},
{ID_UziEject0, RELOAD_UZI_RATE, pSpawnUziClip, &ps_UziEject[5], psf_QuickCall, 0,0},
{ID_UziEject0, RELOAD_UZI_RATE, pNullAnimator, &ps_UziEject[5], 0,0,0},
};
PANEL_STATE ps_UziClip[] =
{
{ID_UziClip0, RELOAD_UZI_RATE, pUziClip, &ps_UziClip[0], 0,0,0}
};
PANEL_STATE ps_UziReload[] =
{
{ID_UziReload0, RELOAD_UZI_RATE, pUziReload, &ps_UziReload[0], 0,0,0},
{ID_UziReload0, RELOAD_UZI_RATE, pUziReloadRetract, &ps_UziReload[1], 0,0,0}
};
PANEL_STATE ps_UziDoneReload[] =
{
{ID_UziEject0, RELOAD_UZI_RATE, pUziDoneReload, &ps_UziDoneReload[0], 0,0,0}
};
#define CHAMBER_REST 0
#define CHAMBER_FIRE 1
#define CHAMBER_RELOAD 2
void
pUziOverlays(PANEL_SPRITEp psp, short mode)
{
#define UZI_CHAMBER_XOFF 32
#define UZI_CHAMBER_YOFF -73
#define UZI_CHAMBERRELOAD_XOFF 14
#define UZI_CHAMBERRELOAD_YOFF -100
if (!TEST(psp->flags, PANF_SECONDARY)) return;
if (psp->over[0].xoff == -1)
{
psp->over[0].xoff = UZI_CHAMBER_XOFF;
psp->over[0].yoff = UZI_CHAMBER_YOFF;
}
switch (mode)
{
case 0: // At rest
psp->over[0].pic = UZI_COPEN;
break;
case 1: // Firing
psp->over[0].pic = UZI_CLIT;
break;
case 2: // Reloading
psp->over[0].pic = UZI_CRELOAD;
psp->over[0].xoff = UZI_CHAMBERRELOAD_XOFF;
psp->over[0].yoff = UZI_CHAMBERRELOAD_YOFF;
break;
}
}
#define UZI_CLIP_XOFF 16
#define UZI_CLIP_YOFF (-84)
//#define UZI_XOFF (80)
#define UZI_XOFF (100)
#define UZI_YOFF 208
#define UZI_RELOAD_YOFF 200
//
// Uzi Reload
//
void
pUziEjectDown(PANEL_SPRITEp gun)
{
gun->y += 5 * synctics;
if (gun->y > 260)
{
gun->y = 260;
pStatePlusOne(gun);
}
}
void
pUziEjectUp(PANEL_SPRITEp gun)
{
pUziOverlays(gun, CHAMBER_RELOAD);
gun->y -= 5 * synctics;
if (gun->y < UZI_RELOAD_YOFF)
{
gun->y = UZI_RELOAD_YOFF;
pStatePlusOne(gun);
}
}
void
pSpawnUziClip(PANEL_SPRITEp gun)
{
PANEL_SPRITEp New;
PlaySound(DIGI_REMOVECLIP, &gun->PlayerP->posx, &gun->PlayerP->posy,
&gun->PlayerP->posz,v3df_follow|v3df_dontpan|v3df_doppler|v3df_follow);
if (TEST(gun->flags, PANF_XFLIP))
{
New = pSpawnSprite(gun->PlayerP, ps_UziClip, PRI_BACK, gun->x - UZI_CLIP_XOFF, gun->y + UZI_CLIP_YOFF);
SET(New->flags, PANF_XFLIP);
New->ang = NORM_ANGLE(1024 + 256 + 22);
New->ang = NORM_ANGLE(New->ang + 512);
}
else
{
New = pSpawnSprite(gun->PlayerP, ps_UziClip, PRI_BACK, gun->x + UZI_CLIP_XOFF, gun->y + UZI_CLIP_YOFF);
New->ang = NORM_ANGLE(1024 + 256 - 22);
}
New->vel = 1050;
SET(New->flags, PANF_WEAPON_SPRITE);
// carry Eject sprite with clip
New->sibling = gun;
}
void
pSpawnUziReload(PANEL_SPRITEp oclip)
{
PANEL_SPRITEp nclip;
nclip = pSpawnSprite(oclip->PlayerP, ps_UziReload, PRI_BACK, oclip->x, UZI_RELOAD_YOFF);
SET(nclip->flags, PANF_WEAPON_SPRITE);
if (TEST(oclip->flags, PANF_XFLIP))
SET(nclip->flags, PANF_XFLIP);
// move Reload in oposite direction of clip
nclip->ang = NORM_ANGLE(oclip->ang + 1024);
nclip->vel = 900;
// move gun sprite from clip to reload
nclip->sibling = oclip->sibling;
}
void
pUziReload(PANEL_SPRITEp nclip)
{
int nx, ny;
int x = FIXED(nclip->x, nclip->xfract);
int y = FIXED(nclip->y, nclip->yfract);
PANEL_SPRITEp gun = nclip->sibling;
int xgun = FIXED(gun->x, gun->xfract);
int ygun = FIXED(gun->y, gun->yfract);
nx = nclip->vel * synctics * (int) sintable[NORM_ANGLE(nclip->ang + 512)] >> 6;
ny = nclip->vel * synctics * (int) -sintable[nclip->ang] >> 6;
nclip->vel += 14 * synctics;
x += nx;
y += ny;
nclip->xfract = LSW(x);
nclip->x = MSW(x);
nclip->yfract = LSW(y);
nclip->y = MSW(y);
nx = gun->vel * synctics * (int) sintable[NORM_ANGLE(gun->ang + 512)] >> 6;
ny = gun->vel * synctics * (int) -sintable[gun->ang] >> 6;
xgun -= nx;
ygun -= ny;
gun->xfract = LSW(xgun);
gun->x = MSW(xgun);
gun->yfract = LSW(ygun);
gun->y = MSW(ygun);
if (TEST(nclip->flags, PANF_XFLIP))
{
if (nclip->x < gun->x)
{
PlaySound(DIGI_REPLACECLIP, &nclip->PlayerP->posx, &nclip->PlayerP->posy,
&nclip->PlayerP->posz,v3df_follow|v3df_dontpan|v3df_doppler);
nclip->x = gun->x - UZI_CLIP_XOFF;
nclip->y = gun->y + UZI_CLIP_YOFF;
nclip->vel = 680;
nclip->ang = NORM_ANGLE(nclip->ang - 128 - 64);
// go to retract phase
pSetState(nclip, &ps_UziReload[1]);
}
}
else
{
if (nclip->x > gun->x)
{
PlaySound(DIGI_REPLACECLIP, &nclip->PlayerP->posx, &nclip->PlayerP->posy,
&nclip->PlayerP->posz,v3df_follow|v3df_dontpan|v3df_doppler);
nclip->x = gun->x + UZI_CLIP_XOFF;
nclip->y = gun->y + UZI_CLIP_YOFF;
nclip->vel = 680;
nclip->ang = NORM_ANGLE(nclip->ang + 128 + 64);
// go to retract phase
pSetState(nclip, &ps_UziReload[1]);
}
}
}
void
pUziReloadRetract(PANEL_SPRITEp nclip)
{
int nx, ny;
int x = FIXED(nclip->x, nclip->xfract);
int y = FIXED(nclip->y, nclip->yfract);
PANEL_SPRITEp gun = nclip->sibling;
int xgun = FIXED(gun->x, gun->xfract);
int ygun = FIXED(gun->y, gun->yfract);
nx = nclip->vel * synctics * (int) sintable[NORM_ANGLE(nclip->ang + 512)] >> 6;
ny = nclip->vel * synctics * (int) -sintable[nclip->ang] >> 6;
nclip->vel += 18 * synctics;
x -= nx;
y -= ny;
nclip->xfract = LSW(x);
nclip->x = MSW(x);
nclip->yfract = LSW(y);
nclip->y = MSW(y);
xgun -= nx;
ygun -= ny;
gun->xfract = LSW(xgun);
gun->x = MSW(xgun);
gun->yfract = LSW(ygun);
gun->y = MSW(ygun);
if (gun->y > UZI_RELOAD_YOFF + tilesiz[gun->picndx].y)
{
pSetState(gun, ps_UziDoneReload);
pKillSprite(nclip);
}
}
void
pUziDoneReload(PANEL_SPRITEp psp)
{
PANEL_SPRITEp InitWeaponUziSecondaryReload(PANEL_SPRITEp);
PLAYERp pp = psp->PlayerP;
if (TEST(psp->flags, PANF_PRIMARY) && pp->WpnUziType == 3)
{
// if 2 uzi's and the first one has been reloaded
// kill the first one and make the second one the CurWeapon
// Set uzi's back to previous state
PANEL_SPRITEp New;
if (pp->WpnUziType > 2)
pp->WpnUziType -= 3;
New = InitWeaponUziSecondaryReload(psp);
pp->Wpn[WPN_UZI] = New;
pp->CurWpn = New;
pp->CurWpn->sibling = NULL;
pKillSprite(psp);
return;
}
else
{
// Reset everything
// Set uzi's back to previous state
if (pp->WpnUziType > 2)
pp->WpnUziType -= 3;
// reset uzi variable
pp->Wpn[WPN_UZI] = NULL;
pp->CurWpn = NULL;
// kill uzi eject sequence for good
pKillSprite(psp);
// give the uzi back
InitWeaponUzi(pp);
}
}
void
pUziClip(PANEL_SPRITEp oclip)
{
int nx, ny, ox, oy;
int x = FIXED(oclip->x, oclip->xfract);
int y = FIXED(oclip->y, oclip->yfract);
ox = x;
oy = y;
nx = oclip->vel * synctics * (int) sintable[NORM_ANGLE(oclip->ang + 512)] >> 6;
ny = oclip->vel * synctics * (int) -sintable[oclip->ang] >> 6;
oclip->vel += 16 * synctics;
x += nx;
y += ny;
oclip->xfract = LSW(x);
oclip->x = MSW(x);
oclip->yfract = LSW(y);
oclip->y = MSW(y);
if (oclip->y > UZI_RELOAD_YOFF)
{
PANEL_SPRITEp gun = oclip->sibling;
// as synctics gets bigger, oclip->x can be way off
// when clip goes off the screen - recalc oclip->x from scratch
// so it will end up the same for all synctic values
for (x = ox, y = oy; oclip->y < UZI_RELOAD_YOFF; )
{
x += oclip->vel * (int) sintable[NORM_ANGLE(oclip->ang + 512)] >> 6;
y += oclip->vel * (int) -sintable[oclip->ang] >> 6;
}
oclip->xfract = LSW(x);
oclip->x = MSW(x);
oclip->yfract = LSW(y);
oclip->y = MSW(y);
oclip->y = UZI_RELOAD_YOFF;
gun->vel = 800;
gun->ang = NORM_ANGLE(oclip->ang + 1024);
pSpawnUziReload(oclip);
pKillSprite(oclip);
}
}
//
// Uzi Basic Stuff
//
void
InitWeaponUzi(PLAYERp pp)
{
PANEL_SPRITEp InitWeaponUzi2(PANEL_SPRITEp);
PANEL_SPRITEp psp = NULL;
if (Prediction)
return;
pp->WeaponType = WPN_UZI;
// make sure you have the uzi, uzi ammo, and not retracting another
// weapon
if (!TEST(pp->WpnFlags, BIT(WPN_UZI)) ||
// pp->WpnAmmo[WPN_UZI] <= 0 ||
TEST(pp->Flags, PF_WEAPON_RETRACT))
return;
// if players uzi is null
if (!pp->Wpn[WPN_UZI])
{
psp = pp->Wpn[WPN_UZI] = pSpawnSprite(pp, ps_PresentUzi, PRI_MID, 160 + UZI_XOFF, UZI_YOFF);
psp->y += tilesiz[psp->picndx].y;
}
// if Current weapon is uzi
if (pp->CurWpn == pp->Wpn[WPN_UZI])
{
// Retracting other uzi?
if (pp->CurWpn->sibling && pp->WpnUziType == 1)
{
RetractCurWpn(pp);
}
else
// Is player toggling between one and two uzi's?
if (pp->CurWpn->sibling && TEST(pp->Wpn[WPN_UZI]->flags, PANF_PRIMARY) && pp->WpnUziType == 0)
{
if (!TEST(pp->CurWpn->flags, PANF_RELOAD))
InitWeaponUzi2(pp->Wpn[WPN_UZI]);
}
// if actually picked an uzi up and don't currently have double uzi
if (TEST(pp->Flags, PF_PICKED_UP_AN_UZI) && !TEST(pp->Wpn[WPN_UZI]->flags, PANF_PRIMARY))
{
RESET(pp->Flags, PF_PICKED_UP_AN_UZI);
if (!TEST(pp->CurWpn->flags, PANF_RELOAD))
InitWeaponUzi2(pp->Wpn[WPN_UZI]);
}
return;
}
else
{
RESET(pp->Flags, PF_PICKED_UP_AN_UZI);
}
PlayerUpdateWeapon(pp, WPN_UZI);
RetractCurWpn(pp);
// Set up the new Weapon variables
pp->CurWpn = pp->Wpn[WPN_UZI];
SET(psp->flags, PANF_WEAPON_SPRITE);
psp->ActionState = &ps_FireUzi[1];
psp->RetractState = ps_RetractUzi;
psp->PresentState = ps_PresentUzi;
psp->RestState = ps_FireUzi;
pSetState(psp, psp->PresentState);
// power up
// NOTE: PRIMARY is ONLY set when there is a powerup
if (TEST(pp->Flags, PF_TWO_UZI))
{
InitWeaponUzi2(psp);
}
PlaySound(DIGI_UZI_UP, &pp->posx, &pp->posy, &pp->posz, v3df_follow);
FLAG_KEY_RELEASE(psp->PlayerP, SK_SHOOT);
FLAG_KEY_RESET(psp->PlayerP, SK_SHOOT);
}
PANEL_SPRITEp
InitWeaponUzi2(PANEL_SPRITEp uzi_orig)
{
PANEL_SPRITEp New;
PLAYERp pp = uzi_orig->PlayerP;
// There is already a second uzi, or it's retracting
if (pp->WpnUziType == 1 || pp->CurWpn->sibling || TEST(pp->Flags, PF_WEAPON_RETRACT)) return NULL;
// NOTE: PRIMARY is ONLY set when there is a powerup
SET(uzi_orig->flags, PANF_PRIMARY);
// Spawning a 2nd uzi, set weapon mode
pp->WpnUziType = 0; // 0 is up, 1 is retract
New = pSpawnSprite(pp, ps_PresentUzi2, PRI_MID, 160 - UZI_XOFF, UZI_YOFF);
uzi_orig->sibling = New;
New->y += tilesiz[New->picndx].y;
// Set up the New Weapon variables
SET(New->flags, PANF_WEAPON_SPRITE);
New->ActionState = &ps_FireUzi2[1];
New->RetractState = ps_RetractUzi2;
New->PresentState = ps_PresentUzi2;
New->RestState = ps_FireUzi2;
pSetState(New, New->PresentState);
New->sibling = uzi_orig;
SET(New->flags, PANF_SECONDARY);
pUziOverlays(New, CHAMBER_REST);
return New;
}
PANEL_SPRITEp
InitWeaponUziSecondaryReload(PANEL_SPRITEp uzi_orig)
{
PANEL_SPRITEp New;
PLAYERp pp = uzi_orig->PlayerP;
New = pSpawnSprite(pp, ps_PresentUzi, PRI_MID, 160 - UZI_XOFF, UZI_YOFF);
New->y += tilesiz[New->picndx].y;
SET(New->flags, PANF_XFLIP);
// Set up the New Weapon variables
SET(New->flags, PANF_WEAPON_SPRITE);
New->ActionState = ps_UziEject;
New->RetractState = ps_RetractUzi;
New->PresentState = ps_PresentUzi;
New->RestState = ps_UziEject;
// pSetState(New, New->PresentState);
pSetState(New, ps_PresentUziReload);
New->sibling = uzi_orig;
SET(New->flags, PANF_SECONDARY|PANF_RELOAD);
return New;
}
void
pUziPresent(PANEL_SPRITEp psp)
{
if (TEST(psp->PlayerP->Flags, PF_WEAPON_RETRACT))
return;
psp->y -= 3 * synctics;
if (psp->y < UZI_YOFF)
{
RESET(psp->flags, PANF_RELOAD);
psp->y = UZI_YOFF;
psp->xorig = psp->x;
psp->yorig = psp->y;
pSetState(psp, psp->RestState);
}
}
// same as pUziPresent only faster for reload sequence
void
pUziPresentReload(PANEL_SPRITEp psp)
{
if (TEST(psp->PlayerP->Flags, PF_WEAPON_RETRACT))
return;
psp->y -= 5 * synctics;
if (psp->y < UZI_YOFF)
{
psp->y = UZI_YOFF;
psp->xorig = psp->x;
psp->yorig = psp->y;
pSetState(psp, psp->RestState);
}
}
void
pUziBobSetup(PANEL_SPRITEp psp)
{
if (TEST(psp->flags, PANF_BOB))
return;
psp->xorig = psp->x;
psp->yorig = psp->y;
psp->sin_amt = 12;
psp->sin_ndx = 0;
psp->bob_height_shift = 3;
}
void
pUziStartReload(PANEL_SPRITEp psp)
{
SetVisNorm();
// Set uzi's to reload state
if (psp->PlayerP->WpnUziType < 3)
psp->PlayerP->WpnUziType += 3;
// Uzi #1 reload - starting from a full up position
pSetState(psp, ps_UziEject);
SET(psp->flags, PANF_RELOAD);
if (TEST(psp->flags, PANF_PRIMARY) && psp->sibling)
{
// this is going to KILL Uzi #2 !!!
pSetState(psp->sibling, psp->sibling->RetractState);
}
}
void
pUziHide(PANEL_SPRITEp psp)
{
short picnum = psp->picndx;
psp->y += 3 * synctics;
if (psp->y >= 200 + tilesiz[picnum].y)
{
psp->y = 200 + tilesiz[picnum].y;
if (TEST(psp->flags, PANF_PRIMARY) && psp->PlayerP->WpnUziType != 1)
{
if (pWeaponUnHideKeys(psp, psp->PresentState))
pSetState(psp->sibling, psp->sibling->PresentState);
}
else if (!TEST(psp->flags, PANF_SECONDARY))
{
pWeaponUnHideKeys(psp, psp->PresentState);
}
}
}
void
pUziRest(PANEL_SPRITEp psp)
{
char shooting;
SWBOOL force = !!TEST(psp->flags, PANF_UNHIDE_SHOOT);
// If you have two uzi's, but one didn't come up, spawn it
if (TEST(psp->PlayerP->Flags, PF_TWO_UZI) && psp->sibling == NULL)
{
InitWeaponUzi2(psp);
}
if (TEST(psp->flags, PANF_PRIMARY) && psp->sibling)
{
if (pWeaponHideKeys(psp, ps_UziHide))
{
if (psp->sibling != NULL) // !JIM! Without this line, will ASSERT if reloading here
pSetState(psp->sibling, ps_Uzi2Hide);
return;
}
}
else if (!TEST(psp->flags, PANF_SECONDARY))
{
if (pWeaponHideKeys(psp, ps_UziHide))
return;
}
if (TEST(psp->flags, PANF_SECONDARY))
pUziOverlays(psp, CHAMBER_REST);
SetVisNorm();
shooting = TEST_SYNC_KEY(psp->PlayerP, SK_SHOOT) && FLAG_KEY_PRESSED(psp->PlayerP, SK_SHOOT);
shooting |= force;
pUziBobSetup(psp);
pWeaponBob(psp, PLAYER_MOVING(psp->PlayerP) || shooting);
if (shooting)
{
if (!WeaponOK(psp->PlayerP))
return;
RESET(psp->flags, PANF_UNHIDE_SHOOT);
pSetState(psp, psp->ActionState);
}
else
WeaponOK(psp->PlayerP);
}
void
pUziAction(PANEL_SPRITEp psp)
{
char shooting;
static SWBOOL alternate = FALSE;
shooting = TEST_SYNC_KEY(psp->PlayerP, SK_SHOOT) && FLAG_KEY_PRESSED(psp->PlayerP, SK_SHOOT);
if (shooting)
{
if (TEST(psp->flags, PANF_SECONDARY))
{
alternate++;
if (alternate > 6) alternate = 0;
if (alternate <= 3)
pUziOverlays(psp, CHAMBER_FIRE);
else
pUziOverlays(psp, CHAMBER_REST);
}
// Only Recoil if shooting
pUziBobSetup(psp);
UziRecoilYadj = DIV256(RANDOM_P2(1024)); // global hack for
// Weapon Bob
pWeaponBob(psp, PLAYER_MOVING(psp->PlayerP) || shooting);
UziRecoilYadj = 0; // reset my global hack
if (RANDOM_P2(1024) > 990)
DoPlayerChooseYell(psp->PlayerP);
}
else
{
if (TEST(psp->flags, PANF_SECONDARY))
pUziOverlays(psp, CHAMBER_REST);
pUziBobSetup(psp);
pWeaponBob(psp, PLAYER_MOVING(psp->PlayerP) || shooting);
}
}
void
pUziFire(PANEL_SPRITEp psp)
{
PLAYERp pp = psp->PlayerP;
if (!WeaponOK(psp->PlayerP))
return;
if (TEST(psp->flags, PANF_SECONDARY) && pp->WpnUziType > 0) return;
InitUzi(psp->PlayerP);
SpawnUziShell(psp);
// If its the second Uzi, give the shell back only if it's a reload count to keep #'s even
if (TEST(psp->flags, PANF_SECONDARY))
{
if (TEST(pp->Flags, PF_TWO_UZI) && psp->sibling)
{
if ((pp->WpnAmmo[WPN_UZI] % 100) == 0)
pp->WpnAmmo[WPN_UZI]++;
}
else if ((pp->WpnAmmo[WPN_UZI] % 50) == 0)
pp->WpnAmmo[WPN_UZI]++;
}
else
{
SpawnVis(psp->PlayerP->PlayerSprite, -1, -1, -1, -1, 32);
if (!WeaponOK(psp->PlayerP))
return;
// Reload if done with clip
if (TEST(pp->Flags, PF_TWO_UZI) && psp->sibling)
{
if ((pp->WpnAmmo[WPN_UZI] % 100) == 0)
pUziStartReload(psp);
}
else if ((pp->WpnAmmo[WPN_UZI] % 50) == 0)
{
// clip has run out
pUziStartReload(psp);
}
}
}
void
pUziRetract(PANEL_SPRITEp psp)
{
// PANEL_SPRITEp sib = psp->sibling;
short picnum = psp->picndx;
psp->y += 3 * synctics;
if (psp->y >= 200 + tilesiz[picnum].y)
{
// if in the reload phase and its retracting then get rid of uzi
// no matter whether it is PRIMARY/SECONDARY/neither.
if (TEST(psp->flags, PANF_RELOAD))
{
RESET(psp->PlayerP->Flags, PF_WEAPON_RETRACT);
psp->PlayerP->Wpn[WPN_UZI] = NULL;
}
else
{
// NOT reloading here
if (TEST(psp->flags, PANF_PRIMARY))
{
// only reset when primary goes off the screen
RESET(psp->PlayerP->Flags, PF_WEAPON_RETRACT);
psp->PlayerP->Wpn[WPN_UZI] = NULL;
}
else if (TEST(psp->flags, PANF_SECONDARY))
{
// primarily for beginning of reload sequence where seconary
// is taken off of the screen. Lets the primary know that
// he is alone.
