raze/source/games/exhumed/src/gun.cpp
Christoph Oelckers f54e4b8a9a - more int_ang()
2022-10-04 23:56:43 +02:00

1109 lines
34 KiB
C++

//-------------------------------------------------------------------------
/*
Copyright (C) 2010-2019 EDuke32 developers and contributors
Copyright (C) 2019 sirlemonhead, Nuke.YKT
This file is part of PCExhumed.
PCExhumed is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License version 2
as published by the Free Software Foundation.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
See the GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to the Free Software
Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*/
//-------------------------------------------------------------------------
#include "ns.h"
#include "aistuff.h"
#include "engine.h"
#include "player.h"
#include "exhumed.h"
#include "view.h"
#include "status.h"
#include "sound.h"
#include "input.h"
#include <string.h>
#include <assert.h>
#include "v_2ddrawer.h"
#include "sequence.h"
BEGIN_PS_NS
Weapon WeaponInfo[] = {
{ kSeqSword, { 0, 1, 3, 7, -1, 2, 4, 5, 6, 8, 9, 10 }, 0, 0, 0, true },
{ kSeqPistol, { 0, 3, 2, 4, -1, 1, 0, 0, 0, 0, 0, 0 }, 1, 0, 1, false },
{ kSeqM60, { 0, 5, 6, 16, -1, 21, 0, 0, 0, 0, 0, 0 }, 2, 0, 1, false },
{ kSeqFlamer, { 0, 2, 5, 5, 6, 1, 0, 0, 0, 0, 0, 0 }, 3, 4, 1, false },
{ kSeqGrenade, { 0, 2, 3, 4, -1, 1, 0, 0, 0, 0, 0, 0 }, 4, 0, 1, true },
{ kSeqCobra, { 0, 1, 2, 2, -1, 4, 0, 0, 0, 0, 0, 0 }, 5, 0, 1, true },
{ kSeqRavolt, { 0, 1, 2, 3, -1, 4, 0, 0, 0, 0, 0, 0 }, 6, 0, 1, true },
{ kSeqRothands,{ 0, 1, 2, -1, -1, -1, 0, 0, 0, 0, 0, 0 }, 7, 0, 0, true },
{ kSeqDead, { 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 }, 0, 1, 0, false },
{ kSeqDeadEx, { 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 }, 0, 1, 0, false },
{ kSeqDeadBrn, { 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 }, 0, 1, 0, false }
};
int16_t nTemperature[kMaxPlayers];
static const uint8_t nMinAmmo[] = { 0, 24, 51, 50, 1, 0, 0 };
int isRed = 0;
void SerializeGun(FSerializer& arc)
{
if (arc.BeginObject("gun"))
{
arc.Array("temperature", nTemperature, kMaxPlayers)
("isred", isRed)
.EndObject();
}
}
void RestoreMinAmmo(int nPlayer)
{
for (int i = 0; i < kMaxWeapons; i++)
{
if (i == kWeaponGrenade) {
continue;
}
if ((1 << i) & PlayerList[nPlayer].nPlayerWeapons)
{
if (nMinAmmo[i] > PlayerList[nPlayer].nAmmo[i]) {
PlayerList[nPlayer].nAmmo[i] = nMinAmmo[i];
}
}
}
CheckClip(nPlayer);
}
void FillWeapons(int nPlayer)
{
PlayerList[nPlayer].nPlayerWeapons = 0xFFFF; // turn on all bits
