| | 1 | #include "system.h" |
| | 2 | #include "prototyp.h" |
| | 3 | #include "bh_types.h" |
| | 4 | #include "weaponbehaviour.h" |
| | 5 | #include "weapons.h" |
| | 6 | #include "pldghost.h" |
| | 7 | #include "userprofile.h" |
| | 8 | #include <assert.h> |
| | 9 | |
| | 10 | extern void MarineZeroAmmoFunctionality(); |
| | 11 | extern void KillInanimateObjectForRespawn(STRATEGYBLOCK *sbPtr); |
| | 12 | int RecallDisc_Charge = 400000; |
| | 13 | |
| | 14 | #define MAX_SPEARS 99 |
| | 15 | #define SPEARS_PER_PICKUP 30 |
| | 16 | |
| | 17 | int SlotForThisWeapon(enum WEAPON_ID weaponID) |
| | 18 | { |
| | 19 | int a = 0; |
| | 20 | |
| | 21 | for (; a < MAX_NO_OF_WEAPON_SLOTS; a++) |
| | 22 | { |
| | 23 | if (PlayerStatus.WeaponSlot[a].WeaponIDNumber == weaponID) |
| | 24 | return a; |
| | 25 | } |
| | 26 | |
| | 27 | return -1; |
| | 28 | } |
| | 29 | |
| | 30 | void AutoSwapToDisc() |
| | 31 | { |
| | 32 | PlayerStatus.SwapToWeaponSlot = SlotForThisWeapon(WEAPON_PRED_DISC); |
| | 33 | PlayerStatus.WeaponState = WEAPONSTATE_SWAPPING_OUT; |
| | 34 | PlayerStatus.PreviouslySelectedWeaponSlot = PlayerStatus.SelectedWeaponSlot; |
| | 35 | } |
| | 36 | |
| | 37 | /* fn returns zero if unable to add ammo to inventory, eg, of the wrong type */ |
| | 38 | |
| | 39 | static int AbleToPickupAmmo(enum AMMO_ID ammoID) |
| | 40 | { |
| | 41 | assert(ammoID >= 0); |
| | 42 | assert(ammoID < MAX_NO_OF_AMMO_TEMPLATES); |
| | 43 | |
| | 44 | switch(AvP.PlayerType) |
| | 45 | { |
| | 46 | case I_Marine: |
| | 47 | { |
| | 48 | if(SinglePlayer != AvP.PlayMode) |
| | 49 | { |
| | 50 | /*if in a multiplayer game , check to see if player is a specialist marine*/ |
| | 51 | switch(netGameData.myCharacterSubType) |
| | 52 | { |
| | 53 | case NGSCT_PulseRifle : |
| | 54 | if (ammoID != AMMO_10MM_CULW && ammoID != AMMO_PULSE_GRENADE && (ammoID != AMMO_MARINE_PISTOL)) |
| | 55 | return 0; |
| | 56 | |
| | 57 | if (!netGameData.specialistPistols && (ammoID == AMMO_MARINE_PISTOL)) |
| | 58 | return 0; |
| | 59 | break; |
| | 60 | case NGSCT_Smartgun : |
| | 61 | if (ammoID != AMMO_SMARTGUN && (ammoID != AMMO_MARINE_PISTOL)) |
| | 62 | return 0; |
| | 63 | |
| | 64 | if (!netGameData.specialistPistols && (ammoID == AMMO_MARINE_PISTOL)) |
| | 65 | return 0; |
| | 66 | break; |
| | 67 | case NGSCT_Flamer : |
| | 68 | if (ammoID != AMMO_FLAMETHROWER && (ammoID != AMMO_MARINE_PISTOL)) |
| | 69 | return 0; |
| | 70 | |
| | 71 | if (!netGameData.specialistPistols && (ammoID == AMMO_MARINE_PISTOL)) |
| | 72 | return 0; |
| | 73 | break; |
| | 74 | case NGSCT_Sadar : |
| | 75 | if (ammoID != AMMO_SADAR_TOW && (ammoID != AMMO_MARINE_PISTOL)) |
| | 76 | return 0; |
| | 77 | |
| | 78 | if (!netGameData.specialistPistols && (ammoID == AMMO_MARINE_PISTOL)) |
| | 79 | return 0; |
| | 80 | break; |
| | 81 | case NGSCT_GrenadeLauncher : |
| | 82 | if (ammoID != AMMO_GRENADE && (ammoID != AMMO_MARINE_PISTOL)) |
| | 83 | return 0; |
| | 84 | |
| | 85 | if (!netGameData.specialistPistols && (ammoID == AMMO_MARINE_PISTOL)) |
| | 86 | return 0; |
| | 87 | break; |
| | 88 | case NGSCT_Minigun : |
| | 89 | if (ammoID != AMMO_MINIGUN && (ammoID != AMMO_MARINE_PISTOL)) |
| | 90 | return 0; |
| | 91 | |
| | 92 | if (!netGameData.specialistPistols && (ammoID == AMMO_MARINE_PISTOL)) |
| | 93 | return 0; |
| | 94 | break; |
| | 95 | case NGSCT_Frisbee : |
| | 96 | if (ammoID != AMMO_FRISBEE && (ammoID != AMMO_MARINE_PISTOL)) |
| | 97 | return 0; |
| | 98 | |
| | 99 | if (!netGameData.specialistPistols && (ammoID == AMMO_MARINE_PISTOL)) |
| | 100 | return 0; |
| | 101 | break; |
| | 102 | case NGSCT_Pistols : |
| | 103 | if (ammoID != AMMO_MARINE_PISTOL) |
| | 104 | return 0; |
| | 105 | break; |
| | 106 | case NGSCT_General : |
| | 107 | break; |
| | 108 | default : |
| | 109 | break; |
| | 110 | } |
| | 111 | } |
| | 112 | |
| | 113 | if ((CHEATMODE_GRENADE == UserProfile.active_bonus) && (ammoID != AMMO_PULSE_GRENADE)) |
| | 114 | return 0; |
| | 115 | |
| | 116 | switch(ammoID) |
| | 117 | { |
