raze/source/exhumed/src/gun.cpp
2019-12-02 21:17:05 +01:00

1123 lines
33 KiB
C++

//-------------------------------------------------------------------------
/*
Copyright (C) 2010-2019 EDuke32 developers and contributors
Copyright (C) 2019 sirlemonhead, Nuke.YKT
This file is part of PCExhumed.
PCExhumed is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License version 2
as published by the Free Software Foundation.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
See the GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to the Free Software
Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*/
//-------------------------------------------------------------------------
#include "ns.h"
#include "gun.h"
#include "engine.h"
#include "init.h"
#include "player.h"
#include "exhumed.h"
#include "view.h"
#include "move.h"
#include "status.h"
#include "bubbles.h"
#include "typedefs.h"
#include "sound.h"
#include "ra.h"
#include "snake.h"
#include "grenade.h"
#include "lighting.h"
#include "light.h"
#include "ps_input.h"
#include "util.h"
#include "anims.h"
#include "runlist.h"
#include "bullet.h"
#include "trigdat.h"
#include "object.h"
#include <string.h>
#include <assert.h>
BEGIN_PS_NS
/*
struct Weapon
{
short nSeq;
short b[12]; // seq offsets?
short nAmmoType;
short c;
short d;
short bFireUnderwater;
};
*/
Weapon WeaponInfo[] = {
{ kSeqSword, { 0, 1, 3, 7, -1, 2, 4, 5, 6, 8, 9, 10 }, 0, 0, 0, kTrue },
{ kSeqPistol, { 0, 3, 2, 4, -1, 1, 0, 0, 0, 0, 0, 0 }, 1, 0, 1, kFalse },
{ kSeqM60, { 0, 5, 6, 16, -1, 21, 0, 0, 0, 0, 0, 0 }, 2, 0, 1, kFalse },
{ kSeqFlamer, { 0, 2, 5, 5, 6, 1, 0, 0, 0, 0, 0, 0 }, 3, 4, 1, kFalse },
{ kSeqGrenade, { 0, 2, 3, 4, -1, 1, 0, 0, 0, 0, 0, 0 }, 4, 0, 1, kTrue },
{ kSeqCobra, { 0, 1, 2, 2, -1, 4, 0, 0, 0, 0, 0, 0 }, 5, 0, 1, kTrue },
{ kSeqRavolt, { 0, 1, 2, 3, -1, 4, 0, 0, 0, 0, 0, 0 }, 6, 0, 1, kTrue },
{ kSeqRothands,{ 0, 1, 2, -1, -1, -1, 0, 0, 0, 0, 0, 0 }, 7, 0, 0, kTrue },
{ kSeqDead, { 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 }, 0, 1, 0, kFalse },
{ kSeqDeadEx, { 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 }, 0, 1, 0, kFalse },
{ kSeqDeadBrn, { 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 }, 0, 1, 0, kFalse }
};
short nTemperature[kMaxPlayers];
short nMinAmmo[] = { 0, 24, 51, 50, 1, 0, 0 };
short word_96E26 = 0;
void RestoreMinAmmo(short nPlayer)
{
for (int i = 0; i < kMaxWeapons; i++)
{
if (i == kWeaponGrenade) {
continue;
}
if ((1 << i) & nPlayerWeapons[nPlayer])
{
if (nMinAmmo[i] > PlayerList[nPlayer].nAmmo[i]) {
PlayerList[nPlayer].nAmmo[i] = nMinAmmo[i];
