raze/source/blood/src/weapon.cpp
NoOneBlood 014dfc346b - Added tracking type of conditions. Generally conditions is still WIP.
- Update aim for player while playing qav scenes.
- Fix compile warnings
2020-05-22 17:28:35 +02:00

2544 lines
78 KiB
C++

//-------------------------------------------------------------------------
/*
Copyright (C) 2010-2019 EDuke32 developers and contributors
Copyright (C) 2019 Nuke.YKT
This file is part of NBlood.
NBlood 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" // Must come before everything else!
#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#include "compat.h"
#include "build.h"
#include "mmulti.h"
#include "common_game.h"
#include "actor.h"
#include "blood.h"
#include "db.h"
#include "callback.h"
#include "config.h"
#include "eventq.h"
#include "fx.h"
#include "gameutil.h"
#include "globals.h"
#include "levels.h"
#include "loadsave.h"
#include "player.h"
#include "qav.h"
#include "resource.h"
#include "seq.h"
#include "sfx.h"
#include "sound.h"
#include "trig.h"
#include "nnexts.h"
#include "view.h"
BEGIN_BLD_NS
#define kQAVEnd 125
void FirePitchfork(int, PLAYER *pPlayer);
void FireSpray(int, PLAYER *pPlayer);
void ThrowCan(int, PLAYER *pPlayer);
void DropCan(int, PLAYER *pPlayer);
void ExplodeCan(int, PLAYER *pPlayer);
void ThrowBundle(int, PLAYER *pPlayer);
void DropBundle(int, PLAYER *pPlayer);
void ExplodeBundle(int, PLAYER *pPlayer);
void ThrowProx(int, PLAYER *pPlayer);
void DropProx(int, PLAYER *pPlayer);
void ThrowRemote(int, PLAYER *pPlayer);
void DropRemote(int, PLAYER *pPlayer);
void FireRemote(int, PLAYER *pPlayer);
void FireShotgun(int nTrigger, PLAYER *pPlayer);
void EjectShell(int, PLAYER *pPlayer);
void FireTommy(int nTrigger, PLAYER *pPlayer);
void FireSpread(int nTrigger, PLAYER *pPlayer);
void AltFireSpread(int nTrigger, PLAYER *pPlayer);
void AltFireSpread2(int nTrigger, PLAYER *pPlayer);
void FireFlare(int nTrigger, PLAYER *pPlayer);
void AltFireFlare(int nTrigger, PLAYER *pPlayer);
void FireVoodoo(int nTrigger, PLAYER *pPlayer);
void AltFireVoodoo(int nTrigger, PLAYER *pPlayer);
void DropVoodoo(int nTrigger, PLAYER *pPlayer);
void FireTesla(int nTrigger, PLAYER *pPlayer);
void AltFireTesla(int nTrigger, PLAYER *pPlayer);
void FireNapalm(int nTrigger, PLAYER *pPlayer);
void FireNapalm2(int nTrigger, PLAYER *pPlayer);
void AltFireNapalm(int nTrigger, PLAYER *pPlayer);
void FireLifeLeech(int nTrigger, PLAYER *pPlayer);
void AltFireLifeLeech(int nTrigger, PLAYER *pPlayer);
void FireBeast(int nTrigger, PLAYER * pPlayer);
typedef void(*QAVTypeCast)(int, void *);
int nClientFirePitchfork = qavRegisterClient((QAVTypeCast)FirePitchfork);
int nClientFireSpray = qavRegisterClient((QAVTypeCast)FireSpray);
int nClientThrowCan = qavRegisterClient((QAVTypeCast)ThrowCan);
int nClientDropCan = qavRegisterClient((QAVTypeCast)DropCan);
int nClientExplodeCan = qavRegisterClient((QAVTypeCast)ExplodeCan);
int nClientThrowBundle = qavRegisterClient((QAVTypeCast)ThrowBundle);
int nClientDropBundle = qavRegisterClient((QAVTypeCast)DropBundle);
int nClientExplodeBundle = qavRegisterClient((QAVTypeCast)ExplodeBundle);
int nClientThrowProx = qavRegisterClient((QAVTypeCast)ThrowProx);
int nClientDropProx = qavRegisterClient((QAVTypeCast)DropProx);
int nClientThrowRemote = qavRegisterClient((QAVTypeCast)ThrowRemote);
int nClientDropRemote = qavRegisterClient((QAVTypeCast)DropRemote);
int nClientFireRemote = qavRegisterClient((QAVTypeCast)FireRemote);
int nClientFireShotgun = qavRegisterClient((QAVTypeCast)FireShotgun);
int nClientEjectShell = qavRegisterClient((QAVTypeCast)EjectShell);
int nClientFireTommy = qavRegisterClient((QAVTypeCast)FireTommy);
int nClientAltFireSpread2 = qavRegisterClient((QAVTypeCast)AltFireSpread2);
int nClientFireSpread = qavRegisterClient((QAVTypeCast)FireSpread);
int nClientAltFireSpread = qavRegisterClient((QAVTypeCast)AltFireSpread);
int nClientFireFlare = qavRegisterClient((QAVTypeCast)FireFlare);
int nClientAltFireFlare = qavRegisterClient((QAVTypeCast)AltFireFlare);
int nClientFireVoodoo = qavRegisterClient((QAVTypeCast)FireVoodoo);
int nClientAltFireVoodoo = qavRegisterClient((QAVTypeCast)AltFireVoodoo);
int nClientFireTesla = qavRegisterClient((QAVTypeCast)FireTesla);
int nClientAltFireTesla = qavRegisterClient((QAVTypeCast)AltFireTesla);
int nClientFireNapalm = qavRegisterClient((QAVTypeCast)FireNapalm);
int nClientFireNapalm2 = qavRegisterClient((QAVTypeCast)FireNapalm2);
int nClientFireLifeLeech = qavRegisterClient((QAVTypeCast)FireLifeLeech);
int nClientFireBeast = qavRegisterClient((QAVTypeCast)FireBeast);
int nClientAltFireLifeLeech = qavRegisterClient((QAVTypeCast)AltFireLifeLeech);
int nClientDropVoodoo = qavRegisterClient((QAVTypeCast)DropVoodoo);
int nClientAltFireNapalm = qavRegisterClient((QAVTypeCast)AltFireNapalm);
QAV *weaponQAV[kQAVEnd];
void QAV::PlaySound(int nSound)
{
sndStartSample(nSound, -1, -1, 0);
}
void QAV::PlaySound3D(spritetype *pSprite, int nSound, int a3, int a4)
{
sfxPlay3DSound(pSprite, nSound, a3, a4);
}
char sub_4B1A4(PLAYER *pPlayer)
{
switch (pPlayer->curWeapon)
{
case 7:
switch (pPlayer->weaponState)
{
case 5:
case 6:
return 1;
}
break;
case 6:
switch (pPlayer->weaponState)
{
case 4:
case 5:
case 6:
return 1;
}
break;
}
return 0;
}
char BannedUnderwater(int nWeapon)
{
return nWeapon == 7 || nWeapon == 6;
}
char sub_4B1FC(PLAYER *pPlayer, int a2, int a3, int a4)
{
if (gInfiniteAmmo)
return 1;
if (a3 == -1)
return 1;
if (a2 == 12 && pPlayer->weaponAmmo == 11 && pPlayer->weaponState == 11)
return 1;
if (a2 == 9 && pPlayer->pXSprite->health > 0)
return 1;
return pPlayer->ammoCount[a3] >= a4;
}
char CheckAmmo(PLAYER *pPlayer, int a2, int a3)
{
if (gInfiniteAmmo)
return 1;
if (a2 == -1)
return 1;
if (pPlayer->curWeapon == 12 && pPlayer->weaponAmmo == 11 && pPlayer->weaponState == 11)
return 1;
if (pPlayer->curWeapon == 9 && pPlayer->pXSprite->health >= (a3<<4))
return 1;
return pPlayer->ammoCount[a2] >= a3;
}
char sub_4B2C8(PLAYER *pPlayer, int a2, int a3)
{
if (gInfiniteAmmo)
return 1;
if (a2 == -1)
return 1;
return pPlayer->ammoCount[a2] >= a3;
}
void SpawnBulletEject(PLAYER *pPlayer, int a2, int a3)
{