for (int i = 0; i < kMaxWeapons; i++)
{
if (WeaponInfo[i].d) {
PlayerList[nPlayer].nAmmo[i] = 300;
}
}
CheckClip(nPlayer);
}
void ResetPlayerWeapons(int nPlayer)
{
for (int i = 0; i < kMaxWeapons; i++)
{
PlayerList[nPlayer].nAmmo[i] = 0;
}
PlayerList[nPlayer].nCurrentWeapon = 0;
PlayerList[nPlayer].nState = 0;
PlayerList[nPlayer].nSeqSize2 = 0;
PlayerList[nPlayer].pPlayerGrenade = nullptr;
PlayerList[nPlayer].nPlayerWeapons = 0x1; // turn on bit 1 only
}
void InitWeapons()
{
for (auto& p : PlayerList) p.pPlayerGrenade = nullptr;
}
void SetNewWeapon(int nPlayer, int nWeapon)
{
if (nWeapon == kWeaponMummified)
{
PlayerList[nPlayer].nLastWeapon = PlayerList[nPlayer].nCurrentWeapon;
PlayerList[nPlayer].bIsFiring = false;
PlayerList[nPlayer].nState = 5;
SetPlayerMummified(nPlayer, true);
PlayerList[nPlayer].nSeqSize2 = 0;
}
else
{
if (nWeapon < 0)
{
PlayerList[nPlayer].nPlayerOldWeapon = PlayerList[nPlayer].nCurrentWeapon;
}
else if (nWeapon != kWeaponGrenade || PlayerList[nPlayer].nAmmo[kWeaponGrenade] > 0)
{
int nCurrentWeapon = PlayerList[nPlayer].nCurrentWeapon;
if (nCurrentWeapon != kWeaponMummified)
{
if (PlayerList[nPlayer].bIsFiring || nWeapon == nCurrentWeapon) {
return;
}
}
else
{
PlayerList[nPlayer].nCurrentWeapon = nWeapon;
PlayerList[nPlayer].nSeqSize2 = 0;
}
}
else {
return;
}
}
PlayerList[nPlayer].nNextWeapon = nWeapon;
}
void SetNewWeaponImmediate(int nPlayer, int nWeapon)
{
SetNewWeapon(nPlayer, nWeapon);
PlayerList[nPlayer].nCurrentWeapon = nWeapon;
PlayerList[nPlayer].nNextWeapon = -1;
PlayerList[nPlayer].nSeqSize2 = 0;
PlayerList[nPlayer].nState = 0;
}
void SetNewWeaponIfBetter(int nPlayer, int nWeapon)
{
if (nWeapon > PlayerList[nPlayer].nCurrentWeapon) {
SetNewWeapon(nPlayer, nWeapon);
}
}
void SelectNewWeapon(int nPlayer)
{
int nWeapon = kWeaponRing; // start at the highest weapon number
uint16_t di = PlayerList[nPlayer].nPlayerWeapons;
uint16_t dx = 0x40; // bit 7 turned on
while (dx)
{
if (di & dx)
{
// we have this weapon
if (!WeaponInfo[nWeapon].d || PlayerList[nPlayer].nAmmo[WeaponInfo[nWeapon].nAmmoType])
break;
}
nWeapon--;
dx >>= 1;
}
if (nWeapon < 0)
nWeapon = kWeaponSword;
PlayerList[nPlayer].bIsFiring = false;
SetNewWeapon(nPlayer, nWeapon);
}
void StopFiringWeapon(int nPlayer)
{
PlayerList[nPlayer].bIsFiring = false;
}
void FireWeapon(int nPlayer)
{
if (!PlayerList[nPlayer].bIsFiring) {
PlayerList[nPlayer].bIsFiring = true;
}
}
void SetWeaponStatus(int nPlayer)
{
}
uint8_t WeaponCanFire(int nPlayer)
{
int nWeapon = PlayerList[nPlayer].nCurrentWeapon;
auto pSector =PlayerList[nPlayer].pPlayerViewSect;
