mirror of
https://github.com/ZDoom/Raze.git
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2707 lines
84 KiB
C++
2707 lines
84 KiB
C++
//-------------------------------------------------------------------------
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/*
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Copyright (C) 2010-2019 EDuke32 developers and contributors
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Copyright (C) 2019 Nuke.YKT
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This file is part of NBlood.
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NBlood is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License version 2
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as published by the Free Software Foundation.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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See the GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to the Free Software
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Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*/
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//-------------------------------------------------------------------------
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#include "ns.h" // Must come before everything else!
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#include <stdio.h>
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#include <stdlib.h>
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#include <string.h>
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#include "compat.h"
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#include "build.h"
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#include "blood.h"
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#include "bloodactor.h"
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BEGIN_BLD_NS
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void FirePitchfork(int, PLAYER *pPlayer);
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void FireSpray(int, PLAYER *pPlayer);
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void ThrowCan(int, PLAYER *pPlayer);
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void DropCan(int, PLAYER *pPlayer);
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void ExplodeCan(int, PLAYER *pPlayer);
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void ThrowBundle(int, PLAYER *pPlayer);
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void DropBundle(int, PLAYER *pPlayer);
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void ExplodeBundle(int, PLAYER *pPlayer);
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void ThrowProx(int, PLAYER *pPlayer);
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void DropProx(int, PLAYER *pPlayer);
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void ThrowRemote(int, PLAYER *pPlayer);
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void DropRemote(int, PLAYER *pPlayer);
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void FireRemote(int, PLAYER *pPlayer);
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void FireShotgun(int nTrigger, PLAYER *pPlayer);
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void EjectShell(int, PLAYER *pPlayer);
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void FireTommy(int nTrigger, PLAYER *pPlayer);
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void FireSpread(int nTrigger, PLAYER *pPlayer);
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void AltFireSpread(int nTrigger, PLAYER *pPlayer);
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void AltFireSpread2(int nTrigger, PLAYER *pPlayer);
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void FireFlare(int nTrigger, PLAYER *pPlayer);
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void AltFireFlare(int nTrigger, PLAYER *pPlayer);
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void FireVoodoo(int nTrigger, PLAYER *pPlayer);
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void AltFireVoodoo(int nTrigger, PLAYER *pPlayer);
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void DropVoodoo(int nTrigger, PLAYER *pPlayer);
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void FireTesla(int nTrigger, PLAYER *pPlayer);
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void AltFireTesla(int nTrigger, PLAYER *pPlayer);
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void FireNapalm(int nTrigger, PLAYER *pPlayer);
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void FireNapalm2(int nTrigger, PLAYER *pPlayer);
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void AltFireNapalm(int nTrigger, PLAYER *pPlayer);
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void FireLifeLeech(int nTrigger, PLAYER *pPlayer);
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void AltFireLifeLeech(int nTrigger, PLAYER *pPlayer);
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void FireBeast(int nTrigger, PLAYER * pPlayer);
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typedef void(*QAVTypeCast)(int, void *);
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void (*qavClientCallback[])(int, void*) =
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{
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(QAVTypeCast)FirePitchfork,
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(QAVTypeCast)FireSpray,
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(QAVTypeCast)ThrowCan,
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(QAVTypeCast)DropCan,
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(QAVTypeCast)ExplodeCan,
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(QAVTypeCast)ThrowBundle,
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(QAVTypeCast)DropBundle,
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(QAVTypeCast)ExplodeBundle,
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(QAVTypeCast)ThrowProx,
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(QAVTypeCast)DropProx,
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(QAVTypeCast)ThrowRemote,
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(QAVTypeCast)DropRemote,
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(QAVTypeCast)FireRemote,
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(QAVTypeCast)FireShotgun,
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(QAVTypeCast)EjectShell,
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(QAVTypeCast)FireTommy,
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(QAVTypeCast)AltFireSpread2,
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(QAVTypeCast)FireSpread,
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(QAVTypeCast)AltFireSpread,
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(QAVTypeCast)FireFlare,
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(QAVTypeCast)AltFireFlare,
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(QAVTypeCast)FireVoodoo,
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(QAVTypeCast)AltFireVoodoo,
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(QAVTypeCast)FireTesla,
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(QAVTypeCast)AltFireTesla,
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(QAVTypeCast)FireNapalm,
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(QAVTypeCast)FireNapalm2,
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(QAVTypeCast)FireLifeLeech,
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(QAVTypeCast)FireBeast,
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(QAVTypeCast)AltFireLifeLeech,
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(QAVTypeCast)DropVoodoo,
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(QAVTypeCast)AltFireNapalm,
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};
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enum
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{
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nClientFirePitchfork,
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nClientFireSpray,
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nClientThrowCan,
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nClientDropCan,
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nClientExplodeCan,
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nClientThrowBundle,
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nClientDropBundle,
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nClientExplodeBundle,
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nClientThrowProx,
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nClientDropProx,
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nClientThrowRemote,
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nClientDropRemote,
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nClientFireRemote,
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nClientFireShotgun,
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nClientEjectShell,
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nClientFireTommy,
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nClientAltFireSpread2,
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nClientFireSpread,
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nClientAltFireSpread,
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nClientFireFlare,
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nClientAltFireFlare,
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nClientFireVoodoo,
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nClientAltFireVoodoo,
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nClientFireTesla,
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nClientAltFireTesla,
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nClientFireNapalm,
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nClientFireNapalm2,
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nClientFireLifeLeech,
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nClientFireBeast,
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nClientAltFireLifeLeech,
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nClientDropVoodoo,
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nClientAltFireNapalm,
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};
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bool checkFired6or7(PLAYER *pPlayer)
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{
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switch (pPlayer->curWeapon)
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{
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case kWeapSpraycan:
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switch (pPlayer->weaponState)
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{
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case 5:
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case 6:
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return 1;
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case 7:
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if (VanillaMode())
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return 0;
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return 1;
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}
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break;
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case kWeapDynamite:
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switch (pPlayer->weaponState)
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{
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case 4:
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case 5:
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case 6:
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return 1;
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}
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break;
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}
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return 0;
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}
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static bool BannedUnderwater(int nWeapon)
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{
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return nWeapon == kWeapSpraycan || nWeapon == kWeapDynamite;
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}
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static bool CheckWeaponAmmo(PLAYER *pPlayer, int weapon, int ammotype, int count)
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{
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if (gInfiniteAmmo)
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return 1;
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if (ammotype == -1)
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return 1;
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if (weapon == kWeapRemote && pPlayer->weaponAmmo == 11 && pPlayer->weaponState == 11)
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return 1;
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if (weapon == kWeapLifeLeech && pPlayer->pXSprite->health > 0)
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return 1;
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return pPlayer->ammoCount[ammotype] >= count;
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}
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static bool CheckAmmo(PLAYER *pPlayer, int ammotype, int count)
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{
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if (gInfiniteAmmo)
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return 1;
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if (ammotype == -1)
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return 1;
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if (pPlayer->curWeapon == kWeapRemote && pPlayer->weaponAmmo == 11 && pPlayer->weaponState == 11)
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return 1;
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if (pPlayer->curWeapon == kWeapLifeLeech && pPlayer->pXSprite->health >= unsigned(count<<4))
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return 1;
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return pPlayer->ammoCount[ammotype] >= count;
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}
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static bool checkAmmo2(PLAYER *pPlayer, int ammotype, int amount)
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{
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if (gInfiniteAmmo)
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return 1;
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if (ammotype == -1)
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return 1;
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return pPlayer->ammoCount[ammotype] >= amount;
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}
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void SpawnBulletEject(PLAYER *pPlayer, int a2, int a3)
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{
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POSTURE *pPosture = &pPlayer->pPosture[pPlayer->lifeMode][pPlayer->posture];
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pPlayer->zView = pPlayer->pSprite->z-pPosture->eyeAboveZ;
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int dz = pPlayer->zWeapon-(pPlayer->zWeapon-pPlayer->zView)/2;
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fxSpawnEjectingBrass(pPlayer->actor(), dz, a2, a3);
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}
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void SpawnShellEject(PLAYER *pPlayer, int a2, int a3)
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{
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POSTURE *pPosture = &pPlayer->pPosture[pPlayer->lifeMode][pPlayer->posture];
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pPlayer->zView = pPlayer->pSprite->z-pPosture->eyeAboveZ;
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int t = pPlayer->zWeapon - pPlayer->zView;
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int dz = pPlayer->zWeapon-t+(t>>2);
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fxSpawnEjectingShell(pPlayer->actor(), dz, a2, a3);
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}
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void WeaponInit(void)
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{
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auto doInit = [](const int base)
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{
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for (int i = base; i < (kQAVEnd + base); i++)
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{
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auto pQAV = getQAV(i);
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if (!pQAV)
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I_Error("Could not load QAV %d\n", i);
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pQAV->nSprite = -1;
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}
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};
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doInit(0);
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doInit(10000);
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}
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void WeaponPrecache()
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{
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auto doPrecache = [](const int base)
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{
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for (int i = base; i < (kQAVEnd + base); i++)
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{
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auto pQAV = getQAV(i);
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if (pQAV)
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pQAV->Precache();
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}
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};
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doPrecache(0);
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doPrecache(10000);
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}
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void WeaponDraw(PLAYER *pPlayer, int shade, double xpos, double ypos, int palnum)
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{
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assert(pPlayer != NULL);
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if (pPlayer->weaponQav == kQAVNone)
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return;
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auto pQAV = getQAV(pPlayer->weaponQav);
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int duration;
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double smoothratio;
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qavProcessTimer(pPlayer, pQAV, &duration, &smoothratio, pPlayer->weaponState == -1, pPlayer->curWeapon == kWeapShotgun && pPlayer->weaponState == 7);
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pQAV->x = int(xpos);
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pQAV->y = int(ypos);
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int flags = 2;
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int nInv = powerupCheck(pPlayer, kPwUpShadowCloak);
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if (nInv >= 120 * 8 || (nInv != 0 && (PlayClock & 32)))
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{
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shade = -128;
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flags |= 1;
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}
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pQAV->Draw(xpos, ypos, duration, flags, shade, palnum, true, smoothratio);
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}
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void WeaponPlay(PLAYER *pPlayer)
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{
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assert(pPlayer != NULL);
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if (pPlayer->weaponQav == kQAVNone)
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return;
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auto pQAV = getQAV(pPlayer->weaponQav);
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pQAV->nSprite = pPlayer->pSprite->index;
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int nTicks = pQAV->duration - pPlayer->weaponTimer;
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pQAV->Play(nTicks-4, nTicks, pPlayer->qavCallback, pPlayer);
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}
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static void StartQAV(PLAYER *pPlayer, int nWeaponQAV, int callback = -1, bool looped = false)
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{
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assert(nWeaponQAV < kQAVEnd);
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auto res_id = qavGetCorrectID(nWeaponQAV);
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auto pQAV = getQAV(res_id);
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pPlayer->weaponQav = res_id;
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pPlayer->weaponTimer = pQAV->duration;
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pPlayer->qavCallback = callback;
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pPlayer->qavLoop = looped;
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pPlayer->qavLastTick = I_GetTime(pQAV->ticrate);
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pPlayer->qavTimer = pQAV->duration;
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//pQAV->Preload();
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WeaponPlay(pPlayer);
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pPlayer->weaponTimer -= 4;
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}
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static void SetQAV(PLAYER *pPlayer, int nWeaponQAV)
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{
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assert(nWeaponQAV < kQAVEnd);
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pPlayer->weaponQav = qavGetCorrectID(nWeaponQAV);
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pPlayer->qavTimer = 0;
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pPlayer->qavLastTick = 0;
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}
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struct WEAPONTRACK
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{
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int aimSpeedHorz;
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int aimSpeedVert;
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int angleRange;
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int thingAngle;
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int seeker;
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bool bIsProjectile;
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};
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WEAPONTRACK gWeaponTrack[] = {
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{ 0, 0, 0, 0, 0, false },
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{ 0x6000, 0x6000, 0x71, 0x55, 0x111111, false },
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{ 0x8000, 0x8000, 0x71, 0x55, 0x2aaaaa, true },
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{ 0x10000, 0x10000, 0x38, 0x1c, 0, false },
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{ 0x6000, 0x8000, 0x38, 0x1c, 0, false },
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{ 0x6000, 0x6000, 0x38, 0x1c, 0x2aaaaa, true },
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{ 0x6000, 0x6000, 0x71, 0x55, 0, true },
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{ 0x6000, 0x6000, 0x71, 0x38, 0, true },
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{ 0x8000, 0x10000, 0x71, 0x55, 0x255555, true },
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{ 0x10000, 0x10000, 0x71, 0, 0, true },
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{ 0x10000, 0x10000, 0xaa, 0, 0, false },
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{ 0x6000, 0x6000, 0x71, 0x55, 0, true },
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{ 0x6000, 0x6000, 0x71, 0x55, 0, true },
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{ 0x6000, 0x6000, 0x71, 0x55, 0, false },
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};
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void UpdateAimVector(PLAYER * pPlayer)
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{
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spritetype *pSprite;
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assert(pPlayer != NULL);
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spritetype *pPSprite = pPlayer->pSprite;
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int x = pPSprite->x;
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int y = pPSprite->y;
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int z = pPlayer->zWeapon;
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Aim aim;
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aim.dx = bcos(pPSprite->ang);
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aim.dy = bsin(pPSprite->ang);
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aim.dz = pPlayer->slope;
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WEAPONTRACK *pWeaponTrack = &gWeaponTrack[pPlayer->curWeapon];
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int nTarget = -1;
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pPlayer->aimTargetsCount = 0;
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int autoaim = Autoaim(pPlayer->nPlayer);
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if (autoaim == 1 || (autoaim == 2 && !pWeaponTrack->bIsProjectile) || pPlayer->curWeapon == kWeapVoodooDoll || pPlayer->curWeapon == kWeapLifeLeech)
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{
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int nClosest = 0x7fffffff;
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int nSprite;
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StatIterator it(kStatDude);
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while ((nSprite = it.NextIndex()) >= 0)
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{
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pSprite = &sprite[nSprite];
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if (pSprite == pPSprite)
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continue;
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if (!gGameOptions.bFriendlyFire && IsTargetTeammate(pPlayer, pSprite))
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continue;
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if (pSprite->flags&32)
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continue;
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if (!(pSprite->flags&8))
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continue;
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int x2 = pSprite->x;
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int y2 = pSprite->y;
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int z2 = pSprite->z;
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int nDist = approxDist(x2-x, y2-y);
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if (nDist == 0 || nDist > 51200)
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continue;
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if (pWeaponTrack->seeker)
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{
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int t = DivScale(nDist,pWeaponTrack->seeker, 12);
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x2 += (xvel[nSprite]*t)>>12;
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y2 += (yvel[nSprite]*t)>>12;
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z2 += (zvel[nSprite]*t)>>8;
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}
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int lx = x + MulScale(Cos(pPSprite->ang), nDist, 30);
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int ly = y + MulScale(Sin(pPSprite->ang), nDist, 30);
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int lz = z + MulScale(pPlayer->slope, nDist, 10);
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int zRange = MulScale(9460, nDist, 10);
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int top, bottom;
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GetSpriteExtents(pSprite, &top, &bottom);
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if (lz-zRange>bottom || lz+zRange<top)
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continue;
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int angle = getangle(x2-x,y2-y);
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if (abs(((angle-pPSprite->ang+1024)&2047)-1024) > pWeaponTrack->angleRange)
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continue;
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if (pPlayer->aimTargetsCount < 16 && cansee(x,y,z,pPSprite->sectnum,x2,y2,z2,pSprite->sectnum))
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pPlayer->aimTargets[pPlayer->aimTargetsCount++] = nSprite;
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// Inlined?