POSTURE *pPosture = &pPlayer->pPosture[pPlayer->lifeMode][pPlayer->posture];
pPlayer->zView = pPlayer->pSprite->z-pPosture->eyeAboveZ;
int dz = pPlayer->zWeapon-(pPlayer->zWeapon-pPlayer->zView)/2;
fxSpawnEjectingBrass(pPlayer->pSprite, dz, a2, a3);
}
void SpawnShellEject(PLAYER *pPlayer, int a2, int a3)
{
POSTURE *pPosture = &pPlayer->pPosture[pPlayer->lifeMode][pPlayer->posture];
pPlayer->zView = pPlayer->pSprite->z-pPosture->eyeAboveZ;
int t = pPlayer->zWeapon - pPlayer->zView;
int dz = pPlayer->zWeapon-t+(t>>2);
fxSpawnEjectingShell(pPlayer->pSprite, dz, a2, a3);
}
void WeaponInit(void)
{
for (int i = 0; i < kQAVEnd; i++)
{
DICTNODE *hRes = gSysRes.Lookup(i, "QAV");
if (!hRes)
ThrowError("Could not load QAV %d\n", i);
weaponQAV[i] = (QAV*)gSysRes.Lock(hRes);
weaponQAV[i]->nSprite = -1;
}
}
void WeaponPrecache(void)
{
for (int i = 0; i < kQAVEnd; i++)
{
if (weaponQAV[i])
weaponQAV[i]->Precache();
}
}
void WeaponDraw(PLAYER *pPlayer, int a2, int a3, int a4, int a5)
{
dassert(pPlayer != NULL);
if (pPlayer->weaponQav == -1)
return;
QAV * pQAV = weaponQAV[pPlayer->weaponQav];
int v4;
if (pPlayer->weaponTimer == 0)
v4 = (int)totalclock % pQAV->at10;
else
v4 = pQAV->at10 - pPlayer->weaponTimer;
pQAV->x = a3;
pQAV->y = a4;
int flags = 2;
int nInv = powerupCheck(pPlayer, kPwUpShadowCloak);
if (nInv >= 120 * 8 || (nInv != 0 && ((int)totalclock & 32)))
{
a2 = -128;
flags |= 1;
}
pQAV->Draw(v4, flags, a2, a5);
}
void WeaponPlay(PLAYER *pPlayer)
{
dassert(pPlayer != NULL);
if (pPlayer->weaponQav == -1)
return;
QAV *pQAV = weaponQAV[pPlayer->weaponQav];
pQAV->nSprite = pPlayer->pSprite->index;
int nTicks = pQAV->at10 - pPlayer->weaponTimer;
pQAV->Play(nTicks-4, nTicks, pPlayer->qavCallback, pPlayer);
}
void StartQAV(PLAYER *pPlayer, int nWeaponQAV, int a3 = -1, char a4 = 0)
{
dassert(nWeaponQAV < kQAVEnd);
pPlayer->weaponQav = nWeaponQAV;
pPlayer->weaponTimer = weaponQAV[nWeaponQAV]->at10;
pPlayer->qavCallback = a3;
pPlayer->qavLoop = a4;
weaponQAV[nWeaponQAV]->Preload();
WeaponPlay(pPlayer);
pPlayer->weaponTimer -= 4;
}
struct WEAPONTRACK
{
int at0; // x aim speed
int at4; // y aim speed
int at8; // angle range
int atc;
int at10; // predict
bool bIsProjectile;
};
WEAPONTRACK gWeaponTrack[] = {
{ 0, 0, 0, 0, 0, false },
{ 0x6000, 0x6000, 0x71, 0x55, 0x111111, false },
{ 0x8000, 0x8000, 0x71, 0x55, 0x2aaaaa, true },
{ 0x10000, 0x10000, 0x38, 0x1c, 0, false },
{ 0x6000, 0x8000, 0x38, 0x1c, 0, false },
{ 0x6000, 0x6000, 0x38, 0x1c, 0x2aaaaa, true },
{ 0x6000, 0x6000, 0x71, 0x55, 0, true },
{ 0x6000, 0x6000, 0x71, 0x38, 0, true },
{ 0x8000, 0x10000, 0x71, 0x55, 0x255555, true },
{ 0x10000, 0x10000, 0x71, 0, 0, true },
{ 0x10000, 0x10000, 0xaa, 0, 0, false },
{ 0x6000, 0x6000, 0x71, 0x55, 0, true },
{ 0x6000, 0x6000, 0x71, 0x55, 0, true },
{ 0x6000, 0x6000, 0x71, 0x55, 0, false },
};
void UpdateAimVector(PLAYER * pPlayer)
{
short nSprite;
spritetype *pSprite;
dassert(pPlayer != NULL);
spritetype *pPSprite = pPlayer->pSprite;
int x = pPSprite->x;
int y = pPSprite->y;
int z = pPlayer->zWeapon;
Aim aim;
aim.dx = Cos(pPSprite->ang)>>16;
aim.dy = Sin(pPSprite->ang)>>16;
aim.dz = pPlayer->slope;
WEAPONTRACK *pWeaponTrack = &gWeaponTrack[pPlayer->curWeapon];
int nTarget = -1;
pPlayer->aimTargetsCount = 0;
if (gProfile[pPlayer->nPlayer].nAutoAim == 1 || (gProfile[pPlayer->nPlayer].nAutoAim == 2 && !pWeaponTrack->bIsProjectile) || pPlayer->curWeapon == 10 || pPlayer->curWeapon == 9)
{
int nClosest = 0x7fffffff;
for (nSprite = headspritestat[kStatDude]; nSprite >= 0; nSprite = nextspritestat[nSprite])
{
pSprite = &sprite[nSprite];
if (pSprite == pPSprite)
continue;
if (!gGameOptions.bFriendlyFire && IsTargetTeammate(pPlayer, pSprite))
continue;
if (pSprite->flags&32)
continue;
if (!(pSprite->flags&8))
continue;
int x2 = pSprite->x;
int y2 = pSprite->y;
int z2 = pSprite->z;
int nDist = approxDist(x2-x, y2-y);
if (nDist == 0 || nDist > 51200)
continue;
if (pWeaponTrack->at10)
{
int t = divscale(nDist,pWeaponTrack->at10, 12);
x2 += (xvel[nSprite]*t)>>12;
y2 += (yvel[nSprite]*t)>>12;
z2 += (zvel[nSprite]*t)>>8;
}
int lx = x + mulscale30(Cos(pPSprite->ang), nDist);
int ly = y + mulscale30(Sin(pPSprite->ang), nDist);
int lz = z + mulscale(pPlayer->slope, nDist, 10);
int zRange = mulscale(9460, nDist, 10);
int top, bottom;
GetSpriteExtents(pSprite, &top, &bottom);
if (lz-zRange>bottom || lz+zRange<top)
continue;
int angle = getangle(x2-x,y2-y);
if (klabs(((angle-pPSprite->ang+1024)&2047)-1024) > pWeaponTrack->at8)
continue;
if (pPlayer->aimTargetsCount < 16 && cansee(x,y,z,pPSprite->sectnum,x2,y2,z2,pSprite->sectnum))
pPlayer->aimTargets[pPlayer->aimTargetsCount++] = nSprite;
// Inlined?
int dz = (lz-z2)>>8;
int dy = (ly-y2)>>4;
int dx = (lx-x2)>>4;
int nDist2 = ksqrt(dx*dx+dy*dy+dz*dz);
if (nDist2 >= nClosest)
continue;
DUDEINFO *pDudeInfo = getDudeInfo(pSprite->type);
int center = (pSprite->yrepeat*pDudeInfo->aimHeight)<<2;
int dzCenter = (z2-center)-z;
if (cansee(x, y, z, pPSprite->sectnum, x2, y2, z2, pSprite->sectnum))
{
nClosest = nDist2;
aim.dx = Cos(angle)>>16;
aim.dy = Sin(angle)>>16;
aim.dz = divscale(dzCenter, nDist, 10);
nTarget = nSprite;
}
}
if (pWeaponTrack->atc > 0)
{
for (nSprite = headspritestat[kStatThing]; nSprite >= 0; nSprite = nextspritestat[nSprite])
{
pSprite = &sprite[nSprite];
if (!gGameOptions.bFriendlyFire && IsTargetTeammate(pPlayer, pSprite))
continue;
if (!(pSprite->flags&8))
continue;
int x2 = pSprite->x;
int y2 = pSprite->y;
int z2 = pSprite->z;
int dx = x2-x;
int dy = y2-y;
int dz = z2-z;
int nDist = approxDist(dx, dy);
if (nDist == 0 || nDist > 51200)
continue;
int lx = x + mulscale30(Cos(pPSprite->ang), nDist);
int ly = y + mulscale30(Sin(pPSprite->ang), nDist);
int lz = z + mulscale(pPlayer->slope, nDist, 10);
int zRange = mulscale10(9460, nDist);
int top, bottom;
GetSpriteExtents(pSprite, &top, &bottom);
if (lz-zRange>bottom || lz+zRange<top)
continue;
int angle = getangle(dx,dy);
if (klabs(((angle-pPSprite->ang+1024)&2047)-1024) > pWeaponTrack->atc)
continue;
if (pPlayer->aimTargetsCount < 16 && cansee(x,y,z,pPSprite->sectnum,pSprite->x,pSprite->y,pSprite->z,pSprite->sectnum))
pPlayer->aimTargets[pPlayer->aimTargetsCount++] = nSprite;
// Inlined?