if (!(pSector->Flag & kSectUnderwater) || WeaponInfo[nWeapon].bFireUnderwater)
{
int nAmmoType = WeaponInfo[nWeapon].nAmmoType;
if (WeaponInfo[nWeapon].d <= PlayerList[nPlayer].nAmmo[nAmmoType]) {
return true;
}
}
return false;
}
// UNUSED
void ResetSwordSeqs()
{
WeaponInfo[kWeaponSword].b[2] = 3;
WeaponInfo[kWeaponSword].b[3] = 7;
}
Collision CheckCloseRange(int nPlayer, int *x, int *y, int *z, sectortype* *ppSector)
{
auto pActor = PlayerList[nPlayer].pActor;
int ang = pActor->int_ang();
int xVect = bcos(ang);
int yVect = bsin(ang);
HitInfo hit{};
hitscan({ *x, *y, *z }, *ppSector, { xVect, yVect, 0 }, hit, CLIPMASK1);
int ecx = bsin(150, -3);
uint32_t yDiff = abs(hit.hitpos.Y - *y);
uint32_t xDiff = abs(hit.hitpos.X - *x);
uint32_t sqrtNum = xDiff * xDiff + yDiff * yDiff;
if (sqrtNum > INT_MAX)
{
DPrintf(DMSG_WARNING, "%s %d: overflow\n", __func__, __LINE__);
sqrtNum = INT_MAX;
}
Collision c;
c.setNone();
if (ksqrt(sqrtNum) >= ecx)
return c;
*x = hit.hitpos.X;
*y = hit.hitpos.Y;
*z = hit.hitpos.Z;
*ppSector = hit.hitSector;
if (hit.actor()) {
c.setSprite(hit.actor());
}
if (hit.hitWall) {
c.setWall(wallnum(hit.hitWall));
}
return c;
}
void CheckClip(int nPlayer)
{
if (PlayerList[nPlayer].nPlayerClip <= 0)
{
PlayerList[nPlayer].nPlayerClip = PlayerList[nPlayer].nAmmo[kWeaponM60];
if (PlayerList[nPlayer].nPlayerClip > 100) {
PlayerList[nPlayer].nPlayerClip = 100;
}
}
// Reset pistol's clip amount.
PlayerList[nPlayer].nPistolClip = PlayerList[nPlayer].nAmmo[kWeaponPistol] % 6;
}
void MoveWeapons(int nPlayer)
{
static int dword_96E22 = 0;
int nSectFlag = PlayerList[nPlayer].pPlayerViewSect->Flag;
if ((nSectFlag & kSectUnderwater) && (totalmoves & 1)) {
return;
}
nPilotLightFrame++;
if (nPilotLightFrame >= nPilotLightCount)
nPilotLightFrame = 0;
if (!PlayerList[nPlayer].bIsFiring || (nSectFlag & kSectUnderwater))
nTemperature[nPlayer] = 0;
auto pPlayerActor = PlayerList[nPlayer].pActor;
int nWeapon = PlayerList[nPlayer].nCurrentWeapon;
if (nWeapon < -1)
{
if (PlayerList[nPlayer].nNextWeapon != -1)
{
PlayerList[nPlayer].nCurrentWeapon = PlayerList[nPlayer].nNextWeapon;
PlayerList[nPlayer].nState = 0;
PlayerList[nPlayer].nSeqSize2 = 0;
PlayerList[nPlayer].nNextWeapon = -1;
}
return;
}
// loc_26ACC
int eax = PlayerList[nPlayer].nState;
int nSeq = WeaponInfo[nWeapon].nSeq;
int var_3C = WeaponInfo[nWeapon].b[eax] + SeqOffsets[nSeq];
int var_1C = (PlayerList[nPlayer].nDouble > 0) + 1;
frames = var_1C - 1;
for (frames = var_1C; frames > 0; frames--)
{
seq_MoveSequence(pPlayerActor, var_3C, PlayerList[nPlayer].nSeqSize2);