if (psp->sibling && psp->sibling->sibling == psp)
psp->sibling->sibling = NULL;
}
else
{
// only one uzi here is retracting
RESET(psp->PlayerP->Flags, PF_WEAPON_RETRACT);
psp->PlayerP->Wpn[WPN_UZI] = NULL;
}
}
pKillSprite(psp);
}
}
//////////////////////////////////////////////////////////////////////////////////////////
//
// UZI SHELL
//
//////////////////////////////////////////////////////////////////////////////////////////
void pUziShell(PANEL_SPRITEp);
#define UZI_SHELL_RATE 10
PANEL_STATE ps_UziShell[] =
{
{ID_UziShell0, UZI_SHELL_RATE, pUziShell, &ps_UziShell[1], 0,0,0},
{ID_UziShell1, UZI_SHELL_RATE, pUziShell, &ps_UziShell[2], 0,0,0},
{ID_UziShell2, UZI_SHELL_RATE, pUziShell, &ps_UziShell[3], 0,0,0},
{ID_UziShell3, UZI_SHELL_RATE, pUziShell, &ps_UziShell[4], 0,0,0},
{ID_UziShell4, UZI_SHELL_RATE, pUziShell, &ps_UziShell[5], 0,0,0},
{ID_UziShell5, UZI_SHELL_RATE, pUziShell, &ps_UziShell[0], 0,0,0},
};
PANEL_STATE ps_Uzi2Shell[] =
{
{ID_Uzi2Shell0, UZI_SHELL_RATE, pUziShell, &ps_Uzi2Shell[1], psf_Xflip, 0,0},
{ID_Uzi2Shell1, UZI_SHELL_RATE, pUziShell, &ps_Uzi2Shell[2], psf_Xflip, 0,0},
{ID_Uzi2Shell2, UZI_SHELL_RATE, pUziShell, &ps_Uzi2Shell[3], psf_Xflip, 0,0},
{ID_Uzi2Shell3, UZI_SHELL_RATE, pUziShell, &ps_Uzi2Shell[4], psf_Xflip, 0,0},
{ID_Uzi2Shell4, UZI_SHELL_RATE, pUziShell, &ps_Uzi2Shell[5], psf_Xflip, 0,0},
{ID_Uzi2Shell5, UZI_SHELL_RATE, pUziShell, &ps_Uzi2Shell[0], psf_Xflip, 0,0},
};
#if 0
void
SpawnUziShell(PANEL_SPRITEp psp)
{
PLAYERp pp = psp->PlayerP;
PANEL_SPRITEp shell;
int i, rand_val;
if (psp->State && TEST(psp->State->flags, psf_Xflip))
{
// LEFT side
shell = pSpawnSprite(pp, ps_Uzi2Shell, PRI_BACK, 0, 0);
shell->x = psp->x - 8 - RANDOM_P2(8);
pSetState(shell, ps_Uzi2Shell + RANDOM_P2(2));
}
else
{
// RIGHT side
shell = pSpawnSprite(pp, ps_UziShell, PRI_BACK, 0, 0);
shell->x = psp->x + 4 + RANDOM_P2(8);
pSetState(shell, ps_UziShell + RANDOM_P2(2));
}
SET(shell->flags, PANF_WEAPON_SPRITE);
shell->y = shell->yorig = psp->y - tilesiz[psp->picndx].y + 20;
shell->sin_ndx = 0;
shell->sin_amt = 13 + RANDOM_P2(8);
shell->sin_arc_speed = 3 + RANDOM_P2(2);
rand_val = RANDOM_P2(1024);
if (rand_val < 200)
shell->sin_amt = 34 + RANDOM_P2(16);
else if (rand_val < 400)
shell->sin_amt = 8 + RANDOM_P2(8);
else
shell->sin_amt = 13 + RANDOM_P2(8);
}
#endif
void
SpawnUziShell(PANEL_SPRITEp psp)
{
PLAYERp pp = psp->PlayerP;
PANEL_SPRITEp shell;
int i, rand_val;
if (psp->State && TEST(psp->State->flags, psf_Xflip))
{
// LEFT side
pp->UziShellLeftAlt = !pp->UziShellLeftAlt;
if (pp->UziShellLeftAlt)
SpawnShell(pp->PlayerSprite,-3);
}
else
{
// RIGHT side
pp->UziShellRightAlt = !pp->UziShellRightAlt;
if (pp->UziShellRightAlt)
SpawnShell(pp->PlayerSprite,-2);
}
}
void
pUziShell(PANEL_SPRITEp psp)
{
if (psp->State && TEST(psp->State->flags, psf_Xflip))
{
psp->x -= 3 * synctics;
}
else
{
psp->x += 3 * synctics;
}
// increment the ndx into the sin table and wrap at 1024
psp->sin_ndx = (psp->sin_ndx + (synctics << psp->sin_arc_speed) + 1024) & 1023;
// get height
psp->y = psp->yorig;
psp->y += psp->sin_amt * -sintable[psp->sin_ndx] >> 14;
// if off of the screen kill them
if (psp->x > 330 || psp->x < -10)
{
pKillSprite(psp);
}
}
//////////////////////////////////////////////////////////////////////////////////////////
//
// SHOTGUN SHELL
//
//////////////////////////////////////////////////////////////////////////////////////////
void pShotgunShell(PANEL_SPRITEp);
#define SHOTGUN_SHELL_RATE 7
PANEL_STATE ps_ShotgunShell[] =
{
{ID_ShotgunShell0, SHOTGUN_SHELL_RATE, pShotgunShell, &ps_ShotgunShell[1], 0,0,0},
{ID_ShotgunShell1, SHOTGUN_SHELL_RATE, pShotgunShell, &ps_ShotgunShell[2], 0,0,0},
{ID_ShotgunShell2, SHOTGUN_SHELL_RATE, pShotgunShell, &ps_ShotgunShell[3], 0,0,0},
{ID_ShotgunShell3, SHOTGUN_SHELL_RATE, pShotgunShell, &ps_ShotgunShell[4], 0,0,0},
{ID_ShotgunShell4, SHOTGUN_SHELL_RATE, pShotgunShell, &ps_ShotgunShell[5], 0,0,0},
{ID_ShotgunShell5, SHOTGUN_SHELL_RATE, pShotgunShell, &ps_ShotgunShell[6], 0,0,0},
{ID_ShotgunShell6, SHOTGUN_SHELL_RATE, pShotgunShell, &ps_ShotgunShell[7], 0,0,0},
{ID_ShotgunShell6, SHOTGUN_SHELL_RATE, pShotgunShell, &ps_ShotgunShell[0], 0,0,0},
};
void
SpawnShotgunShell(PANEL_SPRITEp psp)
{
PLAYERp pp = psp->PlayerP;
PANEL_SPRITEp shell;
SpawnShell(pp->PlayerSprite,-4);
#if 0
typedef struct
{
short xoff, yoff, skip;
int lo_jump_speed, hi_jump_speed, lo_xspeed, hi_xspeed;
PANEL_STATEp state[2];
} PANEL_SHRAP, *PANEL_SHRAPp;
static PANEL_SHRAP ShellShrap[] =
{
{0, 0, 0, FIXED(2,0), FIXED(4,0), FIXED(3,32000), FIXED(10,32000) },
};
PANEL_SHRAPp ss;
ss = &ShellShrap[0];
shell = pSpawnSprite(pp, ps_ShotgunShell, PRI_FRONT, 0, 0);
shell->x = psp->x + 25;
shell->y = shell->yorig = psp->y - tilesiz[psp->picndx].y + 85;
shell->xspeed = ss->lo_xspeed + (RANDOM_RANGE((ss->hi_xspeed - ss->lo_xspeed)>>4) << 4);
SET(shell->flags, PANF_WEAPON_SPRITE);
shell->jump_speed = -ss->lo_jump_speed - (RANDOM_RANGE((ss->hi_jump_speed - ss->lo_jump_speed)>>4) << 4);
DoBeginPanelJump(shell);
#endif
}
void
pShotgunShell(PANEL_SPRITEp psp)
{
int x = FIXED(psp->x, psp->xfract);
if (TEST(psp->flags, PANF_JUMPING))
{
DoPanelJump(psp);
}
else if (TEST(psp->flags, PANF_FALLING))
{
DoPanelFall(psp);
}
x += psp->xspeed;
psp->xfract = LSW(x);
psp->x = MSW(x);
if (psp->x > 320 || psp->x < 0 || psp->y > 200)
{
pKillSprite(psp);
return;
}
}
//////////////////////////////////////////////////////////////////////////////////////////
//
// SHOTGUN
//
//////////////////////////////////////////////////////////////////////////////////////////
void pShotgunPresent(PANEL_SPRITEp psp);
void pShotgunRetract(PANEL_SPRITEp psp);
void pShotgunAction(PANEL_SPRITEp psp);
void pShotgunRest(PANEL_SPRITEp psp);
void pShotgunFire(PANEL_SPRITEp psp);
void pShotgunHide(PANEL_SPRITEp psp);
void pShotgunRestTest(PANEL_SPRITEp psp);
void pShotgunReloadDown(PANEL_SPRITEp psp);
void pShotgunReloadUp(PANEL_SPRITEp psp);
void pShotgunBobSetup(PANEL_SPRITEp psp);
void pShotgunRecoilUp(PANEL_SPRITEp psp);
void pShotgunRecoilDown(PANEL_SPRITEp psp);
SWBOOL pShotgunReloadTest(PANEL_SPRITEp psp);
extern PANEL_STATE ps_ShotgunReload[];
#define Shotgun_BEAT_RATE 24
#define Shotgun_ACTION_RATE 4
PANEL_STATE ps_PresentShotgun[] =
{
{ID_ShotgunPresent0, Shotgun_BEAT_RATE, pShotgunPresent, &ps_PresentShotgun[0], 0,0,0}
};
PANEL_STATE ps_ShotgunRest[] =
{
{ID_ShotgunPresent0, Shotgun_BEAT_RATE, pShotgunRest, &ps_ShotgunRest[0], 0,0,0}
};
PANEL_STATE ps_ShotgunHide[] =
{
{ID_ShotgunPresent0, Shotgun_BEAT_RATE, pShotgunHide, &ps_ShotgunHide[0], 0,0,0}
};
PANEL_STATE ps_ShotgunRecoil[] =
{
// recoil
{ID_ShotgunReload0, Shotgun_ACTION_RATE, pShotgunRecoilDown, &ps_ShotgunRecoil[0], 0,0,0},
{ID_ShotgunReload0, Shotgun_ACTION_RATE, pShotgunRecoilUp, &ps_ShotgunRecoil[1], 0,0,0},
// reload
{ID_ShotgunReload0, Shotgun_ACTION_RATE*5, pNullAnimator, &ps_ShotgunRecoil[3], 0,0,0},
{ID_ShotgunReload1, Shotgun_ACTION_RATE, pNullAnimator, &ps_ShotgunRecoil[4], 0,0,0},
{ID_ShotgunReload2, Shotgun_ACTION_RATE*5, pNullAnimator, &ps_ShotgunRecoil[5], 0,0,0},
{ID_ShotgunPresent0,Shotgun_ACTION_RATE, pShotgunRestTest, &ps_ShotgunRecoil[6], 0,0,0},
{ID_ShotgunPresent0,Shotgun_ACTION_RATE/2, pShotgunAction, &ps_ShotgunRecoil[7], 0,0,0},
{ID_ShotgunPresent0,Shotgun_ACTION_RATE/2, pShotgunAction, &ps_ShotgunRecoil[8], 0,0,0},
// ready to fire again
{ID_ShotgunPresent0, 3, pNullAnimator, &ps_ShotgunRest[0], 0,0,0}
};
PANEL_STATE ps_ShotgunRecoilAuto[] =
{
// recoil
{ID_ShotgunReload0, 1, pShotgunRecoilDown, &ps_ShotgunRecoilAuto[0], 0,0,0},
{ID_ShotgunReload0, 1, pShotgunRecoilUp, &ps_ShotgunRecoilAuto[1], 0,0,0},
// Reload
{ID_ShotgunReload0, 1, pNullAnimator, &ps_ShotgunRecoilAuto[3], 0,0,0},
{ID_ShotgunReload0, 1, pNullAnimator, &ps_ShotgunRecoilAuto[4], 0,0,0},
{ID_ShotgunReload0, 1, pNullAnimator, &ps_ShotgunRecoilAuto[5], 0,0,0},
{ID_ShotgunPresent0,1, pShotgunRestTest, &ps_ShotgunRecoilAuto[6], 0,0,0},
{ID_ShotgunPresent0,1, pShotgunAction, &ps_ShotgunRecoilAuto[7], 0,0,0},
{ID_ShotgunPresent0,1, pShotgunRest, &ps_ShotgunRest[0],psf_QuickCall, 0,0},
};
PANEL_STATE ps_ShotgunFire[] =
{
{ID_ShotgunFire0, Shotgun_ACTION_RATE, pShotgunAction, &ps_ShotgunFire[1], psf_ShadeHalf, 0,0},
{ID_ShotgunFire1, Shotgun_ACTION_RATE, pShotgunFire, &ps_ShotgunFire[2], psf_ShadeNone|psf_QuickCall, 0,0},
{ID_ShotgunFire1, Shotgun_ACTION_RATE, pShotgunAction, &ps_ShotgunFire[3], psf_ShadeNone, 0,0},
{ID_ShotgunReload0, 0, SpawnShotgunShell, &ps_ShotgunFire[4], psf_QuickCall, 0,0},
{ID_ShotgunReload0, Shotgun_ACTION_RATE, pShotgunAction, &ps_ShotgunRecoil[0], 0,0,0}
};
#if 1
PANEL_STATE ps_ShotgunAutoFire[] =
{
{ID_ShotgunFire1, 2, pShotgunAction, &ps_ShotgunAutoFire[1], psf_ShadeHalf, 0,0},
{ID_ShotgunFire1, 2, pShotgunFire, &ps_ShotgunAutoFire[2], psf_ShadeNone, 0,0},
{ID_ShotgunFire1, 2, pShotgunAction, &ps_ShotgunAutoFire[3], psf_ShadeNone, 0,0},
{ID_ShotgunReload0, 0, SpawnShotgunShell, &ps_ShotgunAutoFire[4], psf_QuickCall, 0,0},
{ID_ShotgunReload0, 1, pShotgunAction, &ps_ShotgunRecoilAuto[0], 0,0,0}
};
#endif
#if 1
PANEL_STATE ps_ShotgunReload[] =
{
{ID_ShotgunPresent0, Shotgun_BEAT_RATE, pShotgunReloadDown, &ps_ShotgunReload[0], 0,0,0},
{ID_ShotgunPresent0, 30, pNullAnimator, &ps_ShotgunReload[2], 0,0,0},
// make reload sound here
{ID_ShotgunPresent0, Shotgun_BEAT_RATE, pNullAnimator, &ps_ShotgunReload[3], psf_QuickCall, 0,0},
{ID_ShotgunPresent0, 30, pNullAnimator, &ps_ShotgunReload[4], 0,0,0},
{ID_ShotgunPresent0, Shotgun_BEAT_RATE, pShotgunReloadUp, &ps_ShotgunReload[4], 0,0,0},
{ID_ShotgunPresent0, 3, pNullAnimator, &ps_ShotgunRest[0], 0,0,0}
};
#endif
PANEL_STATE ps_RetractShotgun[] =
{
{ID_ShotgunPresent0, Shotgun_BEAT_RATE, pShotgunRetract, &ps_RetractShotgun[0], 0,0,0}
};
#define SHOTGUN_YOFF 200
#define SHOTGUN_XOFF (160+42)
void
InitWeaponShotgun(PLAYERp pp)
{
PANEL_SPRITEp psp = NULL;
if (Prediction)
return;
pp->WeaponType = WPN_SHOTGUN;
if (!TEST(pp->WpnFlags, BIT(pp->WeaponType)) ||
// pp->WpnAmmo[pp->WeaponType] <= 0 ||
TEST(pp->Flags, PF_WEAPON_RETRACT))
return;
if (!pp->Wpn[pp->WeaponType])
{
psp = pp->Wpn[pp->WeaponType] = pSpawnSprite(pp, ps_PresentShotgun, PRI_MID, SHOTGUN_XOFF, SHOTGUN_YOFF);
psp->y += tilesiz[psp->picndx].y;
}
if (pp->CurWpn == pp->Wpn[pp->WeaponType])
{
return;
}
psp->WeaponType = pp->WeaponType;
PlayerUpdateWeapon(pp, pp->WeaponType);
pp->WpnUziType = 2; // Make uzi's go away!
RetractCurWpn(pp);
// Set up the new Weapon variables
psp = pp->CurWpn = pp->Wpn[pp->WeaponType];
SET(psp->flags, PANF_WEAPON_SPRITE);
psp->ActionState = ps_ShotgunFire;
//psp->ActionState = ps_ShotgunAutoFire;
psp->RetractState = ps_RetractShotgun;
psp->PresentState = ps_PresentShotgun;
psp->RestState = ps_ShotgunRest;
pSetState(psp, psp->PresentState);
PlaySound(DIGI_SHOTGUN_UP, &pp->posx, &pp->posy, &pp->posz, v3df_follow);
FLAG_KEY_RELEASE(psp->PlayerP, SK_SHOOT);
FLAG_KEY_RESET(psp->PlayerP, SK_SHOOT);
}
void
pShotgunSetRecoil(PANEL_SPRITEp psp)
{
psp->vel = 900;
psp->ang = NORM_ANGLE(-256);
}
void
pShotgunRecoilDown(PANEL_SPRITEp psp)
{
short picnum = psp->picndx;
int targetvel;
int x = FIXED(psp->x, psp->xfract);
int y = FIXED(psp->y, psp->yfract);
if (psp->PlayerP->WpnShotgunType == 1)
targetvel = 890;
else
targetvel = 780;
x += psp->vel * synctics * (int) sintable[NORM_ANGLE(psp->ang + 512)] >> 6;
y += psp->vel * synctics * (int) -sintable[psp->ang] >> 6;
psp->xfract = LSW(x);
psp->x = MSW(x);
psp->yfract = LSW(y);
psp->y = MSW(y);
psp->vel -= 24 * synctics;
if (psp->vel < targetvel)
{
psp->vel = targetvel;
psp->ang = NORM_ANGLE(psp->ang + 1024);
pStatePlusOne(psp);
}
}
void
pShotgunRecoilUp(PANEL_SPRITEp psp)
{
int x = FIXED(psp->x, psp->xfract);
int y = FIXED(psp->y, psp->yfract);
x += psp->vel * synctics * (int) sintable[NORM_ANGLE(psp->ang + 512)] >> 6;
y += psp->vel * synctics * (int) -sintable[psp->ang] >> 6;
psp->xfract = LSW(x);
psp->x = MSW(x);
psp->yfract = LSW(y);
psp->y = MSW(y);
psp->vel += 15 * synctics;
if (psp->y < SHOTGUN_YOFF)
{
psp->y = SHOTGUN_YOFF;
psp->x = SHOTGUN_XOFF;
pShotgunSetRecoil(psp);
pStatePlusOne(psp);
RESET(psp->flags, PANF_BOB);
}
}
#if 1
void
pShotgunReloadDown(PANEL_SPRITEp psp)
{
short picnum = psp->picndx;
psp->y += 3 * synctics;
if (psp->y >= SHOTGUN_YOFF + (tilesiz[picnum].y/2))
{
PlaySound(DIGI_ROCKET_UP, &psp->PlayerP->posx, &psp->PlayerP->posy,
&psp->PlayerP->posz,v3df_follow|v3df_dontpan|v3df_doppler);
psp->y = SHOTGUN_YOFF + (tilesiz[picnum].y/2);
pStatePlusOne(psp);
}
}
void
pShotgunReloadUp(PANEL_SPRITEp psp)
{
psp->x = SHOTGUN_XOFF;
psp->y -= 3 * synctics;
if (psp->y < SHOTGUN_YOFF)
{
PlaySound(DIGI_SHOTGUN_UP, &psp->PlayerP->posx, &psp->PlayerP->posy,
&psp->PlayerP->posz,v3df_follow|v3df_dontpan|v3df_doppler);
psp->y = SHOTGUN_YOFF;
pStatePlusOne(psp);
RESET(psp->flags, PANF_BOB);
}
}
#endif
void
pShotgunPresent(PANEL_SPRITEp psp)
{
if (TEST(psp->PlayerP->Flags, PF_WEAPON_RETRACT))
return;
// Needed for recoil
psp->ang = NORM_ANGLE(256 + 128);
pShotgunSetRecoil(psp);
///
psp->y -= 3 * synctics;
if (psp->y < SHOTGUN_YOFF)
{
psp->y = SHOTGUN_YOFF;
psp->yorig = psp->y;
pSetState(psp, psp->RestState);
}
}
void
pShotgunBobSetup(PANEL_SPRITEp psp)
{
if (TEST(psp->flags, PANF_BOB))
return;
psp->xorig = psp->x;
psp->yorig = psp->y;
psp->sin_amt = 12;
psp->sin_ndx = 0;
psp->bob_height_shift = 3;
}
SWBOOL
pShotgunOverlays(PANEL_SPRITEp psp)
{
#define SHOTGUN_AUTO_XOFF 28
#define SHOTGUN_AUTO_YOFF -17
if (psp->over[SHOTGUN_AUTO_NUM].xoff == -1)
{
psp->over[SHOTGUN_AUTO_NUM].xoff = SHOTGUN_AUTO_XOFF;
psp->over[SHOTGUN_AUTO_NUM].yoff = SHOTGUN_AUTO_YOFF;
}
//if(psp->PlayerP->WpnShotgunAuto == 0 && psp->PlayerP->WpnRocketType == 1)
//psp->PlayerP->WpnShotgunType--;
switch (psp->PlayerP->WpnShotgunType)
{
case 0:
psp->over[SHOTGUN_AUTO_NUM].pic = -1;
SET(psp->over[SHOTGUN_AUTO_NUM].flags, psf_ShadeNone);
return FALSE;
case 1:
psp->over[SHOTGUN_AUTO_NUM].pic = SHOTGUN_AUTO;
SET(psp->over[SHOTGUN_AUTO_NUM].flags, psf_ShadeNone);
return FALSE;
}
return FALSE;
}
PANEL_STATE ps_ShotgunFlash[] =
{
{SHOTGUN_AUTO, 30, NULL, &ps_ShotgunFlash[1], 0,0,0},
{0, 30, NULL, &ps_ShotgunFlash[2], 0,0,0},
{SHOTGUN_AUTO, 30, NULL, &ps_ShotgunFlash[3], 0,0,0},
{0, 30, NULL, &ps_ShotgunFlash[4], 0,0,0},
{SHOTGUN_AUTO, 30, NULL, &ps_ShotgunFlash[5], 0,0,0},
{0, 30, NULL, &ps_ShotgunFlash[6], 0,0,0},
{SHOTGUN_AUTO, 30, NULL, &ps_ShotgunFlash[7], 0,0,0},
{0, 30, NULL, &ps_ShotgunFlash[8], 0,0,0},
{SHOTGUN_AUTO, 30, NULL, &ps_ShotgunFlash[9], 0,0,0},
{0, 0, NULL, NULL, 0,0,0}
};
void
pShotgunHide(PANEL_SPRITEp psp)
{
short picnum = psp->picndx;
psp->y += 3 * synctics;
if (psp->y >= SHOTGUN_YOFF + tilesiz[picnum].y)
{
psp->y = SHOTGUN_YOFF + tilesiz[picnum].y;
pWeaponUnHideKeys(psp, psp->PresentState);
}
}
#if 1
SWBOOL
pShotgunReloadTest(PANEL_SPRITEp psp)
{
//short ammo = psp->PlayerP->WpnAmmo[psp->PlayerP->WeaponType];
short ammo = psp->PlayerP->WpnAmmo[WPN_SHOTGUN];
// Reload if done with clip
if (ammo > 0 && (ammo % 4) == 0)
{
// clip has run out
RESET(psp->flags, PANF_REST_POS);
pSetState(psp, ps_ShotgunReload);
return TRUE;
}
return FALSE;
}
#endif
void
pShotgunRest(PANEL_SPRITEp psp)
{
SWBOOL force = !!TEST(psp->flags, PANF_UNHIDE_SHOOT);
//short ammo = psp->PlayerP->WpnAmmo[psp->PlayerP->WeaponType];
short ammo = psp->PlayerP->WpnAmmo[WPN_SHOTGUN];
char lastammo = psp->PlayerP->WpnShotgunLastShell;
if (pWeaponHideKeys(psp, ps_ShotgunHide))
return;
if (psp->PlayerP->WpnShotgunType == 1 && ammo > 0 && ((ammo % 4) != 0) && lastammo != ammo && TEST(psp->flags, PANF_REST_POS))
{
force = TRUE;
}
pShotgunOverlays(psp);
pShotgunBobSetup(psp);
pWeaponBob(psp, PLAYER_MOVING(psp->PlayerP));
if (TEST_SYNC_KEY(psp->PlayerP, SK_SHOOT) || force)
{
if (FLAG_KEY_PRESSED(psp->PlayerP, SK_SHOOT) || force)
{
RESET(psp->flags, PANF_UNHIDE_SHOOT);
if (!WeaponOK(psp->PlayerP))
return;
SET(psp->flags, PANF_REST_POS); // Used for reload checking in autofire
if (psp->PlayerP->WpnShotgunType == 0)
psp->PlayerP->WpnShotgunLastShell = ammo-1;
DoPlayerChooseYell(psp->PlayerP);
if (psp->PlayerP->WpnShotgunType==0)
pSetState(psp, ps_ShotgunFire);
else
pSetState(psp, ps_ShotgunAutoFire);
}
if (!WeaponOK(psp->PlayerP))
return;
}
else
WeaponOK(psp->PlayerP);
}
void
pShotgunRestTest(PANEL_SPRITEp psp)
{
SWBOOL force = !!TEST(psp->flags, PANF_UNHIDE_SHOOT);
if (psp->PlayerP->WpnShotgunType == 1 && !pShotgunReloadTest(psp))
force = TRUE;
if (pShotgunReloadTest(psp))
return;
if (pWeaponHideKeys(psp, ps_ShotgunHide))
return;
pShotgunBobSetup(psp);
pWeaponBob(psp, PLAYER_MOVING(psp->PlayerP));
if (TEST_SYNC_KEY(psp->PlayerP, SK_SHOOT) || force)
{
if (FLAG_KEY_PRESSED(psp->PlayerP, SK_SHOOT) || force)
{
RESET(psp->flags, PANF_UNHIDE_SHOOT);
if (!WeaponOK(psp->PlayerP))
return;
DoPlayerChooseYell(psp->PlayerP);
return;
}
}
pSetState(psp, psp->RestState);
}
void
pShotgunAction(PANEL_SPRITEp psp)
{
pShotgunBobSetup(psp);
pWeaponBob(psp, PLAYER_MOVING(psp->PlayerP));
}
void
pShotgunFire(PANEL_SPRITEp psp)
{
int InitShotgun(PLAYERp pp);
SpawnVis(psp->PlayerP->PlayerSprite, -1, -1, -1, -1, 32);
InitShotgun(psp->PlayerP);
//SpawnShotgunShell(psp);
}
void
pShotgunRetract(PANEL_SPRITEp psp)
{
short picnum = psp->picndx;
psp->y += 3 * synctics;
if (psp->y >= SHOTGUN_YOFF + tilesiz[picnum].y + 50)
{
RESET(psp->PlayerP->Flags, PF_WEAPON_RETRACT);
psp->PlayerP->Wpn[psp->WeaponType] = NULL;
pKillSprite(psp);
}
}
//////////////////////////////////////////////////////////////////////////////////////////
//
// RAIL
//
//////////////////////////////////////////////////////////////////////////////////////////
void pRailPresent(PANEL_SPRITEp psp);
void pRailRetract(PANEL_SPRITEp psp);
void pRailAction(PANEL_SPRITEp psp);
void pRailRest(PANEL_SPRITEp psp);
void pRailFire(PANEL_SPRITEp psp);
void pRailHide(PANEL_SPRITEp psp);
void pRailRestTest(PANEL_SPRITEp psp);
void pRailOkTest(PANEL_SPRITEp psp);
void pRailRecoilUp(PANEL_SPRITEp psp);
void pRailRecoilDown(PANEL_SPRITEp psp);
void pRailBobSetup(PANEL_SPRITEp psp);
SWBOOL pRailReloadTest(PANEL_SPRITEp psp);
#define Rail_BEAT_RATE 24
#define Rail_ACTION_RATE 3 // !JIM! Was 10
#define Rail_CHARGE_RATE 3
PANEL_STATE ps_PresentRail[] =
{
{ID_RailPresent0, Rail_BEAT_RATE, pRailPresent, &ps_PresentRail[0], psf_ShadeNone, 0,0}
};
PANEL_STATE ps_RailRest[] =
{
{ID_RailRest0, Rail_BEAT_RATE, pRailRest, &ps_RailRest[1], psf_ShadeNone, 0,0},
{ID_RailRest1, Rail_BEAT_RATE, pRailRest, &ps_RailRest[2], psf_ShadeNone, 0,0},
{ID_RailRest2, Rail_BEAT_RATE, pRailRest, &ps_RailRest[3], psf_ShadeNone, 0,0},
{ID_RailRest3, Rail_BEAT_RATE, pRailRest, &ps_RailRest[4], psf_ShadeNone, 0,0},
{ID_RailRest4, Rail_BEAT_RATE, pRailRest, &ps_RailRest[0], psf_ShadeNone, 0,0},
};
PANEL_STATE ps_RailHide[] =
{
{ID_RailPresent0, Rail_BEAT_RATE, pRailHide, &ps_RailHide[0], psf_ShadeNone, 0,0}
};
PANEL_STATE ps_RailRecoil[] =
{
// recoil
{ID_RailPresent0, Rail_BEAT_RATE, pRailRecoilDown, &ps_RailRecoil[0], 0,0,0},
{ID_RailPresent0, Rail_BEAT_RATE, pRailRecoilUp, &ps_RailRecoil[1], 0,0,0},
// ready to fire again
{ID_RailPresent0, 3, pNullAnimator, &ps_RailRest[0], 0,0,0}
};
PANEL_STATE ps_RailFire[] =
{
{ID_RailCharge0, Rail_CHARGE_RATE, pRailAction, &ps_RailFire[1], psf_ShadeNone, 0,0},
{ID_RailCharge1, Rail_CHARGE_RATE, pRailAction, &ps_RailFire[2], psf_ShadeNone, 0,0},
{ID_RailCharge2, Rail_CHARGE_RATE, pRailAction, &ps_RailFire[3], psf_ShadeNone, 0,0},
{ID_RailCharge1, Rail_CHARGE_RATE, pRailAction, &ps_RailFire[4], psf_ShadeNone, 0,0},
{ID_RailFire0, Rail_ACTION_RATE, pRailAction, &ps_RailFire[5], psf_ShadeNone, 0,0},
{ID_RailFire1, Rail_ACTION_RATE, pRailAction, &ps_RailFire[6], psf_ShadeNone, 0,0},
{ID_RailFire1, Rail_ACTION_RATE, pRailAction, &ps_RailFire[7], psf_ShadeNone, 0,0},
{ID_RailFire1, 0, pRailFire, &ps_RailFire[8], psf_ShadeNone|psf_QuickCall, 0,0},
// recoil
{ID_RailPresent0, Rail_BEAT_RATE, pRailRecoilDown, &ps_RailFire[8], psf_ShadeNone, 0,0},
{ID_RailPresent0, Rail_BEAT_RATE, pRailRecoilUp, &ps_RailFire[9], psf_ShadeNone, 0,0},
// !JIM! I added these to introduce firing delay, that looks like a charge down.