}
}
}
CheckClip(nPlayer);
}
void FillWeapons(short nPlayer)
{
nPlayerWeapons[nPlayer] = 0xFFFF; // turn on all bits
for (int i = 0; i < kMaxWeapons; i++)
{
if (WeaponInfo[i].d) {
PlayerList[nPlayer].nAmmo[i] = 99;
}
}
CheckClip(nPlayer);
if (nPlayer == nLocalPlayer)
{
short nWeapon = PlayerList[nPlayer].nCurrentWeapon;
SetCounter(PlayerList[nPlayer].nAmmo[nWeapon]);
}
}
void ResetPlayerWeapons(short nPlayer)
{
for (int i = 0; i < kMaxWeapons; i++)
{
PlayerList[nPlayer].nAmmo[i] = 0;
}
PlayerList[nPlayer].nCurrentWeapon = 0;
PlayerList[nPlayer].field_3A = 0;
PlayerList[nPlayer].field_3FOUR = 0;
nPlayerGrenade[nPlayer] = -1;
nPlayerWeapons[nPlayer] = 0x1; // turn on bit 1 only
}
void InitWeapons()
{
memset(nPlayerGrenade, 0, sizeof(nPlayerGrenade));
memset(nGrenadePlayer, 0, sizeof(nGrenadePlayer));
}
void SetNewWeapon(short nPlayer, short nWeapon)
{
if (nWeapon == kWeaponMummified)
{
PlayerList[nPlayer].field_3C = PlayerList[nPlayer].nCurrentWeapon;
PlayerList[nPlayer].bIsFiring = kFalse;
PlayerList[nPlayer].field_3A = 5;
SetPlayerMummified(nPlayer, kTrue);
PlayerList[nPlayer].field_3FOUR = 0;
}
else
{
if (nWeapon < 0)
{
nPlayerOldWeapon[nPlayer] = PlayerList[nPlayer].nCurrentWeapon;
}
else if (nWeapon != kWeaponGrenade || PlayerList[nPlayer].nAmmo[kWeaponGrenade] > 0)
{
short nCurrentWeapon = PlayerList[nPlayer].nCurrentWeapon;
if (nCurrentWeapon != kWeaponMummified)
{
if (PlayerList[nPlayer].bIsFiring || nWeapon == nCurrentWeapon) {
return;
}
}
else
{
PlayerList[nPlayer].nCurrentWeapon = nWeapon;
PlayerList[nPlayer].field_3FOUR = 0;
}
}
else {
return;
}
}
PlayerList[nPlayer].field_38 = nWeapon;
if (nPlayer == nLocalPlayer)
{
int nCounter;
if (nWeapon >= kWeaponSword && nWeapon <= kWeaponRing) {
nCounter = PlayerList[nPlayer].nAmmo[nWeapon];
}
else {
nCounter = 0;
}
SetCounterImmediate(nCounter);
}
}
void SetNewWeaponImmediate(short nPlayer, short nWeapon)
{
SetNewWeapon(nPlayer, nWeapon);
PlayerList[nPlayer].nCurrentWeapon = nWeapon;
PlayerList[nPlayer].field_38 = -1;
PlayerList[nPlayer].field_3FOUR = 0;
PlayerList[nPlayer].field_3A = 0;
}
void SetNewWeaponIfBetter(short nPlayer, short nWeapon)
{
if (nWeapon > PlayerList[nPlayer].nCurrentWeapon) {
SetNewWeapon(nPlayer, nWeapon);
}
}
void SelectNewWeapon(short nPlayer)
{
int nWeapon = kWeaponRing; // start at the highest weapon number
uint16_t di = nPlayerWeapons[nPlayer];
uint16_t dx = 0x40; // bit 7 turned on
while (dx)
{
if (di & dx)
{
// we have this weapon
if (!WeaponInfo[nWeapon].d || PlayerList[nPlayer].nAmmo[WeaponInfo[nWeapon].nAmmoType])
break;
}
nWeapon--;