PlayerList[nPlayer].nSeqSize2++;
dword_96E22++;
if (dword_96E22 >= 15) {
dword_96E22 = 0;
}
if (PlayerList[nPlayer].nSeqSize2 >= SeqSize[var_3C])
{
if (PlayerList[nPlayer].nNextWeapon == -1)
{
switch (PlayerList[nPlayer].nState)
{
default:
break;
case 0:
{
PlayerList[nPlayer].nState = 1;
SetWeaponStatus(nPlayer);
break;
}
case 1:
{
if (PlayerList[nPlayer].bIsFiring)
{
if (!WeaponCanFire(nPlayer))
{
if (!dword_96E22) {
D3PlayFX(StaticSound[4], PlayerList[nPlayer].pActor);
}
}
else
{
if (nWeapon == kWeaponRing)
{
if (Ra[nPlayer].pTarget == nullptr)
break;
Ra[nPlayer].nAction = 0;
Ra[nPlayer].nFrame = 0;
Ra[nPlayer].nState = 1;
}
PlayerList[nPlayer].nState = 2;
if (nWeapon == 0)
break;
if (nWeapon == kWeaponGrenade)
{
BuildGrenade(nPlayer);
AddAmmo(nPlayer, 4, -1);
}
else if (nWeapon == kWeaponMummified)
{
ShootStaff(nPlayer);
}
}
}
break;
}
case 2:
case 6:
case 7:
case 8:
{
if (nWeapon == kWeaponPistol && PlayerList[nPlayer].nPistolClip <= 0)
{
PlayerList[nPlayer].nState = 3;
PlayerList[nPlayer].nSeqSize2 = 0;
PlayerList[nPlayer].nPistolClip = min<int>(6, PlayerList[nPlayer].nAmmo[kWeaponPistol]);
break;
}
else if (nWeapon == kWeaponGrenade)
{
if (!PlayerList[nPlayer].bIsFiring)
{
PlayerList[nPlayer].nState = 3;
break;
}
else
{
PlayerList[nPlayer].nSeqSize2 = SeqSize[var_3C] - 1;
continue;
}
}
else if (nWeapon == kWeaponMummified)
{
PlayerList[nPlayer].nState = 0;
PlayerList[nPlayer].nCurrentWeapon = PlayerList[nPlayer].nLastWeapon;
nWeapon = PlayerList[nPlayer].nCurrentWeapon;
SetPlayerMummified(nPlayer, false);
break;
}
else
{
// loc_26D88:
if (PlayerList[nPlayer].bIsFiring && WeaponCanFire(nPlayer))
{
if (nWeapon != kWeaponM60 && nWeapon != kWeaponPistol) {
PlayerList[nPlayer].nState = 3;
}
}
else
{
if (WeaponInfo[nWeapon].b[4] == -1)
{
PlayerList[nPlayer].nState = 1;
}
else
{
if (nWeapon == kWeaponFlamer && (nSectFlag & kSectUnderwater))
{
PlayerList[nPlayer].nState = 1;
}
else
{
PlayerList[nPlayer].nState = 4;
}
}
}
break;
}
}
case 3:
case 9:
case 10:
case 11:
{
if (nWeapon == kWeaponMummified)
{
PlayerList[nPlayer].nCurrentWeapon = PlayerList[nPlayer].nLastWeapon;
nWeapon = PlayerList[nPlayer].nCurrentWeapon;
PlayerList[nPlayer].nState = 0;
break;
}
else if (nWeapon == kWeaponRing)
{
if (!WeaponInfo[nWeapon].d || PlayerList[nPlayer].nAmmo[WeaponInfo[nWeapon].nAmmoType])
{
if (!PlayerList[nPlayer].bIsFiring) {
PlayerList[nPlayer].nState = 1;
}
else {
break;
}
}
else
{
SelectNewWeapon(nPlayer);
}
Ra[nPlayer].nState = 0;
break;
}
else if (nWeapon == kWeaponM60)
{
CheckClip(nPlayer);
PlayerList[nPlayer].nState = 1;
break;