int dz2 = (lz-z2)>>8;
int dy2 = (ly-y2)>>4;
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 = Cos(angle)>>16;
aim.dy = Sin(angle)>>16;
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 = interpolate(pPlayer->relAim.dx, aim2.dx, pWeaponTrack->at0);
pPlayer->relAim.dy = interpolate(pPlayer->relAim.dy, aim2.dy, pWeaponTrack->at0);
pPlayer->relAim.dz = interpolate(pPlayer->relAim.dz, aim2.dz, pWeaponTrack->at4);
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 at0;
int at4;
};
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)
{
dassert(pPlayer != NULL);
int prevWeapon = pPlayer->curWeapon;
pPlayer->curWeapon = pPlayer->input.newWeapon;
pPlayer->input.newWeapon = 0;
pPlayer->weaponAmmo = weaponModes[pPlayer->curWeapon].at4;
switch (pPlayer->curWeapon)
{
case 1: // pitchfork
pPlayer->weaponState = 0;
StartQAV(pPlayer, 0, -1, 0);
break;
case 7: // spraycan
if (pPlayer->weaponState == 2)
{
pPlayer->weaponState = 3;
StartQAV(pPlayer, 8, -1, 0);
}
else
{
pPlayer->weaponState = 0;
StartQAV(pPlayer, 4, -1, 0);
}
break;
case 6: // dynamite
if (gInfiniteAmmo || sub_4B2C8(pPlayer, 5, 1))
{
pPlayer->weaponState = 3;
if (prevWeapon == 7)
StartQAV(pPlayer, 16, -1, 0);
else
StartQAV(pPlayer, 18, -1, 0);
}
break;
case 11: // proximity
if (gInfiniteAmmo || sub_4B2C8(pPlayer, 10, 1))
{
pPlayer->weaponState = 7;
StartQAV(pPlayer, 25, -1, 0);
}
break;
case 12: // remote
if (gInfiniteAmmo || sub_4B2C8(pPlayer, 11, 1))
{
pPlayer->weaponState = 10;
StartQAV(pPlayer, 31, -1, 0);
}
else
{
StartQAV(pPlayer, 32, -1, 0);
pPlayer->weaponState = 11;
}
break;
case 3: // sawed off
if (powerupCheck(pPlayer, kPwUpTwoGuns))
{
if (gInfiniteAmmo || pPlayer->ammoCount[2] >= 4)
StartQAV(pPlayer, 59, -1, 0);
else
StartQAV(pPlayer, 50, -1, 0);
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, 50, -1, 0);
}
break;
case 4: // tommy gun
if (powerupCheck(pPlayer, kPwUpTwoGuns) && sub_4B2C8(pPlayer, 3, 2))
{
pPlayer->weaponState = 1;
StartQAV(pPlayer, 69, -1, 0);
}
else
{
pPlayer->weaponState = 0;
StartQAV(pPlayer, 64, -1, 0);
}
break;
case 10: // voodoo
if (gInfiniteAmmo || sub_4B2C8(pPlayer, 9, 1))
{
pPlayer->weaponState = 2;
StartQAV(pPlayer, 100, -1, 0);
}
break;
case 2: // flaregun
if (powerupCheck(pPlayer, kPwUpTwoGuns) && sub_4B2C8(pPlayer, 1, 2))
{
StartQAV(pPlayer, 45, -1, 0);
pPlayer->weaponState = 3;
}
else
{
StartQAV(pPlayer, 41, -1, 0);
pPlayer->weaponState = 2;
}
break;
case 8: // tesla cannon
if (sub_4B2C8(pPlayer, 7, 1))
{
pPlayer->weaponState = 2;
if (powerupCheck(pPlayer, kPwUpTwoGuns))
StartQAV(pPlayer, 82, -1, 0);
else
StartQAV(pPlayer, 74, -1, 0);
}
else
{
pPlayer->weaponState = 3;
StartQAV(pPlayer, 74, -1, 0);
}
break;
case 5: // napalm
if (powerupCheck(pPlayer, kPwUpTwoGuns))
{
StartQAV(pPlayer, 120, -1, 0);
pPlayer->weaponState = 3;
}
else
{
StartQAV(pPlayer, 89, -1, 0);
pPlayer->weaponState = 2;
}
break;
case 9: // life leech
pPlayer->weaponState = 2;
StartQAV(pPlayer, 111, -1, 0);
break;
case 13: // beast
pPlayer->weaponState = 2;
StartQAV(pPlayer, 93, -1, 0);
break;
}
}
void WeaponLower(PLAYER *pPlayer)
{
dassert(pPlayer != NULL);
if (sub_4B1A4(pPlayer))
return;
pPlayer->throwPower = 0;
int prevState = pPlayer->weaponState;
switch (pPlayer->curWeapon)
{
case 1:
StartQAV(pPlayer, 3, -1, 0);
break;
case 7:
sfxKill3DSound(pPlayer->pSprite, -1, 441);
switch (prevState)
{
case 1:
StartQAV(pPlayer, 7, -1, 0);
break;
case 2:
pPlayer->weaponState = 1;
WeaponRaise(pPlayer);
return;
case 4:
pPlayer->weaponState = 1;
StartQAV(pPlayer, 11, -1, 0);
pPlayer->input.newWeapon = 0;
WeaponLower(pPlayer);
break;
case 3:
if (pPlayer->input.newWeapon == 6)
{
pPlayer->weaponState = 2;
StartQAV(pPlayer, 11, -1, 0);
return;
}
else if (pPlayer->input.newWeapon == 7)
{
pPlayer->weaponState = 1;
StartQAV(pPlayer, 11, -1, 0);
pPlayer->input.newWeapon = 0;
WeaponLower(pPlayer);
}
else
{
pPlayer->weaponState = 1;
StartQAV(pPlayer, 11, -1, 0);
}
break;
}
break;
case 6:
switch (prevState)
{
case 1:
StartQAV(pPlayer, 7, -1, 0);
break;
case 2:
WeaponRaise(pPlayer);
break;
case 3:
if (pPlayer->input.newWeapon == 7)
{
pPlayer->weaponState = 2;
StartQAV(pPlayer, 17, -1, 0);
}
else
{
StartQAV(pPlayer, 19, -1, 0);
}
break;
default:
break;
}
break;
case 11:
switch (prevState)
{
case 7:
StartQAV(pPlayer, 26, -1, 0);
break;
}
break;
case 12:
switch (prevState)
{
case 10:
StartQAV(pPlayer, 34, -1, 0);
break;
case 11:
StartQAV(pPlayer, 35, -1, 0);
break;
}
break;
case 3:
if (powerupCheck(pPlayer, kPwUpTwoGuns))
StartQAV(pPlayer, 63, -1, 0);
else
StartQAV(pPlayer, 58, -1, 0);
break;
case 4:
if (powerupCheck(pPlayer, kPwUpTwoGuns) && pPlayer->weaponState == 1)
StartQAV(pPlayer, 72, -1, 0);
else
StartQAV(pPlayer, 68, -1, 0);
break;
case 2:
if (powerupCheck(pPlayer, kPwUpTwoGuns) && pPlayer->weaponState == 3)
StartQAV(pPlayer, 49, -1, 0);
else
StartQAV(pPlayer, 44, -1, 0);
break;
case 10:
StartQAV(pPlayer, 109, -1, 0);
break;
case 8:
if (sub_4B2C8(pPlayer, 7, 10) && powerupCheck(pPlayer, kPwUpTwoGuns))
StartQAV(pPlayer, 88, -1, 0);
else
StartQAV(pPlayer, 81, -1, 0);
break;
case 5:
if (powerupCheck(pPlayer, kPwUpTwoGuns))
StartQAV(pPlayer, 124, -1, 0);
else
StartQAV(pPlayer, 92, -1, 0);
break;
case 9:
StartQAV(pPlayer, 119, -1, 0);
break;
case 13:
StartQAV(pPlayer, 99, -1, 0);
break;
}
pPlayer->curWeapon = 0;
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 1:
pPlayer->weaponQav = 1;
break;
case 7:
switch (vb)
{
case 0:
pPlayer->weaponState = 1;
StartQAV(pPlayer, 5, -1, 0);
break;
case 1:
if (CheckAmmo(pPlayer, 6, 1))
{
pPlayer->weaponState = 3;
StartQAV(pPlayer, 8, -1, 0);
}
else
pPlayer->weaponQav = 6;
break;
case 3:
pPlayer->weaponQav = 9;
break;
case 4:
if (CheckAmmo(pPlayer, 6, 1))
{
pPlayer->weaponQav = 9;
pPlayer->weaponState = 3;
}
else
{
pPlayer->weaponState = 1;
StartQAV(pPlayer, 11, -1, 0);
}
sfxKill3DSound(pPlayer->pSprite, -1, 441);
break;
}
break;
case 6:
switch (vb)
{
case 1:
if (pPlayer->weaponAmmo == 5 && CheckAmmo(pPlayer, 5, 1))
{
pPlayer->weaponState = 3;
StartQAV(pPlayer, 16, -1, 0);
}
break;
case 0:
pPlayer->weaponState = 1;
StartQAV(pPlayer, 5, -1, 0);
break;
case 2:
if (pPlayer->ammoCount[5] > 0)
{
pPlayer->weaponState = 3;