dx >>= 1;
}
if (nWeapon < 0)
nWeapon = kWeaponSword;
PlayerList[nPlayer].bIsFiring = kFalse;
SetNewWeapon(nPlayer, nWeapon);
}
void StopFiringWeapon(short nPlayer)
{
PlayerList[nPlayer].bIsFiring = kFalse;
}
void FireWeapon(short nPlayer)
{
if (!PlayerList[nPlayer].bIsFiring) {
PlayerList[nPlayer].bIsFiring = kTrue;
}
}
void SetWeaponStatus(short nPlayer)
{
if (nPlayer != nLocalPlayer)
return;
short nWeapon = PlayerList[nPlayer].nCurrentWeapon;
if (nWeapon < 0)
{
nCounterBullet = -1;
SetCounterImmediate(0);
}
else
{
nCounterBullet = WeaponInfo[nWeapon].nAmmoType;
SetCounterImmediate(PlayerList[nPlayer].nAmmo[nCounterBullet]);
}
}
uint8_t WeaponCanFire(short nPlayer)
{
short nWeapon = PlayerList[nPlayer].nCurrentWeapon;
short nSector = nPlayerViewSect[nPlayer];
if (!(SectFlag[nSector] & kSectUnderwater) || WeaponInfo[nWeapon].bFireUnderwater)
{
short nAmmoType = WeaponInfo[nWeapon].nAmmoType;
if (WeaponInfo[nWeapon].d <= PlayerList[nPlayer].nAmmo[nAmmoType]) {
return kTrue;
}
}
return kFalse;
}
// UNUSED
void ResetSwordSeqs()
{
WeaponInfo[kWeaponSword].b[2] = 3;
WeaponInfo[kWeaponSword].b[3] = 7;
}
int CheckCloseRange(short nPlayer, int *x, int *y, int *z, short *nSector)
{
short hitSect, hitWall, hitSprite;
int hitX, hitY, hitZ;
short nSprite = PlayerList[nPlayer].nSprite;
int xVect = Sin(sprite[nSprite].ang + 512);
int yVect = Sin(sprite[nSprite].ang);
vec3_t startPos = { *x, *y, *z };
hitdata_t hitData;
hitscan(&startPos, *nSector, xVect, yVect, 0, &hitData, CLIPMASK1);
hitX = hitData.pos.x;
hitY = hitData.pos.y;
hitZ = hitData.pos.z;
hitSprite = hitData.sprite;
hitSect = hitData.sect;
hitWall = hitData.wall;
int ecx = sintable[150] >> 3;
if (ksqrt((hitX - *x) * (hitX - *x) + (hitY - *y) * (hitY - *y)) >= ecx)
return 0;
*x = hitX;
*y = hitY;
*z = hitZ;
*nSector = hitSect;
if (hitSprite > -1) {
return hitSprite | 0xC000;
}
if (hitWall > -1) {
return hitWall | 0x8000;
}
return 0;
}
void CheckClip(short nPlayer)
{
if (nPlayerClip[nPlayer] <= 0)
{
nPlayerClip[nPlayer] = PlayerList[nPlayer].nAmmo[kWeaponM60];
if (nPlayerClip[nPlayer] > 99) {
nPlayerClip[nPlayer] = 99;
}
}
}
void MoveWeapons(short nPlayer)
{
static int dword_96E22 = 0;
short nSectFlag = SectFlag[nPlayerViewSect[nPlayer]];
if ((nSectFlag & kSectUnderwater) && (totalmoves & 1)) {
return;
}
nPilotLightFrame++;
if (nPilotLightFrame >= nPilotLightCount)
nPilotLightFrame = 0;
if (!PlayerList[nPlayer].bIsFiring || (nSectFlag & kSectUnderwater))
nTemperature[nPlayer] = 0;
short nPlayerSprite = PlayerList[nPlayer].nSprite;
short nWeapon = PlayerList[nPlayer].nCurrentWeapon;
