raze/source/games/duke/src/player_w.cpp
Mitchell Richters 09a05f354c - Re-standardise horizon around 0 and not 100.
* Blood had this right. It makes sense that the horizon be based around as it's easier to work with.
* Removed all associated game math to deduct default horizon of 100 when doing weapon zvel etc, meaning actual horizon can just be used.
* Re-did return to center function to work on the already converted pitch. Return speed should be 1:1 with previous code.
2020-10-07 13:28:45 +11:00

548 lines
14 KiB
C++

//-------------------------------------------------------------------------
/*
Copyright (C) 1996, 2003 - 3D Realms Entertainment
Copyright (C) 2000, 2003 - Matt Saettler (EDuke Enhancements)
Copyright (C) 2020 - Christoph Oelckers
This file is part of Enhanced Duke Nukem 3D version 1.5 - Atomic Edition
Duke Nukem 3D is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License
as published by the Free Software Foundation; either version 2
of the License, or (at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
See the GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to the Free Software
Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
Original Source: 1996 - Todd Replogle
Prepared for public release: 03/21/2003 - Charlie Wiederhold, 3D Realms
EDuke enhancements integrated: 04/13/2003 - Matt Saettler
Note: EDuke source was in transition. Changes are in-progress in the
source as it is released.
*/
//-------------------------------------------------------------------------
#include "ns.h"
#include "global.h"
#include "gamevar.h"
#include "names_d.h"
BEGIN_DUKE_NS
int operateTripbomb(int snum);
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void DoFire(struct player_struct *p, short snum)
{
int i;
if(aplWeaponWorksLike[p->curr_weapon][snum]!=KNEE_WEAPON)
{
p->ammo_amount[p->curr_weapon]--;
}
if(aplWeaponFireSound[p->curr_weapon][snum])
{
S_PlayActorSound(aplWeaponFireSound[p->curr_weapon][snum],p->i);
}
SetGameVarID(g_iWeaponVarID,p->curr_weapon,p->i,snum);
SetGameVarID(g_iWorksLikeVarID,aplWeaponWorksLike[p->curr_weapon][snum], p->i, snum);
fi.shoot(p->i,aplWeaponShoots[p->curr_weapon][snum]);
for(i=1;i<aplWeaponShotsPerBurst[p->curr_weapon][snum];i++)
{
fi.shoot(p->i,aplWeaponShoots[p->curr_weapon][snum]);
if( aplWeaponFlags[p->curr_weapon][snum] & WEAPON_FLAG_AMMOPERSHOT)
{
p->ammo_amount[p->curr_weapon]--;
}
}
if(! (aplWeaponFlags[p->curr_weapon][snum] & WEAPON_FLAG_NOVISIBLE ))
{
// make them visible if not set...
lastvisinc = ud.levelclock+32;
p->visibility = 0;
}
if( //!(aplWeaponFlags[p->curr_weapon][snum] & WEAPON_FLAG_CHECKATRELOAD) &&
aplWeaponReload[p->curr_weapon][snum] > aplWeaponTotalTime[p->curr_weapon][snum]
&& p->ammo_amount[p->curr_weapon] > 0
&& (aplWeaponClip[p->curr_weapon][snum])
&& ((p->ammo_amount[p->curr_weapon]%(aplWeaponClip[p->curr_weapon][snum]))==0)
)
{
// do clip check...
p->kickback_pic=aplWeaponTotalTime[p->curr_weapon][snum];
// is same as p->kickback_pic....