StartQAV(pPlayer, 16, -1, 0);
}
else
pPlayer->weaponQav = 6;
break;
case 3:
pPlayer->weaponQav = 20;
break;
}
break;
case 11:
switch (vb)
{
case 7:
pPlayer->weaponQav = 27;
break;
case 8:
pPlayer->weaponState = 7;
StartQAV(pPlayer, 25, -1, 0);
break;
}
break;
case 12:
switch (vb)
{
case 10:
pPlayer->weaponQav = 36;
break;
case 11:
pPlayer->weaponQav = 37;
break;
case 12:
if (pPlayer->ammoCount[11] > 0)
{
pPlayer->weaponState = 10;
StartQAV(pPlayer, 31, -1, 0);
}
else
pPlayer->weaponState = -1;
break;
}
break;
case 3:
switch (vb)
{
case 6:
if (powerupCheck(pPlayer, kPwUpTwoGuns) && (gInfiniteAmmo || CheckAmmo(pPlayer, 2, 4)))
pPlayer->weaponState = 7;
else
pPlayer->weaponState = 1;
break;
case 7:
pPlayer->weaponQav = 60;
break;
case 1:
if (CheckAmmo(pPlayer, 2, 1))
{
sfxPlay3DSound(pPlayer->pSprite, 410, 3, 2);
StartQAV(pPlayer, 57, nClientEjectShell, 0);
if (gInfiniteAmmo || pPlayer->ammoCount[2] > 1)
pPlayer->weaponState = 3;
else
pPlayer->weaponState = 2;
}
else
pPlayer->weaponQav = 51;
break;
case 2:
pPlayer->weaponQav = 52;
break;
case 3:
pPlayer->weaponQav = 53;
break;
}
break;
case 4:
if (powerupCheck(pPlayer, kPwUpTwoGuns) && sub_4B2C8(pPlayer, 3, 2))
{
pPlayer->weaponQav = 70;
pPlayer->weaponState = 1;
}
else
{
pPlayer->weaponQav = 65;
pPlayer->weaponState = 0;
}
break;
case 2:
if (powerupCheck(pPlayer, kPwUpTwoGuns))
{
if (vb == 3 && sub_4B2C8(pPlayer, 1, 2))
pPlayer->weaponQav = 46;
else
{
pPlayer->weaponQav = 42;
pPlayer->weaponState = 2;
}
}
else
pPlayer->weaponQav = 42;
break;
case 10:
if (pXSprite->height < 256 && klabs(pPlayer->swayHeight) > 768)
pPlayer->weaponQav = 102;
else
pPlayer->weaponQav = 101;
break;
case 8:
switch (vb)
{
case 2:
if (sub_4B2C8(pPlayer, 7, 10) && powerupCheck(pPlayer, kPwUpTwoGuns))
pPlayer->weaponQav = 83;
else
pPlayer->weaponQav = 75;
break;
case 3:
pPlayer->weaponQav = 76;
break;
}
break;
case 5:
switch (vb)
{
case 3:
if (powerupCheck(pPlayer, kPwUpTwoGuns) && (gInfiniteAmmo || CheckAmmo(pPlayer,4, 4)))
pPlayer->weaponQav = 121;
else
pPlayer->weaponQav = 90;
break;
case 2:
pPlayer->weaponQav = 90;
break;
}
break;
case 9:
switch (vb)
{
case 2:
pPlayer->weaponQav = 112;
break;
}
break;
case 13:
pPlayer->weaponQav = 94;
break;
}
}
void FirePitchfork(int, PLAYER *pPlayer)
{
Aim *aim = &pPlayer->aim;
int r1 = Random2(2000);
int r2 = Random2(2000);
int r3 = Random2(2000);
for (int i = 0; i < 4; i++)
actFireVector(pPlayer->pSprite, (2*i-3)*40, pPlayer->zWeapon-pPlayer->pSprite->z, aim->dx+r1, aim->dy+r2, aim->dz+r3, VECTOR_TYPE_0);
}
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 = mulscale16(pPlayer->throwPower, 0x177777)+0x66666;
sfxPlay3DSound(pPlayer->pSprite, 455, 1, 0);
spritetype *pSprite = playerFireThing(pPlayer, 0, -9460, kThingArmedSpray, nSpeed);
if (pSprite)
{
sfxPlay3DSound(pSprite, 441, 0, 0);
evPost(pSprite->index, 3, 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)
{
evPost(pSprite->index, 3, 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);
evPost(pSprite->index, 3, 0, kCmdOn);
UseAmmo(pPlayer, 6, gAmmoItemData[0].count);
StartQAV(pPlayer, 15, -1);
pPlayer->curWeapon = 0;
pPlayer->throwPower = 0;
}
void ThrowBundle(int, PLAYER *pPlayer)
{
sfxKill3DSound(pPlayer->pSprite, 16, -1);
int nSpeed = mulscale16(pPlayer->throwPower, 0x177777)+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
evPost(pSprite->index, 3, 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);
evPost(pSprite->index, 3, 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);
evPost(pSprite->index, 3, 0, kCmdOn);
UseAmmo(pPlayer, 5, 1);
StartQAV(pPlayer, 24, -1, 0);
pPlayer->curWeapon = 0;
pPlayer->throwPower = 0;
}
void ThrowProx(int, PLAYER *pPlayer)
{
int nSpeed = mulscale16(pPlayer->throwPower, 0x177777)+0x66666;
sfxPlay3DSound(pPlayer->pSprite, 455, 1, 0);
spritetype *pSprite = playerFireThing(pPlayer, 0, -9460, kThingArmedProxBomb, nSpeed);
evPost(pSprite->index, 3, 240, kCmdOn);
UseAmmo(pPlayer, 10, 1);
pPlayer->throwPower = 0;
}
void DropProx(int, PLAYER *pPlayer)
{
spritetype *pSprite = playerFireThing(pPlayer, 0, 0, kThingArmedProxBomb, 0);
evPost(pSprite->index, 3, 240, kCmdOn);
UseAmmo(pPlayer, 10, 1);
}
void ThrowRemote(int, PLAYER *pPlayer)
{
int nSpeed = mulscale16(pPlayer->throwPower, 0x177777)+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)
{
evSend(0, 0, 90+(pPlayer->pSprite->type-kDudePlayer1), kCmdOn);
}
#define kMaxShotgunBarrels 4
void FireShotgun(int nTrigger, PLAYER *pPlayer)
{
dassert(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 = VECTOR_TYPE_1;
}
else
{
r1 = Random3(2500);
r2 = Random3(2500);
r3 = Random3(1500);
nType = VECTOR_TYPE_4;
}
actFireVector(pPlayer->pSprite, 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)
{
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(pPlayer->pSprite, 0, pPlayer->zWeapon-pPlayer->pSprite->z, aim->dx+r3, aim->dy+r2, aim->dz+r1, VECTOR_TYPE_5);
SpawnBulletEject(pPlayer, -15, -45);
pPlayer->visibility = 20;
break;
}
case 2:
{
int r1 = Random3(400);
int r2 = Random3(1200);
int r3 = Random3(1200);
actFireVector(pPlayer->pSprite, -120, pPlayer->zWeapon-pPlayer->pSprite->z, aim->dx+r3, aim->dy+r2, aim->dz+r1, VECTOR_TYPE_5);
SpawnBulletEject(pPlayer, -140, -45);
r1 = Random3(400);
r2 = Random3(1200);
r3 = Random3(1200);
actFireVector(pPlayer->pSprite, 120, pPlayer->zWeapon-pPlayer->pSprite->z, aim->dx+r3, aim->dy+r2, aim->dz+r1, VECTOR_TYPE_5);
SpawnBulletEject(pPlayer, 140, 45);
pPlayer->visibility = 30;
break;
}
}
UseAmmo(pPlayer, pPlayer->weaponAmmo, nTrigger);
pPlayer->flashEffect = 1;
}
#define kMaxSpread 14
void FireSpread(int nTrigger, PLAYER *pPlayer)
{
dassert(nTrigger > 0 && nTrigger <= kMaxSpread);
Aim *aim = &pPlayer->aim;
int angle = (getangle(aim->dx, aim->dy)+((112*(nTrigger-1))/14-56))&2047;
int dx = Cos(angle)>>16;
int dy = Sin(angle)>>16;
sfxPlay3DSound(pPlayer->pSprite, 431, -1, 0);
int r1, r2, r3;
r1 = Random3(300);
r2 = Random3(600);
r3 = Random3(600);
actFireVector(pPlayer->pSprite, 0, pPlayer->zWeapon-pPlayer->pSprite->z, dx+r3, dy+r2, aim->dz+r1, VECTOR_TYPE_3);
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)
{