if (nWeapon < -1)
{
if (PlayerList[nPlayer].field_38 != -1)
{
PlayerList[nPlayer].nCurrentWeapon = PlayerList[nPlayer].field_38;
PlayerList[nPlayer].field_3A = 0;
PlayerList[nPlayer].field_3FOUR = 0;
PlayerList[nPlayer].field_38 = -1;
}
return;
}
// loc_26ACC
short eax = PlayerList[nPlayer].field_3A;
short nSeq = WeaponInfo[nWeapon].nSeq;
short var_3C = WeaponInfo[nWeapon].b[eax] + SeqOffsets[nSeq];
int var_1C = (nPlayerDouble[nPlayer] > 0) + 1;
frames = var_1C - 1;
for (frames = var_1C; frames > 0; frames--)
{
seq_MoveSequence(nPlayerSprite, var_3C, PlayerList[nPlayer].field_3FOUR);
PlayerList[nPlayer].field_3FOUR++;
dword_96E22++;
if (dword_96E22 >= 15) {
dword_96E22 = 0;
}
if (PlayerList[nPlayer].field_3FOUR >= SeqSize[var_3C])
{
if (PlayerList[nPlayer].field_38 == -1)
{
switch (PlayerList[nPlayer].field_3A)
{
default:
break;
case 0:
{
PlayerList[nPlayer].field_3A = 1;
SetWeaponStatus(nPlayer);
break;
}
case 1:
{
if (PlayerList[nPlayer].bIsFiring)
{
if (!WeaponCanFire(nPlayer))
{
if (!dword_96E22) {
D3PlayFX(StaticSound[4], PlayerList[nPlayer].nSprite);
}
}
else
{
if (nWeapon == kWeaponRing)
{
if (Ra[nPlayer].nTarget == -1)
break;
Ra[nPlayer].field_0 = 0;
Ra[nPlayer].field_2 = 0;
Ra[nPlayer].field_C = 1;
}
PlayerList[nPlayer].field_3A = 2;
if (nWeapon == 0)
break;
if (nWeapon == kWeaponGrenade)
{
BuildGrenade(nPlayer);
AddAmmo(nPlayer, 4, -1);
}
else if (nWeapon == kWeaponStaff)
{
ShootStaff(nPlayer);
}
}
}
break;
}
case 2:
case 6:
case 7:
case 8:
{
if (nWeapon == kWeaponPistol && nPistolClip[nPlayer] <= 0)
{
PlayerList[nPlayer].field_3A = 3;
PlayerList[nPlayer].field_3FOUR = 0;
nPistolClip[nPlayer] = Min(6, PlayerList[nPlayer].nAmmo[kWeaponPistol]);
break;
}
else if (nWeapon == kWeaponGrenade)
{
if (!PlayerList[nPlayer].bIsFiring)
{
PlayerList[nPlayer].field_3A = 3;
break;
}
else
{
PlayerList[nPlayer].field_3FOUR = SeqSize[var_3C] - 1;
continue;
}
}
else if (nWeapon == kWeaponMummified)
{
PlayerList[nPlayer].field_3A = 0;
PlayerList[nPlayer].nCurrentWeapon = PlayerList[nPlayer].field_3C;
nWeapon = PlayerList[nPlayer].nCurrentWeapon;
SetPlayerMummified(nPlayer, kFalse);
break;
}
else
{
// loc_26D88:
if (PlayerList[nPlayer].bIsFiring && WeaponCanFire(nPlayer))
{
if (nWeapon != kWeaponM60 && nWeapon != kWeaponPistol) {
PlayerList[nPlayer].field_3A = 3;
}
}
else
{
if (WeaponInfo[nWeapon].b[4] == -1)
{
PlayerList[nPlayer].field_3A = 1;
}
else
{
if (nWeapon == kWeaponFlamer && (nSectFlag & kSectUnderwater))
{
PlayerList[nPlayer].field_3A = 1;
}
else
{
PlayerList[nPlayer].field_3A = 4;
}
}
}
break;
}
}
case 3:
case 9:
case 10:
