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https://github.com/ZDoom/Raze.git
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849 lines
22 KiB
C++
849 lines
22 KiB
C++
//-------------------------------------------------------------------------
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/*
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Copyright (C) 1996, 2003 - 3D Realms Entertainment
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Copyright (C) 2017-2019 Nuke.YKT
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Copyright (C) 2020 - Christoph Oelckers
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This file is part of Duke Nukem 3D version 1.5 - Atomic Edition
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Duke Nukem 3D is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License
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as published by the Free Software Foundation; either version 2
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of the License, or (at your option) any later version.
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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., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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Original Source: 1996 - Todd Replogle
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Prepared for public release: 03/21/2003 - Charlie Wiederhold, 3D Realms
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*/
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//-------------------------------------------------------------------------
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#include "ns.h"
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#include "global.h"
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#include "names_r.h"
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#include "dukeactor.h"
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BEGIN_DUKE_NS
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//---------------------------------------------------------------------------
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//
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//
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//
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//---------------------------------------------------------------------------
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inline static void hud_drawpal(double x, double y, int tilenum, int shade, int orientation, int p, DAngle angle, int scale = 32768)
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{
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hud_drawsprite(x, y, scale, angle.Degrees(), tilenum, shade, p, 2 | orientation);
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}
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inline static void rdmyospal(double x, double y, int tilenum, int shade, int orientation, int p, DAngle angle)
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{
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hud_drawpal(x, y, tilenum, shade, orientation, p, angle, 36700);
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}
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inline static void rd2myospal(double x, double y, int tilenum, int shade, int orientation, int p, DAngle angle)
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{
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hud_drawpal(x, y, tilenum, shade, orientation, p, angle, 44040);
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}
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inline static void rd3myospal(double x, double y, int tilenum, int shade, int orientation, int p, DAngle angle)
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{
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hud_drawpal(x, y, tilenum, shade, orientation, p, angle, 47040);
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}
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//---------------------------------------------------------------------------
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//
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//
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//
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//---------------------------------------------------------------------------
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void displaymasks_r(int snum, int p, double interpfrac)
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{
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if (ps[snum].scuba_on)
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{
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//int pin = 0;
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// to get the proper clock value with regards to interpolation we have add a interpfrac based offset to the value.
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double interpclock = PlayClock + TICSPERFRAME * interpfrac;
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int pin = RS_STRETCH;
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hud_drawsprite((320 - (tileWidth(RTILE_SCUBAMASK) >> 1) - 15), (200 - (tileHeight(RTILE_SCUBAMASK) >> 1) + BobVal(interpclock) * 16), 49152, 0, RTILE_SCUBAMASK, 0, p, 2 + 16 + pin);