| | 118 | case AMMO_10MM_CULW: |
| | 119 | { |
| | 120 | PlayerStatus.WeaponSlot[WEAPON_PULSERIFLE].MagazinesRemaining += 5; |
| | 121 | |
| | 122 | if (PlayerStatus.WeaponSlot[WEAPON_PULSERIFLE].MagazinesRemaining > 99) |
| | 123 | PlayerStatus.WeaponSlot[WEAPON_PULSERIFLE].MagazinesRemaining = 99; |
| | 124 | break; |
| | 125 | } |
| | 126 | case AMMO_PULSE_GRENADE: |
| | 127 | { |
| | 128 | PlayerStatus.WeaponSlot[WEAPON_PULSERIFLE].SecondaryRoundsRemaining += 5; |
| | 129 | |
| | 130 | if (PlayerStatus.WeaponSlot[WEAPON_PULSERIFLE].SecondaryRoundsRemaining > 99) |
| | 131 | PlayerStatus.WeaponSlot[WEAPON_PULSERIFLE].SecondaryRoundsRemaining = 99; |
| | 132 | break; |
| | 133 | } |
| | 134 | case AMMO_SMARTGUN: |
| | 135 | { |
| | 136 | if (PlayerStatus.WeaponSlot[WEAPON_SMARTGUN].MagazinesRemaining < 99) |
| | 137 | PlayerStatus.WeaponSlot[WEAPON_SMARTGUN].MagazinesRemaining += 1; |
| | 138 | break; |
| | 139 | } |
| | 140 | case AMMO_FLAMETHROWER: |
| | 141 | { |
| | 142 | if (PlayerStatus.WeaponSlot[WEAPON_FLAMETHROWER].MagazinesRemaining < 99) |
| | 143 | PlayerStatus.WeaponSlot[WEAPON_FLAMETHROWER].MagazinesRemaining += 1; |
| | 144 | break; |
| | 145 | } |
| | 146 | case AMMO_SADAR_TOW: |
| | 147 | { |
| | 148 | PlayerStatus.WeaponSlot[WEAPON_SADAR].PrimaryRoundsRemaining += 4; |
| | 149 | |
| | 150 | if (PlayerStatus.WeaponSlot[WEAPON_SADAR].PrimaryRoundsRemaining > 99) |
| | 151 | PlayerStatus.WeaponSlot[WEAPON_SADAR].PrimaryRoundsRemaining = 99; |
| | 152 | break; |
| | 153 | } |
| | 154 | case AMMO_GRENADE: |
| | 155 | { |
| | 156 | if (GrenadeLauncherData.StandardMagazinesRemaining < 99) |
| | 157 | GrenadeLauncherData.StandardMagazinesRemaining += 1; |
| | 158 | |
| | 159 | if (GrenadeLauncherData.ProximityMagazinesRemaining < 99) |
| | 160 | GrenadeLauncherData.ProximityMagazinesRemaining += 1; |
| | 161 | |
| | 162 | if (GrenadeLauncherData.FragmentationMagazinesRemaining < 99) |
| | 163 | GrenadeLauncherData.FragmentationMagazinesRemaining += 1; |
| | 164 | break; |
| | 165 | } |
| | 166 | case AMMO_MINIGUN: |
| | 167 | { |
| | 168 | if (PlayerStatus.WeaponSlot[WEAPON_MINIGUN].MagazinesRemaining < 99) |
| | 169 | PlayerStatus.WeaponSlot[WEAPON_MINIGUN].MagazinesRemaining += 1; |
| | 170 | break; |
| | 171 | } |
| | 172 | case AMMO_FRISBEE: |
| | 173 | { |
| | 174 | if (PlayerStatus.WeaponSlot[WEAPON_FRISBEE_LAUNCHER].PrimaryRoundsRemaining < 99) |
| | 175 | PlayerStatus.WeaponSlot[WEAPON_FRISBEE_LAUNCHER].PrimaryRoundsRemaining += 1; |
| | 176 | break; |
| | 177 | } |
| | 178 | case AMMO_MARINE_PISTOL: |
| | 179 | { |
| | 180 | if ((SinglePlayer != AvP.PlayMode) && netGameData.pistolInfiniteAmmo) |
| | 181 | { |
| | 182 | PlayerStatus.WeaponSlot[WEAPON_MARINE_PISTOL].MagazinesRemaining = 10; |
| | 183 | /* If you have Two Pistols, load that, too. */ |
| | 184 | { |
| | 185 | int twoPistolSlot = SlotForThisWeapon(WEAPON_TWO_PISTOLS); |
| | 186 | |
| | 187 | if (twoPistolSlot != -1) |
| | 188 | { |
| | 189 | struct PLAYER_WEAPON_DATA *twoPistolPtr = &PlayerStatus.WeaponSlot[twoPistolSlot]; |
| | 190 | |
| | 191 | if (twoPistolPtr) |
| | 192 | twoPistolPtr->MagazinesRemaining = 10; |
| | 193 | } |
| | 194 | } |
| | 195 | } |
| | 196 | else |
| | 197 | { |
| | 198 | PlayerStatus.WeaponSlot[WEAPON_MARINE_PISTOL].MagazinesRemaining += 10; |
| | 199 | |
| | 200 | if (PlayerStatus.WeaponSlot[WEAPON_MARINE_PISTOL].MagazinesRemaining > 99) |
| | 201 | PlayerStatus.WeaponSlot[WEAPON_MARINE_PISTOL].MagazinesRemaining = 99; |
| | 202 | |
| | 203 | /* If you have Two Pistols, load that, too. */ |
| | 204 | { |
| | 205 | int twoPistolSlot = SlotForThisWeapon(WEAPON_TWO_PISTOLS); |
| | 206 | |
| | 207 | if (twoPistolSlot != -1) |
| | 208 | { |
| | 209 | struct PLAYER_WEAPON_DATA *twoPistolPtr = &PlayerStatus.WeaponSlot[twoPistolSlot]; |
| | 210 | |
| | 211 | if (twoPistolPtr) |
| | 212 | twoPistolPtr->MagazinesRemaining += 10; |
| | 213 | } |
| | 214 | } |
| | 215 | } |
| | 216 | break; |
| | 217 | } |
| | 218 | default: |
| | 219 | return 0; |
