| | 1 | #include "npc_common.h" |
| | 2 | #include "dynamics.h" |
| | 3 | #include "lighting.h" |
| | 4 | #include "npc_sentrygun.h" |
| | 5 | #include "npc_facehugger.h" |
| | 6 | #include "npc_xenoborg.h" |
| | 7 | #include "npc_queen.h" |
| | 8 | #include "npc_facehugger.h" |
| | 9 | #include "npc_predator.h" |
| | 10 | #include "videoscreen.h" |
| | 11 | #include "debris.h" |
| | 12 | #include "weaponbehaviour.h" |
| | 13 | #include "bh_light.h" |
| | 14 | #include "bh_track.h" |
| | 15 | #include "projload.hpp" |
| | 16 | #include "kshape.h" |
| | 17 | #include "userprofile.h" |
| | 18 | #include "hud.h" |
| | 19 | |
| | 20 | #define BITE_HEALTH_RECOVERY (50) |
| | 21 | #define BITE_ARMOUR_RECOVERY (30) |
| | 22 | #define MEDICOMP_USE_THRESHOLD ( 10 * ONE_FIXED) |
| | 23 | #define EXTINGUISHER_USE_THRESHOLD (3 * ONE_FIXED) |
| | 24 | #define GREENFLASH_INTENSITY (5 * ONE_FIXED) |
| | 25 | #define PROBABILITYOFJAMMING 32 |
| | 26 | #define Random16BitNumber (FastRandom() & 65535) |
| | 27 | |
| | 28 | GRENADE_LAUNCHER_DATA GrenadeLauncherData; |
| | 29 | |
| | 30 | static const int PredPistol_ShotCost = 120000; /* Changed from 60000 (Fox value), 1/3/99 */ |
| | 31 | static const int Caster_Jumpstart = 10000; |
| | 32 | static const int Caster_Chargetime = 150000; |
| | 33 | static const int Caster_ChargeRatio = 400000; |
| | 34 | |
| | 35 | int ACStrikeTime = (ONE_FIXED / 6); |
| | 36 | static int Weapon_ThisBurst = -1; |
| | 37 | int StaffAttack = -1; |
| | 38 | int RightHand; |
| | 39 | int AllowGoldWeapons = 0; // flag to indicate the Gold version weapons should be allowed |
| | 40 | |
| | 41 | const VECTORCH null_vec = {0, 0, 0}; |
| | 42 | |
| | 43 | static int Flamethrower_Timer = 0; |
| | 44 | static int Bit = 0; |
| | 45 | static int RAPIDFIRE_AMMO_COUNTER = 0; |
| | 46 | static int Alien_Visible_Weapon; |
| | 47 | static int Alien_Tail_Clock = -1; |
| | 48 | static int WeaponFidgetPlaying = 0; |
| | 49 | static int Old_Minigun_SpinSpeed = 0; |
| | 50 | static int Minigun_SpinSpeed = 0; |
| | 51 | |
| | 52 | static STRATEGYBLOCK *Alien_Tail_Target; |
| | 53 | static DAMAGE_PROFILE Player_Weapon_Damage; |
| | 54 | static char Alien_Tail_Target_SBname[SB_NAME_LENGTH]; |
| | 55 | static char Biting_SBname[SB_NAME_LENGTH]; |
| | 56 | |
| | 57 | extern EULER HeadOrientation; |
| | 58 | extern struct KObject VisibleObjects[maxobjects]; |
| | 59 | extern int numVisObjs; |
| | 60 | |
| | 61 | extern uint8_t Null_Name[8]; |
| | 62 | extern int weaponHandle; |
| | 63 | extern int predHUDSoundHandle; |
| | 64 | extern MATRIXCH IdentityMatrix; |
| | 65 | extern DISPLAYBLOCK *SmartTarget_Object; |
| | 66 | |
| | 67 | static EULER Minigun_MaxHeadJolt; |
| | 68 | static EULER Minigun_HeadJolt; |
| | 69 | |
| | 70 | STRATEGYBLOCK *Biting = NULL; |
| | 71 | |
| | 72 | /* Line Of Sight information used by FireLineOfSightWeapon() */ |
| | 73 | VECTORCH LOS_Point; /* point in world space which player has hit */ |
| | 74 | int LOS_Lambda; /* distance in mm to point from player */ |
| | 75 | DISPLAYBLOCK* LOS_ObjectHitPtr; /* pointer to object that was hit */ |
| | 76 | VECTORCH LOS_ObjectNormal; /* normal of the object's face which was hit */ |
| | 77 | SECTION_DATA* LOS_HModel_Section; /* Section of HModel hit */ |
| | 78 | |
| | 79 | static SECTION_DATA *GrenadeLauncherSectionPointers[6]; |
| | 80 | |
| | 81 | static SECTION_DATA *PWMFSDP; /* PlayersWeaponMuzzleFlashSectionDataPointer */ |
| | 82 | HMODELCONTROLLER PlayersWeaponHModelController; |
| | 83 | |
| | 84 | extern void InanimateObjectIsDamaged(STRATEGYBLOCK *sbPtr, const DAMAGE_PROFILE *damage, int multiple); |
| | 85 | extern void PlayerIsDamaged(const DAMAGE_PROFILE *damage, int multiplier, VECTORCH* incoming); |
| | 86 | extern int SlotForThisWeapon(enum WEAPON_ID weaponID); |
| | 87 | extern HIERARCHY_SHAPE_REPLACEMENT* GetHierarchyAlternateShapeSetFromLibrary(const char* rif_name, const char* shape_set_name); |
| | 88 | extern const SECTION * GetNamedHierarchyFromLibrary(const char * rif_name, const char * hier_name); |
| | 89 | |
| | 90 | void GetDirectionOfAttack(STRATEGYBLOCK *sbPtr, VECTORCH *WorldVector, VECTORCH *Output) |
| | 91 | { |
| | 92 | assert(sbPtr); |
| | 93 | |
| | 94 | if (sbPtr->DynPtr == NULL) |
| | 95 | { |
| | 96 | /* Handle as best we can. */ |
| | 97 | Output->vx = 0; |
| | 98 | Output->vy = 0; |
| | 99 | Output->vz = 0; |
| | 100 | } |
| | 101 | else |
| | 102 | { |
| | 103 | /* Consider incoming hit direction. */ |
| | 104 | MATRIXCH WtoLMat = sbPtr->DynPtr->OrientMat; |
| | 105 | TransposeMatrixCH(&WtoLMat); |
| | 106 | RotateAndCopyVector(WorldVector,Output,&WtoLMat); |
| | 107 | Normalise(Output); |
| | 108 | } |
| | 109 | } |
| | 110 | |
| | 111 | static int Predator_WeaponHasAmmo(int slot) |
| | 112 | { |
| | 113 | struct PLAYER_WEAPON_DATA *this_weaponPtr = &PlayerStatus.WeaponSlot[slot]; |
| | 114 | |
| | 115 | switch (this_weaponPtr->WeaponIDNumber) |
| | 116 | { |
| | 117 | case WEAPON_PRED_WRISTBLADE: |
| | 118 | return 1; |
| | 119 | case WEAPON_PRED_MEDICOMP: |
| | 120 | return ((PlayerStatus.FieldCharge > EXTINGUISHER_USE_THRESHOLD) && (PlayerStatus.FieldCharge > MEDICOMP_USE_THRESHOLD)) ; |
| | 121 | case WEAPON_PRED_RIFLE: |
| | 122 | case WEAPON_PRED_DISC: |
| | 123 | return this_weaponPtr->PrimaryRoundsRemaining; |
| | 124 | case WEAPON_PRED_PISTOL: |
| | 125 | return (PlayerStatus.FieldCharge > PredPistol_ShotCost); |
| | 126 | case WEAPON_PRED_SHOULDERCANNON: |
| | 127 | return (!(PlayerStatus.PlasmaCasterCharge < Caster_Jumpstart) |
| | 128 | && (PlayerStatus.FieldCharge < MUL_FIXED((Caster_Jumpstart - PlayerStatus.PlasmaCasterCharge), Caster_ChargeRatio)) ); |
| | 129 | default: |
| | 130 | return 0; |
| | 131 | } |
| | 132 | } |
| | 133 | |
| | 134 | static void PredatorZeroAmmoFunctionality() |
| | 135 | { |
| | 136 | static enum WEAPON_ID PredatorWeaponHierarchy[] = |
| | 137 | { |
| | 138 | WEAPON_PRED_RIFLE, |
| | 139 | WEAPON_PRED_WRISTBLADE, |
| | 140 | //WEAPON_PRED_DISC, |
| | 141 | //WEAPON_PRED_SHOULDERCANNON, |
| | 142 | //WEAPON_PRED_PISTOL, |
| | 143 | NULL_WEAPON |
| | 144 | }; |
| | 145 | |
| | 146 | int slot; |
| | 147 | int weaponNum = 0; |
| | 148 | |
| | 149 | while (PredatorWeaponHierarchy[weaponNum] != NULL_WEAPON) |
| | 150 | { |
| | 151 | slot = SlotForThisWeapon(PredatorWeaponHierarchy[weaponNum]); |
| | 152 | |
| | 153 | if (slot != -1) |
| | 154 | { |
| | 155 | if (PlayerStatus.WeaponSlot[slot].Possessed && Predator_WeaponHasAmmo(slot)) |
| | 156 | { |
| | 157 | if (PredatorWeaponHierarchy[weaponNum] != PlayerStatus.SelectedWeapon->WeaponIDNumber) |
| | 158 | { |
| | 159 | /* So, change to this weapon. */ |
| | 160 | PlayerStatus.SwapToWeaponSlot = slot; |
| | 161 | PlayerStatus.WeaponState = WEAPONSTATE_UNREADYING; |
| | 162 | PlayerStatus.WeaponStateTimeOutCounter = ONE_FIXED; |
| | 163 | break; |
| | 164 | } |
| | 165 | } |
| | 166 | } |
| | 167 | |
| | 168 | weaponNum++; |
| | 169 | } |
| | 170 | } |
| | 171 | |
| | 172 | static int WeaponHasAmmo(int slot) |
| | 173 | { |
| | 174 | struct PLAYER_WEAPON_DATA *this_weaponPtr = &PlayerStatus.WeaponSlot[slot]; |
| | 175 | |
| | 176 | switch(this_weaponPtr->WeaponIDNumber) |
| | 177 | { |
| | 178 | case WEAPON_GRENADELAUNCHER: |
| | 179 | return 0; |
| | 180 | case WEAPON_CUDGEL: |
| | 181 | return 1; |
| | 182 | default: |
| | 183 | { |
| | 184 | return (this_weaponPtr->SecondaryRoundsRemaining != 0 |
| | 185 | || this_weaponPtr->PrimaryRoundsRemaining != 0 |
| | 186 | || this_weaponPtr->MagazinesRemaining != 0); |
| | 187 | } |
| | 188 | } |
| | 189 | } |
| | 190 | |
| | 191 | void MarineZeroAmmoFunctionality() |
| | 192 | { |
| | 193 | static enum WEAPON_ID MarineWeaponHierarchy[] = |
| | 194 | { |
| | 195 | WEAPON_PULSERIFLE, |
| | 196 | WEAPON_SMARTGUN, |
| | 197 | WEAPON_SADAR, |
| | 198 | WEAPON_GRENADELAUNCHER, |
| | 199 | WEAPON_FLAMETHROWER, |
| | 200 | WEAPON_MINIGUN, |
| | 201 | WEAPON_FRISBEE_LAUNCHER, |
| | 202 | WEAPON_TWO_PISTOLS, |
| | 203 | WEAPON_MARINE_PISTOL, |
| | 204 | WEAPON_CUDGEL, |
| | 205 | NULL_WEAPON |
| | 206 | }; |
| | 207 | |
| | 208 | int weaponNum = 0; |
| | 209 | centre_gunsight(); |
| | 210 | |
| | 211 | while (MarineWeaponHierarchy[weaponNum] != NULL_WEAPON) |
| | 212 | { |
| | 213 | int slot = SlotForThisWeapon(MarineWeaponHierarchy[weaponNum]); |
| | 214 | |
| | 215 | if (slot != -1) |
| | 216 | { |
| | 217 | if (PlayerStatus.WeaponSlot[slot].Possessed && WeaponHasAmmo(slot)) |
| | 218 | { |
| | 219 | if (MarineWeaponHierarchy[weaponNum] == PlayerStatus.SelectedWeapon->WeaponIDNumber) |
| | 220 | { |
| | 221 | return; // If you found the current weapon, do nothing. |
| | 222 | } |
| | 223 | else |
| | 224 | { |
| | 225 | /* So, change to this weapon. */ |
| | 226 | PlayerStatus.SwapToWeaponSlot = slot; |
| | 227 | PlayerStatus.WeaponState = WEAPONSTATE_UNREADYING; |
| | 228 | PlayerStatus.WeaponStateTimeOutCounter = ONE_FIXED; |
| | 229 | } |
| | 230 | |
| | 231 | return; |
| | 232 | } |
| | 233 | } |
| | 234 | |
| | 235 | weaponNum++; |
| | 236 | } |
| | 237 | } |
| | 238 | |
| | 239 | static void GetHierarchicalWeapon(const char *riffname, const char *hierarchyname, int sequence_type, int sub_sequence) |
| | 240 | { |
| | 241 | const SECTION *root_section = GetNamedHierarchyFromLibrary(riffname, hierarchyname); |
| | 242 | |
| | 243 | assert(root_section); |
| | 244 | |
| | 245 | Dispel_HModel(&PlayersWeaponHModelController); |
| | 246 | Create_HModel(&PlayersWeaponHModelController, root_section); |
| | 247 | InitHModelSequence(&PlayersWeaponHModelController, sequence_type, sub_sequence, ONE_FIXED); // Was >>3 |
| | 248 | |
| | 249 | /* Causes that 'one frame' flicker? */ |
| | 250 | //ProveHModel(&PlayersWeaponHModelController, &PlayerStatus.weapon); |
| | 251 | |
| | 252 | PlayersWeaponHModelController.Playing = 0; |
| | 253 | PlayersWeaponHModelController.Looped = 0; |
| | 254 | |
| | 255 | PWMFSDP = GetThisSectionData(PlayersWeaponHModelController.section_data, "dum flash"); |
| | 256 | |
| | 257 | if (PWMFSDP == NULL) |
| | 258 | { |
| | 259 | PWMFSDP = GetThisSectionData(PlayersWeaponHModelController.section_data, "Dum flash"); |
| | 260 | /* ?&$(*"*&^ pred pistol!!! */ |
| | 261 | |
| | 262 | if (PWMFSDP == NULL) |
| | 263 | PWMFSDP = GetThisSectionData(PlayersWeaponHModelController.section_data, "Dum Flash"); |
| | 264 | } |
| | 265 | |
| | 266 | /* Could be NULL though, I don't care at this stage. */ |
| | 267 | } |
| | 268 | |
| | 269 | static void ChangeHUDToAlternateShapeSet(const char *setname) |
| | 270 | { |
| | 271 | int a=0; |
| | 272 | HIERARCHY_SHAPE_REPLACEMENT* replacement_array = GetHierarchyAlternateShapeSetFromLibrary("MarineWeapons", setname); |
| | 273 | |
| | 274 | if (NULL != replacement_array) |
| | 275 | while (replacement_array[a].replaced_section_name != NULL) |
| | 276 | { |
| | 277 | SECTION_DATA *target_section = GetThisSectionData(PlayersWeaponHModelController.section_data, replacement_array[a].replaced_section_name); |
| | 278 | |
| | 279 | if (target_section) |
| | 280 | { |
| | 281 | target_section->Shape = replacement_array[a].replacement_shape; |
| | 282 | target_section->ShapeNum = replacement_array[a].replacement_shape_index; |
| | 283 | Setup_Texture_Animation_For_Section(target_section); |
| | 284 | } |
| | 285 | a++; |
| | 286 | } |
| | 287 | } |
| | 288 | |
| | 289 | static void GrenadeLauncherInit() |
| | 290 | { |
| | 291 | static const char *GrenadeLauncherBulletNames[6] = |
| | 292 | { |
| | 293 | "bulletF", //05_ |
| | 294 | "bulletA", //_ |
| | 295 | "bulletB", //01_ |
| | 296 | "bulletC", //02_ |
| | 297 | "bulletD", //03_ |
| | 298 | "bulletE", //04_ |
| | 299 | }; |
| | 300 | |
| | 301 | int a = 0; |
| | 302 | |
| | 303 | for (; a < 6; a++) |
| | 304 | GrenadeLauncherSectionPointers[a] = GetThisSectionData(PlayersWeaponHModelController.section_data, GrenadeLauncherBulletNames[a]); |
| | 305 | |
| | 306 | switch (GrenadeLauncherData.SelectedAmmo) |
| | 307 | { |
| | 308 | default: |
| | 309 | case AMMO_GRENADE: |
| | 310 | ChangeHUDToAlternateShapeSet("Grenade"); |
| | 311 | break; |
| | 312 | case AMMO_FRAGMENTATION_GRENADE: |
| | 313 | ChangeHUDToAlternateShapeSet("Frag"); |
| | 314 | break; |
| | 315 | case AMMO_PROXIMITY_GRENADE: |
| | 316 | ChangeHUDToAlternateShapeSet("Proxmine"); |
| | 317 | } |
| | 318 | } |
| | 319 | |
| | 320 | void GrabWeaponShape() |
| | 321 | { |
| | 322 | extern void create_player_hmodel(); |
| | 323 | PlayerStatus.twPtr = &TemplateWeapon[PlayerStatus.SelectedWeapon->WeaponIDNumber]; |
| | 324 | |
| | 325 | switch(AvP.PlayerType) |
| | 326 | { |
| | 327 | case I_Marine: |
| | 328 | GetHierarchicalWeapon("MarineWeapons", PlayerStatus.twPtr->HierarchyName, HMSQT_MarineHUD, MHSS_Stationary); |
| | 329 | |
| | 330 | if (WEAPON_GRENADELAUNCHER == PlayerStatus.SelectedWeapon->WeaponIDNumber) |
| | 331 | GrenadeLauncherInit(); |
| | 332 | break; |
| | 333 | case I_Predator: |
| | 334 | GetHierarchicalWeapon("pred_HUD", PlayerStatus.twPtr->HierarchyName, HMSQT_PredatorHUD, PlayerStatus.twPtr->InitialSubSequence); |
| | 335 | break; |
| | 336 | case I_Alien: |
| | 337 | //GetHierarchicalWeapon("alien_HUD", "eat", HMSQT_AlienHUD, AHSS_LeftSwipeDown); |
| | 338 | GetHierarchicalWeapon("alien_HUD", "claws", HMSQT_AlienHUD, AHSS_LeftSwipeDown); |
| | 339 | Alien_Visible_Weapon = 0; |
| | 340 | } |
| | 341 | |
| | 342 | centre_gunsight(); |
| | 343 | create_player_hmodel(); |
| | 344 | } |
| | 345 | |
| | 346 | void RequestChangeOfWeaponNo(int weapon_nr) |
| | 347 | { |
| | 348 | if (weapon_nr != PlayerStatus.SelectedWeaponSlot && PlayerStatus.WeaponSlot[weapon_nr].Possessed) |
| | 349 | { |
| | 350 | switch(PlayerStatus.WeaponState) |
| | 351 | { |
| | 352 | case WEAPONSTATE_IDLE: |
| | 353 | { |
| | 354 | PlayerStatus.SwapToWeaponSlot = weapon_nr; |
| | 355 | PlayerStatus.PreviouslySelectedWeaponSlot = PlayerStatus.SelectedWeaponSlot; |
| | 356 | PlayerStatus.WeaponState = WEAPONSTATE_SWAPPING_OUT; |
| | 357 | } |
| | 358 | break; |
| | 359 | case WEAPONSTATE_SWAPPING_OUT: |
| | 360 | { |
| | 361 | } |
| | 362 | break; |
| | 363 | case WEAPONSTATE_SWAPPING_IN: |
| | 364 | { |
| | 365 | } |
| | 366 | default: |
| | 367 | break; |
| | 368 | } |
| | 369 | } |
| | 370 | } |
| | 371 | |
| | 372 | void RequestChangeOfWeapon(int x) |
| | 373 | { |
| | 374 | enum WEAPON_SLOT newSlot = PlayerStatus.SelectedWeaponSlot; |
| | 375 | |
| | 376 | if(PlayerStatus.WeaponState == WEAPONSTATE_IDLE) |
| | 377 | while(1) |
| | 378 | { |
| | 379 | if(x) |
| | 380 | { |
| | 381 | if(++newSlot == MAX_NO_OF_WEAPON_SLOTS) |
| | 382 | newSlot = WEAPON_SLOT_1; |
| | 383 | } |
| | 384 | else |
| | 385 | { |
| | 386 | if(--newSlot == MIN_NO_OF_WEAPON_SLOTS) |
| | 387 | newSlot = MAX_NO_OF_WEAPON_SLOTS - 1; |
| | 388 | } |
| | 389 | |
| | 390 | if (PlayerStatus.WeaponSlot[newSlot].Possessed) |
| | 391 | { |
| | 392 | if ((!PlayerStatus.WeaponSlot[newSlot].PrimaryRoundsRemaining && |
| | 393 | !PlayerStatus.WeaponSlot[newSlot].MagazinesRemaining) || |
| | 394 | WEAPON_CUDGEL == PlayerStatus.WeaponSlot[newSlot].WeaponIDNumber) |
| | 395 | { |
| | 396 | switch(PlayerStatus.WeaponSlot[newSlot].WeaponIDNumber) |
| | 397 | { |
| | 398 | default: |
| | 399 | { |
| | 400 | static int i_was_here = 0; |
| | 401 | if (i_was_here) |
| | 402 | { |
| | 403 | i_was_here = 0; |
| | 404 | return; |
| | 405 | } |
| | 406 | |
| | 407 | i_was_here = 1; |
| | 408 | continue; |
| | 409 | } |
| | 410 | } |
| | 411 | } |
| | 412 | else |
| | 413 | { |
| | 414 | /* |
| | 415 | switch (PlayerStatus.WeaponSlot[newSlot].WeaponIDNumber) |
| | 416 | { |
| | 417 | case WEAPON_FRISBEE_LAUNCHER: |
| | 418 | case WEAPON_MARINE_PISTOL: |
| | 419 | case WEAPON_TWO_PISTOLS: |
| | 420 | { |
| | 421 | // Disallow Gold version weapons with regular version |
| | 422 | if (!AllowGoldWeapons) |
| | 423 | continue; |
| | 424 | } |
| | 425 | break; |
| | 426 | |
| | 427 | default: |
| | 428 | break; |
| | 429 | } |
| | 430 | */ |
| | 431 | } |
| | 432 | |