{ID_RailCharge0, Rail_CHARGE_RATE, pRailOkTest, &ps_RailFire[11], psf_ShadeNone, 0,0},
{ID_RailCharge1, Rail_CHARGE_RATE, pRailAction, &ps_RailFire[12], psf_ShadeNone, 0,0},
{ID_RailCharge2, Rail_CHARGE_RATE, pRailOkTest, &ps_RailFire[13], psf_ShadeNone, 0,0},
{ID_RailCharge1, Rail_CHARGE_RATE, pRailAction, &ps_RailFire[14], psf_ShadeNone, 0,0},
{ID_RailCharge0, Rail_CHARGE_RATE+1, pRailAction, &ps_RailFire[15], psf_ShadeNone, 0,0},
{ID_RailCharge1, Rail_CHARGE_RATE+1, pRailAction, &ps_RailFire[16], psf_ShadeNone, 0,0},
{ID_RailCharge2, Rail_CHARGE_RATE+1, pRailAction, &ps_RailFire[17], psf_ShadeNone, 0,0},
{ID_RailCharge1, Rail_CHARGE_RATE+2, pRailAction, &ps_RailFire[18], psf_ShadeNone, 0,0},
{ID_RailCharge0, Rail_CHARGE_RATE+2, pRailAction, &ps_RailFire[19], psf_ShadeNone, 0,0},
{ID_RailCharge1, Rail_CHARGE_RATE+2, pRailAction, &ps_RailFire[20], psf_ShadeNone, 0,0},
{ID_RailCharge2, Rail_CHARGE_RATE+3, pRailAction, &ps_RailFire[21], psf_ShadeNone, 0,0},
{ID_RailCharge1, Rail_CHARGE_RATE+3, pRailAction, &ps_RailFire[22], psf_ShadeNone, 0,0},
{ID_RailCharge0, Rail_CHARGE_RATE+4, pRailAction, &ps_RailFire[23], psf_ShadeNone, 0,0},
{ID_RailCharge1, Rail_CHARGE_RATE+4, pRailAction, &ps_RailFire[24], psf_ShadeNone, 0,0},
{ID_RailCharge2, Rail_CHARGE_RATE+4, pRailAction, &ps_RailFire[25], psf_ShadeNone, 0,0},
{ID_RailCharge0, Rail_CHARGE_RATE+5, pRailAction, &ps_RailFire[26], psf_ShadeNone, 0,0},
{ID_RailCharge1, Rail_CHARGE_RATE+5, pRailAction, &ps_RailFire[27], psf_ShadeNone, 0,0},
{ID_RailCharge2, Rail_CHARGE_RATE+5, pRailAction, &ps_RailFire[28], psf_ShadeNone, 0,0},
// {ID_RailCharge0, Rail_CHARGE_RATE+6, pRailAction, &ps_RailFire[27], psf_ShadeNone, 0,0},
// {ID_RailCharge1, Rail_CHARGE_RATE+6, pRailAction, &ps_RailFire[28], psf_ShadeNone, 0,0},
// {ID_RailCharge2, Rail_CHARGE_RATE+6, pRailAction, &ps_RailFire[29], psf_ShadeNone, 0,0},
// {ID_RailCharge0, Rail_CHARGE_RATE+7, pRailAction, &ps_RailFire[30], psf_ShadeNone, 0,0},
// {ID_RailCharge1, Rail_CHARGE_RATE+7, pRailAction, &ps_RailFire[31], psf_ShadeNone, 0,0},
// {ID_RailCharge2, Rail_CHARGE_RATE+7, pRailAction, &ps_RailFire[32], psf_ShadeNone, 0,0},
// {ID_RailCharge1, Rail_CHARGE_RATE+7, pRailAction, &ps_RailFire[33], psf_ShadeNone, 0,0},
// {ID_RailCharge0, Rail_CHARGE_RATE+8, pRailAction, &ps_RailFire[34], psf_ShadeNone, 0,0},
// {ID_RailCharge1, Rail_CHARGE_RATE+8, pRailAction, &ps_RailFire[35], psf_ShadeNone, 0,0},
{ID_RailCharge0, Rail_ACTION_RATE, pRailRestTest, &ps_RailFire[29], psf_ShadeNone, 0,0},
{ID_RailCharge1, Rail_ACTION_RATE, pRailRest, &ps_RailRest[0], psf_ShadeNone, 0,0},
// {ID_RailFire1, Rail_ACTION_RATE, pRailRestTest, &ps_RailFire[27], psf_ShadeNone, 0,0},
// {ID_RailFire1, Rail_ACTION_RATE, pRailRest, &ps_RailRest[0], psf_ShadeNone, 0,0},
};
PANEL_STATE ps_RailFireEMP[] =
{
{ID_RailCharge0, Rail_CHARGE_RATE, pRailAction, &ps_RailFireEMP[1], psf_ShadeNone, 0,0},
{ID_RailCharge1, Rail_CHARGE_RATE, pRailAction, &ps_RailFireEMP[2], psf_ShadeNone, 0,0},
{ID_RailCharge2, Rail_CHARGE_RATE, pRailAction, &ps_RailFireEMP[3], psf_ShadeNone, 0,0},
{ID_RailCharge1, Rail_CHARGE_RATE, pRailAction, &ps_RailFireEMP[4], psf_ShadeNone, 0,0},
{ID_RailFire0, Rail_ACTION_RATE, pRailAction, &ps_RailFireEMP[5], psf_ShadeNone, 0,0},
{ID_RailFire1, Rail_ACTION_RATE, pRailAction, &ps_RailFireEMP[6], psf_ShadeNone, 0,0},
{ID_RailFire1, Rail_ACTION_RATE, pRailAction, &ps_RailFireEMP[7], psf_ShadeNone, 0,0},
{ID_RailFire1, 0, pRailFire, &ps_RailFireEMP[8], psf_ShadeNone|psf_QuickCall, 0,0},
{ID_RailCharge0, Rail_ACTION_RATE, pRailRestTest, &ps_RailFireEMP[9], psf_ShadeNone, 0,0},
{ID_RailCharge1, Rail_ACTION_RATE, pRailRest, &ps_RailRest[0], psf_ShadeNone, 0,0},
};
PANEL_STATE ps_RetractRail[] =
{
{ID_RailPresent0, Rail_BEAT_RATE, pRailRetract, &ps_RetractRail[0], psf_ShadeNone, 0,0}
};
#define RAIL_YOFF 200
//#define RAIL_XOFF (160+60)
#define RAIL_XOFF (160+6)
static int railvochandle=0;
void
InitWeaponRail(PLAYERp pp)
{
PANEL_SPRITEp psp = NULL;
if (SW_SHAREWARE) return;
if (Prediction)
return;
pp->WeaponType = WPN_RAIL;
if (!TEST(pp->WpnFlags, BIT(pp->WeaponType)) ||
// pp->WpnAmmo[pp->WeaponType] <= 0 ||
TEST(pp->Flags, PF_WEAPON_RETRACT))
return;
if (!pp->Wpn[pp->WeaponType])
{
psp = pp->Wpn[pp->WeaponType] = pSpawnSprite(pp, ps_PresentRail, PRI_MID, RAIL_XOFF, RAIL_YOFF);
psp->y += tilesiz[psp->picndx].y;
}
if (pp->CurWpn == pp->Wpn[pp->WeaponType])
{
return;
}
psp->WeaponType = pp->WeaponType;
PlayerUpdateWeapon(pp, pp->WeaponType);
pp->WpnUziType = 2; // Make uzi's go away!
RetractCurWpn(pp);
// Set up the new Weapon variables
psp = pp->CurWpn = pp->Wpn[pp->WeaponType];
SET(psp->flags, PANF_WEAPON_SPRITE);
psp->ActionState = ps_RailFire;
psp->RetractState = ps_RetractRail;
psp->PresentState = ps_PresentRail;
psp->RestState = ps_RailRest;
pSetState(psp, psp->PresentState);
PlaySound(DIGI_RAIL_UP, &pp->posx, &pp->posy, &pp->posz, v3df_follow);
railvochandle = PlaySound(DIGI_RAILREADY, &pp->posx, &pp->posy, &pp->posz, v3df_follow|v3df_dontpan);
Set3DSoundOwner(psp->PlayerP->PlayerSprite);
FLAG_KEY_RELEASE(psp->PlayerP, SK_SHOOT);
FLAG_KEY_RESET(psp->PlayerP, SK_SHOOT);
}
void
pRailSetRecoil(PANEL_SPRITEp psp)
{
psp->vel = 900;
psp->ang = NORM_ANGLE(-256);
}
void
pRailRecoilDown(PANEL_SPRITEp psp)
{
short picnum = psp->picndx;
int x = FIXED(psp->x, psp->xfract);
int y = FIXED(psp->y, psp->yfract);
x += psp->vel * synctics * (int) sintable[NORM_ANGLE(psp->ang + 512)] >> 6;
y += psp->vel * synctics * (int) -sintable[psp->ang] >> 6;
psp->xfract = LSW(x);
psp->x = MSW(x);
psp->yfract = LSW(y);
psp->y = MSW(y);
psp->vel -= 24 * synctics;
if (psp->vel < 800)
{
psp->vel = 800;
psp->ang = NORM_ANGLE(psp->ang + 1024);
pStatePlusOne(psp);
}
}
void
pRailRecoilUp(PANEL_SPRITEp psp)
{
int x = FIXED(psp->x, psp->xfract);
int y = FIXED(psp->y, psp->yfract);
x += psp->vel * synctics * (int) sintable[NORM_ANGLE(psp->ang + 512)] >> 6;
y += psp->vel * synctics * (int) -sintable[psp->ang] >> 6;
psp->xfract = LSW(x);
psp->x = MSW(x);
psp->yfract = LSW(y);
psp->y = MSW(y);
psp->vel += 15 * synctics;
if (psp->y < RAIL_YOFF)
{
psp->y = RAIL_YOFF;
psp->x = RAIL_XOFF;
pRailSetRecoil(psp);
pStatePlusOne(psp);
RESET(psp->flags, PANF_BOB);
}
}
void
pRailPresent(PANEL_SPRITEp psp)
{
if (TEST(psp->PlayerP->Flags, PF_WEAPON_RETRACT))
return;
// Needed for recoil
psp->ang = NORM_ANGLE(256 + 128);
pRailSetRecoil(psp);
///
psp->y -= 3 * synctics;
if (psp->y < RAIL_YOFF)
{
psp->y = RAIL_YOFF;
psp->yorig = psp->y;
pSetState(psp, psp->RestState);
}
}
void
pRailBobSetup(PANEL_SPRITEp psp)
{
if (TEST(psp->flags, PANF_BOB))
return;
psp->xorig = psp->x;
psp->yorig = psp->y;
psp->sin_amt = 12;
psp->sin_ndx = 0;
psp->bob_height_shift = 3;
}
void
pRailHide(PANEL_SPRITEp psp)
{
short picnum = psp->picndx;
psp->y += 3 * synctics;
if (psp->y >= RAIL_YOFF + tilesiz[picnum].y)
{
psp->y = RAIL_YOFF + tilesiz[picnum].y;
pWeaponUnHideKeys(psp, psp->PresentState);
}
}
void
pRailOkTest(PANEL_SPRITEp psp)
{
if (pWeaponHideKeys(psp, ps_RailHide))
return;
WeaponOK(psp->PlayerP);
}
void
pRailRest(PANEL_SPRITEp psp)
{
int InitLaserSight(PLAYERp pp);
SWBOOL force = !!TEST(psp->flags, PANF_UNHIDE_SHOOT);
if (SW_SHAREWARE) return;
if (pWeaponHideKeys(psp, ps_RailHide))
return;
pRailBobSetup(psp);
pWeaponBob(psp, PLAYER_MOVING(psp->PlayerP));
if (TEST_SYNC_KEY(psp->PlayerP, SK_SHOOT) || force)
{
if (FLAG_KEY_PRESSED(psp->PlayerP, SK_SHOOT) || force)
{
RESET(psp->flags, PANF_UNHIDE_SHOOT);
if (!WeaponOK(psp->PlayerP))
return;
//PlaySound(DIGI_RAILPWRUP, &psp->PlayerP->posx, &psp->PlayerP->posy, &psp->PlayerP->posz, v3df_follow);
DoPlayerChooseYell(psp->PlayerP);
if (psp->PlayerP->WpnRailType == 0)
pSetState(psp, ps_RailFire);
else
pSetState(psp, ps_RailFireEMP);
}
}
else
WeaponOK(psp->PlayerP);
}
void
pRailRestTest(PANEL_SPRITEp psp)
{
SWBOOL force = !!TEST(psp->flags, PANF_UNHIDE_SHOOT);
if (pWeaponHideKeys(psp, ps_RailHide))
return;
pRailBobSetup(psp);
pWeaponBob(psp, PLAYER_MOVING(psp->PlayerP));
if (TEST_SYNC_KEY(psp->PlayerP, SK_SHOOT) || force)
{
if (FLAG_KEY_PRESSED(psp->PlayerP, SK_SHOOT) || force)
{
RESET(psp->flags, PANF_UNHIDE_SHOOT);
if (!WeaponOK(psp->PlayerP))
return;
DoPlayerChooseYell(psp->PlayerP);
return;
}
}
pSetState(psp, psp->RestState);
}
void
pRailAction(PANEL_SPRITEp psp)
{
pRailBobSetup(psp);
pWeaponBob(psp, PLAYER_MOVING(psp->PlayerP));
}
void
pRailFire(PANEL_SPRITEp psp)
{
int InitRail(PLAYERp pp);
int InitEMP(PLAYERp pp);
SpawnVis(psp->PlayerP->PlayerSprite, -1, -1, -1, -1, 16);
if (psp->PlayerP->WpnRailType == 0)
InitRail(psp->PlayerP);
else
InitEMP(psp->PlayerP);
}
void
pRailRetract(PANEL_SPRITEp psp)
{
short picnum = psp->picndx;
psp->y += 3 * synctics;
if (psp->y >= RAIL_YOFF + tilesiz[picnum].y + 50)
{
RESET(psp->PlayerP->Flags, PF_WEAPON_RETRACT);
psp->PlayerP->Wpn[psp->WeaponType] = NULL;
DeleteNoSoundOwner(psp->PlayerP->PlayerSprite);
pKillSprite(psp);
}
}
//////////////////////////////////////////////////////////////////////////////////////////
//
// HOTHEAD
//
//////////////////////////////////////////////////////////////////////////////////////////
void pHotheadPresent(PANEL_SPRITEp psp);
void pHotheadRetract(PANEL_SPRITEp psp);
void pHotheadAction(PANEL_SPRITEp psp);
void pHotheadActionCenter(PANEL_SPRITEp psp);
void pHotheadRest(PANEL_SPRITEp psp);
void pHotheadRestCenter(PANEL_SPRITEp psp);
void pHotheadAttack(PANEL_SPRITEp psp);
void pHotheadRing(PANEL_SPRITEp psp);
void pHotheadNapalm(PANEL_SPRITEp psp);
void pHotheadHide(PANEL_SPRITEp psp);
void pHotheadRestTest(PANEL_SPRITEp psp);
extern PANEL_STATE ps_HotheadAttack[];
extern PANEL_STATE ps_ReloadHothead[];
extern PANEL_STATE ps_HotheadTurn[];
#define Hothead_BEAT_RATE 24
#define Hothead_ACTION_RATE_PRE 2 // !JIM! Was 1
#define Hothead_ACTION_RATE_POST 7
PANEL_STATE ps_PresentHothead[] =
{
{ID_HotheadPresent0, Hothead_BEAT_RATE, pHotheadPresent, &ps_PresentHothead[0], 0,0,0}
};
PANEL_STATE ps_HotheadHide[] =
{
{ID_HotheadRest0, Hothead_BEAT_RATE, pHotheadHide, &ps_HotheadHide[0], 0,0,0}
};
PANEL_STATE ps_RetractHothead[] =
{
{ID_HotheadPresent0, Hothead_BEAT_RATE, pHotheadRetract, &ps_RetractHothead[0], 0,0,0}
};
PANEL_STATE ps_HotheadRest[] =
{
{ID_HotheadRest0, Hothead_BEAT_RATE, pHotheadRest, &ps_HotheadRest[0], 0,0,0}
};
PANEL_STATE ps_HotheadRestRing[] =
{
{ID_HotheadRest0, Hothead_BEAT_RATE, pHotheadRest, &ps_HotheadRest[0], 0,0,0}
};
PANEL_STATE ps_HotheadRestNapalm[] =
{
{ID_HotheadRest0, Hothead_BEAT_RATE, pHotheadRest, &ps_HotheadRest[0], 0,0,0}
};
// Turns - attacks
PANEL_STATE ps_HotheadAttack[] =
{
{ID_HotheadAttack0, Hothead_ACTION_RATE_PRE, pHotheadAction, &ps_HotheadAttack[1], psf_ShadeHalf, 0,0},
{ID_HotheadAttack0, 3, pHotheadAction, &ps_HotheadAttack[2], psf_ShadeHalf, 0,0},
{ID_HotheadAttack0, 0, pHotheadAttack, &ps_HotheadAttack[3], psf_QuickCall, 0,0},
{ID_HotheadAttack0, 3, pHotheadAction, &ps_HotheadAttack[4], psf_ShadeHalf, 0,0},
{ID_HotheadAttack0, 0, pHotheadRestTest, &ps_HotheadAttack[4], psf_QuickCall, 0,0},
{ID_HotheadAttack0, 0, pHotheadAction, &ps_HotheadAttack[0], psf_ShadeHalf, 0,0}
};
PANEL_STATE ps_HotheadRing[] =
{
{ID_HotheadAttack0, Hothead_ACTION_RATE_PRE, pHotheadAction, &ps_HotheadRing[1], psf_ShadeHalf, 0,0},
{ID_HotheadAttack0, 10, pHotheadAction, &ps_HotheadRing[2], psf_ShadeHalf, 0,0},
{ID_HotheadAttack0, 0, pHotheadAttack, &ps_HotheadRing[3], psf_QuickCall, 0,0},
{ID_HotheadAttack0, 40, pHotheadAction, &ps_HotheadRing[4], psf_ShadeHalf, 0,0},
{ID_HotheadAttack0, 0, pHotheadRestTest, &ps_HotheadRing[4], psf_QuickCall, 0,0},
{ID_HotheadAttack0, 3, pHotheadAction, &ps_HotheadRing[0], psf_ShadeHalf, 0,0}
};
PANEL_STATE ps_HotheadNapalm[] =
{
{ID_HotheadAttack0, Hothead_ACTION_RATE_PRE, pHotheadAction, &ps_HotheadNapalm[1], psf_ShadeHalf, 0,0},
{ID_HotheadAttack0, 3, pHotheadAction, &ps_HotheadNapalm[2], psf_ShadeHalf, 0,0},
{ID_HotheadAttack0, 0, pHotheadAttack, &ps_HotheadNapalm[3], psf_QuickCall, 0,0},
{ID_HotheadAttack0, 50, pHotheadAction, &ps_HotheadNapalm[4], psf_ShadeHalf, 0,0},
{ID_HotheadAttack0, 0, pHotheadRestTest, &ps_HotheadNapalm[4], psf_QuickCall, 0,0},
{ID_HotheadAttack0, 3, pHotheadAction, &ps_HotheadNapalm[0], psf_ShadeHalf, 0,0}
};
// Turns - can do three different turns
PANEL_STATE ps_HotheadTurn[] =
{
{ID_HotheadTurn0, Hothead_BEAT_RATE, pNullAnimator, &ps_HotheadTurn[1], 0,0,0},
{ID_HotheadTurn1, Hothead_BEAT_RATE, pNullAnimator, &ps_HotheadTurn[2], 0,0,0},
{ID_HotheadTurn2, Hothead_BEAT_RATE, pNullAnimator, &ps_HotheadTurn[3], 0,0,0},
{ID_HotheadTurn3, Hothead_BEAT_RATE, pNullAnimator, &ps_HotheadTurn[4], 0,0,0},
{ID_HotheadChomp0, Hothead_BEAT_RATE, pNullAnimator, &ps_HotheadTurn[5], 0,0,0},
{ID_HotheadTurn3, Hothead_BEAT_RATE, pNullAnimator, &ps_HotheadTurn[6], 0,0,0},
{ID_HotheadChomp0, Hothead_BEAT_RATE, pNullAnimator, &ps_HotheadTurn[7], 0,0,0},
{ID_HotheadTurn3, Hothead_BEAT_RATE, pNullAnimator, &ps_HotheadTurn[8], 0,0,0},
{ID_HotheadTurn2, Hothead_BEAT_RATE, pNullAnimator, &ps_HotheadTurn[9], 0,0,0},
{ID_HotheadTurn1, Hothead_BEAT_RATE, pNullAnimator, &ps_HotheadTurn[10], 0,0,0},
{ID_HotheadTurn0, Hothead_BEAT_RATE, pNullAnimator, &ps_HotheadTurn[11], 0,0,0},
{ID_HotheadTurn0, Hothead_BEAT_RATE, pNullAnimator, &ps_HotheadRest[0], 0,0,0}
};
PANEL_STATE ps_HotheadTurnRing[] =
{
{ID_HotheadTurn0, Hothead_BEAT_RATE, pNullAnimator, &ps_HotheadTurnRing[1], 0,0,0},
{ID_HotheadTurn1, Hothead_BEAT_RATE, pNullAnimator, &ps_HotheadTurnRing[2], 0,0,0},
{ID_HotheadTurn2, Hothead_BEAT_RATE, pNullAnimator, &ps_HotheadTurnRing[3], 0,0,0},
{ID_HotheadTurn3, Hothead_BEAT_RATE, pNullAnimator, &ps_HotheadTurnRing[4], 0,0,0},
{ID_HotheadChomp0, Hothead_BEAT_RATE, pNullAnimator, &ps_HotheadTurnRing[5], 0,0,0},
{ID_HotheadTurn3, Hothead_BEAT_RATE, pNullAnimator, &ps_HotheadTurnRing[6], 0,0,0},
{ID_HotheadTurn2, Hothead_BEAT_RATE, pNullAnimator, &ps_HotheadTurnRing[7], 0,0,0},
{ID_HotheadTurn1, Hothead_BEAT_RATE, pNullAnimator, &ps_HotheadTurnRing[8], 0,0,0},
{ID_HotheadTurn0, Hothead_BEAT_RATE, pNullAnimator, &ps_HotheadTurnRing[9], 0,0,0},
{ID_HotheadTurn0, Hothead_BEAT_RATE, pNullAnimator, &ps_HotheadRestRing[0], 0,0,0}
};
PANEL_STATE ps_HotheadTurnNapalm[] =
{
{ID_HotheadTurn0, Hothead_BEAT_RATE, pNullAnimator, &ps_HotheadTurnNapalm[1], 0,0,0},
{ID_HotheadTurn1, Hothead_BEAT_RATE, pNullAnimator, &ps_HotheadTurnNapalm[2], 0,0,0},
{ID_HotheadTurn2, Hothead_BEAT_RATE, pNullAnimator, &ps_HotheadTurnNapalm[3], 0,0,0},
{ID_HotheadTurn3, Hothead_BEAT_RATE, pNullAnimator, &ps_HotheadTurnNapalm[4], 0,0,0},
{ID_HotheadTurn3, Hothead_BEAT_RATE*2, pNullAnimator, &ps_HotheadTurnNapalm[5], 0,0,0},
{ID_HotheadTurn2, Hothead_BEAT_RATE, pNullAnimator, &ps_HotheadTurnNapalm[6], 0,0,0},
{ID_HotheadTurn1, Hothead_BEAT_RATE, pNullAnimator, &ps_HotheadTurnNapalm[7], 0,0,0},
{ID_HotheadTurn0, Hothead_BEAT_RATE, pNullAnimator, &ps_HotheadTurnNapalm[8], 0,0,0},
{ID_HotheadTurn0, Hothead_BEAT_RATE, pNullAnimator, &ps_HotheadRestNapalm[0], 0,0,0}
};
PANEL_STATEp HotheadAttackStates[] =
{
ps_HotheadAttack,
ps_HotheadRing,
ps_HotheadNapalm
};
PANEL_STATEp HotheadRestStates[] =
{
ps_HotheadRest,
ps_HotheadRestRing,
ps_HotheadRestNapalm
};
PANEL_STATEp HotheadTurnStates[] =
{
ps_HotheadTurn,
ps_HotheadTurnRing,
ps_HotheadTurnNapalm
};
#define FIREBALL_MODE 0
#define RING_MODE 1
#define NAPALM_MODE 2
void
pHotHeadOverlays(PANEL_SPRITEp psp, short mode)
{
#define HOTHEAD_FINGER_XOFF 0
#define HOTHEAD_FINGER_YOFF 0
switch (mode)
{
case 0: // Great balls o' fire
psp->over[0].pic = HEAD_MODE1;
break;
case 1: // Ring of fire
psp->over[0].pic = HEAD_MODE2;
break;
case 2: // I love the smell of napalm in the morning
psp->over[0].pic = HEAD_MODE3;
break;
}
}
#define HOTHEAD_BOB_X_AMT 10
#define HOTHEAD_XOFF (200 + HOTHEAD_BOB_X_AMT + 6)
#define HOTHEAD_YOFF 200
void
InitWeaponHothead(PLAYERp pp)
{
PANEL_SPRITEp psp = NULL;
if (SW_SHAREWARE) return;
if (Prediction)
return;
if (!TEST(pp->WpnFlags, BIT(WPN_HOTHEAD)) ||
// pp->WpnAmmo[WPN_HOTHEAD] <= 0 ||
TEST(pp->Flags, PF_WEAPON_RETRACT))
return;
if (!pp->Wpn[WPN_HOTHEAD])
{
psp = pp->Wpn[WPN_HOTHEAD] = pSpawnSprite(pp, ps_PresentHothead, PRI_MID, HOTHEAD_XOFF, HOTHEAD_YOFF);
psp->y += tilesiz[psp->picndx].y;
}
if (pp->CurWpn == pp->Wpn[WPN_HOTHEAD])
{
return;
}
psp->WeaponType = WPN_HOTHEAD;
PlayerUpdateWeapon(pp, WPN_HOTHEAD);
pp->WpnUziType = 2; // Make uzi's go away!