}
if(aplWeaponWorksLike[p->curr_weapon][snum]!=KNEE_WEAPON)
{
checkavailweapon(p);
}
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void DoSpawn(struct player_struct *p, short snum)
{
int j;
if(!aplWeaponSpawn[p->curr_weapon][snum])
return;
j = fi.spawn(p->i, aplWeaponSpawn[p->curr_weapon][snum]);
if((aplWeaponFlags[p->curr_weapon][snum] & WEAPON_FLAG_SPAWNTYPE2 ) )
{
// like shotgun shells
sprite[j].ang += 1024;
ssp(j,CLIPMASK0);
sprite[j].ang += 1024;
// p->kickback_pic++;
}
else if((aplWeaponFlags[p->curr_weapon][snum] & WEAPON_FLAG_SPAWNTYPE3 ) )
{
// like chaingun shells
sprite[j].ang += 1024;
sprite[j].ang &= 2047;
sprite[j].xvel += 32;
sprite[j].z += (3<<8);
ssp(j,CLIPMASK0);
}
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void fireweapon_ww(int snum)
{
auto p = &ps[snum];
int pi = p->i;
p->crack_time = CRACK_TIME;
if (p->holster_weapon == 1)
{
if (p->last_pissed_time <= (26 * 218) && p->weapon_pos == -9)
{
p->holster_weapon = 0;
p->oweapon_pos = p->weapon_pos = 10;
FTA(74, p);
}
}
else
{
SetGameVarID(g_iReturnVarID, 0, pi, snum);
SetGameVarID(g_iWeaponVarID, p->curr_weapon, pi, snum);
SetGameVarID(g_iWorksLikeVarID, aplWeaponWorksLike[p->curr_weapon][snum], pi, snum);
OnEvent(EVENT_FIRE, pi, snum, -1);
if (GetGameVarID(g_iReturnVarID, pi, snum) == 0)
{
switch (aplWeaponWorksLike[p->curr_weapon][snum])
{
case HANDBOMB_WEAPON:
p->hbomb_hold_delay = 0;
if (p->ammo_amount[p->curr_weapon] > 0)
{
p->kickback_pic = 1;
if (aplWeaponInitialSound[p->curr_weapon][snum])
{
S_PlayActorSound(aplWeaponInitialSound[p->curr_weapon][snum], pi);
}
}
break;
case HANDREMOTE_WEAPON:
p->hbomb_hold_delay = 0;
p->kickback_pic = 1;
if (aplWeaponInitialSound[p->curr_weapon][snum])
{
S_PlayActorSound(aplWeaponInitialSound[p->curr_weapon][snum], pi);
}
break;
case PISTOL_WEAPON:
if (p->ammo_amount[p->curr_weapon] > 0)
{
// p->ammo_amount[p->curr_weapon]--;
p->kickback_pic = 1;
if (aplWeaponInitialSound[p->curr_weapon][snum])
{
S_PlayActorSound(aplWeaponInitialSound[p->curr_weapon][snum], pi);
}
}
break;
case CHAINGUN_WEAPON:
if (p->ammo_amount[p->curr_weapon] > 0)
{
p->kickback_pic = 1;
if (aplWeaponInitialSound[p->curr_weapon][snum])
{
S_PlayActorSound(aplWeaponInitialSound[p->curr_weapon][snum], pi);
}
}
break;
case SHOTGUN_WEAPON:
if (p->ammo_amount[p->curr_weapon] > 0 && p->random_club_frame == 0)
{
p->kickback_pic = 1;
if (aplWeaponInitialSound[p->curr_weapon][snum])
{
S_PlayActorSound(aplWeaponInitialSound[p->curr_weapon][snum], pi);
}
}
break;
case TRIPBOMB_WEAPON:
if (operateTripbomb(snum))
{
p->kickback_pic = 1;
if (aplWeaponInitialSound[p->curr_weapon][snum])
{
S_PlayActorSound(aplWeaponInitialSound[p->curr_weapon][snum], pi);
}
}
break;
case SHRINKER_WEAPON:
if (p->ammo_amount[p->curr_weapon] > 0)
{
p->kickback_pic = 1;
if (aplWeaponInitialSound[p->curr_weapon][snum])
{
S_PlayActorSound(aplWeaponInitialSound[p->curr_weapon][snum], pi);
}
}
break;
case GROW_WEAPON:
if (p->ammo_amount[p->curr_weapon] > 0)
{
p->kickback_pic = 1;
if (aplWeaponInitialSound[p->curr_weapon][snum])
{
S_PlayActorSound(aplWeaponInitialSound[p->curr_weapon][snum], pi);
}
}
break;
case FREEZE_WEAPON:
if (p->ammo_amount[p->curr_weapon] > 0)
{
p->kickback_pic = 1;
if (aplWeaponInitialSound[p->curr_weapon][snum])
{
S_PlayActorSound(aplWeaponInitialSound[p->curr_weapon][snum], pi);
}
}
break;
case DEVISTATOR_WEAPON:
if (p->ammo_amount[p->curr_weapon] > 0)
{
p->kickback_pic = 1;
p->hbomb_hold_delay = !p->hbomb_hold_delay;
if (aplWeaponInitialSound[p->curr_weapon][snum])
{
S_PlayActorSound(aplWeaponInitialSound[p->curr_weapon][snum], pi);
}
}
break;
case RPG_WEAPON:
if (p->ammo_amount[RPG_WEAPON] > 0)
{
p->kickback_pic = 1;
if (aplWeaponInitialSound[p->curr_weapon][snum])
{
S_PlayActorSound(aplWeaponInitialSound[p->curr_weapon][snum], pi);
}
}
break;
case KNEE_WEAPON:
if (p->quick_kick == 0)
{
p->kickback_pic = 1;
if (aplWeaponInitialSound[p->curr_weapon][snum])
{
S_PlayActorSound(aplWeaponInitialSound[p->curr_weapon][snum], pi);
}
}
break;
}
}
}
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void operateweapon_ww(int snum, ESyncBits actions, int psect)
{
auto p = &ps[snum];
int pi = p->i;
int i, j, k;
int psectlotag = sector[psect].lotag;
// already firing...