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hud_drawsprite((320 - tileWidth(RTILE_SCUBAMASK + 4)), (200 - tileHeight(RTILE_SCUBAMASK + 4)), 65536, 0, RTILE_SCUBAMASK + 4, 0, p, 2 + 16 + pin);
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hud_drawsprite(tileWidth(RTILE_SCUBAMASK + 4), (200 - tileHeight(RTILE_SCUBAMASK + 4)), 65536, 0, RTILE_SCUBAMASK + 4, 0, p, 2 + 4 + 16 + pin);
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hud_drawsprite(35, (-1), 65536, 0, RTILE_SCUBAMASK + 3, 0, p, 2 + 16 + pin);
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hud_drawsprite(285, 200, 65536, -180, RTILE_SCUBAMASK + 3, 0, p, 2 + 16 + pin);
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}
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}
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//---------------------------------------------------------------------------
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//
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//
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//
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//---------------------------------------------------------------------------
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inline static void ShowMotorcycle(double x, double y, int tilenum, int shade, int orientation, int p, DAngle a)
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{
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hud_drawsprite(x, y, 34816, a.Degrees(), tilenum, shade, p, 2 | orientation);
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}
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inline static void ShowBoat(double x, double y, int tilenum, int shade, int orientation, int p, DAngle a)
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{
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hud_drawsprite(x, y, 66048, a.Degrees(), tilenum, shade, p, 2 | orientation);
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}
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//---------------------------------------------------------------------------
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//
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//
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//
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//---------------------------------------------------------------------------
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void displayweapon_r(int snum, double interpfrac)
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{
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double weapon_sway, gun_pos, hard_landing, TiltStatus;
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auto p = &ps[snum];
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auto kb = &p->kickback_pic;
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int o = 0;
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if (cl_hudinterpolation)
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{
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weapon_sway = interpolatedvalue<double>(p->oweapon_sway, p->weapon_sway, interpfrac);
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hard_landing = interpolatedvalue<double>(p->ohard_landing, p->hard_landing, interpfrac);
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gun_pos = 80 - interpolatedvalue<double>(p->oweapon_pos * p->oweapon_pos, p->weapon_pos * p->weapon_pos, interpfrac);
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TiltStatus = !SyncInput() ? p->TiltStatus : interpolatedvalue<double>(p->oTiltStatus, p->TiltStatus, interpfrac);
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}
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else
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{
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weapon_sway = p->weapon_sway;
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hard_landing = p->hard_landing;
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gun_pos = 80 - (p->weapon_pos * p->weapon_pos);
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TiltStatus = p->TiltStatus;
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}
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hard_landing *= 8.;
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gun_pos -= fabs(p->GetActor()->spr.scale.X < 0.125 ? BobVal(weapon_sway * 4.) * 32 : BobVal(weapon_sway * 0.5) * 16) + hard_landing;
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auto offpair = p->Angles.getWeaponOffsets(interpfrac);
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auto offsets = offpair.first;
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auto angle = offpair.second;
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auto weapon_xoffset = 160 - 90 - (BobVal(512 + weapon_sway * 0.5) * (16384. / 1536.)) - 58 - p->weapon_ang;
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auto shade = min(p->insector() && p->cursector->shadedsector == 1 ? 16 : p->GetActor()->spr.shade, 24);
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auto pal = !p->insector()? 0 : p->GetActor()->spr.pal == 1? 1 : p->cursector->floorpal;
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auto cw = p->last_weapon >= 0 ? p->last_weapon : p->curr_weapon;