dassert(nTrigger > 0 && nTrigger <= kMaxSpread);
Aim *aim = &pPlayer->aim;
int angle = (getangle(aim->dx, aim->dy)+((112*(nTrigger-1))/14-56))&2047;
int dx = Cos(angle)>>16;
int dy = Sin(angle)>>16;
sfxPlay3DSound(pPlayer->pSprite, 431, -1, 0);
int r1, r2, r3;
r1 = Random3(300);
r2 = Random3(600);
r3 = Random3(600);
actFireVector(pPlayer->pSprite, -120, pPlayer->zWeapon-pPlayer->pSprite->z, dx+r3, dy+r2, aim->dz+r1, VECTOR_TYPE_3);
r1 = Random2(45);
r2 = Random2(120);
SpawnBulletEject(pPlayer, r2, r1);
r1 = Random3(300);
r2 = Random3(600);
r3 = Random3(600);
actFireVector(pPlayer->pSprite, 120, pPlayer->zWeapon-pPlayer->pSprite->z, dx+r3, dy+r2, aim->dz+r1, VECTOR_TYPE_3);
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)
{
dassert(nTrigger > 0 && nTrigger <= kMaxSpread);
Aim *aim = &pPlayer->aim;
int angle = (getangle(aim->dx, aim->dy)+((112*(nTrigger-1))/14-56))&2047;
int dx = Cos(angle)>>16;
int dy = Sin(angle)>>16;
sfxPlay3DSound(pPlayer->pSprite, 431, -1, 0);
if (powerupCheck(pPlayer, kPwUpTwoGuns) && sub_4B2C8(pPlayer, 3, 2))
{
int r1, r2, r3;
r1 = Random3(300);
r2 = Random3(600);
r3 = Random3(600);
actFireVector(pPlayer->pSprite, -120, pPlayer->zWeapon-pPlayer->pSprite->z, dx+r3, dy+r2, aim->dz+r1, VECTOR_TYPE_3);
r1 = Random2(45);
r2 = Random2(120);
SpawnBulletEject(pPlayer, r2, r1);
r1 = Random3(300);
r2 = Random3(600);
r3 = Random3(600);
actFireVector(pPlayer->pSprite, 120, pPlayer->zWeapon-pPlayer->pSprite->z, dx+r3, dy+r2, aim->dz+r1, VECTOR_TYPE_3);
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(pPlayer->pSprite, 0, pPlayer->zWeapon-pPlayer->pSprite->z, dx+r3, dy+r2, aim->dz+r1, VECTOR_TYPE_3);
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 (!sub_4B2C8(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--;
int nSprite = pPlayer->nSprite;
spritetype *pSprite = pPlayer->pSprite;
if (nTrigger == 4)
{
actDamageSprite(nSprite, pSprite, DAMAGE_TYPE_2, 1<<4);
return;
}
dassert(pPlayer->voodooTarget >= 0);
spritetype *pTarget = &sprite[pPlayer->voodooTarget];
if (!gGameOptions.bFriendlyFire && IsTargetTeammate(pPlayer, pTarget))
return;
switch (nTrigger)
{
case 0:
{
sfxPlay3DSound(pSprite, 460, 2, 0);
fxSpawnBlood(pTarget, 17<<4);
int nDamage = actDamageSprite(nSprite, pTarget, DAMAGE_TYPE_5, 17<<4);
UseAmmo(pPlayer, 9, nDamage/4);
break;
}
case 1:
{
sfxPlay3DSound(pSprite, 460, 2, 0);
fxSpawnBlood(pTarget, 17<<4);
int nDamage = actDamageSprite(nSprite, pTarget, DAMAGE_TYPE_5, 9<<4);
if (IsPlayerSprite(pTarget))
WeaponLower(&gPlayer[pTarget->type-kDudePlayer1]);
UseAmmo(pPlayer, 9, nDamage/4);
break;
}
case 3:
{
sfxPlay3DSound(pSprite, 463, 2, 0);
fxSpawnBlood(pTarget, 17<<4);
int nDamage = actDamageSprite(nSprite, pTarget, DAMAGE_TYPE_5, 49<<4);
UseAmmo(pPlayer, 9, nDamage/4);
break;
}
case 2:
{
sfxPlay3DSound(pSprite, 460, 2, 0);
fxSpawnBlood(pTarget, 17<<4);
int nDamage = actDamageSprite(nSprite, pTarget, DAMAGE_TYPE_5, 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)
{
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() && !DemoRecordStatus()) {
int nCount = ClipHigh(pPlayer->ammoCount[9], pPlayer->aimTargetsCount);
if (nCount > 0)
{
for (int i = 0; i < pPlayer->aimTargetsCount; i++)
{
int nTarget = pPlayer->aimTargets[i];
spritetype* pTarget = &sprite[nTarget];
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(pPlayer->nSprite, pTarget, DAMAGE_TYPE_5, nDamage);
if (IsPlayerSprite(pTarget))
{
PLAYER* pOtherPlayer = &gPlayer[pTarget->type - kDudePlayer1];
if (!pOtherPlayer->godMode || !powerupCheck(pOtherPlayer, kPwUpDeathMask))
powerupActivate(pOtherPlayer, kPwUpDeliriumShroom);
}
fxSpawnBlood(pTarget, 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];
spritetype* pTarget = &sprite[nTarget];
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(pPlayer->nSprite, pTarget, DAMAGE_TYPE_5, nDamage);
UseAmmo(pPlayer, 9, nDamage);
if (IsPlayerSprite(pTarget))
{
PLAYER* pOtherPlayer = &gPlayer[pTarget->type - kDudePlayer1];
if (!pOtherPlayer->godMode || !powerupCheck(pOtherPlayer, kPwUpDeathMask))
powerupActivate(pOtherPlayer, kPwUpDeliriumShroom);
}
fxSpawnBlood(pTarget, 0);
}
}
}
UseAmmo(pPlayer, 9, pPlayer->ammoCount[9]);
pPlayer->hasWeapon[10] = 0;
pPlayer->weaponState = -1;
}
}
void DropVoodoo(int nTrigger, PLAYER *pPlayer)
{
UNREFERENCED_PARAMETER(nTrigger);
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];
evPost(pSprite->index, 3, 90, kCallbackDropVoodoo);
UseAmmo(pPlayer, 6, gAmmoItemData[0].count);
UseAmmo(pPlayer, 9, pPlayer->ammoCount[9]);
pPlayer->hasWeapon[10] = 0;
}
}
struct TeslaMissile
{
int at0; // offset
int at4; // id
int at8; // ammo use
int atc; // sound
int at10; // light
int at14; // 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 (!sub_4B2C8(pPlayer, 7, pMissile->at8))
{
pMissile = &teslaMissile[0];
if (!sub_4B2C8(pPlayer, 7, pMissile->at8))
{
pPlayer->weaponState = -1;
pPlayer->weaponQav = 76;
pPlayer->flashEffect = 0;
return;
}
}
playerFireMissile(pPlayer, pMissile->at0, pPlayer->aim.dx, pPlayer->aim.dy, pPlayer->aim.dz, pMissile->at4);
UseAmmo(pPlayer, 7, pMissile->at8);
sfxPlay3DSound(pSprite, pMissile->atc, 1, 0);
pPlayer->visibility = pMissile->at10;
pPlayer->flashEffect = pMissile->at14;
}
}
void AltFireTesla(int nTrigger, PLAYER *pPlayer)
{
UNREFERENCED_PARAMETER(nTrigger);
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, kMissileFireballNapam);
sfxPlay3DSound(pSprite, 480, 2, 0);
UseAmmo(pPlayer, 4, 1);
pPlayer->flashEffect = 1;
}
void FireNapalm2(int nTrigger, PLAYER *pPlayer)
{
UNREFERENCED_PARAMETER(nTrigger);
spritetype *pSprite = pPlayer->pSprite;
playerFireMissile(pPlayer, -120, pPlayer->aim.dx, pPlayer->aim.dy, pPlayer->aim.dz, kMissileFireballNapam);
playerFireMissile(pPlayer, 120, pPlayer->aim.dx, pPlayer->aim.dy, pPlayer->aim.dz, kMissileFireballNapam);
sfxPlay3DSound(pSprite, 480, 2, 0);
UseAmmo(pPlayer, 4, 2);
pPlayer->flashEffect = 1;
}
void AltFireNapalm(int nTrigger, PLAYER *pPlayer)
{
UNREFERENCED_PARAMETER(nTrigger);
char UNUSED(bAkimbo) = powerupCheck(pPlayer, kPwUpTwoGuns);
int nSpeed = mulscale16(0x8000, 0x177777)+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(actSpriteIdToOwnerId(pPlayer->pSprite->index), pXSprite, 600);