}
else if (nWeapon == kWeaponGrenade)
{
if (!WeaponInfo[nWeapon].d || PlayerList[nPlayer].nAmmo[WeaponInfo[nWeapon].nAmmoType])
{
PlayerList[nPlayer].nState = 0;
break;
}
else
{
SelectNewWeapon(nPlayer);
PlayerList[nPlayer].nState = 5;
PlayerList[nPlayer].nSeqSize2 = SeqSize[WeaponInfo[kWeaponGrenade].b[0] + SeqOffsets[nSeq]] - 1; // CHECKME
goto loc_flag; // FIXME
}
}
else
{
if (PlayerList[nPlayer].bIsFiring && WeaponCanFire(nPlayer)) {
PlayerList[nPlayer].nState = 2;
break;
}
if (WeaponInfo[nWeapon].b[4] == -1)
{
PlayerList[nPlayer].nState = 1;
break;
}
if (nWeapon == kWeaponFlamer && (nSectFlag & kSectUnderwater))
{
PlayerList[nPlayer].nState = 1;
}
else
{
PlayerList[nPlayer].nState = 4;
}
}
break;
}
case 4:
{
PlayerList[nPlayer].nState = 1;
break;
}
case 5:
{
PlayerList[nPlayer].nCurrentWeapon = PlayerList[nPlayer].nNextWeapon;
nWeapon = PlayerList[nPlayer].nCurrentWeapon;
PlayerList[nPlayer].nState = 0;
PlayerList[nPlayer].nNextWeapon = -1;
SetWeaponStatus(nPlayer);
break;
}
}
// loc_26FC5
var_3C = SeqOffsets[WeaponInfo[nWeapon].nSeq] + WeaponInfo[nWeapon].b[PlayerList[nPlayer].nState];
PlayerList[nPlayer].nSeqSize2 = 0;
}
else
{
if (PlayerList[nPlayer].nState == 5)
{
PlayerList[nPlayer].nCurrentWeapon = PlayerList[nPlayer].nNextWeapon;
nWeapon = PlayerList[nPlayer].nCurrentWeapon;
PlayerList[nPlayer].nNextWeapon = -1;
PlayerList[nPlayer].nState = 0;
}
else
{
PlayerList[nPlayer].nState = 5;
}
PlayerList[nPlayer].nSeqSize2 = 0;
continue;
}
} // end of if (PlayerList[nPlayer].field_34 >= SeqSize[var_3C])
loc_flag:
// loc_27001
int nFrameFlag = seq_GetFrameFlag(var_3C, PlayerList[nPlayer].nSeqSize2);
if (((!(nSectFlag & kSectUnderwater)) || nWeapon == kWeaponRing) && (nFrameFlag & 4))
{
BuildFlash(nPlayer, 512);
AddFlash(
pPlayerActor->sector(),
pPlayerActor->int_pos().X,
pPlayerActor->int_pos().Y,
pPlayerActor->int_pos().Z,
0);
}
if (nFrameFlag & 0x80)
{
int nAction = PlayerList[nPlayer].nAction;
int var_38 = 1;
if (nAction < 10 || nAction > 12) {
var_38 = 0;
}
if (nPlayer == nLocalPlayer) {
obobangle = bobangle = 512;
}
if (nWeapon == kWeaponFlamer && (!(nSectFlag & kSectUnderwater)))
{
nTemperature[nPlayer]++;
if (nTemperature[nPlayer] > 50)
{
nTemperature[nPlayer] = 0;
PlayerList[nPlayer].nState = 4;
PlayerList[nPlayer].nSeqSize2 = 0;
}
}
int nAmmoType = WeaponInfo[nWeapon].nAmmoType;
int nAngle = pPlayerActor->int_ang();
int theX = pPlayerActor->int_pos().X;
int theY = pPlayerActor->int_pos().Y;
int theZ = pPlayerActor->int_pos().Z;
int ebp = bcos(nAngle) * (pPlayerActor->spr.clipdist << 3);