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int dz = (lz-z2)>>8;
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int dy = (ly-y2)>>4;
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int dx = (lx-x2)>>4;
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int nDist2 = ksqrt(dx*dx+dy*dy+dz*dz);
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if (nDist2 >= nClosest)
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continue;
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DUDEINFO *pDudeInfo = getDudeInfo(pSprite->type);
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int center = (pSprite->yrepeat*pDudeInfo->aimHeight)<<2;
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int dzCenter = (z2-center)-z;
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if (cansee(x, y, z, pPSprite->sectnum, x2, y2, z2, pSprite->sectnum))
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{
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nClosest = nDist2;
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aim.dx = bcos(angle);
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aim.dy = bsin(angle);
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aim.dz = DivScale(dzCenter, nDist, 10);
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nTarget = nSprite;
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}
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}
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if (pWeaponTrack->thingAngle > 0)
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{
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int nSprite;
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StatIterator it(kStatThing);
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while ((nSprite = it.NextIndex()) >= 0)
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{
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pSprite = &sprite[nSprite];
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if (!gGameOptions.bFriendlyFire && IsTargetTeammate(pPlayer, pSprite))
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continue;
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if (!(pSprite->flags&8))
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continue;
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int x2 = pSprite->x;
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int y2 = pSprite->y;
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int z2 = pSprite->z;
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int dx = x2-x;
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int dy = y2-y;
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int dz = z2-z;
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int nDist = approxDist(dx, dy);
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if (nDist == 0 || nDist > 51200)
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continue;
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int lx = x + MulScale(Cos(pPSprite->ang), nDist, 30);
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int ly = y + MulScale(Sin(pPSprite->ang), nDist, 30);
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int lz = z + MulScale(pPlayer->slope, nDist, 10);
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int zRange = MulScale(9460, nDist, 10);
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int top, bottom;
|
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GetSpriteExtents(pSprite, &top, &bottom);
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if (lz-zRange>bottom || lz+zRange<top)
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continue;
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int angle = getangle(dx,dy);
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if (abs(((angle-pPSprite->ang+1024)&2047)-1024) > pWeaponTrack->thingAngle)
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continue;
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if (pPlayer->aimTargetsCount < 16 && cansee(x,y,z,pPSprite->sectnum,pSprite->x,pSprite->y,pSprite->z,pSprite->sectnum))
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pPlayer->aimTargets[pPlayer->aimTargetsCount++] = nSprite;
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// Inlined?
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int dz2 = (lz-z2)>>8;
|
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int dy2 = (ly-y2)>>4;
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int dx2 = (lx-x2)>>4;
|
|
int nDist2 = ksqrt(dx2*dx2+dy2*dy2+dz2*dz2);
|
|
if (nDist2 >= nClosest)
|
|
continue;
|
|
if (cansee(x, y, z, pPSprite->sectnum, pSprite->x, pSprite->y, pSprite->z, pSprite->sectnum))
|
|
{
|
|
nClosest = nDist2;
|
|
aim.dx = bcos(angle);
|
|
aim.dy = bsin(angle);
|
|
aim.dz = DivScale(dz, nDist, 10);
|
|
nTarget = nSprite;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
Aim aim2;
|
|
aim2 = aim;
|
|
RotateVector((int*)&aim2.dx, (int*)&aim2.dy, -pPSprite->ang);
|
|
aim2.dz -= pPlayer->slope;
|
|
pPlayer->relAim.dx = interpolatedvalue(pPlayer->relAim.dx, aim2.dx, pWeaponTrack->aimSpeedHorz);
|
|
pPlayer->relAim.dy = interpolatedvalue(pPlayer->relAim.dy, aim2.dy, pWeaponTrack->aimSpeedHorz);
|
|
pPlayer->relAim.dz = interpolatedvalue(pPlayer->relAim.dz, aim2.dz, pWeaponTrack->aimSpeedVert);
|
|
pPlayer->aim = pPlayer->relAim;
|
|
RotateVector((int*)&pPlayer->aim.dx, (int*)&pPlayer->aim.dy, pPSprite->ang);
|
|
pPlayer->aim.dz += pPlayer->slope;
|
|
pPlayer->aimTarget = nTarget;
|
|
}
|
|
|
|
struct t_WeaponModes
|
|
{
|
|
int update;
|
|
int ammoType;
|
|
};
|
|
|
|
t_WeaponModes weaponModes[] = {
|
|
{ 0, -1 },
|
|
{ 1, -1 },
|
|
{ 1, 1 },
|
|
{ 1, 2 },
|
|
{ 1, 3 },
|
|
{ 1, 4 },
|
|
{ 1, 5 },
|
|
{ 1, 6 },
|
|
{ 1, 7 },
|
|
{ 1, 8 },
|
|
{ 1, 9 },
|
|
{ 1, 10 },
|
|
{ 1, 11 },
|
|
{ 0, -1 },
|
|
};
|
|
|
|
void WeaponRaise(PLAYER *pPlayer)
|
|
{
|
|
assert(pPlayer != NULL);
|
|
int prevWeapon = pPlayer->curWeapon;
|
|
pPlayer->curWeapon = pPlayer->newWeapon;
|
|
pPlayer->newWeapon = kWeapNone;
|
|
pPlayer->weaponAmmo = weaponModes[pPlayer->curWeapon].ammoType;
|
|
switch (pPlayer->curWeapon)
|
|
{
|
|
case kWeapPitchFork:
|
|
pPlayer->weaponState = 0;
|
|
StartQAV(pPlayer, kQAVFORKUP);
|
|
break;
|
|
case kWeapSpraycan:
|
|
if (pPlayer->weaponState == 2)
|
|
{
|
|
pPlayer->weaponState = 3;
|
|
StartQAV(pPlayer, kQAVCANPREF);
|
|
}
|
|
else
|
|
{
|
|
pPlayer->weaponState = 0;
|
|
StartQAV(pPlayer, kQAVLITEOPEN);
|
|
}
|
|
break;
|
|
case kWeapDynamite:
|
|
if (gInfiniteAmmo || checkAmmo2(pPlayer, 5, 1))
|
|
{
|
|
pPlayer->weaponState = 3;
|
|
if (prevWeapon == kWeapSpraycan)
|
|
StartQAV(pPlayer, kQAVBUNUP);
|
|
else
|
|
StartQAV(pPlayer, kQAVBUNUP2);
|
|
}
|
|
break;
|
|
case kWeapProximity:
|
|
if (gInfiniteAmmo || checkAmmo2(pPlayer, 10, 1))
|
|
{
|
|
pPlayer->weaponState = 7;
|
|
StartQAV(pPlayer, kQAVPROXUP);
|
|
}
|
|
break;
|
|
case kWeapRemote:
|
|
if (gInfiniteAmmo || checkAmmo2(pPlayer, 11, 1))
|
|
{
|
|
pPlayer->weaponState = 10;
|
|
StartQAV(pPlayer, kQAVREMUP2);
|
|
}
|
|
else
|
|
{
|
|
StartQAV(pPlayer, kQAVREMUP3);
|
|
pPlayer->weaponState = 11;
|
|
}
|
|
break;
|
|
case kWeapShotgun:
|
|
if (powerupCheck(pPlayer, kPwUpTwoGuns))
|
|
{
|
|
if (gInfiniteAmmo || pPlayer->ammoCount[2] >= 4)
|
|
StartQAV(pPlayer, kQAV2SHOTUP);
|
|
else
|
|
StartQAV(pPlayer, kQAVSHOTUP);
|
|
if (gInfiniteAmmo || pPlayer->ammoCount[2] >= 4)
|
|
pPlayer->weaponState = 7;
|
|
else if (pPlayer->ammoCount[2] > 1)
|
|
pPlayer->weaponState = 3;
|
|
else if (pPlayer->ammoCount[2] > 0)
|
|
pPlayer->weaponState = 2;
|
|
else
|
|
pPlayer->weaponState = 1;
|
|
}
|
|
else
|
|
{
|
|
if (gInfiniteAmmo || pPlayer->ammoCount[2] > 1)
|
|
pPlayer->weaponState = 3;
|
|
else if (pPlayer->ammoCount[2] > 0)
|
|
pPlayer->weaponState = 2;
|
|
else
|
|
pPlayer->weaponState = 1;
|
|
StartQAV(pPlayer, kQAVSHOTUP);
|
|
}
|
|
break;
|
|
case kWeapTommyGun:
|
|
if (powerupCheck(pPlayer, kPwUpTwoGuns) && checkAmmo2(pPlayer, 3, 2))
|
|
{
|
|
pPlayer->weaponState = 1;
|
|
StartQAV(pPlayer, kQAV2TOMUP);
|
|
}
|
|
else
|
|
{
|
|
pPlayer->weaponState = 0;
|
|
StartQAV(pPlayer, kQAVTOMUP);
|
|
}
|
|
break;
|
|
case kWeapVoodooDoll:
|
|
if (gInfiniteAmmo || checkAmmo2(pPlayer, 9, 1))
|
|
{
|
|
pPlayer->weaponState = 2;
|
|
StartQAV(pPlayer, kQAVVDUP);
|
|
}
|
|
break;
|
|
case kWeapFlareGun:
|
|
if (powerupCheck(pPlayer, kPwUpTwoGuns) && checkAmmo2(pPlayer, 1, 2))
|
|
{
|
|
StartQAV(pPlayer, kQAVFLAR2UP);
|
|
pPlayer->weaponState = 3;
|
|
}
|
|
else
|
|
{
|
|
StartQAV(pPlayer, kQAVFLARUP);
|
|
pPlayer->weaponState = 2;
|
|
}
|
|
break;
|
|
case kWeapTeslaCannon:
|
|
if (checkAmmo2(pPlayer, 7, 1))
|
|
{
|
|
pPlayer->weaponState = 2;
|
|
if (powerupCheck(pPlayer, kPwUpTwoGuns))
|
|
StartQAV(pPlayer, kQAV2SGUNUP);
|
|
else
|
|
StartQAV(pPlayer, kQAVSGUNUP);
|
|
}
|
|
else
|
|
{
|
|
pPlayer->weaponState = 3;
|
|
StartQAV(pPlayer, kQAVSGUNUP);
|
|
}
|
|
break;
|
|
case kWeapNapalm:
|
|
if (powerupCheck(pPlayer, kPwUpTwoGuns))
|
|
{
|
|
StartQAV(pPlayer, kQAV2NAPUP);
|
|
pPlayer->weaponState = 3;
|
|
}
|
|
else
|
|
{
|
|
StartQAV(pPlayer, kQAVNAPUP);
|
|
pPlayer->weaponState = 2;
|
|
}
|
|
break;
|
|
case kWeapLifeLeech:
|
|
pPlayer->weaponState = 2;
|
|
StartQAV(pPlayer, kQAVSTAFUP);
|
|
break;
|
|
case kWeapBeast:
|
|
pPlayer->weaponState = 2;
|
|
StartQAV(pPlayer, kQAVBSTUP);
|
|
break;
|
|
}
|
|
}
|
|
|
|
void WeaponLower(PLAYER *pPlayer)
|
|
{
|
|