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if (p->newOwner != nullptr || ud.cameraactor != nullptr || p->over_shoulder_on > 0 || (p->GetActor()->spr.pal != 1 && p->GetActor()->spr.extra <= 0))
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return;
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if ((14 - p->quick_kick) != 14)
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{
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pal = p->GetActor()->spr.pal == 1 ? 1 : p->palookup;
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}
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if (p->OnMotorcycle)
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{
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angle = DAngle::fromBuild(-TiltStatus);
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int temp_kb;
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if (numplayers == 1)
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{
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if (*kb)
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{
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shade = 0;
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if (*kb == 1)
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{
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if ((krand()&1) == 1)
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temp_kb = RTILE_MOTOHIT+1;
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else
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temp_kb = RTILE_MOTOHIT+2;
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}
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else if (*kb == 4)
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{
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if ((krand()&1) == 1)
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temp_kb = RTILE_MOTOHIT+3;
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else
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temp_kb = RTILE_MOTOHIT+4;
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}
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else
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temp_kb = RTILE_MOTOHIT;
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}
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else
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temp_kb = RTILE_MOTOHIT;
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}
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else
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{
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if (*kb)
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{
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shade = 0;
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if (*kb == 1)
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temp_kb = RTILE_MOTOHIT+1;
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else if (*kb == 2)
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temp_kb = RTILE_MOTOHIT+2;
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else if (*kb == 3)
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temp_kb = RTILE_MOTOHIT+3;
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else if (*kb == 4)
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temp_kb = RTILE_MOTOHIT+4;
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else
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temp_kb = RTILE_MOTOHIT;
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}
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else
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temp_kb = RTILE_MOTOHIT;
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}
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ShowMotorcycle(160 + offsets.X, 174, temp_kb, shade, 0, pal, angle * 5);
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return;
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}
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if (p->OnBoat)
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{
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angle = DAngle::fromBuild(-TiltStatus);
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int temp2, temp_kb, temp3;
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temp2 = 0;
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if (TiltStatus > 0)
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{
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if (*kb == 0)
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temp_kb = RTILE_BOATHIT+1;
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else if (*kb <= 3)
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{
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temp_kb = RTILE_BOATHIT+5;
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temp2 = 1;
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}
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else if (*kb <= 6)
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{
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temp_kb = RTILE_BOATHIT+6;
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temp2 = 1;
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}
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else
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temp_kb = RTILE_BOATHIT+1;