RetractCurWpn(pp);
// Set up the new Weapon variables
psp = pp->CurWpn = pp->Wpn[WPN_HOTHEAD];
SET(psp->flags, PANF_WEAPON_SPRITE);
psp->ActionState = ps_HotheadAttack;
psp->PresentState = ps_PresentHothead;
psp->RestState = HotheadRestStates[psp->PlayerP->WpnFlameType];
psp->RetractState = ps_RetractHothead;
pSetState(psp, psp->PresentState);
psp->ang = 768;
psp->vel = 512;
FLAG_KEY_RELEASE(psp->PlayerP, SK_SHOOT);
FLAG_KEY_RESET(psp->PlayerP, SK_SHOOT);
pHotHeadOverlays(psp, pp->WpnFlameType);
psp->over[0].xoff = HOTHEAD_FINGER_XOFF;
psp->over[0].yoff = HOTHEAD_FINGER_YOFF;
PlaySound(DIGI_GRDALERT, &pp->posx, &pp->posy, &pp->posz, v3df_follow|v3df_dontpan);
}
void
pHotheadRestTest(PANEL_SPRITEp psp)
{
SWBOOL force = !!TEST(psp->flags, PANF_UNHIDE_SHOOT);
if (TEST_SYNC_KEY(psp->PlayerP, SK_SHOOT))
{
if (FLAG_KEY_PRESSED(psp->PlayerP, SK_SHOOT))
{
//if (!TEST(psp->PlayerP->Flags,PF_DIVING))
{
if (!WeaponOK(psp->PlayerP))
return;
if (psp->PlayerP->WpnAmmo[WPN_HOTHEAD] < 10)
{
psp->PlayerP->WpnFlameType = 0;
WeaponOK(psp->PlayerP);
}
DoPlayerChooseYell(psp->PlayerP);
}
pStatePlusOne(psp);
return;
}
}
pSetState(psp, HotheadRestStates[psp->PlayerP->WpnFlameType]);
psp->over[0].xoff = HOTHEAD_FINGER_XOFF;
psp->over[0].yoff = HOTHEAD_FINGER_YOFF;
}
void
pHotheadPresent(PANEL_SPRITEp psp)
{
if (TEST(psp->PlayerP->Flags, PF_WEAPON_RETRACT))
return;
psp->y -= 3 * synctics;
if (psp->y < HOTHEAD_YOFF)
{
psp->y = HOTHEAD_YOFF;
psp->yorig = psp->y;
pSetState(psp, psp->RestState);
//pSetState(psp, HotheadTurnStates[psp->PlayerP->WpnFlameType]);
}
}
void
pHotheadBobSetup(PANEL_SPRITEp psp)
{
if (TEST(psp->flags, PANF_BOB))
return;
psp->xorig = psp->x;
psp->yorig = psp->y;
psp->sin_amt = HOTHEAD_BOB_X_AMT;
psp->sin_ndx = 0;
psp->bob_height_shift = 2;
}
void
pHotheadHide(PANEL_SPRITEp psp)
{
short picnum = psp->picndx;
psp->x += 3 * synctics;
if (psp->x >= HOTHEAD_XOFF + tilesiz[picnum].x || psp->y >= HOTHEAD_YOFF + tilesiz[picnum].y)
{
psp->x = HOTHEAD_XOFF;
psp->y = HOTHEAD_YOFF + tilesiz[picnum].y;
pWeaponUnHideKeys(psp, psp->PresentState);
}
}
void
pHotheadRest(PANEL_SPRITEp psp)
{
SWBOOL force = !!TEST(psp->flags, PANF_UNHIDE_SHOOT);
if (SW_SHAREWARE) return;
if (pWeaponHideKeys(psp, ps_HotheadHide))
return;
if (HotheadRestStates[psp->PlayerP->WpnFlameType] != psp->RestState)
{
psp->RestState = HotheadRestStates[psp->PlayerP->WpnFlameType];
pSetState(psp, HotheadRestStates[psp->PlayerP->WpnFlameType]);
}
// in rest position - only bob when in rest pos
pHotheadBobSetup(psp);
pWeaponBob(psp, PLAYER_MOVING(psp->PlayerP));
if (TEST_SYNC_KEY(psp->PlayerP, SK_SHOOT) || force)
{
if (FLAG_KEY_PRESSED(psp->PlayerP, SK_SHOOT) || force)
{
RESET(psp->flags, PANF_UNHIDE_SHOOT);
//if (TEST(psp->PlayerP->Flags,PF_DIVING))
// return;
if (!WeaponOK(psp->PlayerP))
return;
if (psp->PlayerP->WpnAmmo[WPN_HOTHEAD] < 10)
{
psp->PlayerP->WpnFlameType = 0;
WeaponOK(psp->PlayerP);
}
DoPlayerChooseYell(psp->PlayerP);
//pSetState(psp, psp->ActionState);
pSetState(psp, HotheadAttackStates[psp->PlayerP->WpnFlameType]);
psp->over[0].xoff = HOTHEAD_FINGER_XOFF-1;
psp->over[0].yoff = HOTHEAD_FINGER_YOFF-10;
}
}
else
WeaponOK(psp->PlayerP);
}
void
pHotheadAction(PANEL_SPRITEp psp)
{
char shooting;
shooting = TEST_SYNC_KEY(psp->PlayerP, SK_SHOOT) && FLAG_KEY_PRESSED(psp->PlayerP, SK_SHOOT);
if (shooting)
{
pUziBobSetup(psp);
pWeaponBob(psp, PLAYER_MOVING(psp->PlayerP) || shooting);
}
}
void
pHotheadAttack(PANEL_SPRITEp psp)
{
switch (psp->PlayerP->WpnFlameType)
{
case 0:
SpawnVis(psp->PlayerP->PlayerSprite, -1, -1, -1, -1, 32);
InitFireball(psp->PlayerP);
break;
case 1:
SpawnVis(psp->PlayerP->PlayerSprite, -1, -1, -1, -1, 20);
InitSpellRing(psp->PlayerP);
break;
case 2:
SpawnVis(psp->PlayerP->PlayerSprite, -1, -1, -1, -1, 16);
InitSpellNapalm(psp->PlayerP);
break;
}
}
void
pHotheadRetract(PANEL_SPRITEp psp)
{
short picnum = psp->picndx;
psp->y += 3 * synctics;
if (psp->y >= HOTHEAD_YOFF + tilesiz[picnum].y)
{
RESET(psp->PlayerP->Flags, PF_WEAPON_RETRACT);
psp->PlayerP->Wpn[WPN_HOTHEAD] = NULL;
pKillSprite(psp);
}
}
//////////////////////////////////////////////////////////////////////////////////////////
//
// HOTHEAD ON_FIRE
//
//////////////////////////////////////////////////////////////////////////////////////////
void pOnFire(PANEL_SPRITEp);
#define ON_FIRE_RATE 10
PANEL_STATE ps_OnFire[] =
{
{ID_OnFire0, ON_FIRE_RATE, pOnFire, &ps_OnFire[1], 0,0,0},
{ID_OnFire1, ON_FIRE_RATE, pOnFire, &ps_OnFire[2], 0,0,0},
{ID_OnFire2, ON_FIRE_RATE, pOnFire, &ps_OnFire[3], 0,0,0},
{ID_OnFire3, ON_FIRE_RATE, pOnFire, &ps_OnFire[4], 0,0,0},
{ID_OnFire4, ON_FIRE_RATE, pOnFire, &ps_OnFire[5], 0,0,0},
{ID_OnFire5, ON_FIRE_RATE, pOnFire, &ps_OnFire[6], 0,0,0},
{ID_OnFire6, ON_FIRE_RATE, pOnFire, &ps_OnFire[7], 0,0,0},
{ID_OnFire7, ON_FIRE_RATE, pOnFire, &ps_OnFire[8], 0,0,0},
{ID_OnFire8, ON_FIRE_RATE, pOnFire, &ps_OnFire[9], 0,0,0},
{ID_OnFire9, ON_FIRE_RATE, pOnFire, &ps_OnFire[10], 0,0,0},
{ID_OnFire10, ON_FIRE_RATE, pOnFire, &ps_OnFire[11], 0,0,0},
{ID_OnFire11, ON_FIRE_RATE, pOnFire, &ps_OnFire[12], 0,0,0},
{ID_OnFire12, ON_FIRE_RATE, pOnFire, &ps_OnFire[0], 0,0,0},
};
#define ON_FIRE_Y_TOP 190
#define ON_FIRE_Y_BOT 230
void
SpawnOnFire(PLAYERp pp)
{
PANEL_SPRITEp fire;
short x = 50;
while (x < 320)
{
fire = pSpawnSprite(pp, &ps_OnFire[RANDOM_P2(8<<8)>>8], PRI_FRONT, x, ON_FIRE_Y_BOT);
SET(fire->flags, PANF_WEAPON_SPRITE);
x += tilesiz[fire->picndx].x;
}
}
void
pOnFire(PANEL_SPRITEp psp)
{
// Kill immediately - in case of death/water
if (User[psp->PlayerP->PlayerSprite]->flame <= -2)
{
pKillSprite(psp);
return;
}
if (User[psp->PlayerP->PlayerSprite]->flame == -1)
{
// take flames down and kill them
psp->y += 1;
if (psp->y > ON_FIRE_Y_BOT)
{
pKillSprite(psp);
return;
}
}
else
{
// bring flames up
psp->y -= 2;
if (psp->y < ON_FIRE_Y_TOP)
psp->y = ON_FIRE_Y_TOP;
}
}
//////////////////////////////////////////////////////////////////////////////////////////
//
// MICRO
//
//////////////////////////////////////////////////////////////////////////////////////////
void pMicroPresent(PANEL_SPRITEp psp);
void pMicroRetract(PANEL_SPRITEp psp);
void pMicroAction(PANEL_SPRITEp psp);
void pMicroRest(PANEL_SPRITEp psp);
void pMicroFire(PANEL_SPRITEp psp);
void pMicroHide(PANEL_SPRITEp psp);
void pMicroUnHide(PANEL_SPRITEp psp);
void pMicroRecoilDown(PANEL_SPRITEp psp);
void pMicroRecoilUp(PANEL_SPRITEp psp);
void pMicroBobSetup(PANEL_SPRITEp psp);
void pMicroReloadUp(PANEL_SPRITEp psp);
void pMicroReloadDown(PANEL_SPRITEp psp);
void pMicroStandBy(PANEL_SPRITEp psp);
void pMicroCount(PANEL_SPRITEp psp);
void pMicroReady(PANEL_SPRITEp psp);
void pNukeAction(PANEL_SPRITEp psp);
extern PANEL_STATE ps_MicroReload[];
#define Micro_REST_RATE 24
#define Micro_ACTION_RATE 6 // !JIM! was 9
PANEL_STATE ps_PresentMicro[] =
{
{ID_MicroPresent0, Micro_REST_RATE, pMicroPresent, &ps_PresentMicro[0], 0,0,0}
};
PANEL_STATE ps_MicroRest[] =
{
{ID_MicroPresent0, Micro_REST_RATE, pMicroRest, &ps_MicroRest[0], 0,0,0}
};
PANEL_STATE ps_MicroHide[] =
{
{ID_MicroPresent0, Micro_REST_RATE, pMicroHide, &ps_MicroHide[0], 0,0,0}
};
PANEL_STATE ps_InitNuke[] =
{
{ID_MicroPresent0, Micro_ACTION_RATE,pNukeAction, &ps_InitNuke[1], 0,0,0},
{ID_MicroPresent0, 0, pMicroStandBy, &ps_InitNuke[2], psf_QuickCall, 0,0},
{ID_MicroPresent0, 120*2, pNukeAction, &ps_InitNuke[3], 0,0,0},
{ID_MicroPresent0, 0, pMicroCount, &ps_InitNuke[4], psf_QuickCall, 0,0},
{ID_MicroPresent0, 120*3, pNukeAction, &ps_InitNuke[5], 0,0,0},
{ID_MicroPresent0, 0, pMicroReady, &ps_InitNuke[6], psf_QuickCall, 0,0},
{ID_MicroPresent0, 120*2, pNukeAction, &ps_InitNuke[7], 0,0,0},
{ID_MicroPresent0, 3, pNukeAction, &ps_MicroRest[0], 0,0,0}
};
PANEL_STATE ps_MicroRecoil[] =
{
// recoil
{ID_MicroPresent0, Micro_ACTION_RATE, pMicroRecoilDown, &ps_MicroRecoil[0], 0,0,0},
{ID_MicroPresent0, Micro_ACTION_RATE, pMicroRecoilUp, &ps_MicroRecoil[1], 0,0,0},
// Firing delay.
{ID_MicroPresent0, 30, pNullAnimator, &ps_MicroRecoil[3], 0,0,0},
// ready to fire again
{ID_MicroPresent0, 3, pNullAnimator, &ps_MicroRest[0], 0,0,0}
};
PANEL_STATE ps_MicroFire[] =
{
{ID_MicroFire0, Micro_ACTION_RATE, pMicroAction, &ps_MicroFire[1], psf_ShadeNone, 0,0},
{ID_MicroFire1, Micro_ACTION_RATE, pMicroAction, &ps_MicroFire[2], psf_ShadeNone, 0,0},
{ID_MicroFire2, Micro_ACTION_RATE, pMicroAction, &ps_MicroFire[3], psf_ShadeHalf, 0,0},
{ID_MicroFire3, Micro_ACTION_RATE, pMicroAction, &ps_MicroFire[4], psf_ShadeHalf, 0,0},
{ID_MicroPresent0, 0, pMicroFire, &ps_MicroFire[5], psf_ShadeNone|psf_QuickCall, 0,0},
#if 0
{ID_MicroFire0, Micro_ACTION_RATE, pMicroAction, &ps_MicroFire[6], psf_ShadeNone},
{ID_MicroFire1, Micro_ACTION_RATE, pMicroAction, &ps_MicroFire[7], psf_ShadeNone},
{ID_MicroFire3, Micro_ACTION_RATE, pMicroAction, &ps_MicroFire[8], psf_ShadeHalf},
{ID_MicroFire1, Micro_ACTION_RATE, pMicroAction, &ps_MicroFire[9], psf_ShadeNone},
{ID_MicroPresent0, 0, pMicroFire, &ps_MicroFire[10], psf_ShadeNone|psf_QuickCall},
{ID_MicroFire3, Micro_ACTION_RATE, pMicroAction, &ps_MicroFire[11], psf_ShadeHalf},
{ID_MicroFire0, Micro_ACTION_RATE, pMicroAction, &ps_MicroFire[12], psf_ShadeNone},
{ID_MicroFire1, Micro_ACTION_RATE, pMicroAction, &ps_MicroFire[13], psf_ShadeNone},
{ID_MicroFire2, Micro_ACTION_RATE, pMicroAction, &ps_MicroFire[14], psf_ShadeHalf},
{ID_MicroPresent0, 0, pMicroFire, &ps_MicroFire[15], psf_ShadeNone|psf_QuickCall},
{ID_MicroFire3, Micro_ACTION_RATE, pMicroAction, &ps_MicroFire[16], psf_ShadeHalf},
{ID_MicroFire1, Micro_ACTION_RATE, pMicroAction, &ps_MicroFire[17], psf_ShadeNone},
{ID_MicroFire0, Micro_ACTION_RATE, pMicroAction, &ps_MicroFire[18], psf_ShadeNone},
{ID_MicroFire1, Micro_ACTION_RATE, pMicroAction, &ps_MicroFire[19], psf_ShadeNone},
{ID_MicroPresent0, 0, pMicroFire, &ps_MicroFire[20], psf_ShadeNone|psf_QuickCall},
{ID_MicroFire3, Micro_ACTION_RATE, pMicroAction, &ps_MicroFire[21], psf_ShadeHalf},
{ID_MicroFire1, Micro_ACTION_RATE, pMicroAction, &ps_MicroFire[22], psf_ShadeNone},
{ID_MicroFire0, Micro_ACTION_RATE, pMicroAction, &ps_MicroFire[23], psf_ShadeNone},
{ID_MicroFire1, Micro_ACTION_RATE, pMicroAction, &ps_MicroFire[24], psf_ShadeNone},
{ID_MicroPresent0, 0, pMicroFire, &ps_MicroFire[25], psf_ShadeNone|psf_QuickCall},
{ID_MicroFire2, Micro_ACTION_RATE, pMicroAction, &ps_MicroFire[26], psf_ShadeHalf},
{ID_MicroFire3, Micro_ACTION_RATE, pMicroAction, &ps_MicroFire[27], psf_ShadeHalf},
#endif
// !JIM! After firing delay so rockets can't fire so fast!
// Putting a BIG blast radius for rockets, this is better than small and fast for this weap.
{ID_MicroPresent0, 120, pMicroAction, &ps_MicroFire[6], 0,0,0},
{ID_MicroPresent0, 3, pMicroAction, &ps_MicroRecoil[0], 0,0,0}
};
#define Micro_SINGLE_RATE 8
#define Micro_DISSIPATE_RATE 6
PANEL_STATE ps_MicroSingleFire[] =
{
{ID_MicroSingleFire0, Micro_SINGLE_RATE, pMicroAction, &ps_MicroSingleFire[1], psf_ShadeHalf, 0,0},
{ID_MicroSingleFire1, Micro_SINGLE_RATE, pMicroAction, &ps_MicroSingleFire[2], psf_ShadeNone, 0,0},
{ID_MicroSingleFire1, 0, pMicroFire, &ps_MicroSingleFire[3], psf_ShadeNone|psf_QuickCall, 0,0},
{ID_MicroSingleFire2, Micro_DISSIPATE_RATE, pMicroAction, &ps_MicroSingleFire[4], psf_ShadeNone, 0,0},
{ID_MicroSingleFire3, Micro_DISSIPATE_RATE, pMicroAction, &ps_MicroSingleFire[5], psf_ShadeHalf, 0,0},
// !JIM! Put in firing delay.
//{ID_MicroPresent0, 60, pMicroAction, &ps_MicroSingleFire[6]},
{ID_MicroPresent0, 3, pMicroAction, &ps_MicroRecoil[0], 0,0,0}
};
PANEL_STATE ps_RetractMicro[] =
{
{ID_MicroPresent0, Micro_REST_RATE, pMicroRetract, &ps_RetractMicro[0], 0,0,0}
};
#define MICRO_BOB_X_AMT 10
#define MICRO_YOFF 205
#define MICRO_XOFF (150+MICRO_BOB_X_AMT)
void
pMicroSetRecoil(PANEL_SPRITEp psp)
{
psp->vel = 900;
psp->ang = NORM_ANGLE(-256);
}
void
InitWeaponMicro(PLAYERp pp)
{
PANEL_SPRITEp psp;
if (Prediction)
return;
if (!TEST(pp->WpnFlags, BIT(WPN_MICRO)) ||
// pp->WpnAmmo[WPN_MICRO] <= 0 ||
TEST(pp->Flags, PF_WEAPON_RETRACT))
return;
if (!pp->Wpn[WPN_MICRO])
{
psp = pp->Wpn[WPN_MICRO] = pSpawnSprite(pp, ps_PresentMicro, PRI_MID, MICRO_XOFF, MICRO_YOFF);
psp->y += tilesiz[psp->picndx].y;
}
if (pp->CurWpn == pp->Wpn[WPN_MICRO])
{
if (pp->TestNukeInit && pp->WpnRocketType == 2 && !pp->InitingNuke && pp->WpnRocketNuke && !pp->NukeInitialized)
{
pp->TestNukeInit = FALSE;
pp->InitingNuke = TRUE;
psp = pp->Wpn[WPN_MICRO];
pSetState(psp, ps_InitNuke);
}
return;
}
PlayerUpdateWeapon(pp, WPN_MICRO);
pp->WpnUziType = 2; // Make uzi's go away!
RetractCurWpn(pp);
// Set up the new Weapon variables
psp = pp->CurWpn = pp->Wpn[WPN_MICRO];
SET(psp->flags, PANF_WEAPON_SPRITE);
psp->ActionState = ps_MicroFire;
psp->RetractState = ps_RetractMicro;
psp->RestState = ps_MicroRest;
psp->PresentState = ps_PresentMicro;
pSetState(psp, psp->PresentState);
if (pp->WpnRocketType == 2 && !pp->InitingNuke && !pp->NukeInitialized)
pp->TestNukeInit = pp->InitingNuke = TRUE;
PlaySound(DIGI_ROCKET_UP, &pp->posx, &pp->posy, &pp->posz, v3df_follow);
FLAG_KEY_RELEASE(psp->PlayerP, SK_SHOOT);
FLAG_KEY_RESET(psp->PlayerP, SK_SHOOT);
}
void
pMicroRecoilDown(PANEL_SPRITEp psp)
{
short picnum = psp->picndx;
int x = FIXED(psp->x, psp->xfract);
int y = FIXED(psp->y, psp->yfract);
x += psp->vel * synctics * (int) sintable[NORM_ANGLE(psp->ang + 512)] >> 6;
y += psp->vel * synctics * (int) -sintable[psp->ang] >> 6;
psp->xfract = LSW(x);
psp->x = MSW(x);
psp->yfract = LSW(y);
psp->y = MSW(y);
psp->vel -= 24 * synctics;
if (psp->vel < 550)
{
psp->vel = 550;
psp->ang = NORM_ANGLE(psp->ang + 1024);
pStatePlusOne(psp);
}
}
void
pMicroRecoilUp(PANEL_SPRITEp psp)
{
int x = FIXED(psp->x, psp->xfract);
int y = FIXED(psp->y, psp->yfract);
x += psp->vel * synctics * (int) sintable[NORM_ANGLE(psp->ang + 512)] >> 6;
y += psp->vel * synctics * (int) -sintable[psp->ang] >> 6;
psp->xfract = LSW(x);
psp->x = MSW(x);
psp->yfract = LSW(y);
psp->y = MSW(y);
psp->vel += 15 * synctics;
if (psp->y < MICRO_YOFF)
{
psp->y = MICRO_YOFF;
psp->x = MICRO_XOFF;
pMicroSetRecoil(psp);
pStatePlusOne(psp);
RESET(psp->flags, PANF_BOB);
}
}
void
pMicroPresent(PANEL_SPRITEp psp)
{
PLAYERp pp = psp->PlayerP;
if (TEST(psp->PlayerP->Flags, PF_WEAPON_RETRACT))
return;
// Needed for recoil
psp->ang = NORM_ANGLE(256 + 96);
pMicroSetRecoil(psp);
///
psp->y -= 3 * synctics;
if (psp->y < MICRO_YOFF)
{
psp->y = MICRO_YOFF;
psp->yorig = psp->y;
if (pp->WpnRocketType == 2 && !pp->NukeInitialized)
{
pp->TestNukeInit = FALSE;
pSetState(psp, ps_InitNuke);
}
else
pSetState(psp, psp->RestState);
}
}
void
pMicroBobSetup(PANEL_SPRITEp psp)
{
if (TEST(psp->flags, PANF_BOB))
return;
psp->xorig = psp->x;
psp->yorig = psp->y;
psp->sin_amt = MICRO_BOB_X_AMT;
psp->sin_ndx = 0;
psp->bob_height_shift = 3;
}
void
pMicroHide(PANEL_SPRITEp psp)
{
short picnum = psp->picndx;
psp->y += 3 * synctics;
if (psp->y >= MICRO_YOFF + tilesiz[picnum].y + 20)
{
psp->y = MICRO_YOFF + tilesiz[picnum].y + 20;
psp->x = MICRO_XOFF;
pWeaponUnHideKeys(psp, psp->PresentState);
}
}
SWBOOL
pMicroOverlays(PANEL_SPRITEp psp)
{
//#define MICRO_SIGHT_XOFF 29
//#define MICRO_SIGHT_YOFF -58
#define MICRO_SIGHT_XOFF 29
#define MICRO_SIGHT_YOFF -58
#define MICRO_SHOT_XOFF 65
#define MICRO_SHOT_YOFF -41
#define MICRO_HEAT_XOFF 78
#define MICRO_HEAT_YOFF -51
if (psp->over[MICRO_SIGHT_NUM].xoff == -1)
{
psp->over[MICRO_SIGHT_NUM].xoff = MICRO_SIGHT_XOFF;
psp->over[MICRO_SIGHT_NUM].yoff = MICRO_SIGHT_YOFF;
psp->over[MICRO_SHOT_NUM].xoff = MICRO_SHOT_XOFF;
psp->over[MICRO_SHOT_NUM].yoff = MICRO_SHOT_YOFF;
psp->over[MICRO_HEAT_NUM].xoff = MICRO_HEAT_XOFF;
psp->over[MICRO_HEAT_NUM].yoff = MICRO_HEAT_YOFF;
}
if (psp->PlayerP->WpnRocketNuke == 0 && psp->PlayerP->WpnRocketType == 2)
psp->PlayerP->WpnRocketType=0;
switch (psp->PlayerP->WpnRocketType)
{
case 0:
psp->over[MICRO_SIGHT_NUM].pic = MICRO_SIGHT;
psp->over[MICRO_SHOT_NUM].pic = MICRO_SHOT_1;
SET(psp->over[MICRO_SHOT_NUM].flags, psf_ShadeNone);
psp->over[MICRO_HEAT_NUM].pic = -1;
return FALSE;
case 1:
if (psp->PlayerP->WpnRocketHeat)
{
psp->over[MICRO_SIGHT_NUM].pic = MICRO_SIGHT;
psp->over[MICRO_SHOT_NUM].pic = MICRO_SHOT_1;
SET(psp->over[MICRO_SHOT_NUM].flags, psf_ShadeNone);
ASSERT(psp->PlayerP->WpnRocketHeat < 6);
psp->over[MICRO_HEAT_NUM].pic = MICRO_HEAT + (5 - psp->PlayerP->WpnRocketHeat);
}
else
{
psp->over[MICRO_SIGHT_NUM].pic = MICRO_SIGHT;
psp->over[MICRO_SHOT_NUM].pic = MICRO_SHOT_1;
SET(psp->over[MICRO_SHOT_NUM].flags, psf_ShadeNone);
psp->over[MICRO_HEAT_NUM].pic = -1;
}
return FALSE;
case 2:
psp->over[MICRO_SIGHT_NUM].pic = -1;
psp->over[MICRO_HEAT_NUM].pic = -1;
psp->over[MICRO_SHOT_NUM].pic = MICRO_SHOT_20;
SET(psp->over[MICRO_SHOT_NUM].flags, psf_ShadeNone);
SET(psp->over[MICRO_HEAT_NUM].flags, psf_ShadeNone);
return TRUE;
}
return FALSE;
}
PANEL_STATE ps_MicroHeatFlash[] =
{
{MICRO_HEAT, 30, NULL, &ps_MicroHeatFlash[1], 0,0,0},
{0, 30, NULL, &ps_MicroHeatFlash[2], 0,0,0},
{MICRO_HEAT, 30, NULL, &ps_MicroHeatFlash[3], 0,0,0},
{0, 30, NULL, &ps_MicroHeatFlash[4], 0,0,0},
{MICRO_HEAT, 30, NULL, &ps_MicroHeatFlash[5], 0,0,0},
{0, 30, NULL, &ps_MicroHeatFlash[6], 0,0,0},
{MICRO_HEAT, 30, NULL, &ps_MicroHeatFlash[7], 0,0,0},
{0, 30, NULL, &ps_MicroHeatFlash[8], 0,0,0},
{MICRO_HEAT, 30, NULL, &ps_MicroHeatFlash[9], 0,0,0},
{0, 0, NULL, NULL, 0,0,0}
};
PANEL_STATE ps_MicroNukeFlash[] =
{
{MICRO_SHOT_20, 30, NULL, &ps_MicroNukeFlash[1], 0,0,0},
{0, 30, NULL, &ps_MicroNukeFlash[2], 0,0,0},
{MICRO_SHOT_20, 30, NULL, &ps_MicroNukeFlash[3], 0,0,0},
{0, 30, NULL, &ps_MicroNukeFlash[4], 0,0,0},
{MICRO_SHOT_20, 30, NULL, &ps_MicroNukeFlash[5], 0,0,0},
{0, 30, NULL, &ps_MicroNukeFlash[6], 0,0,0},
{MICRO_SHOT_20, 30, NULL, &ps_MicroNukeFlash[7], 0,0,0},
{0, 30, NULL, &ps_MicroNukeFlash[8], 0,0,0},
{MICRO_SHOT_20, 30, NULL, &ps_MicroNukeFlash[9], 0,0,0},
{0, 0, NULL, NULL, 0,0,0}
};
void
pMicroRest(PANEL_SPRITEp psp)
{
PLAYERp pp = psp->PlayerP;
SWBOOL force = !!TEST(psp->flags, PANF_UNHIDE_SHOOT);