assert(pPlayer != NULL);
|
|
if (checkFired6or7(pPlayer))
|
|
return;
|
|
pPlayer->throwPower = 0;
|
|
int prevState = pPlayer->weaponState;
|
|
switch (pPlayer->curWeapon)
|
|
{
|
|
case kWeapPitchFork:
|
|
StartQAV(pPlayer, kQAVFORKDOWN);
|
|
break;
|
|
case kWeapSpraycan:
|
|
sfxKill3DSound(pPlayer->pSprite, -1, 441);
|
|
switch (prevState)
|
|
{
|
|
case 1:
|
|
if (VanillaMode())
|
|
{
|
|
StartQAV(pPlayer, kQAVLITECLO2);
|
|
}
|
|
else
|
|
{
|
|
if (pPlayer->newWeapon == kWeapDynamite) // do not put away lighter if TNT was selected while throwing a spray can
|
|
{
|
|
pPlayer->weaponState = 2;
|
|
StartQAV(pPlayer, kQAVCANDOWN);
|
|
WeaponRaise(pPlayer);
|
|
return;
|
|
}
|
|
}
|
|
break;
|
|
case 2:
|
|
pPlayer->weaponState = 1;
|
|
WeaponRaise(pPlayer);
|
|
return;
|
|
case 4:
|
|
pPlayer->weaponState = 1;
|
|
StartQAV(pPlayer, kQAVCANDOWN);
|
|
if (VanillaMode())
|
|
{
|
|
pPlayer->newWeapon = kWeapNone;
|
|
WeaponLower(pPlayer);
|
|
}
|
|
else
|
|
{
|
|
if (pPlayer->newWeapon == kWeapDynamite)
|
|
{
|
|
pPlayer->weaponState = 2;
|
|
StartQAV(pPlayer, kQAVCANDOWN);
|
|
return;
|
|
}
|
|
else
|
|
{
|
|
WeaponLower(pPlayer);
|
|
}
|
|
}
|
|
break;
|
|
case 3:
|
|
if (pPlayer->newWeapon == kWeapDynamite)
|
|
{
|
|
pPlayer->weaponState = 2;
|
|
StartQAV(pPlayer, kQAVCANDOWN);
|
|
return;
|
|
}
|
|
else if (pPlayer->newWeapon == kWeapSpraycan)
|
|
{
|
|
pPlayer->weaponState = 1;
|
|
StartQAV(pPlayer, kQAVCANDOWN);
|
|
pPlayer->newWeapon = kWeapNone;
|
|
WeaponLower(pPlayer);
|
|
}
|
|
else
|
|
{
|
|
pPlayer->weaponState = 1;
|
|
StartQAV(pPlayer, kQAVCANDOWN);
|
|
}
|
|
break;
|
|
case 7: // throwing ignited alt fire spray
|
|
if (VanillaMode() || (pPlayer->newWeapon != 0))
|
|
break;
|
|
pPlayer->weaponState = 1;
|
|
StartQAV(pPlayer, kQAVCANDOWN);
|
|
break;
|
|
}
|
|
break;
|
|
case kWeapDynamite:
|
|
switch (prevState)
|
|
{
|
|
case 1:
|
|
if (VanillaMode())
|
|
{
|
|
StartQAV(pPlayer, kQAVLITECLO2);
|
|
}
|
|
else
|
|
{
|
|
if (pPlayer->newWeapon == kWeapSpraycan) // do not put away lighter if TNT was selected while throwing a spray can
|
|
{
|
|
pPlayer->weaponState = 2;
|
|
StartQAV(pPlayer, kQAVCANDOWN);
|
|
WeaponRaise(pPlayer);
|
|
return;
|
|
}
|
|
}
|
|
break;
|
|
case 2:
|
|
WeaponRaise(pPlayer);
|
|
break;
|
|
case 3:
|
|
if (pPlayer->newWeapon == kWeapSpraycan)
|
|
{
|
|
pPlayer->weaponState = 2;
|
|
StartQAV(pPlayer, kQAVBUNDOWN);
|
|
}
|
|
else
|
|
{
|
|
StartQAV(pPlayer, kQAVBUNDOWN2);
|
|
}
|
|
break;
|
|
default:
|
|
break;
|
|
}
|
|
break;
|
|
case kWeapProximity:
|
|
switch (prevState)
|
|
{
|
|
case 7:
|
|
StartQAV(pPlayer, kQAVPROXDOWN);
|
|
break;
|
|
}
|
|
break;
|
|
case kWeapRemote:
|
|
switch (prevState)
|
|
{
|
|
case 10:
|
|
StartQAV(pPlayer, kQAVREMDOWN2);
|
|
break;
|
|
case 11:
|
|
StartQAV(pPlayer, kQAVREMDOWN3);
|
|
break;
|
|
}
|
|
break;
|
|
case kWeapShotgun:
|
|
if (powerupCheck(pPlayer, kPwUpTwoGuns))
|
|
StartQAV(pPlayer, kQAV2SHOTDWN);
|
|
else
|
|
StartQAV(pPlayer, kQAVSHOTDOWN);
|
|
break;
|
|
case kWeapTommyGun:
|
|
if (powerupCheck(pPlayer, kPwUpTwoGuns) && pPlayer->weaponState == 1)
|
|
StartQAV(pPlayer, kQAV2TOMDOWN);
|
|
else
|
|
StartQAV(pPlayer, kQAVTOMDOWN);
|
|
break;
|
|
case kWeapFlareGun:
|
|
if (powerupCheck(pPlayer, kPwUpTwoGuns) && pPlayer->weaponState == 3)
|
|
StartQAV(pPlayer, kQAVFLAR2DWN);
|
|
else
|
|
StartQAV(pPlayer, kQAVFLARDOWN);
|
|
break;
|
|
case kWeapVoodooDoll:
|
|
StartQAV(pPlayer, kQAVVDDOWN);
|
|
break;
|
|
case kWeapTeslaCannon:
|
|
if (checkAmmo2(pPlayer, 7, 10) && powerupCheck(pPlayer, kPwUpTwoGuns))
|
|
StartQAV(pPlayer, kQAV2SGUNDWN);
|
|
else
|
|
StartQAV(pPlayer, kQAVSGUNDOWN);
|
|
break;
|
|
case kWeapNapalm:
|
|
if (powerupCheck(pPlayer, kPwUpTwoGuns))
|
|
StartQAV(pPlayer, kQAV2NAPDOWN);
|
|
else
|
|
StartQAV(pPlayer, kQAVNAPDOWN);
|
|
break;
|
|
case kWeapLifeLeech:
|
|
StartQAV(pPlayer, kQAVSTAFDOWN);
|
|
break;
|
|
case kWeapBeast:
|
|
StartQAV(pPlayer, kQAVBSTDOWN);
|
|
break;
|
|
}
|
|
pPlayer->curWeapon = kWeapNone;
|
|
pPlayer->qavLoop = 0;
|
|
}
|
|
|
|
void WeaponUpdateState(PLAYER *pPlayer)
|
|
{
|
|
static int lastWeapon = 0;
|
|
static int lastState = 0;
|
|
XSPRITE *pXSprite = pPlayer->pXSprite;
|
|
int va = pPlayer->curWeapon;
|
|
int vb = pPlayer->weaponState;
|
|
if (va != lastWeapon || vb != lastState)
|
|
{
|
|
lastWeapon = va;
|
|
lastState = vb;
|
|
}
|
|
switch (lastWeapon)
|
|
{
|
|
case kWeapPitchFork:
|
|
SetQAV(pPlayer, kQAVFORKIDLE);
|
|
break;
|
|
case kWeapSpraycan:
|
|
switch (vb)
|
|
{
|
|
case 0:
|
|
pPlayer->weaponState = 1;
|
|
StartQAV(pPlayer, kQAVLITEFLAM);
|
|
break;
|
|
case 1:
|
|
if (CheckAmmo(pPlayer, 6, 1))
|
|
{
|
|
pPlayer->weaponState = 3;
|
|
StartQAV(pPlayer, kQAVCANPREF);
|
|
}
|
|
else
|
|
SetQAV(pPlayer, kQAVLITEIDLE);
|
|
break;
|
|
case 3:
|
|
SetQAV(pPlayer, kQAVCANIDLE);
|
|
break;
|
|
case 4:
|
|
if (CheckAmmo(pPlayer, 6, 1))
|
|
{
|
|
SetQAV(pPlayer, kQAVCANIDLE);
|
|
pPlayer->weaponState = 3;
|
|
}
|
|
else
|
|
{
|
|
pPlayer->weaponState = 1;
|
|
StartQAV(pPlayer, kQAVCANDOWN);
|
|
}
|
|
sfxKill3DSound(pPlayer->pSprite, -1, 441);
|
|
break;
|
|
}
|
|
break;
|
|
case kWeapDynamite:
|
|
switch (vb)
|
|
{
|
|
case 1:
|
|
if (pPlayer->weaponAmmo == 5 && CheckAmmo(pPlayer, 5, 1))
|
|
{
|
|
pPlayer->weaponState = 3;
|
|
StartQAV(pPlayer, kQAVBUNUP);
|
|
}
|
|
break;
|
|
case 0:
|
|
pPlayer->weaponState = 1;
|
|
StartQAV(pPlayer, kQAVLITEFLAM);
|
|
break;
|
|
case 2:
|
|
if (pPlayer->ammoCount[5] > 0)
|
|
{
|
|
pPlayer->weaponState = 3;
|
|
StartQAV(pPlayer, kQAVBUNUP);
|
|
}
|
|
else
|
|
SetQAV(pPlayer, kQAVLITEIDLE);
|
|
break;
|
|
case 3:
|
|
SetQAV(pPlayer, kQAVBUNIDLE);
|
|
break;
|
|
}
|
|
break;
|
|
case kWeapProximity:
|
|
switch (vb)
|
|
{
|
|
case 7:
|
|
SetQAV(pPlayer, kQAVPROXIDLE);
|
|
break;
|
|
case 8:
|
|
pPlayer->weaponState = 7;
|
|
StartQAV(pPlayer, kQAVPROXUP);
|
|
break;
|
|
}
|
|
break;
|
|
case kWeapRemote:
|
|
switch (vb)
|
|
{
|
|
case 10:
|
|
SetQAV(pPlayer, kQAVREMIDLE1);
|
|
break;
|
|
case 11:
|
|
SetQAV(pPlayer, kQAVREMIDLE2);
|
|
break;
|
|
case 12:
|
|
if (pPlayer->ammoCount[11] > 0)
|
|
{
|
|
pPlayer->weaponState = 10;
|
|
StartQAV(pPlayer, kQAVREMUP2);
|
|
}
|
|
else
|
|
pPlayer->weaponState = -1;
|
|
break;
|
|
}
|
|
break;
|
|
case kWeapShotgun:
|
|
switch (vb)
|
|
{
|
|
case 6:
|
|
if (powerupCheck(pPlayer, kPwUpTwoGuns) && (gInfiniteAmmo || CheckAmmo(pPlayer, 2, 4)))
|
|
pPlayer->weaponState = 7;
|
|
else
|
|
pPlayer->weaponState = 1;
|
|
break;
|
|
case 7:
|
|
SetQAV(pPlayer, kQAV2SHOTI);
|
|
break;
|
|
case 1:
|
|
if (CheckAmmo(pPlayer, 2, 1))
|
|
{
|
|
sfxPlay3DSound(pPlayer->pSprite, 410, 3, 2);
|
|
StartQAV(pPlayer, kQAVSHOTL1, nClientEjectShell);
|
|
if (gInfiniteAmmo || pPlayer->ammoCount[2] > 1)
|
|
pPlayer->weaponState = 3;
|
|
else
|
|
pPlayer->weaponState = 2;
|
|
}
|
|
else
|
|
SetQAV(pPlayer, kQAVSHOTI3);
|
|
break;
|
|
case 2:
|
|
SetQAV(pPlayer, kQAVSHOTI2);
|
|
break;
|
|
case 3:
|
|
SetQAV(pPlayer, kQAVSHOTI1);
|
|
break;
|
|
}
|
|
break;
|
|
case kWeapTommyGun:
|
|
if (powerupCheck(pPlayer, kPwUpTwoGuns) && checkAmmo2(pPlayer, 3, 2))
|
|
{
|
|
SetQAV(pPlayer, kQAV2TOMIDLE);
|
|
pPlayer->weaponState = 1;
|
|
}
|
|
else
|
|
{
|
|
SetQAV(pPlayer, kQAVTOMIDLE);
|
|
pPlayer->weaponState = 0;
|
|
}
|
|
break;
|
|
case kWeapFlareGun:
|
|
if (powerupCheck(pPlayer, kPwUpTwoGuns))
|
|
{
|
|
if (vb == 3 && checkAmmo2(pPlayer, 1, 2))
|
|
SetQAV(pPlayer, kQAVFLAR2I);
|
|
else
|
|
{
|
|
SetQAV(pPlayer, kQAVFLARIDLE);
|
|
pPlayer->weaponState = 2;
|
|
}
|
|
}
|
|
else
|
|
SetQAV(pPlayer, kQAVFLARIDLE);
|
|
break;
|
|
case kWeapVoodooDoll:
|
|
if (pXSprite->height < 256 && pPlayer->swayHeight != 0)
|
|
StartQAV(pPlayer, kQAVVDIDLE2);
|
|
else
|
|
SetQAV(pPlayer, kQAVVDIDLE1);
|
|
break;
|
|
case kWeapTeslaCannon:
|
|
switch (vb)
|
|
{
|
|
case 2:
|
|
if (checkAmmo2(pPlayer, 7, 10) && powerupCheck(pPlayer, kPwUpTwoGuns))
|
|
SetQAV(pPlayer, kQAV2SGUNIDL);
|
|
else
|
|
SetQAV(pPlayer, kQAVSGUNIDL1);
|
|
break;
|
|
case 3:
|
|
SetQAV(pPlayer, kQAVSGUNIDL2);
|
|
break;
|
|
}
|
|
break;
|
|
case kWeapNapalm:
|
|
switch (vb)
|
|
{
|
|
case 3:
|
|
if (powerupCheck(pPlayer, kPwUpTwoGuns) && (gInfiniteAmmo || CheckAmmo(pPlayer,4, 4)))
|
|
SetQAV(pPlayer, kQAV2NAPIDLE);
|
|
else
|
|
SetQAV(pPlayer, kQAVNAPIDLE);
|
|
break;
|
|
case 2:
|
|
SetQAV(pPlayer, kQAVNAPIDLE);
|
|
break;
|
|
}
|
|
break;
|
|
case kWeapLifeLeech:
|
|
switch (vb)
|
|
{
|
|
case 2:
|
|
SetQAV(pPlayer, kQAVSTAFIDL1);
|
|
break;
|
|
}
|
|
break;
|
|
case kWeapBeast:
|
|
SetQAV(pPlayer, kQAVBSTIDLE);
|
|
break;
|
|
}
|
|
}
|
|
|
|
void FirePitchfork(int, PLAYER *pPlayer)
|
|
{
|
|
auto actor = &bloodActors[pPlayer->pSprite->index];
|
|
Aim *aim = &pPlayer->aim;
|
|
int r1 = Random2(2000);
|
|
int r2 = Random2(2000);
|
|
int r3 = Random2(2000);
|
|
for (int i = 0; i < 4; i++)
|
|
actFireVector(actor, (2*i-3)*40, pPlayer->zWeapon-pPlayer->pSprite->z, aim->dx+r1, aim->dy+r2, aim->dz+r3, kVectorTine);
|
|
}
|
|
|
|
void FireSpray(int, PLAYER *pPlayer)
|
|
{
|
|
playerFireMissile(pPlayer, 0, pPlayer->aim.dx, pPlayer->aim.dy, pPlayer->aim.dz, kMissileFlameSpray);
|
|
UseAmmo(pPlayer, 6, 4);
|
|
if (CheckAmmo(pPlayer, 6, 1))
|
|
sfxPlay3DSound(pPlayer->pSprite, 441, 1, 2);
|
|
else
|
|
sfxKill3DSound(pPlayer->pSprite, -1, 441);
|
|
}
|
|
|
|
void ThrowCan(int, PLAYER *pPlayer)
|
|
{
|
|
sfxKill3DSound(pPlayer->pSprite, -1, 441);
|
|
int nSpeed = MulScale(pPlayer->throwPower, 0x177777, 16)+0x66666;
|
|