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}
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else if (TiltStatus < 0)
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{
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if (*kb == 0)
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temp_kb = RTILE_BOATHIT+2;
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else if (*kb <= 3)
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{
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temp_kb = RTILE_BOATHIT+7;
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temp2 = 1;
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}
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else if (*kb <= 6)
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{
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temp_kb = RTILE_BOATHIT+8;
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temp2 = 1;
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}
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else
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temp_kb = RTILE_BOATHIT+2;
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}
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else
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{
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if (*kb == 0)
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temp_kb = RTILE_BOATHIT;
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else if (*kb <= 3)
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{
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temp_kb = RTILE_BOATHIT+3;
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temp2 = 1;
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}
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else if (*kb <= 6)
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{
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temp_kb = RTILE_BOATHIT+4;
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temp2 = 1;
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}
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else
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temp_kb = RTILE_BOATHIT;
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}
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if (p->NotOnWater)
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temp3 = 170;
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else
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temp3 = 170 + (*kb>>2);
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if (temp2)
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shade = -96;
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ShowBoat(160 + offsets.X, temp3, temp_kb, shade, 0, pal, angle);
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return;
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}
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offsets.X += weapon_xoffset;
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offsets.Y -= gun_pos;
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if (p->GetActor()->spr.scale.X < 0.125)
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{
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animateshrunken(p, offsets.X, offsets.Y + gun_pos, RTILE_FIST, shade, o, interpfrac);
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}
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else
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{
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int pin = 0;
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//---------------------------------------------------------------------------
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//
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//
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//
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//---------------------------------------------------------------------------
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auto displaycrowbar = [&]
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{
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static const uint8_t kb_frames[] = { 0,0,1,1,2,2,3,3,4,4,5,5,6,6,7,7 };
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static const uint16_t kb_ox[] = { 310,342,364,418,350,316,282,288,0,0 };
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static const uint16_t kb_oy[] = { 300,362,320,268,248,248,277,420,0,0 };
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double x = ((kb_ox[kb_frames[*kb]] >> 1) - 12) + offsets.X;
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double y = 200 - (244 - kb_oy[kb_frames[*kb]]) + offsets.Y;
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hud_drawpal(x, y, RTILE_KNEE + kb_frames[*kb], shade, 0, pal, angle);
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};
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//---------------------------------------------------------------------------
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//
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//
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//
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//---------------------------------------------------------------------------
