raze/source/games/duke/src/hudweapon_r.cpp

924 lines
24 KiB
C++

//-------------------------------------------------------------------------
/*
Copyright (C) 1996, 2003 - 3D Realms Entertainment
Copyright (C) 2017-2019 Nuke.YKT
Copyright (C) 2020 - Christoph Oelckers
This file is part of Duke Nukem 3D version 1.5 - Atomic Edition
Duke Nukem 3D is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License
as published by the Free Software Foundation; either version 2
of the License, or (at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
See the GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to the Free Software
Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
Original Source: 1996 - Todd Replogle
Prepared for public release: 03/21/2003 - Charlie Wiederhold, 3D Realms
*/
//-------------------------------------------------------------------------
#include "ns.h"
#include "global.h"
#include "names_r.h"
#include "dukeactor.h"
BEGIN_DUKE_NS
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
inline static void hud_drawpal(double x, double y, int tilenum, int shade, int orientation, int p, int scale = 32768)
{
hud_drawsprite(x, y, scale, 0, tilenum, shade, p, 2 | orientation);
}
inline static void rdmyospal(double x, double y, int tilenum, int shade, int orientation, int p)
{
hud_drawpal(x, y, tilenum, shade, orientation, p, 36700);
}
inline static void rd2myospal(double x, double y, int tilenum, int shade, int orientation, int p)
{
hud_drawpal(x, y, tilenum, shade, orientation, p, 44040);
}
inline static void rd3myospal(double x, double y, int tilenum, int shade, int orientation, int p)
{
hud_drawpal(x, y, tilenum, shade, orientation, p, 47040);
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void displaymasks_r(int snum, double smoothratio)
{
short p;
if (ps[snum].GetActor()->s.pal == 1)
p = 1;
else
p = sector[ps[snum].cursectnum].floorpal;
if (ps[snum].scuba_on)
{
//int pin = 0;
// to get the proper clock value with regards to interpolation we have add a smoothratio based offset to the value.
double interpclock = PlayClock + (TICSPERFRAME/65536.) * smoothratio;
int pin = RS_STRETCH;
hud_drawsprite((320 - (tileWidth(SCUBAMASK) >> 1) - 15), (200 - (tileHeight(SCUBAMASK) >> 1) + bsinf(interpclock, -10)), 49152, 0, SCUBAMASK, 0, p, 2 + 16 + pin);
hud_drawsprite((320 - tileWidth(SCUBAMASK + 4)), (200 - tileHeight(SCUBAMASK + 4)), 65536, 0, SCUBAMASK + 4, 0, p, 2 + 16 + pin);
hud_drawsprite(tileWidth(SCUBAMASK + 4), (200 - tileHeight(SCUBAMASK + 4)), 65536, 0, SCUBAMASK + 4, 0, p, 2 + 4 + 16 + pin);
hud_drawsprite(35, (-1), 65536, 0, SCUBAMASK + 3, 0, p, 2 + 16 + pin);
hud_drawsprite(285, 200, 65536, 1024, SCUBAMASK + 3, 0, p, 2 + 16 + pin);
}