sfxPlay3DSound(pPlayer->pSprite, 455, 1, 0);
|
|
spritetype *pSprite = playerFireThing(pPlayer, 0, -9460, kThingArmedSpray, nSpeed);
|
|
if (pSprite)
|
|
{
|
|
sfxPlay3DSound(pSprite, 441, 0, 0);
|
|
evPostActor(&bloodActors[pSprite->index], pPlayer->fuseTime, kCmdOn);
|
|
int nXSprite = pSprite->extra;
|
|
XSPRITE *pXSprite = &xsprite[nXSprite];
|
|
pXSprite->Impact = 1;
|
|
UseAmmo(pPlayer, 6, gAmmoItemData[0].count);
|
|
pPlayer->throwPower = 0;
|
|
}
|
|
}
|
|
|
|
void DropCan(int, PLAYER *pPlayer)
|
|
{
|
|
sfxKill3DSound(pPlayer->pSprite, -1, 441);
|
|
spritetype *pSprite = playerFireThing(pPlayer, 0, 0, kThingArmedSpray, 0);
|
|
if (pSprite)
|
|
{
|
|
evPostActor(&bloodActors[pSprite->index], pPlayer->fuseTime, kCmdOn);
|
|
UseAmmo(pPlayer, 6, gAmmoItemData[0].count);
|
|
}
|
|
}
|
|
|
|
void ExplodeCan(int, PLAYER *pPlayer)
|
|
{
|
|
sfxKill3DSound(pPlayer->pSprite, -1, 441);
|
|
spritetype *pSprite = playerFireThing(pPlayer, 0, 0, kThingArmedSpray, 0);
|
|
evPostActor(&bloodActors[pSprite->index], 0, kCmdOn);
|
|
UseAmmo(pPlayer, 6, gAmmoItemData[0].count);
|
|
StartQAV(pPlayer, kQAVCANBOOM);
|
|
pPlayer->curWeapon = kWeapNone;
|
|
pPlayer->throwPower = 0;
|
|
}
|
|
|
|
void ThrowBundle(int, PLAYER *pPlayer)
|
|
{
|
|
sfxKill3DSound(pPlayer->pSprite, 16, -1);
|
|
int nSpeed = MulScale(pPlayer->throwPower, 0x177777, 16)+0x66666;
|
|
sfxPlay3DSound(pPlayer->pSprite, 455, 1, 0);
|
|
spritetype *pSprite = playerFireThing(pPlayer, 0, -9460, kThingArmedTNTBundle, nSpeed);
|
|
int nXSprite = pSprite->extra;
|
|
XSPRITE *pXSprite = &xsprite[nXSprite];
|
|
if (pPlayer->fuseTime < 0)
|
|
pXSprite->Impact = 1;
|
|
else
|
|
evPostActor(&bloodActors[pSprite->index], pPlayer->fuseTime, kCmdOn);
|
|
UseAmmo(pPlayer, 5, 1);
|
|
pPlayer->throwPower = 0;
|
|
}
|
|
|
|
void DropBundle(int, PLAYER *pPlayer)
|
|
{
|
|
sfxKill3DSound(pPlayer->pSprite, 16, -1);
|
|
spritetype *pSprite = playerFireThing(pPlayer, 0, 0, kThingArmedTNTBundle, 0);
|
|
evPostActor(&bloodActors[pSprite->index], pPlayer->fuseTime, kCmdOn);
|
|
UseAmmo(pPlayer, 5, 1);
|
|
}
|
|
|
|
void ExplodeBundle(int, PLAYER *pPlayer)
|
|
{
|
|
sfxKill3DSound(pPlayer->pSprite, 16, -1);
|
|
spritetype *pSprite = playerFireThing(pPlayer, 0, 0, kThingArmedTNTBundle, 0);
|
|
evPostActor(&bloodActors[pSprite->index], 0, kCmdOn);
|
|
UseAmmo(pPlayer, 5, 1);
|
|
StartQAV(pPlayer, kQAVDYNEXPLO);
|
|
pPlayer->curWeapon = kWeapNone;
|
|
pPlayer->throwPower = 0;
|
|
}
|
|
|
|
void ThrowProx(int, PLAYER *pPlayer)
|
|
{
|
|
int nSpeed = MulScale(pPlayer->throwPower, 0x177777, 16)+0x66666;
|
|
sfxPlay3DSound(pPlayer->pSprite, 455, 1, 0);
|
|
spritetype *pSprite = playerFireThing(pPlayer, 0, -9460, kThingArmedProxBomb, nSpeed);
|
|
evPostActor(&bloodActors[pSprite->index], 240, kCmdOn);
|
|
UseAmmo(pPlayer, 10, 1);
|
|
pPlayer->throwPower = 0;
|
|
}
|
|
|
|
void DropProx(int, PLAYER *pPlayer)
|
|
{
|
|
spritetype *pSprite = playerFireThing(pPlayer, 0, 0, kThingArmedProxBomb, 0);
|
|
evPostActor(&bloodActors[pSprite->index], 240, kCmdOn);
|
|
UseAmmo(pPlayer, 10, 1);
|
|
}
|
|
|
|
void ThrowRemote(int, PLAYER *pPlayer)
|
|
{
|
|
int nSpeed = MulScale(pPlayer->throwPower, 0x177777, 16)+0x66666;
|
|
sfxPlay3DSound(pPlayer->pSprite, 455, 1, 0);
|
|
spritetype *pSprite = playerFireThing(pPlayer, 0, -9460, kThingArmedRemoteBomb, nSpeed);
|
|
int nXSprite = pSprite->extra;
|
|
XSPRITE *pXSprite = &xsprite[nXSprite];
|
|
pXSprite->rxID = 90+(pPlayer->pSprite->type-kDudePlayer1);
|
|
UseAmmo(pPlayer, 11, 1);
|
|
pPlayer->throwPower = 0;
|
|
}
|
|
|
|
void DropRemote(int, PLAYER *pPlayer)
|
|
{
|
|
spritetype *pSprite = playerFireThing(pPlayer, 0, 0, kThingArmedRemoteBomb, 0);
|
|
int nXSprite = pSprite->extra;
|
|
XSPRITE *pXSprite = &xsprite[nXSprite];
|
|
pXSprite->rxID = 90+(pPlayer->pSprite->type-kDudePlayer1);
|
|
UseAmmo(pPlayer, 11, 1);
|
|
}
|
|
|
|
void FireRemote(int, PLAYER *pPlayer)
|
|
{
|
|
evSendGame(90+(pPlayer->pSprite->type-kDudePlayer1), kCmdOn);
|
|
}
|
|
|
|
enum { kMaxShotgunBarrels = 4 };
|
|
|
|
void FireShotgun(int nTrigger, PLAYER *pPlayer)
|
|
{
|
|
auto actor = &bloodActors[pPlayer->pSprite->index];
|
|
assert(nTrigger > 0 && nTrigger <= kMaxShotgunBarrels);
|
|
if (nTrigger == 1)
|
|
{
|
|
sfxPlay3DSound(pPlayer->pSprite, 411, 2, 0);
|
|
pPlayer->tiltEffect = 30;
|
|
pPlayer->visibility = 20;
|
|
}
|
|
else
|
|
{
|
|
sfxPlay3DSound(pPlayer->pSprite, 412, 2, 0);
|
|
pPlayer->tiltEffect = 50;
|
|
pPlayer->visibility = 40;
|
|
}
|
|
int n = nTrigger<<4;
|
|
for (int i = 0; i < n; i++)
|
|
{
|
|
int r1, r2, r3;
|
|
VECTOR_TYPE nType;
|
|
if (nTrigger == 1)
|
|
{
|
|
r1 = Random3(1500);
|
|
r2 = Random3(1500);
|
|
r3 = Random3(500);
|
|
nType = kVectorShell;
|
|
}
|
|
else
|
|
{
|
|
r1 = Random3(2500);
|
|
r2 = Random3(2500);
|
|
r3 = Random3(1500);
|
|
nType = kVectorShellAP;
|
|
}
|
|
actFireVector(actor, 0, pPlayer->zWeapon-pPlayer->pSprite->z, pPlayer->aim.dx+r1, pPlayer->aim.dy+r2, pPlayer->aim.dz+r3, nType);
|
|
}
|
|
UseAmmo(pPlayer, pPlayer->weaponAmmo, nTrigger);
|
|
pPlayer->flashEffect = 1;
|
|
}
|
|
|
|
void EjectShell(int, PLAYER *pPlayer)
|
|
{
|
|
SpawnShellEject(pPlayer, 25, 35);
|
|
SpawnShellEject(pPlayer, 48, 35);
|
|
}
|
|
|
|
void FireTommy(int nTrigger, PLAYER *pPlayer)
|
|
{
|
|
auto actor = &bloodActors[pPlayer->pSprite->index];
|
|
Aim *aim = &pPlayer->aim;
|
|
sfxPlay3DSound(pPlayer->pSprite, 431, -1, 0);
|
|
switch (nTrigger)
|
|
{
|
|
case 1:
|
|
{
|
|
int r1 = Random3(400);
|
|
int r2 = Random3(1200);
|
|
int r3 = Random3(1200);
|
|
actFireVector(actor, 0, pPlayer->zWeapon-pPlayer->pSprite->z, aim->dx+r3, aim->dy+r2, aim->dz+r1, kVectorTommyRegular);
|
|
SpawnBulletEject(pPlayer, -15, -45);
|
|
pPlayer->visibility = 20;
|
|
break;
|
|
}
|
|
case 2:
|
|
{
|
|
int r1 = Random3(400);
|
|
int r2 = Random3(1200);
|
|
int r3 = Random3(1200);
|
|
actFireVector(actor, -120, pPlayer->zWeapon-pPlayer->pSprite->z, aim->dx+r3, aim->dy+r2, aim->dz+r1, kVectorTommyRegular);
|
|
SpawnBulletEject(pPlayer, -140, -45);
|
|
r1 = Random3(400);
|
|
r2 = Random3(1200);
|
|
r3 = Random3(1200);
|
|
actFireVector(actor, 120, pPlayer->zWeapon-pPlayer->pSprite->z, aim->dx+r3, aim->dy+r2, aim->dz+r1, kVectorTommyRegular);
|
|
SpawnBulletEject(pPlayer, 140, 45);
|
|
pPlayer->visibility = 30;
|
|
break;
|
|
}
|
|
}
|
|
UseAmmo(pPlayer, pPlayer->weaponAmmo, nTrigger);
|
|
pPlayer->flashEffect = 1;
|
|
}
|
|
|
|
enum { kMaxSpread = 14 };
|
|
|
|
void FireSpread(int nTrigger, PLAYER *pPlayer)
|
|
{
|
|
auto actor = &bloodActors[pPlayer->pSprite->index];
|
|
assert(nTrigger > 0 && nTrigger <= kMaxSpread);
|
|
Aim *aim = &pPlayer->aim;
|
|
int angle = (getangle(aim->dx, aim->dy)+((112*(nTrigger-1))/14-56))&2047;
|
|
int dx = bcos(angle);
|
|
int dy = bsin(angle);
|
|
sfxPlay3DSound(pPlayer->pSprite, 431, -1, 0);
|
|
int r1, r2, r3;
|
|
r1 = Random3(300);
|
|
r2 = Random3(600);
|
|
r3 = Random3(600);
|
|
actFireVector(actor, 0, pPlayer->zWeapon-pPlayer->pSprite->z, dx+r3, dy+r2, aim->dz+r1, kVectorTommyAP);
|
|
r1 = Random2(90);
|
|
r2 = Random2(30);
|
|
SpawnBulletEject(pPlayer, r2, r1);
|
|
pPlayer->visibility = 20;
|
|
UseAmmo(pPlayer, pPlayer->weaponAmmo, 1);
|
|
pPlayer->flashEffect = 1;
|
|
}
|
|
|
|
void AltFireSpread(int nTrigger, PLAYER *pPlayer)
|
|
{
|
|
auto actor = &bloodActors[pPlayer->pSprite->index];
|
|
assert(nTrigger > 0 && nTrigger <= kMaxSpread);
|
|
Aim *aim = &pPlayer->aim;
|
|
int angle = (getangle(aim->dx, aim->dy)+((112*(nTrigger-1))/14-56))&2047;
|
|
int dx = bcos(angle);
|
|
int dy = bsin(angle);
|
|
sfxPlay3DSound(pPlayer->pSprite, 431, -1, 0);
|
|
int r1, r2, r3;
|
|
r1 = Random3(300);
|
|
r2 = Random3(600);
|
|
r3 = Random3(600);
|
|
actFireVector(actor, -120, pPlayer->zWeapon-pPlayer->pSprite->z, dx+r3, dy+r2, aim->dz+r1, kVectorTommyAP);
|
|
r1 = Random2(45);
|
|
r2 = Random2(120);
|
|
SpawnBulletEject(pPlayer, r2, r1);
|
|
r1 = Random3(300);
|
|
r2 = Random3(600);
|
|
r3 = Random3(600);
|
|
actFireVector(actor, 120, pPlayer->zWeapon-pPlayer->pSprite->z, dx+r3, dy+r2, aim->dz+r1, kVectorTommyAP);
|
|
r1 = Random2(-45);
|
|
r2 = Random2(-120);
|
|
SpawnBulletEject(pPlayer, r2, r1);
|
|
pPlayer->tiltEffect = 20;
|
|
pPlayer->visibility = 30;
|
|
UseAmmo(pPlayer, pPlayer->weaponAmmo, 2);
|
|
pPlayer->flashEffect = 1;
|
|
}
|
|
|
|
void AltFireSpread2(int nTrigger, PLAYER *pPlayer)
|
|
{
|
|
auto actor = &bloodActors[pPlayer->pSprite->index];
|
|
assert(nTrigger > 0 && nTrigger <= kMaxSpread);
|
|
Aim *aim = &pPlayer->aim;
|
|
int angle = (getangle(aim->dx, aim->dy)+((112*(nTrigger-1))/14-56))&2047;
|
|
int dx = bcos(angle);
|
|
int dy = bsin(angle);
|
|
sfxPlay3DSound(pPlayer->pSprite, 431, -1, 0);
|
|
if (powerupCheck(pPlayer, kPwUpTwoGuns) && checkAmmo2(pPlayer, 3, 2))
|
|
{
|
|
int r1, r2, r3;
|
|
r1 = Random3(300);
|
|
r2 = Random3(600);
|
|
r3 = Random3(600);
|
|
actFireVector(actor, -120, pPlayer->zWeapon-pPlayer->pSprite->z, dx+r3, dy+r2, aim->dz+r1, kVectorTommyAP);
|
|
r1 = Random2(45);
|
|
r2 = Random2(120);
|
|
SpawnBulletEject(pPlayer, r2, r1);
|
|
r1 = Random3(300);
|
|
r2 = Random3(600);
|
|
r3 = Random3(600);
|
|
actFireVector(actor, 120, pPlayer->zWeapon-pPlayer->pSprite->z, dx+r3, dy+r2, aim->dz+r1, kVectorTommyAP);
|
|
r1 = Random2(-45);
|
|
r2 = Random2(-120);
|
|
SpawnBulletEject(pPlayer, r2, r1);
|
|
pPlayer->tiltEffect = 30;
|
|
pPlayer->visibility = 45;
|
|
UseAmmo(pPlayer, pPlayer->weaponAmmo, 2);
|
|
}
|
|
else
|
|
{
|
|
int r1, r2, r3;
|
|
r1 = Random3(300);