evPost(pMissile->index, 3, 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);
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 = pPlayer->aimTarget;
pMissile->ang = (nTrigger==2) ? 1024 : 0;
}
if (sub_4B2C8(pPlayer, 8, 1))
UseAmmo(pPlayer, 8, 1);
else
actDamageSprite(pPlayer->nSprite, pPlayer->pSprite, DAMAGE_TYPE_5, 16);
pPlayer->visibility = ClipHigh(pPlayer->visibility+5, 50);
}
void AltFireLifeLeech(int nTrigger, PLAYER *pPlayer)
{
UNREFERENCED_PARAMETER(nTrigger);
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;
evPost(pMissile->index, 3, 120, kCallbackLeechStateTimer);
if (gGameOptions.nGameType <= 1)
{
int nAmmo = pPlayer->ammoCount[8];
if (nAmmo < 25 && pPlayer->pXSprite->health > ((25-nAmmo)<<4))
{
actDamageSprite(pPlayer->nSprite, pPlayer->pSprite, DAMAGE_TYPE_5, ((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 nTrigger, PLAYER * pPlayer)
{
UNREFERENCED_PARAMETER(nTrigger);
int r1 = Random2(2000);
int r2 = Random2(2000);
int r3 = Random2(2000);
actFireVector(pPlayer->pSprite, 0, pPlayer->zWeapon-pPlayer->pSprite->z, pPlayer->aim.dx+r1, pPlayer->aim.dy+r2, pPlayer->aim.dz+r3, VECTOR_TYPE_9);
}
char 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 },
};
char WeaponUpgrade(PLAYER *pPlayer, char newWeapon)
{
char weapon = pPlayer->curWeapon;
if (!sub_4B1A4(pPlayer) && (gProfile[pPlayer->nPlayer].nWeaponSwitch&1) && (gWeaponUpgrade[pPlayer->curWeapon][newWeapon] || (gProfile[pPlayer->nPlayer].nWeaponSwitch&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 };
char WeaponFindNext(PLAYER *pPlayer, int *a2, char bDir)
{
int weapon = pPlayer->curWeapon;
do
{
if (bDir)
weapon = OrderNext[weapon];
else
weapon = OrderPrev[weapon];
if (weaponModes[weapon].at0 && pPlayer->hasWeapon[weapon])
{
if (weapon == 9)
{
if (CheckAmmo(pPlayer, weaponModes[weapon].at4, 1))
break;
}
else
{
if (sub_4B2C8(pPlayer, weaponModes[weapon].at4, 1))
break;
}
}
} while (weapon != pPlayer->curWeapon);
if (weapon == pPlayer->curWeapon)
{
if (!weaponModes[weapon].at0 || !CheckAmmo(pPlayer, weaponModes[weapon].at4, 1))
weapon = 1;
}
if (a2)
*a2 = 0;
return weapon;
}
char WeaponFindLoaded(PLAYER *pPlayer, int *a2)
{
char v4 = 1;
int v14 = 0;
if (weaponModes[pPlayer->curWeapon].at0 > 1)
{
for (int i = 0; i < weaponModes[pPlayer->curWeapon].at0; i++)
{
if (CheckAmmo(pPlayer, weaponModes[pPlayer->curWeapon].at4, 1))
{
v14 = i;
v4 = pPlayer->curWeapon;
break;
}
}
}
if (v4 == 1)
{
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].at0; j++)
{
if (sub_4B1FC(pPlayer, weapon, weaponModes[weapon].at4, 1))
{
if (a2)
*a2 = j;
return weapon;
}
}
}
}
}
else if (a2)
*a2 = v14;
return v4;
}
char sub_4F0E0(PLAYER *pPlayer)
{
switch (pPlayer->weaponState)
{
case 5:
if (!pPlayer->input.buttonFlags.shoot2)
pPlayer->weaponState = 6;
return 1;
case 6:
if (pPlayer->input.buttonFlags.shoot2)
{
pPlayer->weaponState = 3;
pPlayer->fuseTime = pPlayer->weaponTimer;
StartQAV(pPlayer, 13, nClientDropCan, 0);
}
else if (pPlayer->input.buttonFlags.shoot)
{
pPlayer->weaponState = 7;
pPlayer->fuseTime = 0;
pPlayer->throwTime = (int)gFrameClock;
}
return 1;
case 7:
{
pPlayer->throwPower = ClipHigh(divscale16((int)gFrameClock-pPlayer->throwTime,240), 65536);
if (!pPlayer->input.buttonFlags.shoot)
{
if (!pPlayer->fuseTime)
pPlayer->fuseTime = pPlayer->weaponTimer;
pPlayer->weaponState = 1;
StartQAV(pPlayer, 14, nClientThrowCan, 0);
}
return 1;
}
}
return 0;
}
char sub_4F200(PLAYER *pPlayer)
{
switch (pPlayer->weaponState)
{
case 4:
if (!pPlayer->input.buttonFlags.shoot2)
pPlayer->weaponState = 5;
return 1;
case 5:
if (pPlayer->input.buttonFlags.shoot2)
{
pPlayer->weaponState = 1;
pPlayer->fuseTime = pPlayer->weaponTimer;
StartQAV(pPlayer, 22, nClientDropBundle, 0);
}
else if (pPlayer->input.buttonFlags.shoot)
{
pPlayer->weaponState = 6;
pPlayer->fuseTime = 0;
pPlayer->throwTime = (int)gFrameClock;
}
return 1;
case 6:
{
pPlayer->throwPower = ClipHigh(divscale16((int)gFrameClock-pPlayer->throwTime,240), 65536);
if (!pPlayer->input.buttonFlags.shoot)
{
if (!pPlayer->fuseTime)
pPlayer->fuseTime = pPlayer->weaponTimer;
pPlayer->weaponState = 1;
StartQAV(pPlayer, 23, nClientThrowBundle, 0);
}
return 1;
}
}
return 0;
}
char sub_4F320(PLAYER *pPlayer)
{
switch (pPlayer->weaponState)
{
case 9:
pPlayer->throwPower = ClipHigh(divscale16((int)gFrameClock-pPlayer->throwTime,240), 65536);
pPlayer->weaponTimer = 0;
if (!pPlayer->input.buttonFlags.shoot)
{
pPlayer->weaponState = 8;
StartQAV(pPlayer, 29, nClientThrowProx, 0);
}
break;
}
return 0;
}
char sub_4F3A0(PLAYER *pPlayer)
{
switch (pPlayer->weaponState)
{
case 13:
pPlayer->throwPower = ClipHigh(divscale16((int)gFrameClock-pPlayer->throwTime,240), 65536);
if (!pPlayer->input.buttonFlags.shoot)
{
pPlayer->weaponState = 11;
StartQAV(pPlayer, 39, nClientThrowRemote, 0);
}
break;
}
return 0;
}
char sub_4F414(PLAYER *pPlayer)
{
switch (pPlayer->weaponState)
{
case 4:
pPlayer->weaponState = 6;
StartQAV(pPlayer, 114, nClientFireLifeLeech, 1);
return 1;
case 6:
if (!pPlayer->input.buttonFlags.shoot2)
{
pPlayer->weaponState = 2;
StartQAV(pPlayer, 118, -1, 0);
return 1;
}
break;
case 8:
pPlayer->weaponState = 2;
StartQAV(pPlayer, 118, -1, 0);
return 1;
}
return 0;
}
char sub_4F484(PLAYER *pPlayer)
{
switch (pPlayer->weaponState)
{
case 4:
pPlayer->weaponState = 5;
if (sub_4B2C8(pPlayer, 7, 10) && powerupCheck(pPlayer, kPwUpTwoGuns))
StartQAV(pPlayer, 84, nClientFireTesla, 1);
else
StartQAV(pPlayer, 77, nClientFireTesla, 1);
return 1;
case 5:
if (!pPlayer->input.buttonFlags.shoot)
{
pPlayer->weaponState = 2;
if (sub_4B2C8(pPlayer, 7, 10) && powerupCheck(pPlayer, kPwUpTwoGuns))
StartQAV(pPlayer, 87, -1, 0);
else
StartQAV(pPlayer, 80, -1, 0);
return 1;
}
break;
case 7:
pPlayer->weaponState = 2;
if (sub_4B2C8(pPlayer, 7, 10) && powerupCheck(pPlayer, kPwUpTwoGuns))
StartQAV(pPlayer, 87, -1, 0);
else
StartQAV(pPlayer, 80, -1, 0);
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 (sub_4B1A4(pPlayer))
{
if (pPlayer->curWeapon == 7)
{
pPlayer->fuseTime = pPlayer->weaponTimer;
DropCan(1, pPlayer);
pPlayer->weaponState = 3;
}
else if (pPlayer->curWeapon == 6)
{