| | 433 | if(newSlot != PlayerStatus.SelectedWeaponSlot) |
| | 434 | { |
| | 435 | PlayerStatus.SwapToWeaponSlot = newSlot; |
| | 436 | PlayerStatus.PreviouslySelectedWeaponSlot = PlayerStatus.SelectedWeaponSlot; |
| | 437 | PlayerStatus.WeaponState = WEAPONSTATE_SWAPPING_OUT; |
| | 438 | return; |
| | 439 | } |
| | 440 | |
| | 441 | break; |
| | 442 | } |
| | 443 | } |
| | 444 | } |
| | 445 | |
| | 446 | void three_dots() |
| | 447 | { |
| | 448 | //VECTORCH shotvector = {0, 0, 65535}; |
| | 449 | VECTORCH shotvector; |
| | 450 | THREE_LASER_DOT_DESC PredatorLaserTarget; |
| | 451 | |
| | 452 | MATRIXCH matrix = Global_VDB.VDB_Mat; |
| | 453 | TransposeMatrixCH(&matrix); |
| | 454 | RotateVector(&shotvector, &matrix); |
| | 455 | |
| | 456 | // find position/orientation of predator's targeting sights |
| | 457 | int i; |
| | 458 | |
| | 459 | VECTORCH offset[3] = { {0, -50, 0}, {43, 25, 0}, {-43, 25, 0} }; |
| | 460 | |
| | 461 | for(i=0; i < 3; i++) |
| | 462 | { |
| | 463 | VECTORCH position = offset[i]; |
| | 464 | //position.vx -= 200; |
| | 465 | |
| | 466 | RotateVector(&position, &matrix); |
| | 467 | position.vx += Global_VDB.VDB_World.vx; |
| | 468 | position.vy += Global_VDB.VDB_World.vy; |
| | 469 | position.vz += Global_VDB.VDB_World.vz; |
| | 470 | |
| | 471 | shotvector.vx = offset[i].vx; |
| | 472 | shotvector.vy = offset[i].vy; |
| | 473 | shotvector.vz = 65535; |
| | 474 | RotateVector(&shotvector, &matrix); |
| | 475 | |
| | 476 | if(FindPolygonInLineOfSight(&shotvector, &position, PlayerStatus.DisplayBlock)) |
| | 477 | { |
| | 478 | PredatorLaserTarget.Normal[i] = LOS_ObjectNormal; |
| | 479 | MakeParticle(&position, &shotvector, PARTICLE_PLASMATRAIL); |
| | 480 | |
| | 481 | if (PlayerStatus.Target.DispPtr) |
| | 482 | { |
| | 483 | PredatorLaserTarget.Position[i] = LOS_Point; |
| | 484 | } |
| | 485 | else |
| | 486 | { |
| | 487 | /* pretend the target is right in front of the player, but a very long way off */ |
| | 488 | PredatorLaserTarget.Position[i].vx = PlayerStatus.DisplayBlock->ObWorld.vx + (Global_VDB.VDB_Mat.mat13<<7); |
| | 489 | PredatorLaserTarget.Position[i].vy = PlayerStatus.DisplayBlock->ObWorld.vy + (Global_VDB.VDB_Mat.mat23<<7); |
| | 490 | PredatorLaserTarget.Position[i].vz = PlayerStatus.DisplayBlock->ObWorld.vz + (Global_VDB.VDB_Mat.mat33<<7); |
| | 491 | } |
| | 492 | } |
| | 493 | } |
| | 494 | |
| | 495 | RenderLaserTarget(&PredatorLaserTarget); |
| | 496 | } |
| | 497 | |
| | 498 | static void PositionPlayersWeapon() |
| | 499 | { |
| | 500 | PlayerStatus.weapon.ObMat = Global_VDB.VDB_Mat; |
| | 501 | TransposeMatrixCH(&PlayerStatus.weapon.ObMat); |
| | 502 | |
| | 503 | PlayerStatus.weapon.ObView.vx = PlayerStatus.twPtr->RestPosition.vx + PlayerStatus.WeaponPositionOffset.vx; |
| | 504 | PlayerStatus.weapon.ObView.vy = PlayerStatus.twPtr->RestPosition.vy + PlayerStatus.WeaponPositionOffset.vy; |
| | 505 | PlayerStatus.weapon.ObView.vz = PlayerStatus.twPtr->RestPosition.vz + PlayerStatus.WeaponPositionOffset.vz; |
| | 506 | |
| | 507 | VECTORCH offset = PlayerStatus.weapon.ObView; |
| | 508 | RotateVector(&offset, &PlayerStatus.weapon.ObMat); |
| | 509 | |
| | 510 | PlayerStatus.weapon.ObWorld.vx = Global_VDB.VDB_World.vx + offset.vx; |
| | 511 | PlayerStatus.weapon.ObWorld.vy = Global_VDB.VDB_World.vy + offset.vy; |
| | 512 | PlayerStatus.weapon.ObWorld.vz = Global_VDB.VDB_World.vz + offset.vz; |
| | 513 | } |
| | 514 | |
| | 515 | static void CalculateTorqueAtPoint(EULER *rotationPtr, VECTORCH *pointPtr, STRATEGYBLOCK *sbPtr) |
| | 516 | { |
| | 517 | VECTORCH normal,point; |
| | 518 | int intersectionPlane; |
| | 519 | DYNAMICSBLOCK *dynPtr = sbPtr->DynPtr; |
| | 520 | |
| | 521 | /* if the strategy block doesn't have a dynamics or display block, skip it */ |
| | 522 | if (!dynPtr || !sbPtr->DisplayBlock) |
| | 523 | return; |
| | 524 | |
| | 525 | { |
| | 526 | MATRIXCH mat = dynPtr->OrientMat; |
| | 527 | TransposeMatrixCH(&mat); |
| | 528 | |
| | 529 | point.vx = pointPtr->vx - dynPtr->Position.vx; |
| | 530 | point.vy = pointPtr->vy - dynPtr->Position.vy; |
| | 531 | point.vz = pointPtr->vz - dynPtr->Position.vz; |
| | 532 | |
| | 533 | RotateVector(&point, &mat); |
| | 534 | normal = point; |
| | 535 | } |
| | 536 | |
| | 537 | { |
| | 538 | int x = abs(normal.vx); |
| | 539 | int y = abs(normal.vy); |
| | 540 | int z = abs(normal.vz); |
| | 541 | |
| | 542 | if (x > y) |
| | 543 | intersectionPlane = (x > z) ? ix : iz; |
| | 544 | else |
| | 545 | intersectionPlane = (y > z) ? iy : iz; |
| | 546 | } |
| | 547 | |
| | 548 | switch (intersectionPlane) |
| | 549 | { |
| | 550 | case ix: |
| | 551 | { |
| | 552 | rotationPtr->EulerX = 0; |
| | 553 | |
| | 554 | if (point.vx > 0) |
| | 555 | { |
| | 556 | rotationPtr->EulerY = -point.vz; |
| | 557 | rotationPtr->EulerZ = point.vy; |
| | 558 | } |
| | 559 | else |
| | 560 | { |
| | 561 | rotationPtr->EulerY = point.vz; |
| | 562 | rotationPtr->EulerZ = -point.vy; |
| | 563 | } |
| | 564 | break; |
| | 565 | } |
| | 566 | case iy: |
| | 567 | { |
| | 568 | rotationPtr->EulerY = 0; |
| | 569 | |
| | 570 | if (point.vy > 0) |
| | 571 | { |
| | 572 | rotationPtr->EulerX = point.vz; |
| | 573 | rotationPtr->EulerZ = -point.vx; |
| | 574 | } |
| | 575 | else |
| | 576 | { |
| | 577 | rotationPtr->EulerX = -point.vz; |
| | 578 | rotationPtr->EulerZ = point.vx; |
| | 579 | } |
| | 580 | break; |
| | 581 | } |
| | 582 | case iz: |
| | 583 | { |
| | 584 | rotationPtr->EulerZ = 0; |
| | 585 | |
| | 586 | if (point.vz > 0) |
| | 587 | { |
| | 588 | rotationPtr->EulerX = -point.vy; |
| | 589 | rotationPtr->EulerY = point.vx; |
| | 590 | } |
| | 591 | else |
| | 592 | { |
| | 593 | rotationPtr->EulerX = point.vy; |
| | 594 | rotationPtr->EulerY = -point.vx; |
| | 595 | } |
| | 596 | break; |
| | 597 | } |
| | 598 | default: |
| | 599 | break; |
| | 600 | } |
| | 601 | |
| | 602 | { |
| | 603 | struct shapeheader* shapePtr = GetShapeData(sbPtr->DisplayBlock->ObShape); |
| | 604 | rotationPtr->EulerX = DIV_FIXED(rotationPtr->EulerX, shapePtr->shaperadius); |
| | 605 | rotationPtr->EulerY = DIV_FIXED(rotationPtr->EulerY, shapePtr->shaperadius); |
| | 606 | rotationPtr->EulerZ = DIV_FIXED(rotationPtr->EulerZ, shapePtr->shaperadius); |
| | 607 | } |
| | 608 | } |
| | 609 | |
| | 610 | static void DamageDamageBlock(DAMAGEBLOCK *DBPtr, const DAMAGE_PROFILE *damage, int multiple) |
| | 611 | { |
| | 612 | int ArmourDamage = 0; |
| | 613 | int HealthDamage = 0; |
| | 614 | int Fraction = multiple & (ONE_FIXED - 1); |
| | 615 | int Integer = multiple >> ONE_FIXED_SHIFT; |
| | 616 | |
| | 617 | /* We must apply damage sequentially. Fraction first, then each 'multiple'. |
| | 618 | Otherwise, an armour damaging attack hitting multiple times in one frame |
| | 619 | would behave differently depending on the framerate. Sure, that case might |
| | 620 | never arise, but that's not the point! |
| | 621 | */ |
| | 622 | |
| | 623 | if (Fraction) |
| | 624 | { |
| | 625 | if (damage->Impact) |
| | 626 | { |
| | 627 | int tempdamage = damage->Impact * Fraction; |
| | 628 | HealthDamage += tempdamage / 10; |
| | 629 | int unblocked = MUL_FIXED(((damage->Impact*ONE_FIXED)-DBPtr->Armour), Fraction); |
| | 630 | |
| | 631 | if (unblocked > 0) |
| | 632 | HealthDamage += unblocked; |
| | 633 | |
| | 634 | tempdamage >>= 4; |
| | 635 | |
| | 636 | if (!DBPtr->PerfectArmour) |
| | 637 | ArmourDamage += tempdamage; |
| | 638 | } |
| | 639 | |
| | 640 | if (damage->Cutting) |
| | 641 | { |
| | 642 | int tempdamage = damage->Cutting * Fraction; |
| | 643 | HealthDamage += tempdamage >> 2; |
| | 644 | int unblocked = MUL_FIXED(((damage->Cutting*ONE_FIXED)-DBPtr->Armour), Fraction); |
| | 645 | |
| | 646 | if (unblocked > 0) |
| | 647 | HealthDamage += unblocked; |
| | 648 | |
| | 649 | if (!DBPtr->PerfectArmour) |
| | 650 | ArmourDamage += tempdamage >> 3; |
| | 651 | } |
| | 652 | |
| | 653 | if (damage->Penetrative) |
| | 654 | { |
| | 655 | int tempdamage = damage->Penetrative * Fraction; |
| | 656 | HealthDamage += tempdamage / 10; |
| | 657 | |
| | 658 | int unblocked = MUL_FIXED(((damage->Penetrative*ONE_FIXED)-(DBPtr->Armour>>6)), Fraction); |
| | 659 | |
| | 660 | if (unblocked > 0) |
| | 661 | HealthDamage += unblocked; |
| | 662 | |
| | 663 | if (!DBPtr->PerfectArmour) |
| | 664 | ArmourDamage += tempdamage >> 4; |
| | 665 | } |
| | 666 | |
| | 667 | if (damage->Fire && !DBPtr->FireResistant) |
| | 668 | { |
| | 669 | int tempdamage = damage->Fire * Fraction; |
| | 670 | |
| | 671 | if (DBPtr->Combustability == 2) |
| | 672 | { |
| | 673 | tempdamage <<= 1; |
| | 674 | } |
| | 675 | else if (DBPtr->Combustability == 3) |
| | 676 | { |
| | 677 | tempdamage >>= 2; |
| | 678 | } |
| | 679 | |
| | 680 | HealthDamage += tempdamage; |
| | 681 | |
| | 682 | if(!DBPtr->IsOnFire) |
| | 683 | DBPtr->IsOnFire = !(FastRandom() & 3); |
| | 684 | DBPtr->IsOnFire = 1; |
| | 685 | |
| | 686 | if (!DBPtr->PerfectArmour) |
| | 687 | ArmourDamage += tempdamage >> 3; |
| | 688 | } |
| | 689 | |
| | 690 | if (damage->Electrical && !DBPtr->ElectricResistant) |
| | 691 | { |
| | 692 | int tempdamage = damage->Electrical * Fraction; |
| | 693 | |
| | 694 | if (DBPtr->ElectricSensitive) |
| | 695 | tempdamage <<= 2; |
| | 696 | |
| | 697 | HealthDamage += tempdamage; |
| | 698 | } |
| | 699 | |
| | 700 | if (damage->Acid && !DBPtr->AcidResistant) |
| | 701 | { |
| | 702 | int tempdamage = damage->Acid * Fraction; |
| | 703 | int unblocked = 0; |
| | 704 | |
| | 705 | switch(AvP.Difficulty) |
| | 706 | { |
| | 707 | case I_Hard: |
| | 708 | { |
| | 709 | ArmourDamage += tempdamage; |
| | 710 | |
| | 711 | if (ArmourDamage > DBPtr->Armour) |
| | 712 | { |
| | 713 | /* Now we're through. */ |
| | 714 | unblocked = tempdamage - DBPtr->Armour; |
| | 715 | } |
| | 716 | } |
| | 717 | break; |
| | 718 | default: |
| | 719 | { |
| | 720 | ArmourDamage += tempdamage >> 1; |
| | 721 | |
| | 722 | if (ArmourDamage > DBPtr->Armour) |
| | 723 | { |
| | 724 | /* Now we're through. */ |
| | 725 | unblocked = tempdamage - (DBPtr->Armour<<1); |
| | 726 | } |
| | 727 | } |
| | 728 | } |
| | 729 | |
| | 730 | if (unblocked > 0) |
| | 731 | HealthDamage += unblocked; |
| | 732 | } |
| | 733 | |
| | 734 | /* Apply Damage. */ |
| | 735 | |
| | 736 | if (ArmourDamage > 0) |
| | 737 | { |
| | 738 | if (DBPtr->Armour < ArmourDamage) |
| | 739 | DBPtr->Armour = 0; |
| | 740 | else |
| | 741 | DBPtr->Armour -= ArmourDamage; |
| | 742 | } |
| | 743 | |
| | 744 | if (HealthDamage > 0) |
| | 745 | { |
| | 746 | if (DBPtr->Health < HealthDamage) |
| | 747 | { |
| | 748 | DBPtr->Health = 0; |
| | 749 | return; |
| | 750 | } |
| | 751 | else |
| | 752 | DBPtr->Health -= HealthDamage; |
| | 753 | } |
| | 754 | } |
| | 755 | |
| | 756 | while (Integer) |
| | 757 | { |
| | 758 | ArmourDamage = 0; |
| | 759 | HealthDamage = 0; |
| | 760 | |
| | 761 | if (damage->Impact) |
| | 762 | { |
| | 763 | /* Impact damage. */ |
| | 764 | int tempdamage = damage->Impact * ONE_FIXED; |
| | 765 | HealthDamage += tempdamage / 10; |
| | 766 | int unblocked = tempdamage - DBPtr->Armour; |
| | 767 | |
| | 768 | if (unblocked > 0) |
| | 769 | HealthDamage += unblocked; |
| | 770 | |
| | 771 | if (!DBPtr->PerfectArmour) |
| | 772 | ArmourDamage += tempdamage >> 4; |
| | 773 | } |
| | 774 | |
| | 775 | if (damage->Cutting) |
| | 776 | { |
| | 777 | /* Cutting damage. */ |
| | 778 | int tempdamage = damage->Cutting * ONE_FIXED; |
| | 779 | HealthDamage += tempdamage >> 2; |
| | 780 | int unblocked = tempdamage - DBPtr->Armour; |
| | 781 | |
| | 782 | if (unblocked > 0) |
| | 783 | HealthDamage += unblocked; |
| | 784 | |
| | 785 | if (!DBPtr->PerfectArmour) |
| | 786 | ArmourDamage += tempdamage >> 3; |
| | 787 | } |
| | 788 | |
| | 789 | if (damage->Penetrative) |
| | 790 | { |
| | 791 | /* Penetrative damage. */ |
| | 792 | int tempdamage = damage->Penetrative * ONE_FIXED; |
| | 793 | HealthDamage += tempdamage / 10; |
| | 794 | int unblocked = tempdamage - (DBPtr->Armour >> 6); |
| | 795 | |
| | 796 | if (unblocked > 0) |
| | 797 | HealthDamage += unblocked; |
| | 798 | |
| | 799 | if (!DBPtr->PerfectArmour) |
| | 800 | ArmourDamage += tempdamage >> 4; |
| | 801 | } |
| | 802 | |
| | 803 | if (damage->Fire && !DBPtr->FireResistant) |
| | 804 | { |
| | 805 | int tempdamage = damage->Fire * ONE_FIXED; |
| | 806 | |
| | 807 | if (DBPtr->Combustability == 2) |
| | 808 | { |
| | 809 | tempdamage <<= 1; |
| | 810 | } |
| | 811 | else if (DBPtr->Combustability == 3) |
| | 812 | { |
| | 813 | tempdamage >>= 2; |
| | 814 | } |
| | 815 | |
| | 816 | if(!DBPtr->IsOnFire) |
| | 817 | DBPtr->IsOnFire = !(FastRandom() & 3); |
| | 818 | DBPtr->IsOnFire = 1; |
| | 819 | |
| | 820 | HealthDamage += tempdamage; |
| | 821 | |
| | 822 | if (!DBPtr->PerfectArmour) |
| | 823 | ArmourDamage += tempdamage >> 3; |
| | 824 | } |
| | 825 | |
| | 826 | if (damage->Electrical && !DBPtr->ElectricResistant) |
| | 827 | { |
| | 828 | int tempdamage = damage->Electrical * ONE_FIXED; |
| | 829 | |
| | 830 | if (DBPtr->ElectricSensitive) |
| | 831 | tempdamage <<= 2; |
| | 832 | |
| | 833 | HealthDamage += tempdamage; |
| | 834 | } |
| | 835 | |
| | 836 | if (damage->Acid && !DBPtr->AcidResistant) |
| | 837 | { |
| | 838 | int unblocked = 0; |
| | 839 | int tempdamage = damage->Acid * ONE_FIXED; |
| | 840 | |
| | 841 | switch(AvP.Difficulty) |
| | 842 | { |
| | 843 | case I_Hard: |
| | 844 | { |
| | 845 | ArmourDamage += tempdamage; |
| | 846 | |
| | 847 | if (ArmourDamage>DBPtr->Armour) |
| | 848 | { |
| | 849 | /* Now we're through. */ |
| | 850 | unblocked = tempdamage-DBPtr->Armour; |
| | 851 | } |
| | 852 | } |
| | 853 | break; |
| | 854 | default: |
| | 855 | { |
| | 856 | ArmourDamage += tempdamage >> 1; |
| | 857 | |
| | 858 | if (ArmourDamage > DBPtr->Armour) |
| | 859 | { |
| | 860 | /* Now we're through. */ |
| | 861 | unblocked = tempdamage - (DBPtr->Armour << 1); |
| | 862 | } |
| | 863 | } |
| | 864 | } |
| | 865 | |
| | 866 | if (unblocked > 0) |
| | 867 | HealthDamage += unblocked; |
| | 868 | } |
| | 869 | |
| | 870 | if (ArmourDamage > 0) |
| | 871 | { |
| | 872 | if (DBPtr->Armour < ArmourDamage) |
| | 873 | DBPtr->Armour = 0; |
| | 874 | else |
| | 875 | DBPtr->Armour -= ArmourDamage; |
| | 876 | } |
| | 877 | |
| | 878 | if (HealthDamage > 0) |
| | 879 | { |
| | 880 | if (DBPtr->Health < HealthDamage) |
| | 881 | { |
| | 882 | DBPtr->Health = 0; |
| | 883 | return; |
| | 884 | } |
| | 885 | else |
| | 886 | DBPtr->Health -= HealthDamage; |
| | 887 | } |
| | 888 | |
| | 889 | Integer--; |
| | 890 | } |
| | 891 | } |
| | 892 | |
| | 893 | static void Pop_Section(STRATEGYBLOCK *sbPtr, SECTION_DATA *section_data, VECTORCH *blastcentre, int *wounds) |
| | 894 | { |
| | 895 | /* 'Explode' this section, then frag off all it's children! */ |
| | 896 | |
| | 897 | assert(section_data); |
| | 898 | |
| | 899 | enum PARTICLE_ID blood_type; |
| | 900 | |
| | 901 | if (!(section_data->sempai->flags & section_sprays_anything)) |
| | 902 | { |
| | 903 | blood_type = PARTICLE_NULL; |
| | 904 | } |
| | 905 | else |
| | 906 | { |
| | 907 | if (section_data->sempai->flags & section_sprays_blood) |
| | 908 | { |
| | 909 | blood_type = GetBloodType(sbPtr); |
| | 910 | } |
| | 911 | else if (section_data->sempai->flags & section_sprays_acid) |
| | 912 | { |
| | 913 | blood_type = PARTICLE_ALIEN_BLOOD; |
| | 914 | } |
| | 915 | else if (section_data->sempai->flags & section_sprays_predoblood) |
| | 916 | { |
| | 917 | blood_type = PARTICLE_PREDATOR_BLOOD; |
| | 918 | } |
| | 919 | else if (section_data->sempai->flags & section_sprays_sparks) |
| | 920 | { |
| | 921 | blood_type = PARTICLE_SPARK; |
| | 922 | } |
| | 923 | else |
| | 924 | { |
| | 925 | blood_type = PARTICLE_NULL; |
| | 926 | } |
| | 927 | |
| | 928 | if (section_data->sempai->Shape && (blood_type != PARTICLE_NULL)) |
| | 929 | { |
| | 930 | if (CHEATMODE_SUPERGORE == UserProfile.active_bonus) |