|
|
r2 = Random3(600);
|
|
r3 = Random3(600);
|
|
actFireVector(actor, 0, pPlayer->zWeapon-pPlayer->pSprite->z, dx+r3, dy+r2, aim->dz+r1, kVectorTommyAP);
|
|
r1 = Random2(90);
|
|
r2 = Random2(30);
|
|
SpawnBulletEject(pPlayer, r2, r1);
|
|
pPlayer->tiltEffect = 20;
|
|
pPlayer->visibility = 30;
|
|
UseAmmo(pPlayer, pPlayer->weaponAmmo, 1);
|
|
}
|
|
pPlayer->flashEffect = 1;
|
|
if (!checkAmmo2(pPlayer, 3, 1))
|
|
{
|
|
WeaponLower(pPlayer);
|
|
pPlayer->weaponState = -1;
|
|
}
|
|
}
|
|
|
|
void FireFlare(int nTrigger, PLAYER *pPlayer)
|
|
{
|
|
spritetype *pSprite = pPlayer->pSprite;
|
|
int offset = 0;
|
|
switch (nTrigger)
|
|
{
|
|
case 2:
|
|
offset = -120;
|
|
break;
|
|
case 3:
|
|
offset = 120;
|
|
break;
|
|
}
|
|
playerFireMissile(pPlayer, offset, pPlayer->aim.dx, pPlayer->aim.dy, pPlayer->aim.dz, kMissileFlareRegular);
|
|
UseAmmo(pPlayer, 1, 1);
|
|
sfxPlay3DSound(pSprite, 420, 2, 0);
|
|
pPlayer->visibility = 30;
|
|
pPlayer->flashEffect = 1;
|
|
}
|
|
|
|
void AltFireFlare(int nTrigger, PLAYER *pPlayer)
|
|
{
|
|
spritetype *pSprite = pPlayer->pSprite;
|
|
int offset = 0;
|
|
switch (nTrigger)
|
|
{
|
|
case 2:
|
|
offset = -120;
|
|
break;
|
|
case 3:
|
|
offset = 120;
|
|
break;
|
|
}
|
|
playerFireMissile(pPlayer, offset, pPlayer->aim.dx, pPlayer->aim.dy, pPlayer->aim.dz, kMissileFlareAlt);
|
|
UseAmmo(pPlayer, 1, 8);
|
|
sfxPlay3DSound(pSprite, 420, 2, 0);
|
|
pPlayer->visibility = 45;
|
|
pPlayer->flashEffect = 1;
|
|
}
|
|
|
|
void FireVoodoo(int nTrigger, PLAYER *pPlayer)
|
|
{
|
|
nTrigger--;
|
|
auto actor = pPlayer->actor();
|
|
spritetype *pSprite = pPlayer->pSprite;
|
|
if (nTrigger == 4)
|
|
{
|
|
actDamageSprite(actor, actor, kDamageBullet, 1<<4);
|
|
return;
|
|
}
|
|
assert(pPlayer->voodooTarget >= 0);
|
|
auto targetactor = &bloodActors[pPlayer->voodooTarget];
|
|
spritetype *pTarget = &targetactor->s();
|
|
if (!gGameOptions.bFriendlyFire && IsTargetTeammate(pPlayer, pTarget))
|
|
return;
|
|
switch (nTrigger)
|
|
{
|
|
case 0:
|
|
{
|
|
sfxPlay3DSound(pSprite, 460, 2, 0);
|
|
fxSpawnBlood(targetactor, 17<<4);
|
|
int nDamage = actDamageSprite(actor, targetactor, kDamageSpirit, 17<<4);
|
|
UseAmmo(pPlayer, 9, nDamage/4);
|
|
break;
|
|
}
|
|
case 1:
|
|
{
|
|
sfxPlay3DSound(pSprite, 460, 2, 0);
|
|
fxSpawnBlood(targetactor, 17<<4);
|
|
int nDamage = actDamageSprite(actor, targetactor, kDamageSpirit, 9<<4);
|
|
if (IsPlayerSprite(pTarget))
|
|
WeaponLower(&gPlayer[pTarget->type-kDudePlayer1]);
|
|
UseAmmo(pPlayer, 9, nDamage/4);
|
|
break;
|
|
}
|
|
case 3:
|
|
{
|
|
sfxPlay3DSound(pSprite, 463, 2, 0);
|
|
fxSpawnBlood(targetactor, 17<<4);
|
|
int nDamage = actDamageSprite(actor, targetactor, kDamageSpirit, 49<<4);
|
|
UseAmmo(pPlayer, 9, nDamage/4);
|
|
break;
|
|
}
|
|
case 2:
|
|
{
|
|
sfxPlay3DSound(pSprite, 460, 2, 0);
|
|
fxSpawnBlood(targetactor, 17<<4);
|
|
int nDamage = actDamageSprite(actor, targetactor, kDamageSpirit, 11<<4);
|
|
if (IsPlayerSprite(pTarget))
|
|
{
|
|
PLAYER *pOtherPlayer = &gPlayer[pTarget->type - kDudePlayer1];
|
|
pOtherPlayer->blindEffect = 128;
|
|
}
|
|
UseAmmo(pPlayer, 9, nDamage/4);
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
void AltFireVoodoo(int nTrigger, PLAYER *pPlayer)
|
|
{
|
|
auto actor = pPlayer->actor();
|
|
if (nTrigger == 2) {
|
|
|
|
// by NoOne: trying to simulate v1.0x voodoo here.
|
|
// dunno how exactly it works, but at least it not spend all the ammo on alt fire
|
|
if (gGameOptions.weaponsV10x && !VanillaMode()) {
|
|
int nCount = ClipHigh(pPlayer->ammoCount[9], pPlayer->aimTargetsCount);
|
|
if (nCount > 0)
|
|
{
|
|
for (int i = 0; i < pPlayer->aimTargetsCount; i++)
|
|
{
|
|
int nTarget = pPlayer->aimTargets[i];
|
|
auto targetactor = &bloodActors[nTarget];
|
|
spritetype* pTarget = &targetactor->s();
|
|
if (!gGameOptions.bFriendlyFire && IsTargetTeammate(pPlayer, pTarget))
|
|
continue;
|
|
int nDist = approxDist(pTarget->x - pPlayer->pSprite->x, pTarget->y - pPlayer->pSprite->y);
|
|
if (nDist > 0 && nDist < 51200)
|
|
{
|
|
int vc = pPlayer->ammoCount[9] >> 3;
|
|
int v8 = pPlayer->ammoCount[9] << 1;
|
|
int nDamage = (v8 + Random(vc)) << 4;
|
|
nDamage = (nDamage * ((51200 - nDist) + 1)) / 51200;
|
|
nDamage = actDamageSprite(actor, targetactor, kDamageSpirit, nDamage);
|
|
|
|
if (IsPlayerSprite(pTarget))
|
|
{
|
|
PLAYER* pOtherPlayer = &gPlayer[pTarget->type - kDudePlayer1];
|
|
if (!pOtherPlayer->godMode || !powerupCheck(pOtherPlayer, kPwUpDeathMask))
|
|
powerupActivate(pOtherPlayer, kPwUpDeliriumShroom);
|
|
}
|
|
fxSpawnBlood(targetactor, 0);
|
|
}
|
|
}
|
|
}
|
|
|
|
UseAmmo(pPlayer, 9, 20);
|
|
pPlayer->weaponState = 0;
|
|
return;
|
|
}
|
|
|
|
//int nAmmo = pPlayer->ammCount[9];
|
|
int nCount = ClipHigh(pPlayer->ammoCount[9], pPlayer->aimTargetsCount);
|
|
if (nCount > 0)
|
|
{
|
|
int v4 = pPlayer->ammoCount[9] - (pPlayer->ammoCount[9] / nCount) * nCount;
|
|
for (int i = 0; i < pPlayer->aimTargetsCount; i++)
|
|
{
|
|
int nTarget = pPlayer->aimTargets[i];
|
|
auto targetactor = &bloodActors[nTarget];
|
|
spritetype* pTarget = &targetactor->s();
|
|
if (!gGameOptions.bFriendlyFire && IsTargetTeammate(pPlayer, pTarget))
|
|
continue;
|
|
if (v4 > 0)
|
|
v4--;
|
|
int nDist = approxDist(pTarget->x - pPlayer->pSprite->x, pTarget->y - pPlayer->pSprite->y);
|
|
if (nDist > 0 && nDist < 51200)
|
|
{
|
|
int vc = pPlayer->ammoCount[9] >> 3;
|
|
int v8 = pPlayer->ammoCount[9] << 1;
|
|
int nDamage = (v8 + Random2(vc)) << 4;
|
|
nDamage = (nDamage * ((51200 - nDist) + 1)) / 51200;
|
|
nDamage = actDamageSprite(actor, targetactor, kDamageSpirit, nDamage);
|
|
UseAmmo(pPlayer, 9, nDamage);
|
|
if (IsPlayerSprite(pTarget))
|
|
{
|
|
PLAYER* pOtherPlayer = &gPlayer[pTarget->type - kDudePlayer1];
|
|
if (!pOtherPlayer->godMode || !powerupCheck(pOtherPlayer, kPwUpDeathMask))
|
|
powerupActivate(pOtherPlayer, kPwUpDeliriumShroom);
|
|
}
|
|
fxSpawnBlood(targetactor, 0);
|
|
}
|
|
}
|
|
}
|
|
UseAmmo(pPlayer, 9, pPlayer->ammoCount[9]);
|
|
pPlayer->hasWeapon[10] = 0;
|
|
pPlayer->weaponState = -1;
|
|
}
|
|
}
|
|
|
|
void DropVoodoo(int , PLAYER *pPlayer)
|
|
{
|
|
sfxPlay3DSound(pPlayer->pSprite, 455, 2, 0);
|
|
spritetype *pSprite = playerFireThing(pPlayer, 0, -4730, kThingVoodooHead, 0xccccc);
|
|
if (pSprite)
|
|
{
|
|
int nXSprite = pSprite->extra;
|
|
XSPRITE *pXSprite = &xsprite[nXSprite];
|
|
pXSprite->data1 = pPlayer->ammoCount[9];
|
|
evPostActor(&bloodActors[pSprite->index], 90, kCallbackDropVoodoo);
|
|
UseAmmo(pPlayer, 6, gAmmoItemData[0].count);
|
|
UseAmmo(pPlayer, 9, pPlayer->ammoCount[9]);
|
|
pPlayer->hasWeapon[10] = 0;
|
|
}
|
|
}
|
|
|
|
struct TeslaMissile
|
|
{
|
|
int offset; // offset
|
|
int id; // id
|
|
int ammouse; // ammo use
|
|
int sound; // sound
|
|
int light; // light
|
|
int flash; // weapon flash
|
|
};
|
|
|
|
void FireTesla(int nTrigger, PLAYER *pPlayer)
|
|
{
|
|
TeslaMissile teslaMissile[6] =
|
|
{
|
|
{ 0, 306, 1, 470, 20, 1 },
|
|
{ -140, 306, 1, 470, 30, 1 },
|
|
{ 140, 306, 1, 470, 30, 1 },
|
|
{ 0, 302, 35, 471, 40, 1 },
|
|
{ -140, 302, 35, 471, 50, 1 },
|
|
{ 140, 302, 35, 471, 50, 1 },
|
|
};
|
|
if (nTrigger > 0 && nTrigger <= 6)
|
|
{
|
|
nTrigger--;
|
|
spritetype *pSprite = pPlayer->pSprite;
|
|
TeslaMissile *pMissile = &teslaMissile[nTrigger];
|
|
if (!checkAmmo2(pPlayer, 7, pMissile->ammouse))
|
|
{
|
|
pMissile = &teslaMissile[0];
|
|
if (!checkAmmo2(pPlayer, 7, pMissile->ammouse))
|
|
{
|
|
pPlayer->weaponState = -1;
|
|
SetQAV(pPlayer, kQAVSGUNIDL2);
|
|
pPlayer->flashEffect = 0;
|
|
return;
|
|
}
|
|
}
|
|
playerFireMissile(pPlayer, pMissile->offset, pPlayer->aim.dx, pPlayer->aim.dy, pPlayer->aim.dz, pMissile->id);
|
|
UseAmmo(pPlayer, 7, pMissile->ammouse);
|
|
sfxPlay3DSound(pSprite, pMissile->sound, 1, 0);
|
|
pPlayer->visibility = pMissile->light;
|
|
pPlayer->flashEffect = pMissile->flash;
|
|
}
|
|
}
|
|
|
|
void AltFireTesla(int , PLAYER *pPlayer)
|
|
{
|
|
spritetype *pSprite = pPlayer->pSprite;
|
|
playerFireMissile(pPlayer, 0, pPlayer->aim.dx, pPlayer->aim.dy, pPlayer->aim.dz, kMissileTeslaAlt);
|
|
UseAmmo(pPlayer, pPlayer->weaponAmmo, 35);
|
|
sfxPlay3DSound(pSprite, 471, 2, 0);
|
|
pPlayer->visibility = 40;
|
|
pPlayer->flashEffect = 1;
|
|
}
|
|
|
|
void FireNapalm(int nTrigger, PLAYER *pPlayer)
|
|
{
|
|
spritetype *pSprite = pPlayer->pSprite;
|
|
int offset = 0;
|
|
switch (nTrigger)
|
|
{
|
|
case 2:
|
|
offset = -50;
|
|
break;
|
|
case 3:
|
|
offset = 50;
|
|
break;
|
|
}
|
|
playerFireMissile(pPlayer, offset, pPlayer->aim.dx, pPlayer->aim.dy, pPlayer->aim.dz, kMissileFireballNapalm);
|
|
sfxPlay3DSound(pSprite, 480, 2, 0);
|
|
UseAmmo(pPlayer, 4, 1);
|
|
pPlayer->flashEffect = 1;
|
|
}
|
|
|
|
void FireNapalm2(int , PLAYER *pPlayer)
|
|
{
|
|
spritetype *pSprite = pPlayer->pSprite;
|
|
playerFireMissile(pPlayer, -120, pPlayer->aim.dx, pPlayer->aim.dy, pPlayer->aim.dz, kMissileFireballNapalm);
|
|
playerFireMissile(pPlayer, 120, pPlayer->aim.dx, pPlayer->aim.dy, pPlayer->aim.dz, kMissileFireballNapalm);
|
|
sfxPlay3DSound(pSprite, 480, 2, 0);
|
|
UseAmmo(pPlayer, 4, 2);
|
|
pPlayer->flashEffect = 1;
|
|
}
|
|
|
|
void AltFireNapalm(int , PLAYER *pPlayer)
|
|
{
|
|
int nSpeed = MulScale(0x8000, 0x177777, 16)+0x66666;
|
|
spritetype *pMissile = playerFireThing(pPlayer, 0, -4730, kThingNapalmBall, nSpeed);
|
|
if (pMissile)
|
|
{
|
|
XSPRITE *pXSprite = &xsprite[pMissile->extra];
|
|
pXSprite->data4 = ClipHigh(pPlayer->ammoCount[4], 12);
|
|