| | 220 | } |
| | 221 | |
| | 222 | MarineZeroAmmoFunctionality(); |
| | 223 | } |
| | 224 | break; |
| | 225 | case I_Predator: |
| | 226 | { |
| | 227 | int weaponSlot = -1; |
| | 228 | |
| | 229 | switch(ammoID) |
| | 230 | { |
| | 231 | case AMMO_PRED_RIFLE: |
| | 232 | { |
| | 233 | weaponSlot = SlotForThisWeapon(WEAPON_PRED_RIFLE); |
| | 234 | struct PLAYER_WEAPON_DATA *weaponPtr = &PlayerStatus.WeaponSlot[weaponSlot]; |
| | 235 | weaponPtr->PrimaryRoundsRemaining += SPEARS_PER_PICKUP; |
| | 236 | |
| | 237 | if (weaponPtr->PrimaryRoundsRemaining > MAX_SPEARS) |
| | 238 | weaponPtr->PrimaryRoundsRemaining = MAX_SPEARS; |
| | 239 | break; |
| | 240 | } |
| | 241 | default: |
| | 242 | return 0; |
| | 243 | } |
| | 244 | break; |
| | 245 | } |
| | 246 | case I_Alien: |
| | 247 | return 0; |
| | 248 | } |
| | 249 | |
| | 250 | return 1; |
| | 251 | } |
| | 252 | |
| | 253 | /* fn returns zero if unable to add weapon to inventory, eg, of the wrong type */ |
| | 254 | |
| | 255 | static int AbleToPickupWeapon(enum WEAPON_ID weaponID) |
| | 256 | { |
| | 257 | /* access the extra data hanging off the strategy block */ |
| | 258 | assert(weaponID >= 0); |
| | 259 | assert(weaponID < MAX_NO_OF_WEAPON_TEMPLATES); |
| | 260 | |
| | 261 | switch(AvP.PlayerType) |
| | 262 | { |
| | 263 | case I_Marine: |
| | 264 | { |
| | 265 | switch(weaponID) // stupid enums hardcoded into rifs |
| | 266 | { |
| | 267 | case 2: |
| | 268 | weaponID = WEAPON_SMARTGUN; |
| | 269 | break; |
| | 270 | case 3: |
| | 271 | weaponID = WEAPON_FLAMETHROWER; |
| | 272 | break; |
| | 273 | case 5: |
| | 274 | weaponID = WEAPON_SADAR; |
| | 275 | break; |
| | 276 | case 6: |
| | 277 | weaponID = WEAPON_GRENADELAUNCHER; |
| | 278 | break; |
| | 279 | case 7: |
| | 280 | weaponID = WEAPON_MINIGUN; |
| | 281 | break; |
| | 282 | default: |
| | 283 | { |
| | 284 | if (22 == weaponID) |
| | 285 | weaponID = WEAPON_MARINE_PISTOL; |
| | 286 | else if (23 == weaponID) |
| | 287 | weaponID = WEAPON_FRISBEE_LAUNCHER; |
| | 288 | } |
| | 289 | } |
| | 290 | |
| | 291 | if(SinglePlayer != AvP.PlayMode) |
| | 292 | { |
| | 293 | /*if in a multiplayer game , check to see if player is a specialist marine*/ |
| | 294 | switch(netGameData.myCharacterSubType) |
| | 295 | { |
| | 296 | case NGSCT_PulseRifle: |
| | 297 | if ((weaponID != WEAPON_PULSERIFLE) && (weaponID != WEAPON_MARINE_PISTOL)) |
| | 298 | return 0; |
| | 299 | |
| | 300 | if (!netGameData.specialistPistols && (weaponID == WEAPON_MARINE_PISTOL)) |
| | 301 | return 0; |
| | 302 | break; |
| | 303 | case NGSCT_Smartgun: |
| | 304 | if ((weaponID != WEAPON_SMARTGUN) && (weaponID != WEAPON_MARINE_PISTOL)) |
| | 305 | return 0; |
| | 306 | |
| | 307 | if (!netGameData.specialistPistols && (weaponID == WEAPON_MARINE_PISTOL)) |
| | 308 | return 0; |
| | 309 | break; |
| | 310 | case NGSCT_Flamer: |
| | 311 | if ((weaponID != WEAPON_FLAMETHROWER) && (weaponID != WEAPON_MARINE_PISTOL)) |
| | 312 | return 0; |
| | 313 | |
| | 314 | if (!netGameData.specialistPistols && (weaponID == WEAPON_MARINE_PISTOL)) |
| | 315 | return 0; |
| | 316 | break; |
| | 317 | case NGSCT_Sadar: |
| | 318 | if ((weaponID != WEAPON_SADAR) && (weaponID != WEAPON_MARINE_PISTOL)) |
| | 319 | return 0; |
| | 320 | |
| | 321 | if (!netGameData.specialistPistols && (weaponID == WEAPON_MARINE_PISTOL)) |
| | 322 | return 0; |
| | 323 | break; |
| | 324 | case NGSCT_GrenadeLauncher: |
| | 325 | if ((weaponID != WEAPON_GRENADELAUNCHER) && (weaponID != WEAPON_MARINE_PISTOL)) |
| | 326 | return 0; |
| | 327 | |
| | 328 | if (!netGameData.specialistPistols && (weaponID == WEAPON_MARINE_PISTOL)) |
| | 329 | return 0; |
| | 330 | break; |
| | 331 | case NGSCT_Minigun: |
| | 332 | if ((weaponID != WEAPON_MINIGUN) && (weaponID != WEAPON_MARINE_PISTOL)) |
| | 333 | return 0; |
| | 334 | |
| | 335 | if (!netGameData.specialistPistols && (weaponID == WEAPON_MARINE_PISTOL)) |
| | 336 | return 0; |
| | 337 | break; |
| | 338 | case NGSCT_Frisbee: |
