mirror of
https://github.com/ZDoom/Raze.git
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1123 lines
33 KiB
C++
1123 lines
33 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 sirlemonhead, Nuke.YKT
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This file is part of PCExhumed.
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PCExhumed 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"
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#include "gun.h"
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#include "engine.h"
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#include "init.h"
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#include "player.h"
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#include "exhumed.h"
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#include "view.h"
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#include "move.h"
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#include "status.h"
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#include "bubbles.h"
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#include "typedefs.h"
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#include "sound.h"
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#include "ra.h"
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#include "snake.h"
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#include "grenade.h"
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#include "lighting.h"
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#include "light.h"
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#include "ps_input.h"
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#include "util.h"
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#include "anims.h"
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#include "runlist.h"
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#include "bullet.h"
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#include "trigdat.h"
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#include "object.h"
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#include <string.h>
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#include <assert.h>
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BEGIN_PS_NS
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/*
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struct Weapon
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{
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short nSeq;
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short b[12]; // seq offsets?
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short nAmmoType;
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short c;
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short d;
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short bFireUnderwater;
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};
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*/
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Weapon WeaponInfo[] = {
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{ kSeqSword, { 0, 1, 3, 7, -1, 2, 4, 5, 6, 8, 9, 10 }, 0, 0, 0, kTrue },
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{ kSeqPistol, { 0, 3, 2, 4, -1, 1, 0, 0, 0, 0, 0, 0 }, 1, 0, 1, kFalse },
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{ kSeqM60, { 0, 5, 6, 16, -1, 21, 0, 0, 0, 0, 0, 0 }, 2, 0, 1, kFalse },
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{ kSeqFlamer, { 0, 2, 5, 5, 6, 1, 0, 0, 0, 0, 0, 0 }, 3, 4, 1, kFalse },
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{ kSeqGrenade, { 0, 2, 3, 4, -1, 1, 0, 0, 0, 0, 0, 0 }, 4, 0, 1, kTrue },
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{ kSeqCobra, { 0, 1, 2, 2, -1, 4, 0, 0, 0, 0, 0, 0 }, 5, 0, 1, kTrue },
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{ kSeqRavolt, { 0, 1, 2, 3, -1, 4, 0, 0, 0, 0, 0, 0 }, 6, 0, 1, kTrue },
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{ kSeqRothands,{ 0, 1, 2, -1, -1, -1, 0, 0, 0, 0, 0, 0 }, 7, 0, 0, kTrue },
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{ kSeqDead, { 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 }, 0, 1, 0, kFalse },
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{ kSeqDeadEx, { 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 }, 0, 1, 0, kFalse },
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{ kSeqDeadBrn, { 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 }, 0, 1, 0, kFalse }
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};
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short nTemperature[kMaxPlayers];
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short nMinAmmo[] = { 0, 24, 51, 50, 1, 0, 0 };
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short word_96E26 = 0;
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void RestoreMinAmmo(short nPlayer)
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{
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for (int i = 0; i < kMaxWeapons; i++)
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{
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if (i == kWeaponGrenade) {
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continue;
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}
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if ((1 << i) & nPlayerWeapons[nPlayer])
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{
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if (nMinAmmo[i] > PlayerList[nPlayer].nAmmo[i]) {
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PlayerList[nPlayer].nAmmo[i] = nMinAmmo[i];
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}
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}
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}
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CheckClip(nPlayer);
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}
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void FillWeapons(short nPlayer)
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{
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nPlayerWeapons[nPlayer] = 0xFFFF; // turn on all bits
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for (int i = 0; i < kMaxWeapons; i++)
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{
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if (WeaponInfo[i].d) {
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PlayerList[nPlayer].nAmmo[i] = 99;
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}
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}
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CheckClip(nPlayer);
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if (nPlayer == nLocalPlayer)
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{
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short nWeapon = PlayerList[nPlayer].nCurrentWeapon;
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SetCounter(PlayerList[nPlayer].nAmmo[nWeapon]);
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}
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}
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void ResetPlayerWeapons(short nPlayer)
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{
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for (int i = 0; i < kMaxWeapons; i++)
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{
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PlayerList[nPlayer].nAmmo[i] = 0;
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}
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PlayerList[nPlayer].nCurrentWeapon = 0;
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PlayerList[nPlayer].field_3A = 0;
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PlayerList[nPlayer].field_3FOUR = 0;
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nPlayerGrenade[nPlayer] = -1;