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void ShowMotorcycle(double x, double y, int tilenum, int shade, int orientation, int p, double a)
{
hud_drawsprite(x, y, 34816, a, tilenum, shade, p, 2 | orientation);
}
void ShowBoat(double x, double y, int tilenum, int shade, int orientation, int p, double a)
{
hud_drawsprite(x, y, 66048, a, tilenum, shade, p, 2 | orientation);
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void displayweapon_r(int snum, double smoothratio)
{
int cw;
int i, j;
double weapon_sway, weapon_xoffset, gun_pos, looking_arc, look_anghalf, TiltStatus;
char o,pal;
signed char shade;
auto p = &ps[snum];
auto kb = &p->kickback_pic;
o = 0;
look_anghalf = p->angle.look_anghalf(smoothratio);
looking_arc = fabs(look_anghalf) / 4.5;
weapon_sway = p->oweapon_sway + MulScaleF((p->weapon_sway - p->oweapon_sway), smoothratio, 16);
TiltStatus = !SyncInput() ? p->TiltStatus : p->oTiltStatus + MulScaleF((p->TiltStatus - p->oTiltStatus), smoothratio, 16);
if (shadedsector[p->cursectnum] == 1)
shade = 16;
else
shade = p->GetActor()->s.shade;
if(shade > 24) shade = 24;
if(p->newOwner != nullptr || ud.cameraactor != nullptr || p->over_shoulder_on > 0 || (p->GetActor()->s.pal != 1 && p->GetActor()->s.extra <= 0))
return;
int opos = p->oweapon_pos * p->oweapon_pos;
int npos = p->weapon_pos * p->weapon_pos;
gun_pos = 80 - (opos + MulScaleF(npos - opos, smoothratio, 16));
weapon_xoffset = (160)-90;
weapon_xoffset -= bcosf(weapon_sway * 0.5) * (1. / 1536.);
weapon_xoffset -= 58 + p->weapon_ang;
if( p->GetActor()->s.xrepeat < 8 )
gun_pos -= fabs(bsinf(weapon_sway * 4., -9));
else gun_pos -= fabs(bsinf(weapon_sway * 0.5, -10));
gun_pos -= (p->ohard_landing + MulScaleF(p->hard_landing - p->ohard_landing, smoothratio, 16)) * 8.;
if(p->last_weapon >= 0)
cw = p->last_weapon;
else cw = p->curr_weapon;
j = 14-p->quick_kick;
if(j != 14)
{
if(p->GetActor()->s.pal == 1)
pal = 1;
else
pal = p->palookup;
}
if (p->OnMotorcycle)
{
int temp_kb;
if (numplayers == 1)
{
if (*kb)
{
shade = 0;
if (*kb == 1)
{
if ((krand()&1) == 1)
temp_kb = MOTOHIT+1;
else
temp_kb = MOTOHIT+2;
}
else if (*kb == 4)
{
if ((krand()&1) == 1)
temp_kb = MOTOHIT+3;
else
temp_kb = MOTOHIT+4;
}
else
temp_kb = MOTOHIT;
}
else
temp_kb = MOTOHIT;
}
else
{
if (*kb)
{
shade = 0;
if (*kb == 1)
temp_kb = MOTOHIT+1;
else if (*kb == 2)
temp_kb = MOTOHIT+2;
else if (*kb == 3)
temp_kb = MOTOHIT+3;
else if (*kb == 4)
temp_kb = MOTOHIT+4;
else
temp_kb = MOTOHIT;
}
else
temp_kb = MOTOHIT;
}
if (p->GetActor()->s.pal == 1)
pal = 1;
else
pal = sector[p->cursectnum].floorpal;
ShowMotorcycle(160-look_anghalf, 174, temp_kb, shade, 0, pal, TiltStatus*5);
return;
}
if (p->OnBoat)
{
int temp2, temp_kb, temp3;
temp2 = 0;
if (TiltStatus > 0)
{
if (*kb == 0)
temp_kb = BOATHIT+1;