| | 339 | if ((weaponID != WEAPON_FRISBEE_LAUNCHER) && (weaponID != WEAPON_MARINE_PISTOL)) |
| | 340 | return 0; |
| | 341 | |
| | 342 | if (!netGameData.specialistPistols && (weaponID == WEAPON_MARINE_PISTOL)) |
| | 343 | return 0; |
| | 344 | break; |
| | 345 | case NGSCT_Pistols: |
| | 346 | if (weaponID != WEAPON_MARINE_PISTOL) |
| | 347 | return 0; |
| | 348 | break; |
| | 349 | case NGSCT_General: |
| | 350 | break; |
| | 351 | default: |
| | 352 | break; |
| | 353 | } |
| | 354 | } |
| | 355 | |
| | 356 | if ((CHEATMODE_GRENADE == UserProfile.active_bonus) && (weaponID != WEAPON_PULSERIFLE)) |
| | 357 | return 0; |
| | 358 | |
| | 359 | switch(weaponID) |
| | 360 | { |
| | 361 | case WEAPON_PULSERIFLE: |
| | 362 | PlayerStatus.WeaponSlot[WEAPON_PULSERIFLE].MagazinesRemaining += 5; |
| | 363 | |
| | 364 | if (PlayerStatus.WeaponSlot[WEAPON_PULSERIFLE].MagazinesRemaining > 99) |
| | 365 | PlayerStatus.WeaponSlot[WEAPON_PULSERIFLE].MagazinesRemaining = 99; |
| | 366 | |
| | 367 | PlayerStatus.WeaponSlot[WEAPON_PULSERIFLE].SecondaryRoundsRemaining += 5; |
| | 368 | |
| | 369 | if (PlayerStatus.WeaponSlot[WEAPON_PULSERIFLE].SecondaryRoundsRemaining > 99) |
| | 370 | PlayerStatus.WeaponSlot[WEAPON_PULSERIFLE].SecondaryRoundsRemaining = 99; |
| | 371 | break; |
| | 372 | case WEAPON_SMARTGUN: |
| | 373 | if (PlayerStatus.WeaponSlot[WEAPON_SMARTGUN].MagazinesRemaining < 99) |
| | 374 | PlayerStatus.WeaponSlot[WEAPON_SMARTGUN].MagazinesRemaining += 1; |
| | 375 | break; |
| | 376 | case WEAPON_FLAMETHROWER: |
| | 377 | if (PlayerStatus.WeaponSlot[WEAPON_FLAMETHROWER].MagazinesRemaining < 99) |
| | 378 | PlayerStatus.WeaponSlot[WEAPON_FLAMETHROWER].MagazinesRemaining += 1; |
| | 379 | break; |
| | 380 | case WEAPON_SADAR: |
| | 381 | PlayerStatus.WeaponSlot[WEAPON_SADAR].PrimaryRoundsRemaining += 4; |
| | 382 | |
| | 383 | if (PlayerStatus.WeaponSlot[WEAPON_SADAR].PrimaryRoundsRemaining > 99) |
| | 384 | PlayerStatus.WeaponSlot[WEAPON_SADAR].PrimaryRoundsRemaining = 99; |
| | 385 | break; |
| | 386 | case WEAPON_GRENADELAUNCHER: |
| | 387 | if (GrenadeLauncherData.StandardMagazinesRemaining < 99) |
| | 388 | GrenadeLauncherData.StandardMagazinesRemaining += 1; |
| | 389 | |
| | 390 | if (GrenadeLauncherData.ProximityMagazinesRemaining < 99) |
| | 391 | GrenadeLauncherData.ProximityMagazinesRemaining += 1; |
| | 392 | |
| | 393 | if (GrenadeLauncherData.FragmentationMagazinesRemaining < 99) |
| | 394 | GrenadeLauncherData.FragmentationMagazinesRemaining += 1; |
| | 395 | |
| | 396 | PlayerStatus.WeaponSlot[WEAPON_GRENADELAUNCHER].MagazinesRemaining += 1; |
| | 397 | break; |
| | 398 | case WEAPON_MINIGUN: |
| | 399 | if (PlayerStatus.WeaponSlot[WEAPON_MINIGUN].MagazinesRemaining < 99) |
| | 400 | PlayerStatus.WeaponSlot[WEAPON_MINIGUN].MagazinesRemaining += 1; |
| | 401 | break; |
| | 402 | case WEAPON_MARINE_PISTOL: |
| | 403 | { |
| | 404 | if (PlayerStatus.WeaponSlot[WEAPON_MARINE_PISTOL].Possessed) |
| | 405 | weaponID = WEAPON_TWO_PISTOLS; |
| | 406 | |
| | 407 | if ((SinglePlayer != AvP.PlayMode) && netGameData.pistolInfiniteAmmo) |
| | 408 | { |
| | 409 | PlayerStatus.WeaponSlot[weaponID].MagazinesRemaining = 10; |
| | 410 | |
| | 411 | /* If you have Two Pistols, load that, too. */ |
| | 412 | |
| | 413 | if (WEAPON_TWO_PISTOLS == weaponID) |
| | 414 | { |
| | 415 | struct PLAYER_WEAPON_DATA *twoPistolPtr = &PlayerStatus.WeaponSlot[WEAPON_TWO_PISTOLS]; |
| | 416 | twoPistolPtr->MagazinesRemaining = 10; |
| | 417 | } |
| | 418 | } |
| | 419 | else |
| | 420 | { |
| | 421 | PlayerStatus.WeaponSlot[WEAPON_MARINE_PISTOL].MagazinesRemaining += 10; |
| | 422 | |
| | 423 | if (PlayerStatus.WeaponSlot[WEAPON_MARINE_PISTOL].MagazinesRemaining > 99) |
| | 424 | PlayerStatus.WeaponSlot[WEAPON_MARINE_PISTOL].MagazinesRemaining = 99; |
| | 425 | |
| | 426 | /* If you have Two Pistols, load that, too. */ |
| | 427 | |
| | 428 | if (WEAPON_TWO_PISTOLS == weaponID) |
| | 429 | { |
| | 430 | struct PLAYER_WEAPON_DATA *twoPistolPtr = &PlayerStatus.WeaponSlot[WEAPON_TWO_PISTOLS]; |