UseAmmo(pPlayer, 4, pXSprite->data4);
|
|
seqSpawn(22, 3, pMissile->extra, -1);
|
|
actBurnSprite(pPlayer->pSprite->index, pXSprite, 600);
|
|
evPostActor(&bloodActors[pMissile->index], 0, kCallbackFXFlameLick);
|
|
sfxPlay3DSound(pMissile, 480, 2, 0);
|
|
pPlayer->visibility = 30;
|
|
pPlayer->flashEffect = 1;
|
|
}
|
|
}
|
|
|
|
void FireLifeLeech(int nTrigger, PLAYER *pPlayer)
|
|
{
|
|
if (!CheckAmmo(pPlayer, 8, 1))
|
|
return;
|
|
int r1 = Random2(2000);
|
|
int r2 = Random2(2000);
|
|
int r3 = Random2(1000);
|
|
auto actor = pPlayer->actor();
|
|
spritetype *pMissile = playerFireMissile(pPlayer, 0, pPlayer->aim.dx+r1, pPlayer->aim.dy+r2, pPlayer->aim.dz+r3, 315);
|
|
if (pMissile)
|
|
{
|
|
XSPRITE *pXSprite = &xsprite[pMissile->extra];
|
|
pXSprite->target_i = pPlayer->aimTarget;
|
|
pMissile->ang = (nTrigger==2) ? 1024 : 0;
|
|
}
|
|
if (checkAmmo2(pPlayer, 8, 1))
|
|
UseAmmo(pPlayer, 8, 1);
|
|
else
|
|
actDamageSprite(actor, actor, kDamageSpirit, 16);
|
|
pPlayer->visibility = ClipHigh(pPlayer->visibility+5, 50);
|
|
}
|
|
|
|
void AltFireLifeLeech(int , PLAYER *pPlayer)
|
|
{
|
|
auto actor = pPlayer->actor();
|
|
sfxPlay3DSound(pPlayer->pSprite, 455, 2, 0);
|
|
spritetype *pMissile = playerFireThing(pPlayer, 0, -4730, kThingDroppedLifeLeech, 0x19999);
|
|
if (pMissile)
|
|
{
|
|
pMissile->cstat |= 4096;
|
|
XSPRITE *pXSprite = &xsprite[pMissile->extra];
|
|
pXSprite->Push = 1;
|
|
pXSprite->Proximity = 1;
|
|
pXSprite->DudeLockout = 1;
|
|
pXSprite->data4 = ClipHigh(pPlayer->ammoCount[4], 12);
|
|
pXSprite->stateTimer = 1;
|
|
evPostActor(&bloodActors[pMissile->index], 120, kCallbackLeechStateTimer);
|
|
if (gGameOptions.nGameType <= 1)
|
|
{
|
|
int nAmmo = pPlayer->ammoCount[8];
|
|
if (nAmmo < 25 && pPlayer->pXSprite->health > unsigned((25-nAmmo)<<4))
|
|
{
|
|
actDamageSprite(actor, actor, kDamageSpirit, ((25-nAmmo)<<4));
|
|
nAmmo = 25;
|
|
}
|
|
pXSprite->data3 = nAmmo;
|
|
UseAmmo(pPlayer, 8, nAmmo);
|
|
}
|
|
else
|
|
{
|
|
pXSprite->data3 = pPlayer->ammoCount[8];
|
|
pPlayer->ammoCount[8] = 0;
|
|
}
|
|
pPlayer->hasWeapon[9] = 0;
|
|
}
|
|
}
|
|
|
|
void FireBeast(int , PLAYER * pPlayer)
|
|
{
|
|
auto actor = &bloodActors[pPlayer->pSprite->index];
|
|
int r1 = Random2(2000);
|
|
int r2 = Random2(2000);
|
|
int r3 = Random2(2000);
|
|
actFireVector(actor, 0, pPlayer->zWeapon-pPlayer->pSprite->z, pPlayer->aim.dx+r1, pPlayer->aim.dy+r2, pPlayer->aim.dz+r3, kVectorBeastSlash);
|
|
}
|
|
|
|
uint8_t gWeaponUpgrade[][13] = {
|
|
{ 0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1 },
|
|
{ 0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1 },
|
|
{ 0, 0, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0 },
|
|
{ 0, 0, 0, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0 },
|
|
{ 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0 },
|
|
{ 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0 },
|
|
{ 0, 0, 1, 1, 1, 0, 1, 0, 0, 0, 0, 0, 0 },
|
|
{ 0, 0, 1, 1, 1, 0, 0, 1, 0, 0, 0, 0, 0 },
|
|
{ 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0 },
|
|
{ 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 0, 0, 0 },
|
|
{ 0, 0, 0, 1, 1, 0, 0, 0, 0, 0, 1, 0, 0 },
|
|
{ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0 },
|
|
{ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1 },
|
|
};
|
|
|
|
int WeaponUpgrade(PLAYER *pPlayer, int newWeapon)
|
|
{
|
|
int weapon = pPlayer->curWeapon;
|
|
if (!checkFired6or7(pPlayer) && (cl_weaponswitch&1) && (gWeaponUpgrade[pPlayer->curWeapon][newWeapon] || (cl_weaponswitch&2)))
|
|
weapon = newWeapon;
|
|
return weapon;
|
|
}
|
|
|
|
int OrderNext[] = { 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 1, 1 };
|
|
int OrderPrev[] = { 12, 12, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 1 };
|
|
|
|
static int WeaponFindNext(PLAYER *pPlayer, int *a2, int bDir)
|
|
{
|
|
int weapon = pPlayer->curWeapon;
|
|
do
|
|
{
|
|
if (bDir)
|
|
weapon = OrderNext[weapon];
|
|
else
|
|
weapon = OrderPrev[weapon];
|
|
if (weaponModes[weapon].update && pPlayer->hasWeapon[weapon])
|
|
{
|
|
if (weapon == kWeapLifeLeech)
|
|
{
|
|
if (CheckAmmo(pPlayer, weaponModes[weapon].ammoType, 1))
|
|
break;
|
|
}
|
|
else
|
|
{
|
|
if (checkAmmo2(pPlayer, weaponModes[weapon].ammoType, 1))
|
|
break;
|
|
}
|
|
}
|
|
} while (weapon != pPlayer->curWeapon);
|
|
if (weapon == pPlayer->curWeapon)
|
|
{
|
|
if (!weaponModes[weapon].update || !CheckAmmo(pPlayer, weaponModes[weapon].ammoType, 1))
|
|
weapon = kWeapPitchFork;
|
|
}
|
|
if (a2)
|
|
*a2 = 0;
|
|
return weapon;
|
|
}
|
|
|
|
static int WeaponFindLoaded(PLAYER *pPlayer, int *a2)
|
|
{
|
|
int v4 = 1;
|
|
int v14 = 0;
|
|
if (weaponModes[pPlayer->curWeapon].update > 1)
|
|
{
|
|
for (int i = 0; i < weaponModes[pPlayer->curWeapon].update; i++)
|
|
{
|
|
if (CheckAmmo(pPlayer, weaponModes[pPlayer->curWeapon].ammoType, 1))
|
|
{
|
|
v14 = i;
|
|
v4 = pPlayer->curWeapon;
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
if (v4 == kWeapPitchFork)
|
|
{
|
|
int vc = 0;
|
|
for (int i = 0; i < 14; i++)
|
|
{
|
|
int weapon = pPlayer->weaponOrder[vc][i];
|
|
if (pPlayer->hasWeapon[weapon])
|
|
{
|
|
for (int j = 0; j < weaponModes[weapon].update; j++)
|
|
{
|
|
if (CheckWeaponAmmo(pPlayer, weapon, weaponModes[weapon].ammoType, 1))
|
|
{
|
|
if (a2)
|
|
*a2 = j;
|
|
return weapon;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
else if (a2)
|
|
*a2 = v14;
|
|
return v4;
|
|
}
|
|
|
|
int processSprayCan(PLAYER *pPlayer)
|
|
{
|
|
switch (pPlayer->weaponState)
|
|
{
|
|
case 5:
|
|
if (!(pPlayer->input.actions & SB_ALTFIRE))
|
|
pPlayer->weaponState = 6;
|
|
return 1;
|
|
case 6:
|
|
if (pPlayer->input.actions & SB_ALTFIRE)
|
|
{
|
|
pPlayer->weaponState = 3;
|
|
pPlayer->fuseTime = pPlayer->weaponTimer;
|
|
StartQAV(pPlayer, kQAVCANDROP, nClientDropCan);
|
|
}
|
|
else if (pPlayer->input.actions & SB_FIRE)
|
|
{
|
|
pPlayer->weaponState = 7;
|
|
pPlayer->fuseTime = 0;
|
|
pPlayer->throwTime = PlayClock;
|
|
}
|
|
return 1;
|
|
case 7:
|
|
{
|
|
pPlayer->throwPower = ClipHigh(DivScale(PlayClock-pPlayer->throwTime,240, 16), 65536);
|
|
if (!(pPlayer->input.actions & SB_FIRE))
|
|
{
|
|
if (!pPlayer->fuseTime)
|
|
pPlayer->fuseTime = pPlayer->weaponTimer;
|
|
pPlayer->weaponState = 1;
|
|
StartQAV(pPlayer, kQAVCANTHRO, nClientThrowCan);
|
|
}
|
|
return 1;
|
|
}
|
|
}
|
|
return 0;
|
|
}
|
|
|
|
static bool processTNT(PLAYER *pPlayer)
|
|
{
|
|
switch (pPlayer->weaponState)
|
|
{
|
|
case 4:
|
|
if (!(pPlayer->input.actions & SB_ALTFIRE))
|
|
pPlayer->weaponState = 5;
|
|
return 1;
|
|
case 5:
|
|
if (pPlayer->input.actions & SB_ALTFIRE)
|
|
{
|
|
pPlayer->weaponState = 1;
|
|
pPlayer->fuseTime = pPlayer->weaponTimer;
|
|
StartQAV(pPlayer, kQAVBUNDROP, nClientDropBundle);
|
|
}
|
|
else if (pPlayer->input.actions & SB_FIRE)
|
|
{
|
|
pPlayer->weaponState = 6;
|
|
pPlayer->fuseTime = 0;
|
|
pPlayer->throwTime = PlayClock;
|
|
}
|
|
return 1;
|
|
case 6:
|
|
{
|
|
pPlayer->throwPower = ClipHigh(DivScale(PlayClock-pPlayer->throwTime,240, 16), 65536);
|
|
if (!(pPlayer->input.actions & SB_FIRE))
|
|
{
|
|
if (!pPlayer->fuseTime)
|
|
pPlayer->fuseTime = pPlayer->weaponTimer;
|
|
pPlayer->weaponState = 1;
|
|
StartQAV(pPlayer, kQAVBUNTHRO, nClientThrowBundle);
|
|
}
|
|
return 1;
|
|
}
|
|
}
|
|
return 0;
|
|
}
|
|
|
|
static bool processProxy(PLAYER *pPlayer)
|
|
{
|
|
switch (pPlayer->weaponState)
|
|
{
|
|
case 9:
|
|
pPlayer->throwPower = ClipHigh(DivScale(PlayClock-pPlayer->throwTime,240, 16), 65536);
|
|
pPlayer->weaponTimer = 0;
|
|
pPlayer->qavTimer = 0;
|
|
if (!(pPlayer->input.actions & SB_FIRE))
|
|
{
|
|
pPlayer->weaponState = 8;
|
|
StartQAV(pPlayer, kQAVPROXTHRO, nClientThrowProx);
|
|
}
|
|
break;
|
|
}
|
|
return 0;
|
|
}
|
|
|
|
static bool processRemote(PLAYER *pPlayer)
|
|
{
|
|
switch (pPlayer->weaponState)
|
|
{
|
|
case 13:
|
|
pPlayer->throwPower = ClipHigh(DivScale(PlayClock-pPlayer->throwTime,240, 16), 65536);
|
|
if (!(pPlayer->input.actions & SB_FIRE))
|
|
{
|
|
pPlayer->weaponState = 11;
|
|
StartQAV(pPlayer, kQAVREMTHRO, nClientThrowRemote);
|
|
}
|
|
break;
|
|
}
|
|
return 0;
|
|
}
|
|
|
|
static bool processLeech(PLAYER *pPlayer)
|
|
{
|
|
switch (pPlayer->weaponState)
|
|
{
|
|
case 4:
|
|
pPlayer->weaponState = 6;
|
|
StartQAV(pPlayer, kQAVSTAFIRE1, nClientFireLifeLeech, 1);
|
|
return 1;
|
|
case 6:
|
|
if (!(pPlayer->input.actions & SB_ALTFIRE))
|
|
{
|
|
pPlayer->weaponState = 2;
|
|
StartQAV(pPlayer, kQAVSTAFPOST);
|
|
return 1;
|
|
}
|
|
break;
|
|
case 8:
|
|
pPlayer->weaponState = 2;
|
|
StartQAV(pPlayer, kQAVSTAFPOST);
|
|
return 1;
|
|
}
|
|
return 0;
|
|
}
|
|
|
|
static bool processTesla(PLAYER *pPlayer)
|
|
{
|
|
switch (pPlayer->weaponState)
|
|
{
|
|
case 4:
|
|
pPlayer->weaponState = 5;
|
|
if (checkAmmo2(pPlayer, 7, 10) && powerupCheck(pPlayer, kPwUpTwoGuns))
|
|
StartQAV(pPlayer, kQAV2SGUNFIR, nClientFireTesla, 1);
|
|
else
|
|
StartQAV(pPlayer, kQAVSGUNFIR1, nClientFireTesla, 1);
|
|
return 1;
|
|
case 5:
|
|
if (!(pPlayer->input.actions & SB_FIRE))
|
|
{
|
|
pPlayer->weaponState = 2;
|
|
if (checkAmmo2(pPlayer, 7, 10) && powerupCheck(pPlayer, kPwUpTwoGuns))
|
|
StartQAV(pPlayer, kQAV2SGUNPST);
|
|
else
|
|
StartQAV(pPlayer, kQAVSGUNPOST);
|
|
return 1;
|
|
}
|
|
break;
|
|
case 7:
|
|
pPlayer->weaponState = 2;
|
|
if (checkAmmo2(pPlayer, 7, 10) && powerupCheck(pPlayer, kPwUpTwoGuns))
|
|
StartQAV(pPlayer, kQAV2SGUNPST);
|
|
else
|
|
StartQAV(pPlayer, kQAVSGUNPOST);
|
|
return 1;
|
|
}
|
|