int ebx = bsin(nAngle) * (pPlayerActor->spr.clipdist << 3);
if (WeaponInfo[nWeapon].c)
{
int ecx;
int theVal = (totalmoves + 101) & (WeaponInfo[nWeapon].c - 1);
if (theVal & 1)
ecx = -theVal;
else
ecx = theVal;
int var_44 = (nAngle + 512) & kAngleMask;
ebp += bcos(var_44, -11) * ecx;
ebx += bsin(var_44, -11) * ecx;
}
int nHeight = (-GetActorHeight(pPlayerActor)) >> 1;
if (nAction < 6)
{
nHeight -= 1792;
}
else
{
if (!var_38)
{
nHeight += 1024;
}
else {
nHeight -= 2560;
}
}
auto pSectorB = pPlayerActor->sector();
switch (nWeapon)
{
// loc_27266:
case kWeaponSword:
{
nHeight += -PlayerList[nLocalPlayer].horizon.horiz.asq16() >> 10;
theZ += nHeight;
int var_28;
if (PlayerList[nPlayer].nState == 2) {
var_28 = 6;
}
else {
var_28 = 9;
}
auto cRange = CheckCloseRange(nPlayer, &theX, &theY, &theZ, &pSectorB);
if (cRange.type != kHitNone)
{
int nDamage = BulletInfo[kWeaponSword].nDamage;
if (PlayerList[nPlayer].nDouble) {
nDamage *= 2;
}
//if (cRange.type != kHitNone)
{
if (cRange.type == kHitWall)
{
// loc_2730E:
var_28 += 2;
}
else if (cRange.type == kHitSprite)
{
auto pActor2 = cRange.actor();
if (pActor2->spr.cstat & (CSTAT_SPRITE_ALIGNMENT_WALL | CSTAT_SPRITE_ONE_SIDE))
{
var_28 += 2;
}
else if (pActor2->spr.statnum > 90 && pActor2->spr.statnum <= 199)
{
runlist_DamageEnemy(pActor2, pPlayerActor, nDamage);
if (pActor2->spr.statnum < 102) {
var_28++;
}
else if (pActor2->spr.statnum == 102)
{
// loc_27370:
BuildAnim(nullptr, 12, 0, theX, theY, theZ, pSectorB, 30, 0);
}
else if (pActor2->spr.statnum == kStatExplodeTrigger) {
var_28 += 2;
}
else {
var_28++;
}
}
else
{
// loc_27370:
BuildAnim(nullptr, 12, 0, theX, theY, theZ, pSectorB, 30, 0);
}
}
}
}
// loc_27399:
PlayerList[nPlayer].nState = var_28;
PlayerList[nPlayer].nSeqSize2 = 0;
break;
}
case kWeaponFlamer:
{
if (nSectFlag & kSectUnderwater)
{
DoBubbles(nPlayer);
PlayerList[nPlayer].nState = 1;
PlayerList[nPlayer].nSeqSize2 = 0;
StopActorSound(pPlayerActor);
break;
}
else
{
if (var_38) {
nHeight += 768;
}
else {
nHeight -= 2560;
}
// fall through to case 1 (kWeaponPistol)
[[fallthrough]];
}
}
case kWeaponM60:
{
if (nWeapon == kWeaponM60) { // hack(?) to do fallthrough from kWeapon3 into kWeaponPistol without doing the nQuake[] change
nQuake[nPlayer] = 128;
}
// fall through
[[fallthrough]];
}
case kWeaponPistol:
{
int h = PlayerList[nLocalPlayer].horizon.horiz.asq16() >> 14;
nHeight -= h;
DExhumedActor* target = nullptr;
if (sPlayerInput[nPlayer].pTarget != nullptr && Autoaim(nPlayer))
{
DExhumedActor* t = sPlayerInput[nPlayer].pTarget;
// only autoaim if target is in front of the player.