if (aplWeaponWorksLike[p->curr_weapon][snum] == HANDBOMB_WEAPON)
{
if (aplWeaponHoldDelay[p->curr_weapon][snum] // there is a hold delay
&& (p->kickback_pic == aplWeaponFireDelay[p->curr_weapon][snum]) // and we are 'at' hold
&& (actions & SB_FIRE) // and 'fire' button is still down
)
// just hold here...
{
p->rapid_fire_hold = 1;
return;
}
p->kickback_pic++;
if (p->kickback_pic == aplWeaponHoldDelay[p->curr_weapon][snum])
{
p->ammo_amount[p->curr_weapon]--;
if (p->on_ground && (actions & SB_CROUCH))
{
k = 15;
i = xs_CRoundToInt(p->getq16horizsum() * (20. / FRACUNIT));
}
else
{
k = 140;
i = -512 - xs_CRoundToInt(p->getq16horizsum() * (20. / FRACUNIT));
}
j = EGS(p->cursectnum,
p->posx + (sintable[(p->getang() + 512) & 2047] >> 6),
p->posy + (sintable[p->getang() & 2047] >> 6),
p->posz, HEAVYHBOMB, -16, 9, 9,
p->getang(), (k + (p->hbomb_hold_delay << 5)), i, pi, 1);
{
int lGrenadeLifetime = GetGameVar("GRENADE_LIFETIME", NAM_GRENADE_LIFETIME, -1, snum);
int lGrenadeLifetimeVar = GetGameVar("GRENADE_LIFETIME_VAR", NAM_GRENADE_LIFETIME_VAR, -1, snum);
// set timer. blows up when at zero....
sprite[j].extra = lGrenadeLifetime
+ mulscale(krand(), lGrenadeLifetimeVar, 14)
- lGrenadeLifetimeVar;
}
if (k == 15)
{
sprite[j].yvel = 3;
sprite[j].z += (8 << 8);
}
k = hits(pi);
if (k < 512)
{
sprite[j].ang += 1024;
sprite[j].zvel /= 3;
sprite[j].xvel /= 3;
}
p->hbomb_on = 1;
}
else if (p->kickback_pic < aplWeaponHoldDelay[p->curr_weapon][snum] &&
(actions & SB_CROUCH))
{
p->hbomb_hold_delay++;
}
else if (p->kickback_pic > aplWeaponTotalTime[p->curr_weapon][snum])
{
p->okickback_pic = p->kickback_pic = 0;
// don't change to remote when in NAM: grenades are timed
checkavailweapon(p);
}
}
else if (aplWeaponWorksLike[p->curr_weapon][snum] == HANDREMOTE_WEAPON)
{
p->kickback_pic++;
if (p->kickback_pic == aplWeaponFireDelay[p->curr_weapon][snum])
{
if (aplWeaponFlags[p->curr_weapon][snum] & WEAPON_FLAG_BOMB_TRIGGER)
{
p->hbomb_on = 0;
}
if (aplWeaponShoots[p->curr_weapon][snum] != 0)
{
if (!(aplWeaponFlags[p->curr_weapon][snum] & WEAPON_FLAG_NOVISIBLE))
{
// make them visible if not set...
lastvisinc = ud.levelclock + 32;
p->visibility = 0;
}
SetGameVarID(g_iWeaponVarID, p->curr_weapon, p->i, snum);
SetGameVarID(g_iWorksLikeVarID, aplWeaponWorksLike[p->curr_weapon][snum], p->i, snum);
fi.shoot(pi, aplWeaponShoots[p->curr_weapon][snum]);
}
}
if (p->kickback_pic >= aplWeaponTotalTime[p->curr_weapon][snum])
{
p->okickback_pic = p->kickback_pic = 0;
/// WHAT THE HELL DOES THIS DO....?????????????