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nPlayerWeapons[nPlayer] = 0x1; // turn on bit 1 only
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}
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void InitWeapons()
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{
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memset(nPlayerGrenade, 0, sizeof(nPlayerGrenade));
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memset(nGrenadePlayer, 0, sizeof(nGrenadePlayer));
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}
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void SetNewWeapon(short nPlayer, short nWeapon)
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{
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if (nWeapon == kWeaponMummified)
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{
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PlayerList[nPlayer].field_3C = PlayerList[nPlayer].nCurrentWeapon;
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PlayerList[nPlayer].bIsFiring = kFalse;
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PlayerList[nPlayer].field_3A = 5;
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SetPlayerMummified(nPlayer, kTrue);
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PlayerList[nPlayer].field_3FOUR = 0;
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}
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else
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{
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if (nWeapon < 0)
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{
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nPlayerOldWeapon[nPlayer] = PlayerList[nPlayer].nCurrentWeapon;
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}
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else if (nWeapon != kWeaponGrenade || PlayerList[nPlayer].nAmmo[kWeaponGrenade] > 0)
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{
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short nCurrentWeapon = PlayerList[nPlayer].nCurrentWeapon;
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if (nCurrentWeapon != kWeaponMummified)
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{
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if (PlayerList[nPlayer].bIsFiring || nWeapon == nCurrentWeapon) {
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return;
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}
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}
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else
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{
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PlayerList[nPlayer].nCurrentWeapon = nWeapon;
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PlayerList[nPlayer].field_3FOUR = 0;
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}
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}
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else {
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return;
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}
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}
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PlayerList[nPlayer].field_38 = nWeapon;
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if (nPlayer == nLocalPlayer)
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{
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int nCounter;
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if (nWeapon >= kWeaponSword && nWeapon <= kWeaponRing) {
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nCounter = PlayerList[nPlayer].nAmmo[nWeapon];
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}
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else {
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nCounter = 0;
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}
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SetCounterImmediate(nCounter);
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}
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}
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void SetNewWeaponImmediate(short nPlayer, short nWeapon)
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{
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SetNewWeapon(nPlayer, nWeapon);
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PlayerList[nPlayer].nCurrentWeapon = nWeapon;
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PlayerList[nPlayer].field_38 = -1;
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PlayerList[nPlayer].field_3FOUR = 0;
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PlayerList[nPlayer].field_3A = 0;
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}
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void SetNewWeaponIfBetter(short nPlayer, short nWeapon)
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{
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if (nWeapon > PlayerList[nPlayer].nCurrentWeapon) {
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SetNewWeapon(nPlayer, nWeapon);
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}
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}
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void SelectNewWeapon(short nPlayer)
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{
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int nWeapon = kWeaponRing; // start at the highest weapon number
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uint16_t di = nPlayerWeapons[nPlayer];
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uint16_t dx = 0x40; // bit 7 turned on
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while (dx)
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{
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if (di & dx)
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{
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// we have this weapon
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if (!WeaponInfo[nWeapon].d || PlayerList[nPlayer].nAmmo[WeaponInfo[nWeapon].nAmmoType])
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break;
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}
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nWeapon--;
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dx >>= 1;
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}
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if (nWeapon < 0)
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nWeapon = kWeaponSword;
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PlayerList[nPlayer].bIsFiring = kFalse;
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SetNewWeapon(nPlayer, nWeapon);
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}
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void StopFiringWeapon(short nPlayer)
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{
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PlayerList[nPlayer].bIsFiring = kFalse;
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}
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void FireWeapon(short nPlayer)
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{
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if (!PlayerList[nPlayer].bIsFiring) {
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PlayerList[nPlayer].bIsFiring = kTrue;
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}
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}
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void SetWeaponStatus(short nPlayer)
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{
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if (nPlayer != nLocalPlayer)
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return;
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short nWeapon = PlayerList[nPlayer].nCurrentWeapon;
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if (nWeapon < 0)