case 11:
{
if (nWeapon == kWeaponMummified)
{
PlayerList[nPlayer].nCurrentWeapon = PlayerList[nPlayer].field_3C;
nWeapon = PlayerList[nPlayer].nCurrentWeapon;
PlayerList[nPlayer].field_3A = 0;
break;
}
else if (nWeapon == kWeaponRing)
{
if (!WeaponInfo[nWeapon].d || PlayerList[nPlayer].nAmmo[WeaponInfo[nWeapon].nAmmoType])
{
if (!PlayerList[nPlayer].bIsFiring) {
PlayerList[nPlayer].field_3A = 1;
}
else {
break;
}
}
else
{
SelectNewWeapon(nPlayer);
}
Ra[nPlayer].field_C = 0;
break;
}
else if (nWeapon == kWeaponM60)
{
CheckClip(nPlayer);
PlayerList[nPlayer].field_3A = 1;
break;
}
else if (nWeapon == kWeaponGrenade)
{
if (!WeaponInfo[nWeapon].d || PlayerList[nPlayer].nAmmo[WeaponInfo[nWeapon].nAmmoType])
{
PlayerList[nPlayer].field_3A = 0;
break;
}
else
{
SelectNewWeapon(nPlayer);
PlayerList[nPlayer].field_3A = 5;
PlayerList[nPlayer].field_3FOUR = SeqSize[WeaponInfo[kWeaponGrenade].b[0] + SeqOffsets[nSeq]] - 1; // CHECKME
goto loc_flag; // FIXME
}
}
else
{
if (PlayerList[nPlayer].bIsFiring && WeaponCanFire(nPlayer)) {
PlayerList[nPlayer].field_3A = 2;
break;
}
if (WeaponInfo[nWeapon].b[4] == -1)
{
PlayerList[nPlayer].field_3A = 1;
break;
}
if (nWeapon == kWeaponFlamer && (nSectFlag & kSectUnderwater))
{
PlayerList[nPlayer].field_3A = 1;
}
else
{
PlayerList[nPlayer].field_3A = 4;
}
}
break;
}
case 4:
{
PlayerList[nPlayer].field_3A = 1;
break;
}
case 5:
{
PlayerList[nPlayer].nCurrentWeapon = PlayerList[nPlayer].field_38;
nWeapon = PlayerList[nPlayer].nCurrentWeapon;
PlayerList[nPlayer].field_3A = 0;
PlayerList[nPlayer].field_38 = -1;
SetWeaponStatus(nPlayer);
break;
}
}
// loc_26FC5
var_3C = SeqOffsets[WeaponInfo[nWeapon].nSeq] + WeaponInfo[nWeapon].b[PlayerList[nPlayer].field_3A];
PlayerList[nPlayer].field_3FOUR = 0;
}
else
{
if (PlayerList[nPlayer].field_3A == 5)
{
PlayerList[nPlayer].nCurrentWeapon = PlayerList[nPlayer].field_38;
nWeapon = PlayerList[nPlayer].nCurrentWeapon;
PlayerList[nPlayer].field_38 = -1;
PlayerList[nPlayer].field_3A = 0;
}
else
{
PlayerList[nPlayer].field_3A = 5;
}
PlayerList[nPlayer].field_3FOUR = 0;
continue;
}
} // end of if (PlayerList[nPlayer].field_34 >= SeqSize[var_3C])
loc_flag:
// loc_27001
short nFrameFlag = seq_GetFrameFlag(var_3C, PlayerList[nPlayer].field_3FOUR);
if (((!(nSectFlag & kSectUnderwater)) || nWeapon == kWeaponRing) && (nFrameFlag & 4))
{
BuildFlash(nPlayer, sprite[nPlayerSprite].sectnum, 512);
AddFlash(
sprite[nPlayerSprite].sectnum,
sprite[nPlayerSprite].x,
sprite[nPlayerSprite].y,
sprite[nPlayerSprite].z,
0);
}
if (nFrameFlag & 0x80)
{
int nAction = PlayerList[nPlayer].nAction;