| | 431 | twoPistolPtr->MagazinesRemaining += 10; |
| | 432 | } |
| | 433 | } |
| | 434 | break; |
| | 435 | } |
| | 436 | case WEAPON_FRISBEE_LAUNCHER: |
| | 437 | if (PlayerStatus.WeaponSlot[WEAPON_FRISBEE_LAUNCHER].PrimaryRoundsRemaining < 99) |
| | 438 | PlayerStatus.WeaponSlot[WEAPON_FRISBEE_LAUNCHER].PrimaryRoundsRemaining += 1; |
| | 439 | break; |
| | 440 | case WEAPON_TWO_PISTOLS: |
| | 441 | case WEAPON_CUDGEL: |
| | 442 | default: |
| | 443 | return 0; |
| | 444 | } |
| | 445 | |
| | 446 | if(!PlayerStatus.WeaponSlot[weaponID].Possessed) |
| | 447 | { |
| | 448 | PlayerStatus.WeaponSlot[weaponID].Possessed = 1; |
| | 449 | |
| | 450 | if(UserProfile.AutoWeaponChangeOn) |
| | 451 | { |
| | 452 | PlayerStatus.SwapToWeaponSlot = weaponID; |
| | 453 | PlayerStatus.PreviouslySelectedWeaponSlot = PlayerStatus.SelectedWeaponSlot; |
| | 454 | PlayerStatus.WeaponState = WEAPONSTATE_SWAPPING_OUT; |
| | 455 | } |
| | 456 | } |
| | 457 | |
| | 458 | const TEMPLATE_WEAPON_DATA *twPtr = &TemplateWeapon[weaponID]; |
| | 459 | struct PLAYER_WEAPON_DATA *weaponPtr = &PlayerStatus.WeaponSlot[weaponID]; |
| | 460 | |
| | 461 | const TEMPLATE_AMMO_DATA *templateAmmoPtr = &TemplateAmmo[twPtr->PrimaryAmmoID]; |
| | 462 | |
| | 463 | if (!weaponPtr->PrimaryRoundsRemaining && (weaponPtr->MagazinesRemaining > 0)) |
| | 464 | { |
| | 465 | weaponPtr->PrimaryRoundsRemaining = templateAmmoPtr->AmmoPerMagazine; |
| | 466 | weaponPtr->MagazinesRemaining--; |
| | 467 | } |
| | 468 | |
| | 469 | if (weaponPtr->WeaponIDNumber == WEAPON_TWO_PISTOLS) |
| | 470 | { |
| | 471 | if (!weaponPtr->SecondaryRoundsRemaining && (weaponPtr->MagazinesRemaining > 0)) |
| | 472 | { |
| | 473 | weaponPtr->SecondaryRoundsRemaining = templateAmmoPtr->AmmoPerMagazine; |
| | 474 | weaponPtr->MagazinesRemaining--; |
| | 475 | } |
| | 476 | } |
| | 477 | |
| | 478 | //MarineZeroAmmoFunctionality(); |
| | 479 | } |
| | 480 | break; |
| | 481 | case I_Predator: |
| | 482 | { |
| | 483 | int weaponSlot = -1; |
| | 484 | switch(weaponID) |
| | 485 | { |
| | 486 | case WEAPON_PRED_RIFLE: |
| | 487 | { |
| | 488 | weaponSlot = SlotForThisWeapon(WEAPON_PRED_RIFLE); |
| | 489 | struct PLAYER_WEAPON_DATA *weaponPtr = &PlayerStatus.WeaponSlot[weaponID]; |
| | 490 | weaponPtr->PrimaryRoundsRemaining += SPEARS_PER_PICKUP; |
| | 491 | |
| | 492 | if (weaponPtr->PrimaryRoundsRemaining > MAX_SPEARS) |
| | 493 | weaponPtr->PrimaryRoundsRemaining = MAX_SPEARS; |
| | 494 | } |
| | 495 | break; |
| | 496 | case WEAPON_PRED_DISC: |
| | 497 | { |
| | 498 | weaponSlot = SlotForThisWeapon(WEAPON_PRED_DISC); |
| | 499 | |
| | 500 | struct PLAYER_WEAPON_DATA *weaponPtr = &PlayerStatus.WeaponSlot[weaponSlot]; |
| | 501 | |
| | 502 | if (!weaponPtr->PrimaryRoundsRemaining) |
| | 503 | { |
| | 504 | weaponPtr->PrimaryRoundsRemaining = 1; |
| | 505 | /* Autoswap to disc here? */ |
| | 506 | AutoSwapToDisc(); |
| | 507 | } |
| | 508 | } |
| | 509 | break; |
| | 510 | default: |
| | 511 | return 0; |
| | 512 | } |
| | 513 | break; |
| | 514 | } |
| | 515 | case I_Alien: |
| | 516 | return 0; |
| | 517 | } |
| | 518 | |
| | 519 | return 1; |
| | 520 | } |
| | 521 | |
| | 522 | static int PickupHealth() |
| | 523 | { |
| | 524 | const NPC_DATA *NpcData = &NpcDataList[I_NPC_Marine]; |
| | 525 | |
| | 526 | if (PlayerStatus.sbptr->DamageBlock.IsOnFire) |
| | 527 | { |
| | 528 | PlayerStatus.sbptr->DamageBlock.IsOnFire = 0; |
| | 529 | Sound_Stop(PlayerStatus.soundCracklingFire); |
| | 530 | } |
| | 531 | else if ((PlayerStatus.sbptr->DamageBlock.Health == (NpcData->StartingStats.Health << ONE_FIXED_SHIFT)) && (20 ==
PlayerStatus.FlaresLeft)) |
| | 532 | { |
| | 533 | /* Already at max. */ |
| | 534 | return 0; |
| | 535 | } |
| | 536 | |
| | 537 | PlayerStatus.FlaresLeft += 5; |
| | 538 | |
| | 539 | if(PlayerStatus.FlaresLeft > 20) |
| | 540 | PlayerStatus.FlaresLeft = 20; |
| | 541 | |
| | 542 | PlayerStatus.sbptr->DamageBlock.Health = NpcData->StartingStats.Health << ONE_FIXED_SHIFT; |
| | 543 | PlayerStatus.Health = PlayerStatus.sbptr->DamageBlock.Health; |