assert(t->sector());
int angletotarget = bvectangbam(t->int_pos().X - pPlayerActor->int_pos().X, t->int_pos().Y - pPlayerActor->int_pos().Y).asbuild();
int anglediff = (pPlayerActor->int_ang() - angletotarget) & 2047;
if (anglediff < 512 || anglediff > 1536)
{
target = t;
h = 0;
}
}
BuildBullet(pPlayerActor, nAmmoType, nHeight, nAngle, target, var_1C, h);
break;
}
case kWeaponGrenade:
{
ThrowGrenade(nPlayer, ebp, ebx, nHeight - 2560, FixedToInt(PlayerList[nLocalPlayer].horizon.horiz.asq16()));
break;
}
case kWeaponStaff:
{
BuildSnake(nPlayer, nHeight);
nQuake[nPlayer] = 512;
PlayerList[nPlayer].nDamage.X -= bcos(pPlayerActor->int_ang(), 9);
PlayerList[nPlayer].nDamage.Y -= bsin(pPlayerActor->int_ang(), 9);
break;
}
case kWeaponRing:
break;
case kWeaponMummified:
{
int nDamage = BulletInfo[kWeaponMummified].nDamage;
if (PlayerList[nPlayer].nDouble) {
nDamage *= 2;
}
runlist_RadialDamageEnemy(pPlayerActor, nDamage, BulletInfo[kWeaponMummified].nRadius);
break;
}
}
// end of switch, loc_2753E:
if (nWeapon < kWeaponMummified)
{
if (nWeapon != kWeaponGrenade)
{
if (WeaponInfo[nWeapon].d) {
AddAmmo(nPlayer, nAmmoType, -1);
}
if (nWeapon == kWeaponM60) {
PlayerList[nPlayer].nPlayerClip--;
}
else if (nWeapon == kWeaponPistol) {
PlayerList[nPlayer].nPistolClip--;
}
}
if (!WeaponInfo[nWeapon].d || PlayerList[nPlayer].nAmmo[WeaponInfo[nWeapon].nAmmoType])
{
if (nWeapon == kWeaponM60 && PlayerList[nPlayer].nPlayerClip <= 0)
{
PlayerList[nPlayer].nState = 3;
PlayerList[nPlayer].nSeqSize2 = 0;
// goto loc_27609:
}
}
else if (nWeapon != kWeaponGrenade)
{
SelectNewWeapon(nPlayer);
// go to loc_27609:
}
}
}
}
}
void DrawWeapons(double smooth)
{
if (bCamera) {
return;
}
int nWeapon = PlayerList[nLocalPlayer].nCurrentWeapon;
if (nWeapon < -1) {
return;
}
int var_34 = PlayerList[nLocalPlayer].nState;
int var_30 = SeqOffsets[WeaponInfo[nWeapon].nSeq];
int var_28 = var_30 + WeaponInfo[nWeapon].b[var_34];
int8_t nShade = initsectp->ceilingshade;
int nDouble = PlayerList[nLocalPlayer].nDouble;
int nPal = kPalNormal;
if (nDouble)
{
if (isRed) {
nPal = kPalRedBrite;
}
isRed = isRed == 0;
}
nPal = RemapPLU(nPal);
double xOffset = 0, yOffset = 0;
bool screenalign = false;
if (cl_weaponsway)
{
double nBobAngle, nVal;
if (cl_hudinterpolation)
{
nBobAngle = interpolatedangle(buildang(obobangle), buildang(bobangle), smooth).asbuildf();
nVal = interpolatedvaluef(PlayerList[nLocalPlayer].ototalvel, PlayerList[nLocalPlayer].totalvel, smooth, 16) * 0.5;
}
else
{
nBobAngle = bobangle;
nVal = PlayerList[nLocalPlayer].totalvel;
}
yOffset = MulScaleF(nVal, bsinf(fmod(nBobAngle, 1024.), -8), 9);