if (p->ammo_amount[TRIPBOMB_WEAPON] > 0)
fi.addweapon(p, TRIPBOMB_WEAPON);
else
checkavailweapon(p);
}
}
else
{
// the basic weapon...
p->kickback_pic++;
if (aplWeaponFlags[p->curr_weapon][snum] & WEAPON_FLAG_CHECKATRELOAD)
{
if (p->kickback_pic == aplWeaponReload[p->curr_weapon][snum])
{
checkavailweapon(p);
}
}
if (aplWeaponFlags[p->curr_weapon][snum] & WEAPON_FLAG_STANDSTILL
&& p->kickback_pic < (aplWeaponFireDelay[p->curr_weapon][snum] + 1))
{
p->posz = p->oposz;
p->poszv = 0;
}
if (p->kickback_pic == aplWeaponSound2Time[p->curr_weapon][snum])
{
if (aplWeaponSound2Sound[p->curr_weapon][snum])
{
S_PlayActorSound(aplWeaponSound2Sound[p->curr_weapon][snum], pi);
}
}
if (p->kickback_pic == aplWeaponSpawnTime[p->curr_weapon][snum])
{
DoSpawn(p, snum);
}
if (p->kickback_pic == aplWeaponFireDelay[p->curr_weapon][snum])
{
DoFire(p, snum);
}
if (p->kickback_pic > aplWeaponFireDelay[p->curr_weapon][snum]
&& p->kickback_pic < aplWeaponTotalTime[p->curr_weapon][snum])
{
if (aplWeaponFlags[p->curr_weapon][snum] & WEAPON_FLAG_AUTOMATIC)
{ // an 'automatic'
if ((actions & SB_FIRE) == 0)
{
p->kickback_pic = aplWeaponTotalTime[p->curr_weapon][snum];
}
if (aplWeaponFlags[p->curr_weapon][snum] & WEAPON_FLAG_FIREEVERYTHIRD)
{
if (((p->kickback_pic) % 3) == 0)
{
DoFire(p, snum);
DoSpawn(p, snum);
}
}
if (aplWeaponFlags[p->curr_weapon][snum] & WEAPON_FLAG_FIREEVERYOTHER)
{
// fire every other...
DoFire(p, snum);
DoSpawn(p, snum);
}
} // 'automatic
}
else if (p->kickback_pic >= aplWeaponTotalTime[p->curr_weapon][snum])
{
if ( //!(aplWeaponFlags[p->curr_weapon][snum] & WEAPON_FLAG_CHECKATRELOAD) &&
aplWeaponReload[p->curr_weapon][snum] > aplWeaponTotalTime[p->curr_weapon][snum]
&& p->ammo_amount[p->curr_weapon] > 0
&& (aplWeaponClip[p->curr_weapon][snum])
&& ((p->ammo_amount[p->curr_weapon] % (aplWeaponClip[p->curr_weapon][snum])) == 0)
)
{
// reload in progress...
int i;
i = aplWeaponReload[p->curr_weapon][snum] - aplWeaponTotalTime[p->curr_weapon][snum];
// time for 'reload'
if (p->kickback_pic == (aplWeaponTotalTime[p->curr_weapon][snum] + 1))
{ // eject shortly after 'total time'
S_PlayActorSound(EJECT_CLIP, pi);
}
else if (p->kickback_pic == (aplWeaponReload[p->curr_weapon][snum] - (i / 3)))
{
// insert occurs 2/3 of way through reload delay
S_PlayActorSound(INSERT_CLIP, pi);
}
if (p->kickback_pic >= (aplWeaponReload[p->curr_weapon][snum]))
{
p->okickback_pic = p->kickback_pic = 0;
}
}
else
{
if (aplWeaponFlags[p->curr_weapon][snum] & WEAPON_FLAG_AUTOMATIC)
{ // an 'automatic'
if (actions & SB_FIRE)
{
// we are an AUTOMATIC. Fire again...
if (aplWeaponFlags[p->curr_weapon][snum] & WEAPON_FLAG_RANDOMRESTART)
{
p->kickback_pic = 1 + (krand() & 3);
}
else
{
p->kickback_pic = 1;
}
}
else
{
p->okickback_pic = p->kickback_pic = 0;
}
}
else
{ // not 'automatic' and >totaltime
p->okickback_pic = p->kickback_pic = 0;
}
}
}
} // process the event ourselves if no handler provided.
}
END_DUKE_NS