| | 931 | MakeBloodExplosion(§ion_data->World_Offset, section_data->sempai->Shape->shaperadius, blastcentre, 500, blood_type); |
| | 932 | else |
| | 933 | MakeBloodExplosion(§ion_data->World_Offset, section_data->sempai->Shape->shaperadius, blastcentre, 100, blood_type); |
| | 934 | } |
| | 935 | } |
| | 936 | |
| | 937 | /* Right, should have a blood type set. Now, trim off the extra bits... */ |
| | 938 | |
| | 939 | if ((section_data->First_Child != NULL) && !(section_data->flags & section_data_terminate_here)) |
| | 940 | { |
| | 941 | SECTION_DATA *child_ptr = section_data->First_Child; |
| | 942 | int temp_wounds = 0; |
| | 943 | |
| | 944 | while (child_ptr != NULL) |
| | 945 | { |
| | 946 | assert(child_ptr->My_Parent == section_data); |
| | 947 | /* Please work! */ |
| | 948 | //MakeHierarchicalDebris(sbPtr, child_ptr, &child_ptr->World_Offset, &child_ptr->SecMat, &temp_wounds, 2); //jadda |
| | 949 | // or you better be sorry |
| | 950 | |
| | 951 | (*wounds) |= temp_wounds; |
| | 952 | |
| | 953 | child_ptr = child_ptr->Next_Sibling; |
| | 954 | } |
| | 955 | } |
| | 956 | |
| | 957 | /* Now trim off THIS bit, permanently. */ |
| | 958 | |
| | 959 | (*wounds) |= section_data->sempai->flags & section_flags_wounding; |
| | 960 | |
| | 961 | section_data->flags |= section_data_notreal; |
| | 962 | section_data->flags |= section_data_terminate_here; |
| | 963 | /* ~Fin~ */ |
| | 964 | } |
| | 965 | |
| | 966 | int TotalKineticDamage(const DAMAGE_PROFILE *damage) |
| | 967 | { |
| | 968 | return (damage->Impact + damage->Penetrative + damage->Cutting); |
| | 969 | } |
| | 970 | |
| | 971 | DISPLAYBLOCK *CauseDamageToHModel(HMODELCONTROLLER *HMC_Ptr, STRATEGYBLOCK *sbPtr, const DAMAGE_PROFILE *damage, int multiple, SECTION_DATA *this_section_data, |
| | 972 | VECTORCH *incoming, VECTORCH *position, int FromHost) |
| | 973 | { |
| | 974 | int wounds = 0; |
| | 975 | DISPLAYBLOCK *frag = NULL; |
| | 976 | |
| | 977 | if (sbPtr->DamageBlock.Indestructable || sbPtr->please_destroy_me) |
| | 978 | return NULL; |
| | 979 | |
| | 980 | assert(HMC_Ptr == this_section_data->my_controller); |
| | 981 | |
| | 982 | if((I_BehaviourNetGhost == sbPtr->type) && !FromHost) |
| | 983 | { |
| | 984 | DamageNetworkGhost(sbPtr, damage, multiple, this_section_data, incoming); |
| | 985 | return NULL; |
| | 986 | } |
| | 987 | |
| | 988 | /* Pass damage up test? */ |
| | 989 | if ((this_section_data->sempai->flags & section_flag_passdamagetoparent) && this_section_data->My_Parent) |
| | 990 | { |
| | 991 | /* Try again, a level up. */ |
| | 992 | return CauseDamageToHModel(HMC_Ptr, sbPtr, damage,multiple, this_section_data->My_Parent, incoming, position, FromHost); |
| | 993 | } |
| | 994 | |
| | 995 | if (this_section_data->sempai->flags & section_flag_doesnthurtsb) |
| | 996 | { |
| | 997 | DamageDamageBlock(&this_section_data->current_damage, damage, multiple); |
| | 998 | } |
| | 999 | else |
| | 1000 | { |
| | 1001 | /* The section takes damage... and the SB takes the health and armour damage. */ |
| | 1002 | int Health = this_section_data->current_damage.Health; |
| | 1003 | int Armour = this_section_data->current_damage.Armour; |
| | 1004 | DamageDamageBlock(&this_section_data->current_damage, damage, multiple); |
| | 1005 | |
| | 1006 | int healthdamage = Health - this_section_data->current_damage.Health; |
| | 1007 | int armourdamage = Armour - this_section_data->current_damage.Armour; |
| | 1008 | |
| | 1009 | if (armourdamage > 0) |
| | 1010 | { |
| | 1011 | if (sbPtr->DamageBlock.Armour < armourdamage) |
| | 1012 | sbPtr->DamageBlock.Armour = 0; |
| | 1013 | else |
| | 1014 | sbPtr->DamageBlock.Armour -= armourdamage; |
| | 1015 | } |
| | 1016 | |
| | 1017 | if (healthdamage > 0) |
| | 1018 | { |
| | 1019 | if (sbPtr->DamageBlock.Health < healthdamage) |
| | 1020 | sbPtr->DamageBlock.Health = 0; |
| | 1021 | else |
| | 1022 | sbPtr->DamageBlock.Health -= healthdamage; |
| | 1023 | } |
| | 1024 | } |
| | 1025 | |
| | 1026 | /* Consider networking. */ |
| | 1027 | if ((SinglePlayer != AvP.PlayMode) && (sbPtr->type != I_BehaviourNetGhost)) |
| | 1028 | AddNetMsg_GhostHierarchyDamaged(sbPtr, damage, multiple, this_section_data->sempai->IDnumber, incoming); |
| | 1029 | |
| | 1030 | if(damage->MakeExitWounds && incoming && (this_section_data->sempai->flags & section_sprays_anything)) |
| | 1031 | { |
| | 1032 | enum PARTICLE_ID blood_type; |
| | 1033 | int a; |
| | 1034 | VECTORCH *startpos; |
| | 1035 | VECTORCH final_spray_direction; |
| | 1036 | |
| | 1037 | if (this_section_data->sempai->flags & section_sprays_blood) |
| | 1038 | { |
| | 1039 | blood_type = GetBloodType(sbPtr); |
| | 1040 | /* Er... default? */ |
| | 1041 | } |
| | 1042 | else if (this_section_data->sempai->flags & section_sprays_acid) |
| | 1043 | { |
| | 1044 | blood_type = PARTICLE_ALIEN_BLOOD; |
| | 1045 | } |
| | 1046 | else if (this_section_data->sempai->flags & section_sprays_predoblood) |
| | 1047 | { |
| | 1048 | blood_type = PARTICLE_PREDATOR_BLOOD; |
| | 1049 | } |
| | 1050 | else if (this_section_data->sempai->flags & section_sprays_sparks) |
| | 1051 | { |
| | 1052 | blood_type = PARTICLE_SPARK; |
| | 1053 | } |
| | 1054 | else |
| | 1055 | { |
| | 1056 | blood_type = PARTICLE_FLAME; |
| | 1057 | /* Distinctive. */ |
| | 1058 | } |
| | 1059 | |
| | 1060 | startpos = position ? position : &this_section_data->World_Offset; |
| | 1061 | |
| | 1062 | /* 'incoming' SHOULD be normalised. */ |
| | 1063 | for (a=0; a < (multiple >> ONE_FIXED_SHIFT); a++) |
| | 1064 | { |
| | 1065 | RotateAndCopyVector(incoming, &final_spray_direction, &sbPtr->DynPtr->OrientMat); |
| | 1066 | |
| | 1067 | /* Scale down. */ |
| | 1068 | |
| | 1069 | //final_spray_direction.vx>>=1; |
| | 1070 | //final_spray_direction.vy>>=1; |
| | 1071 | //final_spray_direction.vz>>=1; |
| | 1072 | |
| | 1073 | final_spray_direction.vx += ( (FastRandom() & 511)-256); |
| | 1074 | final_spray_direction.vy += ( (FastRandom() & 511)-256); |
| | 1075 | final_spray_direction.vz += ( (FastRandom() & 511)-256); |
| | 1076 | |
| | 1077 | MakeBloodParticle(startpos, &final_spray_direction, blood_type); |
| | 1078 | } |
| | 1079 | } |
| | 1080 | |
| | 1081 | if (this_section_data->current_damage.Health <= 0) |
| | 1082 | { |
| | 1083 | /* Might want to create a frag here? */ |
| | 1084 | if (damage->BlowUpSections) |
| | 1085 | { |
| | 1086 | /* Deduce blastCentre. */ |
| | 1087 | VECTORCH blastCentre = this_section_data->World_Offset; |
| | 1088 | |
| | 1089 | if (incoming) |
| | 1090 | { |
| | 1091 | blastCentre.vx += incoming->vx; |
| | 1092 | blastCentre.vy += incoming->vy; |
| | 1093 | blastCentre.vz += incoming->vz; |
| | 1094 | } |
| | 1095 | |
| | 1096 | /* For the moment, this ALWAYS has priority. */ |
| | 1097 | Pop_Section(sbPtr, this_section_data, &blastCentre, &wounds); |
| | 1098 | |
| | 1099 | if (wounds & section_has_sparkoflife) |
| | 1100 | { |
| | 1101 | /* Kill SB off! */ |
| | 1102 | sbPtr->DamageBlock.Health = 0; |
| | 1103 | /* That's the way... */ |
| | 1104 | } |
| | 1105 | } |
| | 1106 | else if ( !(this_section_data->sempai->flags & section_is_master_root) |
| | 1107 | && !(this_section_data->sempai->flags & section_flag_never_frag) |
| | 1108 | && ( |
| | 1109 | ((this_section_data->sempai->flags & section_sprays_acid) && !(this_section_data->sempai->flags &
section_flag_fragonlyfordisks)) |
| | 1110 | || ((this_section_data->sempai->StartingStats.Health < TotalKineticDamage(damage)) && !(this_section_data->sempai->flags
& section_flag_fragonlyfordisks)) |
| | 1111 | || ((damage->Slicing > 2) && (this_section_data->sempai->flags & section_flag_fragonlyfordisks)) |
| | 1112 | || ((damage->Slicing > 0) && !(this_section_data->sempai->flags & section_flag_fragonlyfordisks) ))) |
| | 1113 | { |
| | 1114 | /* Work out which orientation to use. */ |
| | 1115 | /* The root (Gah!), so use sbPtr. */ |
| | 1116 | MATRIXCH *orientptr = (NULL != this_section_data->My_Parent) ? &this_section_data->My_Parent->SecMat :
&sbPtr->DynPtr->OrientMat; |
| | 1117 | |
| | 1118 | /* Never frag off the root, it wouldn't make sense. */ |
| | 1119 | |
| | 1120 | frag = MakeHierarchicalDebris(sbPtr, this_section_data, &this_section_data->World_Offset, orientptr, &wounds, 0, incoming); |
| | 1121 | |
| | 1122 | /* Oh Dear! Every section below and including this one becomes... unreal. |
| | 1123 | And if any of them contain the spark of life, we need to know. */ |
| | 1124 | |
| | 1125 | if (wounds & section_has_sparkoflife) |
| | 1126 | { |
| | 1127 | /* Kill SB off! */ |
| | 1128 | sbPtr->DamageBlock.Health = 0; |
| | 1129 | /* That's the way... */ |
| | 1130 | } |
| | 1131 | } |
| | 1132 | else |
| | 1133 | { |
| | 1134 | /* Don't frag the master root, and take care with non-aliens. */ |
| | 1135 | |
| | 1136 | if (this_section_data->sempai->flags & section_has_sparkoflife) |
| | 1137 | { |
| | 1138 | /* However, if the master root is destroyed and is a critical section, */ |
| | 1139 | sbPtr->DamageBlock.Health = 0; |
| | 1140 | /* ...still kill them off. */ |
| | 1141 | } |
| | 1142 | } |
| | 1143 | } |
| | 1144 | |
| | 1145 | switch(sbPtr->type) |
| | 1146 | { |
| | 1147 | case I_BehaviourAlien: |
| | 1148 | AlienIsDamaged(sbPtr, damage, multiple, wounds, this_section_data, incoming); |
| | 1149 | break; |
| | 1150 | case I_BehaviourAlienPlayer: |
| | 1151 | case I_BehaviourMarinePlayer: |
| | 1152 | case I_BehaviourPredatorPlayer: |
| | 1153 | PlayerIsDamaged(damage, multiple, incoming); |
| | 1154 | break; |
| | 1155 | case I_BehaviourInanimateObject: InanimateObjectIsDamaged(sbPtr, damage, multiple); break; |
| | 1156 | case I_BehaviourMarine: |
| | 1157 | MarineIsDamaged(sbPtr, damage, multiple, wounds, this_section_data, incoming); |
| | 1158 | break; |
| | 1159 | case I_BehaviourCorpse: |
| | 1160 | CorpseIsDamaged(sbPtr, damage, wounds, incoming); |
| | 1161 | break; |
| | 1162 | case I_BehaviourPredator: |
| | 1163 | PredatorIsDamaged(sbPtr, damage, multiple, this_section_data, incoming); |
| | 1164 | break; |
| | 1165 | case I_BehaviourAutoGun: |
| | 1166 | SentryGunIsDamaged(sbPtr, damage, multiple, wounds,incoming); |
| | 1167 | break; |
| | 1168 | case I_BehaviourFaceHugger: |
| | 1169 | FacehuggerIsDamaged(sbPtr, damage, incoming); |
| | 1170 | break; |
| | 1171 | case I_BehaviourQueenAlien: |
| | 1172 | QueenIsDamaged(sbPtr, damage, multiple, this_section_data, incoming, position); |
| | 1173 | break; |
| | 1174 | case I_BehaviourXenoborg: |
| | 1175 | XenoborgIsDamaged(sbPtr, damage, multiple, wounds,incoming); |
| | 1176 | default: |
| | 1177 | break; |
| | 1178 | } |
| | 1179 | |
| | 1180 | return frag; |
| | 1181 | } |
| | 1182 | |
| | 1183 | static int FriendlyFireDamageFilter(const DAMAGE_PROFILE *damage) |
| | 1184 | { |
| | 1185 | int VulnerableToAlienDamage = 1; |
| | 1186 | int VulnerableToMarineDamage = 1; |
| | 1187 | int VulnerableToPredatorDamage = 1; |
| | 1188 | |
| | 1189 | switch(AvP.PlayerType) |
| | 1190 | { |
| | 1191 | case I_Alien: |
| | 1192 | { |
| | 1193 | VulnerableToAlienDamage = 0; |
| | 1194 | } |
| | 1195 | break; |
| | 1196 | case I_Marine: |
| | 1197 | { |
| | 1198 | VulnerableToMarineDamage = 0; |
| | 1199 | |
| | 1200 | if(netGameData.gameType == NGT_Coop) |
| | 1201 | VulnerableToPredatorDamage = 0; |
| | 1202 | } |
| | 1203 | case I_Predator: |
| | 1204 | { |
| | 1205 | VulnerableToPredatorDamage = 0; |
| | 1206 | |
| | 1207 | if(netGameData.gameType == NGT_Coop) |
| | 1208 | VulnerableToMarineDamage = 0; |
| | 1209 | } |
| | 1210 | } |
| | 1211 | |
| | 1212 | switch (damage->Id) |
| | 1213 | { |
| | 1214 | case AMMO_ALIEN_CLAW: |
| | 1215 | case AMMO_ALIEN_TAIL: |
| | 1216 | case AMMO_ALIEN_BITE_KILLSECTION: |
| | 1217 | case AMMO_ALIEN_BITE_KILLSECTION_SUPER: |
| | 1218 | case AMMO_PC_ALIEN_BITE: |
| | 1219 | return VulnerableToAlienDamage; |
| | 1220 | case AMMO_10MM_CULW: |
| | 1221 | case AMMO_SMARTGUN: |
| | 1222 | case AMMO_FLAMETHROWER: |
| | 1223 | case AMMO_SADAR_TOW: |
| | 1224 | case AMMO_GRENADE: |
| | 1225 | case EXPLOSIONFIRE_BLAST: |
| | 1226 | case AMMO_MINIGUN: |
| | 1227 | case AMMO_PULSE_GRENADE: |
| | 1228 | case AMMO_FRAGMENTATION_GRENADE: |
| | 1229 | case AMMO_PROXIMITY_GRENADE: |
| | 1230 | case AMMO_CUDGEL: |
| | 1231 | case AMMO_FLECHETTE: |
| | 1232 | case AMMO_FRISBEE: |
| | 1233 | case AMMO_FRISBEE_FIRE: |
| | 1234 | case AMMO_MARINE_PISTOL: |
| | 1235 | return VulnerableToMarineDamage; |
| | 1236 | case AMMO_PRED_WRISTBLADE: |
| | 1237 | case AMMO_HEAVY_PRED_WRISTBLADE: |
| | 1238 | case AMMO_PRED_RIFLE: |
| | 1239 | case AMMO_PLASMACASTER: |
| | 1240 | case AMMO_PRED_PISTOL_BLAST: |
| | 1241 | case AMMO_PRED_DISC: |
| | 1242 | case AMMO_PRED_TROPHY_KILLSECTION: |
| | 1243 | return VulnerableToPredatorDamage; |
| | 1244 | default: |
| | 1245 | return 1; |
| | 1246 | } |
| | 1247 | } |
| | 1248 | |
| | 1249 | void CauseDamageToObject(STRATEGYBLOCK *sbPtr, const DAMAGE_PROFILE *damage, int multiple, VECTORCH *incoming) |
| | 1250 | { |
| | 1251 | if (sbPtr->DamageBlock.Indestructable || sbPtr->please_destroy_me) // this is mostly for PARTICLE_EXPLOSIONFIRE |
| | 1252 | return; |
| | 1253 | |
| | 1254 | if(damage->ExplosivePower && (NULL != incoming)) |
| | 1255 | sbPtr->DynPtr->LinImpulse = *incoming; |
| | 1256 | |
| | 1257 | switch(sbPtr->type) |
| | 1258 | { |
| | 1259 | case I_BehaviourFragment: |
| | 1260 | return; |
| | 1261 | case I_BehaviourMarinePlayer: |
| | 1262 | case I_BehaviourAlienPlayer: |
| | 1263 | case I_BehaviourPredatorPlayer: |
| | 1264 | { |
| | 1265 | if(SinglePlayer != AvP.PlayMode) |
| | 1266 | { |
| | 1267 | if (netGameData.disableFriendlyFire && (netGameData.gameType == NGT_CoopDeathmatch || netGameData.gameType == NGT_Coop)) |
| | 1268 | { |
| | 1269 | if (!FriendlyFireDamageFilter(damage)) |
| | 1270 | return; |
| | 1271 | } |
| | 1272 | } |
| | 1273 | |
| | 1274 | DamageDamageBlock(&sbPtr->DamageBlock, damage, multiple); |
| | 1275 | PlayerIsDamaged(damage, multiple, incoming); |
| | 1276 | } |
| | 1277 | return; |
| | 1278 | case I_BehaviourInanimateObject: |
| | 1279 | { |
| | 1280 | if (damage->Id == AMMO_NPC_OBSTACLE_CLEAR) |
| | 1281 | { |
| | 1282 | INANIMATEOBJECT_STATUSBLOCK* objStatPtr = sbPtr->dataptr; |
| | 1283 | |
| | 1284 | if (objStatPtr->explosionType) |
| | 1285 | return; /* Try not to blunder through fatal things... */ |
| | 1286 | } |
| | 1287 | |
| | 1288 | DamageDamageBlock(&sbPtr->DamageBlock, damage, multiple); |
| | 1289 | InanimateObjectIsDamaged(sbPtr, damage, multiple); |
| | 1290 | } |
| | 1291 | return; |
| | 1292 | case I_BehaviourHierarchicalFragment: |
| | 1293 | { |
| | 1294 | HDEBRIS_BEHAV_BLOCK *hdbhv = (HDEBRIS_BEHAV_BLOCK * )sbPtr->dataptr; |
| | 1295 | |
| | 1296 | if(damage->ExplosivePower) |
| | 1297 | { |
| | 1298 | Extreme_Gibbing(sbPtr, hdbhv->HModelController.section_data, ONE_FIXED, incoming); |
| | 1299 | sbPtr->please_destroy_me = 1; |
| | 1300 | } |
| | 1301 | } |
| | 1302 | return; |
| | 1303 | case I_BehaviourGrenade: |
| | 1304 | case I_BehaviourFlare: |
| | 1305 | case I_BehaviourFragmentationGrenade: |
| | 1306 | case I_BehaviourProximityGrenade: |
| | 1307 | case I_BehaviourRocket: |
| | 1308 | case I_BehaviourPulseGrenade: |
| | 1309 | case I_BehaviourPredatorEnergyBolt: |
| | 1310 | case I_BehaviourFrisbee: |
| | 1311 | { |
| | 1312 | /* make it explode! */ |
| | 1313 | ((ONE_SHOT_BEHAV_BLOCK * )sbPtr->dataptr)->counter = 0; |
| | 1314 | } |
| | 1315 | return; |
| | 1316 | case I_BehaviourPredator: |
| | 1317 | { |
| | 1318 | switch(damage->Id) |
| | 1319 | { |
| | 1320 | case AMMO_PLASMACASTER: |
| | 1321 | break; |
| | 1322 | default: |
| | 1323 | DamageDamageBlock(&sbPtr->DamageBlock, damage, multiple); |
| | 1324 | PredatorIsDamaged(sbPtr, damage, multiple, NULL, incoming); |
| | 1325 | } |
| | 1326 | } |
| | 1327 | return; |
| | 1328 | case I_BehaviourNetGhost: |
| | 1329 | DamageNetworkGhost(sbPtr, damage, multiple, NULL, incoming); |
| | 1330 | return; |
| | 1331 | default: |
| | 1332 | { |
| | 1333 | DamageDamageBlock(&sbPtr->DamageBlock, damage, multiple); |