else if (*kb <= 3)
{
temp_kb = BOATHIT+5;
temp2 = 1;
}
else if (*kb <= 6)
{
temp_kb = BOATHIT+6;
temp2 = 1;
}
else
temp_kb = BOATHIT+1;
}
else if (TiltStatus < 0)
{
if (*kb == 0)
temp_kb = BOATHIT+2;
else if (*kb <= 3)
{
temp_kb = BOATHIT+7;
temp2 = 1;
}
else if (*kb <= 6)
{
temp_kb = BOATHIT+8;
temp2 = 1;
}
else
temp_kb = BOATHIT+2;
}
else
{
if (*kb == 0)
temp_kb = BOATHIT;
else if (*kb <= 3)
{
temp_kb = BOATHIT+3;
temp2 = 1;
}
else if (*kb <= 6)
{
temp_kb = BOATHIT+4;
temp2 = 1;
}
else
temp_kb = BOATHIT;
}
if (p->GetActor()->s.pal == 1)
pal = 1;
else
pal = sector[p->cursectnum].floorpal;
if (p->NotOnWater)
temp3 = 170;
else
temp3 = 170 + (*kb>>2);
if (temp2)
shade = -96;
ShowBoat(160-look_anghalf, temp3, temp_kb, shade, 0, pal, TiltStatus);
return;
}
if (p->GetActor()->s.xrepeat < 8)
{
static int fistsign;
if (p->jetpack_on == 0)
{
i = p->GetActor()->s.xvel;
looking_arc += 32 - (i >> 1);
fistsign += i >> 1;
}
cw = weapon_xoffset;
weapon_xoffset += bsinf(fistsign, -10);
hud_draw(weapon_xoffset + 250 - look_anghalf, looking_arc + 258 - abs(bsinf(fistsign, -8)), FIST, shade, o);
weapon_xoffset = cw;
weapon_xoffset -= bsinf(fistsign, -10);
hud_draw(weapon_xoffset + 40 - look_anghalf, looking_arc + 200 + abs(bsinf(fistsign, -8)), FIST, shade, o | 4);
}
else
{
int pin = 0;
if (p->GetActor()->s.pal == 1)
pal = 1;
else
pal = sector[p->cursectnum].floorpal;
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
auto displaycrowbar = [&]
{
static const short kb_frames[] = { 0,0,1,1,2,2,3,3,4,4,5,5,6,6,7,7 };
static const short kb_ox[] = { 310,342,364,418,350,316,282,288,0,0 };
static const short kb_oy[] = { 300,362,320,268,248,248,277,420,0,0 };
double x;
short y;
x = weapon_xoffset + ((kb_ox[kb_frames[*kb]] >> 1) - 12);
y = 200 - (244 - kb_oy[kb_frames[*kb]]);
hud_drawpal(x - look_anghalf, looking_arc + y - gun_pos,
KNEE + kb_frames[*kb], shade, 0, pal);
};
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
auto displayslingblade = [&]
{
static const short kb_frames[] = { 0,0,1,1,2,2,3,3,4,4,5,5,6,6,7,7 };
static const short kb_ox[] = { 580,676,310,491,356,210,310,614 };
static const short kb_oy[] = { 369,363,300,323,371,400,300,440 };
double x;
short y;
x = weapon_xoffset + ((kb_ox[kb_frames[*kb]] >> 1) - 12);
y = 210 - (244 - kb_oy[kb_frames[*kb]]);
hud_drawpal(x - look_anghalf + 20, looking_arc + y - gun_pos - 80,
SLINGBLADE + kb_frames[*kb], shade, 0, pal);
};
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
auto displaybowlingball = [&]
{
weapon_xoffset += 8;
gun_pos -= 10;
if (p->ammo_amount[BOWLING_WEAPON])
{
hud_drawpal(weapon_xoffset + 162 - look_anghalf,
looking_arc + 214 - gun_pos + (*kb << 3), BOWLINGBALLH, shade, o, pal);
}
else
{
rdmyospal(weapon_xoffset + 162 - look_anghalf,