int var_38 = 1;
if (nAction < 10 || nAction > 12) {
var_38 = 0;
}
if (nPlayer == nLocalPlayer) {
obobangle = bobangle = 512;
}
if (nWeapon == kWeaponFlamer && (!(nSectFlag & kSectUnderwater)))
{
nTemperature[nPlayer]++;
if (nTemperature[nPlayer] > 50)
{
nTemperature[nPlayer] = 0;
PlayerList[nPlayer].field_3A = 4;
PlayerList[nPlayer].field_3FOUR = 0;
}
}
short nAmmoType = WeaponInfo[nWeapon].nAmmoType;
short nAngle = sprite[nPlayerSprite].ang;
int theX = sprite[nPlayerSprite].x;
int theY = sprite[nPlayerSprite].y;
int theZ = sprite[nPlayerSprite].z;
int ebp = Sin(nAngle + 512) * (sprite[nPlayerSprite].clipdist << 3);
int ebx = Sin(nAngle) * (sprite[nPlayerSprite].clipdist << 3);
if (WeaponInfo[nWeapon].c)
{
int ecx;
int theVal = (totalmoves + 101) & (WeaponInfo[nWeapon].c - 1);
if (theVal & 1)
ecx = -theVal;
else
ecx = theVal;
int var_44 = (nAngle + 512) & kAngleMask;
ebp += ((Sin(var_44 + 512) >> 11) * ecx);
ebx += (Sin(var_44) >> 11) * ecx;
}
int nHeight = (-GetSpriteHeight(nPlayerSprite)) >> 1;
if (nAction < 6)
{
nHeight -= 1792;
}
else
{
if (!var_38)
{
nHeight += 1024;
}
else {
nHeight -= 2560;
}
}
short nSectorB = sprite[nPlayerSprite].sectnum;
switch (nWeapon)
{
// loc_27266:
case kWeaponSword:
{
nHeight += (92 - fix16_to_int(sPlayerInput[nPlayer].horizon)) << 6;
theZ += nHeight;
int var_28;
if (PlayerList[nPlayer].field_3A == 2) {
var_28 = 6;
}
else {
var_28 = 9;
}
int cRange = CheckCloseRange(nPlayer, &theX, &theY, &theZ, &nSectorB);
if (cRange)
{
short nDamage = BulletInfo[kWeaponSword].nDamage;
if (nPlayerDouble[nPlayer]) {
nDamage *= 2;
}
if ((cRange & 0xC000) >= 0x8000)
{
if ((cRange & 0xC000) == 0x8000) // hit wall
{
// loc_2730E:
var_28 += 2;
}
else if ((cRange & 0xC000) == 0xC000) // hit sprite
{
short nSprite2 = cRange & 0x3FFF;
if (sprite[nSprite2].cstat & 0x50)
{
var_28 += 2;
}
else if (sprite[nSprite2].statnum > 90 && sprite[nSprite2].statnum <= 199)
{
runlist_DamageEnemy(nSprite2, nPlayerSprite, nDamage);
if (sprite[nSprite2].statnum < 102) {
var_28++;
}
else if (sprite[nSprite2].statnum == 102)
{
// loc_27370:
BuildAnim(-1, 12, 0, theX, theY, theZ, nSectorB, 30, 0);
}
else if (sprite[nSprite2].statnum == kStatExplodeTrigger) {
var_28 += 2;
}
else {
var_28++;
}
}
else
{
// loc_27370:
BuildAnim(-1, 12, 0, theX, theY, theZ, nSectorB, 30, 0);
}
}
}
}
// loc_27399:
PlayerList[nPlayer].field_3A = var_28;
PlayerList[nPlayer].field_3FOUR = 0;
break;
}
case kWeaponFlamer:
{
if (nSectFlag & kSectUnderwater)
{
DoBubbles(nPlayer);
PlayerList[nPlayer].field_3A = 1;
PlayerList[nPlayer].field_3FOUR = 0;