| | 1334 | |
| | 1335 | switch(sbPtr->type) |
| | 1336 | { |
| | 1337 | case I_BehaviourAlien: |
| | 1338 | AlienIsDamaged(sbPtr, damage, multiple, 0, NULL, incoming); |
| | 1339 | break; |
| | 1340 | case I_BehaviourVideoScreen: |
| | 1341 | VideoScreenIsDamaged(sbPtr, damage, multiple); |
| | 1342 | break; |
| | 1343 | case I_BehaviourPlacedLight: |
| | 1344 | PlacedLightIsDamaged(sbPtr, damage, multiple); |
| | 1345 | break; |
| | 1346 | case I_BehaviourMarine: |
| | 1347 | MarineIsDamaged(sbPtr, damage, multiple, 0, NULL, incoming); |
| | 1348 | break; |
| | 1349 | case I_BehaviourCorpse: |
| | 1350 | CorpseIsDamaged(sbPtr, damage, 0, incoming); |
| | 1351 | break; |
| | 1352 | case I_BehaviourFaceHugger: |
| | 1353 | FacehuggerIsDamaged(sbPtr, damage, incoming); |
| | 1354 | break; |
| | 1355 | case I_BehaviourXenoborg: |
| | 1356 | XenoborgIsDamaged(sbPtr, damage, multiple, 0, incoming); |
| | 1357 | break; |
| | 1358 | case I_BehaviourQueenAlien: |
| | 1359 | QueenIsDamaged(sbPtr, damage, multiple, NULL, incoming, NULL); |
| | 1360 | break; |
| | 1361 | case I_BehaviourTrackObject: |
| | 1362 | TrackObjectIsDamaged(sbPtr, damage, multiple); |
| | 1363 | break; |
| | 1364 | case I_BehaviourAutoGun: |
| | 1365 | SentryGunIsDamaged(sbPtr, damage, multiple, 0, incoming); |
| | 1366 | break; |
| | 1367 | case I_BehaviourDummy: |
| | 1368 | if(sbPtr->DamageBlock.Health <= 0) // this is needed for platform lift squash |
| | 1369 | sbPtr->please_destroy_me = 1; |
| | 1370 | default: |
| | 1371 | break; |
| | 1372 | } |
| | 1373 | } |
| | 1374 | } |
| | 1375 | } |
| | 1376 | |
| | 1377 | void HandleWeaponImpact(VECTORCH *positionPtr, STRATEGYBLOCK *sbPtr, enum AMMO_ID AmmoID, VECTORCH *directionPtr, int multiple, SECTION_DATA *this_section_data) |
| | 1378 | { |
| | 1379 | /* 'multiple' is now in FIXED POINT! */ |
| | 1380 | |
| | 1381 | if (LOS_ObjectHitPtr->Module) |
| | 1382 | { |
| | 1383 | /* bad idea to put bullethole on a morphing object */ |
| | 1384 | if(!LOS_ObjectHitPtr->ObMorphCtrl) |
| | 1385 | MakeDecal(DECAL_BULLETHOLE, &LOS_ObjectNormal, positionPtr, LOS_ObjectHitPtr->Module->m_index); |
| | 1386 | |
| | 1387 | /* cause a ricochet 1 in 8 times */ |
| | 1388 | if ((FastRandom() & 65535) < 8192) |
| | 1389 | MakeImpactSparks(directionPtr, &LOS_ObjectNormal, positionPtr); |
| | 1390 | } |
| | 1391 | else if(sbPtr) |
| | 1392 | { |
| | 1393 | VECTORCH incoming,*invec; |
| | 1394 | |
| | 1395 | if (sbPtr->DynPtr) |
| | 1396 | { |
| | 1397 | MATRIXCH WtoLMat = sbPtr->DynPtr->OrientMat; |
| | 1398 | /* Consider incoming hit direction. */ |
| | 1399 | TransposeMatrixCH(&WtoLMat); |
| | 1400 | RotateAndCopyVector(directionPtr, &incoming, &WtoLMat); |
| | 1401 | invec = &incoming; |
| | 1402 | } |
| | 1403 | else |
| | 1404 | { |
| | 1405 | invec = NULL; |
| | 1406 | } |
| | 1407 | |
| | 1408 | if (this_section_data && sbPtr->DisplayBlock && sbPtr->DisplayBlock->HModelControlBlock) |
| | 1409 | { |
| | 1410 | /* Netghost case now handled properly. */ |
| | 1411 | AddDecalToHModel(&LOS_ObjectNormal, &LOS_Point, this_section_data); |
| | 1412 | |
| | 1413 | assert(sbPtr->DisplayBlock->HModelControlBlock == this_section_data->my_controller); |
| | 1414 | CauseDamageToHModel(sbPtr->DisplayBlock->HModelControlBlock, sbPtr, &TemplateAmmo[AmmoID].MaxDamage, multiple, this_section_data, invec,
positionPtr, 0); |
| | 1415 | |
| | 1416 | if(sbPtr->type == I_BehaviourQueenAlien) |
| | 1417 | { |
| | 1418 | /* cause a ricochet 1 in 8 times */ |
| | 1419 | if ((FastRandom() & 65535) < 8192) |
| | 1420 | MakeImpactSparks(directionPtr, &LOS_ObjectNormal, positionPtr); |
| | 1421 | } |
| | 1422 | } |
| | 1423 | else |
| | 1424 | { |
| | 1425 | CauseDamageToObject(sbPtr, &TemplateAmmo[AmmoID].MaxDamage, multiple,invec); |
| | 1426 | } |
| | 1427 | |
| | 1428 | if (sbPtr->DynPtr) |
| | 1429 | { |
| | 1430 | DYNAMICSBLOCK *dynPtr = sbPtr->DynPtr; |
| | 1431 | EULER rotation; |
| | 1432 | int magnitudeOfForce = (5000 * TotalKineticDamage(&TemplateAmmo[AmmoID].MaxDamage)) / dynPtr->Mass; |
| | 1433 | /* okay, not too sure yet what this should do */ |
| | 1434 | dynPtr->LinImpulse.vx += MUL_FIXED(directionPtr->vx, magnitudeOfForce); |
| | 1435 | dynPtr->LinImpulse.vy += MUL_FIXED(directionPtr->vy, magnitudeOfForce); |
| | 1436 | dynPtr->LinImpulse.vz += MUL_FIXED(directionPtr->vz, magnitudeOfForce); |
| | 1437 | |
| | 1438 | CalculateTorqueAtPoint(&rotation, positionPtr, sbPtr); |
| | 1439 | } |
| | 1440 | } |
| | 1441 | } |
| | 1442 | |
| | 1443 | int AccuracyStats_TargetFilter(STRATEGYBLOCK *sbPtr) |
| | 1444 | { |
| | 1445 | switch (sbPtr->type) |
| | 1446 | { |
| | 1447 | case I_BehaviourAlien: |
| | 1448 | case I_BehaviourMarine: |
| | 1449 | case I_BehaviourPredator: |
| | 1450 | case I_BehaviourFaceHugger: |
| | 1451 | case I_BehaviourXenoborg: |
| | 1452 | case I_BehaviourQueenAlien: |
| | 1453 | return 1; |
| | 1454 | case I_BehaviourCorpse: |
| | 1455 | { |
| | 1456 | CORPSEDATABLOCK *corpseDataPtr = (CORPSEDATABLOCK *)sbPtr->dataptr; |
| | 1457 | |
| | 1458 | return (corpseDataPtr->validityTimer > 0); |
| | 1459 | } |
| | 1460 | case I_BehaviourNetGhost: |
| | 1461 | { |
| | 1462 | NETGHOSTDATABLOCK *dataptr = sbPtr->dataptr; |
| | 1463 | |
| | 1464 | switch (dataptr->type) |
| | 1465 | { |
| | 1466 | case I_BehaviourPredatorPlayer: |
| | 1467 | return 1; |
| | 1468 | case I_BehaviourMarinePlayer: |
| | 1469 | case I_BehaviourAlienPlayer: |
| | 1470 | case I_BehaviourRocket: |
| | 1471 | case I_BehaviourGrenade: |
| | 1472 | case I_BehaviourFlare: |
| | 1473 | case I_BehaviourFragmentationGrenade: |
| | 1474 | case I_BehaviourPredatorDisc_SeekTrack: |
| | 1475 | case I_BehaviourAlien: |
| | 1476 | case I_BehaviourProximityGrenade: |
| | 1477 | return 1; |
| | 1478 | default: |
| | 1479 | return 0; |
| | 1480 | } |
| | 1481 | } |
| | 1482 | default: |
| | 1483 | return 0; |
| | 1484 | } |
| | 1485 | } |
| | 1486 | |
| | 1487 | static void PlayerFireLineOfSightAmmo(enum AMMO_ID AmmoID) |
| | 1488 | { |
| | 1489 | VECTORCH shotvector = {0, 0, 65535}; |
| | 1490 | |
| | 1491 | if (Weapon_ThisBurst > 0) |
| | 1492 | { |
| | 1493 | EULER judder = { 0,0,0 }; |
| | 1494 | MATRIXCH juddermat = { 0,0,0,0,0,0,0,0,0 }; |
| | 1495 | |
| | 1496 | // jiggle the weapon around when you shoot |
| | 1497 | int speed = Approximate3dMagnitude(&PlayerStatus.sbptr->DynPtr->LinVelocity); |
| | 1498 | |
| | 1499 | if (PlayerStatus.twPtr->RecoilMaxXTilt > 0) |
| | 1500 | judder.EulerX = (FastRandom() % PlayerStatus.twPtr->RecoilMaxXTilt) - PlayerStatus.twPtr->RecoilMaxXTilt / 2; |
| | 1501 | |
| | 1502 | if (PlayerStatus.twPtr->RecoilMaxYTilt > 0) |
| | 1503 | judder.EulerY = (FastRandom() % PlayerStatus.twPtr->RecoilMaxYTilt) - PlayerStatus.twPtr->RecoilMaxYTilt / 2; |
| | 1504 | |
| | 1505 | judder.EulerX = MUL_FIXED(judder.EulerX, (ONE_FIXED + (speed << 2))); |
| | 1506 | judder.EulerY = MUL_FIXED(judder.EulerY, (ONE_FIXED + (speed << 2))); |
| | 1507 | PlayerStatus.WeaponPositionOffset.vx = judder.EulerX; |
| | 1508 | PlayerStatus.WeaponPositionOffset.vy = judder.EulerY; |
| | 1509 | judder.EulerX &= wrap360; |
| | 1510 | judder.EulerY &= wrap360; |
| | 1511 | |
| | 1512 | CreateEulerMatrix(&judder, &juddermat); |
| | 1513 | RotateVector(&shotvector, &juddermat); |
| | 1514 | Normalise(&shotvector); |
| | 1515 | } |
| | 1516 | |
| | 1517 | RotateVector(&shotvector, &PWMFSDP->SecMat); |
| | 1518 | |
| | 1519 | if(FindPolygonInLineOfSight(&shotvector, &PWMFSDP->World_Offset, PlayerStatus.DisplayBlock)) |
| | 1520 | { |
| | 1521 | VECTORCH incoming, *invec; |
| | 1522 | if (LOS_ObjectHitPtr->Module) |
| | 1523 | { |
| | 1524 | /* bad idea to put bullethole on a morphing object */ |
| | 1525 | if(!LOS_ObjectHitPtr->ObMorphCtrl) |
| | 1526 | MakeDecal(DECAL_BULLETHOLE, &LOS_ObjectNormal, &LOS_Point, LOS_ObjectHitPtr->Module->m_index); |
| | 1527 | |
| | 1528 | /* cause a ricochet 1 in 8 times */ |
| | 1529 | if ((FastRandom() & 65535) < 8192) |
| | 1530 | MakeImpactSparks(&shotvector, &LOS_ObjectNormal, &LOS_Point); |
| | 1531 | } |
| | 1532 | else if(LOS_ObjectHitPtr->ObStrategyBlock) |
| | 1533 | { |
| | 1534 | STRATEGYBLOCK *target = LOS_ObjectHitPtr->ObStrategyBlock; |
| | 1535 | |
| | 1536 | if (target->DynPtr) |
| | 1537 | { |
| | 1538 | MATRIXCH WtoLMat = target->DynPtr->OrientMat; |
| | 1539 | /* Consider incoming hit direction. */ |
| | 1540 | TransposeMatrixCH(&WtoLMat); |
| | 1541 | RotateAndCopyVector(&shotvector, &incoming, &WtoLMat); |
| | 1542 | invec = &incoming; |
| | 1543 | } |
| | 1544 | else |
| | 1545 | { |
| | 1546 | invec = NULL; |
| | 1547 | } |
| | 1548 | |
| | 1549 | if (AccuracyStats_TargetFilter(target)) |
| | 1550 | CurrentGameStats_WeaponHit(PlayerStatus.SelectedWeaponSlot, 1); |
| | 1551 | |
| | 1552 | if (NULL != LOS_HModel_Section) |
| | 1553 | { |
| | 1554 | #if DEBUG |
| | 1555 | { |
| | 1556 | printf("Hitting a hierarchical section.\n"); |
| | 1557 | assert(LOS_ObjectHitPtr->HModelControlBlock == LOS_HModel_Section->my_controller); |
| | 1558 | } |
| | 1559 | #endif |
| | 1560 | |
| | 1561 | /* Netghost case now handled properly. */ |
| | 1562 | AddDecalToHModel(&LOS_ObjectNormal, &LOS_Point, LOS_HModel_Section); |
| | 1563 | |
| | 1564 | assert(target->DisplayBlock->HModelControlBlock == LOS_HModel_Section->my_controller); |
| | 1565 | CauseDamageToHModel(LOS_ObjectHitPtr->HModelControlBlock, target, &TemplateAmmo[AmmoID].MaxDamage, ONE_FIXED , LOS_HModel_Section, invec,
&LOS_Point, 0); |
| | 1566 | |
| | 1567 | if(target->type == I_BehaviourQueenAlien) |
| | 1568 | { |
| | 1569 | /* cause a ricochet 1 in 8 times */ |
| | 1570 | if ((FastRandom() & 65535) < 8192) |
| | 1571 | MakeImpactSparks(&shotvector, &LOS_ObjectNormal, &LOS_Point); |
| | 1572 | } |
| | 1573 | } |
| | 1574 | else |
| | 1575 | { |
| | 1576 | CauseDamageToObject(target, &TemplateAmmo[AmmoID].MaxDamage, ONE_FIXED , invec); |
| | 1577 | } |
| | 1578 | } |
| | 1579 | } |
| | 1580 | } |
| | 1581 | |
| | 1582 | static DISPLAYBLOCK *MakePistolCasing(VECTORCH *position,MATRIXCH *orient) |
| | 1583 | { |
| | 1584 | extern int NumActiveBlocks; |
| | 1585 | VECTORCH impulse = { 0, 0, 6000 }; |
| | 1586 | |
| | 1587 | if( (NumActiveBlocks > maxobjects - 5) || (NumActiveStBlocks > maxstblocks-5)) |
| | 1588 | return NULL; |
| | 1589 | |
| | 1590 | STRATEGYBLOCK* sbPtr = CreateActiveStrategyBlock(I_BehaviourFragment); |
| | 1591 | |
| | 1592 | if(NULL == sbPtr) |
| | 1593 | return NULL; |
| | 1594 | |
| | 1595 | DISPLAYBLOCK *dispPtr = sbPtr->DisplayBlock = AllocateNewObject(GetLoadedShapeMSL("Pistol case")); |
| | 1596 | sbPtr->dataptr = malloc(sizeof(ONE_SHOT_BEHAV_BLOCK )); |
| | 1597 | DYNAMICSBLOCK *dynPtr = sbPtr->DynPtr = AllocateDynamicsBlock(DYNAMICS_TEMPLATE_STATIC); |
| | 1598 | |
| | 1599 | if((dispPtr == NULL) || (NULL == sbPtr->dataptr) || (NULL == dynPtr)) |
| | 1600 | { |
| | 1601 | RemoveBehaviourStrategy(sbPtr); |
| | 1602 | return NULL; |
| | 1603 | } |
| | 1604 | |
| | 1605 | dynPtr->Mass = 1; |
| | 1606 | dynPtr->IsStatic = 0; |
| | 1607 | dynPtr->IgnoreSameObjectsAsYou = 1; |
| | 1608 | dynPtr->OnlyCollideWithEnvironment = 1; |
| | 1609 | |
| | 1610 | dispPtr->ObWorld = *position; |
| | 1611 | dispPtr->ObStrategyBlock = sbPtr; |
| | 1612 | |
| | 1613 | ((ONE_SHOT_BEHAV_BLOCK * ) sbPtr->dataptr)->counter = ALIEN_DYINGTIME; |
| | 1614 | |
| | 1615 | dynPtr->Position = *position; |
| | 1616 | dynPtr->OrientMat = *orient; |
| | 1617 | |
| | 1618 | dynPtr->AngVelocity.EulerX = 0; |
| | 1619 | dynPtr->AngVelocity.EulerY = ((FastRandom()&4095)<<2); |
| | 1620 | dynPtr->AngVelocity.EulerZ = 0; |
| | 1621 | |
| | 1622 | RotateVector(&impulse, orient); |
| | 1623 | |
| | 1624 | dynPtr->LinImpulse = impulse; |
| | 1625 | |
| | 1626 | return dispPtr; |
| | 1627 | } |
| | 1628 | |
| | 1629 | static void GrenadeLauncher_UpdateBullets() |
| | 1630 | { |
| | 1631 | unsigned int a = 0; |
| | 1632 | |
| | 1633 | for (; a < 6; a++) |
| | 1634 | { |
| | 1635 | // Flags the correct number of bullets as visible... |
| | 1636 | |
| | 1637 | if (a > PlayerStatus.SelectedWeapon->PrimaryRoundsRemaining) |
| | 1638 | GrenadeLauncherSectionPointers[a]->flags |= section_data_notreal; // Not vis. |
| | 1639 | else |
| | 1640 | GrenadeLauncherSectionPointers[a]->flags &= ~section_data_notreal; // Vis. |
| | 1641 | } |
| | 1642 | } |
| | 1643 | |
| | 1644 | static int SpotEffectWeaponHandle = SOUND_NOACTIVEINDEX; |
| | 1645 | |
| | 1646 | void maintain_marine_weapons() |
| | 1647 | { |
| | 1648 | if (Weapon_ThisBurst > 0) |
| | 1649 | { |
| | 1650 | PlayerStatus.WeaponPositionOffset.vz = (FastRandom() % PlayerStatus.twPtr->RecoilMaxRandomZ) - PlayerStatus.twPtr->RecoilMaxZ; |
| | 1651 | } |
| | 1652 | else if(PlayerStatus.WeaponPositionOffset.vz) |
| | 1653 | { |
| | 1654 | if (PlayerStatus.WeaponPositionOffset.vz > 0 ) |
| | 1655 | { |
| | 1656 | PlayerStatus.WeaponPositionOffset.vz -= MUL_FIXED(300, NormalFrameTime); |
| | 1657 | |
| | 1658 | if (PlayerStatus.WeaponPositionOffset.vz < 0) |
| | 1659 | PlayerStatus.WeaponPositionOffset.vz = 0; |
| | 1660 | } |
| | 1661 | else if (PlayerStatus.WeaponPositionOffset.vz < 0 ) |
| | 1662 | { |
| | 1663 | PlayerStatus.WeaponPositionOffset.vz += MUL_FIXED(300, NormalFrameTime); |
| | 1664 | |
| | 1665 | if (PlayerStatus.WeaponPositionOffset.vz > 0) |
| | 1666 | PlayerStatus.WeaponPositionOffset.vz = 0; |
| | 1667 | } |
| | 1668 | } |
| | 1669 | |
| | 1670 | PositionPlayersWeapon(); |
| | 1671 | |
| | 1672 | switch(PlayerStatus.WeaponState) |
| | 1673 | { |
| | 1674 | case WEAPONSTATE_FIRING_PRIMARY: |
| | 1675 | { |
| | 1676 | extern void GunMuzzleSmoke(MATRIXCH *orientationPtr, VECTORCH *positionPtr); |
| | 1677 | GunMuzzleSmoke(&PWMFSDP->SecMat, &PWMFSDP->World_Offset); |
| | 1678 | } |
| | 1679 | case WEAPONSTATE_IDLE: |
| | 1680 | case WEAPONSTATE_FIRING_SECONDARY: |
| | 1681 | { |
| | 1682 | PlayerStatus.twPtr->maintain_weapon(); |
| | 1683 | } |
| | 1684 | break; |
| | 1685 | case WEAPONSTATE_READYING: |
| | 1686 | { |
| | 1687 | if (PlayerStatus.WeaponStateTimeOutCounter < 0) |
| | 1688 | { |
| | 1689 | PlayerStatus.WeaponState = WEAPONSTATE_IDLE; |
| | 1690 | PlayerStatus.WeaponStateTimeOutCounter = 0; |
| | 1691 | } |
| | 1692 | else |
| | 1693 | { |
| | 1694 | PlayerStatus.WeaponStateTimeOutCounter -= NormalFrameTime; |
| | 1695 | } |
| | 1696 | } |
| | 1697 | break; |
| | 1698 | case WEAPONSTATE_UNREADYING: |
| | 1699 | { |
| | 1700 | if (PlayerStatus.WeaponStateTimeOutCounter < 0) |
| | 1701 | { |
| | 1702 | PlayerStatus.SelectedWeaponSlot = PlayerStatus.SwapToWeaponSlot; |
| | 1703 | PlayerStatus.SelectedWeapon = &PlayerStatus.WeaponSlot[PlayerStatus.SwapToWeaponSlot]; |
| | 1704 | PlayerStatus.WeaponState = WEAPONSTATE_SWAPPING_IN; |
| | 1705 | } |
| | 1706 | else |
| | 1707 | { |
| | 1708 | PlayerStatus.WeaponStateTimeOutCounter -= NormalFrameTime; |
| | 1709 | } |
| | 1710 | } |
| | 1711 | break; |
| | 1712 | case WEAPONSTATE_SWAPPING_IN: |
| | 1713 | { |
| | 1714 | RightHand = 0; |
| | 1715 | Weapon_ThisBurst = -1; |
| | 1716 | PlayerStatus.SmartGunMode = 1; |
| | 1717 | GrabWeaponShape(); |
| | 1718 | PlayerStatus.WeaponStateTimeOutCounter = PlayerStatus.twPtr->swap_in_out; |
| | 1719 | InitHModelSequence(&PlayersWeaponHModelController, HMSQT_MarineHUD, (int)MHSS_Come, PlayerStatus.WeaponStateTimeOutCounter); |
| | 1720 | PlayersWeaponHModelController.Looped = 0; |
| | 1721 | PlayerStatus.WeaponState = WEAPONSTATE_READYING; |
| | 1722 | |
| | 1723 | switch(PlayerStatus.SelectedWeapon->WeaponIDNumber) |
| | 1724 | { |
| | 1725 | case WEAPON_MINIGUN: |
| | 1726 | Sound_Play(SID_MINIGUN_READY, "hd", &PlayerStatus.sbptr->DynPtr->Position); |
| | 1727 | break; |
| | 1728 | case WEAPON_GRENADELAUNCHER: |
| | 1729 | GrenadeLauncher_UpdateBullets(); |
| | 1730 | default: |
| | 1731 | break; |
| | 1732 | } |
| | 1733 | } |
| | 1734 | break; |
| | 1735 | case WEAPONSTATE_SWAPPING_OUT: |
| | 1736 | { |