return 0;
|
|
}
|
|
|
|
void WeaponProcess(PLAYER *pPlayer) {
|
|
|
|
pPlayer->flashEffect = ClipLow(pPlayer->flashEffect - 1, 0);
|
|
|
|
#ifdef NOONE_EXTENSIONS
|
|
if (gPlayerCtrl[pPlayer->nPlayer].qavScene.index >= 0 && pPlayer->pXSprite->health > 0) {
|
|
playerQavSceneProcess(pPlayer, &gPlayerCtrl[pPlayer->nPlayer].qavScene);
|
|
UpdateAimVector(pPlayer);
|
|
return;
|
|
}
|
|
#endif
|
|
|
|
if (pPlayer->pXSprite->health == 0)
|
|
{
|
|
pPlayer->qavLoop = 0;
|
|
sfxKill3DSound(pPlayer->pSprite, 1, -1);
|
|
}
|
|
if (pPlayer->isUnderwater && BannedUnderwater(pPlayer->curWeapon))
|
|
{
|
|
if (checkFired6or7(pPlayer))
|
|
{
|
|
if (pPlayer->curWeapon == kWeapSpraycan)
|
|
{
|
|
pPlayer->fuseTime = pPlayer->weaponTimer;
|
|
DropCan(1, pPlayer);
|
|
pPlayer->weaponState = 3;
|
|
}
|
|
else if (pPlayer->curWeapon == kWeapDynamite)
|
|
{
|
|
pPlayer->fuseTime = pPlayer->weaponTimer;
|
|
DropBundle(1, pPlayer);
|
|
pPlayer->weaponState = 1;
|
|
}
|
|
}
|
|
WeaponLower(pPlayer);
|
|
pPlayer->throwPower = 0;
|
|
}
|
|
WeaponPlay(pPlayer);
|
|
UpdateAimVector(pPlayer);
|
|
pPlayer->weaponTimer -= 4;
|
|
bool bShoot = pPlayer->input.actions & SB_FIRE;
|
|
bool bShoot2 = pPlayer->input.actions & SB_ALTFIRE;
|
|
const int prevNewWeaponVal = pPlayer->input.getNewWeapon(); // used to fix scroll issue for banned weapons
|
|
if ((bShoot || bShoot2 || prevNewWeaponVal) && pPlayer->weaponQav == qavGetCorrectID(kQAVVDIDLE2)) pPlayer->weaponTimer = 0;
|
|
if (pPlayer->qavLoop && pPlayer->pXSprite->health > 0)
|
|
{
|
|
if (bShoot && CheckAmmo(pPlayer, pPlayer->weaponAmmo, 1))
|
|
{
|
|
auto pQAV = getQAV(pPlayer->weaponQav);
|
|
while (pPlayer->weaponTimer <= 0)
|
|
{
|
|
pPlayer->weaponTimer += pQAV->duration;
|
|
pPlayer->qavTimer += pQAV->duration;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
pPlayer->weaponTimer = 0;
|
|
pPlayer->qavTimer = 0;
|
|
pPlayer->qavLoop = 0;
|
|
}
|
|
return;
|
|
}
|
|
pPlayer->weaponTimer = ClipLow(pPlayer->weaponTimer, 0);
|
|
switch (pPlayer->curWeapon)
|
|
{
|
|
case kWeapSpraycan:
|
|
if (processSprayCan(pPlayer))
|
|
return;
|
|
break;
|
|
case kWeapDynamite:
|
|
if (processTNT(pPlayer))
|
|
return;
|
|
break;
|
|
case kWeapProximity:
|
|
if (processProxy(pPlayer))
|
|
return;
|
|
break;
|
|
case kWeapRemote:
|
|
if (processRemote(pPlayer))
|
|
return;
|
|
break;
|
|
}
|
|
if (pPlayer->weaponTimer > 0)
|
|
return;
|
|
if (pPlayer->pXSprite->health == 0 || pPlayer->curWeapon == kWeapNone)
|
|
pPlayer->weaponQav = kQAVNone;
|
|
switch (pPlayer->curWeapon)
|
|
{
|
|
case kWeapLifeLeech:
|
|
if (processLeech(pPlayer))
|
|
return;
|
|
break;
|
|
case kWeapTeslaCannon:
|
|
if (processTesla(pPlayer))
|
|
return;
|
|
break;
|
|
}
|
|
if (VanillaMode())
|
|
{
|
|
if (pPlayer->nextWeapon)
|
|
{
|
|
sfxKill3DSound(pPlayer->pSprite, -1, 441);
|
|
pPlayer->weaponState = 0;
|
|
pPlayer->newWeapon = pPlayer->nextWeapon;
|
|
pPlayer->nextWeapon = kWeapNone;
|
|
}
|
|
}
|
|
if (pPlayer->input.getNewWeapon() == WeaponSel_Next)
|
|
{
|
|
pPlayer->input.setNewWeapon(kWeapNone);
|
|
if (VanillaMode())
|
|
{
|
|
pPlayer->weaponState = 0;
|
|
}
|
|
pPlayer->nextWeapon = kWeapNone;
|
|
int t;
|
|
int weapon = WeaponFindNext(pPlayer, &t, 1);
|
|
pPlayer->weaponMode[weapon] = t;
|
|
if (VanillaMode())
|
|
{
|
|
if (pPlayer->curWeapon)
|
|
{
|
|
WeaponLower(pPlayer);
|
|
pPlayer->nextWeapon = weapon;
|
|
return;
|
|
}
|
|
}
|
|
pPlayer->newWeapon = weapon;
|
|
}
|
|
else if (pPlayer->input.getNewWeapon() == WeaponSel_Prev)
|
|
{
|
|
pPlayer->input.setNewWeapon(kWeapNone);
|
|
if (VanillaMode())
|
|
{
|
|
pPlayer->weaponState = 0;
|
|
}
|
|
pPlayer->nextWeapon = kWeapNone;
|
|
int t;
|
|
int weapon = WeaponFindNext(pPlayer, &t, 0);
|
|
pPlayer->weaponMode[weapon] = t;
|
|
if (VanillaMode())
|
|
{
|
|
if (pPlayer->curWeapon)
|
|
{
|
|
WeaponLower(pPlayer);
|
|
pPlayer->nextWeapon = weapon;
|
|
return;
|
|
}
|
|
}
|
|
pPlayer->newWeapon = weapon;
|
|
}
|
|
else if (pPlayer->input.getNewWeapon() == WeaponSel_Alt)
|
|
{
|
|
int weapon;
|
|
|
|
switch (pPlayer->curWeapon)
|
|
{
|
|
case kWeapDynamite:
|
|
weapon = kWeapProximity;
|
|
break;
|
|
case kWeapProximity:
|
|
weapon = kWeapRemote;
|
|
break;
|
|
case kWeapRemote:
|
|
weapon = kWeapDynamite;
|
|
break;
|
|
default:
|
|
return;
|
|
}
|
|
|
|
pPlayer->input.setNewWeapon(kWeapNone);
|
|
pPlayer->weaponState = 0;
|
|
pPlayer->nextWeapon = kWeapNone;
|
|
int t = 0;
|
|
pPlayer->weaponMode[weapon] = t;
|
|
if (pPlayer->curWeapon)
|
|
{
|
|
WeaponLower(pPlayer);
|
|
pPlayer->nextWeapon = weapon;
|
|
return;
|
|
}
|
|
pPlayer->newWeapon = weapon;
|
|
}
|
|
if (!VanillaMode())
|
|
{
|
|
if (pPlayer->nextWeapon)
|
|
{
|
|
sfxKill3DSound(pPlayer->pSprite, -1, 441);
|
|
pPlayer->newWeapon = pPlayer->nextWeapon;
|
|
pPlayer->nextWeapon = kWeapNone;
|
|
}
|
|
}
|
|
if (pPlayer->weaponState == -1)
|
|
{
|
|
pPlayer->weaponState = 0;
|
|
int t;
|
|
int weapon = WeaponFindLoaded(pPlayer, &t);
|
|
pPlayer->weaponMode[weapon] = t;
|
|
if (pPlayer->curWeapon)
|
|
{
|
|
WeaponLower(pPlayer);
|
|
pPlayer->nextWeapon = weapon;
|
|
return;
|
|
}
|
|
pPlayer->newWeapon = weapon;
|
|
}
|
|
if (pPlayer->newWeapon)
|
|
{
|
|
if (pPlayer->isUnderwater && BannedUnderwater(pPlayer->newWeapon) && !checkFired6or7(pPlayer) && !VanillaMode()) // skip banned weapons when underwater and using next/prev weapon key inputs
|
|
{
|
|
if (prevNewWeaponVal == WeaponSel_Next || prevNewWeaponVal == WeaponSel_Prev) // if player switched weapons
|
|
{
|
|
PLAYER tmpPlayer = *pPlayer;
|
|
tmpPlayer.curWeapon = pPlayer->newWeapon; // set current banned weapon to curweapon so WeaponFindNext() can find the next weapon
|
|
for (int i = 0; i < 3; i++) // attempt twice to find a new weapon
|
|
{
|
|
tmpPlayer.curWeapon = WeaponFindNext(&tmpPlayer, NULL, (char)(prevNewWeaponVal == WeaponSel_Next));
|
|
if (!BannedUnderwater(tmpPlayer.curWeapon)) // if new weapon is not a banned weapon, set to new current weapon
|
|
{
|
|
pPlayer->newWeapon = tmpPlayer.curWeapon;
|
|
pPlayer->weaponMode[pPlayer->newWeapon] = 0;
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
if (pPlayer->newWeapon == kWeapDynamite)
|
|
{
|
|
if (pPlayer->curWeapon == kWeapDynamite)
|
|
{
|
|
if (checkAmmo2(pPlayer, 10, 1))
|
|
pPlayer->newWeapon = kWeapProximity;
|
|
else if (checkAmmo2(pPlayer, 11, 1))
|
|
pPlayer->newWeapon = kWeapRemote;
|
|
}
|
|
else if (pPlayer->curWeapon == kWeapProximity)
|
|
{
|
|
if (checkAmmo2(pPlayer, 11, 1))
|
|
pPlayer->newWeapon = kWeapRemote;
|
|
else if (checkAmmo2(pPlayer, 5, 1) && pPlayer->isUnderwater == 0)
|
|
pPlayer->newWeapon = kWeapDynamite;
|
|
}
|
|
else if (pPlayer->curWeapon == kWeapRemote)
|
|
{
|
|
if (checkAmmo2(pPlayer, 5, 1) && pPlayer->isUnderwater == 0)
|
|
pPlayer->newWeapon = kWeapDynamite;
|
|
else if (checkAmmo2(pPlayer, 10, 1))
|
|
pPlayer->newWeapon = kWeapProximity;
|
|
}
|
|
else
|
|
{
|
|
if (checkAmmo2(pPlayer, 5, 1) && pPlayer->isUnderwater == 0)
|
|
pPlayer->newWeapon = kWeapDynamite;
|
|
else if (checkAmmo2(pPlayer, 10, 1))
|
|
pPlayer->newWeapon = kWeapProximity;
|
|
else if (checkAmmo2(pPlayer, 11, 1))
|
|
pPlayer->newWeapon = kWeapRemote;
|
|
}
|
|
}
|
|
else if ((pPlayer->newWeapon == kWeapSpraycan) && !VanillaMode())
|
|
{
|
|
if ((pPlayer->curWeapon == kWeapSpraycan) && (pPlayer->weaponState == 2)) // fix spray can state glitch when switching from spray to tnt and back quickly
|
|
{
|
|
pPlayer->weaponState = 1;
|
|
pPlayer->newWeapon = kWeapNone;
|
|
return;
|
|
}
|
|
}
|
|
if (pPlayer->pXSprite->health == 0 || pPlayer->hasWeapon[pPlayer->newWeapon] == 0)
|
|
{
|
|
pPlayer->newWeapon = kWeapNone;
|
|
return;
|
|
}
|
|
if (pPlayer->isUnderwater && BannedUnderwater(pPlayer->newWeapon) && !checkFired6or7(pPlayer))
|
|
{
|
|
pPlayer->newWeapon = kWeapNone;
|
|
return;
|
|
}
|
|
int nWeapon = pPlayer->newWeapon;
|
|
int v4c = weaponModes[nWeapon].update;
|
|
if (!pPlayer->curWeapon)
|
|
{
|
|
int nAmmoType = weaponModes[nWeapon].ammoType;
|
|
if (v4c > 1)
|
|
{
|
|
if (CheckAmmo(pPlayer, nAmmoType, 1) || nAmmoType == 11)
|
|
WeaponRaise(pPlayer);
|
|
pPlayer->newWeapon = kWeapNone;
|
|
}
|
|
else
|
|
{
|
|
if (CheckWeaponAmmo(pPlayer, nWeapon, nAmmoType, 1))
|
|
WeaponRaise(pPlayer);
|
|
else
|
|
{
|
|
pPlayer->weaponState = 0;
|
|
int t;
|
|
int weapon = WeaponFindLoaded(pPlayer, &t);
|
|
pPlayer->weaponMode[weapon] = t;
|
|
if (pPlayer->curWeapon)
|
|
{
|
|
WeaponLower(pPlayer);
|
|
pPlayer->nextWeapon = weapon;
|
|
return;
|
|
}
|
|
pPlayer->newWeapon = weapon;
|
|
}
|
|
}
|
|
return;
|
|
}
|
|
if (nWeapon == pPlayer->curWeapon && v4c <= 1)
|
|
{
|
|
pPlayer->newWeapon = kWeapNone;
|
|
return;
|
|
}
|
|
int i = 0;
|
|
if (nWeapon == pPlayer->curWeapon)
|
|
i = 1;
|
|
for (; i <= v4c; i++)
|
|
{
|
|
int v6c = (pPlayer->weaponMode[nWeapon]+i)%v4c;
|
|
if (CheckWeaponAmmo(pPlayer, nWeapon, weaponModes[nWeapon].ammoType, 1))
|
|
{
|
|
WeaponLower(pPlayer);
|
|
pPlayer->weaponMode[nWeapon] = v6c;
|
|
return;
|
|
}
|
|
}
|
|
pPlayer->newWeapon = kWeapNone;
|
|
return;
|
|
}
|
|
if (pPlayer->curWeapon && !CheckAmmo(pPlayer, pPlayer->weaponAmmo, 1) && pPlayer->weaponAmmo != 11)
|
|
{
|
|
pPlayer->weaponState = -1;
|
|
return;
|
|
}
|
|
if (bShoot)
|
|
{
|
|
switch (pPlayer->curWeapon)
|
|
{
|
|
case kWeapPitchFork:
|
|
StartQAV(pPlayer, kQAVPFORK, nClientFirePitchfork);
|
|
return;
|
|
case kWeapSpraycan:
|
|
switch (pPlayer->weaponState)
|
|
{
|
|
case 3:
|
|
pPlayer->weaponState = 4;
|
|