looking_arc + 214 - gun_pos, HANDTHROW + 5, shade, o, pal);
}
};
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
auto displaypowderkeg = [&]
{
weapon_xoffset += 8;
gun_pos -= 10;
if (p->ammo_amount[POWDERKEG_WEAPON])
{
rdmyospal(weapon_xoffset + 180 - look_anghalf,
looking_arc + 214 - gun_pos + (*kb << 3), POWDERH, shade, o, pal);
rdmyospal(weapon_xoffset + 90 - look_anghalf,
looking_arc + 214 - gun_pos + (*kb << 3), POWDERH, shade, o | 4, pal);
}
else
{
rdmyospal(weapon_xoffset + 162 - look_anghalf,
looking_arc + 214 - gun_pos, HANDTHROW + 5, shade, o, pal);
}
};
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
auto displaycrossbow = [&]
{
if (!(gs.displayflags & DUKE3D_NO_WIDESCREEN_PINNING)) pin = RS_ALIGN_R;
static const uint8_t kb_frames[] = { 0,1,1,2,2,3,2,3,2,3,2,2,2,2,2,2,2,2,2,4,4,4,4,5,5,5,5,6,6,6,6,6,6,7,7,7,7,7,7 };
if (kb_frames[*kb] == 2 || kb_frames[*kb] == 3)
{
rdmyospal((weapon_xoffset + 200) - look_anghalf,
looking_arc + 250 - gun_pos, RPGGUN + kb_frames[*kb], shade, o | pin, pal);
}
else if (kb_frames[*kb] == 1)
{
rdmyospal((weapon_xoffset + 200) - look_anghalf,
looking_arc + 250 - gun_pos, RPGGUN + kb_frames[*kb], 0, o | pin, pal);
}
else
{
rdmyospal((weapon_xoffset + 210) - look_anghalf,
looking_arc + 255 - gun_pos, RPGGUN + kb_frames[*kb], shade, o | pin, pal);
}
};
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
auto displaychicken = [&]
{
if (!(gs.displayflags & DUKE3D_NO_WIDESCREEN_PINNING)) pin = RS_ALIGN_R;
if (*kb)
{
static const uint8_t kb_frames[] = { 0,1,1,2,2,3,2,3,2,3,2,2,2,2,2,2,2,2,2,4,4,4,4,5,5,5,5,6,6,6,6,6,6,7,7,7,7,7,7 };
if (kb_frames[*kb] == 2 || kb_frames[*kb] == 3)
{
rdmyospal((weapon_xoffset + 200) - look_anghalf,
looking_arc + 250 - gun_pos, RPGGUN2 + kb_frames[*kb], shade, o | pin, pal);
}
else if (kb_frames[*kb] == 1)
{
rdmyospal((weapon_xoffset + 200) - look_anghalf,
looking_arc + 250 - gun_pos, RPGGUN2 + kb_frames[*kb], 0, o | pin, pal);
}
else
{
rdmyospal((weapon_xoffset + 210) - look_anghalf,
looking_arc + 255 - gun_pos, RPGGUN2 + kb_frames[*kb], shade, o | pin, pal);
}
}
else
{
if (ud.multimode < 2)
{
if (chickenphase)
{
rdmyospal((weapon_xoffset + 210) - look_anghalf,
looking_arc + 222 - gun_pos, RPGGUN2 + 7, shade, o | pin, pal);
}
else if ((krand() & 15) == 5)
{
S_PlayActorSound(327, p->GetActor());
rdmyospal((weapon_xoffset + 210) - look_anghalf,
looking_arc + 222 - gun_pos, RPGGUN2 + 7, shade, o | pin, pal);
chickenphase = 6;
}
else
{
rdmyospal((weapon_xoffset + 210) - look_anghalf,
looking_arc + 225 - gun_pos, RPGGUN2, shade, o | pin, pal);
}
}
else
{
rdmyospal((weapon_xoffset + 210) - look_anghalf,
looking_arc + 225 - gun_pos, RPGGUN2, shade, o | pin, pal);
}
}
};
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