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{
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nCounterBullet = -1;
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SetCounterImmediate(0);
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}
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else
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{
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nCounterBullet = WeaponInfo[nWeapon].nAmmoType;
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SetCounterImmediate(PlayerList[nPlayer].nAmmo[nCounterBullet]);
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}
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}
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uint8_t WeaponCanFire(short nPlayer)
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{
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short nWeapon = PlayerList[nPlayer].nCurrentWeapon;
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short nSector = nPlayerViewSect[nPlayer];
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if (!(SectFlag[nSector] & kSectUnderwater) || WeaponInfo[nWeapon].bFireUnderwater)
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{
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short nAmmoType = WeaponInfo[nWeapon].nAmmoType;
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if (WeaponInfo[nWeapon].d <= PlayerList[nPlayer].nAmmo[nAmmoType]) {
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return kTrue;
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}
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}
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return kFalse;
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}
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// UNUSED
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void ResetSwordSeqs()
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{
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WeaponInfo[kWeaponSword].b[2] = 3;
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WeaponInfo[kWeaponSword].b[3] = 7;
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}
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int CheckCloseRange(short nPlayer, int *x, int *y, int *z, short *nSector)
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{
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short hitSect, hitWall, hitSprite;
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int hitX, hitY, hitZ;
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short nSprite = PlayerList[nPlayer].nSprite;
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int xVect = Sin(sprite[nSprite].ang + 512);
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int yVect = Sin(sprite[nSprite].ang);
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vec3_t startPos = { *x, *y, *z };
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hitdata_t hitData;
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hitscan(&startPos, *nSector, xVect, yVect, 0, &hitData, CLIPMASK1);
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hitX = hitData.pos.x;
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hitY = hitData.pos.y;
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hitZ = hitData.pos.z;
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hitSprite = hitData.sprite;
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hitSect = hitData.sect;
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hitWall = hitData.wall;
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int ecx = sintable[150] >> 3;
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if (ksqrt((hitX - *x) * (hitX - *x) + (hitY - *y) * (hitY - *y)) >= ecx)
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return 0;
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*x = hitX;
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*y = hitY;
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*z = hitZ;
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*nSector = hitSect;
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if (hitSprite > -1) {
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return hitSprite | 0xC000;
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}
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if (hitWall > -1) {
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return hitWall | 0x8000;
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}
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return 0;
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}
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void CheckClip(short nPlayer)
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{
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if (nPlayerClip[nPlayer] <= 0)
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{
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nPlayerClip[nPlayer] = PlayerList[nPlayer].nAmmo[kWeaponM60];
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if (nPlayerClip[nPlayer] > 99) {
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nPlayerClip[nPlayer] = 99;
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}
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}
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}
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void MoveWeapons(short nPlayer)
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{
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static int dword_96E22 = 0;
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short nSectFlag = SectFlag[nPlayerViewSect[nPlayer]];
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if ((nSectFlag & kSectUnderwater) && (totalmoves & 1)) {
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return;
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}
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nPilotLightFrame++;
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if (nPilotLightFrame >= nPilotLightCount)
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nPilotLightFrame = 0;
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if (!PlayerList[nPlayer].bIsFiring || (nSectFlag & kSectUnderwater))
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nTemperature[nPlayer] = 0;
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short nPlayerSprite = PlayerList[nPlayer].nSprite;
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short nWeapon = PlayerList[nPlayer].nCurrentWeapon;
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if (nWeapon < -1)
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{
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if (PlayerList[nPlayer].field_38 != -1)
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{
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PlayerList[nPlayer].nCurrentWeapon = PlayerList[nPlayer].field_38;
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PlayerList[nPlayer].field_3A = 0;
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PlayerList[nPlayer].field_3FOUR = 0;
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PlayerList[nPlayer].field_38 = -1;
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}
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return;
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}
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// loc_26ACC
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short eax = PlayerList[nPlayer].field_3A;
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short nSeq = WeaponInfo[nWeapon].nSeq;
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short var_3C = WeaponInfo[nWeapon].b[eax] + SeqOffsets[nSeq];
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int var_1C = (nPlayerDouble[nPlayer] > 0) + 1;
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frames = var_1C - 1;
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for (frames = var_1C; frames > 0; frames--)