pPlayer->fuseTime = pPlayer->weaponTimer;
DropBundle(1, pPlayer);
pPlayer->weaponState = 1;
}
}
WeaponLower(pPlayer);
pPlayer->throwPower = 0;
}
WeaponPlay(pPlayer);
UpdateAimVector(pPlayer);
pPlayer->weaponTimer -= 4;
char bShoot = pPlayer->input.buttonFlags.shoot;
char bShoot2 = pPlayer->input.buttonFlags.shoot2;
if (pPlayer->qavLoop && pPlayer->pXSprite->health > 0)
{
if (bShoot && CheckAmmo(pPlayer, pPlayer->weaponAmmo, 1))
{
while (pPlayer->weaponTimer <= 0)
pPlayer->weaponTimer += weaponQAV[pPlayer->weaponQav]->at10;
}
else
{
pPlayer->weaponTimer = 0;
pPlayer->qavLoop = 0;
}
return;
}
pPlayer->weaponTimer = ClipLow(pPlayer->weaponTimer, 0);
switch (pPlayer->curWeapon)
{
case 7:
if (sub_4F0E0(pPlayer))
return;
break;
case 6:
if (sub_4F200(pPlayer))
return;
break;
case 11:
if (sub_4F320(pPlayer))
return;
break;
case 12:
if (sub_4F3A0(pPlayer))
return;
break;
}
if (pPlayer->weaponTimer > 0)
return;
if (pPlayer->pXSprite->health == 0 || pPlayer->curWeapon == 0)
pPlayer->weaponQav = -1;
switch (pPlayer->curWeapon)
{
case 9:
if (sub_4F414(pPlayer))
return;
break;
case 8:
if (sub_4F484(pPlayer))
return;
break;
}
if (pPlayer->nextWeapon)
{
sfxKill3DSound(pPlayer->pSprite, -1, 441);
pPlayer->weaponState = 0;
pPlayer->input.newWeapon = pPlayer->nextWeapon;
pPlayer->nextWeapon = 0;
}
if (pPlayer->input.keyFlags.nextWeapon)
{
pPlayer->input.keyFlags.nextWeapon = 0;
pPlayer->weaponState = 0;
pPlayer->nextWeapon = 0;
int t;
char weapon = WeaponFindNext(pPlayer, &t, 1);
pPlayer->weaponMode[weapon] = t;
if (pPlayer->curWeapon)
{
WeaponLower(pPlayer);
pPlayer->nextWeapon = weapon;
return;
}
pPlayer->input.newWeapon = weapon;
}
if (pPlayer->input.keyFlags.prevWeapon)
{
pPlayer->input.keyFlags.prevWeapon = 0;
pPlayer->weaponState = 0;
pPlayer->nextWeapon = 0;
int t;
char weapon = WeaponFindNext(pPlayer, &t, 0);
pPlayer->weaponMode[weapon] = t;
if (pPlayer->curWeapon)
{
WeaponLower(pPlayer);
pPlayer->nextWeapon = weapon;
return;
}
pPlayer->input.newWeapon = weapon;
}
if (pPlayer->weaponState == -1)
{
pPlayer->weaponState = 0;
int t;
char weapon = WeaponFindLoaded(pPlayer, &t);
pPlayer->weaponMode[weapon] = t;
if (pPlayer->curWeapon)
{
WeaponLower(pPlayer);
pPlayer->nextWeapon = weapon;
return;
}
pPlayer->input.newWeapon = weapon;
}
if (pPlayer->input.newWeapon)
{
if (pPlayer->input.newWeapon == 6)
{
if (pPlayer->curWeapon == 6)
{
if (sub_4B2C8(pPlayer, 10, 1))
pPlayer->input.newWeapon = 11;
else if (sub_4B2C8(pPlayer, 11, 1))
pPlayer->input.newWeapon = 12;
}
else if (pPlayer->curWeapon == 11)
{
if (sub_4B2C8(pPlayer, 11, 1))
pPlayer->input.newWeapon = 12;
else if (sub_4B2C8(pPlayer, 5, 1) && pPlayer->isUnderwater == 0)
pPlayer->input.newWeapon = 6;
}
else if (pPlayer->curWeapon == 12)
{
if (sub_4B2C8(pPlayer, 5, 1) && pPlayer->isUnderwater == 0)
pPlayer->input.newWeapon = 6;
else if (sub_4B2C8(pPlayer, 10, 1))
pPlayer->input.newWeapon = 11;
}
else
{
if (sub_4B2C8(pPlayer, 5, 1) && pPlayer->isUnderwater == 0)
pPlayer->input.newWeapon = 6;
else if (sub_4B2C8(pPlayer, 10, 1))
pPlayer->input.newWeapon = 11;
else if (sub_4B2C8(pPlayer, 11, 1))
pPlayer->input.newWeapon = 12;
}
}
if (pPlayer->pXSprite->health == 0 || pPlayer->hasWeapon[pPlayer->input.newWeapon] == 0)
{
pPlayer->input.newWeapon = 0;
return;
}
if (pPlayer->isUnderwater && BannedUnderwater(pPlayer->input.newWeapon) && !sub_4B1A4(pPlayer))
{
pPlayer->input.newWeapon = 0;
return;
}
int nWeapon = pPlayer->input.newWeapon;
int v4c = weaponModes[nWeapon].at0;
if (!pPlayer->curWeapon)
{
int nAmmoType = weaponModes[nWeapon].at4;
if (v4c > 1)
{
if (CheckAmmo(pPlayer, nAmmoType, 1) || nAmmoType == 11)
WeaponRaise(pPlayer);
pPlayer->input.newWeapon = 0;
}
else
{
if (sub_4B1FC(pPlayer, nWeapon, nAmmoType, 1))
WeaponRaise(pPlayer);
else
{
pPlayer->weaponState = 0;
int t;
char weapon = WeaponFindLoaded(pPlayer, &t);
pPlayer->weaponMode[weapon] = t;
if (pPlayer->curWeapon)
{
WeaponLower(pPlayer);
pPlayer->nextWeapon = weapon;
return;
}
pPlayer->input.newWeapon = weapon;
}
}
return;
}
if (nWeapon == pPlayer->curWeapon && v4c <= 1)
{
pPlayer->input.newWeapon = 0;
return;
}
int i = 0;
if (nWeapon == pPlayer->curWeapon)
i = 1;
for (; i <= v4c; i++)
{
int v6c = (pPlayer->weaponMode[nWeapon]+i)%v4c;
if (sub_4B1FC(pPlayer, nWeapon, weaponModes[nWeapon].at4, 1))
{
WeaponLower(pPlayer);
pPlayer->weaponMode[nWeapon] = v6c;
return;
}
}
pPlayer->input.newWeapon = 0;
return;
}
if (pPlayer->curWeapon && !CheckAmmo(pPlayer, pPlayer->weaponAmmo, 1) && pPlayer->weaponAmmo != 11)
{
pPlayer->weaponState = -1;
return;
}
if (bShoot)
{
switch (pPlayer->curWeapon)
{
case 1:
StartQAV(pPlayer, 2, nClientFirePitchfork, 0);
return;
case 7:
switch (pPlayer->weaponState)
{
case 3:
pPlayer->weaponState = 4;
StartQAV(pPlayer, 10, nClientFireSpray, 1);
return;
}
break;
case 6:
switch (pPlayer->weaponState)
{
case 3:
pPlayer->weaponState = 6;
pPlayer->fuseTime = -1;
pPlayer->throwTime = (int)gFrameClock;
StartQAV(pPlayer, 21, nClientExplodeBundle, 0);
return;
}
break;
case 11:
switch (pPlayer->weaponState)
{
case 7:
pPlayer->weaponQav = 27;
pPlayer->weaponState = 9;
pPlayer->throwTime = (int)gFrameClock;
return;
}
break;
case 12:
switch (pPlayer->weaponState)
{
case 10:
pPlayer->weaponQav = 36;
pPlayer->weaponState = 13;
pPlayer->throwTime = (int)gFrameClock;
return;
case 11:
pPlayer->weaponState = 12;
StartQAV(pPlayer, 40, nClientFireRemote, 0);
return;
}
break;
case 3:
switch (pPlayer->weaponState)
{
case 7:
pPlayer->weaponState = 6;
StartQAV(pPlayer, 61, nClientFireShotgun, 0);
return;
case 3:
pPlayer->weaponState = 2;
StartQAV(pPlayer, 54, nClientFireShotgun, 0);
return;
case 2:
pPlayer->weaponState = 1;
StartQAV(pPlayer, 55, nClientFireShotgun, 0);
return;
}
break;
case 4:
if (powerupCheck(pPlayer, kPwUpTwoGuns) && sub_4B2C8(pPlayer, 3, 2))
StartQAV(pPlayer, 71, nClientFireTommy, 1);
else
StartQAV(pPlayer, 66, nClientFireTommy, 1);
return;
case 2:
if (powerupCheck(pPlayer, kPwUpTwoGuns) && sub_4B2C8(pPlayer, 1, 2))
StartQAV(pPlayer, 48, nClientFireFlare, 0);
else
StartQAV(pPlayer, 43, nClientFireFlare, 0);
return;
case 10:
{
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,103+i, nClientFireVoodoo, 0);
return;