if (pWeaponHideKeys(psp, ps_MicroHide))
return;
pMicroOverlays(psp);
pMicroBobSetup(psp);
pWeaponBob(psp, PLAYER_MOVING(psp->PlayerP));
if (pp->InitingNuke)
{
int choose_voc=0;
pp->InitingNuke = FALSE;
pp->NukeInitialized = TRUE;
if (pp == Player+myconnectindex)
{
choose_voc = STD_RANDOM_RANGE(1024);
if (choose_voc > 600)
PlayerSound(DIGI_TAUNTAI2,&psp->PlayerP->posx,
&psp->PlayerP->posy,&psp->PlayerP->posy,v3df_dontpan|v3df_follow,psp->PlayerP);
else if (choose_voc > 300)
PlayerSound(DIGI_TAUNTAI4,&psp->PlayerP->posx,
&psp->PlayerP->posy,&psp->PlayerP->posy,v3df_dontpan|v3df_follow,psp->PlayerP);
}
}
if (TEST_SYNC_KEY(psp->PlayerP, SK_SHOOT) || force)
{
if (FLAG_KEY_PRESSED(psp->PlayerP, SK_SHOOT) || force)
{
RESET(psp->flags, PANF_UNHIDE_SHOOT);
if (!WeaponOK(psp->PlayerP))
return;
if (psp->PlayerP->WpnAmmo[WPN_MICRO] <= 0 && psp->PlayerP->WpnRocketType != 2)
{
psp->PlayerP->WpnRocketNuke = 0;
WeaponOK(psp->PlayerP);
psp->PlayerP->WpnRocketNuke = 1;
return;
}
switch (psp->PlayerP->WpnRocketType)
{
case 0:
case 1:
pSetState(psp, ps_MicroSingleFire);
DoPlayerChooseYell(psp->PlayerP);
break;
case 2:
if (psp->PlayerP->WpnRocketNuke > 0)
pSetState(psp, ps_MicroSingleFire);
break;
}
}
}
else
WeaponOK(psp->PlayerP);
}
void
pMicroAction(PANEL_SPRITEp psp)
{
pMicroBobSetup(psp);
pWeaponBob(psp, PLAYER_MOVING(psp->PlayerP));
}
void
pMicroFire(PANEL_SPRITEp psp)
{
int InitMicro(PLAYERp pp);
int InitRocket(PLAYERp pp);
int InitNuke(PLAYERp pp);
SpawnVis(psp->PlayerP->PlayerSprite, -1, -1, -1, -1, 20);
switch (psp->PlayerP->WpnRocketType)
{
case 0:
if (psp->PlayerP->BunnyMode)
InitBunnyRocket(psp->PlayerP);
else
InitRocket(psp->PlayerP);
break;
case 1:
#if 0
if (psp->PlayerP->WpnRocketHeat<=1)
{
// have no heat seakers so move back to regular
psp->PlayerP->WpnRocketType = 0;
}
#endif
if (psp->PlayerP->BunnyMode)
InitBunnyRocket(psp->PlayerP);
else
InitRocket(psp->PlayerP);
break;
case 2:
PlaySound(DIGI_WARNING,&psp->PlayerP->posx,&psp->PlayerP->posy,&psp->PlayerP->posz,v3df_dontpan|v3df_follow);
InitNuke(psp->PlayerP);
psp->PlayerP->NukeInitialized = FALSE;
break;
}
}
void
pMicroRetract(PANEL_SPRITEp psp)
{
short picnum = psp->picndx;
psp->y += 3 * synctics;
if (psp->y >= MICRO_YOFF + tilesiz[picnum].y)
{
RESET(psp->PlayerP->Flags, PF_WEAPON_RETRACT);
psp->PlayerP->Wpn[WPN_MICRO] = NULL;
pKillSprite(psp);
}
}
void
pNukeAction(PANEL_SPRITEp psp)
{
PLAYERp pp = psp->PlayerP;
psp->y -= 3 * synctics;
if (psp->y < MICRO_YOFF)
{
psp->y = MICRO_YOFF;
psp->yorig = psp->y;
}
pMicroBobSetup(psp);
pWeaponBob(psp, PLAYER_MOVING(psp->PlayerP));
if (!pp->InitingNuke)
pSetState(psp, psp->PresentState);
}
void
pMicroStandBy(PANEL_SPRITEp psp)
{
PLAYERp pp = psp->PlayerP;
pMicroOverlays(psp);
pp->nukevochandle =
PlaySound(DIGI_NUKESTDBY, &psp->PlayerP->posx, &psp->PlayerP->posy, &psp->PlayerP->posz, v3df_follow|v3df_dontpan);
}
void
pMicroCount(PANEL_SPRITEp psp)
{
PLAYERp pp = psp->PlayerP;
pp->nukevochandle =
PlaySound(DIGI_NUKECDOWN, &psp->PlayerP->posx, &psp->PlayerP->posy, &psp->PlayerP->posz, v3df_follow|v3df_dontpan);
}
void
pMicroReady(PANEL_SPRITEp psp)
{
PLAYERp pp = psp->PlayerP;
pp->nukevochandle =
PlaySound(DIGI_NUKEREADY, &psp->PlayerP->posx, &psp->PlayerP->posy, &psp->PlayerP->posz, v3df_follow|v3df_dontpan);
pp->NukeInitialized = TRUE;
}
//////////////////////////////////////////////////////////////////////////////////////////
//
// HEART
//
//////////////////////////////////////////////////////////////////////////////////////////
void pHeartPresent(PANEL_SPRITEp psp);
void pHeartRetract(PANEL_SPRITEp psp);
void pHeartAction(PANEL_SPRITEp psp);
void pHeartRest(PANEL_SPRITEp psp);
void pHeartAttack(PANEL_SPRITEp psp);
void pHeartHide(PANEL_SPRITEp psp);
void pHeartActionBlood(PANEL_SPRITEp psp);
void SpawnSmallHeartBlood(PANEL_SPRITEp psp);
extern PANEL_STATE ps_HeartAttack[];
extern PANEL_STATE ps_ReloadHeart[];
#define Heart_BEAT_RATE 60
#define Heart_ACTION_RATE 10
PANEL_STATE ps_PresentHeart[] =
{
{ID_HeartPresent0, Heart_BEAT_RATE, pHeartPresent, &ps_PresentHeart[1], 0,0,0},
{ID_HeartPresent1, Heart_BEAT_RATE, pHeartPresent, &ps_PresentHeart[0], 0,0,0}
};
PANEL_STATE ps_HeartRest[] =
{
{ID_HeartPresent0, Heart_BEAT_RATE, pHeartRest, &ps_HeartRest[1], 0,0,0},
{ID_HeartPresent1, Heart_BEAT_RATE, pHeartRest, &ps_HeartRest[2], 0,0,0},
{ID_HeartPresent1, Heart_BEAT_RATE, SpawnSmallHeartBlood, &ps_HeartRest[3], psf_QuickCall, 0,0},
{ID_HeartPresent1, 0, pHeartRest, &ps_HeartRest[0], 0,0,0},
};
PANEL_STATE ps_HeartHide[] =
{
{ID_HeartPresent0, Heart_BEAT_RATE, pHeartHide, &ps_HeartHide[1], 0,0,0},
{ID_HeartPresent1, Heart_BEAT_RATE, pHeartHide, &ps_HeartHide[0], 0,0,0}
};
PANEL_STATE ps_HeartAttack[] =
{
// squeeze
{ID_HeartAttack0, Heart_ACTION_RATE, pHeartActionBlood, &ps_HeartAttack[1], psf_ShadeHalf, 0,0},
{ID_HeartAttack1, Heart_ACTION_RATE, pHeartActionBlood, &ps_HeartAttack[2], psf_ShadeNone, 0,0},
{ID_HeartAttack1, Heart_ACTION_RATE, pHeartActionBlood, &ps_HeartAttack[3], psf_ShadeNone, 0,0},
// attack
{ID_HeartAttack1, Heart_ACTION_RATE, pHeartAttack, &ps_HeartAttack[4], psf_QuickCall, 0,0},
// unsqueeze
{ID_HeartAttack1, Heart_ACTION_RATE, pHeartAction, &ps_HeartAttack[5], psf_ShadeNone, 0,0},
{ID_HeartAttack1, Heart_ACTION_RATE, pHeartAction, &ps_HeartAttack[6], psf_ShadeNone, 0,0},
{ID_HeartAttack0, Heart_ACTION_RATE, pHeartAction, &ps_HeartAttack[7], psf_ShadeHalf, 0,0},
{ID_HeartAttack0, Heart_ACTION_RATE, pHeartAction, &ps_HeartRest[0], psf_ShadeHalf, 0,0},
};
PANEL_STATE ps_RetractHeart[] =
{
{ID_HeartPresent0, Heart_BEAT_RATE, pHeartRetract, &ps_RetractHeart[1], 0,0,0},
{ID_HeartPresent1, Heart_BEAT_RATE, pHeartRetract, &ps_RetractHeart[0], 0,0,0}
};
#define HEART_YOFF 212
void
InitWeaponHeart(PLAYERp pp)
{
PANEL_SPRITEp psp;
if (SW_SHAREWARE) return;
if (Prediction)
return;
if (!TEST(pp->WpnFlags, BIT(WPN_HEART)) ||
// pp->WpnAmmo[WPN_HEART] <= 0 ||
TEST(pp->Flags, PF_WEAPON_RETRACT))
return;
if (!pp->Wpn[WPN_HEART])
{
psp = pp->Wpn[WPN_HEART] = pSpawnSprite(pp, ps_PresentHeart, PRI_MID, 160 + 10, HEART_YOFF);
psp->y += tilesiz[psp->picndx].y;
}
if (pp->CurWpn == pp->Wpn[WPN_HEART])
{
return;
}
PlayerUpdateWeapon(pp, WPN_HEART);
pp->WpnUziType = 2; // Make uzi's go away!
RetractCurWpn(pp);
PlaySound(DIGI_HEARTBEAT, &pp->posx, &pp->posy, &pp->posz, v3df_follow|v3df_dontpan|v3df_doppler);
// Set up the new Weapon variables
psp = pp->CurWpn = pp->Wpn[WPN_HEART];
SET(psp->flags, PANF_WEAPON_SPRITE);
psp->ActionState = ps_HeartAttack;
psp->RetractState = ps_RetractHeart;
psp->PresentState = ps_PresentHeart;
psp->RestState = ps_HeartRest;
pSetState(psp, psp->PresentState);
FLAG_KEY_RELEASE(psp->PlayerP, SK_SHOOT);
FLAG_KEY_RESET(psp->PlayerP, SK_SHOOT);
}
void
pHeartPresent(PANEL_SPRITEp psp)
{
if (TEST(psp->PlayerP->Flags, PF_WEAPON_RETRACT))
return;
psp->y -= 3 * synctics;
if (psp->y < HEART_YOFF)
{
psp->y = HEART_YOFF;
psp->yorig = psp->y;
pSetState(psp, psp->RestState);
}
}
void
pHeartBobSetup(PANEL_SPRITEp psp)
{
if (TEST(psp->flags, PANF_BOB))
return;
psp->xorig = psp->x;
psp->yorig = psp->y;
psp->sin_amt = 12;
psp->sin_ndx = 0;
psp->bob_height_shift = 3;
}
void
pHeartHide(PANEL_SPRITEp psp)
{
short picnum = psp->picndx;
psp->y += 3 * synctics;
if (psp->y >= HEART_YOFF + tilesiz[picnum].y)
{
psp->y = HEART_YOFF + tilesiz[picnum].y;
pWeaponUnHideKeys(psp, psp->PresentState);
}
}
void
pHeartRest(PANEL_SPRITEp psp)
{
SWBOOL force = !!TEST(psp->flags, PANF_UNHIDE_SHOOT);
if (pWeaponHideKeys(psp, ps_HeartHide))
return;
psp->yorig += synctics;
if (psp->yorig > HEART_YOFF)
{
psp->yorig = HEART_YOFF;
}
psp->y = psp->yorig;
pHeartBobSetup(psp);
pWeaponBob(psp, PLAYER_MOVING(psp->PlayerP));
if (TEST_SYNC_KEY(psp->PlayerP, SK_SHOOT) || force)
{
if (FLAG_KEY_PRESSED(psp->PlayerP, SK_SHOOT) || force)
{
FLAG_KEY_RELEASE(psp->PlayerP, SK_SHOOT);
RESET(psp->flags, PANF_UNHIDE_SHOOT);
if (!WeaponOK(psp->PlayerP))
return;
DoPlayerChooseYell(psp->PlayerP);
pSetState(psp, psp->ActionState);
}
}
else
{
FLAG_KEY_RESET(psp->PlayerP, SK_SHOOT);
WeaponOK(psp->PlayerP);
}
}
void
pHeartAction(PANEL_SPRITEp psp)
{
psp->yorig -= synctics;
if (psp->yorig < 200)
{
psp->yorig = 200;
}
psp->y = psp->yorig;
pHeartBobSetup(psp);
pWeaponBob(psp, PLAYER_MOVING(psp->PlayerP));
}
void
pHeartActionBlood(PANEL_SPRITEp psp)
{
psp->yorig -= synctics;
if (psp->yorig < 200)
{
psp->yorig = 200;
}
psp->y = psp->yorig;
pHeartBobSetup(psp);
pWeaponBob(psp, PLAYER_MOVING(psp->PlayerP));
SpawnHeartBlood(psp);
}
void
pHeartAttack(PANEL_SPRITEp psp)
{
PLAYERp pp = psp->PlayerP;
// CTW MODIFICATION
//int InitHeartAttack(PLAYERp pp);
void InitHeartAttack(PLAYERp pp);
// CTW MODIFICATION END
PlaySound(DIGI_HEARTFIRE,&pp->posx,&pp->posy,&pp->posz,v3df_follow|v3df_dontpan);
if (RANDOM_RANGE(1000) > 800)
PlayerSound(DIGI_JG9009,&pp->posx,&pp->posy,&pp->posz,v3df_follow|v3df_dontpan,pp);
InitHeartAttack(psp->PlayerP);
}
void
pHeartRetract(PANEL_SPRITEp psp)
{
short picnum = psp->picndx;
psp->y += 3 * synctics;
if (psp->y >= HEART_YOFF + tilesiz[picnum].y)
{
RESET(psp->PlayerP->Flags, PF_WEAPON_RETRACT);
psp->PlayerP->Wpn[WPN_HEART] = NULL;
pKillSprite(psp);
}
}
//////////////////////////////////////////////////////////////////////////////////////////
//
// HEART BLOOD
//
//////////////////////////////////////////////////////////////////////////////////////////
void pHeartBlood(PANEL_SPRITEp);
#define HEART_BLOOD_RATE 10
#if 1
PANEL_STATE ps_HeartBlood[] =
{
{ID_HeartBlood0, HEART_BLOOD_RATE, pHeartBlood, &ps_HeartBlood[1], 0,0,0},
{ID_HeartBlood1, HEART_BLOOD_RATE, pHeartBlood, &ps_HeartBlood[2], 0,0,0},
{ID_HeartBlood2, HEART_BLOOD_RATE, pHeartBlood, &ps_HeartBlood[3], 0,0,0},
{ID_HeartBlood3, HEART_BLOOD_RATE, pHeartBlood, &ps_HeartBlood[4], 0,0,0},
{ID_HeartBlood4, HEART_BLOOD_RATE, pHeartBlood, &ps_HeartBlood[5], 0,0,0},
{ID_HeartBlood5, HEART_BLOOD_RATE, pHeartBlood, &ps_HeartBlood[6], 0,0,0},
{ID_HeartBlood5, HEART_BLOOD_RATE, pSuicide, &ps_HeartBlood[6], 0,0,0},
};
#define HEART_BLOOD_SMALL_RATE 7
PANEL_STATE ps_HeartBloodSmall[] =
{
{ID_HeartBlood0, HEART_BLOOD_SMALL_RATE, pHeartBlood, &ps_HeartBlood[1], 0,0,0},
{ID_HeartBlood1, HEART_BLOOD_SMALL_RATE, pHeartBlood, &ps_HeartBlood[2], 0,0,0},
{ID_HeartBlood2, HEART_BLOOD_SMALL_RATE, pHeartBlood, &ps_HeartBlood[3], 0,0,0},
{ID_HeartBlood3, HEART_BLOOD_SMALL_RATE, pHeartBlood, &ps_HeartBlood[4], 0,0,0},
{ID_HeartBlood4, HEART_BLOOD_SMALL_RATE, pHeartBlood, &ps_HeartBlood[5], 0,0,0},
{ID_HeartBlood5, HEART_BLOOD_SMALL_RATE, pHeartBlood, &ps_HeartBlood[6], 0,0,0},
{ID_HeartBlood5, HEART_BLOOD_SMALL_RATE, pSuicide, &ps_HeartBlood[6], 0,0,0},
};
#else
PANEL_STATE ps_HeartBlood[] =
{
{ID_HeartBlood0, HEART_BLOOD_RATE, pHeartBlood, &ps_HeartBlood[1], 0,0,0},
{ID_HeartBlood1, HEART_BLOOD_RATE, pHeartBlood, &ps_HeartBlood[2], 0,0,0},
{ID_HeartBlood2, HEART_BLOOD_RATE, pHeartBlood, &ps_HeartBlood[3], 0,0,0},
{ID_HeartBlood3, HEART_BLOOD_RATE, pHeartBlood, &ps_HeartBlood[0], 0,0,0},
};
#endif
void
SpawnHeartBlood(PANEL_SPRITEp psp)
{
PLAYERp pp = psp->PlayerP;
PANEL_SPRITEp blood;
PANEL_SHRAPp hsp;
static PANEL_SHRAP HeartShrap[] =
{
{-10, -80, 2, -FIXED(1,32000), -FIXED(2,32000), -FIXED(5,32000), -FIXED(3,32000), {ps_HeartBlood, ps_HeartBlood}},
{0, -85, 0, -FIXED(3,32000), -FIXED(8,32000), -FIXED(3,32000), -FIXED(1,32000), {ps_HeartBlood, ps_HeartBlood}},
{10, -85, 2, -FIXED(1,32000), -FIXED(2,32000), FIXED(2,32000), FIXED(3,32000), {ps_HeartBlood, ps_HeartBlood}},
{25, -80, 2, -FIXED(1,32000), -FIXED(2,32000), FIXED(5,32000), FIXED(6,32000), {ps_HeartBlood, ps_HeartBlood}},
{0, 0, 0, 0, 0, 0, 0, {0, 0}},
};
for (hsp = HeartShrap; hsp->lo_jump_speed; hsp++)
{
if (hsp->skip == 2)
{
if (MoveSkip2 != 0)
continue;
}
// RIGHT side
blood = pSpawnSprite(pp, hsp->state[RANDOM_P2(2<<8)>>8], PRI_BACK, 0, 0);
blood->x = psp->x + hsp->xoff;
blood->y = psp->y + hsp->yoff;
blood->xspeed = hsp->lo_xspeed + (RANDOM_RANGE((hsp->hi_xspeed - hsp->lo_xspeed)>>4) << 4);
SET(blood->flags, PANF_WEAPON_SPRITE);
blood->scale = 20000 + RANDOM_RANGE(50000 - 20000);
blood->jump_speed = hsp->lo_jump_speed + (RANDOM_RANGE((hsp->hi_jump_speed + hsp->lo_jump_speed)>>4) << 4);
DoBeginPanelJump(blood);
}
}
void
SpawnSmallHeartBlood(PANEL_SPRITEp psp)
{
PLAYERp pp = psp->PlayerP;
PANEL_SPRITEp blood;
PANEL_SHRAPp hsp;
static PANEL_SHRAP HeartShrap[] =
{
{-10, -80, 0, -FIXED(1,0), -FIXED(2,0), -FIXED(1,0), -FIXED(3,0), {ps_HeartBloodSmall, ps_HeartBloodSmall}},
{0, -85, 0, -FIXED(1,0), -FIXED(5,0), -FIXED(1,0), -FIXED(1,0), {ps_HeartBloodSmall, ps_HeartBloodSmall}},
{10, -85, 0, -FIXED(1,0), -FIXED(2,0), FIXED(1,0), FIXED(2,0), {ps_HeartBloodSmall, ps_HeartBloodSmall}},
{25, -80, 0, -FIXED(1,0), -FIXED(2,0), FIXED(3,0), FIXED(4,0), {ps_HeartBloodSmall, ps_HeartBloodSmall}},
{0, 0, 0, 0, 0, 0, 0, {0,0}},
};
PlaySound(DIGI_HEARTBEAT, &pp->posx, &pp->posy, &pp->posz, v3df_follow|v3df_dontpan|v3df_doppler);
for (hsp = HeartShrap; hsp->lo_jump_speed; hsp++)
{
// RIGHT side
blood = pSpawnSprite(pp, hsp->state[RANDOM_P2(2<<8)>>8], PRI_BACK, 0, 0);
blood->x = psp->x + hsp->xoff;
blood->y = psp->y + hsp->yoff;
blood->xspeed = hsp->lo_xspeed + (RANDOM_RANGE((hsp->hi_xspeed - hsp->lo_xspeed)>>4) << 4);
SET(blood->flags, PANF_WEAPON_SPRITE);
blood->scale = 10000 + RANDOM_RANGE(30000 - 10000);
blood->jump_speed = hsp->lo_jump_speed + (RANDOM_RANGE((hsp->hi_jump_speed + hsp->lo_jump_speed)>>4) << 4);
DoBeginPanelJump(blood);
}
}
void
pHeartBlood(PANEL_SPRITEp psp)
{
int x = FIXED(psp->x, psp->xfract);
if (TEST(psp->flags, PANF_JUMPING))
{
DoPanelJump(psp);
}
else if (TEST(psp->flags, PANF_FALLING))
{
DoPanelFall(psp);
}
x += psp->xspeed;
psp->xfract = LSW(x);
psp->x = MSW(x);
if (psp->x > 320 || psp->x < 0 || psp->y > 200)
{
pKillSprite(psp);
return;
}
}
int
DoBeginPanelJump(PANEL_SPRITEp psp)
{
#define PANEL_JUMP_GRAVITY FIXED(0,8000)
SET(psp->flags, PANF_JUMPING);
RESET(psp->flags, PANF_FALLING);
// set up individual actor jump gravity
psp->jump_grav = PANEL_JUMP_GRAVITY;
DoPanelJump(psp);
return 0;
}
int
DoPanelJump(PANEL_SPRITEp psp)
{
int jump_adj;
int y = FIXED(psp->y, psp->yfract);
// precalculate jump value to adjust jump speed by
jump_adj = psp->jump_grav;
// adjust jump speed by gravity - if jump speed greater than 0 player
// have started falling
if ((psp->jump_speed += jump_adj) > 0)
{
// Start falling
DoBeginPanelFall(psp);
return 0;
}
// adjust height by jump speed
y += psp->jump_speed * synctics;
psp->yfract = LSW(y);
psp->y = MSW(y);
return 0;
}
int
DoBeginPanelFall(PANEL_SPRITEp psp)
{
SET(psp->flags, PANF_FALLING);
RESET(psp->flags, PANF_JUMPING);
psp->jump_grav = PANEL_JUMP_GRAVITY;
DoPanelFall(psp);
return 0;
}
int
DoPanelFall(PANEL_SPRITEp psp)
{
int y = FIXED(psp->y, psp->yfract);
// adjust jump speed by gravity
psp->jump_speed += psp->jump_grav;
// adjust player height by jump speed
y += psp->jump_speed * synctics;
psp->yfract = LSW(y);
psp->y = MSW(y);
return 0;
}
//////////////////////////////////////////////////////////////////////////////////////////
//
// GRENADE
//
//////////////////////////////////////////////////////////////////////////////////////////
void pGrenadePresent(PANEL_SPRITEp psp);
void pGrenadeRetract(PANEL_SPRITEp psp);
void pGrenadeAction(PANEL_SPRITEp psp);
void pGrenadeRest(PANEL_SPRITEp psp);
void pGrenadeFire(PANEL_SPRITEp psp);
void pGrenadeHide(PANEL_SPRITEp psp);
void pGrenadeUnHide(PANEL_SPRITEp psp);
void pGrenadeRecoilDown(PANEL_SPRITEp psp);
void pGrenadeRecoilUp(PANEL_SPRITEp psp);
void pGrenadeBobSetup(PANEL_SPRITEp psp);
extern PANEL_STATE ps_GrenadeRecoil[];
#define Grenade_REST_RATE 24
#define Grenade_ACTION_RATE 6
PANEL_STATE ps_PresentGrenade[] =
{
{ID_GrenadePresent0, Grenade_REST_RATE, pGrenadePresent, &ps_PresentGrenade[0], 0,0,0}
};
PANEL_STATE ps_GrenadeRest[] =
{
{ID_GrenadePresent0, Grenade_REST_RATE, pGrenadeRest, &ps_GrenadeRest[0], 0,0,0}
};
PANEL_STATE ps_GrenadeHide[] =
{
{ID_GrenadePresent0, Grenade_REST_RATE, pGrenadeHide, &ps_GrenadeHide[0], 0,0,0}
};
PANEL_STATE ps_GrenadeFire[] =
{
{ID_GrenadeFire0, Grenade_ACTION_RATE, pGrenadeAction, &ps_GrenadeFire[1], psf_ShadeHalf, 0,0},
{ID_GrenadeFire1, Grenade_ACTION_RATE, pGrenadeAction, &ps_GrenadeFire[2], psf_ShadeNone, 0,0},
{ID_GrenadeFire2, Grenade_ACTION_RATE, pGrenadeAction, &ps_GrenadeFire[3], psf_ShadeNone, 0,0},
{ID_GrenadePresent0, 0, pGrenadeFire, &ps_GrenadeFire[4], psf_QuickCall, 0,0},
{ID_GrenadePresent0, 3, pGrenadeAction, &ps_GrenadeRecoil[0], 0,0,0}
};
PANEL_STATE ps_GrenadeRecoil[] =
{
// recoil
{ID_GrenadePresent0, Grenade_REST_RATE, pGrenadeRecoilDown, &ps_GrenadeRecoil[0], 0,0,0},
{ID_GrenadePresent0, Grenade_REST_RATE, pGrenadeRecoilUp, &ps_GrenadeRecoil[1], 0,0,0},
// reload
{ID_GrenadeReload0, Grenade_REST_RATE/2, pNullAnimator, &ps_GrenadeRecoil[3], 0,0,0},
{ID_GrenadeReload1, Grenade_REST_RATE/2, pNullAnimator, &ps_GrenadeRecoil[4], 0,0,0},
// ready to fire again
{ID_GrenadePresent0, 3, pNullAnimator, &ps_GrenadeRest[0], 0,0,0}
};
PANEL_STATE ps_RetractGrenade[] =
{
{ID_GrenadePresent0, Grenade_REST_RATE, pGrenadeRetract, &ps_RetractGrenade[0], 0,0,0}
};
#define GRENADE_YOFF 200
#define GRENADE_XOFF (160+20)
void
pGrenadeSetRecoil(PANEL_SPRITEp psp)
{
psp->vel = 900;
psp->ang = NORM_ANGLE(-256);
}
void
pGrenadePresentSetup(PANEL_SPRITEp psp)
{
psp->rotate_ang = 1800;
psp->y += 34;
psp->x -= 45;
psp->ang = 256 + 128;
psp->vel = 680;
}
void
InitWeaponGrenade(PLAYERp pp)
{
PANEL_SPRITEp psp;
if (Prediction)
return;
if (!TEST(pp->WpnFlags, BIT(WPN_GRENADE)) ||
// pp->WpnAmmo[WPN_GRENADE] <= 0 ||
TEST(pp->Flags, PF_WEAPON_RETRACT))
return;
if (!pp->Wpn[WPN_GRENADE])
{
psp = pp->Wpn[WPN_GRENADE] = pSpawnSprite(pp, ps_PresentGrenade, PRI_MID, GRENADE_XOFF, GRENADE_YOFF);
psp->y += tilesiz[psp->picndx].y;
}
if (pp->CurWpn == pp->Wpn[WPN_GRENADE])
{
return;
}
PlayerUpdateWeapon(pp, WPN_GRENADE);
pp->WpnUziType = 2; // Make uzi's go away!