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{
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seq_MoveSequence(nPlayerSprite, var_3C, PlayerList[nPlayer].field_3FOUR);
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PlayerList[nPlayer].field_3FOUR++;
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dword_96E22++;
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if (dword_96E22 >= 15) {
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dword_96E22 = 0;
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}
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if (PlayerList[nPlayer].field_3FOUR >= SeqSize[var_3C])
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{
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if (PlayerList[nPlayer].field_38 == -1)
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{
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switch (PlayerList[nPlayer].field_3A)
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{
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default:
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break;
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case 0:
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{
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PlayerList[nPlayer].field_3A = 1;
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SetWeaponStatus(nPlayer);
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break;
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}
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case 1:
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{
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if (PlayerList[nPlayer].bIsFiring)
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{
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if (!WeaponCanFire(nPlayer))
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{
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if (!dword_96E22) {
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D3PlayFX(StaticSound[4], PlayerList[nPlayer].nSprite);
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}
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}
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else
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{
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if (nWeapon == kWeaponRing)
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{
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if (Ra[nPlayer].nTarget == -1)
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break;
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Ra[nPlayer].field_0 = 0;
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Ra[nPlayer].field_2 = 0;
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Ra[nPlayer].field_C = 1;
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}
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PlayerList[nPlayer].field_3A = 2;
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if (nWeapon == 0)
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break;
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if (nWeapon == kWeaponGrenade)
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{
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BuildGrenade(nPlayer);
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AddAmmo(nPlayer, 4, -1);
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}
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else if (nWeapon == kWeaponStaff)
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{
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ShootStaff(nPlayer);
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}
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}
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}
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break;
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}
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case 2:
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case 6:
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case 7:
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case 8:
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{
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if (nWeapon == kWeaponPistol && nPistolClip[nPlayer] <= 0)
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{
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PlayerList[nPlayer].field_3A = 3;
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PlayerList[nPlayer].field_3FOUR = 0;
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|
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nPistolClip[nPlayer] = Min(6, PlayerList[nPlayer].nAmmo[kWeaponPistol]);
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break;
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}
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else if (nWeapon == kWeaponGrenade)
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{
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if (!PlayerList[nPlayer].bIsFiring)
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{
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PlayerList[nPlayer].field_3A = 3;
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break;
|
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}
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else
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{
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PlayerList[nPlayer].field_3FOUR = SeqSize[var_3C] - 1;
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continue;
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}
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}
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else if (nWeapon == kWeaponMummified)
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{
|
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PlayerList[nPlayer].field_3A = 0;
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PlayerList[nPlayer].nCurrentWeapon = PlayerList[nPlayer].field_3C;
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|
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nWeapon = PlayerList[nPlayer].nCurrentWeapon;
|
|
|
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SetPlayerMummified(nPlayer, kFalse);
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break;
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|
}
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|
else
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{
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// loc_26D88:
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if (PlayerList[nPlayer].bIsFiring && WeaponCanFire(nPlayer))
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{
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if (nWeapon != kWeaponM60 && nWeapon != kWeaponPistol) {
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PlayerList[nPlayer].field_3A = 3;
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}
|
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}
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else
|
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{
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if (WeaponInfo[nWeapon].b[4] == -1)
|
|
{
|
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PlayerList[nPlayer].field_3A = 1;
|
|
}
|
|
else
|
|
{
|
|
if (nWeapon == kWeaponFlamer && (nSectFlag & kSectUnderwater))
|
|
{
|
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PlayerList[nPlayer].field_3A = 1;
|
|
}
|
|
else
|
|
{
|
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PlayerList[nPlayer].field_3A = 4;
|
|
}
|
|
}
|
|
}
|
|
|
|
break;
|
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}
|
|
}
|
|
|
|
case 3:
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|
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
|