auto displayshotgun = [&]
{
weapon_xoffset -= 8;
if (p->GetActor()->s.pal == 1)
pal = 1;
else
pal = sector[p->cursectnum].floorpal;
{
double x;
short y;
static const short kb_frames3[] = { 0,0,1,1,2,2,5,5,6,6,7,7,8,8,0,0,0,0,0,0,0 };
static const short kb_frames2[] = { 0,0,3,3,4,4,5,5,6,6,7,7,8,8,0,0,20,20,21,21,21,21,20,20,20,20,0,0 };
static const short kb_frames[] = { 0,0,1,1,2,2,3,3,4,4,5,5,5,5,6,6,6,6,7,7,7,7,8,8,0,0,20,20,21,21,21,21,20,20,20,20,0,0 };
static const short kb_ox[] = { 300,300,300,300,300,330,320,310,305,306,302 };
static const short kb_oy[] = { 315,300,302,305,302,302,303,306,302,404,384 };
short tm;
tm = 180;
if (p->shotgun_state[1])
{
if ((*kb) < 26)
{
if (kb_frames[*kb] == 3 || kb_frames[*kb] == 4)
shade = 0;
x = weapon_xoffset + ((kb_ox[kb_frames[*kb]] >> 1) - 12);
y = tm - (244 - kb_oy[kb_frames[*kb]]);
hud_drawpal(x + 64 - look_anghalf,
y + looking_arc - gun_pos, SHOTGUN + kb_frames[*kb], shade, 0, pal);
}
else
{
if (kb_frames[*kb] > 0)
{
x = weapon_xoffset + ((kb_ox[kb_frames[(*kb) - 11]] >> 1) - 12);
y = tm - (244 - kb_oy[kb_frames[(*kb) - 11]]);
}
else
{
x = weapon_xoffset + ((kb_ox[kb_frames[*kb]] >> 1) - 12);
y = tm - (244 - kb_oy[kb_frames[*kb]]);
}
switch (*kb)
{
case 23:
y += 60;
break;
case 24:
y += 30;
break;
}
hud_drawpal(x + 64 - look_anghalf, y + looking_arc - gun_pos, SHOTGUN + kb_frames[*kb], shade, 0, pal);
if (kb_frames[*kb] == 21)
hud_drawpal(x + 96 - look_anghalf, y + looking_arc - gun_pos, SHOTGUNSHELLS, shade, 0, pal);
}
}
else
{
if ((*kb) < 16)
{
if (p->shotgun_state[0])
{
if (kb_frames2[*kb] == 3 || kb_frames2[*kb] == 4)
shade = 0;
x = weapon_xoffset + ((kb_ox[kb_frames2[*kb]] >> 1) - 12);
y = tm - (244 - kb_oy[kb_frames2[*kb]]);
hud_drawpal(x + 64 - look_anghalf,
y + looking_arc - gun_pos, SHOTGUN + kb_frames2[*kb], shade, 0, pal);
}
else
{
if (kb_frames3[*kb] == 1 || kb_frames3[*kb] == 2)
shade = 0;
x = weapon_xoffset + ((kb_ox[kb_frames3[*kb]] >> 1) - 12);
y = tm - (244 - kb_oy[kb_frames3[*kb]]);
hud_drawpal(x + 64 - look_anghalf,
y + looking_arc - gun_pos, SHOTGUN + kb_frames3[*kb], shade, 0, pal);
}
}
else if (p->shotgun_state[0])
{
if (kb_frames2[*kb] > 0)
{
x = weapon_xoffset + ((kb_ox[kb_frames2[(*kb) - 11]] >> 1) - 12);
y = tm - (244 - kb_oy[kb_frames2[(*kb) - 11]]);
}
else
{
x = weapon_xoffset + ((kb_ox[kb_frames2[*kb]] >> 1) - 12);
y = tm - (244 - kb_oy[kb_frames2[*kb]]);
}
switch (*kb)
{
case 23:
y += 60;
break;
case 24:
y += 30;
break;
}
hud_drawpal(x + 64 - look_anghalf, y + looking_arc - gun_pos, SHOTGUN + kb_frames2[*kb], shade, 0, pal);
if (kb_frames2[*kb] == 21)
hud_drawpal(x + 96 - look_anghalf, y + looking_arc - gun_pos, SHOTGUNSHELLS, shade, 0, pal);
}
}
}
};
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
auto displayrifle = [&]