StopSpriteSound(nPlayerSprite);
break;
}
else
{
if (var_38) {
nHeight += 768;
}
else {
nHeight -= 2560;
}
// fall through to case 1 (kWeaponPistol)
fallthrough__;
}
}
case kWeaponM60:
{
if (nWeapon == kWeaponM60) { // hack(?) to do fallthrough from kWeapon3 into kWeaponPistol without doing the nQuake[] change
nQuake[nPlayer] = 128;
}
// fall through
fallthrough__;
}
case kWeaponPistol:
{
int var_50 = (fix16_to_int(sPlayerInput[nPlayer].horizon) - 92) << 2;
nHeight -= var_50;
if (sPlayerInput[nPlayer].nTarget >= 0)
{
assert(sprite[sPlayerInput[nPlayer].nTarget].sectnum < kMaxSectors);
var_50 = sPlayerInput[nPlayer].nTarget + 10000;
}
BuildBullet(nPlayerSprite, nAmmoType, ebp, ebx, nHeight, nAngle, var_50, var_1C);
break;
}
case kWeaponGrenade:
{
ThrowGrenade(nPlayer, ebp, ebx, nHeight - 2560, fix16_to_int(sPlayerInput[nPlayer].horizon) - 92);
break;
}
case kWeaponStaff:
{
BuildSnake(nPlayer, nHeight);
nQuake[nPlayer] = 512;
nXDamage[nPlayer] -= Sin(sprite[nPlayerSprite].ang + 512) << 9;
nYDamage[nPlayer] -= Sin(sprite[nPlayerSprite].ang) << 9;
break;
}
case kWeaponRing:
break;
case kWeaponMummified:
{
short nDamage = BulletInfo[kWeaponMummified].nDamage;
if (nPlayerDouble[nPlayer]) {
nDamage *= 2;
}
runlist_RadialDamageEnemy(nPlayerSprite, nDamage, BulletInfo[kWeaponMummified].field_10);
break;
}
}
// end of switch, loc_2753E:
if (nWeapon < kWeaponMummified)
{
if (nWeapon != kWeaponGrenade)
{
short nAmmo = -WeaponInfo[nWeapon].d; // negative
if (nAmmo) {
AddAmmo(nPlayer, nAmmoType, nAmmo);
}
if (nWeapon == kWeaponM60) {
nPlayerClip[nPlayer] -= WeaponInfo[nWeapon].d;
}
else if (nWeapon == kWeaponPistol) {
nPistolClip[nPlayer]--;
}
}
if (!WeaponInfo[nWeapon].d || PlayerList[nPlayer].nAmmo[WeaponInfo[nWeapon].nAmmoType])
{
if (nWeapon == kWeaponM60 && nPlayerClip[nPlayer] <= 0)
{
PlayerList[nPlayer].field_3A = 3;
PlayerList[nPlayer].field_3FOUR = 0;
// goto loc_27609:
}
}
else if (nWeapon != kWeaponGrenade)
{
SelectNewWeapon(nPlayer);
// go to loc_27609:
}
}
}
}
}
void DrawWeapons(int smooth)
{
if (bCamera) {
return;
}
short nWeapon = PlayerList[nLocalPlayer].nCurrentWeapon;
if (nWeapon < -1) {
return;
}
short var_34 = PlayerList[nLocalPlayer].field_3A;
short var_30 = SeqOffsets[WeaponInfo[nWeapon].nSeq];
short var_28 = var_30 + WeaponInfo[nWeapon].b[var_34];
int8_t nShade = sector[initsect].ceilingshade;
int nDouble = nPlayerDouble[nLocalPlayer];
int nPal = kPalNormal;
if (nDouble)
{
if (word_96E26) {
nPal = kPalRedBrite;
}
word_96E26 = word_96E26 == 0;
}
nPal = RemapPLU(nPal);
int nVal = totalvel[nLocalPlayer] >> 1;
// CHECKME - not & 0x7FF?