StartQAV(pPlayer, kQAVCANFIRE, nClientFireSpray, 1);
|
|
return;
|
|
}
|
|
break;
|
|
case kWeapDynamite:
|
|
switch (pPlayer->weaponState)
|
|
{
|
|
case 3:
|
|
pPlayer->weaponState = 6;
|
|
pPlayer->fuseTime = -1;
|
|
pPlayer->throwTime = PlayClock;
|
|
StartQAV(pPlayer, kQAVBUNFUSE, nClientExplodeBundle);
|
|
return;
|
|
}
|
|
break;
|
|
case kWeapProximity:
|
|
switch (pPlayer->weaponState)
|
|
{
|
|
case 7:
|
|
SetQAV(pPlayer, kQAVPROXIDLE);
|
|
pPlayer->weaponState = 9;
|
|
pPlayer->throwTime = PlayClock;
|
|
return;
|
|
}
|
|
break;
|
|
case kWeapRemote:
|
|
switch (pPlayer->weaponState)
|
|
{
|
|
case 10:
|
|
SetQAV(pPlayer, kQAVREMIDLE1);
|
|
pPlayer->weaponState = 13;
|
|
pPlayer->throwTime = PlayClock;
|
|
return;
|
|
case 11:
|
|
pPlayer->weaponState = 12;
|
|
StartQAV(pPlayer, kQAVREMFIRE, nClientFireRemote);
|
|
return;
|
|
}
|
|
break;
|
|
case kWeapShotgun:
|
|
switch (pPlayer->weaponState)
|
|
{
|
|
case 7:
|
|
pPlayer->weaponState = 6;
|
|
StartQAV(pPlayer, kQAV2SHOTF2, nClientFireShotgun);
|
|
return;
|
|
case 3:
|
|
pPlayer->weaponState = 2;
|
|
StartQAV(pPlayer, kQAVSHOTF1, nClientFireShotgun);
|
|
return;
|
|
case 2:
|
|
pPlayer->weaponState = 1;
|
|
StartQAV(pPlayer, kQAVSHOTF2, nClientFireShotgun);
|
|
return;
|
|
}
|
|
break;
|
|
case kWeapTommyGun:
|
|
if (powerupCheck(pPlayer, kPwUpTwoGuns) && checkAmmo2(pPlayer, 3, 2))
|
|
StartQAV(pPlayer, kQAV2TOMFIRE, nClientFireTommy, 1);
|
|
else
|
|
StartQAV(pPlayer, kQAVTOMFIRE, nClientFireTommy, 1);
|
|
return;
|
|
case kWeapFlareGun:
|
|
if (powerupCheck(pPlayer, kPwUpTwoGuns) && checkAmmo2(pPlayer, 1, 2))
|
|
StartQAV(pPlayer, kQAVFLAR2FIR, nClientFireFlare);
|
|
else
|
|
StartQAV(pPlayer, kQAVFLARFIR2, nClientFireFlare);
|
|
return;
|
|
case kWeapVoodooDoll:
|
|
{
|
|
static int nChance[] = { 0xa000, 0xc000, 0xe000, 0x10000 };
|
|
int nRand = wrand()*2;
|
|
int i;
|
|
for (i = 0; nChance[i] < nRand; i++)
|
|
{
|
|
}
|
|
pPlayer->voodooTarget = pPlayer->aimTarget;
|
|
if (pPlayer->voodooTarget == -1 || sprite[pPlayer->voodooTarget].statnum != kStatDude)
|
|
i = 4;
|
|
StartQAV(pPlayer,kQAVVDFIRE1 + i, nClientFireVoodoo);
|
|
return;
|
|
}
|
|
case kWeapTeslaCannon:
|
|
switch (pPlayer->weaponState)
|
|
{
|
|
case 2:
|
|
pPlayer->weaponState = 4;
|
|
if (checkAmmo2(pPlayer, 7, 10) && powerupCheck(pPlayer, kPwUpTwoGuns))
|
|
StartQAV(pPlayer, kQAV2SGUNFIR, nClientFireTesla);
|
|
else
|
|
StartQAV(pPlayer, kQAVSGUNFIR1, nClientFireTesla);
|
|
return;
|
|
case 5:
|
|
if (checkAmmo2(pPlayer, 7, 10) && powerupCheck(pPlayer, kPwUpTwoGuns))
|
|
StartQAV(pPlayer, kQAV2SGUNFIR, nClientFireTesla);
|
|
else
|
|
StartQAV(pPlayer, kQAVSGUNFIR1, nClientFireTesla);
|
|
return;
|
|
}
|
|
break;
|
|
case kWeapNapalm:
|
|
if (powerupCheck(pPlayer, kPwUpTwoGuns))
|
|
StartQAV(pPlayer, kQAV2NAPFIRE, nClientFireNapalm);
|
|
else
|
|
StartQAV(pPlayer, kQAVNAPFIRE, nClientFireNapalm);
|
|
return;
|
|
case kWeapLifeLeech:
|
|
sfxPlay3DSound(pPlayer->pSprite, 494, 2, 0);
|
|
StartQAV(pPlayer, kQAVSTAFIRE4, nClientFireLifeLeech);
|
|
return;
|
|
case kWeapBeast:
|
|
StartQAV(pPlayer, kQAVBSTATAK1 + Random(4), nClientFireBeast);
|
|
return;
|
|
}
|
|
}
|
|
if (bShoot2)
|
|
{
|
|
switch (pPlayer->curWeapon)
|
|
{
|
|
case kWeapPitchFork:
|
|
StartQAV(pPlayer, kQAVPFORK, nClientFirePitchfork);
|
|
return;
|
|
case kWeapSpraycan:
|
|
switch (pPlayer->weaponState)
|
|
{
|
|
case 3:
|
|
pPlayer->weaponState = 5;
|
|
StartQAV(pPlayer, kQAVCANFIRE2, nClientExplodeCan);
|
|
return;
|
|
}
|
|
break;
|
|
case kWeapDynamite:
|
|
switch (pPlayer->weaponState)
|
|
{
|
|
case 3:
|
|
pPlayer->weaponState = 4;
|
|
StartQAV(pPlayer, kQAVBUNFUSE, nClientExplodeBundle);
|
|
return;
|
|
case 7:
|
|
pPlayer->weaponState = 8;
|
|
StartQAV(pPlayer, kQAVPROXDROP, nClientDropProx);
|
|
return;
|
|
case 10:
|
|
pPlayer->weaponState = 11;
|
|
StartQAV(pPlayer, kQAVREMDROP, nClientDropRemote);
|
|
return;
|
|
case 11:
|
|
if (pPlayer->ammoCount[11] > 0)
|
|
{
|
|
pPlayer->weaponState = 10;
|
|
StartQAV(pPlayer, kQAVREMUP1);
|
|
}
|
|
return;
|
|
}
|
|
break;
|
|
case kWeapProximity:
|
|
switch (pPlayer->weaponState)
|
|
{
|
|
case 7:
|
|
pPlayer->weaponState = 8;
|
|
StartQAV(pPlayer, kQAVPROXDROP, nClientDropProx);
|
|
return;
|
|
}
|
|
break;
|
|
case kWeapRemote:
|
|
switch (pPlayer->weaponState)
|
|
{
|
|
case 10:
|
|
pPlayer->weaponState = 11;
|
|
StartQAV(pPlayer, kQAVREMDROP, nClientDropRemote);
|
|
return;
|
|
case 11:
|
|
if (pPlayer->ammoCount[11] > 0)
|
|
{
|
|
pPlayer->weaponState = 10;
|
|
StartQAV(pPlayer, kQAVREMUP1);
|
|
}
|
|
return;
|
|
}
|
|
break;
|
|
case kWeapShotgun:
|
|
switch (pPlayer->weaponState)
|
|
{
|
|
case 7:
|
|
pPlayer->weaponState = 6;
|
|
StartQAV(pPlayer, kQAV2SHOTFIR, nClientFireShotgun);
|
|
return;
|
|
case 3:
|
|
pPlayer->weaponState = 1;
|
|
StartQAV(pPlayer, kQAVSHOTF3, nClientFireShotgun);
|
|
return;
|
|
case 2:
|
|
pPlayer->weaponState = 1;
|
|
StartQAV(pPlayer, kQAVSHOTF2, nClientFireShotgun);
|
|
return;
|
|
}
|
|
break;
|
|
case kWeapTommyGun:
|
|
if (powerupCheck(pPlayer, kPwUpTwoGuns) && checkAmmo2(pPlayer, 3, 2))
|
|
StartQAV(pPlayer, kQAV2TOMALT, nClientAltFireSpread2);
|
|
else
|
|
StartQAV(pPlayer, kQAVTOMSPRED, nClientAltFireSpread2);
|
|
return;
|
|
case kWeapVoodooDoll:
|
|
sfxPlay3DSound(pPlayer->pSprite, 461, 2, 0);
|
|
StartQAV(pPlayer, kQAVVDSPEL1, nClientAltFireVoodoo);
|
|
return;
|
|
#if 0
|
|
case kWeapFlareGun:
|
|
if (powerupCheck(pPlayer, kPwUpTwoGuns) && checkAmmo2(pPlayer, 1, 2))
|
|
StartQAV(pPlayer, kQAVFLAR2FIR, nClientFireFlare, 0);
|
|
else
|
|
StartQAV(pPlayer, kQAVFLARFIR2, nClientFireFlare, 0);
|
|
return;
|
|
#endif
|
|
case kWeapTeslaCannon:
|
|
if (checkAmmo2(pPlayer, 7, 35))
|
|
{
|
|
if (checkAmmo2(pPlayer, 7, 70) && powerupCheck(pPlayer, kPwUpTwoGuns))
|
|
StartQAV(pPlayer, kQAV2SGUNALT, nClientFireTesla);
|
|
else
|
|
StartQAV(pPlayer, kQAVSGUNFIR4, nClientFireTesla);
|
|
}
|
|
else
|
|
{
|
|
if (checkAmmo2(pPlayer, 7, 10) && powerupCheck(pPlayer, kPwUpTwoGuns))
|
|
StartQAV(pPlayer, kQAV2SGUNFIR, nClientFireTesla);
|
|
else
|
|
StartQAV(pPlayer, kQAVSGUNFIR1, nClientFireTesla);
|
|
}
|
|
return;
|
|
case kWeapNapalm:
|
|
if (powerupCheck(pPlayer, kPwUpTwoGuns))
|
|
// by NoOne: allow napalm launcher alt fire act like in v1.0x versions
|
|
if (gGameOptions.weaponsV10x && !VanillaMode()) StartQAV(pPlayer, kQAV2NAPFIR2, nClientFireNapalm2);
|
|
else StartQAV(pPlayer, kQAV2NAPFIRE, nClientAltFireNapalm);
|
|
else
|
|
StartQAV(pPlayer, kQAVNAPFIRE, (gGameOptions.weaponsV10x && !VanillaMode()) ? nClientFireNapalm : nClientAltFireNapalm);
|
|
return;
|
|
case kWeapFlareGun:
|
|
if (CheckAmmo(pPlayer, 1, 8))
|
|
{
|
|
if (powerupCheck(pPlayer, kPwUpTwoGuns) && checkAmmo2(pPlayer, 1, 16))
|
|
StartQAV(pPlayer, kQAVFLAR2FIR, nClientAltFireFlare);
|
|
else
|
|
StartQAV(pPlayer, kQAVFLARFIR2, nClientAltFireFlare);
|
|
}
|
|
else
|
|
{
|
|
if (powerupCheck(pPlayer, kPwUpTwoGuns) && checkAmmo2(pPlayer, 1, 2))
|
|
StartQAV(pPlayer, kQAVFLAR2FIR, nClientFireFlare);
|
|
else
|
|
StartQAV(pPlayer, kQAVFLARFIR2, nClientFireFlare);
|
|
}
|
|
return;
|
|
case kWeapLifeLeech:
|
|
if (gGameOptions.nGameType <= 1 && !checkAmmo2(pPlayer, 8, 1) && pPlayer->pXSprite->health < (25 << 4))
|
|
{
|
|
sfxPlay3DSound(pPlayer->pSprite, 494, 2, 0);
|
|
StartQAV(pPlayer, kQAVSTAFIRE4, nClientFireLifeLeech);
|
|
}
|
|
else
|
|
{
|
|
StartQAV(pPlayer, kQAVSTAFDOWN);
|
|
AltFireLifeLeech(1, pPlayer);
|
|
pPlayer->weaponState = -1;
|
|
}
|
|
return;
|
|
}
|
|
}
|
|
WeaponUpdateState(pPlayer);
|
|
}
|
|
|
|
void teslaHit(spritetype *pMissile, int a2)
|
|
{
|
|
auto missileactor = &bloodActors[pMissile->index];
|
|
uint8_t sectmap[(kMaxSectors+7)>>3];
|
|
int x = pMissile->x;
|
|
int y = pMissile->y;
|
|
int z = pMissile->z;
|
|
int nDist = 300;
|
|
int nSector = pMissile->sectnum;
|
|
auto owner = missileactor->GetOwner();
|
|
const bool newSectCheckMethod = !cl_bloodvanillaexplosions && !VanillaMode(); // use new sector checking logic
|
|
GetClosestSpriteSectors(nSector, x, y, nDist, sectmap, nullptr, newSectCheckMethod);
|
|
bool v4 = true;
|
|
DBloodActor* actor = nullptr;
|
|
actHitcodeToData(a2, &gHitInfo, &actor);
|
|
if (a2 == 3 && actor && actor->s().statnum == kStatDude)
|
|
v4 = false;
|
|
BloodStatIterator it(kStatDude);
|
|
while (auto hitactor = it.Next())
|
|
{
|
|
if (hitactor != owner || v4)
|
|
{
|
|
spritetype *pHitSprite = &hitactor->s();
|
|
if (pHitSprite->flags&32)
|
|
continue;
|
|
if (TestBitString(sectmap, pHitSprite->sectnum) && CheckProximity(pHitSprite, x, y, z, nSector, nDist))
|
|
{
|
|
int dx = pMissile->x-pHitSprite->x;
|
|
int dy = pMissile->y-pHitSprite->y;
|
|
int nDamage = ClipLow((nDist-(ksqrt(dx*dx+dy*dy)>>4)+20)>>1, 10);
|
|
if (hitactor == owner)
|
|
nDamage /= 2;
|
|
actDamageSprite(owner, hitactor, kDamageTesla, nDamage<<4);
|
|
}
|
|
}
|
|
}
|
|
it.Reset(kStatThing);
|
|
while (auto hitactor = it.Next())
|
|
{
|
|
spritetype *pHitSprite = &hitactor->s();
|
|
if (pHitSprite->flags&32)
|
|
continue;
|
|
if (TestBitString(sectmap, pHitSprite->sectnum) && CheckProximity(pHitSprite, x, y, z, nSector, nDist))
|
|
{
|
|
XSPRITE *pXSprite = &hitactor->x();
|
|
if (!pXSprite->locked)
|
|
{
|
|
int dx = pMissile->x-pHitSprite->x;
|
|
int dy = pMissile->y-pHitSprite->y;
|
|
int nDamage = ClipLow(nDist-(ksqrt(dx*dx+dy*dy)>>4)+20, 20);
|
|
actDamageSprite(owner, hitactor, kDamageTesla, nDamage << 4);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
END_BLD_NS
|