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auto displayslingblade = [&]
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{
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static const uint8_t kb_frames[] = { 0,0,1,1,2,2,3,3,4,4,5,5,6,6,7,7 };
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static const uint16_t kb_ox[] = { 580,676,310,491,356,210,310,614 };
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static const uint16_t kb_oy[] = { 369,363,300,323,371,400,300,440 };
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double x = ((kb_ox[kb_frames[*kb]] >> 1) - 12) + 20 + offsets.X;
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double y = 210 - (244 - kb_oy[kb_frames[*kb]]) - 80 + offsets.Y;
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hud_drawpal(x, y, RTILE_SLINGBLADE + kb_frames[*kb], shade, 0, pal, angle);
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};
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//---------------------------------------------------------------------------
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//
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//
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//
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//---------------------------------------------------------------------------
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auto displaybowlingball = [&]
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{
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offsets.X += 8;
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offsets.Y += 10;
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if (p->ammo_amount[BOWLING_WEAPON])
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{
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hud_drawpal(162 + offsets.X, 214 + offsets.Y + (*kb << 3), RTILE_BOWLINGBALLHUD, shade, o, pal, angle);
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}
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else
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{
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rdmyospal(162 + offsets.X, 214 + offsets.Y, RTILE_HANDTHROW + 5, shade, o, pal, angle);
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}
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};
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//---------------------------------------------------------------------------
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//
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//
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//
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//---------------------------------------------------------------------------
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auto displaypowderkeg = [&]
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{
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offsets.X += 8;
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offsets.Y += 10;
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if (p->ammo_amount[POWDERKEG_WEAPON])
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{
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rdmyospal(180 + offsets.X, 214 + offsets.Y + (*kb << 3), RTILE_POWDERH, shade, o, pal, angle);
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rdmyospal(90 + offsets.X, 214 + offsets.Y + (*kb << 3), RTILE_POWDERH, shade, o | 4, pal, angle);
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}
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else
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{
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rdmyospal(162 + offsets.X, 214 + offsets.Y, RTILE_HANDTHROW + 5, shade, o, pal, angle);
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}
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};
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//---------------------------------------------------------------------------
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//
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//
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//
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//---------------------------------------------------------------------------
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auto displaycrossbow = [&]
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{
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if (!(gs.displayflags & DUKE3D_NO_WIDESCREEN_PINNING)) pin = RS_ALIGN_R;
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static const uint8_t kb_frames[] = { 0,1,1,2,2,3,2,3,2,3,2,2,2,2,2,2,2,2,2,4,4,4,4,5,5,5,5,6,6,6,6,6,6,7,7,7,7,7,7 };
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if (kb_frames[*kb] == 2 || kb_frames[*kb] == 3)
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{
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rdmyospal(200 + offsets.X, 250 + offsets.Y, RTILE_RPGGUN + kb_frames[*kb], shade, o | pin, pal, angle);
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}
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else if (kb_frames[*kb] == 1)
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{
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rdmyospal(200 + offsets.X, 250 + offsets.Y, RTILE_RPGGUN + kb_frames[*kb], 0, o | pin, pal, angle);