RetractCurWpn(pp);
// Set up the new Weapon variables
psp = pp->CurWpn = pp->Wpn[WPN_GRENADE];
psp = pp->CurWpn = pp->Wpn[WPN_GRENADE];
SET(psp->flags, PANF_WEAPON_SPRITE);
psp->ActionState = ps_GrenadeFire;
psp->RetractState = ps_RetractGrenade;
psp->PresentState = ps_PresentGrenade;
psp->RestState = ps_GrenadeRest;
pSetState(psp, psp->PresentState);
pGrenadePresentSetup(psp);
PlaySound(DIGI_GRENADE_UP, &pp->posx, &pp->posy, &pp->posz, v3df_follow);
FLAG_KEY_RELEASE(psp->PlayerP, SK_SHOOT);
FLAG_KEY_RESET(psp->PlayerP, SK_SHOOT);
}
void
pGrenadeRecoilDown(PANEL_SPRITEp psp)
{
short picnum = psp->picndx;
int x = FIXED(psp->x, psp->xfract);
int y = FIXED(psp->y, psp->yfract);
x += psp->vel * synctics * (int) sintable[NORM_ANGLE(psp->ang + 512)] >> 6;
y += psp->vel * synctics * (int) -sintable[psp->ang] >> 6;
psp->xfract = LSW(x);
psp->x = MSW(x);
psp->yfract = LSW(y);
psp->y = MSW(y);
psp->vel -= 24 * synctics;
// if (psp->y >= GRENADE_YOFF + tilesiz[picnum].y)
if (psp->vel < 400)
{
// psp->y = GRENADE_YOFF + tilesiz[picnum].y;
psp->vel = 400;
psp->ang = NORM_ANGLE(psp->ang + 1024);
pStatePlusOne(psp);
}
}
void
pGrenadeRecoilUp(PANEL_SPRITEp psp)
{
int x = FIXED(psp->x, psp->xfract);
int y = FIXED(psp->y, psp->yfract);
x += psp->vel * synctics * (int) sintable[NORM_ANGLE(psp->ang + 512)] >> 6;
y += psp->vel * synctics * (int) -sintable[psp->ang] >> 6;
psp->xfract = LSW(x);
psp->x = MSW(x);
psp->yfract = LSW(y);
psp->y = MSW(y);
psp->vel += 15 * synctics;
if (psp->y < GRENADE_YOFF)
{
psp->y = GRENADE_YOFF;
psp->x = GRENADE_XOFF;
pGrenadeSetRecoil(psp);
pStatePlusOne(psp);
RESET(psp->flags, PANF_BOB);
}
}
void
pGrenadePresent(PANEL_SPRITEp psp)
{
int x = FIXED(psp->x, psp->xfract);
int y = FIXED(psp->y, psp->yfract);
if (TEST(psp->PlayerP->Flags, PF_WEAPON_RETRACT))
return;
x += psp->vel * synctics * (int) sintable[NORM_ANGLE(psp->ang + 512)] >> 6;
y += psp->vel * synctics * (int) -sintable[psp->ang] >> 6;
psp->xfract = LSW(x);
psp->x = MSW(x);
psp->yfract = LSW(y);
psp->y = MSW(y);
psp->rotate_ang = NORM_ANGLE(psp->rotate_ang + (6 * synctics));
if (psp->rotate_ang < 1024)
psp->rotate_ang = 0;
if (psp->y < GRENADE_YOFF)
{
pGrenadeSetRecoil(psp);
psp->x = GRENADE_XOFF;
psp->y = GRENADE_YOFF;
psp->rotate_ang = 0;
psp->yorig = psp->y;
pSetState(psp, psp->RestState);
}
}
void
pGrenadeBobSetup(PANEL_SPRITEp psp)
{
if (TEST(psp->flags, PANF_BOB))
return;
psp->xorig = psp->x;
psp->yorig = psp->y;
psp->sin_amt = 12;
psp->sin_ndx = 0;
psp->bob_height_shift = 3;
}
void
pGrenadeHide(PANEL_SPRITEp psp)
{
short picnum = psp->picndx;
psp->y += 3 * synctics;
if (psp->y >= GRENADE_YOFF + tilesiz[picnum].y)
{
psp->y = GRENADE_YOFF + tilesiz[picnum].y;
psp->x = GRENADE_XOFF;
pGrenadePresentSetup(psp);
pWeaponUnHideKeys(psp, psp->PresentState);
}
}
void
pGrenadeRest(PANEL_SPRITEp psp)
{
SWBOOL force = !!TEST(psp->flags, PANF_UNHIDE_SHOOT);
if (pWeaponHideKeys(psp, ps_GrenadeHide))
return;
pGrenadeBobSetup(psp);
pWeaponBob(psp, PLAYER_MOVING(psp->PlayerP));
if (TEST_SYNC_KEY(psp->PlayerP, SK_SHOOT) || force)
{
if (FLAG_KEY_PRESSED(psp->PlayerP, SK_SHOOT) || force)
{
RESET(psp->flags, PANF_UNHIDE_SHOOT);
if (!WeaponOK(psp->PlayerP))
return;
DoPlayerChooseYell(psp->PlayerP);
pSetState(psp, psp->ActionState);
}
}
else
WeaponOK(psp->PlayerP);
}
void
pGrenadeAction(PANEL_SPRITEp psp)
{
pGrenadeBobSetup(psp);
pWeaponBob(psp, PLAYER_MOVING(psp->PlayerP));
}
void
pGrenadeFire(PANEL_SPRITEp psp)
{
int InitGrenade(PLAYERp pp);
SpawnVis(psp->PlayerP->PlayerSprite, -1, -1, -1, -1, 32);
InitGrenade(psp->PlayerP);
}
void
pGrenadeRetract(PANEL_SPRITEp psp)
{
short picnum = psp->picndx;
psp->y += 3 * synctics;
if (psp->y >= GRENADE_YOFF + tilesiz[picnum].y)
{
RESET(psp->PlayerP->Flags, PF_WEAPON_RETRACT);
psp->PlayerP->Wpn[WPN_GRENADE] = NULL;
pKillSprite(psp);
}
}
//////////////////////////////////////////////////////////////////////////////////////////
//
// MINE
//
//////////////////////////////////////////////////////////////////////////////////////////
void pMinePresent(PANEL_SPRITEp psp);
void pMineRetract(PANEL_SPRITEp psp);
void pMineAction(PANEL_SPRITEp psp);
void pMineRest(PANEL_SPRITEp psp);
void pMineThrow(PANEL_SPRITEp psp);
void pMineLower(PANEL_SPRITEp psp);
void pMineRaise(PANEL_SPRITEp psp);
void pMineHide(PANEL_SPRITEp psp);
void pMineUnHide(PANEL_SPRITEp psp);
void pMineBobSetup(PANEL_SPRITEp psp);
void pMineUpSound(PANEL_SPRITEp psp);
#define Mine_REST_RATE 24
#define Mine_ACTION_RATE 6
PANEL_STATE ps_PresentMine[] =
{
{ID_MinePresent0, Mine_REST_RATE, pMinePresent, &ps_PresentMine[0], 0,0,0}
};
PANEL_STATE ps_MineRest[] =
{
{ID_MinePresent0, 36, pMineRest, &ps_MineRest[1], 0,0,0},
{ID_MinePresent0, 0, pMineUpSound, &ps_MineRest[2], psf_QuickCall, 0,0},
{ID_MinePresent1, Mine_REST_RATE, pMineRest, &ps_MineRest[2], 0,0,0},
};
PANEL_STATE ps_MineHide[] =
{
{ID_MinePresent0, Mine_REST_RATE, pMineHide, &ps_MineHide[0], 0,0,0}
};
PANEL_STATE ps_MineThrow[] =
{
{ID_MineThrow0, 3, pNullAnimator, &ps_MineThrow[1], 0,0,0},
{ID_MineThrow0, Mine_ACTION_RATE, pMineThrow, &ps_MineThrow[2],psf_QuickCall, 0,0},
{ID_MineThrow0, Mine_ACTION_RATE, pMineLower, &ps_MineThrow[2], 0,0,0},
{ID_MineThrow0, Mine_ACTION_RATE*5, pNullAnimator, &ps_MineThrow[4], 0,0,0},
{ID_MinePresent0, Mine_ACTION_RATE, pMineRaise, &ps_MineThrow[4], 0,0,0},
{ID_MinePresent0, Mine_ACTION_RATE, pNullAnimator, &ps_MineThrow[6], 0,0,0},
{ID_MinePresent0, 3, pMineAction, &ps_MineRest[0], 0,0,0}
};
PANEL_STATE ps_RetractMine[] =
{
{ID_MinePresent0, Mine_REST_RATE, pMineRetract, &ps_RetractMine[0], 0,0,0}
};
#define MINE_YOFF 200
//#define MINE_XOFF (160+20)
#define MINE_XOFF (160+50)
void
InitWeaponMine(PLAYERp pp)
{
PANEL_SPRITEp psp;
if (Prediction)
return;
if (pp->WpnAmmo[WPN_MINE] <= 0)
PutStringInfo(pp,"Out of Sticky Bombs!");
if (!TEST(pp->WpnFlags, BIT(WPN_MINE)) ||
pp->WpnAmmo[WPN_MINE] <= 0 ||
TEST(pp->Flags, PF_WEAPON_RETRACT))
return;
if (!pp->Wpn[WPN_MINE])
{
psp = pp->Wpn[WPN_MINE] = pSpawnSprite(pp, ps_PresentMine, PRI_MID, MINE_XOFF, MINE_YOFF);
psp->y += tilesiz[psp->picndx].y;
}
if (pp->CurWpn == pp->Wpn[WPN_MINE])
{
return;
}
PlayerUpdateWeapon(pp, WPN_MINE);
pp->WpnUziType = 2; // Make uzi's go away!
RetractCurWpn(pp);
// Set up the new Weapon variables
psp = pp->CurWpn = pp->Wpn[WPN_MINE];
SET(psp->flags, PANF_WEAPON_SPRITE);
psp->ActionState = ps_MineThrow;
psp->RetractState = ps_RetractMine;
psp->PresentState = ps_PresentMine;
psp->RestState = ps_MineRest;
pSetState(psp, psp->PresentState);
PlaySound(DIGI_PULL, &pp->posx, &pp->posy, &pp->posz, v3df_follow|v3df_dontpan);
FLAG_KEY_RELEASE(psp->PlayerP, SK_SHOOT);
FLAG_KEY_RESET(psp->PlayerP, SK_SHOOT);
}
void
pMineUpSound(PANEL_SPRITEp psp)
{
PLAYERp pp = psp->PlayerP;
PlaySound(DIGI_MINE_UP, &pp->posx, &pp->posy, &pp->posz, v3df_follow);
}
void
pMineLower(PANEL_SPRITEp psp)
{
psp->y += 4 * synctics;
if (psp->y > MINE_YOFF + tilesiz[psp->picndx].y)
{
if (!WeaponOK(psp->PlayerP))
return;
psp->y = MINE_YOFF + tilesiz[psp->picndx].y;
pStatePlusOne(psp);
}
}
void
pMineRaise(PANEL_SPRITEp psp)
{
psp->y -= 4 * synctics;
if (psp->y < MINE_YOFF)
{
psp->y = MINE_YOFF;
pStatePlusOne(psp);
}
}
void
pMinePresent(PANEL_SPRITEp psp)
{
if (TEST(psp->PlayerP->Flags, PF_WEAPON_RETRACT))
return;
psp->y -= 3 * synctics;
if (psp->y < MINE_YOFF)
{
psp->y = MINE_YOFF;
psp->rotate_ang = 0;
psp->yorig = psp->y;
pSetState(psp, psp->RestState);
}
}
void
pMineBobSetup(PANEL_SPRITEp psp)
{
if (TEST(psp->flags, PANF_BOB))
return;
psp->xorig = psp->x;
psp->yorig = psp->y;
psp->sin_amt = 12;
psp->sin_ndx = 0;
psp->bob_height_shift = 3;
}
void
pMineHide(PANEL_SPRITEp psp)
{
short picnum = psp->picndx;
psp->y += 3 * synctics;
if (psp->y >= MINE_YOFF + tilesiz[picnum].y)
{
psp->y = MINE_YOFF + tilesiz[picnum].y;
psp->x = MINE_XOFF;
pWeaponUnHideKeys(psp, psp->PresentState);
}
}
void
pMineRest(PANEL_SPRITEp psp)
{
SWBOOL force = !!TEST(psp->flags, PANF_UNHIDE_SHOOT);
if (pWeaponHideKeys(psp, ps_MineHide))
return;
pMineBobSetup(psp);
pWeaponBob(psp, PLAYER_MOVING(psp->PlayerP));
if (TEST_SYNC_KEY(psp->PlayerP, SK_SHOOT) || force)
{
if (FLAG_KEY_PRESSED(psp->PlayerP, SK_SHOOT) || force)
{
RESET(psp->flags, PANF_UNHIDE_SHOOT);
// if (!WeaponOK(psp->PlayerP))
// return;
DoPlayerChooseYell(psp->PlayerP);
pSetState(psp, psp->ActionState);
}
}
else
WeaponOK(psp->PlayerP);
}
void
pMineAction(PANEL_SPRITEp psp)
{
pMineBobSetup(psp);
pWeaponBob(psp, PLAYER_MOVING(psp->PlayerP));
}
void
pMineThrow(PANEL_SPRITEp psp)
{
int InitMine(PLAYERp pp);
InitMine(psp->PlayerP);
}
void
pMineRetract(PANEL_SPRITEp psp)
{
short picnum = psp->picndx;
psp->y += 3 * synctics;
if (psp->y >= MINE_YOFF + tilesiz[picnum].y)
{
RESET(psp->PlayerP->Flags, PF_WEAPON_RETRACT);
psp->PlayerP->Wpn[WPN_MINE] = NULL;
pKillSprite(psp);
}
}
//////////////////////////////////////////////////////////////////////////////////////////
//
// CHOP STICKS
//
//////////////////////////////////////////////////////////////////////////////////////////
void pChopsUp(PANEL_SPRITEp psp);
void pChopsDown(PANEL_SPRITEp psp);
void pChopsDownSlow(PANEL_SPRITEp psp);
void pChopsWait(PANEL_SPRITEp psp);
void pChopsShake(PANEL_SPRITEp psp);
void pChopsClick(PANEL_SPRITEp psp);
void pChopsRetract(PANEL_SPRITEp psp);
#define Chops_REST_RATE 24
#define Chops_ACTION_RATE 6
#define ID_ChopsRest 2000
#define ID_ChopsOpen 2001
#define ID_ChopsClose 2002
PANEL_STATE ps_ChopsAttack1[] =
{
{ID_ChopsRest, Chops_REST_RATE*3, pNullAnimator, &ps_ChopsAttack1[1], 0,0,0},
{ID_ChopsRest, Chops_REST_RATE, pChopsUp, &ps_ChopsAttack1[1], 0,0,0},
{ID_ChopsOpen, Chops_REST_RATE/3, pNullAnimator, &ps_ChopsAttack1[3], 0,0,0},
{ID_ChopsClose, 0, pChopsClick, &ps_ChopsAttack1[4], psf_QuickCall, 0,0},
{ID_ChopsClose, Chops_REST_RATE/3, pNullAnimator, &ps_ChopsAttack1[5], 0,0,0},
{ID_ChopsClose, Chops_REST_RATE, pChopsDown, &ps_ChopsAttack1[5], 0,0,0},
};
PANEL_STATE ps_ChopsAttack2[] =
{
{ID_ChopsOpen, Chops_REST_RATE*3, pNullAnimator, &ps_ChopsAttack2[1], 0,0,0},
{ID_ChopsOpen, Chops_REST_RATE, pChopsUp, &ps_ChopsAttack2[1], 0,0,0},
{ID_ChopsOpen, 0, pChopsClick, &ps_ChopsAttack2[3], psf_QuickCall, 0,0},
{ID_ChopsOpen, 8, pNullAnimator, &ps_ChopsAttack2[4], 0,0,0},
{ID_ChopsRest, Chops_REST_RATE, pNullAnimator, &ps_ChopsAttack2[5], 0,0,0},
{ID_ChopsRest, Chops_REST_RATE, pChopsDown, &ps_ChopsAttack2[5], 0,0,0},
};
PANEL_STATE ps_ChopsAttack3[] =
{
{ID_ChopsOpen, Chops_REST_RATE*3, pNullAnimator, &ps_ChopsAttack3[1], 0,0,0},
{ID_ChopsOpen, Chops_REST_RATE, pChopsUp, &ps_ChopsAttack3[1], 0,0,0},
{ID_ChopsRest, 0, pNullAnimator, &ps_ChopsAttack3[3], 0,0,0},
{ID_ChopsRest, 0, pChopsClick, &ps_ChopsAttack3[4], psf_QuickCall, 0,0},
{ID_ChopsRest, Chops_REST_RATE, pNullAnimator, &ps_ChopsAttack3[5], 0,0,0},
{ID_ChopsRest, 24, pNullAnimator, &ps_ChopsAttack3[6], 0,0,0},
{ID_ChopsOpen, 16, pNullAnimator, &ps_ChopsAttack3[7], 0,0,0},
{ID_ChopsRest, 0, pChopsClick, &ps_ChopsAttack3[8], psf_QuickCall, 0,0},
{ID_ChopsRest, 16, pNullAnimator, &ps_ChopsAttack3[9], 0,0,0},
{ID_ChopsOpen, 16, pNullAnimator, &ps_ChopsAttack3[10], 0,0,0},
{ID_ChopsOpen, 8, pChopsDownSlow, &ps_ChopsAttack3[11], 0,0,0},
{ID_ChopsRest, 10, pChopsDownSlow, &ps_ChopsAttack3[12], 0,0,0},
{ID_ChopsRest, 0, pChopsClick, &ps_ChopsAttack3[13], psf_QuickCall, 0,0},
{ID_ChopsRest, 10, pChopsDownSlow, &ps_ChopsAttack3[14], 0,0,0},
{ID_ChopsOpen, 10, pChopsDownSlow, &ps_ChopsAttack3[11], 0,0,0},
};
PANEL_STATE ps_ChopsAttack4[] =
{
{ID_ChopsOpen, Chops_REST_RATE*3, pNullAnimator, &ps_ChopsAttack4[1], 0,0,0},
{ID_ChopsOpen, Chops_REST_RATE, pChopsUp, &ps_ChopsAttack4[1], 0,0,0},
{ID_ChopsOpen, 0, pChopsClick, &ps_ChopsAttack4[3], psf_QuickCall, 0,0},
{ID_ChopsOpen, 8, pNullAnimator, &ps_ChopsAttack4[4], 0,0,0},
{ID_ChopsRest, Chops_REST_RATE, pNullAnimator, &ps_ChopsAttack4[5], 0,0,0},
{ID_ChopsRest, Chops_REST_RATE*4, pChopsShake, &ps_ChopsAttack4[6], 0,0,0},
{ID_ChopsRest, Chops_REST_RATE, pChopsDown, &ps_ChopsAttack4[6], 0,0,0},
};
PANEL_STATEp psp_ChopsAttack[] = {ps_ChopsAttack1, ps_ChopsAttack2, ps_ChopsAttack3, ps_ChopsAttack4};
PANEL_STATE ps_ChopsWait[] =
{
{ID_ChopsRest, Chops_REST_RATE, pChopsWait, &ps_ChopsWait[0], 0,0,0},
};
PANEL_STATE ps_ChopsRetract[] =
{
{ID_ChopsRest, Chops_REST_RATE, pChopsRetract, &ps_ChopsRetract[0], 0,0,0}
};
#define CHOPS_YOFF 200
#define CHOPS_XOFF (160+20)
void
InitChops(PLAYERp pp)
{
PANEL_SPRITEp psp;
if (!pp->Chops)
{
psp = pp->Chops = pSpawnSprite(pp, ps_ChopsAttack1, PRI_MID, CHOPS_XOFF, CHOPS_YOFF);
psp->y += tilesiz[psp->picndx].y;
}
if (Prediction)
return;
// Set up the new Weapon variables
psp = pp->Chops;
SET(psp->flags, PANF_WEAPON_SPRITE);
psp->ActionState = ps_ChopsAttack1;
psp->PresentState = ps_ChopsAttack1;
psp->RetractState = ps_ChopsRetract;
psp->RestState = ps_ChopsAttack1;
PlaySound(DIGI_BUZZZ,&psp->PlayerP->posx,&psp->PlayerP->posy,&psp->PlayerP->posz,v3df_none);
if (RANDOM_RANGE(1000) > 750)
PlayerSound(DIGI_MRFLY,&psp->PlayerP->posx,&psp->PlayerP->posy,&psp->PlayerP->posz,v3df_follow|v3df_dontpan,psp->PlayerP);
}
void
pChopsClick(PANEL_SPRITEp psp)
{
int16_t rnd_rng;
PlaySound(DIGI_CHOP_CLICK,&psp->PlayerP->posx,&psp->PlayerP->posy,&psp->PlayerP->posz,v3df_none);
rnd_rng = RANDOM_RANGE(1000);
if (rnd_rng > 950)
PlayerSound(DIGI_SEARCHWALL,&psp->PlayerP->posx,&psp->PlayerP->posy,&psp->PlayerP->posz,v3df_follow|v3df_dontpan,psp->PlayerP);
else if (rnd_rng > 900)
PlayerSound(DIGI_EVADEFOREVER,&psp->PlayerP->posx,&psp->PlayerP->posy,&psp->PlayerP->posz,v3df_follow|v3df_dontpan,psp->PlayerP);
else if (rnd_rng > 800)
PlayerSound(DIGI_SHISEISI,&psp->PlayerP->posx,&psp->PlayerP->posy,&psp->PlayerP->posz,v3df_follow|v3df_dontpan,psp->PlayerP);
}
void
pChopsUp(PANEL_SPRITEp psp)
{
psp->y -= 3 * synctics;
if (psp->y < CHOPS_YOFF)
{
psp->y = CHOPS_YOFF;
pStatePlusOne(psp);
}
}
void
pChopsDown(PANEL_SPRITEp psp)
{
psp->y += 3 * synctics;
if (psp->y > CHOPS_YOFF+110)
{
psp->y = CHOPS_YOFF+110;
pSetState(psp, ps_ChopsWait);
}
}
void
pChopsDownSlow(PANEL_SPRITEp psp)
{
psp->y += 1 * synctics;
if (psp->y > CHOPS_YOFF+110)
{
psp->y = CHOPS_YOFF+110;
pSetState(psp, ps_ChopsWait);
}
}
void
pChopsShake(PANEL_SPRITEp psp)
{
psp->x += (RANDOM_P2(4<<8)>>8) - 2;
psp->y += (RANDOM_P2(4<<8)>>8) - 2;
if (psp->y < CHOPS_YOFF)
{
psp->y = CHOPS_YOFF;
}
}
void
pChopsWait(PANEL_SPRITEp psp)
{
//extern SWBOOL GamePaused;
//if (!GamePaused && RANDOM_P2(1024) < 10)
if (RANDOM_P2(1024) < 10)
{
// random x position
// do a random attack here
psp->x = CHOPS_XOFF + (RANDOM_P2(128) - 64);
PlaySound(DIGI_BUZZZ,&psp->PlayerP->posx,&psp->PlayerP->posy,&psp->PlayerP->posz,v3df_none);
pSetState(psp, psp_ChopsAttack[RANDOM_RANGE(SIZ(psp_ChopsAttack))]);
}
}
void
ChopsSetRetract(PLAYERp pp)
{
pSetState(pp->Chops, pp->Chops->RetractState);
}
void
pChopsRetract(PANEL_SPRITEp psp)
{
short picnum = psp->picndx;
psp->y += 6 * synctics;
if (psp->y >= CHOPS_YOFF + tilesiz[picnum].y)
{
if (RANDOM_RANGE(1000) > 800)
PlayerSound(DIGI_GETTINGSTIFF,&psp->PlayerP->posx,&psp->PlayerP->posy,&psp->PlayerP->posz,v3df_follow|v3df_dontpan,psp->PlayerP);
psp->PlayerP->Chops = NULL;
pKillSprite(psp);
}
}
//////////////////////////////////////////////////////////////////////////////////////////
//
// FIST
//
// KungFu Move Numbers: (Used to calculate damages, etc....
// 0: Normal Punch
// 1: Palm Heel Strike
// 2: Kick
// 3: Block
// 4: FISTS OF FURY - (Flury of fast punches) DUCK, then BLOCK and ATTACK
// 5: CHI STRIKE - (Devastating Palm Heel) DUCK 2 secs, then ATTACK
// 6: DEATH TOUCH - (Make enemy bleed and does alot of damage) JUMP, DUCK, BLOCK, ATTACK
// 7: FIREBALL - BLOCK 4 secs, then ATTACK
// 8: HAMMER KICK - Run forward while holding BLOCK, JUMP, ATTACK
// 9: CYCLONE KICK - (Spin 5 circles with leg out to hit multiples)
// 180 KEY, BLOCK, JUMP, ATTACK
// 10: DESPERATION - Finish Move (Cling to enemy like sticky bomb and beat the crap out of him)
// Player is invincible until he unattaches
// LOW HEALTH < 20, TOUCH ENEMY, BLOCK then ATTACK
// 11: SUPER NOVA - Become a human nuclear bomb!
// SUPER SECRET MOVE
// >150 Health + >50 Armor + Shadow Spell ACTIVE, DUCK + BLOCK 3 secs, JUMP, ATTACK
// Player will die, so it's only useful if you get more than 1 frag in the deal.
// 12: TOTAL INVISIBILITY - Worse than shadow spell, you go 100% invisible for 10 secs!