if (var_34 == 1)
{
xOffset = MulScaleF(bcosf(nBobAngle, -8), nVal, 8);
}
}
else
{
obobangle = bobangle = 512;
}
if (nWeapon == 3 && var_34 == 1) {
seq_DrawPilotLightSeq(xOffset, yOffset);
}
else if (nWeapon == 8 || nWeapon == 9)
{
screenalign = true;
}
if (nWeapon < 0) {
nShade = PlayerList[nLocalPlayer].pActor->spr.shade;
}
double const look_anghalf = PlayerList[nLocalPlayer].angle.look_anghalf(smooth);
double const looking_arc = PlayerList[nLocalPlayer].angle.looking_arc(smooth);
xOffset -= look_anghalf;
yOffset += looking_arc;
seq_DrawGunSequence(var_28, PlayerList[nLocalPlayer].nSeqSize2, xOffset, yOffset, nShade, nPal, screenalign);
if (nWeapon != kWeaponM60)
return;
switch (var_34)
{
default:
return;
case 0:
{
int nClip = PlayerList[nLocalPlayer].nPlayerClip;
if (nClip <= 0)
return;
int nSeqOffset;
if (nClip <= 3)
{
nSeqOffset = var_30 + 1;
}
else if (nClip <= 6)
{
nSeqOffset = var_30 + 2;
}
else if (nClip <= 25)
{
nSeqOffset = var_30 + 3;
}
else //if (nClip > 25)
{
nSeqOffset = var_30 + 4;
}
seq_DrawGunSequence(nSeqOffset, PlayerList[nLocalPlayer].nSeqSize2, xOffset, yOffset, nShade, nPal);
return;
}
case 1:
{
int nClip = PlayerList[nLocalPlayer].nPlayerClip;
int edx = (nClip % 3) * 4;
if (nClip <= 0) {
return;
}
seq_DrawGunSequence(var_30 + 8, edx, xOffset, yOffset, nShade, nPal);
if (nClip <= 3) {
return;
}
seq_DrawGunSequence(var_30 + 9, edx, xOffset, yOffset, nShade, nPal);
if (nClip <= 6) {
return;
}
seq_DrawGunSequence(var_30 + 10, edx, xOffset, yOffset, nShade, nPal);
if (nClip <= 25) {
return;
}
seq_DrawGunSequence(var_30 + 11, edx, xOffset, yOffset, nShade, nPal);
return;
}
case 2:
{
int nClip = PlayerList[nLocalPlayer].nPlayerClip;
int dx = PlayerList[nLocalPlayer].nSeqSize2;
if (nClip <= 0) {
return;
}
seq_DrawGunSequence(var_30 + 8, dx, xOffset, yOffset, nShade, nPal);
if (nClip <= 3) {
return;
}
seq_DrawGunSequence(var_30 + 9, dx, xOffset, yOffset, nShade, nPal);
if (nClip <= 6) {
return;
}
seq_DrawGunSequence(var_30 + 10, dx, xOffset, yOffset, nShade, nPal);
if (nClip <= 25) {
return;
}
seq_DrawGunSequence(var_30 + 11, dx, xOffset, yOffset, nShade, nPal);
return;
}
case 3:
case 4:
return;
case 5:
{
int nClip = PlayerList[nLocalPlayer].nPlayerClip;
int ax = PlayerList[nLocalPlayer].nSeqSize2;
if (nClip <= 0) {
return;
}
int nSeqOffset;
if (nClip <= 3)
{
nSeqOffset = var_30 + 20;
}
else if (nClip <= 6)
{
nSeqOffset = var_30 + 19;
}
else if (nClip <= 25)
{
nSeqOffset = var_30 + 18;
}
else
{
nSeqOffset = var_30 + 17;
}
seq_DrawGunSequence(nSeqOffset, ax, xOffset, yOffset, nShade, nPal);
return;
}
}
}
END_PS_NS