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}
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else
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{
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rdmyospal(210 + offsets.X, 255 + offsets.Y, RTILE_RPGGUN + kb_frames[*kb], shade, o | pin, pal, angle);
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}
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};
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//---------------------------------------------------------------------------
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//
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//
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//
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//---------------------------------------------------------------------------
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auto displaychicken = [&]
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{
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if (!(gs.displayflags & DUKE3D_NO_WIDESCREEN_PINNING)) pin = RS_ALIGN_R;
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if (*kb)
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{
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static const uint8_t kb_frames[] = { 0,1,1,2,2,3,2,3,2,3,2,2,2,2,2,2,2,2,2,4,4,4,4,5,5,5,5,6,6,6,6,6,6,7,7,7,7,7,7 };
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if (kb_frames[*kb] == 2 || kb_frames[*kb] == 3)
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{
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rdmyospal(200 + offsets.X, 250 + offsets.Y, RTILE_RPGGUN2 + kb_frames[*kb], shade, o | pin, pal, angle);
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}
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else if (kb_frames[*kb] == 1)
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{
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rdmyospal(200 + offsets.X, 250 + offsets.Y, RTILE_RPGGUN2 + kb_frames[*kb], 0, o | pin, pal, angle);
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}
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else
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{
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rdmyospal(210 + offsets.X, 255 + offsets.Y, RTILE_RPGGUN2 + kb_frames[*kb], shade, o | pin, pal, angle);
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}
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}
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else
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{
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if (ud.multimode < 2)
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{
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if (chickenphase)
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{
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rdmyospal(210 + offsets.X, 222 + offsets.Y, RTILE_RPGGUN2 + 7, shade, o | pin, pal, angle);
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}
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else if ((krand() & 15) == 5)
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{
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S_PlayActorSound(327, p->GetActor());
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rdmyospal(210 + offsets.X, 222 + offsets.Y, RTILE_RPGGUN2 + 7, shade, o | pin, pal, angle);
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chickenphase = 6;
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}
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else
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{
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rdmyospal(210 + offsets.X, 225 + offsets.Y, RTILE_RPGGUN2, shade, o | pin, pal, angle);
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}
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}
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else
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{
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rdmyospal(210 + offsets.X, 225 + offsets.Y, RTILE_RPGGUN2, shade, o | pin, pal, angle);
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}
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}
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};
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//---------------------------------------------------------------------------
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//
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//
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//
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//---------------------------------------------------------------------------
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auto displayshotgun = [&]
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{
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offsets.X -= 8;
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double x;
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double y;
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static const uint8_t kb_frames3[] = { 0,0,1,1,2,2,5,5,6,6,7,7,8,8,0,0,0,0,0,0,0 };
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static const uint8_t kb_frames2[] = { 0,0,3,3,4,4,5,5,6,6,7,7,8,8,0,0,20,20,21,21,21,21,20,20,20,20,0,0 };