| | 1737 | PlayerStatus.WeaponStateTimeOutCounter = PlayerStatus.twPtr->swap_in_out; |
| | 1738 | InitHModelSequence(&PlayersWeaponHModelController, HMSQT_MarineHUD, (int)MHSS_Go, PlayerStatus.WeaponStateTimeOutCounter); |
| | 1739 | PlayersWeaponHModelController.Looped = 0; |
| | 1740 | PlayerStatus.WeaponState = WEAPONSTATE_UNREADYING; |
| | 1741 | } |
| | 1742 | break; |
| | 1743 | case WEAPONSTATE_JAMMED: |
| | 1744 | { |
| | 1745 | if (PlayerStatus.InputRequests.Rqst_FirePrimaryWeapon) |
| | 1746 | { |
| | 1747 | switch(PlayerStatus.SelectedWeaponSlot) |
| | 1748 | { |
| | 1749 | case WEAPON_PULSERIFLE: |
| | 1750 | Sound_Play(SID_PULSE_RIFLE_FIRING_EMPTY, "ehv", &SpotEffectWeaponHandle, 60); |
| | 1751 | break; |
| | 1752 | case WEAPON_SMARTGUN: |
| | 1753 | Sound_Play(SID_NOAMMO, "eh", &SpotEffectWeaponHandle); |
| | 1754 | default: |
| | 1755 | break; |
| | 1756 | } |
| | 1757 | } |
| | 1758 | else |
| | 1759 | { |
| | 1760 | PlayerStatus.WeaponState = WEAPONSTATE_IDLE; |
| | 1761 | Weapon_ThisBurst = -1; |
| | 1762 | } |
| | 1763 | } |
| | 1764 | break; |
| | 1765 | case WEAPONSTATE_WAITING: |
| | 1766 | default: |
| | 1767 | break; |
| | 1768 | } |
| | 1769 | } |
| | 1770 | |
| | 1771 | void marine_weapon_idle() |
| | 1772 | { |
| | 1773 | PlayerStatus.WeaponState = WEAPONSTATE_IDLE; |
| | 1774 | |
| | 1775 | if (WeaponFidgetPlaying) |
| | 1776 | { |
| | 1777 | if (PlayersWeaponHModelController.sequence_timer == (ONE_FIXED-1)) |
| | 1778 | { |
| | 1779 | InitHModelTweening(&PlayersWeaponHModelController, (ONE_FIXED>>2), HMSQT_MarineHUD, (int)MHSS_Stationary, ONE_FIXED, 1); |
| | 1780 | WeaponFidgetPlaying = 0; |
| | 1781 | } |
| | 1782 | } |
| | 1783 | else if (!(FastRandom() & 255)) |
| | 1784 | { |
| | 1785 | /* Start animation. */ |
| | 1786 | if (HModelSequence_Exists(&PlayersWeaponHModelController, HMSQT_MarineHUD, (int)MHSS_Fidget)) |
| | 1787 | { |
| | 1788 | InitHModelTweening(&PlayersWeaponHModelController, (ONE_FIXED>>2), HMSQT_MarineHUD, (int)MHSS_Fidget, ONE_FIXED, 0); |
| | 1789 | PlayerStatus.WeaponStateTimeOutCounter = 0; |
| | 1790 | WeaponFidgetPlaying = 1; |
| | 1791 | } |
| | 1792 | } |
| | 1793 | } |
| | 1794 | |
| | 1795 | |
| | 1796 | void DrawPlayersMuzzleFlash(enum MUZZLE_FLASH_ID muzzleFlashID) |
| | 1797 | { |
| | 1798 | VECTORCH shotvector = {0, 0, 65535}; |
| | 1799 | RotateVector(&shotvector, &PWMFSDP->SecMat); |
| | 1800 | DrawMuzzleFlash(&PWMFSDP->World_Offset, &shotvector, muzzleFlashID); |
| | 1801 | } |
| | 1802 | |
| | 1803 | void maintain_pulserifle() |
| | 1804 | { |
| | 1805 | switch(PlayersWeaponHModelController.Sub_Sequence) |
| | 1806 | { |
| | 1807 | case MHSS_Stationary: |
| | 1808 | case MHSS_Fidget: |
| | 1809 | { |
| | 1810 | if (PlayerStatus.InputRequests.Rqst_FirePrimaryWeapon || ((Weapon_ThisBurst < PULSERIFLE_MINIMUM_BURST) && (Weapon_ThisBurst >= 0))) |
| | 1811 | { |
| | 1812 | if (PlayerStatus.SelectedWeapon->PrimaryRoundsRemaining) |
| | 1813 | { |
| | 1814 | if (Weapon_ThisBurst == -1) |
| | 1815 | Weapon_ThisBurst = 0; |
| | 1816 | |
| | 1817 | RAPIDFIRE_AMMO_COUNTER += MUL_FIXED(100/6 * ONE_FIXED, NormalFrameTime); |
| | 1818 | |
| | 1819 | if (RAPIDFIRE_AMMO_COUNTER > ONE_FIXED) |
| | 1820 | { |
| | 1821 | if (128 > (FastRandom() & 65535)) |
| | 1822 | { |
| | 1823 | PlayerStatus.WeaponState = WEAPONSTATE_JAMMED; |
| | 1824 | Weapon_ThisBurst = 0; |
| | 1825 | return; |
| | 1826 | } |
| | 1827 | |
| | 1828 | static int weaponPitchTimer = 0; |
| | 1829 | PlayerFireLineOfSightAmmo(AMMO_10MM_CULW); |
| | 1830 | CurrentGameStats_WeaponFired(PlayerStatus.SelectedWeaponSlot, 1); |
| | 1831 | PlayerStatus.SelectedWeapon->PrimaryRoundsRemaining--; |
| | 1832 | Weapon_ThisBurst++; |
| | 1833 | RAPIDFIRE_AMMO_COUNTER = 0; |
| | 1834 | AddLightingEffectToObject(PlayerStatus.DisplayBlock, LFX_MUZZLEFLASH); |
| | 1835 | |
| | 1836 | if(weaponHandle == SOUND_NOACTIVEINDEX) |
| | 1837 | { |
| | 1838 | Sound_Play(SID_PULSE_START, "h"); |
| | 1839 | Sound_Play(SID_PULSE_LOOP, "elh", &weaponHandle); |
| | 1840 | weaponPitchTimer = ONE_FIXED >> 3; |
| | 1841 | } |
| | 1842 | else |
| | 1843 | { |
| | 1844 | weaponPitchTimer -= NormalFrameTime; |
| | 1845 | |
| | 1846 | if (weaponPitchTimer <= 0) |
| | 1847 | { |
| | 1848 | weaponPitchTimer = ONE_FIXED >> 3; |
| | 1849 | Sound_ChangePitch(weaponHandle, (FastRandom() & 63) - 32); |
| | 1850 | } |
| | 1851 | } |
| | 1852 | |
| | 1853 | PlayerStatus.muzzle_flash = 1; |
| | 1854 | PlayerStatus.WeaponState = WEAPONSTATE_FIRING_PRIMARY; |
| | 1855 | } |
| | 1856 | return; |
| | 1857 | } |
| | 1858 | else if(SpotEffectWeaponHandle == SOUND_NOACTIVEINDEX) |
| | 1859 | { |
| | 1860 | Sound_Play(SID_PULSE_RIFLE_FIRING_EMPTY, "ehv", &SpotEffectWeaponHandle, 60); |
| | 1861 | } |
| | 1862 | } |
| | 1863 | else if(!PlayerStatus.SelectedWeapon->PrimaryRoundsRemaining) |
| | 1864 | { |
| | 1865 | if(weaponHandle != SOUND_NOACTIVEINDEX) |
| | 1866 | { |
| | 1867 | Sound_Play(SID_PULSE_END, "h"); |
| | 1868 | Sound_Stop(weaponHandle); |
| | 1869 | } |
| | 1870 | |
| | 1871 | if (PlayerStatus.SelectedWeapon->MagazinesRemaining) |
| | 1872 | { |
| | 1873 | Weapon_ThisBurst = -1; |
| | 1874 | InitHModelSequence(&PlayersWeaponHModelController, HMSQT_MarineHUD, (int)MHSS_Standard_Reload, ONE_FIXED); |
| | 1875 | PlayersWeaponHModelController.Looped = 0; |
| | 1876 | PlayerStatus.WeaponStateTimeOutCounter = ONE_FIXED; |
| | 1877 | return; |
| | 1878 | } |
| | 1879 | else if (!PlayerStatus.SelectedWeapon->SecondaryRoundsRemaining) |
| | 1880 | { |
| | 1881 | MarineZeroAmmoFunctionality(); |
| | 1882 | return; |
| | 1883 | } |
| | 1884 | } |
| | 1885 | |
| | 1886 | Weapon_ThisBurst = -1; |
| | 1887 | |
| | 1888 | if(weaponHandle != SOUND_NOACTIVEINDEX) |
| | 1889 | { |
| | 1890 | Sound_Play(SID_PULSE_END, "h"); |
| | 1891 | Sound_Stop(weaponHandle); |
| | 1892 | } |
| | 1893 | |
| | 1894 | if (PlayerStatus.InputRequests.Rqst_FireSecondaryWeapon) |
| | 1895 | { |
| | 1896 | if (PlayerStatus.SelectedWeapon->SecondaryRoundsRemaining) |
| | 1897 | { |
| | 1898 | InitialisePulseGrenadeBehaviour(&PWMFSDP->World_Offset, &PlayerStatus.weapon.ObMat); |
| | 1899 | CurrentGameStats_WeaponFired(PlayerStatus.SelectedWeaponSlot, 1); |
| | 1900 | Sound_Play(SID_PULSEGRENADELAUNCH, "h"); |
| | 1901 | InitHModelSequence(&PlayersWeaponHModelController, HMSQT_MarineHUD, (int)MHSS_Secondary_Fire, ONE_FIXED); |
| | 1902 | PlayersWeaponHModelController.Looped = 0; |
| | 1903 | PlayerStatus.WeaponStateTimeOutCounter = ONE_FIXED; |
| | 1904 | PlayerStatus.WeaponState = WEAPONSTATE_FIRING_SECONDARY; |
| | 1905 | return; |
| | 1906 | } |
| | 1907 | else if(SpotEffectWeaponHandle == SOUND_NOACTIVEINDEX) |
| | 1908 | { |
| | 1909 | Sound_Play(SID_PULSE_RIFLE_FIRING_EMPTY, "eh", &SpotEffectWeaponHandle); |
| | 1910 | } |
| | 1911 | } |
| | 1912 | |
| | 1913 | marine_weapon_idle(); |
| | 1914 | } |
| | 1915 | break; |
| | 1916 | case MHSS_Standard_Reload: |
| | 1917 | { |
| | 1918 | if (PlayerStatus.WeaponStateTimeOutCounter < 0) |
| | 1919 | { |
| | 1920 | PlayerStatus.SelectedWeapon->MagazinesRemaining--; |
| | 1921 | PlayerStatus.SelectedWeapon->PrimaryRoundsRemaining = 99; |
| | 1922 | InitHModelTweening(&PlayersWeaponHModelController, (ONE_FIXED>>2), HMSQT_MarineHUD, (int)MHSS_Stationary, ONE_FIXED, 1); |
| | 1923 | } |
| | 1924 | else |
| | 1925 | { |
| | 1926 | PlayerStatus.WeaponStateTimeOutCounter -= NormalFrameTime; |
| | 1927 | return; |
| | 1928 | } |
| | 1929 | } |
| | 1930 | break; |
| | 1931 | case MHSS_Secondary_Fire: |
| | 1932 | { |
| | 1933 | if (PlayerStatus.WeaponStateTimeOutCounter < 0) |
| | 1934 | { |
| | 1935 | PlayerStatus.SelectedWeapon->SecondaryRoundsRemaining--; |
| | 1936 | InitHModelTweening(&PlayersWeaponHModelController, (ONE_FIXED>>2), HMSQT_MarineHUD, (int)MHSS_Stationary, ONE_FIXED, 1); |
| | 1937 | } |
| | 1938 | else |
| | 1939 | { |
| | 1940 | PlayerStatus.WeaponStateTimeOutCounter -= NormalFrameTime; |
| | 1941 | return; |
| | 1942 | } |
| | 1943 | } |
| | 1944 | break; |
| | 1945 | default: |
| | 1946 | if (PlayersWeaponHModelController.Sub_Sequence != MHSS_Stationary) |
| | 1947 | InitHModelSequence(&PlayersWeaponHModelController, HMSQT_MarineHUD, (int)MHSS_Stationary, ONE_FIXED); |
| | 1948 | } |
| | 1949 | |
| | 1950 | PlayerStatus.WeaponState = WEAPONSTATE_IDLE; |
| | 1951 | } |
| | 1952 | |
| | 1953 | static int oldRandomValue = -1; |
| | 1954 | |
| | 1955 | void maintain_smartgun() |
| | 1956 | { |
| | 1957 | if (PlayerStatus.SelectedWeapon->PrimaryRoundsRemaining) |
| | 1958 | { |
| | 1959 | if (PlayerStatus.InputRequests.Rqst_FirePrimaryWeapon || ((Weapon_ThisBurst < SMARTGUN_MINIMUM_BURST) && (Weapon_ThisBurst >= 0))) |
| | 1960 | { |
| | 1961 | if (Weapon_ThisBurst == -1) |
| | 1962 | Weapon_ThisBurst = 0; |
| | 1963 | |
| | 1964 | RAPIDFIRE_AMMO_COUNTER += MUL_FIXED(50 * ONE_FIXED, NormalFrameTime); |
| | 1965 | |
| | 1966 | if (RAPIDFIRE_AMMO_COUNTER > ONE_FIXED) |
| | 1967 | { |
| | 1968 | if (256 > (FastRandom() & 65535)) |
| | 1969 | { |
| | 1970 | PlayerStatus.WeaponState = WEAPONSTATE_JAMMED; |
| | 1971 | Weapon_ThisBurst = 0; |
| | 1972 | return; |
| | 1973 | } |
| | 1974 | |
| | 1975 | PlayerFireLineOfSightAmmo(AMMO_SMARTGUN); |
| | 1976 | CurrentGameStats_WeaponFired(PlayerStatus.SelectedWeaponSlot, 1); |
| | 1977 | PlayerStatus.SelectedWeapon->PrimaryRoundsRemaining--; |
| | 1978 | RAPIDFIRE_AMMO_COUNTER = 0; |
| | 1979 | Weapon_ThisBurst += 1; |
| | 1980 | |
| | 1981 | AddLightingEffectToObject(PlayerStatus.DisplayBlock, LFX_MUZZLEFLASH); |
| | 1982 | PlayerStatus.WeaponState = WEAPONSTATE_FIRING_PRIMARY; |
| | 1983 | PlayerStatus.muzzle_flash = 1; |
| | 1984 | |
| | 1985 | if(weaponHandle == SOUND_NOACTIVEINDEX) |
| | 1986 | { |
| | 1987 | int rand = FastRandom() % 3; |
| | 1988 | |
| | 1989 | if (rand == oldRandomValue) |
| | 1990 | rand = (rand + 1) % 3; |
| | 1991 | |
| | 1992 | oldRandomValue = rand; |
| | 1993 | |
| | 1994 | switch (rand) |
| | 1995 | { |
| | 1996 | case 0: |
| | 1997 | Sound_Play(SID_SMART1, "ehpd", &weaponHandle, (FastRandom()&255)-128,
&PlayerStatus.sbptr->DynPtr->Position); |
| | 1998 | break; |
| | 1999 | case 1: |
| | 2000 | Sound_Play(SID_SMART2, "ehpd", &weaponHandle, (FastRandom()&255)-128,
&PlayerStatus.sbptr->DynPtr->Position); |
| | 2001 | break; |
| | 2002 | case 2: |
| | 2003 | Sound_Play(SID_SMART3, "ehpd", &weaponHandle, (FastRandom()&255)-128,
&PlayerStatus.sbptr->DynPtr->Position); |
| | 2004 | default: |
| | 2005 | break; |
| | 2006 | } |
| | 2007 | } |
| | 2008 | } |
| | 2009 | |
| | 2010 | return; |
| | 2011 | } |
| | 2012 | else |
| | 2013 | { |
| | 2014 | Weapon_ThisBurst = -1; |
| | 2015 | } |
| | 2016 | } |
| | 2017 | else |
| | 2018 | { |
| | 2019 | Weapon_ThisBurst = -1; |
| | 2020 | |
| | 2021 | if (PlayerStatus.InputRequests.Rqst_FirePrimaryWeapon) |
| | 2022 | { |
| | 2023 | if(SpotEffectWeaponHandle == SOUND_NOACTIVEINDEX) |
| | 2024 | Sound_Play(SID_NOAMMO, "eh", &SpotEffectWeaponHandle); |
| | 2025 | |
| | 2026 | PlayerStatus.WeaponStateTimeOutCounter = ONE_FIXED; |
| | 2027 | } |
| | 2028 | else if (PlayerStatus.SelectedWeapon->MagazinesRemaining) |
| | 2029 | { |
| | 2030 | if (ONE_FIXED == PlayerStatus.WeaponStateTimeOutCounter) |
| | 2031 | { |
| | 2032 | InitHModelSequence(&PlayersWeaponHModelController, HMSQT_MarineHUD, (int)MHSS_Standard_Reload, ONE_FIXED); |
| | 2033 | PlayersWeaponHModelController.Looped = 0; |
| | 2034 | } |
| | 2035 | else if (PlayerStatus.WeaponStateTimeOutCounter < 0) |
| | 2036 | { |
| | 2037 | PlayerStatus.WeaponStateTimeOutCounter = ONE_FIXED; |
| | 2038 | PlayerStatus.SelectedWeapon->MagazinesRemaining--; |
| | 2039 | PlayerStatus.SelectedWeapon->PrimaryRoundsRemaining = 500; |
| | 2040 | return; |
| | 2041 | } |
| | 2042 | |
| | 2043 | PlayerStatus.WeaponStateTimeOutCounter -= NormalFrameTime; |
| | 2044 | |
| | 2045 | return; |
| | 2046 | } |
| | 2047 | } |
| | 2048 | |
| | 2049 | if (PlayerStatus.InputRequests.Rqst_FireSecondaryWeapon && (ONE_FIXED == PlayerStatus.WeaponStateTimeOutCounter)) |
| | 2050 | { |
| | 2051 | PlayerStatus.SmartGunMode = !PlayerStatus.SmartGunMode; |
| | 2052 | Sound_Play(SID_SMART_MODESWITCH, NULL); |
| | 2053 | PlayerStatus.WeaponStateTimeOutCounter -= NormalFrameTime; |
| | 2054 | return; |
| | 2055 | } |
| | 2056 | else |
| | 2057 | { |
| | 2058 | if (ONE_FIXED != PlayerStatus.WeaponStateTimeOutCounter) |
| | 2059 | { |
| | 2060 | PlayerStatus.WeaponStateTimeOutCounter -= NormalFrameTime; |
| | 2061 | |
| | 2062 | if (PlayerStatus.WeaponStateTimeOutCounter < 0) |
| | 2063 | PlayerStatus.WeaponStateTimeOutCounter = ONE_FIXED; |
| | 2064 | |
| | 2065 | return; |
| | 2066 | } |
| | 2067 | } |
| | 2068 | |
| | 2069 | if ((PlayersWeaponHModelController.Sub_Sequence != MHSS_Stationary) && (PlayersWeaponHModelController.Sub_Sequence != MHSS_Fidget)) |
| | 2070 | InitHModelSequence(&PlayersWeaponHModelController, HMSQT_MarineHUD, (int)MHSS_Stationary, ONE_FIXED); |
| | 2071 | |
| | 2072 | marine_weapon_idle(); |
| | 2073 | } |
| | 2074 | |
| | 2075 | void maintain_flamethrower() |
| | 2076 | { |
| | 2077 | if (PlayerStatus.SelectedWeapon->PrimaryRoundsRemaining) |
| | 2078 | { |
| | 2079 | if (PlayerStatus.InputRequests.Rqst_FirePrimaryWeapon) |
| | 2080 | { |
| | 2081 | ProveHModel(&PlayersWeaponHModelController, &PlayerStatus.weapon); |
| | 2082 | |
| | 2083 | RAPIDFIRE_AMMO_COUNTER += MUL_FIXED(15 * ONE_FIXED, NormalFrameTime); |
| | 2084 | |
| | 2085 | if (RAPIDFIRE_AMMO_COUNTER > ONE_FIXED) |
| | 2086 | { |
| | 2087 | PlayerStatus.SelectedWeapon->PrimaryRoundsRemaining--; |
| | 2088 | RAPIDFIRE_AMMO_COUNTER = 0; |
| | 2089 | PlayerStatus.WeaponState = WEAPONSTATE_FIRING_PRIMARY; |
| | 2090 | } |
| | 2091 | |
| | 2092 | FireFlameThrower(&PWMFSDP->World_Offset, &null_vec, &PlayerStatus.weapon.ObMat, 0, &Flamethrower_Timer); |
| | 2093 | |
| | 2094 | AddLightingEffectToObject(PlayerStatus.DisplayBlock, LFX_OBJECTONFIRE); |
| | 2095 | AddLightingEffectToObject(PlayerStatus.DisplayBlock, LFX_MUZZLEFLASH); |
| | 2096 | |
| | 2097 | if(weaponHandle == SOUND_NOACTIVEINDEX) |
| | 2098 | { |
| | 2099 | Sound_Play(SID_INCIN_START, "h"); |
| | 2100 | Sound_Play(SID_INCIN_LOOP, "elh", &weaponHandle); |
| | 2101 | } |
| | 2102 | return; |
| | 2103 | } |
| | 2104 | else |
| | 2105 | { |
| | 2106 | if(weaponHandle != SOUND_NOACTIVEINDEX) |
| | 2107 | { |
| | 2108 | Sound_Play(SID_INCIN_END, "h"); |
| | 2109 | Sound_Stop(weaponHandle); |
| | 2110 | } |
| | 2111 | } |
| | 2112 | } |
| | 2113 | else |
| | 2114 | { |
| | 2115 | if(weaponHandle != SOUND_NOACTIVEINDEX) |
| | 2116 | { |
| | 2117 | Sound_Play(SID_INCIN_END, "h"); |
| | 2118 | Sound_Stop(weaponHandle); |
| | 2119 | } |
| | 2120 | |
| | 2121 | if (PlayerStatus.InputRequests.Rqst_FirePrimaryWeapon) |
| | 2122 | { |
| | 2123 | PlayerStatus.WeaponStateTimeOutCounter = ONE_FIXED; |
| | 2124 | } |
| | 2125 | else if (PlayerStatus.SelectedWeapon->MagazinesRemaining) |
| | 2126 | { |
| | 2127 | if (ONE_FIXED == PlayerStatus.WeaponStateTimeOutCounter) |
| | 2128 | { |
| | 2129 | InitHModelSequence(&PlayersWeaponHModelController, HMSQT_MarineHUD, (int)MHSS_Standard_Reload, ONE_FIXED); |
| | 2130 | PlayersWeaponHModelController.Looped = 0; |
| | 2131 | } |
| | 2132 | else if (PlayerStatus.WeaponStateTimeOutCounter < 0) |
| | 2133 | { |
| | 2134 | PlayerStatus.WeaponStateTimeOutCounter = ONE_FIXED; |
| | 2135 | PlayerStatus.SelectedWeapon->MagazinesRemaining--; |
| | 2136 | PlayerStatus.SelectedWeapon->PrimaryRoundsRemaining = 100; |
| | 2137 | return; |
| | 2138 | } |
| | 2139 | |
| | 2140 | PlayerStatus.WeaponStateTimeOutCounter -= NormalFrameTime; |
| | 2141 | |
| | 2142 | return; |
| | 2143 | } |
| | 2144 | } |
| | 2145 | |
| | 2146 | PlayerStatus.WeaponState = WEAPONSTATE_IDLE; |
| | 2147 | |
| | 2148 | if ((PlayersWeaponHModelController.Sub_Sequence != MHSS_Stationary) && (PlayersWeaponHModelController.Sub_Sequence != MHSS_Fidget)) |
| | 2149 | InitHModelTweening(&PlayersWeaponHModelController, (ONE_FIXED >> 3), HMSQT_MarineHUD, (int)MHSS_Stationary, ONE_FIXED, 1); |