| | 544 | |
| | 545 | return 1; |
| | 546 | } |
| | 547 | |
| | 548 | static int PickupArmour() |
| | 549 | { |
| | 550 | const NPC_DATA *NpcData = &NpcDataList[I_NPC_Marine]; |
| | 551 | |
| | 552 | if (PlayerStatus.sbptr->DamageBlock.Armour == NpcData->StartingStats.Armour << ONE_FIXED_SHIFT) |
| | 553 | { |
| | 554 | /* Already at max. */ |
| | 555 | return 0; |
| | 556 | } |
| | 557 | else |
| | 558 | { |
| | 559 | PlayerStatus.sbptr->DamageBlock.Armour = NpcData->StartingStats.Armour << ONE_FIXED_SHIFT; |
| | 560 | PlayerStatus.Armour = PlayerStatus.sbptr->DamageBlock.Armour; |
| | 561 | } |
| | 562 | |
| | 563 | return 1; |
| | 564 | } |
| | 565 | |
| | 566 | /* Removes objects picked up by the player: either destroys them for a single |
| | 567 | player game, or for a multiplayer game, sets them to respawn */ |
| | 568 | void RemovePickedUpObject(STRATEGYBLOCK *objectPtr) |
| | 569 | { |
| | 570 | INANIMATEOBJECT_STATUSBLOCK* objStatPtr = objectPtr->dataptr; |
| | 571 | assert(objectPtr->type == I_BehaviourInanimateObject); |
| | 572 | |
| | 573 | /* patrick, for e3- add a sound effect to explosions */ |
| | 574 | switch(objStatPtr->typeId) |
| | 575 | { |
| | 576 | case IOT_Weapon: |
| | 577 | switch (AvP.PlayerType) |
| | 578 | { |
| | 579 | case I_Marine: |
| | 580 | Sound_Play(SID_MARINE_PICKUP_WEAPON, NULL); |
| | 581 | break; |
| | 582 | case I_Predator: |
| | 583 | Sound_Play(SID_PREDATOR_DISK_RECOVERED, "h"); |
| | 584 | default: |
| | 585 | break; |
| | 586 | } |
| | 587 | break; |
| | 588 | case IOT_Ammo: |
| | 589 | Sound_Play(SID_MARINE_PICKUP_WEAPON, NULL); |
| | 590 | break; |
| | 591 | case IOT_Health: |
| | 592 | Sound_Play(SID_MARINE_PICKUP_HEALTH, NULL); |
| | 593 | break; |
| | 594 | case IOT_Armour: |
| | 595 | Sound_Play(SID_MARINE_PICKUP_ARMOUR, NULL); |
| | 596 | break; |
| | 597 | case IOT_FieldCharge: |
| | 598 | Sound_Play(SID_PREDATOR_PICKUP_FIELDCHARGE, NULL); |
| | 599 | default: |
| | 600 | break; |
| | 601 | } |
| | 602 | |
| | 603 | if (objStatPtr->ghosted_object) |
| | 604 | { |
| | 605 | /* Must be a runtime pickup... */ |
| | 606 | AddNetMsg_LocalObjectDestroyed(objectPtr); |
| | 607 | |
| | 608 | objectPtr->please_destroy_me = 1; |
| | 609 | return; |
| | 610 | } |
| | 611 | |
| | 612 | //see if object has a target that should be notified upon being picked up |
| | 613 | if(objStatPtr->event_target) |
| | 614 | { |
| | 615 | if(objStatPtr->event_target->triggering_event & ObjectEventFlag_PickedUp) |
| | 616 | RequestState(objStatPtr->event_target->event_target_sbptr,objStatPtr->event_target->request,0); |
| | 617 | } |
| | 618 | |
| | 619 | if(SinglePlayer == AvP.PlayMode) |
| | 620 | { |
| | 621 | objectPtr->please_destroy_me = 1; |
| | 622 | } |
| | 623 | else |
| | 624 | { |
| | 625 | AddNetMsg_ObjectPickedUp(&objectPtr->SBname[0]); |
| | 626 | KillInanimateObjectForRespawn(objectPtr); |
| | 627 | } |
| | 628 | } |
| | 629 | |
| | 630 | void MaintainPlayersInventory(STRATEGYBLOCK *collidedWith) |
| | 631 | { |
| | 632 | switch(collidedWith->type) |
| | 633 | { |
| | 634 | case I_BehaviourInanimateObject: |
| | 635 | { |
| | 636 | INANIMATEOBJECT_STATUSBLOCK* objStatPtr = collidedWith->dataptr; |
| | 637 | |
| | 638 | /*Make sure the object hasn't already been picked up this frame*/ |
| | 639 | if(!collidedWith->please_destroy_me && !objStatPtr->respawnTimer) |
| | 640 | { |
| | 641 | /* now test for inanimate objects we can pick up... */ |
| | 642 | switch(objStatPtr->typeId) |
| | 643 | { |
| | 644 | case IOT_Weapon: |
| | 645 | if (AbleToPickupWeapon(objStatPtr->subType)) |
| | 646 | RemovePickedUpObject(collidedWith); |
| | 647 | break; |
| | 648 | case IOT_Ammo: |
| | 649 | if (AbleToPickupAmmo(objStatPtr->subType)) |
| | 650 | RemovePickedUpObject(collidedWith); |
| | 651 | break; |
| | 652 | case IOT_Health: |
| | 653 | if ((I_Marine == AvP.PlayerType) && PickupHealth()) |
| | 654 | RemovePickedUpObject(collidedWith); |
| | 655 | break; |
| | 656 | case IOT_Armour: |