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static const uint8_t kb_frames[] = { 0,0,1,1,2,2,3,3,4,4,5,5,5,5,6,6,6,6,7,7,7,7,8,8,0,0,20,20,21,21,21,21,20,20,20,20,0,0 };
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static const uint16_t kb_ox[] = { 300,300,300,300,300,330,320,310,305,306,302 };
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static const uint16_t kb_oy[] = { 315,300,302,305,302,302,303,306,302,404,384 };
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int tm = 180;
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if (p->shotgun_state[1])
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{
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if ((*kb) < 26)
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{
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if (kb_frames[*kb] == 3 || kb_frames[*kb] == 4)
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shade = 0;
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x = ((kb_ox[kb_frames[*kb]] >> 1) - 12) + offsets.X;
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y = tm - (244 - kb_oy[kb_frames[*kb]]) + offsets.Y;
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hud_drawpal(x + 64, y, RTILE_SHOTGUN + kb_frames[*kb], shade, 0, pal, angle);
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}
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else
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{
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if (kb_frames[*kb] > 0)
|
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{
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x = ((kb_ox[kb_frames[(*kb) - 11]] >> 1) - 12) + offsets.X;
|
|
y = tm - (244 - kb_oy[kb_frames[(*kb) - 11]]) + offsets.Y;
|
|
}
|
|
else
|
|
{
|
|
x = ((kb_ox[kb_frames[*kb]] >> 1) - 12) + offsets.X;
|
|
y = tm - (244 - kb_oy[kb_frames[*kb]]) + offsets.Y;
|
|
}
|
|
switch (*kb)
|
|
{
|
|
case 23:
|
|
y += 60;
|
|
break;
|
|
case 24:
|
|
y += 30;
|
|
break;
|
|
}
|
|
hud_drawpal(x + 64, y, RTILE_SHOTGUN + kb_frames[*kb], shade, 0, pal, angle);
|
|
if (kb_frames[*kb] == 21)
|
|
hud_drawpal(x + 96, y, RTILE_SHOTGUNSHELLS, shade, 0, pal, angle);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if ((*kb) < 16)
|
|
{
|
|
if (p->shotgun_state[0])
|
|
{
|
|
if (kb_frames2[*kb] == 3 || kb_frames2[*kb] == 4)
|
|
shade = 0;
|
|
x = ((kb_ox[kb_frames2[*kb]] >> 1) - 12) + offsets.X;
|
|
y = tm - (244 - kb_oy[kb_frames2[*kb]]) + offsets.Y;
|
|
hud_drawpal(x + 64, y, RTILE_SHOTGUN + kb_frames2[*kb], shade, 0, pal, angle);
|
|
}
|
|
else
|
|
{
|
|
if (kb_frames3[*kb] == 1 || kb_frames3[*kb] == 2)
|
|
shade = 0;
|
|
x = ((kb_ox[kb_frames3[*kb]] >> 1) - 12) + offsets.X;
|
|
y = tm - (244 - kb_oy[kb_frames3[*kb]]) + offsets.Y;
|
|
hud_drawpal(x + 64, y, RTILE_SHOTGUN + kb_frames3[*kb], shade, 0, pal, angle);
|
|
}
|
|
}
|
|
else if (p->shotgun_state[0])
|
|
{
|
|
if (kb_frames2[*kb] > 0)
|
|
{
|
|
x = ((kb_ox[kb_frames2[(*kb) - 11]] >> 1) - 12) + offsets.X;
|
|
y = tm - (244 - kb_oy[kb_frames2[(*kb) - 11]]) + offsets.Y;
|
|
}
|
|
else
|
|
{
|
|
x = ((kb_ox[kb_frames2[*kb]] >> 1) - 12) + offsets.X;
|
|
y = tm - (244 - kb_oy[kb_frames2[*kb]]) + offsets.Y;
|
|
}
|
|
switch (*kb)
|
|
{
|
|
case 23:
|
|
y += 60;
|
|
break;
|
|
case 24:
|
|
y += 30;
|
|
break;
|
|
}
|
|
hud_drawpal(x + 64, y, RTILE_SHOTGUN + kb_frames2[*kb], shade, 0, pal, angle);
|
|
if (kb_frames2[*kb] == 21)
|
|
hud_drawpal(x + 96, y, RTILE_SHOTGUNSHELLS, shade, 0, pal, angle);
|
|
}
|
|
}
|
|
};
|
|
|
|
//---------------------------------------------------------------------------
|
|
//
|
|
//
|
|
//
|
|
//---------------------------------------------------------------------------
|
|
|
|
auto displayrifle = [&]
|
|
{
|
|
if (*kb > 0)
|
|
offsets.Y += BobVal((*kb) << 7) * 4;
|
|
|
|
if (*kb > 0 && p->GetActor()->spr.pal != 1) offsets.X += 1 - (rand() & 3);
|
|
|
|
switch (*kb)
|
|
{
|
|
case 0:
|
|
hud_drawpal(208 + offsets.X, 238 + offsets.Y, RTILE_CHAINGUN, shade, o, pal, angle);
|
|
break;
|
|
default:
|
|
shade = 0;
|
|
if (*kb < 8)
|
|
{
|
|
hud_drawpal(208 + offsets.X, 238 + offsets.Y, RTILE_CHAINGUN + 1, shade, o, pal, angle);
|
|
}
|
|
else hud_drawpal(208 + offsets.X, 238 + offsets.Y, RTILE_CHAINGUN + 2, shade, o, pal, angle);
|
|
break;
|
|
}
|
|
};
|
|
|
|
//---------------------------------------------------------------------------
|
|
//
|
|
//
|
|
//
|
|
//---------------------------------------------------------------------------
|
|
|
|
auto displaypistol = [&]
|
|
{
|
|
double x, y;
|
|
|
|
if ((*kb) < 22)
|
|
{
|
|
static const uint8_t kb_frames[] = { 0,0,1,1,2,2,3,3,4,4,6,6,6,6,5,5,4,4,3,3,0,0 };
|
|
static const uint16_t kb_ox[] = { 194,190,185,208,215,215,216,216,201,170 };
|
|
static const uint16_t kb_oy[] = { 256,249,248,238,228,218,208,256,245,258 };
|
|
|
|
x = (kb_ox[kb_frames[*kb]] - 12) + offsets.X;
|
|
y = 244 - (244 - kb_oy[kb_frames[*kb]]) + offsets.Y;
|
|
|
|
if (kb_frames[*kb])
|
|
shade = 0;
|
|
|
|
rdmyospal(x, y, RTILE_FIRSTGUN + kb_frames[*kb], shade, 0, pal, angle);
|
|
}
|
|
else
|
|
{
|
|
static const uint8_t kb_frames[] = { 0,0,1,1,2,2,2,2,2,2,2,2,2,2,2,1,1,0,0 };
|
|
static const uint16_t kb_ox[] = { 244,244,244 };
|
|
static const uint16_t kb_oy[] = { 256,249,248 };
|
|
|
|
x = (kb_ox[kb_frames[(*kb) - 22]] - 12) + offsets.X;
|
|
y = 244 - (244 - kb_oy[kb_frames[(*kb) - 22]]) + offsets.Y;