| | 2150 | |
| | 2151 | marine_weapon_idle(); |
| | 2152 | } |
| | 2153 | |
| | 2154 | #define SADAR_RECOIL (ONE_FIXED/6*2) |
| | 2155 | #define SADAR_RELOAD (ONE_FIXED*3/2) |
| | 2156 | |
| | 2157 | void maintain_sadar() |
| | 2158 | { |
| | 2159 | switch(PlayersWeaponHModelController.Sub_Sequence) |
| | 2160 | { |
| | 2161 | case MHSS_Stationary: |
| | 2162 | case MHSS_Fidget: |
| | 2163 | { |
| | 2164 | if (PlayerStatus.SelectedWeapon->PrimaryRoundsRemaining) |
| | 2165 | { |
| | 2166 | if (PlayerStatus.InputRequests.Rqst_FirePrimaryWeapon) |
| | 2167 | { |
| | 2168 | if (PlayerStatus.WeaponStateTimeOutCounter) //this stops atomatic fire |
| | 2169 | { |
| | 2170 | PlayerStatus.WeaponState = WEAPONSTATE_FIRING_PRIMARY; |
| | 2171 | Sound_Play(SID_SADAR_FIRE, "hd", &PlayerStatus.sbptr->DynPtr->Position); |
| | 2172 | PlayerStatus.SelectedWeapon->PrimaryRoundsRemaining--; |
| | 2173 | CreateRocketKernel(&PWMFSDP->World_Offset, &PlayerStatus.weapon.ObMat, 1); |
| | 2174 | CurrentGameStats_WeaponFired(PlayerStatus.SelectedWeaponSlot, 1); |
| | 2175 | InitHModelSequence(&PlayersWeaponHModelController, HMSQT_MarineHUD, (int)MHSS_Standard_Fire, SADAR_RECOIL); |
| | 2176 | PlayersWeaponHModelController.Looped = 0; |
| | 2177 | Weapon_ThisBurst = 1; |
| | 2178 | } |
| | 2179 | } |
| | 2180 | else |
| | 2181 | { |
| | 2182 | PlayerStatus.WeaponStateTimeOutCounter = SADAR_RECOIL; |
| | 2183 | |
| | 2184 | marine_weapon_idle(); |
| | 2185 | } |
| | 2186 | } |
| | 2187 | else |
| | 2188 | { |
| | 2189 | MarineZeroAmmoFunctionality(); |
| | 2190 | } |
| | 2191 | } |
| | 2192 | break; |
| | 2193 | case MHSS_Standard_Fire: |
| | 2194 | { |
| | 2195 | PlayerStatus.WeaponStateTimeOutCounter -= NormalFrameTime; |
| | 2196 | Weapon_ThisBurst = 0; |
| | 2197 | |
| | 2198 | if (PlayerStatus.WeaponStateTimeOutCounter < 0) |
| | 2199 | { |
| | 2200 | if (PlayerStatus.SelectedWeapon->PrimaryRoundsRemaining) |
| | 2201 | { |
| | 2202 | //InitHModelSequence(&PlayersWeaponHModelController, HMSQT_MarineHUD, (int)MHSS_Standard_Reload, SADAR_RELOAD); |
| | 2203 | //InitHModelTweening(&PlayersWeaponHModelController, (ONE_FIXED>>3), HMSQT_MarineHUD, (int)MHSS_Standard_Reload, SADAR_RELOAD, 0); |
| | 2204 | //PlayerStatus.WeaponStateTimeOutCounter = SADAR_RELOAD; |
| | 2205 | PlayerStatus.WeaponState = WEAPONSTATE_SWAPPING_OUT; |
| | 2206 | PlayerStatus.SwapToWeaponSlot = PlayerStatus.SelectedWeaponSlot; |
| | 2207 | } |
| | 2208 | else |
| | 2209 | { |
| | 2210 | MarineZeroAmmoFunctionality(); |
| | 2211 | } |
| | 2212 | } |
| | 2213 | } |
| | 2214 | break; |
| | 2215 | case MHSS_Standard_Reload: |
| | 2216 | { |
| | 2217 | PlayerStatus.WeaponStateTimeOutCounter -= NormalFrameTime; |
| | 2218 | |
| | 2219 | if (PlayerStatus.WeaponStateTimeOutCounter < 0) |
| | 2220 | { |
| | 2221 | InitHModelTweening(&PlayersWeaponHModelController, (ONE_FIXED >> 3), HMSQT_MarineHUD, (int)MHSS_Stationary, ONE_FIXED, 1); |
| | 2222 | PlayerStatus.WeaponStateTimeOutCounter = 0; |
| | 2223 | PlayerStatus.WeaponState = WEAPONSTATE_IDLE; |
| | 2224 | } |
| | 2225 | } |
| | 2226 | break; |
| | 2227 | default: |
| | 2228 | if (PlayersWeaponHModelController.Sub_Sequence != MHSS_Stationary) |
| | 2229 | InitHModelSequence(&PlayersWeaponHModelController, HMSQT_MarineHUD, (int)MHSS_Stationary, ONE_FIXED); |
| | 2230 | } |
| | 2231 | } |
| | 2232 | |
| | 2233 | #define GRENADE_LAUNCHER_RECOIL_TIME (ONE_FIXED*4)/3 |
| | 2234 | |
| | 2235 | static int GrenadeLauncherChangeAmmo() |
| | 2236 | { |
| | 2237 | unsigned int RoundsRemaining; |
| | 2238 | unsigned int MagazinesRemaining; |
| | 2239 | |
| | 2240 | switch(GrenadeLauncherData.SelectedAmmo) |
| | 2241 | { |
| | 2242 | case AMMO_GRENADE: |
| | 2243 | { |
| | 2244 | if (GrenadeLauncherData.FragmentationRoundsRemaining > 0 || GrenadeLauncherData.FragmentationMagazinesRemaining > 0) |
| | 2245 | { |
| | 2246 | GrenadeLauncherData.SelectedAmmo = AMMO_FRAGMENTATION_GRENADE; |
| | 2247 | RoundsRemaining = GrenadeLauncherData.FragmentationRoundsRemaining; |
| | 2248 | MagazinesRemaining = GrenadeLauncherData.FragmentationMagazinesRemaining; |
| | 2249 | } |
| | 2250 | else if (GrenadeLauncherData.ProximityRoundsRemaining > 0 || GrenadeLauncherData.ProximityMagazinesRemaining > 0) |
| | 2251 | { |
| | 2252 | GrenadeLauncherData.SelectedAmmo = AMMO_PROXIMITY_GRENADE; |
| | 2253 | RoundsRemaining = GrenadeLauncherData.ProximityRoundsRemaining; |
| | 2254 | MagazinesRemaining = GrenadeLauncherData.ProximityMagazinesRemaining; |
| | 2255 | } |
| | 2256 | else |
| | 2257 | { |
| | 2258 | return 0; |
| | 2259 | } |
| | 2260 | |
| | 2261 | GrenadeLauncherData.StandardRoundsRemaining = PlayerStatus.SelectedWeapon->PrimaryRoundsRemaining; |
| | 2262 | GrenadeLauncherData.StandardMagazinesRemaining = PlayerStatus.SelectedWeapon->MagazinesRemaining; |
| | 2263 | } |
| | 2264 | break; |
| | 2265 | case AMMO_FRAGMENTATION_GRENADE: |
| | 2266 | { |
| | 2267 | if (GrenadeLauncherData.ProximityRoundsRemaining > 0 || GrenadeLauncherData.ProximityMagazinesRemaining > 0) |
| | 2268 | { |
| | 2269 | GrenadeLauncherData.SelectedAmmo = AMMO_PROXIMITY_GRENADE; |
| | 2270 | RoundsRemaining = GrenadeLauncherData.ProximityRoundsRemaining; |
| | 2271 | MagazinesRemaining = GrenadeLauncherData.ProximityMagazinesRemaining; |
| | 2272 | } |
| | 2273 | else if (GrenadeLauncherData.StandardRoundsRemaining > 0 || GrenadeLauncherData.StandardMagazinesRemaining > 0) |
| | 2274 | { |
| | 2275 | GrenadeLauncherData.SelectedAmmo = AMMO_GRENADE; |
| | 2276 | RoundsRemaining = GrenadeLauncherData.StandardRoundsRemaining; |
| | 2277 | MagazinesRemaining = GrenadeLauncherData.StandardMagazinesRemaining; |
| | 2278 | } |
| | 2279 | else |
| | 2280 | { |
| | 2281 | return 0; |
| | 2282 | } |
| | 2283 | |
| | 2284 | GrenadeLauncherData.FragmentationRoundsRemaining = PlayerStatus.SelectedWeapon->PrimaryRoundsRemaining; |
| | 2285 | GrenadeLauncherData.FragmentationMagazinesRemaining = PlayerStatus.SelectedWeapon->MagazinesRemaining; |
| | 2286 | } |
| | 2287 | break; |
| | 2288 | case AMMO_PROXIMITY_GRENADE: |
| | 2289 | { |
| | 2290 | if (GrenadeLauncherData.StandardRoundsRemaining > 0 || GrenadeLauncherData.StandardMagazinesRemaining > 0) |
| | 2291 | { |
| | 2292 | GrenadeLauncherData.SelectedAmmo = AMMO_GRENADE; |
| | 2293 | RoundsRemaining = GrenadeLauncherData.StandardRoundsRemaining; |
| | 2294 | MagazinesRemaining = GrenadeLauncherData.StandardMagazinesRemaining; |
| | 2295 | } |
| | 2296 | else if (GrenadeLauncherData.FragmentationRoundsRemaining > 0 || GrenadeLauncherData.FragmentationMagazinesRemaining > 0) |
| | 2297 | { |
| | 2298 | GrenadeLauncherData.SelectedAmmo = AMMO_FRAGMENTATION_GRENADE; |
| | 2299 | RoundsRemaining = GrenadeLauncherData.FragmentationRoundsRemaining; |
| | 2300 | MagazinesRemaining = GrenadeLauncherData.FragmentationMagazinesRemaining; |
| | 2301 | } |
| | 2302 | else |
| | 2303 | { |
| | 2304 | return 0; |
| | 2305 | } |
| | 2306 | |
| | 2307 | GrenadeLauncherData.ProximityRoundsRemaining = PlayerStatus.SelectedWeapon->PrimaryRoundsRemaining; |
| | 2308 | GrenadeLauncherData.ProximityMagazinesRemaining = PlayerStatus.SelectedWeapon->MagazinesRemaining; |
| | 2309 | } |
| | 2310 | break; |
| | 2311 | default: |
| | 2312 | assert(0); |
| | 2313 | return 0; |
| | 2314 | } |
| | 2315 | |
| | 2316 | PlayerStatus.SelectedWeapon->PrimaryRoundsRemaining = RoundsRemaining; |
| | 2317 | PlayerStatus.SelectedWeapon->MagazinesRemaining = MagazinesRemaining; |
| | 2318 | |
| | 2319 | return 1; |
| | 2320 | } |
| | 2321 | |
| | 2322 | void maintain_grenadelauncher() |
| | 2323 | { |
| | 2324 | //printf("GL Rounds = %d\n", PlayerStatus.SelectedWeapon->PrimaryRoundsRemaining); |
| | 2325 | static int real_reload = 0; |
| | 2326 | |
| | 2327 | switch(PlayersWeaponHModelController.Sub_Sequence) |
| | 2328 | { |
| | 2329 | case MHSS_Stationary: |
| | 2330 | case MHSS_Fidget: |
| | 2331 | { |
| | 2332 | if (PlayerStatus.SelectedWeapon->PrimaryRoundsRemaining) |
| | 2333 | { |
| | 2334 | if (PlayerStatus.InputRequests.Rqst_FirePrimaryWeapon && PlayerStatus.WeaponStateTimeOutCounter) |
| | 2335 | { |
| | 2336 | PlayerStatus.SelectedWeapon->PrimaryRoundsRemaining--; |
| | 2337 | Sound_Play(SID_GRENADE_LAUNCH, "h"); |
| | 2338 | |
| | 2339 | switch(GrenadeLauncherData.SelectedAmmo) |
| | 2340 | { |
| | 2341 | case AMMO_GRENADE: |
| | 2342 | CreateGrenadeKernel(I_BehaviourGrenade, &PWMFSDP->World_Offset, &PlayerStatus.weapon.ObMat, 1); |
| | 2343 | break; |
| | 2344 | case AMMO_FRAGMENTATION_GRENADE: |
| | 2345 | CreateGrenadeKernel(I_BehaviourFragmentationGrenade, &PWMFSDP->World_Offset, &PlayerStatus.weapon.ObMat, 1); |
| | 2346 | break; |
| | 2347 | case AMMO_PROXIMITY_GRENADE: |
| | 2348 | CreateGrenadeKernel(I_BehaviourProximityGrenade, &PWMFSDP->World_Offset, &PlayerStatus.weapon.ObMat, 1); |
| | 2349 | default: |
| | 2350 | break; |
| | 2351 | } |
| | 2352 | |
| | 2353 | GrenadeLauncher_UpdateBullets(); |
| | 2354 | // Pop the round in the breach... |
| | 2355 | GrenadeLauncherSectionPointers[0]->flags |= section_data_notreal; |
| | 2356 | // It'll be put back at the next update. |
| | 2357 | |
| | 2358 | CurrentGameStats_WeaponFired(PlayerStatus.SelectedWeaponSlot, 1); |
| | 2359 | |
| | 2360 | PlayerStatus.WeaponState = WEAPONSTATE_FIRING_PRIMARY; |
| | 2361 | InitHModelSequence(&PlayersWeaponHModelController, HMSQT_MarineHUD, (int)MHSS_Standard_Fire, GRENADE_LAUNCHER_RECOIL_TIME); |
| | 2362 | PlayersWeaponHModelController.Looped = 0; |
| | 2363 | return; |
| | 2364 | } |
| | 2365 | } |
| | 2366 | else if (PlayerStatus.SelectedWeapon->MagazinesRemaining) |
| | 2367 | { |
| | 2368 | InitHModelSequence(&PlayersWeaponHModelController, HMSQT_MarineHUD, (int)MHSS_Standard_Reload, GRENADE_LAUNCHER_RECOIL_TIME); |
| | 2369 | PlayersWeaponHModelController.Looped = 0; |
| | 2370 | PlayerStatus.WeaponStateTimeOutCounter = GRENADE_LAUNCHER_RECOIL_TIME; |
| | 2371 | real_reload = 1; |
| | 2372 | return; |
| | 2373 | } |
| | 2374 | else if(GrenadeLauncherChangeAmmo()) |
| | 2375 | { |
| | 2376 | InitHModelSequence(&PlayersWeaponHModelController, HMSQT_MarineHUD, (int)MHSS_Standard_Reload, GRENADE_LAUNCHER_RECOIL_TIME); |
| | 2377 | PlayersWeaponHModelController.Looped = 0; |
| | 2378 | PlayerStatus.WeaponStateTimeOutCounter = GRENADE_LAUNCHER_RECOIL_TIME; |
| | 2379 | real_reload = 1; |
| | 2380 | return; |
| | 2381 | } |
| | 2382 | else |
| | 2383 | { |
| | 2384 | MarineZeroAmmoFunctionality(); |
| | 2385 | return; |
| | 2386 | } |
| | 2387 | |
| | 2388 | if (PlayerStatus.InputRequests.Rqst_FireSecondaryWeapon && GrenadeLauncherChangeAmmo()) // only reload different ammo |
| | 2389 | { |
| | 2390 | InitHModelSequence(&PlayersWeaponHModelController, HMSQT_MarineHUD, (int)MHSS_Standard_Reload, GRENADE_LAUNCHER_RECOIL_TIME); |
| | 2391 | PlayersWeaponHModelController.Looped = 0; |
| | 2392 | PlayerStatus.WeaponStateTimeOutCounter = GRENADE_LAUNCHER_RECOIL_TIME; |
| | 2393 | real_reload = 0; |
| | 2394 | return; |
| | 2395 | } |
| | 2396 | |
| | 2397 | PlayerStatus.WeaponStateTimeOutCounter = GRENADE_LAUNCHER_RECOIL_TIME; |
| | 2398 | |
| | 2399 | marine_weapon_idle(); |
| | 2400 | } |
| | 2401 | break; |
| | 2402 | case MHSS_Standard_Fire: |
| | 2403 | { |
| | 2404 | PlayerStatus.WeaponStateTimeOutCounter -= NormalFrameTime; |
| | 2405 | |
| | 2406 | if (PlayerStatus.WeaponStateTimeOutCounter < 0) |
| | 2407 | { |
| | 2408 | InitHModelSequence(&PlayersWeaponHModelController, HMSQT_MarineHUD, (int)MHSS_Stationary, ONE_FIXED); |
| | 2409 | PlayerStatus.WeaponStateTimeOutCounter = 0; |
| | 2410 | } |
| | 2411 | } |
| | 2412 | break; |
| | 2413 | case MHSS_Standard_Reload: |
| | 2414 | { |
| | 2415 | if (PlayersWeaponHModelController.keyframe_flags) |
| | 2416 | { |
| | 2417 | if (real_reload) |
| | 2418 | { |
| | 2419 | // Flag all bullets as visible... |
| | 2420 | GrenadeLauncherSectionPointers[0]->flags &= ~section_data_notreal; |
| | 2421 | GrenadeLauncherSectionPointers[1]->flags &= ~section_data_notreal; |
| | 2422 | GrenadeLauncherSectionPointers[2]->flags &= ~section_data_notreal; |
| | 2423 | GrenadeLauncherSectionPointers[3]->flags &= ~section_data_notreal; |
| | 2424 | GrenadeLauncherSectionPointers[4]->flags &= ~section_data_notreal; |
| | 2425 | GrenadeLauncherSectionPointers[5]->flags &= ~section_data_notreal; |
| | 2426 | } |
| | 2427 | else |
| | 2428 | { |
| | 2429 | if (!PlayerStatus.SelectedWeapon->PrimaryRoundsRemaining) |
| | 2430 | { |
| | 2431 | PlayerStatus.SelectedWeapon->PrimaryRoundsRemaining = 6; |
| | 2432 | PlayerStatus.SelectedWeapon->MagazinesRemaining--; |
| | 2433 | } |
| | 2434 | |
| | 2435 | /* A little cheat... */ |
| | 2436 | GrenadeLauncher_UpdateBullets(); |
| | 2437 | |
| | 2438 | if (PlayerStatus.SelectedWeapon->PrimaryRoundsRemaining < 6) |
| | 2439 | GrenadeLauncherSectionPointers[0]->flags |= section_data_notreal; |
| | 2440 | } |
| | 2441 | |
| | 2442 | switch (GrenadeLauncherData.SelectedAmmo) |
| | 2443 | { |
| | 2444 | default: |
| | 2445 | case AMMO_GRENADE: |
| | 2446 | ChangeHUDToAlternateShapeSet("Grenade"); |
| | 2447 | break; |
| | 2448 | case AMMO_FRAGMENTATION_GRENADE: |
| | 2449 | ChangeHUDToAlternateShapeSet("Frag"); |
| | 2450 | break; |
| | 2451 | case AMMO_PROXIMITY_GRENADE: |
| | 2452 | ChangeHUDToAlternateShapeSet("Proxmine"); |
| | 2453 | } |
| | 2454 | } |
| | 2455 | |
| | 2456 | PlayerStatus.WeaponStateTimeOutCounter -= NormalFrameTime; |
| | 2457 | |
| | 2458 | if (PlayerStatus.WeaponStateTimeOutCounter < 0) |
| | 2459 | { |
| | 2460 | PlayerStatus.WeaponStateTimeOutCounter = 0; |
| | 2461 | |
| | 2462 | if (real_reload) |
| | 2463 | { |
| | 2464 | PlayerStatus.SelectedWeapon->PrimaryRoundsRemaining = 6; |
| | 2465 | PlayerStatus.SelectedWeapon->MagazinesRemaining--; |
| | 2466 | } |
| | 2467 | |
| | 2468 | GrenadeLauncher_UpdateBullets(); |
| | 2469 | |
| | 2470 | InitHModelSequence(&PlayersWeaponHModelController, HMSQT_MarineHUD, (int)MHSS_Stationary, ONE_FIXED); |
| | 2471 | } |
| | 2472 | } |
| | 2473 | break; |
| | 2474 | default: |
| | 2475 | { |
| | 2476 | if ((PlayersWeaponHModelController.Sub_Sequence != MHSS_Stationary) && (PlayersWeaponHModelController.Sub_Sequence != MHSS_Fidget)) |
| | 2477 | InitHModelSequence(&PlayersWeaponHModelController, HMSQT_MarineHUD, (int)MHSS_Stationary, ONE_FIXED); |
| | 2478 | } |
| | 2479 | } |
| | 2480 | } |
| | 2481 | |
| | 2482 | #define MINIGUN_MOVING_IMPULSE (-36000) |
| | 2483 | #define MINIGUN_JOLTTIME_SHIFT (2) |
| | 2484 | |
| | 2485 | void maintain_minigun() |
| | 2486 | { |
| | 2487 | if (PlayerStatus.InputRequests.Rqst_FirePrimaryWeapon || ((Weapon_ThisBurst < MINIGUN_MINIMUM_BURST) && (Weapon_ThisBurst >= 0))) |
| | 2488 | { |
| | 2489 | if (PlayersWeaponHModelController.Sub_Sequence != MHSS_Standard_Fire) |
| | 2490 | { |
| | 2491 | Old_Minigun_SpinSpeed = 0; |
| | 2492 | Minigun_SpinSpeed = 0; |
| | 2493 | Weapon_ThisBurst = -1; |
| | 2494 | Minigun_HeadJolt.EulerX = 0; |
| | 2495 | Minigun_HeadJolt.EulerY = 0; |
| | 2496 | Minigun_HeadJolt.EulerZ = 0; |
| | 2497 | Minigun_MaxHeadJolt.EulerX = 0; |
| | 2498 | Minigun_MaxHeadJolt.EulerY = 0; |
| | 2499 | Minigun_MaxHeadJolt.EulerZ = 0; |
| | 2500 | |
| | 2501 | InitHModelSequence(&PlayersWeaponHModelController, HMSQT_MarineHUD, (int)MHSS_Standard_Fire, ONE_FIXED); |
| | 2502 | PlayersWeaponHModelController.Playing = 0; |
| | 2503 | } |
| | 2504 | |
| | 2505 | if (Minigun_SpinSpeed >= MINIGUN_MAX_SPEED) |
| | 2506 | { |
| | 2507 | Minigun_SpinSpeed = MINIGUN_MAX_SPEED; |
| | 2508 | |
| | 2509 | if (PlayerStatus.SelectedWeapon->PrimaryRoundsRemaining) |
| | 2510 | { |
| | 2511 | if (Weapon_ThisBurst == -1) |
| | 2512 | Weapon_ThisBurst = 0; |
| | 2513 | |
| | 2514 | RAPIDFIRE_AMMO_COUNTER += MUL_FIXED(100 * ONE_FIXED, NormalFrameTime); |
| | 2515 | |
| | 2516 | if (RAPIDFIRE_AMMO_COUNTER > ONE_FIXED) |
| | 2517 | { |
| | 2518 | PlayerFireLineOfSightAmmo(AMMO_MINIGUN); |
| | 2519 | CurrentGameStats_WeaponFired(PlayerStatus.SelectedWeaponSlot, 1); |