{
if (*kb > 0)
gun_pos -= bsinf((*kb) << 7, -12);
if (*kb > 0 && p->GetActor()->s.pal != 1) weapon_xoffset += 1 - (rand() & 3);
switch (*kb)
{
case 0:
hud_drawpal(weapon_xoffset + 178 - look_anghalf + 30, looking_arc + 233 - gun_pos + 5,
CHAINGUN, shade, o, pal);
break;
default:
shade = 0;
if (*kb < 8)
{
i = rand() & 7;
hud_drawpal(weapon_xoffset + 178 - look_anghalf + 30, looking_arc + 233 - gun_pos + 5,
CHAINGUN + 1, shade, o, pal);
}
else hud_drawpal(weapon_xoffset + 178 - look_anghalf + 30, looking_arc + 233 - gun_pos + 5,
CHAINGUN + 2, shade, o, pal);
break;
}
};
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
auto displaypistol = [&]
{
if ((*kb) < 22)
{
static const uint8_t kb_frames[] = { 0,0,1,1,2,2,3,3,4,4,6,6,6,6,5,5,4,4,3,3,0,0 };
static const short kb_ox[] = { 194,190,185,208,215,215,216,216,201,170 };
static const short kb_oy[] = { 256,249,248,238,228,218,208,256,245,258 };
double x;
short y;
x = weapon_xoffset + (kb_ox[kb_frames[*kb]] - 12);
y = 244 - (244 - kb_oy[kb_frames[*kb]]);
if (kb_frames[*kb])
shade = 0;
rdmyospal(x - look_anghalf,
y + looking_arc - gun_pos, FIRSTGUN + kb_frames[*kb], shade, 0, pal);
}
else
{
static const short kb_frames[] = { 0,0,1,1,2,2,2,2,2,2,2,2,2,2,2,1,1,0,0 };
static const short kb_ox[] = { 244,244,244 };
static const short kb_oy[] = { 256,249,248 };
double x;
short dx;
short y;
short dy;
x = weapon_xoffset + (kb_ox[kb_frames[(*kb) - 22]] - 12);
y = 244 - (244 - kb_oy[kb_frames[(*kb) - 22]]);
switch (*kb)
{
case 28:
dy = 10;
dx = 5;
break;
case 29:
dy = 20;
dx = 10;
break;
case 30:
dy = 30;
dx = 15;
break;
case 31:
dy = 40;
dx = 20;
break;
case 32:
dy = 50;
dx = 25;
break;
case 33:
dy = 40;
dx = 20;
break;
case 34:
dy = 30;
dx = 15;
break;
case 35:
dy = 20;
dx = 10;
break;
case 36:
dy = 10;
dx = 5;
break;
default:
dy = 0;
dx = 0;
break;
}
rdmyospal(x - look_anghalf - dx,
y + looking_arc - gun_pos + dy, FIRSTGUNRELOAD + kb_frames[(*kb) - 22], shade, 0, pal);
}
};
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
auto displaydynamite = [&]
{
gun_pos -= 9 * (*kb);
rdmyospal(weapon_xoffset + 190 - look_anghalf, looking_arc + 260 - gun_pos, HANDTHROW, shade, o, pal);
};
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
auto displaythrowingdynamite = [&]
{
int dx;
int x;
int dy;
dx = 25;
x = 100;
dy = 20;
if ((*kb) < 20)
{
if (!(gs.displayflags & DUKE3D_NO_WIDESCREEN_PINNING)) pin = RS_ALIGN_R;
static const int8_t remote_frames[] = { 1,1,1,1,1,2,2,2,2,3,3,3,4,4,4,5,5,5,5,5,6,6,6 };
if (*kb)
{
if ((*kb) < 5)
{
rdmyospal(weapon_xoffset + x + 190 - look_anghalf - dx,
looking_arc + 258 - gun_pos - 64 + p->detonate_count - dy, RRTILE1752, 0, o | pin, pal);
}
rdmyospal(weapon_xoffset + x + 190 - look_anghalf,