}
case 8:
switch (pPlayer->weaponState)
{
case 2:
pPlayer->weaponState = 4;
if (sub_4B2C8(pPlayer, 7, 10) && powerupCheck(pPlayer, kPwUpTwoGuns))
StartQAV(pPlayer, 84, nClientFireTesla, 0);
else
StartQAV(pPlayer, 77, nClientFireTesla, 0);
return;
case 5:
if (sub_4B2C8(pPlayer, 7, 10) && powerupCheck(pPlayer, kPwUpTwoGuns))
StartQAV(pPlayer, 84, nClientFireTesla, 0);
else
StartQAV(pPlayer, 77, nClientFireTesla, 0);
return;
}
break;
case 5:
if (powerupCheck(pPlayer, kPwUpTwoGuns))
StartQAV(pPlayer, 122, nClientFireNapalm, 0);
else
StartQAV(pPlayer, 91, nClientFireNapalm, 0);
return;
case 9:
sfxPlay3DSound(pPlayer->pSprite, 494, 2, 0);
StartQAV(pPlayer, 116, nClientFireLifeLeech, 0);
return;
case 13:
StartQAV(pPlayer, 95+Random(4), nClientFireBeast, 0);
return;
}
}
if (bShoot2)
{
switch (pPlayer->curWeapon)
{
case 1:
StartQAV(pPlayer, 2, nClientFirePitchfork, 0);
return;
case 7:
switch (pPlayer->weaponState)
{
case 3:
pPlayer->weaponState = 5;
StartQAV(pPlayer, 12, nClientExplodeCan, 0);
return;
}
break;
case 6:
switch (pPlayer->weaponState)
{
case 3:
pPlayer->weaponState = 4;
StartQAV(pPlayer, 21, nClientExplodeBundle, 0);
return;
case 7:
pPlayer->weaponState = 8;
StartQAV(pPlayer, 28, nClientDropProx, 0);
return;
case 10:
pPlayer->weaponState = 11;
StartQAV(pPlayer, 38, nClientDropRemote, 0);
return;
case 11:
if (pPlayer->ammoCount[11] > 0)
{
pPlayer->weaponState = 10;
StartQAV(pPlayer, 30, -1, 0);
}
return;
}
break;
case 11:
switch (pPlayer->weaponState)
{
case 7:
pPlayer->weaponState = 8;
StartQAV(pPlayer, 28, nClientDropProx, 0);
return;
}
break;
case 12:
switch (pPlayer->weaponState)
{
case 10:
pPlayer->weaponState = 11;
StartQAV(pPlayer, 38, nClientDropRemote, 0);
return;
case 11:
if (pPlayer->ammoCount[11] > 0)
{
pPlayer->weaponState = 10;
StartQAV(pPlayer, 30, -1, 0);
}
return;
}
break;
case 3:
switch (pPlayer->weaponState)
{
case 7:
pPlayer->weaponState = 6;
StartQAV(pPlayer, 62, nClientFireShotgun, 0);
return;
case 3:
pPlayer->weaponState = 1;
StartQAV(pPlayer, 56, nClientFireShotgun, 0);
return;
case 2:
pPlayer->weaponState = 1;
StartQAV(pPlayer, 55, nClientFireShotgun, 0);
return;
}
break;
case 4:
if (powerupCheck(pPlayer, kPwUpTwoGuns) && sub_4B2C8(pPlayer, 3, 2))
StartQAV(pPlayer, 73, nClientAltFireSpread2, 0);
else
StartQAV(pPlayer, 67, nClientAltFireSpread2, 0);
return;
case 10:
sfxPlay3DSound(pPlayer->pSprite, 461, 2, 0);
StartQAV(pPlayer, 110, nClientAltFireVoodoo, 0);
return;
#if 0
case 2:
if (powerupCheck(pPlayer, kPwUpTwoGuns) && sub_4B2C8(pPlayer, 1, 2))
StartQAV(pPlayer, 48, nClientFireFlare, 0);
else
StartQAV(pPlayer, 43, nClientFireFlare, 0);
return;
#endif
case 8:
if (sub_4B2C8(pPlayer, 7, 35))
{
if (sub_4B2C8(pPlayer, 7, 70) && powerupCheck(pPlayer, kPwUpTwoGuns))
StartQAV(pPlayer, 85, nClientFireTesla, 0);
else
StartQAV(pPlayer, 78, nClientFireTesla, 0);
}
else
{
if (sub_4B2C8(pPlayer, 7, 10) && powerupCheck(pPlayer, kPwUpTwoGuns))
StartQAV(pPlayer, 84, nClientFireTesla, 0);
else
StartQAV(pPlayer, 77, nClientFireTesla, 0);
}
return;
case 5:
if (powerupCheck(pPlayer, kPwUpTwoGuns))
// by NoOne: allow napalm launcher alt fire act like in v1.0x versions
if (gGameOptions.weaponsV10x && !VanillaMode() && !DemoRecordStatus()) StartQAV(pPlayer, 123, nClientFireNapalm2, 0);
else StartQAV(pPlayer, 122, nClientAltFireNapalm, 0);
else
StartQAV(pPlayer, 91, (gGameOptions.weaponsV10x && !VanillaMode() && !DemoRecordStatus()) ? nClientFireNapalm : nClientAltFireNapalm, 0);
return;
case 2:
if (CheckAmmo(pPlayer, 1, 8))
{
if (powerupCheck(pPlayer, kPwUpTwoGuns) && sub_4B2C8(pPlayer, 1, 16))
StartQAV(pPlayer, 48, nClientAltFireFlare, 0);
else
StartQAV(pPlayer, 43, nClientAltFireFlare, 0);
}
else
{
if (powerupCheck(pPlayer, kPwUpTwoGuns) && sub_4B2C8(pPlayer, 1, 2))
StartQAV(pPlayer, 48, nClientFireFlare, 0);
else
StartQAV(pPlayer, 43, nClientFireFlare, 0);
}
return;
case 9:
if (gGameOptions.nGameType <= 1 && !sub_4B2C8(pPlayer, 8, 1) && pPlayer->pXSprite->health < (25 << 4))
{
sfxPlay3DSound(pPlayer->pSprite, 494, 2, 0);
StartQAV(pPlayer, 116, nClientFireLifeLeech, 0);
}
else
{
StartQAV(pPlayer, 119, -1, 0);
AltFireLifeLeech(1, pPlayer);
pPlayer->weaponState = -1;
}
return;
}
}
WeaponUpdateState(pPlayer);
}
void sub_51340(spritetype *pMissile, int a2)
{
char va4[(kMaxSectors+7)>>3];
int x = pMissile->x;
int y = pMissile->y;
int z = pMissile->z;
int nDist = 300;
int nSector = pMissile->sectnum;
int nOwner = actSpriteOwnerToSpriteId(pMissile);
gAffectedSectors[0] = -1;
gAffectedXWalls[0] = -1;
GetClosestSpriteSectors(nSector, x, y, nDist, gAffectedSectors, va4, gAffectedXWalls);
char v4 = 1;
int v24 = -1;
actHitcodeToData(a2, &gHitInfo, &v24, NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL);
if (a2 == 3 && v24 >= 0 && sprite[v24].statnum == kStatDude)
v4 = 0;
for (int nSprite = headspritestat[kStatDude]; nSprite >= 0; nSprite = nextspritestat[nSprite])
{
if (nSprite != nOwner || v4)
{
spritetype *pSprite = &sprite[nSprite];
if (pSprite->flags&32)
continue;
if (TestBitString(va4, pSprite->sectnum) && CheckProximity(pSprite, x, y, z, nSector, nDist))
{
int dx = pMissile->x-pSprite->x;
int dy = pMissile->y-pSprite->y;
int nDamage = ClipLow((nDist-(ksqrt(dx*dx+dy*dy)>>4)+20)>>1, 10);
if (nSprite == nOwner)
nDamage /= 2;
actDamageSprite(nOwner, pSprite, DAMAGE_TYPE_6, nDamage<<4);
}
}
}
for (int nSprite = headspritestat[kStatThing]; nSprite >= 0; nSprite = nextspritestat[nSprite])
{
spritetype *pSprite = &sprite[nSprite];
if (pSprite->flags&32)
continue;
if (TestBitString(va4, pSprite->sectnum) && CheckProximity(pSprite, x, y, z, nSector, nDist))
{
XSPRITE *pXSprite = &xsprite[pSprite->extra];
if (!pXSprite->locked)
{
int dx = pMissile->x-pSprite->x;
int dy = pMissile->y-pSprite->y;
int nDamage = ClipLow(nDist-(ksqrt(dx*dx+dy*dy)>>4)+20, 20);
actDamageSprite(nOwner, pSprite, DAMAGE_TYPE_6, nDamage<<4);
}
}
}
}
class WeaponLoadSave : public LoadSave
{
public:
virtual void Load();
virtual void Save();
};
void WeaponLoadSave::Load()
{
}
void WeaponLoadSave::Save()
{
}
static WeaponLoadSave *myLoadSave;
void WeaponLoadSaveConstruct(void)
{
myLoadSave = new WeaponLoadSave();
}
END_BLD_NS