|
|
|
|
int dx, dy;
|
|
|
|
switch (*kb)
|
|
{
|
|
case 28:
|
|
dy = 10;
|
|
dx = 5;
|
|
break;
|
|
case 29:
|
|
dy = 20;
|
|
dx = 10;
|
|
break;
|
|
case 30:
|
|
dy = 30;
|
|
dx = 15;
|
|
break;
|
|
case 31:
|
|
dy = 40;
|
|
dx = 20;
|
|
break;
|
|
case 32:
|
|
dy = 50;
|
|
dx = 25;
|
|
break;
|
|
case 33:
|
|
dy = 40;
|
|
dx = 20;
|
|
break;
|
|
case 34:
|
|
dy = 30;
|
|
dx = 15;
|
|
break;
|
|
case 35:
|
|
dy = 20;
|
|
dx = 10;
|
|
break;
|
|
case 36:
|
|
dy = 10;
|
|
dx = 5;
|
|
break;
|
|
default:
|
|
dy = 0;
|
|
dx = 0;
|
|
break;
|
|
}
|
|
rdmyospal(x - dx, y + dy, RTILE_FIRSTGUNRELOAD + kb_frames[(*kb) - 22], shade, 0, pal, angle);
|
|
}
|
|
};
|
|
|
|
//---------------------------------------------------------------------------
|
|
//
|
|
//
|
|
//
|
|
//---------------------------------------------------------------------------
|
|
|
|
auto displaydynamite = [&]
|
|
{
|
|
offsets.Y += 9 * (*kb);
|
|
|
|
rdmyospal(190 + offsets.X, 260 + offsets.Y, RTILE_HANDTHROW, shade, o, pal, angle);
|
|
};
|
|
|
|
//---------------------------------------------------------------------------
|
|
//
|
|
//
|
|
//
|
|
//---------------------------------------------------------------------------
|
|
|
|
auto displaythrowingdynamite = [&]
|
|
{
|
|
int dx = 25;
|
|
int dy = 20;
|
|
|
|
if ((*kb) < 20)
|
|
{
|
|
if (!(gs.displayflags & DUKE3D_NO_WIDESCREEN_PINNING)) pin = RS_ALIGN_R;
|
|
static const int8_t remote_frames[] = { 1,1,1,1,1,2,2,2,2,3,3,3,4,4,4,5,5,5,5,5,6,6,6 };
|
|
|
|
if (*kb)
|
|
{
|
|
if ((*kb) < 5)
|
|
{
|
|
rdmyospal(290 + offsets.X - dx, 258 + offsets.Y - 64 + p->detonate_count - dy, RTILE_RRTILE1752, 0, o | pin, pal, angle);
|
|
}
|
|
rdmyospal(290 + offsets.X, 258 + offsets.Y - dy, RTILE_HANDTHROW + remote_frames[*kb], shade, o | pin, pal, angle);
|
|
}
|
|
else
|
|
{
|
|
if ((*kb) < 5)
|
|
{
|
|
rdmyospal(290 + offsets.X - dx, 258 + offsets.Y - 64 + p->detonate_count - dy, RTILE_RRTILE1752, 0, o | pin, pal, angle);
|
|
}
|
|
rdmyospal(290 + offsets.X, 258 + offsets.Y - dy, RTILE_HANDTHROW + 1, shade, o | pin, pal, angle);
|
|
}
|
|
}
|
|
};
|
|
|
|
//---------------------------------------------------------------------------
|
|
//
|
|
//
|
|
//
|
|
//---------------------------------------------------------------------------
|
|
|
|
auto displaytits = [&]
|
|
{
|
|
offsets.X -= weapon_xoffset * 0.5;
|
|
|
|
if (*kb)
|
|
{
|
|
shade = 0;
|
|
rd3myospal(150 + offsets.X, 266 + offsets.Y, RTILE_DEVISTATOR, shade, o, pal, angle);
|
|
}
|
|
else
|
|
rd3myospal(150 + offsets.X, 266 + offsets.Y, RTILE_DEVISTATOR + 1, shade, o, pal, angle);
|
|
};
|
|
|
|
//---------------------------------------------------------------------------
|
|
//
|
|
//
|
|
//
|
|
//---------------------------------------------------------------------------
|
|
|
|
auto displayblaster = [&]
|
|
{
|
|
if (!(gs.displayflags & DUKE3D_NO_WIDESCREEN_PINNING)) pin = RS_ALIGN_R;
|
|
|
|
if ((*kb))
|
|
{
|
|
static const uint8_t cat_frames[] = { 0,1,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 };
|
|
rdmyospal(260 + offsets.X, 215 + offsets.Y, RTILE_FREEZE + cat_frames[*kb], -32, o | pin, pal, angle);
|
|
}
|
|
else rdmyospal(260 + offsets.X, 215 + offsets.Y, RTILE_FREEZE, shade, o | pin, pal, angle);
|
|
};
|
|
|
|
//---------------------------------------------------------------------------
|
|
//
|
|
//
|
|
//
|
|
//---------------------------------------------------------------------------
|
|
|
|
auto displaysaw = [&]
|
|
{
|
|
offsets.X += 28;
|
|
offsets.Y += 18;
|
|
|
|
if ((*kb) == 0)
|
|
{
|
|
rd2myospal(188 + offsets.X, 240 + offsets.Y, RTILE_SHRINKER, shade, o, pal, angle);
|
|
}
|
|
else
|
|
{
|
|
if (p->GetActor()->spr.pal != 1)
|
|
{
|
|
offsets.X += rand() & 3;
|
|
offsets.Y -= rand() & 3;
|
|
}
|
|
|
|
if (cw == BUZZSAW_WEAPON)
|
|
{
|
|
rd2myospal(184 + offsets.X, 240 + offsets.Y, RTILE_GROWSPARK + ((*kb) & 2), shade, o, 0, angle);
|
|
}
|
|
else
|
|
{
|
|
static const int8_t kb_frames[] = { 1,1,1,1,1,2,2,2,2,2,3,3,3,3,3,0,0,0,0,0,0,0,0,0,0 };
|
|
rd2myospal(184 + offsets.X, 240 + offsets.Y, RTILE_SHRINKER + kb_frames[*kb], shade, o, 0, angle);
|
|
}
|
|
}
|
|
};
|
|
|
|
//---------------------------------------------------------------------------
|
|
//
|
|
//
|
|
//
|
|
//---------------------------------------------------------------------------
|
|
|
|
switch (cw)
|
|
{
|
|
case KNEE_WEAPON:
|
|
displaycrowbar();
|
|
break;
|
|
|
|
case SLINGBLADE_WEAPON:
|
|
displayslingblade();
|
|
break;
|
|
|
|
case POWDERKEG_WEAPON:
|
|
displaypowderkeg();
|
|
break;
|
|
|
|
case BOWLING_WEAPON:
|
|
displaybowlingball();
|
|
break;
|
|
|
|
case CROSSBOW_WEAPON:
|
|
displaycrossbow();
|
|
break;
|
|
|
|
case CHICKEN_WEAPON:
|
|
displaychicken();
|
|
break;
|
|
|
|
case SHOTGUN_WEAPON:
|
|
displayshotgun();
|
|
break;
|
|
|
|
case RIFLEGUN_WEAPON:
|
|
displayrifle();
|
|
break;
|
|
|
|
case PISTOL_WEAPON:
|
|
displaypistol();
|
|
break;
|
|
|
|
case DYNAMITE_WEAPON:
|
|
displaydynamite();
|
|
break;
|
|
|
|
case THROWINGDYNAMITE_WEAPON:
|
|
displaythrowingdynamite();
|
|
break;
|
|
|
|
case TIT_WEAPON:
|
|
displaytits();
|
|
break;
|
|
|
|
case MOTORCYCLE_WEAPON:
|
|
case BOAT_WEAPON:
|
|
break;
|
|
|
|
case ALIENBLASTER_WEAPON:
|
|
displayblaster();
|
|
break;
|
|
|
|
case THROWSAW_WEAPON:
|
|
case BUZZSAW_WEAPON:
|
|
displaysaw();
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
END_DUKE_NS
|