int nBobAngle = angle_interpolate16(obobangle, bobangle, smooth);
int yOffset = (nVal * (sintable[nBobAngle & 0x3FF] >> 8)) >> 9;
int xOffset = 0;
if (var_34 == 1)
{
xOffset = ((Sin(nBobAngle + 512) >> 8) * nVal) >> 8;
}
else
{
xOffset = 0;
obobangle = bobangle = 512;
}
if (nWeapon == 3 && var_34 == 1) {
seq_DrawPilotLightSeq(xOffset, yOffset);
}
if (nWeapon < 0) {
nShade = sprite[PlayerList[nLocalPlayer].nSprite].shade;
}
seq_DrawGunSequence(var_28, PlayerList[nLocalPlayer].field_3FOUR, xOffset, yOffset, nShade, nPal);
if (nWeapon != kWeaponM60)
return;
switch (var_34)
{
default:
return;
case 0:
{
int nClip = nPlayerClip[nLocalPlayer];
if (nClip <= 0)
return;
int nSeqOffset;
if (nClip <= 3)
{
nSeqOffset = var_30 + 1;
}
else if (nClip <= 6)
{
nSeqOffset = var_30 + 2;
}
else if (nClip <= 25)
{
nSeqOffset = var_30 + 3;
}
else if (nClip > 25)
{
nSeqOffset = var_30 + 4;
}
seq_DrawGunSequence(nSeqOffset, PlayerList[nLocalPlayer].field_3FOUR, xOffset, yOffset, nShade, nPal);
return;
}
case 1:
{
int nClip = nPlayerClip[nLocalPlayer];
short edx = (nClip % 3) * 4;
if (nClip <= 0) {
return;
}
seq_DrawGunSequence(var_30 + 8, edx, xOffset, yOffset, nShade, nPal);
if (nClip <= 3) {
return;
}
seq_DrawGunSequence(var_30 + 9, edx, xOffset, yOffset, nShade, nPal);
if (nClip <= 6) {
return;
}
seq_DrawGunSequence(var_30 + 10, edx, xOffset, yOffset, nShade, nPal);
if (nClip <= 25) {
return;
}
seq_DrawGunSequence(var_30 + 11, edx, xOffset, yOffset, nShade, nPal);
return;
}
case 2:
{
int nClip = nPlayerClip[nLocalPlayer];
short dx = PlayerList[nLocalPlayer].field_3FOUR;
if (nClip <= 0) {
return;
}
seq_DrawGunSequence(var_30 + 8, dx, xOffset, yOffset, nShade, nPal);
if (nClip <= 3) {
return;
}
seq_DrawGunSequence(var_30 + 9, dx, xOffset, yOffset, nShade, nPal);
if (nClip <= 6) {
return;
}
seq_DrawGunSequence(var_30 + 10, dx, xOffset, yOffset, nShade, nPal);
if (nClip <= 25) {
return;
}
seq_DrawGunSequence(var_30 + 11, dx, xOffset, yOffset, nShade, nPal);
return;
}
case 3:
case 4:
return;
case 5:
{
int nClip = nPlayerClip[nLocalPlayer];
short ax = PlayerList[nLocalPlayer].field_3FOUR;
if (nClip <= 0) {
return;
}
int nSeqOffset;
if (nClip <= 3)
{
nSeqOffset = var_30 + 20;
}
else if (nClip <= 6)
{
nSeqOffset = var_30 + 19;
}
else if (nClip <= 25)
{
nSeqOffset = var_30 + 18;
}
else
{
nSeqOffset = var_30 + 17;
}
seq_DrawGunSequence(nSeqOffset, ax, xOffset, yOffset, nShade, nPal);
return;
}
}
}
END_PS_NS