| | 657 | if ((I_Marine == AvP.PlayerType) && PickupArmour()) |
| | 658 | RemovePickedUpObject(collidedWith); |
| | 659 | break; |
| | 660 | case IOT_FieldCharge: |
| | 661 | if ((I_Predator == AvP.PlayerType) && (PlayerStatus.FieldCharge != PLAYERCLOAK_MAXENERGY)) |
| | 662 | { |
| | 663 | PlayerStatus.FieldCharge = PLAYERCLOAK_MAXENERGY; |
| | 664 | RemovePickedUpObject(collidedWith); |
| | 665 | } |
| | 666 | break; |
| | 667 | case IOT_Key: |
| | 668 | case IOT_SpecialPickupObject: |
| | 669 | RemovePickedUpObject(collidedWith); |
| | 670 | default: |
| | 671 | break; |
| | 672 | } |
| | 673 | } |
| | 674 | } |
| | 675 | break; |
| | 676 | case I_BehaviourNetGhost: |
| | 677 | { |
| | 678 | NETGHOSTDATABLOCK* ghostData = collidedWith->dataptr; |
| | 679 | |
| | 680 | if (!collidedWith->please_destroy_me) |
| | 681 | { |
| | 682 | if (ghostData->type == I_BehaviourInanimateObject) |
| | 683 | { |
| | 684 | if (ghostData->IOType == IOT_Ammo) |
| | 685 | { |
| | 686 | if (AbleToPickupAmmo(ghostData->subtype)) |
| | 687 | { |
| | 688 | AddNetMsg_LocalObjectDestroyed_Request(collidedWith); |
| | 689 | ghostData->IOType = IOT_Non; |
| | 690 | /* So it's not picked up again... */ |
| | 691 | GADGET_NewOnScreenMessage(GetTextString(TemplateAmmo[ghostData->subtype].ShortName)); |
| | 692 | } |
| | 693 | } |
| | 694 | if (ghostData->IOType == IOT_Weapon) |
| | 695 | { |
| | 696 | if (AbleToPickupWeapon(ghostData->subtype)) |
| | 697 | { |
| | 698 | AddNetMsg_LocalObjectDestroyed_Request(collidedWith); |
| | 699 | ghostData->IOType = IOT_Non; |
| | 700 | /* So it's not picked up again... */ |
| | 701 | /*Message now done in able to pickup function*/ |
| | 702 | // GADGET_NewOnScreenMessage(GetTextString(TemplateWeapon[ghostData->subtype].Name)); |
| | 703 | } |
| | 704 | } |
| | 705 | } |
| | 706 | } |
| | 707 | } |
| | 708 | default: |
| | 709 | break; |
| | 710 | } |
| | 711 | } |
| | 712 | |
| | 713 | void LoadAllWeapons() |
| | 714 | { |
| | 715 | int slot = MAX_NO_OF_WEAPON_SLOTS; |
| | 716 | |
| | 717 | /* Sorry, doesn't do pulse grenades yet. */ |
| | 718 | |
| | 719 | do { |
| | 720 | struct PLAYER_WEAPON_DATA *wdPtr = &PlayerStatus.WeaponSlot[--slot]; |
| | 721 | const TEMPLATE_WEAPON_DATA *twPtr = &TemplateWeapon[wdPtr->WeaponIDNumber]; |
| | 722 | const TEMPLATE_AMMO_DATA *templateAmmoPtr = &TemplateAmmo[twPtr->PrimaryAmmoID]; |
| | 723 | |
| | 724 | if (!wdPtr->PrimaryRoundsRemaining && (wdPtr->MagazinesRemaining > 0) && (twPtr->PrimaryAmmoID != AMMO_NONE)) |
| | 725 | { |
| | 726 | wdPtr->PrimaryRoundsRemaining = templateAmmoPtr->AmmoPerMagazine; |
| | 727 | wdPtr->MagazinesRemaining--; |
| | 728 | } |
| | 729 | |
| | 730 | if (wdPtr->WeaponIDNumber == WEAPON_TWO_PISTOLS) |
| | 731 | if (!wdPtr->SecondaryRoundsRemaining && (wdPtr->MagazinesRemaining > 0)) |
| | 732 | { |
| | 733 | wdPtr->SecondaryRoundsRemaining = 12; |
| | 734 | wdPtr->MagazinesRemaining--; |
| | 735 | } |
| | 736 | |
| | 737 | } while(slot); |
| | 738 | } |
| | 739 | |
| | 740 | int ReturnPlayerSecurityClearance(unsigned int securityLevel) |
| | 741 | { |
| | 742 | assert(securityLevel < 32); |
| | 743 | |
| | 744 | return(PlayerStatus.securityClearances & (1 << securityLevel)); |
| | 745 | } |
| | 746 | |
| | 747 | int ObjectIsDiscPickup(STRATEGYBLOCK *sbPtr) |
| | 748 | { |
| | 749 | switch(sbPtr->type) |
| | 750 | { |
| | 751 | case I_BehaviourInanimateObject: |
| | 752 | { |
| | 753 | INANIMATEOBJECT_STATUSBLOCK* objStatPtr = sbPtr->dataptr; |
| | 754 | |
| | 755 | /* Make sure the object hasn't already been picked up this frame */ |
| | 756 | if(!sbPtr->please_destroy_me && !objStatPtr->respawnTimer) |
| | 757 | { |
| | 758 | if (objStatPtr->typeId == IOT_Weapon) |
| | 759 | { |
| | 760 | if (objStatPtr->subType == WEAPON_PRED_DISC) |
| | 761 | return 1; |
| | 762 | } |
| | 763 | } |
| | 764 | } |
| | 765 | break; |
| | 766 | case I_BehaviourNetGhost: |
| | 767 | { |
| | 768 | NETGHOSTDATABLOCK* ghostData = sbPtr->dataptr; |
| | 769 | |
| | 770 | if (!sbPtr->please_destroy_me) |