looking_arc + 258 - gun_pos - dy, HANDTHROW + remote_frames[*kb], shade, o | pin, pal);
}
else
{
if ((*kb) < 5)
{
rdmyospal(weapon_xoffset + x + 190 - look_anghalf - dx,
looking_arc + 258 - gun_pos - 64 + p->detonate_count - dy, RRTILE1752, 0, o | pin, pal);
}
rdmyospal(weapon_xoffset + x + 190 - look_anghalf,
looking_arc + 258 - gun_pos - dy, HANDTHROW + 1, shade, o | pin, pal);
}
}
};
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
auto displaytits = [&]
{
if (*kb)
{
shade = 0;
rd3myospal(150 + (weapon_xoffset / 2.) - look_anghalf, 266 + (looking_arc / 2.) - gun_pos, DEVISTATOR, shade, o, pal);
}
else
rd3myospal(150 + (weapon_xoffset / 2.) - look_anghalf, 266 + (looking_arc / 2.) - gun_pos, DEVISTATOR + 1, shade, o, pal);
};
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
auto displayblaster = [&]
{
if (!(gs.displayflags & DUKE3D_NO_WIDESCREEN_PINNING)) pin = RS_ALIGN_R;
if ((*kb))
{
char cat_frames[] = { 0,1,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 };
rdmyospal(weapon_xoffset + 260 - look_anghalf, looking_arc + 215 - gun_pos, FREEZE + cat_frames[*kb], -32, o | pin, pal);
}
else rdmyospal(weapon_xoffset + 260 - look_anghalf, looking_arc + 215 - gun_pos, FREEZE, shade, o | pin, pal);
};
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
auto displaysaw = [&]
{
weapon_xoffset += 28;
looking_arc += 18;
if ((*kb) == 0)
{
rd2myospal(weapon_xoffset + 188 - look_anghalf,
looking_arc + 240 - gun_pos, SHRINKER, shade, o, pal);
}
else
{
if (p->GetActor()->s.pal != 1)
{
weapon_xoffset += rand() & 3;
gun_pos += (rand() & 3);
}
if (cw == BUZZSAW_WEAPON)
{
rd2myospal(weapon_xoffset + 184 - look_anghalf,
looking_arc + 240 - gun_pos, GROWSPARK + ((*kb) & 2), shade, o, 0);
}
else
{
signed char kb_frames[] = { 1,1,1,1,1,2,2,2,2,2,3,3,3,3,3,0,0,0,0,0,0,0,0,0,0 };
short frm = kb_frames[*kb];
rd2myospal(weapon_xoffset + 184 - look_anghalf,
looking_arc + 240 - gun_pos, SHRINKER + frm, shade, o, 0);
}
}
};
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
switch (cw)
{
case KNEE_WEAPON:
displaycrowbar();
break;
case SLINGBLADE_WEAPON:
displayslingblade();
break;
case POWDERKEG_WEAPON:
displaypowderkeg();
break;
case BOWLING_WEAPON:
displaybowlingball();
break;
case CROSSBOW_WEAPON:
displaycrossbow();
break;
case CHICKEN_WEAPON:
displaychicken();
break;
case SHOTGUN_WEAPON:
displayshotgun();
break;
case RIFLEGUN_WEAPON:
displayrifle();
break;
case PISTOL_WEAPON:
displaypistol();
break;
case DYNAMITE_WEAPON:
displaydynamite();
break;
case THROWINGDYNAMITE_WEAPON:
displaythrowingdynamite();
break;
case TIT_WEAPON:
displaytits();
break;
case MOTORCYCLE_WEAPON:
case BOAT_WEAPON:
break;
case ALIENBLASTER_WEAPON:
displayblaster();
break;
case THROWSAW_WEAPON:
case BUZZSAW_WEAPON:
displaysaw();
break;
}
}
}
END_DUKE_NS