// SUPER SECRET MOVE
// >180 Health + Shadow Spell ACTIVE, BLOCK 4 secs, JUMP, ATTACK
// 13: FREEZE - Turn all enemies in your view to ice for 10 secs
// SUPER SECRET MOVE
// 100 Armor + Shadow Spell ACTIVE, BLOCK 5 secs, DUCK, ATTACK
//
//////////////////////////////////////////////////////////////////////////////////////////
#if 1
static short FistAngTable[] =
{
82,
168,
256+64
};
#else
static short FistAngTable[] =
{
256+128,
};
#endif
short FistAng = 0;
void
FistBlur(PANEL_SPRITEp psp)
{
psp->kill_tics -= synctics;
if (psp->kill_tics <= 0)
{
pKillSprite(psp);
return;
}
else if (psp->kill_tics <= 6)
{
SET(psp->flags, PANF_TRANS_FLIP);
}
psp->shade += 10;
// change sprites priority
REMOVE(psp);
psp->priority--;
InsertPanelSprite(psp->PlayerP, psp);
}
void
SpawnFistBlur(PANEL_SPRITEp psp)
{
PANEL_SPRITEp nsp;
//PICITEMp pip;
if (psp->PlayerP->FistAng > 200)
return;
nsp = pSpawnSprite(psp->PlayerP, NULL, PRI_BACK, psp->x, psp->y);
SET(nsp->flags, PANF_WEAPON_SPRITE);
nsp->xfract = psp->xfract;
nsp->yfract = psp->yfract;
nsp->ang = psp->ang;
nsp->vel = psp->vel;
nsp->PanelSpriteFunc = FistBlur;
nsp->kill_tics = 9;
nsp->shade = psp->shade + 10;
nsp->picndx = -1;
nsp->picnum = psp->picndx;
if (TEST(psp->State->flags, psf_Xflip))
SET(nsp->flags, PANF_XFLIP);
nsp->rotate_ang = psp->rotate_ang;
nsp->scale = psp->scale;
SET(nsp->flags, PANF_TRANSLUCENT);
}
void pFistPresent(PANEL_SPRITEp psp);
void pFistRetract(PANEL_SPRITEp psp);
void pFistAction(PANEL_SPRITEp psp);
void pFistRest(PANEL_SPRITEp psp);
void pFistAttack(PANEL_SPRITEp psp);
void pFistSlide(PANEL_SPRITEp psp);
void pFistSlideDown(PANEL_SPRITEp psp);
void pFistHide(PANEL_SPRITEp psp);
void pFistUnHide(PANEL_SPRITEp psp);
void pFistSlideR(PANEL_SPRITEp psp);
void pFistSlideDownR(PANEL_SPRITEp psp);
void pFistBlock(PANEL_SPRITEp psp);
extern PANEL_STATE ps_FistSwing[];
extern PANEL_STATE ps_ReloadFist[];
#define Fist_BEAT_RATE 16
#define Fist_ACTION_RATE 5
PANEL_STATE ps_PresentFist[] =
{
{ID_FistPresent0, Fist_BEAT_RATE, pFistPresent, &ps_PresentFist[0], 0,0,0}
};
PANEL_STATE ps_FistRest[] =
{
{ID_FistPresent0, Fist_BEAT_RATE, pFistRest, &ps_FistRest[0], 0,0,0}
};
PANEL_STATE ps_FistHide[] =
{
{ID_FistPresent0, Fist_BEAT_RATE, pFistHide, &ps_FistHide[0], 0,0,0}
};
PANEL_STATE ps_PresentFist2[] =
{
{ID_Fist2Present0, Fist_BEAT_RATE, pFistPresent, &ps_PresentFist2[0], 0,0,0}
};
PANEL_STATE ps_Fist2Rest[] =
{
{ID_Fist2Present0, Fist_BEAT_RATE, pFistRest, &ps_Fist2Rest[0], 0,0,0}
};
PANEL_STATE ps_Fist2Hide[] =
{
{ID_Fist2Present0, Fist_BEAT_RATE, pFistHide, &ps_Fist2Hide[0], 0,0,0}
};
#if 0
PANEL_STATE ps_PresentFist3[] =
{
{ID_Fist3Present0, Fist_BEAT_RATE, pFistPresent, &ps_PresentFist3[0]}
};
PANEL_STATE ps_Fist3Rest[] =
{
{ID_Fist3Present0, Fist_BEAT_RATE, pFistRest, &ps_Fist3Rest[0]}
};
PANEL_STATE ps_Fist3Hide[] =
{
{ID_Fist3Present0, Fist_BEAT_RATE, pFistHide, &ps_Fist3Hide[0]}
};
#endif
#define FIST_PAUSE_TICS 6
#define FIST_SLIDE_TICS 6
#define FIST_MID_SLIDE_TICS 16
PANEL_STATE ps_FistSwing[] =
{
{ID_FistSwing0, FIST_PAUSE_TICS, pNullAnimator, &ps_FistSwing[1], 0,0,0},
{ID_FistSwing1, FIST_SLIDE_TICS, /* start slide */ pNullAnimator, &ps_FistSwing[2], 0,0,0},
{ID_FistSwing2, 0, /* damage */ pFistAttack, &ps_FistSwing[3], psf_QuickCall, 0,0},
{ID_FistSwing2, FIST_MID_SLIDE_TICS, /* mid slide */ pFistSlideDown, &ps_FistSwing[4], 0,0,0},
{ID_FistSwing2, 2, /* end slide */ pFistSlideDown, &ps_FistSwing[4], 0,0,0},
{ID_FistSwing1, FIST_SLIDE_TICS, /* start slide */ pFistSlideR, &ps_FistSwing[6], psf_Xflip, 0,0},
{ID_FistSwing2, 0, /* damage */ pFistAttack, &ps_FistSwing[7], psf_QuickCall|psf_Xflip, 0,0},
{ID_FistSwing2, FIST_MID_SLIDE_TICS, /* mid slide */ pFistSlideDownR, &ps_FistSwing[8], psf_Xflip, 0,0},
{ID_FistSwing2, 2, /* end slide */ pFistSlideDownR, &ps_FistSwing[8], psf_Xflip, 0,0},
{ID_FistSwing2, 2, /* end slide */ pNullAnimator, &ps_FistSwing[1], psf_Xflip, 0,0},
};
PANEL_STATE ps_Fist2Swing[] =
{
{4058, FIST_PAUSE_TICS, pNullAnimator, &ps_Fist2Swing[1], 0,0,0},
{4058, FIST_SLIDE_TICS, /* start slide */ pNullAnimator, &ps_Fist2Swing[2], 0,0,0},
{4058, 0, /* damage */ pFistBlock, &ps_Fist2Swing[0], psf_QuickCall, 0,0},
{4058, FIST_MID_SLIDE_TICS+5, /* mid slide */ pFistSlideDown, &ps_Fist2Swing[4], 0,0,0},
{4058, 2, /* end slide */ pFistSlideDown, &ps_Fist2Swing[4], 0,0,0},
};
PANEL_STATE ps_Fist3Swing[] =
{
{ID_Fist3Swing0, FIST_PAUSE_TICS+25, pNullAnimator, &ps_Fist3Swing[1], 0,0,0},
{ID_Fist3Swing1, 0, /* damage */ pFistAttack, &ps_Fist3Swing[2], psf_QuickCall, 0,0},
{ID_Fist3Swing2, FIST_PAUSE_TICS+10, pNullAnimator, &ps_Fist3Swing[3], 0,0,0},
{ID_Fist3Swing2, FIST_MID_SLIDE_TICS+3, /* mid slide */ pFistSlideDown, &ps_Fist3Swing[4], 0,0,0},
{ID_Fist3Swing2, 8, /* end slide */ pFistSlideDown, &ps_Fist3Swing[4], 0,0,0},
{ID_Fist3Swing1, FIST_SLIDE_TICS+20, /* start slide */ pFistSlideR, &ps_Fist3Swing[6], psf_Xflip, 0,0},
{ID_Fist3Swing2, 0, /* damage */ pFistAttack, &ps_Fist3Swing[7], psf_QuickCall|psf_Xflip, 0,0},
{ID_Fist3Swing2, FIST_MID_SLIDE_TICS+3, /* mid slide */ pFistSlideDownR, &ps_Fist3Swing[8], psf_Xflip, 0,0},
{ID_Fist3Swing2, 8, /* end slide */ pFistSlideDownR, &ps_Fist3Swing[8], psf_Xflip, 0,0},
{ID_Fist3Swing2, 8, /* end slide */ pNullAnimator, &ps_Fist3Swing[1], psf_Xflip, 0,0},
};
#define KICK_PAUSE_TICS 40
#define KICK_SLIDE_TICS 30
#define KICK_MID_SLIDE_TICS 20
PANEL_STATE ps_Kick[] =
{
{ID_Kick0, KICK_PAUSE_TICS, pNullAnimator, &ps_Kick[1], 0,0,0},
{ID_Kick1, 0, /* damage */ pFistAttack, &ps_Kick[2], psf_QuickCall, 0,0},
{ID_Kick1, KICK_SLIDE_TICS, /* start slide */ pNullAnimator, &ps_Kick[3], 0,0,0},
{ID_Kick1, KICK_MID_SLIDE_TICS, /* mid slide */ pFistSlideDown, &ps_Kick[4], 0,0,0},
{ID_Kick1, 30, /* end slide */ pFistSlideDown, &ps_Kick[4], 0,0,0},
{ID_Kick0, KICK_SLIDE_TICS, /* start slide */ pNullAnimator, &ps_Kick[6], psf_Xflip, 0,0},
{ID_Kick1, 0, /* damage */ pFistAttack, &ps_Kick[7], psf_QuickCall|psf_Xflip, 0,0},
{ID_Kick1, KICK_MID_SLIDE_TICS,/* mid slide */ pFistSlideDownR, &ps_Kick[8], psf_Xflip, 0, 0},
{ID_Kick1, 30, /* end slide */ pFistSlideDownR, &ps_Kick[8], psf_Xflip, 0,0},
{ID_Kick1, 30, /* end slide */ pNullAnimator, &ps_Kick[1], psf_Xflip, 0,0},
};
PANEL_STATE ps_RetractFist[] =
{
{ID_FistPresent0, Fist_BEAT_RATE, pFistRetract, &ps_RetractFist[0], 0,0,0}
};
#define FIST_SWAY_AMT 12
// left swing
#define FIST_XOFF (290 + FIST_SWAY_AMT)
#define FIST_YOFF 200
// right swing
#define FISTR_XOFF (0 - 80)
#define FIST_VEL 3000
#define FIST_POWER_VEL 3000
void
InitWeaponFist(PLAYERp pp)
{
PANEL_SPRITEp psp;
short rnd_num;
if (Prediction)
return;
if (!TEST(pp->WpnFlags, BIT(WPN_FIST)) ||
//pp->WpnAmmo[WPN_FIST] <= 0 ||
TEST(pp->Flags, PF_WEAPON_RETRACT))
{
pp->WpnFirstType = WPN_SWORD;
InitWeaponSword(pp);
return;
}
if (!pp->Wpn[WPN_FIST])
{
psp = pp->Wpn[WPN_FIST] = pSpawnSprite(pp, ps_PresentFist, PRI_MID, FIST_XOFF, FIST_YOFF);
psp->y += tilesiz[psp->picndx].y;
}
if (pp->CurWpn == pp->Wpn[WPN_FIST])
{
return;
}
PlayerUpdateWeapon(pp, WPN_FIST);
pp->WpnUziType = 2; // Make uzi's go away!
RetractCurWpn(pp);
// Set up the new Weapon variables
psp = pp->CurWpn = pp->Wpn[WPN_FIST];
SET(psp->flags, PANF_WEAPON_SPRITE);
psp->ActionState = ps_FistSwing;
psp->RetractState = ps_RetractFist;
psp->PresentState = ps_PresentFist;
psp->RestState = ps_FistRest;
pSetState(psp, psp->PresentState);
pp->WpnKungFuMove = 0; // Set to default strike
rnd_num = RANDOM_P2(1024);
if (rnd_num > 900)
PlaySound(DIGI_TAUNTAI2, &pp->posx, &pp->posy, &pp->posz, v3df_follow|v3df_dontpan);
else if (rnd_num > 800)
PlaySound(DIGI_PLAYERYELL1, &pp->posx, &pp->posy, &pp->posz, v3df_follow|v3df_dontpan);
else if (rnd_num > 700)
PlaySound(DIGI_PLAYERYELL2, &pp->posx, &pp->posy, &pp->posz, v3df_follow|v3df_dontpan);
FLAG_KEY_RELEASE(psp->PlayerP, SK_SHOOT);
FLAG_KEY_RESET(psp->PlayerP, SK_SHOOT);
}
void
pFistPresent(PANEL_SPRITEp psp)
{
int rnd;
if (TEST(psp->PlayerP->Flags, PF_WEAPON_RETRACT))
return;
psp->y -= 3 * synctics;
if (psp->y < FIST_YOFF)
{
psp->y = FIST_YOFF;
psp->yorig = psp->y;
rnd = RANDOM_RANGE(1000);
if (rnd > 500)
{
psp->PresentState = ps_PresentFist;
psp->RestState = ps_FistRest;
}
else
{
psp->PresentState = ps_PresentFist2;
psp->RestState = ps_Fist2Rest;
}
pSetState(psp, psp->RestState);
}
}
//
// LEFT SWING
//
void
pFistSlide(PANEL_SPRITEp psp)
{
int nx, ny;
short vel_adj;
//nx = FIXED(psp->x, psp->xfract);
ny = FIXED(psp->y, psp->yfract);
SpawnFistBlur(psp);
vel_adj = 68;
//nx += psp->vel * synctics * (int) sintable[NORM_ANGLE(psp->ang)] >> 6;
ny += psp->vel * synctics * (int) -sintable[psp->ang] >> 6;
//psp->xfract = LSW(nx);
//psp->x = MSW(nx);
psp->yfract = LSW(ny);
psp->y = MSW(ny);
psp->vel += vel_adj * synctics;
}
void
pFistSlideDown(PANEL_SPRITEp psp)
{
int nx, ny;
short vel, vel_adj;
nx = FIXED(psp->x, psp->xfract);
ny = FIXED(psp->y, psp->yfract);
SpawnFistBlur(psp);
vel_adj = 48;
vel = 3500;
if (psp->ActionState == ps_Kick || psp->PlayerP->WpnKungFuMove == 3)
ny += (psp->vel * synctics * (int) -sintable[NORM_ANGLE(FistAng + psp->ang + psp->PlayerP->FistAng)] >> 6);
else
{
nx -= psp->vel * synctics * (int) sintable[NORM_ANGLE(FistAng + psp->ang + psp->PlayerP->FistAng)] >> 6;
ny += 3*(psp->vel * synctics * (int) -sintable[NORM_ANGLE(FistAng + psp->ang + psp->PlayerP->FistAng)] >> 6);
}
psp->xfract = LSW(nx);
psp->x = MSW(nx);
psp->yfract = LSW(ny);
psp->y = MSW(ny);
psp->vel += vel_adj * synctics;
if (psp->y > 440)
{
// if still holding down the fire key - continue swinging
if (TEST_SYNC_KEY(psp->PlayerP, SK_SHOOT))
{
if (FLAG_KEY_PRESSED(psp->PlayerP, SK_SHOOT))
{
DoPlayerChooseYell(psp->PlayerP);
if (RANDOM_RANGE(1000) > 500)
{
//if(RANDOM_RANGE(1000) > 300)
// {
psp->ActionState = ps_FistSwing;
psp->PlayerP->WpnKungFuMove = 0;
// } else
// {
// psp->ActionState = ps_Fist3Swing;
// psp->PlayerP->WpnKungFuMove = 1;
// }
pSetState(psp, psp->ActionState);
psp->x = FIST_XOFF;
psp->y = FIST_YOFF;
psp->yorig = psp->y;
psp->PlayerP->FistAng = FistAngTable[RANDOM_RANGE(SIZ(FistAngTable))];
psp->ang = 1024;
psp->vel = vel;
DoPlayerSpriteThrow(psp->PlayerP);
return;
}
else
{
//if (RANDOM_RANGE(1000) > 300)
// {
pSetState(psp, ps_FistSwing+(psp->State - psp->ActionState)+1);
psp->ActionState = ps_FistSwing;
psp->PlayerP->WpnKungFuMove = 0;
//pStatePlusOne(psp);
// }else
// {
//if (RANDOM_RANGE(1000) > 400)
// {
// pSetState(psp, ps_Fist3Swing+(psp->State - psp->ActionState)+1);
// psp->ActionState = ps_Fist3Swing;
// psp->PlayerP->WpnKungFuMove = 1;
// } else
// {
// pSetState(psp, ps_Kick+(psp->State - psp->ActionState)+1);
// psp->ActionState = ps_Kick;
// psp->PlayerP->WpnKungFuMove = 2;
// }
// }
}
psp->x = FISTR_XOFF+100;
psp->y = FIST_YOFF;
psp->yorig = psp->y;
psp->ang = 1024;
psp->PlayerP->FistAng = FistAngTable[RANDOM_RANGE(SIZ(FistAngTable))];
psp->vel = vel;
DoPlayerSpriteThrow(psp->PlayerP);
return;
}
}
// NOT still holding down the fire key - stop swinging
pSetState(psp, psp->PresentState);
psp->x = FIST_XOFF;
psp->y = FIST_YOFF;
psp->y += tilesiz[psp->picndx].y;
psp->yorig = psp->y;
}
}
//
// RIGHT SWING
//
void
pFistSlideR(PANEL_SPRITEp psp)
{
int nx, ny;
short vel_adj;
//nx = FIXED(psp->x, psp->xfract);
ny = FIXED(psp->y, psp->yfract);
SpawnFistBlur(psp);
vel_adj = 68;
//nx += psp->vel * synctics * (int) sintable[NORM_ANGLE(psp->ang)] >> 6;
ny += psp->vel * synctics * (int) -sintable[NORM_ANGLE(psp->ang + 1024)] >> 6;
//psp->xfract = LSW(nx);
//psp->x = MSW(nx);
psp->yfract = LSW(ny);
psp->y = MSW(ny);
psp->vel += vel_adj * synctics;
}
void
pFistSlideDownR(PANEL_SPRITEp psp)
{
int nx, ny;
short vel, vel_adj;
nx = FIXED(psp->x, psp->xfract);
ny = FIXED(psp->y, psp->yfract);
SpawnFistBlur(psp);
vel_adj = 48;
vel = 3500;
if (psp->ActionState == ps_Kick || psp->PlayerP->WpnKungFuMove == 3)
ny += (psp->vel * synctics * (int) -sintable[NORM_ANGLE(FistAng + psp->ang + psp->PlayerP->FistAng)] >> 6);
else
{
nx -= psp->vel * synctics * (int) sintable[NORM_ANGLE(FistAng + psp->ang + psp->PlayerP->FistAng)] >> 6;
ny += 3*(psp->vel * synctics * (int) -sintable[NORM_ANGLE(FistAng + psp->ang + psp->PlayerP->FistAng)] >> 6);
}
psp->xfract = LSW(nx);
psp->x = MSW(nx);
psp->yfract = LSW(ny);
psp->y = MSW(ny);
psp->vel += vel_adj * synctics;
if (psp->y > 440)
{
// if still holding down the fire key - continue swinging
if (TEST_SYNC_KEY(psp->PlayerP, SK_SHOOT))
{
if (FLAG_KEY_PRESSED(psp->PlayerP, SK_SHOOT))
{
DoPlayerChooseYell(psp->PlayerP);
if (RANDOM_RANGE(1000) > 500)
{
//if(RANDOM_RANGE(1000) > 300)
// {
psp->ActionState = ps_FistSwing+5;
psp->PlayerP->WpnKungFuMove = 0;
// } else
// {
// psp->ActionState = ps_Fist3Swing+5;
// psp->PlayerP->WpnKungFuMove = 1;
// }
pSetState(psp, psp->ActionState);
psp->x = FISTR_XOFF+100;
psp->y = FIST_YOFF;
psp->yorig = psp->y;
psp->ang = 1024;
psp->PlayerP->FistAng = FistAngTable[RANDOM_RANGE(SIZ(FistAngTable))];
psp->vel = vel;
DoPlayerSpriteThrow(psp->PlayerP);
return;
}
else
{
//if (psp->ActionState == ps_FistSwing && RANDOM_RANGE(1000) > 300)
// {
pSetState(psp, ps_FistSwing+(psp->State - psp->ActionState)+1);
psp->ActionState = ps_FistSwing;
psp->PlayerP->WpnKungFuMove = 0;
//pStatePlusOne(psp);
// }else
//if (RANDOM_RANGE(1000) > 400)
// {
// pSetState(psp, ps_Fist3Swing+(psp->State - psp->ActionState)+1);
// psp->ActionState = ps_Fist3Swing;
// psp->PlayerP->WpnKungFuMove = 1;
// } else
// {
// pSetState(psp, ps_Kick+(psp->State - psp->ActionState)+1);
// psp->ActionState = ps_Kick;
// psp->PlayerP->WpnKungFuMove = 2;
// }
}
psp->x = FIST_XOFF;
psp->y = FIST_YOFF;
psp->yorig = psp->y;
psp->PlayerP->FistAng = FistAngTable[RANDOM_RANGE(SIZ(FistAngTable))];
psp->ang = 1024;
psp->vel = vel;
DoPlayerSpriteThrow(psp->PlayerP);
return;
}
}
// NOT still holding down the fire key - stop swinging
pSetState(psp, psp->PresentState);
psp->x = FIST_XOFF;
psp->y = FIST_YOFF;
psp->y += tilesiz[psp->picndx].y;
psp->yorig = psp->y;
}
}
void
pFistBobSetup(PANEL_SPRITEp psp)
{
if (TEST(psp->flags, PANF_BOB))
return;
psp->xorig = psp->x;
psp->yorig = psp->y;
psp->sin_amt = FIST_SWAY_AMT;
psp->sin_ndx = 0;
psp->bob_height_shift = 3;
}
void
pFistHide(PANEL_SPRITEp psp)
{
short picnum = psp->picndx;
psp->y += 3 * synctics;
if (psp->y >= FIST_YOFF + tilesiz[picnum].y)
{
psp->y = FIST_YOFF + tilesiz[picnum].y;
pWeaponUnHideKeys(psp, psp->PresentState);
}
}
void
pFistRest(PANEL_SPRITEp psp)
{
SWBOOL force = !!TEST(psp->flags, PANF_UNHIDE_SHOOT);
if (pWeaponHideKeys(psp, ps_FistHide))
return;
psp->yorig += synctics;
if (psp->yorig > FIST_YOFF)
{
psp->yorig = FIST_YOFF;
}
psp->y = psp->yorig;
pFistBobSetup(psp);
pWeaponBob(psp, PLAYER_MOVING(psp->PlayerP));
force = !!TEST(psp->flags, PANF_UNHIDE_SHOOT);
if (psp->ActionState == ps_Kick)
psp->ActionState = ps_FistSwing;
// Reset move to default
psp->PlayerP->WpnKungFuMove = 0;
//if (TEST_SYNC_KEY(psp->PlayerP, SK_SHOOT) || force || TEST_SYNC_KEY(psp->PlayerP, SK_OPERATE))
if (TEST_SYNC_KEY(psp->PlayerP, SK_SHOOT) || force)
{
//if (FLAG_KEY_PRESSED(psp->PlayerP, SK_SHOOT) || force || FLAG_KEY_PRESSED(psp->PlayerP, SK_OPERATE))
if (FLAG_KEY_PRESSED(psp->PlayerP, SK_SHOOT) || force)
{
RESET(psp->flags, PANF_UNHIDE_SHOOT);
#if 0
if (!TEST(psp->PlayerP->Flags, PF_JUMPING) && RANDOM_RANGE(1000) > 300)
{
//if (TEST_SYNC_KEY(psp->PlayerP, SK_OPERATE))
// {
// psp->ActionState = ps_Fist2Swing;
// psp->PlayerP->WpnKungFuMove = 3;
// } else
if (RANDOM_RANGE(1000) > 500)
{
psp->ActionState = ps_FistSwing;
psp->PlayerP->WpnKungFuMove = 0;
}
else
{
psp->ActionState = ps_Fist3Swing;
psp->PlayerP->WpnKungFuMove = 1;
}
}
else
{
psp->ActionState = ps_Kick;
psp->PlayerP->WpnKungFuMove = 2;
}
#else
psp->ActionState = ps_FistSwing;
psp->PlayerP->WpnKungFuMove = 0;
#endif
pSetState(psp, psp->ActionState);
psp->vel = 5500;
psp->ang = 1024;
psp->PlayerP->FistAng = FistAngTable[RANDOM_RANGE(SIZ(FistAngTable))];
DoPlayerSpriteThrow(psp->PlayerP);
}
}
}
void
pFistAction(PANEL_SPRITEp psp)
{
pFistBobSetup(psp);
pWeaponBob(psp, PLAYER_MOVING(psp->PlayerP));
}
void
pFistAttack(PANEL_SPRITEp psp)
{
int InitFistAttack(PLAYERp pp);
InitFistAttack(psp->PlayerP);
}
void
pFistRetract(PANEL_SPRITEp psp)
{
short picnum = psp->picndx;
psp->y += 3 * synctics;
if (psp->y >= FIST_YOFF + tilesiz[picnum].y)
{
RESET(psp->PlayerP->Flags, PF_WEAPON_RETRACT);
psp->PlayerP->Wpn[WPN_FIST] = NULL;
pKillSprite(psp);
}
}
void
pFistBlock(PANEL_SPRITEp psp)
{
psp->yorig += synctics;
if (psp->yorig > FIST_YOFF)
{
psp->yorig = FIST_YOFF;
}
psp->y = psp->yorig;
pFistBobSetup(psp);
pWeaponBob(psp, PLAYER_MOVING(psp->PlayerP));
if (!TEST_SYNC_KEY(psp->PlayerP, SK_OPERATE))
{
pStatePlusOne(psp);
}
}
//////////////////////////////////////////////////////////////////////////////////////////
//
// PANEL SPRITE GENERAL ROUTINES
//
//////////////////////////////////////////////////////////////////////////////////////////
void
pWeaponForceRest(PLAYERp pp)
{
pSetState(pp->CurWpn, pp->CurWpn->RestState);
}
SWBOOL
pWeaponUnHideKeys(PANEL_SPRITEp psp, PANEL_STATEp state)
{
// initing the other weapon will take care of this
if (TEST(psp->flags, PANF_DEATH_HIDE))
{
return FALSE;
}
if (TEST(psp->flags, PANF_WEAPON_HIDE))
{
if (!TEST(psp->PlayerP->Flags, PF_WEAPON_DOWN))
{
RESET(psp->flags, PANF_WEAPON_HIDE);
pSetState(psp, state);
return TRUE;
}
return FALSE;
}
if (TEST_SYNC_KEY(psp->PlayerP, SK_HIDE_WEAPON))
{
if (FLAG_KEY_PRESSED(psp->PlayerP, SK_HIDE_WEAPON))
{
FLAG_KEY_RELEASE(psp->PlayerP, SK_HIDE_WEAPON);
pSetState(psp, state);
return TRUE;
}
}
else
{
FLAG_KEY_RESET(psp->PlayerP, SK_HIDE_WEAPON);
}
if (TEST_SYNC_KEY(psp->PlayerP, SK_SHOOT))
{
if (FLAG_KEY_PRESSED(psp->PlayerP, SK_SHOOT))
{
SET(psp->flags, PANF_UNHIDE_SHOOT);
pSetState(psp, state);
return TRUE;
}
}
return FALSE;
}
SWBOOL
pWeaponHideKeys(PANEL_SPRITEp psp, PANEL_STATEp state)
{
if (TEST(psp->PlayerP->Flags, PF_DEAD))
{
SET(psp->flags, PANF_DEATH_HIDE);
pSetState(psp, state);
return TRUE;
}
if (TEST(psp->PlayerP->Flags, PF_WEAPON_DOWN))
{
SET(psp->flags, PANF_WEAPON_HIDE);
pSetState(psp, state);
return TRUE;
}
if (TEST_SYNC_KEY(psp->PlayerP, SK_HIDE_WEAPON))
{
if (FLAG_KEY_PRESSED(psp->PlayerP, SK_HIDE_WEAPON))
{
PutStringInfo(psp->PlayerP,"Weapon Holstered");
FLAG_KEY_RELEASE(psp->PlayerP, SK_HIDE_WEAPON);
pSetState(psp, state);
return TRUE;
}
}
else
{
FLAG_KEY_RESET(psp->PlayerP, SK_HIDE_WEAPON);
}
return FALSE;
}
void
InsertPanelSprite(PLAYERp pp, PANEL_SPRITEp psp)
{
PANEL_SPRITEp cur, nxt;
ASSERT(psp);
ASSERT(ValidPtr(psp));
// if list is empty, insert at front
if (EMPTY(&pp->PanelSpriteList))
{
INSERT(&pp->PanelSpriteList, psp);
return;
}
// if new pri is <= first pri in list, insert at front
if (psp->priority <= pp->PanelSpriteList.Next->priority)
{
INSERT(&pp->PanelSpriteList, psp);
return;
}
// search for first pri in list thats less than the new pri
TRAVERSE(&pp->PanelSpriteList, cur, nxt)
{
// if the next pointer is the end of the list, insert it
if ((LIST) cur->Next == (LIST) &pp->PanelSpriteList)
{
INSERT(cur, psp);
return;
}
// if between cur and next, insert here
if (psp->priority >= cur->priority && psp->priority <= cur->Next->priority)
{
INSERT(cur, psp);
return;
}
}
}
PANEL_SPRITEp
pSpawnSprite(PLAYERp pp, PANEL_STATEp state, uint8_t priority, int x, int y)
{
unsigned i;
PANEL_SPRITEp psp;
ASSERT(pp);
psp = (PANEL_SPRITEp)CallocMem(sizeof(PANEL_SPRITE), 1);
PRODUCTION_ASSERT(psp);
psp->priority = priority;
InsertPanelSprite(pp, psp);
// INSERT(&pp->PanelSpriteList, psp);
psp->PlayerP = pp;
psp->x = x;
psp->y = y;
pSetState(psp, state);
if (state == NULL)
psp->picndx = -1;
else
psp->picndx = state->picndx;
psp->ang = 0;
psp->vel = 0;
psp->rotate_ang = 0;
psp->scale = 1 << 16;
psp->ID = 0;
for (i = 0; i < SIZ(psp->over); i++)
{
psp->over[i].State = NULL;
psp->over[i].pic = -1;
psp->over[i].xoff = -1;
psp->over[i].yoff = -1;
}
return psp;
}
void
pSuicide(PANEL_SPRITEp psp)
{
pKillSprite(psp);
}
void
pKillSprite(PANEL_SPRITEp psp)
{
PRODUCTION_ASSERT(psp);
ASSERT(ValidPtr(psp));
REMOVE(psp);
FreeMem(psp);
}
void
pClearSpriteList(PLAYERp pp)
{
PANEL_SPRITEp psp=NULL, next_psp=NULL;
TRAVERSE(&pp->PanelSpriteList, psp, next_psp)
{
pKillSprite(psp);
}
}
void
pWeaponBob(PANEL_SPRITEp psp, short condition)
{
int xdiff = 0, ydiff = 0;
short bob_amt, bob_ndx;
short bobvel;
PLAYERp pp = psp->PlayerP;
bobvel = FindDistance2D(pp->xvect, pp->yvect) >> 15;
bobvel = bobvel + DIV4(bobvel);
bobvel = min(bobvel, short(128));
if (condition)
{
SET(psp->flags, PANF_BOB);
}
else
{
if (labs((psp->sin_ndx & 1023) - 0) < 70)
{
RESET(psp->flags, PANF_BOB);
psp->sin_ndx = (RANDOM_P2(1024) < 512) ? 1024 : 0;
}
}
if (TEST(psp->flags, PANF_BOB))
{
// //
// sin_xxx moves the weapon left-right
// //
// increment the ndx into the sin table
psp->sin_ndx = psp->sin_ndx + (synctics << 3);
// add a random factor to it
psp->sin_ndx += (RANDOM_P2(8) * synctics);
// wrap
psp->sin_ndx &= 2047;
// get height
xdiff = psp->sin_amt * sintable[psp->sin_ndx] >> 14;
// //
// bob_xxx moves the weapon up-down
// //
// as the weapon moves left-right move the weapon up-down in the same
// proportion
bob_ndx = (psp->sin_ndx + 512) & 1023;
// base bob_amt on the players velocity - Max of 128
bob_amt = bobvel >> psp->bob_height_shift;
ydiff = bob_amt * sintable[bob_ndx] >> 14;
}
psp->x = psp->xorig + xdiff;
psp->y = psp->yorig + ydiff + UziRecoilYadj;
}
//////////////////////////////////////////////////////////////////////////////////////////
//
// PANEL SPRITE CONTROL ROUTINES
//
//////////////////////////////////////////////////////////////////////////////////////////
SWBOOL DrawBeforeView = FALSE;
void
pDisplaySprites(PLAYERp pp)
{
USERp u = User[pp->PlayerSprite];
PANEL_SPRITEp psp=NULL, next=NULL;
short shade, picnum, overlay_shade = 0;
char KenFlags;
int x, y;
int smoothratio;
unsigned i;
SECT_USERp sectu = SectUser[pp->cursectnum];
uint8_t pal = 0;
short ang;
int flags;
int x1,y1,x2,y2;
TRAVERSE(&pp->PanelSpriteList, psp, next)
{
ASSERT(ValidPtr(psp));
ang = psp->rotate_ang;
KenFlags = 0;
shade = 0;
flags = 0;
x = psp->x;
y = psp->y;
// initilize pal here - jack with it below
pal = psp->pal;
if (DrawBeforeView)
if (!TEST(psp->flags, PANF_DRAW_BEFORE_VIEW))
continue;
if (TEST(psp->flags, PANF_SUICIDE))
{
//pKillSprite(psp);
continue;
}
// force kill before showing again
if (TEST(psp->flags, PANF_KILL_AFTER_SHOW) && psp->numpages == 0)
{
pKillSprite(psp);
continue;
}
// if the state is null get the picnum for other than picndx
if (psp->picndx == -1 || !psp->State)
picnum = psp->picnum;
else
picnum = psp->picndx;
// UK panzies have to have darts instead of shurikens.