| | 2520 | PlayerStatus.SelectedWeapon->PrimaryRoundsRemaining--; |
| | 2521 | RAPIDFIRE_AMMO_COUNTER = 0; |
| | 2522 | Weapon_ThisBurst += 1; |
| | 2523 | PlayerStatus.muzzle_flash = 1; |
| | 2524 | |
| | 2525 | /* Give the player an impulse? */ |
| | 2526 | if ((PlayerStatus.sbptr->DynPtr->LinVelocity.vx != 0) |
| | 2527 | || (PlayerStatus.sbptr->DynPtr->LinVelocity.vy != 0) |
| | 2528 | || (PlayerStatus.sbptr->DynPtr->LinVelocity.vz != 0)) |
| | 2529 | { |
| | 2530 | int impulse = MUL_FIXED(MINIGUN_MOVING_IMPULSE, NormalFrameTime); |
| | 2531 | |
| | 2532 | PlayerStatus.sbptr->DynPtr->LinImpulse.vx += MUL_FIXED(PlayerStatus.weapon.ObMat.mat31, impulse); |
| | 2533 | PlayerStatus.sbptr->DynPtr->LinImpulse.vy += MUL_FIXED(PlayerStatus.weapon.ObMat.mat32, impulse); |
| | 2534 | PlayerStatus.sbptr->DynPtr->LinImpulse.vz += MUL_FIXED(PlayerStatus.weapon.ObMat.mat33, impulse); |
| | 2535 | |
| | 2536 | Minigun_MaxHeadJolt.EulerX = -(78+(FastRandom() & 63)); |
| | 2537 | Minigun_MaxHeadJolt.EulerY = -(78+(FastRandom() & 63)); |
| | 2538 | Minigun_MaxHeadJolt.EulerZ = 300; |
| | 2539 | |
| | 2540 | Minigun_HeadJolt.EulerX = Minigun_MaxHeadJolt.EulerX; |
| | 2541 | Minigun_HeadJolt.EulerY = Minigun_MaxHeadJolt.EulerY; |
| | 2542 | Minigun_HeadJolt.EulerZ = Minigun_MaxHeadJolt.EulerZ; |
| | 2543 | } |
| | 2544 | |
| | 2545 | AddLightingEffectToObject(PlayerStatus.DisplayBlock, LFX_MUZZLEFLASH); |
| | 2546 | PlayerStatus.WeaponState = WEAPONSTATE_FIRING_PRIMARY; |
| | 2547 | |
| | 2548 | if(weaponHandle != SOUND_NOACTIVEINDEX) |
| | 2549 | { |
| | 2550 | if (ActiveSounds[weaponHandle].soundIndex != SID_MINIGUN_LOOP) |
| | 2551 | Sound_Stop(weaponHandle); |
| | 2552 | } |
| | 2553 | |
| | 2554 | if(weaponHandle == SOUND_NOACTIVEINDEX) |
| | 2555 | Sound_Play(SID_MINIGUN_LOOP, "elhd", &weaponHandle, &PlayerStatus.sbptr->DynPtr->Position); |
| | 2556 | } |
| | 2557 | |
| | 2558 | if (Minigun_HeadJolt.EulerX || Minigun_HeadJolt.EulerY || Minigun_HeadJolt.EulerZ) |
| | 2559 | { |
| | 2560 | int joltratex = MUL_FIXED((NormalFrameTime << MINIGUN_JOLTTIME_SHIFT), Minigun_MaxHeadJolt.EulerX); |
| | 2561 | int joltratey = MUL_FIXED((NormalFrameTime << MINIGUN_JOLTTIME_SHIFT), Minigun_MaxHeadJolt.EulerY); |
| | 2562 | int joltratez = MUL_FIXED((NormalFrameTime << MINIGUN_JOLTTIME_SHIFT), Minigun_MaxHeadJolt.EulerZ); |
| | 2563 | |
| | 2564 | if (Minigun_HeadJolt.EulerX > 0) |
| | 2565 | { |
| | 2566 | if (joltratex > Minigun_HeadJolt.EulerX) |
| | 2567 | joltratex = Minigun_HeadJolt.EulerX; |
| | 2568 | |
| | 2569 | Minigun_HeadJolt.EulerX -= joltratex; |
| | 2570 | |
| | 2571 | if (Minigun_HeadJolt.EulerX < 0) |
| | 2572 | Minigun_HeadJolt.EulerX = 0; |
| | 2573 | } |
| | 2574 | else if (Minigun_HeadJolt.EulerX < 0) |
| | 2575 | { |
| | 2576 | if (joltratex < Minigun_HeadJolt.EulerX) |
| | 2577 | joltratex = Minigun_HeadJolt.EulerX; |
| | 2578 | |
| | 2579 | Minigun_HeadJolt.EulerX -= joltratex; |
| | 2580 | |
| | 2581 | if (Minigun_HeadJolt.EulerX > 0) |
| | 2582 | Minigun_HeadJolt.EulerX = 0; |
| | 2583 | } |
| | 2584 | |
| | 2585 | PlayerStatus.ViewPanX += joltratex; |
| | 2586 | |
| | 2587 | if ((PlayerStatus.ViewPanX > 1024) && (PlayerStatus.ViewPanX < 3200)) |
| | 2588 | PlayerStatus.ViewPanX = 3200; |
| | 2589 | |
| | 2590 | /* Okay, that 3200 comes from 3072 + '128'. '128' is hardcoded into pmove.c. */ |
| | 2591 | PlayerStatus.ViewPanX &= wrap360; |
| | 2592 | |
| | 2593 | if (Minigun_HeadJolt.EulerY > 0) |
| | 2594 | { |
| | 2595 | if (joltratey > Minigun_HeadJolt.EulerY) |
| | 2596 | joltratey = Minigun_HeadJolt.EulerY; |
| | 2597 | |
| | 2598 | Minigun_HeadJolt.EulerY -= joltratey; |
| | 2599 | |
| | 2600 | if (Minigun_HeadJolt.EulerY < 0) |
| | 2601 | Minigun_HeadJolt.EulerY = 0; |
| | 2602 | |
| | 2603 | } |
| | 2604 | else if (Minigun_HeadJolt.EulerY < 0) |
| | 2605 | { |
| | 2606 | if (joltratey < Minigun_HeadJolt.EulerY) |
| | 2607 | joltratey = Minigun_HeadJolt.EulerY; |
| | 2608 | |
| | 2609 | Minigun_HeadJolt.EulerY -= joltratey; |
| | 2610 | |
| | 2611 | if (Minigun_HeadJolt.EulerY > 0) |
| | 2612 | Minigun_HeadJolt.EulerY = 0; |
| | 2613 | } |
| | 2614 | |
| | 2615 | joltratey &= wrap360; |
| | 2616 | /* Forcibly turn the player! */ |
| | 2617 | { |
| | 2618 | MATRIXCH mat; |
| | 2619 | int cos = GetCos(joltratey); |
| | 2620 | int sin = GetSin(joltratey); |
| | 2621 | mat.mat11 = cos; |
| | 2622 | mat.mat12 = 0; |
| | 2623 | mat.mat13 = -sin; |
| | 2624 | mat.mat21 = 0; |
| | 2625 | mat.mat22 = 65536; |
| | 2626 | mat.mat23 = 0; |
| | 2627 | mat.mat31 = sin; |
| | 2628 | mat.mat32 = 0; |
| | 2629 | mat.mat33 = cos; |
| | 2630 | |
| | 2631 | MatrixMultiply(&PlayerStatus.sbptr->DynPtr->OrientMat,&mat, &PlayerStatus.sbptr->DynPtr->OrientMat); |
| | 2632 | |
| | 2633 | MatrixToEuler(&PlayerStatus.sbptr->DynPtr->OrientMat, &PlayerStatus.sbptr->DynPtr->OrientEuler); |
| | 2634 | } |
| | 2635 | |
| | 2636 | if (Minigun_HeadJolt.EulerZ > 0) |
| | 2637 | { |
| | 2638 | if (joltratex > Minigun_HeadJolt.EulerZ) |
| | 2639 | joltratex = Minigun_HeadJolt.EulerZ; |
| | 2640 | |
| | 2641 | Minigun_HeadJolt.EulerZ -= joltratez; |
| | 2642 | |
| | 2643 | if (Minigun_HeadJolt.EulerZ < 0) |
| | 2644 | Minigun_HeadJolt.EulerZ = 0; |
| | 2645 | |
| | 2646 | } |
| | 2647 | else if (Minigun_HeadJolt.EulerZ < 0) |
| | 2648 | { |
| | 2649 | if (joltratex < Minigun_HeadJolt.EulerZ) |
| | 2650 | joltratex = Minigun_HeadJolt.EulerZ; |
| | 2651 | |
| | 2652 | Minigun_HeadJolt.EulerZ -= joltratez; |
| | 2653 | |
| | 2654 | if (Minigun_HeadJolt.EulerZ > 0) |
| | 2655 | Minigun_HeadJolt.EulerZ = 0; |
| | 2656 | } |
| | 2657 | |
| | 2658 | HeadOrientation.EulerZ += joltratez; |
| | 2659 | } |
| | 2660 | } |
| | 2661 | else |
| | 2662 | { |
| | 2663 | // steady - play SID_MINIGUN_EMPTY. |
| | 2664 | if(weaponHandle != SOUND_NOACTIVEINDEX) |
| | 2665 | { |
| | 2666 | if (ActiveSounds[weaponHandle].soundIndex != SID_MINIGUN_EMPTY) |
| | 2667 | { |
| | 2668 | // Stop other sounds... |
| | 2669 | Sound_Stop(weaponHandle); |
| | 2670 | Sound_Play(SID_MINIGUN_EMPTY, "elhd", &weaponHandle, &PlayerStatus.sbptr->DynPtr->Position); |
| | 2671 | } |
| | 2672 | } |
| | 2673 | |
| | 2674 | Weapon_ThisBurst = -1; |
| | 2675 | } |
| | 2676 | } |
| | 2677 | else |
| | 2678 | { |
| | 2679 | Minigun_SpinSpeed += NormalFrameTime << 7; |
| | 2680 | |
| | 2681 | PlayerStatus.WeaponState = WEAPONSTATE_IDLE; |
| | 2682 | |
| | 2683 | // Winding up or steady - play SID_MINIGUN_EMPTY. |
| | 2684 | if(weaponHandle != SOUND_NOACTIVEINDEX) |
| | 2685 | { |
| | 2686 | if (ActiveSounds[weaponHandle].soundIndex != SID_MINIGUN_EMPTY) |
| | 2687 | { |
| | 2688 | // Stop other sounds... |
| | 2689 | Sound_Stop(weaponHandle); |
| | 2690 | Sound_Play(SID_MINIGUN_EMPTY, "elhd", &weaponHandle, &PlayerStatus.sbptr->DynPtr->Position); |
| | 2691 | } |
| | 2692 | } |
| | 2693 | } |
| | 2694 | } |
| | 2695 | else |
| | 2696 | { |
| | 2697 | Weapon_ThisBurst = -1; |
| | 2698 | |
| | 2699 | PlayerStatus.WeaponState = WEAPONSTATE_IDLE; |
| | 2700 | |
| | 2701 | if (Minigun_SpinSpeed) |
| | 2702 | Minigun_SpinSpeed -= NormalFrameTime << 3; |
| | 2703 | |
| | 2704 | if (Minigun_SpinSpeed < 0) |
| | 2705 | { |
| | 2706 | Minigun_SpinSpeed = Old_Minigun_SpinSpeed = 0; |
| | 2707 | |
| | 2708 | /* No sound at all, ideally! */ |
| | 2709 | if(weaponHandle != SOUND_NOACTIVEINDEX) |
| | 2710 | { |
| | 2711 | if (ActiveSounds[weaponHandle].soundIndex != SID_MINIGUN_END) |
| | 2712 | { |
| | 2713 | /* Allow SID_MINIGUN_END to stop if it's going. */ |
| | 2714 | Sound_Stop(weaponHandle); |
| | 2715 | } |
| | 2716 | } |
| | 2717 | |
| | 2718 | if (PlayerStatus.SelectedWeapon->PrimaryRoundsRemaining <= 0) |
| | 2719 | { |
| | 2720 | if(PlayerStatus.SelectedWeapon->MagazinesRemaining) |
| | 2721 | { |
| | 2722 | PlayerStatus.SelectedWeapon->PrimaryRoundsRemaining = 800; |
| | 2723 | PlayerStatus.SelectedWeapon->MagazinesRemaining--; |
| | 2724 | } |
| | 2725 | else |
| | 2726 | { |
| | 2727 | MarineZeroAmmoFunctionality(); |
| | 2728 | } |
| | 2729 | } |
| | 2730 | } |
| | 2731 | else if (Minigun_SpinSpeed < Old_Minigun_SpinSpeed) |
| | 2732 | { |
| | 2733 | /* Winding down - should be playing SID_MINIGUN_END. */ |
| | 2734 | if(weaponHandle != SOUND_NOACTIVEINDEX) |
| | 2735 | { |
| | 2736 | if (ActiveSounds[weaponHandle].soundIndex != SID_MINIGUN_END) |
| | 2737 | { |
| | 2738 | Sound_Stop(weaponHandle); |
| | 2739 | Sound_Play(SID_MINIGUN_END, "ehd", &weaponHandle, &PlayerStatus.sbptr->DynPtr->Position); |
| | 2740 | } |
| | 2741 | } |
| | 2742 | } |
| | 2743 | } |
| | 2744 | |
| | 2745 | if (Minigun_SpinSpeed != Old_Minigun_SpinSpeed) |
| | 2746 | { |
| | 2747 | if (Minigun_SpinSpeed) |
| | 2748 | { |
| | 2749 | HModel_ChangeSpeed(&PlayersWeaponHModelController, DIV_FIXED(ONE_FIXED, Minigun_SpinSpeed)); |
| | 2750 | PlayersWeaponHModelController.Playing = 1; |
| | 2751 | } |
| | 2752 | else |
| | 2753 | { |
| | 2754 | PlayersWeaponHModelController.Playing = 0; |
| | 2755 | } |
| | 2756 | } |
| | 2757 | |
| | 2758 | Old_Minigun_SpinSpeed = Minigun_SpinSpeed; |
| | 2759 | |
| | 2760 | //printf("Minigun Spin Speed = %d\n", Minigun_SpinSpeed); |
| | 2761 | } |
| | 2762 | |
| | 2763 | #define PISTOL_RECOIL (ONE_FIXED/3) |
| | 2764 | |
| | 2765 | void maintain_pistol() |
| | 2766 | { |
| | 2767 | Weapon_ThisBurst = PlayerStatus.InputRequests.Rqst_FireSecondaryWeapon && PlayerStatus.SelectedWeapon->PrimaryRoundsRemaining; |
| | 2768 | |
| | 2769 | switch(PlayersWeaponHModelController.Sub_Sequence) |
| | 2770 | { |
| | 2771 | case MHSS_Stationary: |
| | 2772 | case MHSS_Fidget: |
| | 2773 | { |
| | 2774 | if ((PlayerStatus.InputRequests.Rqst_FirePrimaryWeapon && PlayerStatus.WeaponStateTimeOutCounter) ||
PlayerStatus.InputRequests.Rqst_FireSecondaryWeapon) |
| | 2775 | { |
| | 2776 | if (PlayerStatus.SelectedWeapon->PrimaryRoundsRemaining > 0) |
| | 2777 | { |
| | 2778 | PlayerStatus.WeaponState = WEAPONSTATE_FIRING_PRIMARY; |
| | 2779 | AddLightingEffectToObject(PlayerStatus.DisplayBlock, LFX_MUZZLEFLASH); |
| | 2780 | PlayerStatus.muzzle_flash = 1; |
| | 2781 | Sound_Play(SID_SHOTGUN, "hd", &PlayerStatus.sbptr->DynPtr->Position); |
| | 2782 | PlayerStatus.SelectedWeapon->PrimaryRoundsRemaining--; |
| | 2783 | PlayerFireLineOfSightAmmo(AMMO_MARINE_PISTOL); |
| | 2784 | CurrentGameStats_WeaponFired(PlayerStatus.SelectedWeaponSlot, 1); |
| | 2785 | PlayerStatus.WeaponStateTimeOutCounter = PISTOL_RECOIL; |
| | 2786 | |
| | 2787 | { |
| | 2788 | SECTION_DATA *casing = GetThisSectionData(PlayersWeaponHModelController.section_data, "Dum R Pistol round"); |
| | 2789 | |
| | 2790 | if (casing) |
| | 2791 | MakePistolCasing(&casing->World_Offset, &casing->SecMat); |
| | 2792 | } |
| | 2793 | |
| | 2794 | if (PlayerStatus.SelectedWeapon->PrimaryRoundsRemaining) |
| | 2795 | InitHModelTweening(&PlayersWeaponHModelController, (ONE_FIXED >> 6), HMSQT_MarineHUD, (int)MHSS_Standard_Fire, -1, 0); |
| | 2796 | else |
| | 2797 | InitHModelTweening(&PlayersWeaponHModelController, (ONE_FIXED >> 6), HMSQT_MarineHUD, (int)MHSS_Secondary_Fire, -1, 0); |
| | 2798 | return; |
| | 2799 | } |
| | 2800 | |
| | 2801 | Weapon_ThisBurst = -1; |
| | 2802 | } |
| | 2803 | |
| | 2804 | PlayerStatus.WeaponStateTimeOutCounter = !PlayerStatus.InputRequests.Rqst_FirePrimaryWeapon; |
| | 2805 | |
| | 2806 | if (!PlayerStatus.SelectedWeapon->PrimaryRoundsRemaining) |
| | 2807 | { |
| | 2808 | if(PlayerStatus.SelectedWeapon->MagazinesRemaining) |
| | 2809 | { |
| | 2810 | int time = DIV_FIXED(ONE_FIXED, ((65536*2)/3)); |
| | 2811 | time -= ONE_FIXED >> 3; |
| | 2812 | InitHModelTweening(&PlayersWeaponHModelController, (ONE_FIXED >> 4), HMSQT_MarineHUD, (int)MHSS_Standard_Reload, time, 0); |
| | 2813 | PlayersWeaponHModelController.Looped = 0; |
| | 2814 | PlayerStatus.WeaponStateTimeOutCounter = time; |
| | 2815 | } |
| | 2816 | else |
| | 2817 | { |
| | 2818 | MarineZeroAmmoFunctionality(); |
| | 2819 | } |
| | 2820 | |
| | 2821 | return; |
| | 2822 | } |
| | 2823 | |
| | 2824 | marine_weapon_idle(); |
| | 2825 | } |
| | 2826 | break; |
| | 2827 | case MHSS_Standard_Fire: |
| | 2828 | { |
| | 2829 | if (PlayerStatus.InputRequests.Rqst_FireSecondaryWeapon) |
| | 2830 | PlayerStatus.WeaponStateTimeOutCounter -= NormalFrameTime * 2; |
| | 2831 | else |
| | 2832 | PlayerStatus.WeaponStateTimeOutCounter -= NormalFrameTime; |
| | 2833 | |
| | 2834 | if (PlayerStatus.WeaponStateTimeOutCounter < 0) |
| | 2835 | { |
| | 2836 | PlayerStatus.WeaponStateTimeOutCounter = 0; |
| | 2837 | InitHModelTweening(&PlayersWeaponHModelController, (ONE_FIXED>>2), HMSQT_MarineHUD, (int)MHSS_Stationary, ONE_FIXED, 1); |
| | 2838 | } |
| | 2839 | } |
| | 2840 | break; |
| | 2841 | case MHSS_Secondary_Fire: |
| | 2842 | |
| | 2843 | PlayerStatus.WeaponState = WEAPONSTATE_FIRING_SECONDARY; |
| | 2844 | |
| | 2845 | if (!(PlayerStatus.InputRequests.Rqst_FirePrimaryWeapon || PlayerStatus.InputRequests.Rqst_FireSecondaryWeapon)) |
| | 2846 | InitHModelTweening(&PlayersWeaponHModelController, (ONE_FIXED>>2), HMSQT_MarineHUD, (int)MHSS_Stationary, ONE_FIXED, 1); |
| | 2847 | break; |
| | 2848 | case MHSS_Standard_Reload: |
| | 2849 | { |
| | 2850 | //if (Get_Delta_Sequence(&PlayersWeaponHModelController, "StockBack")) |
| | 2851 | // Remove_Delta_Sequence(&PlayersWeaponHModelController, "StockBack"); |
| | 2852 | |
| | 2853 | PlayerStatus.WeaponStateTimeOutCounter -= NormalFrameTime; |
| | 2854 | |
| | 2855 | if (PlayerStatus.WeaponStateTimeOutCounter < 0) |
| | 2856 | { |
| | 2857 | PlayerStatus.SelectedWeapon->MagazinesRemaining--; |
| | 2858 | PlayerStatus.SelectedWeapon->PrimaryRoundsRemaining = 12; |
| | 2859 | |
| | 2860 | if ((SinglePlayer != AvP.PlayMode) && netGameData.pistolInfiniteAmmo) |
| | 2861 | { |
| | 2862 | /* Pistol infinite ammo hack? */ |
| | 2863 | PlayerStatus.SelectedWeapon->MagazinesRemaining++; |
| | 2864 | } |
| | 2865 | |
| | 2866 | InitHModelTweening(&PlayersWeaponHModelController, (ONE_FIXED>>2), HMSQT_MarineHUD, (int)MHSS_Stationary, ONE_FIXED, 1); |
| | 2867 | } |
| | 2868 | } |
| | 2869 | break; |
| | 2870 | default: |
| | 2871 | { |
| | 2872 | if (PlayersWeaponHModelController.Sub_Sequence != MHSS_Stationary) |
| | 2873 | InitHModelSequence(&PlayersWeaponHModelController, HMSQT_MarineHUD, (int)MHSS_Stationary, ONE_FIXED); |
| | 2874 | } |
| | 2875 | } |
| | 2876 | } |
| | 2877 | |
| | 2878 | void MarineTwoPistols_SwapOut() |
| | 2879 | { |
| | 2880 | if (PlayerStatus.WeaponStateTimeOutCounter == ONE_FIXED) |
| | 2881 | { |
| | 2882 | int slot = SlotForThisWeapon(WEAPON_MARINE_PISTOL); |
| | 2883 | int time = DIV_FIXED(ONE_FIXED, ONE_FIXED); |
| | 2884 | time -= (ONE_FIXED>>4); |
| | 2885 | |
| | 2886 | InitHModelTweening(&PlayersWeaponHModelController, (ONE_FIXED>>4), HMSQT_MarineHUD, (int)MHSS_Go, time, 0); |
| | 2887 | PlayersWeaponHModelController.Looped = 0; |
| | 2888 | |
| | 2889 | PlayerStatus.WeaponSlot[slot].MagazinesRemaining = PlayerStatus.SelectedWeapon->MagazinesRemaining; |
| | 2890 | |
| | 2891 | int temp_rounds = PlayerStatus.SelectedWeapon->PrimaryRoundsRemaining + PlayerStatus.SelectedWeapon->SecondaryRoundsRemaining; |
| | 2892 | |
| | 2893 | if(temp_rounds > 12) |
| | 2894 | { |
| | 2895 | PlayerStatus.WeaponSlot[slot].MagazinesRemaining++; |
| | 2896 | temp_rounds -= 12; |
| | 2897 | } |
| | 2898 | |
| | 2899 | if (PlayerStatus.WeaponSlot[slot].MagazinesRemaining > 99) |
| | 2900 | PlayerStatus.WeaponSlot[slot].MagazinesRemaining = 99; |
| | 2901 | |
| | 2902 | PlayerStatus.WeaponSlot[slot].PrimaryRoundsRemaining = temp_rounds; |
| | 2903 | PlayerStatus.SelectedWeapon->PrimaryRoundsRemaining = 0; |
| | 2904 | PlayerStatus.SelectedWeapon->SecondaryRoundsRemaining = 0; |
| | 2905 | } |
| | 2906 | } |
| | 2907 | |
| | 2908 | void MarineTwoPistols_SwapIn() |
| | 2909 | { |
| | 2910 | DELTA_CONTROLLER *FireLeft; |
| | 2911 | DELTA_CONTROLLER *FireRight = Get_Delta_Sequence(&PlayersWeaponHModelController, "FireRight"); |
| | 2912 | |
| | 2913 | if (FireRight == NULL) |