| | 771 | { |
| | 772 | if (ghostData->type == I_BehaviourInanimateObject) |
| | 773 | { |
| | 774 | if (ghostData->IOType == IOT_Weapon) |
| | 775 | { |
| | 776 | if (ghostData->subtype == WEAPON_PRED_DISC) |
| | 777 | return 1; |
| | 778 | } |
| | 779 | } |
| | 780 | } |
| | 781 | } |
| | 782 | break; |
| | 783 | case I_BehaviourPredatorDisc_SeekTrack: |
| | 784 | return 1; |
| | 785 | default: |
| | 786 | break; |
| | 787 | } |
| | 788 | |
| | 789 | return 0; |
| | 790 | } |
| | 791 | |
| | 792 | void Recall_Disc() |
| | 793 | { |
| | 794 | /* If you are a predator with NO discs, pick up the nearest one? */ |
| | 795 | |
| | 796 | if (PlayerStatus.FieldCharge < RecallDisc_Charge) |
| | 797 | return; |
| | 798 | |
| | 799 | int weaponSlot = SlotForThisWeapon(WEAPON_PRED_DISC); |
| | 800 | |
| | 801 | if (weaponSlot == -1) |
| | 802 | return; |
| | 803 | |
| | 804 | /* init a pointer to the weapon's data */ |
| | 805 | struct PLAYER_WEAPON_DATA *weaponPtr = &PlayerStatus.WeaponSlot[weaponSlot]; |
| | 806 | |
| | 807 | if (!weaponPtr->PrimaryRoundsRemaining) |
| | 808 | { |
| | 809 | /* We have no discs: try to find a pickup. */ |
| | 810 | STRATEGYBLOCK *nearest = NULL; |
| | 811 | int neardist = 10000000; |
| | 812 | int a = 0; |
| | 813 | |
| | 814 | for (; a < NumActiveStBlocks; a++) |
| | 815 | { |
| | 816 | STRATEGYBLOCK *candidate = ActiveStBlockList[a]; |
| | 817 | |
| | 818 | if (candidate->DynPtr && ObjectIsDiscPickup(candidate)) |
| | 819 | { |
| | 820 | VECTORCH offset; |
| | 821 | int dist; |
| | 822 | |
| | 823 | offset.vx = PlayerStatus.sbptr->DynPtr->Position.vx - candidate->DynPtr->Position.vx; |
| | 824 | offset.vy = PlayerStatus.sbptr->DynPtr->Position.vy - candidate->DynPtr->Position.vy; |
| | 825 | offset.vz = PlayerStatus.sbptr->DynPtr->Position.vz - candidate->DynPtr->Position.vz; |
| | 826 | |
| | 827 | dist = Approximate3dMagnitude(&offset); |
| | 828 | |
| | 829 | if (dist < neardist) |
| | 830 | { |
| | 831 | nearest = candidate; |
| | 832 | neardist = dist; |
| | 833 | } |
| | 834 | } |
| | 835 | } |
| | 836 | |
| | 837 | /* Do we have a disc? */ |
| | 838 | if (nearest) |
| | 839 | { |
| | 840 | /* Attempt to pick it up. */ |
| | 841 | switch(nearest->type) |
| | 842 | { |
| | 843 | case I_BehaviourInanimateObject: |
| | 844 | { |
| | 845 | INANIMATEOBJECT_STATUSBLOCK* objStatPtr = nearest->dataptr; |
| | 846 | |
| | 847 | if (AbleToPickupWeapon(objStatPtr->subType)) |
| | 848 | { |
| | 849 | PlayerStatus.FieldCharge -= RecallDisc_Charge; |
| | 850 | CurrentGameStats_ChargeUsed(RecallDisc_Charge); |
| | 851 | Sound_Play(SID_PREDATOR_DISK_RECOVERED, "h"); |
| | 852 | RemovePickedUpObject(nearest); |
| | 853 | } |
| | 854 | } |
| | 855 | break; |
| | 856 | case I_BehaviourNetGhost: |
| | 857 | { |
| | 858 | NETGHOSTDATABLOCK* ghostData = nearest->dataptr; |
| | 859 | |
| | 860 | if (AbleToPickupWeapon(ghostData->subtype)) |
| | 861 | { |
| | 862 | AddNetMsg_LocalObjectDestroyed_Request(nearest); |
| | 863 | ghostData->IOType = IOT_Non; |
| | 864 | /* So it's not picked up again... */ |
| | 865 | PlayerStatus.FieldCharge -= RecallDisc_Charge; |
| | 866 | CurrentGameStats_ChargeUsed(RecallDisc_Charge); |
| | 867 | Sound_Play(SID_PREDATOR_DISK_RECOVERED, "h"); |
| | 868 | AutoSwapToDisc(); |
| | 869 | } |
| | 870 | } |
| | 871 | break; |
| | 872 | case I_BehaviourPredatorDisc_SeekTrack: |
| | 873 | { |
| | 874 | PC_PRED_DISC_BEHAV_BLOCK *bbPtr = (PC_PRED_DISC_BEHAV_BLOCK * ) nearest->dataptr; |
| | 875 | |
| | 876 | if (AbleToPickupWeapon(WEAPON_PRED_DISC)) |
| | 877 | { |
| | 878 | /* Pick it up. */ |
| | 879 | AutoSwapToDisc(); |
| | 880 | Sound_Stop(bbPtr->soundHandle); |
| | 881 | Sound_Play(SID_PREDATOR_DISK_RECOVERED,"h"); |
| | 882 | |
| | 883 | if(SinglePlayer != AvP.PlayMode) |
| | 884 | AddNetMsg_LocalObjectDestroyed(nearest); |
| | 885 | |
| | 886 | nearest->please_destroy_me = 1; |
| | 887 | } |
| | 888 | } |
| | 889 | default: |
| | 890 | break; |
| | 891 | } |
| | 892 | } |
| | 893 | } |
| | 894 | } |