if (useDarts)
switch (picnum)
{
case STAR_REST:
picnum = 2510;
break;
case STAR_REST + 1:
picnum = 2511;
break;
case STAR_REST + 2:
picnum = 2512;
break;
case STAR_REST + 3:
picnum = 2513;
break;
case STAR_REST + 4:
picnum = 2514;
break;
case STAR_REST + 5:
picnum = 2515;
break;
case STAR_REST + 6:
picnum = 2516;
break;
case STAR_REST + 7:
picnum = 2517;
break;
}
if (pp->Bloody && !gs.ParentalLock && !Global_PLock)
{
switch (picnum)
{
case SWORD_REST:
picnum = BLOODYSWORD_REST;
break;
case SWORD_SWING0:
picnum = BLOODYSWORD_SWING0;
break;
case SWORD_SWING1:
picnum = BLOODYSWORD_SWING1;
break;
case SWORD_SWING2:
picnum = BLOODYSWORD_SWING2;
break;
case FIST_REST:
picnum = 4077;
break;
case FIST2_REST:
picnum = 4051;
break;
case FIST_SWING0:
picnum = 4074;
break;
case FIST_SWING1:
picnum = 4075;
break;
case FIST_SWING2:
picnum = 4076;
break;
case STAR_REST:
if (!useDarts)
picnum = 2138;
else
picnum = 2518; // Bloody Dart Hand
break;
}
}
if (pp->WpnShotgunType == 1)
{
switch (picnum)
{
case SHOTGUN_REST:
case SHOTGUN_RELOAD0:
picnum = 2227;
break;
case SHOTGUN_RELOAD1:
picnum = 2226;
break;
case SHOTGUN_RELOAD2:
picnum = 2225;
break;
}
}
// don't draw
if (TEST(psp->flags, PANF_INVISIBLE))
continue;
if (psp->State && TEST(psp->State->flags, psf_Invisible))
continue;
// if its a weapon sprite and the view is set to the outside don't draw the sprite
if (TEST(psp->flags, PANF_WEAPON_SPRITE))
{
pal = sector[pp->cursectnum].floorpal;
if (sector[pp->cursectnum].floorpal != PALETTE_DEFAULT)
{
SECT_USERp sectu = SectUser[pp->cursectnum];
if (sectu && TEST(sectu->flags, SECTFU_DONT_COPY_PALETTE))
pal = PALETTE_DEFAULT;
}
if (pal == PALETTE_FOG || pal == PALETTE_DIVE || pal == PALETTE_DIVE_LAVA)
pal = psp->pal; // Set it back
///////////
if (pp->InventoryActive[INVENTORY_CLOAK])
{
SET(flags, ROTATE_SPRITE_TRANSLUCENT);
}
//shade = overlay_shade = DIV2(sector[pp->cursectnum].floorshade + sector[pp->cursectnum].ceilingshade);
shade = overlay_shade = sector[pp->cursectnum].floorshade - 10;
if (TEST(psp->PlayerP->Flags, PF_VIEW_FROM_OUTSIDE))
{
if (!TEST(psp->PlayerP->Flags, PF_VIEW_OUTSIDE_WEAPON))
continue;
}
if (TEST(psp->PlayerP->Flags, PF_VIEW_FROM_CAMERA))
continue;
// !FRANK - this was moved from BELOW this IF statement
// if it doesn't have a picflag or its in the view
if (sectu && TEST(sectu->flags, SECTFU_DONT_COPY_PALETTE))
pal = 0;
}
//PANF_STATUS_AREA | PANF_SCREEN_CLIP | PANF_KILL_AFTER_SHOW,
SET(flags, ROTATE_SPRITE_VIEW_CLIP);
if (TEST(psp->flags, PANF_TRANSLUCENT))
SET(flags, ROTATE_SPRITE_TRANSLUCENT);
SET(flags, TEST(psp->flags, PANF_TRANS_FLIP));
if (TEST(psp->flags, PANF_CORNER))
SET(flags, ROTATE_SPRITE_CORNER);
if (TEST(psp->flags, PANF_STATUS_AREA))
{
SET(flags,ROTATE_SPRITE_CORNER);
RESET(flags,ROTATE_SPRITE_VIEW_CLIP);
if (TEST(psp->flags, PANF_SCREEN_CLIP))
SET(flags, ROTATE_SPRITE_SCREEN_CLIP);
if (TEST(psp->flags, PANF_IGNORE_START_MOST))
SET(flags, ROTATE_SPRITE_IGNORE_START_MOST);
x1 = psp->x1;
y1 = psp->y1;
x2 = psp->x2;
y2 = psp->y2;
shade = psp->shade;
}
else
{
x1 = windowxy1.x;
y1 = windowxy1.y;
x2 = windowxy2.x;
y2 = windowxy2.y;
}
if ((psp->State && TEST(psp->State->flags, psf_Xflip)) || TEST(psp->flags, PANF_XFLIP))
{
// this is what you have to do to x-flip
ang = NORM_ANGLE(ang + 1024);
SET(flags, ROTATE_SPRITE_YFLIP);
}
// shading
if (psp->State && TEST(psp->State->flags, psf_ShadeHalf|psf_ShadeNone))
{
if (TEST(psp->State->flags, psf_ShadeNone))
shade = 0;
else if (TEST(psp->State->flags, psf_ShadeHalf))
shade /= 2;
}
if (pal == PALETTE_DEFAULT)
{
switch (picnum)
{
case 4080:
case 4081:
case 2220:
case 2221:
pal = u->spal;
break;
}
}
#if 1
if (TEST(psp->flags, PANF_KILL_AFTER_SHOW) && !TEST(psp->flags, PANF_NOT_ALL_PAGES))
{
psp->numpages = 0;
SET(flags, ROTATE_SPRITE_ALL_PAGES);
}
#endif
rotatesprite(x << 16, y << 16,
psp->scale, ang,
picnum, shade, pal,
flags, x1, y1, x2, y2);
// do overlays (if any)
for (i = 0; i < SIZ(psp->over); i++)
{
// get pic from state
if (psp->over[i].State)
picnum = psp->over[i].State->picndx;
else
// get pic from over variable
if (psp->over[i].pic >= 0)
picnum = psp->over[i].pic;
else
continue;
if (TEST(psp->over[i].flags, psf_ShadeNone))
overlay_shade = 0;
if (picnum)
{
rotatesprite((x + psp->over[i].xoff) << 16, (y + psp->over[i].yoff) << 16,
psp->scale, ang,
picnum, overlay_shade, pal,
flags, x1, y1, x2, y2);
}
}
if (TEST(psp->flags, PANF_KILL_AFTER_SHOW))
{
psp->numpages--;
if (psp->numpages <= 0)
pKillSprite(psp);
}
}
}
void pFlushPerms(PLAYERp pp)
{
PANEL_SPRITEp psp=NULL, next=NULL;
TRAVERSE(&pp->PanelSpriteList, psp, next)
{
ASSERT(ValidPtr(psp));
// force kill before showing again
if (TEST(psp->flags, PANF_KILL_AFTER_SHOW))
{
pKillSprite(psp);
}
}
}
void
pSpriteControl(PLAYERp pp)
{
PANEL_SPRITEp psp=NULL, next=NULL;
TRAVERSE(&pp->PanelSpriteList, psp, next)
{
// reminder - if these give an assertion look for pKillSprites
// somewhere else other than by themselves
// RULE: Sprites can only kill themselves
PRODUCTION_ASSERT(psp);
ASSERT(ValidPtr(psp));
ASSERT((uint32_t) psp->Next != 0xCCCCCCCC);
if (psp->State)
pStateControl(psp);
else
// for sprits that are not state controled but still need to call
// something
if (psp->PanelSpriteFunc)
{
(*psp->PanelSpriteFunc)(psp);
}
}
}
void
pSetState(PANEL_SPRITEp psp, PANEL_STATEp panel_state)
{
PRODUCTION_ASSERT(psp);
ASSERT(ValidPtr(psp));
psp->tics = 0;
psp->State = panel_state;
psp->picndx = panel_state ? panel_state->picndx : 0;
}
void
pNextState(PANEL_SPRITEp psp)
{
// Transition to the next state
psp->State = psp->State->NextState;
if (TEST(psp->State->flags, psf_QuickCall))
{
(*psp->State->Animator)(psp);
psp->State = psp->State->NextState;
}
}
void
pStatePlusOne(PANEL_SPRITEp psp)
{
psp->tics = 0;
psp->State++;
if (TEST(psp->State->flags, psf_QuickCall))
{
(*psp->State->Animator)(psp);
psp->State = psp->State->NextState;
}
}
void
pStateControl(PANEL_SPRITEp psp)
{
unsigned i;
short tics = synctics;
psp->tics += tics;
// Skip states if too much time has passed
while (psp->tics >= psp->State->tics)
{
// Set Tics
psp->tics -= psp->State->tics;
pNextState(psp);
}
// Set picnum to the correct pic
psp->picndx = psp->State->picndx;
// do overlay states
for (i = 0; i < SIZ(psp->over); i++)
{
if (!psp->over[i].State)
continue;
psp->over[i].tics += tics;
// Skip states if too much time has passed
while (psp->over[i].tics >= psp->over[i].State->tics)
{
// Set Tics
psp->over[i].tics -= psp->over[i].State->tics;
psp->over[i].State = psp->over[i].State->NextState;
if (!psp->over[i].State)
break;
}
}
// Call the correct animator
if (psp->State->Animator)
(*psp->State->Animator)(psp);
}
void
UpdatePanel(void)
{
short pnum;
extern SWBOOL DebugPanel,PanelUpdateMode;
if (!PanelUpdateMode)
return;
if (DebugPanel)
return;
TRAVERSE_CONNECT(pnum)
{
if (dimensionmode != 2 && pnum == screenpeek)
pDisplaySprites(Player + pnum);
}
}
void
PreUpdatePanel(void)
{
short pnum;
extern SWBOOL DebugPanel,PanelUpdateMode;
if (!PanelUpdateMode)
return;
if (DebugPanel)
return;
DrawBeforeView = TRUE;
//if (DrawBeforeView)
TRAVERSE_CONNECT(pnum)
{
if (dimensionmode != 2 && pnum == screenpeek)
pDisplaySprites(Player + pnum);
}
DrawBeforeView = FALSE;
}
void rotatespritetile(int thex, int they, short tilenum,
signed char shade, int cx1, int cy1,
int cx2, int cy2, char dapalnum)
{
int x, y, xsiz, ysiz, tx1, ty1, tx2, ty2;
xsiz = tilesiz[tilenum].x; tx1 = cx1/xsiz; tx2 = cx2/xsiz;
ysiz = tilesiz[tilenum].y; ty1 = cy1/ysiz; ty2 = cy2/ysiz;
for (x=tx1; x<=tx2; x++)
{
for (y=ty1; y<=ty2; y++)
{
rotatesprite((x*xsiz)<<16,(y*ysiz)<<16,65536L,0,tilenum,shade,dapalnum,
ROTATE_SPRITE_NON_MASK|ROTATE_SPRITE_CORNER|ROTATE_SPRITE_IGNORE_START_MOST,
cx1,cy1,cx2,cy2);
}
}
}
#define EnvironSuit_RATE 10
#define Fly_RATE 10
#define Cloak_RATE 10
#define Night_RATE 10
#define Box_RATE 10
#define Medkit_RATE 10
#define RepairKit_RATE 10
#define ChemBomb_RATE 10
#define FlashBomb_RATE 10
#define SmokeBomb_RATE 10
#define Caltrops_RATE 10
#define ID_PanelEnvironSuit 2397
PANEL_STATE ps_PanelEnvironSuit[] =
{
{ID_PanelEnvironSuit, EnvironSuit_RATE, PanelInvTestSuicide, &ps_PanelEnvironSuit[0], 0,0,0}
};
#define ID_PanelCloak 2397 //2400
PANEL_STATE ps_PanelCloak[] =
{
{ID_PanelCloak, Cloak_RATE, PanelInvTestSuicide, &ps_PanelCloak[0], 0,0,0}
};
#define ID_PanelRepairKit 2399
PANEL_STATE ps_PanelRepairKit[] =
{
{ID_PanelRepairKit, RepairKit_RATE, PanelInvTestSuicide, &ps_PanelRepairKit[0], 0,0,0}
};
#define ID_PanelMedkit 2396
PANEL_STATE ps_PanelMedkit[] =
{
{ID_PanelMedkit, Medkit_RATE, PanelInvTestSuicide, &ps_PanelMedkit[0], 0,0,0}
};
#define ID_PanelNightVision 2398
PANEL_STATE ps_PanelNightVision[] =
{
{ID_PanelNightVision, Night_RATE, PanelInvTestSuicide, &ps_PanelNightVision[0], 0,0,0}
};
#define ID_PanelChemBomb 2407
PANEL_STATE ps_PanelChemBomb[] =
{
{ID_PanelChemBomb, ChemBomb_RATE, PanelInvTestSuicide, &ps_PanelChemBomb[0], 0,0,0}
};
#define ID_PanelFlashBomb 2408
PANEL_STATE ps_PanelFlashBomb[] =
{
{ID_PanelFlashBomb, FlashBomb_RATE, PanelInvTestSuicide, &ps_PanelFlashBomb[0], 0,0,0}
};
//#define ID_PanelSmokeBomb 2397
//PANEL_STATE ps_PanelSmokeBomb[] = {
// {ID_PanelSmokeBomb, SmokeBomb_RATE, PanelInvTestSuicide, &ps_PanelSmokeBomb[0], 0,0,0}
// };
#define ID_PanelCaltrops 2409
PANEL_STATE ps_PanelCaltrops[] =
{
{ID_PanelCaltrops, Caltrops_RATE, PanelInvTestSuicide, &ps_PanelCaltrops[0], 0,0,0}
};
#define ID_SelectionBox 2435
PANEL_STATE ps_PanelSelectionBox[] =
{
{ID_SelectionBox, Box_RATE, PanelInvTestSuicide, &ps_PanelSelectionBox[0], 0,0,0}
};
#define ID_KeyRed 2392
PANEL_STATE ps_PanelKeyRed[] =
{
{ID_KeyRed, Box_RATE, PanelInvTestSuicide, &ps_PanelKeyRed[0], 0,0,0}
};
#define ID_KeyGreen 2393
PANEL_STATE ps_PanelKeyGreen[] =
{
{ID_KeyGreen, Box_RATE, PanelInvTestSuicide, &ps_PanelKeyGreen[0], 0,0,0}
};
#define ID_KeyBlue 2394
PANEL_STATE ps_PanelKeyBlue[] =
{
{ID_KeyBlue, Box_RATE, PanelInvTestSuicide, &ps_PanelKeyBlue[0], 0,0,0}
};
#define ID_KeyYellow 2395
PANEL_STATE ps_PanelKeyYellow[] =
{
{ID_KeyYellow, Box_RATE, PanelInvTestSuicide, &ps_PanelKeyYellow[0], 0,0,0}
};
#include "saveable.h"
static saveable_data saveable_panel_data[] =
{
SAVE_DATA(ps_PresentSword),
SAVE_DATA(ps_SwordRest),
SAVE_DATA(ps_SwordHide),
SAVE_DATA(ps_SwordSwing),
SAVE_DATA(ps_RetractSword),
SAVE_DATA(ps_PresentStar),
SAVE_DATA(ps_StarHide),
SAVE_DATA(ps_StarRest),
SAVE_DATA(ps_ThrowStar),
SAVE_DATA(ps_RetractStar),
SAVE_DATA(ps_FireUzi),
SAVE_DATA(ps_UziNull),
SAVE_DATA(ps_UziHide),
SAVE_DATA(ps_PresentUzi),
SAVE_DATA(ps_PresentUziReload),
SAVE_DATA(ps_RetractUzi),
SAVE_DATA(ps_FireUzi2),
SAVE_DATA(ps_PresentUzi2),
SAVE_DATA(ps_Uzi2Hide),
SAVE_DATA(ps_RetractUzi2),
SAVE_DATA(ps_Uzi2Suicide),
SAVE_DATA(ps_Uzi2Null),
SAVE_DATA(ps_UziEject),
SAVE_DATA(ps_UziClip),
SAVE_DATA(ps_UziReload),
SAVE_DATA(ps_UziDoneReload),
SAVE_DATA(ps_UziShell),
SAVE_DATA(ps_Uzi2Shell),
SAVE_DATA(ps_ShotgunShell),
SAVE_DATA(ps_PresentShotgun),
SAVE_DATA(ps_ShotgunRest),
SAVE_DATA(ps_ShotgunHide),
SAVE_DATA(ps_ShotgunRecoil),
SAVE_DATA(ps_ShotgunRecoilAuto),
SAVE_DATA(ps_ShotgunFire),
SAVE_DATA(ps_ShotgunAutoFire),
SAVE_DATA(ps_ShotgunReload),
SAVE_DATA(ps_RetractShotgun),
SAVE_DATA(ps_ShotgunFlash),
SAVE_DATA(ps_PresentRail),
SAVE_DATA(ps_RailRest),
SAVE_DATA(ps_RailHide),
SAVE_DATA(ps_RailRecoil),
SAVE_DATA(ps_RailFire),
SAVE_DATA(ps_RailFireEMP),
SAVE_DATA(ps_RetractRail),
SAVE_DATA(ps_PresentHothead),
SAVE_DATA(ps_HotheadHide),
SAVE_DATA(ps_RetractHothead),
SAVE_DATA(ps_HotheadRest),
SAVE_DATA(ps_HotheadRestRing),
SAVE_DATA(ps_HotheadRestNapalm),
SAVE_DATA(ps_HotheadAttack),
SAVE_DATA(ps_HotheadRing),
SAVE_DATA(ps_HotheadNapalm),
SAVE_DATA(ps_HotheadTurn),
SAVE_DATA(ps_HotheadTurnRing),
SAVE_DATA(ps_HotheadTurnNapalm),
SAVE_DATA(ps_OnFire),
SAVE_DATA(ps_PresentMicro),
SAVE_DATA(ps_MicroRest),
SAVE_DATA(ps_MicroHide),
SAVE_DATA(ps_InitNuke),
SAVE_DATA(ps_MicroRecoil),
SAVE_DATA(ps_MicroFire),
SAVE_DATA(ps_MicroSingleFire),
SAVE_DATA(ps_RetractMicro),
SAVE_DATA(ps_MicroHeatFlash),
SAVE_DATA(ps_MicroNukeFlash),
SAVE_DATA(ps_PresentHeart),
SAVE_DATA(ps_HeartRest),
SAVE_DATA(ps_HeartHide),
SAVE_DATA(ps_HeartAttack),
SAVE_DATA(ps_RetractHeart),
SAVE_DATA(ps_HeartBlood),
SAVE_DATA(ps_HeartBloodSmall),
SAVE_DATA(ps_HeartBlood),
SAVE_DATA(ps_PresentGrenade),
SAVE_DATA(ps_GrenadeRest),
SAVE_DATA(ps_GrenadeHide),
SAVE_DATA(ps_GrenadeFire),
SAVE_DATA(ps_GrenadeRecoil),
SAVE_DATA(ps_RetractGrenade),
SAVE_DATA(ps_PresentMine),
SAVE_DATA(ps_MineRest),
SAVE_DATA(ps_MineHide),
SAVE_DATA(ps_MineThrow),
SAVE_DATA(ps_RetractMine),
SAVE_DATA(ps_ChopsAttack1),
SAVE_DATA(ps_ChopsAttack2),
SAVE_DATA(ps_ChopsAttack3),
SAVE_DATA(ps_ChopsAttack4),
SAVE_DATA(ps_ChopsWait),
SAVE_DATA(ps_ChopsRetract),
SAVE_DATA(ps_PresentFist),
SAVE_DATA(ps_FistRest),
SAVE_DATA(ps_FistHide),
SAVE_DATA(ps_PresentFist2),
SAVE_DATA(ps_Fist2Rest),
SAVE_DATA(ps_Fist2Hide),
/*
SAVE_DATA(ps_PresentFist3),
SAVE_DATA(ps_Fist3Rest),
SAVE_DATA(ps_Fist3Hide),
*/
SAVE_DATA(ps_FistSwing),
SAVE_DATA(ps_Fist2Swing),
SAVE_DATA(ps_Fist3Swing),
SAVE_DATA(ps_Kick),
SAVE_DATA(ps_RetractFist),
SAVE_DATA(ps_PanelEnvironSuit),
SAVE_DATA(ps_PanelCloak),
SAVE_DATA(ps_PanelRepairKit),
SAVE_DATA(ps_PanelMedkit),
SAVE_DATA(ps_PanelNightVision),
SAVE_DATA(ps_PanelChemBomb),
SAVE_DATA(ps_PanelFlashBomb),
SAVE_DATA(ps_PanelCaltrops),
SAVE_DATA(ps_PanelSelectionBox),
SAVE_DATA(ps_PanelKeyRed),
SAVE_DATA(ps_PanelKeyGreen),
SAVE_DATA(ps_PanelKeyBlue),
SAVE_DATA(ps_PanelKeyYellow),
};
saveable_module saveable_panel =
{
// code
NULL,
0,
// data
saveable_panel_data,
SIZ(saveable_panel_data)
};