| | 2914 | { |
| | 2915 | FireRight = Add_Delta_Sequence(&PlayersWeaponHModelController, "FireRight", HMSQT_MarineHUD, MHSS_Standard_Fire, ONE_FIXED); |
| | 2916 | FireRight->Active = 0; |
| | 2917 | } |
| | 2918 | |
| | 2919 | FireLeft = Get_Delta_Sequence(&PlayersWeaponHModelController, "FireLeft"); |
| | 2920 | |
| | 2921 | if (FireLeft == NULL) |
| | 2922 | { |
| | 2923 | FireLeft = Add_Delta_Sequence(&PlayersWeaponHModelController, "FireLeft", HMSQT_MarineHUD, MHSS_Secondary_Fire, ONE_FIXED); |
| | 2924 | FireLeft->Active = 0; |
| | 2925 | } |
| | 2926 | |
| | 2927 | if (PlayerStatus.WeaponStateTimeOutCounter == ONE_FIXED) |
| | 2928 | { |
| | 2929 | int time = DIV_FIXED(ONE_FIXED, ONE_FIXED); |
| | 2930 | |
| | 2931 | assert(time != 0); |
| | 2932 | |
| | 2933 | InitHModelSequence(&PlayersWeaponHModelController, HMSQT_MarineHUD, (int)MHSS_Come, time); |
| | 2934 | PlayersWeaponHModelController.Looped = 0; |
| | 2935 | |
| | 2936 | int slot_marine_pistol = SlotForThisWeapon(WEAPON_MARINE_PISTOL); |
| | 2937 | |
| | 2938 | if(PlayerStatus.WeaponSlot[slot_marine_pistol].PrimaryRoundsRemaining) |
| | 2939 | { |
| | 2940 | if(PlayerStatus.WeaponSlot[slot_marine_pistol].MagazinesRemaining) |
| | 2941 | { |
| | 2942 | PlayerStatus.SelectedWeapon->SecondaryRoundsRemaining = PlayerStatus.WeaponSlot[slot_marine_pistol].PrimaryRoundsRemaining; |
| | 2943 | PlayerStatus.WeaponSlot[slot_marine_pistol].PrimaryRoundsRemaining = 0; |
| | 2944 | PlayerStatus.SelectedWeapon->PrimaryRoundsRemaining = 12; |
| | 2945 | PlayerStatus.WeaponSlot[slot_marine_pistol].MagazinesRemaining--; |
| | 2946 | PlayerStatus.SelectedWeapon->MagazinesRemaining = PlayerStatus.WeaponSlot[slot_marine_pistol].MagazinesRemaining; |
| | 2947 | PlayerStatus.WeaponSlot[slot_marine_pistol].MagazinesRemaining = 0; |
| | 2948 | } |
| | 2949 | else |
| | 2950 | { |
| | 2951 | PlayerStatus.WeaponSlot[slot_marine_pistol].PrimaryRoundsRemaining = PlayerStatus.SelectedWeapon->PrimaryRoundsRemaining; |
| | 2952 | PlayerStatus.SwapToWeaponSlot = slot_marine_pistol; |
| | 2953 | PlayerStatus.PreviouslySelectedWeaponSlot = PlayerStatus.SelectedWeaponSlot; |
| | 2954 | PlayerStatus.WeaponState = WEAPONSTATE_SWAPPING_OUT; |
| | 2955 | } |
| | 2956 | } |
| | 2957 | else if(PlayerStatus.WeaponSlot[slot_marine_pistol].MagazinesRemaining > 1) |
| | 2958 | { |
| | 2959 | PlayerStatus.SelectedWeapon->PrimaryRoundsRemaining = PlayerStatus.SelectedWeapon->SecondaryRoundsRemaining = 12; |
| | 2960 | PlayerStatus.WeaponSlot[slot_marine_pistol].MagazinesRemaining -= 2; |
| | 2961 | PlayerStatus.SelectedWeapon->MagazinesRemaining = PlayerStatus.WeaponSlot[slot_marine_pistol].MagazinesRemaining; |
| | 2962 | } |
| | 2963 | else |
| | 2964 | { |
| | 2965 | PlayerStatus.SwapToWeaponSlot = slot_marine_pistol; |
| | 2966 | PlayerStatus.PreviouslySelectedWeaponSlot = PlayerStatus.SelectedWeaponSlot; |
| | 2967 | PlayerStatus.WeaponState = WEAPONSTATE_SWAPPING_OUT; |
| | 2968 | } |
| | 2969 | } |
| | 2970 | |
| | 2971 | RightHand = 1; |
| | 2972 | } |
| | 2973 | |
| | 2974 | void MarineTwoPistols_SecondaryFiring() |
| | 2975 | { |
| | 2976 | DELTA_CONTROLLER *FireRight = Get_Delta_Sequence(&PlayersWeaponHModelController, "FireRight"); |
| | 2977 | |
| | 2978 | int firing = 0; |
| | 2979 | |
| | 2980 | if (FireRight == NULL) |
| | 2981 | { |
| | 2982 | FireRight = Add_Delta_Sequence(&PlayersWeaponHModelController, "FireRight", HMSQT_MarineHUD, MHSS_Standard_Fire, ONE_FIXED); |
| | 2983 | FireRight->Active = 0; |
| | 2984 | } |
| | 2985 | |
| | 2986 | DELTA_CONTROLLER *FireLeft = Get_Delta_Sequence(&PlayersWeaponHModelController, "FireLeft"); |
| | 2987 | |
| | 2988 | if (FireLeft == NULL) |
| | 2989 | { |
| | 2990 | FireLeft = Add_Delta_Sequence(&PlayersWeaponHModelController, "FireLeft", HMSQT_MarineHUD, MHSS_Secondary_Fire, ONE_FIXED); |
| | 2991 | FireLeft->Active = 0; |
| | 2992 | } |
| | 2993 | |
| | 2994 | if (PlayerStatus.SelectedWeapon->PrimaryRoundsRemaining) |
| | 2995 | { |
| | 2996 | if(--PlayerStatus.SelectedWeapon->PrimaryRoundsRemaining) |
| | 2997 | Start_Delta_Sequence(FireRight, HMSQT_MarineHUD, MHSS_Standard_Fire, -1); |
| | 2998 | else |
| | 2999 | Start_Delta_Sequence(FireRight, HMSQT_MarineHUD, MHSS_Right_Out, -1); |
| | 3000 | |
| | 3001 | SECTION_DATA *casing = GetThisSectionData(PlayersWeaponHModelController.section_data, "Dum R Pistol round"); |
| | 3002 | |
| | 3003 | if (casing) |
| | 3004 | MakePistolCasing(&casing->World_Offset, &casing->SecMat); |
| | 3005 | |
| | 3006 | firing = 1; |
| | 3007 | } |
| | 3008 | |
| | 3009 | if (PlayerStatus.SelectedWeapon->SecondaryRoundsRemaining) |
| | 3010 | { |
| | 3011 | if (--PlayerStatus.SelectedWeapon->SecondaryRoundsRemaining) |
| | 3012 | Start_Delta_Sequence(FireLeft, HMSQT_MarineHUD, MHSS_Secondary_Fire, -1); |
| | 3013 | else |
| | 3014 | Start_Delta_Sequence(FireLeft, HMSQT_MarineHUD, MHSS_Left_Out, -1); |
| | 3015 | |
| | 3016 | SECTION_DATA *casing = GetThisSectionData(PlayersWeaponHModelController.section_data, "Dum L Pistol round"); |
| | 3017 | |
| | 3018 | if (casing) |
| | 3019 | MakePistolCasing(&casing->World_Offset, &casing->SecMat); |
| | 3020 | |
| | 3021 | firing = 1; |
| | 3022 | } |
| | 3023 | |
| | 3024 | //PlayerStatus.WeaponStateTimeOutCounter = ONE_FIXED; |
| | 3025 | |
| | 3026 | if(firing) |
| | 3027 | { |
| | 3028 | PlayerStatus.WeaponState = WEAPONSTATE_FIRING_SECONDARY; |
| | 3029 | AddLightingEffectToObject(PlayerStatus.DisplayBlock, LFX_MUZZLEFLASH); |
| | 3030 | Sound_Play(SID_SHOTGUN, "hd", &PlayerStatus.sbptr->DynPtr->Position); |
| | 3031 | PlayerFireLineOfSightAmmo(AMMO_MARINE_PISTOL); |
| | 3032 | CurrentGameStats_WeaponFired(PlayerStatus.SelectedWeaponSlot, 1); |
| | 3033 | } |
| | 3034 | } |
| | 3035 | |
| | 3036 | static void FireMarineTwoPistols() |
| | 3037 | { |
| | 3038 | DELTA_CONTROLLER *FireRight = Get_Delta_Sequence(&PlayersWeaponHModelController, "FireRight"); |
| | 3039 | SECTION_DATA *casing; |
| | 3040 | |
| | 3041 | /* Deduce which pistol can fire, if either? */ |
| | 3042 | |
| | 3043 | if (FireRight == NULL) |
| | 3044 | { |
| | 3045 | FireRight = Add_Delta_Sequence(&PlayersWeaponHModelController, "FireRight", HMSQT_MarineHUD, MHSS_Standard_Fire, ONE_FIXED); |
| | 3046 | FireRight->Active = 0; |
| | 3047 | } |
| | 3048 | |
| | 3049 | DELTA_CONTROLLER *FireLeft = Get_Delta_Sequence(&PlayersWeaponHModelController, "FireLeft"); |
| | 3050 | |
| | 3051 | if (FireLeft == NULL) |
| | 3052 | { |
| | 3053 | FireLeft = Add_Delta_Sequence(&PlayersWeaponHModelController, "FireLeft", HMSQT_MarineHUD, MHSS_Secondary_Fire, ONE_FIXED); |
| | 3054 | FireLeft->Active = 0; |
| | 3055 | } |
| | 3056 | |
| | 3057 | if (RightHand) |
| | 3058 | { |
| | 3059 | if (PlayerStatus.SelectedWeapon->PrimaryRoundsRemaining) |
| | 3060 | { |
| | 3061 | RightHand = 0; |
| | 3062 | PWMFSDP = GetThisSectionData(PlayersWeaponHModelController.section_data, "Dum Flash"); |
| | 3063 | |
| | 3064 | if (--PlayerStatus.SelectedWeapon->PrimaryRoundsRemaining) |
| | 3065 | Start_Delta_Sequence(FireRight, HMSQT_MarineHUD, MHSS_Standard_Fire, -1); |
| | 3066 | else |
| | 3067 | Start_Delta_Sequence(FireRight, HMSQT_MarineHUD, MHSS_Right_Out, -1); |
| | 3068 | } |
| | 3069 | |
| | 3070 | casing = GetThisSectionData(PlayersWeaponHModelController.section_data, "Dum R Pistol round"); |
| | 3071 | } |
| | 3072 | else |
| | 3073 | { |
| | 3074 | if (PlayerStatus.SelectedWeapon->SecondaryRoundsRemaining) |
| | 3075 | { |
| | 3076 | RightHand = 1; |
| | 3077 | PWMFSDP = GetThisSectionData(PlayersWeaponHModelController.section_data, "Dum Flash L"); |
| | 3078 | |
| | 3079 | if (--PlayerStatus.SelectedWeapon->SecondaryRoundsRemaining) |
| | 3080 | Start_Delta_Sequence(FireLeft, HMSQT_MarineHUD, MHSS_Secondary_Fire, -1); |
| | 3081 | else |
| | 3082 | Start_Delta_Sequence(FireLeft, HMSQT_MarineHUD, MHSS_Left_Out, -1); |
| | 3083 | } |
| | 3084 | |
| | 3085 | casing = GetThisSectionData(PlayersWeaponHModelController.section_data, "Dum L Pistol round"); |
| | 3086 | } |
| | 3087 | |
| | 3088 | PlayerStatus.WeaponState = WEAPONSTATE_FIRING_PRIMARY; |
| | 3089 | PlayerStatus.WeaponStateTimeOutCounter = ONE_FIXED; |
| | 3090 | |
| | 3091 | MakePistolCasing(&casing->World_Offset, &casing->SecMat); |
| | 3092 | AddLightingEffectToObject(PlayerStatus.DisplayBlock, LFX_MUZZLEFLASH); |
| | 3093 | Sound_Play(SID_SHOTGUN, "hd", &PlayerStatus.sbptr->DynPtr->Position); |
| | 3094 | |
| | 3095 | PlayerFireLineOfSightAmmo(AMMO_MARINE_PISTOL); |
| | 3096 | CurrentGameStats_WeaponFired(PlayerStatus.SelectedWeaponSlot, 1); |
| | 3097 | } |
| | 3098 | |
| | 3099 | void maintain_pistols() |
| | 3100 | { |
| | 3101 | Weapon_ThisBurst = PlayerStatus.InputRequests.Rqst_FireSecondaryWeapon && PlayerStatus.SelectedWeapon->PrimaryRoundsRemaining; |
| | 3102 | |
| | 3103 | switch(PlayersWeaponHModelController.Sub_Sequence) |
| | 3104 | { |
| | 3105 | case MHSS_Stationary: |
| | 3106 | case MHSS_Fidget: |
| | 3107 | { |
| | 3108 | if (!PlayerStatus.SelectedWeapon->PrimaryRoundsRemaining && !PlayerStatus.SelectedWeapon->SecondaryRoundsRemaining) |
| | 3109 | { |
| | 3110 | // Two pistols reloads BOTH primary and secondary. |
| | 3111 | |
| | 3112 | if (PlayerStatus.SelectedWeapon->MagazinesRemaining > 1) |
| | 3113 | { |
| | 3114 | int time = DIV_FIXED(ONE_FIXED, 65536/3); |
| | 3115 | time -= ONE_FIXED >> 4; |
| | 3116 | |
| | 3117 | DELTA_CONTROLLER *FireRight = Get_Delta_Sequence(&PlayersWeaponHModelController, "FireRight"); |
| | 3118 | DELTA_CONTROLLER *FireLeft = Get_Delta_Sequence(&PlayersWeaponHModelController, "FireLeft"); |
| | 3119 | FireRight->Active = 0; |
| | 3120 | FireLeft->Active = 0; |
| | 3121 | |
| | 3122 | InitHModelTweening(&PlayersWeaponHModelController, (ONE_FIXED >> 4), HMSQT_MarineHUD, (int)MHSS_Standard_Reload, time, 0); |
| | 3123 | PlayersWeaponHModelController.Looped = 0; |
| | 3124 | PlayerStatus.WeaponStateTimeOutCounter = time; |
| | 3125 | return; |
| | 3126 | } |
| | 3127 | else |
| | 3128 | { |
| | 3129 | PlayerStatus.SwapToWeaponSlot = SlotForThisWeapon(WEAPON_MARINE_PISTOL); |
| | 3130 | PlayerStatus.PreviouslySelectedWeaponSlot = PlayerStatus.SelectedWeaponSlot; |
| | 3131 | PlayerStatus.WeaponState = WEAPONSTATE_SWAPPING_OUT; |
| | 3132 | return; |
| | 3133 | } |
| | 3134 | } |
| | 3135 | else if (PlayerStatus.InputRequests.Rqst_FirePrimaryWeapon && PlayerStatus.WeaponStateTimeOutCounter) |
| | 3136 | { |
| | 3137 | FireMarineTwoPistols(); |
| | 3138 | } |
| | 3139 | else if (PlayerStatus.InputRequests.Rqst_FireSecondaryWeapon && PlayerStatus.WeaponStateTimeOutCounter) |
| | 3140 | { |
| | 3141 | InitHModelTweening(&PlayersWeaponHModelController, (ONE_FIXED >> 3), HMSQT_MarineHUD, (int)MHSS_Tertiary_Fire, -1, 0); |
| | 3142 | PlayerStatus.WeaponStateTimeOutCounter = ONE_FIXED >> 3; |
| | 3143 | return; |
| | 3144 | } |
| | 3145 | else |
| | 3146 | { |
| | 3147 | PlayerStatus.WeaponState = WEAPONSTATE_IDLE; |
| | 3148 | } |
| | 3149 | |
| | 3150 | PlayerStatus.WeaponStateTimeOutCounter = !PlayerStatus.InputRequests.Rqst_FirePrimaryWeapon; |
| | 3151 | } |
| | 3152 | break; |
| | 3153 | case MHSS_Standard_Reload: |
| | 3154 | { |
| | 3155 | if (PlayerStatus.WeaponStateTimeOutCounter < 0) |
| | 3156 | { |
| | 3157 | if (PlayerStatus.SelectedWeapon->MagazinesRemaining) |
| | 3158 | { |
| | 3159 | PlayerStatus.SelectedWeapon->PrimaryRoundsRemaining = 12; |
| | 3160 | PlayerStatus.SelectedWeapon->MagazinesRemaining--; |
| | 3161 | } |
| | 3162 | |
| | 3163 | if (PlayerStatus.SelectedWeapon->MagazinesRemaining) |
| | 3164 | { |
| | 3165 | PlayerStatus.SelectedWeapon->SecondaryRoundsRemaining = 12; |
| | 3166 | PlayerStatus.SelectedWeapon->MagazinesRemaining--; |
| | 3167 | } |
| | 3168 | |
| | 3169 | /* Pistol infinite ammo hack? */ |
| | 3170 | if ((SinglePlayer != AvP.PlayMode) && netGameData.pistolInfiniteAmmo) |
| | 3171 | PlayerStatus.SelectedWeapon->MagazinesRemaining += 2; |
| | 3172 | |
| | 3173 | InitHModelTweening(&PlayersWeaponHModelController, (ONE_FIXED >> 1), HMSQT_MarineHUD, (int)MHSS_Stationary, -1, 0); |
| | 3174 | } |
| | 3175 | else |
| | 3176 | { |
| | 3177 | PlayerStatus.WeaponStateTimeOutCounter -= NormalFrameTime; |
| | 3178 | } |
| | 3179 | } |
| | 3180 | break; |
| | 3181 | /* |
| | 3182 | case MHSS_Standard_Fire: |
| | 3183 | case MHSS_Secondary_Fire: |
| | 3184 | { |
| | 3185 | PlayerStatus.WeaponStateTimeOutCounter -= NormalFrameTime; |
| | 3186 | |
| | 3187 | if (PlayerStatus.WeaponStateTimeOutCounter < 0) |
| | 3188 | { |
| | 3189 | PlayerStatus.WeaponStateTimeOutCounter = 0; |
| | 3190 | InitHModelTweening(&PlayersWeaponHModelController, (ONE_FIXED >> 2), HMSQT_MarineHUD, (int)MHSS_Stationary, ONE_FIXED, 1); |
| | 3191 | } |
| | 3192 | } |
| | 3193 | break; |
| | 3194 | */ |
| | 3195 | case MHSS_Left_Out: |
| | 3196 | case MHSS_Right_Out: |
| | 3197 | break; |
| | 3198 | case MHSS_Tertiary_Fire: |
| | 3199 | { |
| | 3200 | if (PlayerStatus.WeaponStateTimeOutCounter < 0) |
| | 3201 | { |
| | 3202 | MarineTwoPistols_SecondaryFiring(); |
| | 3203 | |
| | 3204 | if(!PlayerStatus.InputRequests.Rqst_FireSecondaryWeapon) |
| | 3205 | InitHModelTweening(&PlayersWeaponHModelController, (ONE_FIXED >> 1), HMSQT_MarineHUD, (int)MHSS_Stationary, -1, 0); |
| | 3206 | else |
| | 3207 | PlayerStatus.WeaponStateTimeOutCounter = PISTOL_RECOIL / 2; |
| | 3208 | } |
| | 3209 | else |
| | 3210 | { |
| | 3211 | PlayerStatus.WeaponStateTimeOutCounter -= NormalFrameTime; |
| | 3212 | } |
| | 3213 | } |
| | 3214 | break; |
| | 3215 | default: |
| | 3216 | if (PlayersWeaponHModelController.Sub_Sequence != MHSS_Stationary) |
| | 3217 | { |
| | 3218 | PlayerStatus.WeaponState = WEAPONSTATE_IDLE; |
| | 3219 | InitHModelTweening(&PlayersWeaponHModelController, (ONE_FIXED >> 1), HMSQT_MarineHUD, (int)MHSS_Stationary, -1, 0); |
| | 3220 | } |
| | 3221 | } |
| | 3222 | } |
| | 3223 | |
| | 3224 | void MarineTwoPistols_Fidget() |
| | 3225 | { |
| | 3226 | DELTA_CONTROLLER *FireLeft; |
| | 3227 | DELTA_CONTROLLER *FireRight = Get_Delta_Sequence(&PlayersWeaponHModelController, "FireRight"); |
| | 3228 | |
| | 3229 | if (FireRight == NULL) |
| | 3230 | { |
| | 3231 | FireRight = Add_Delta_Sequence(&PlayersWeaponHModelController, "FireRight", HMSQT_MarineHUD, MHSS_Standard_Fire, ONE_FIXED); |
| | 3232 | FireRight->Active = 0; |
| | 3233 | } |
| | 3234 | |
| | 3235 | FireLeft = Get_Delta_Sequence(&PlayersWeaponHModelController, "FireLeft"); |
| | 3236 | |
| | 3237 | if (FireLeft == NULL) |
| | 3238 | { |
| | 3239 | FireLeft = Add_Delta_Sequence(&PlayersWeaponHModelController, "FireLeft", HMSQT_MarineHUD, MHSS_Secondary_Fire, ONE_FIXED); |
| | 3240 | FireLeft->Active = 0; |
| | 3241 | } |
| | 3242 | |
| | 3243 | if (!DeltaAnimation_IsFinished(FireRight)) |
| | 3244 | { |
| | 3245 | /* Just leave it alone... */ |
| | 3246 | return; |
| | 3247 | } |
| | 3248 | |
| | 3249 | /* If we're in Tertiary Fire, leave it alone for a moment. */ |
| | 3250 | if (PlayersWeaponHModelController.Sub_Sequence == MHSS_Tertiary_Fire) |
| | 3251 | { |
| | 3252 | if (PlayersWeaponHModelController.Tweening) |
| | 3253 | return; |
| | 3254 | |
| | 3255 | if (PlayerStatus.WeaponStateTimeOutCounter < (ONE_FIXED >> 2)) |
| | 3256 | return; |
| | 3257 | } |
| | 3258 | |
| | 3259 | if ((PlayersWeaponHModelController.Sub_Sequence != MHSS_Stationary) && (PlayersWeaponHModelController.Sub_Sequence != MHSS_Fidget)) |
| | 3260 | { |
| | 3261 | if (PlayersWeaponHModelController.Sub_Sequence == MHSS_Tertiary_Fire) |
| | 3262 | InitHModelTweening(&PlayersWeaponHModelController, (ONE_FIXED>>1), HMSQT_MarineHUD, (int)MHSS_Stationary, -1, 0); |
| | 3263 | else |
| | 3264 | InitHModelSequence(&PlayersWeaponHModelController, HMSQT_MarineHUD, (int)MHSS_Stationary, ONE_FIXED); |
| | 3265 | } |
| | 3266 | |
| | 3267 | marine_weapon_idle(); |
| | 3268 | } |
| | 3269 | |
| | 3270 | #define FRISBEE_RECOIL ((65536*2000)/1625) |
| | 3271 | #define FRISBEE_RELOAD 65536 |
| | 3272 | |
| | 3273 | void maintain_frisbee() |
| | 3274 | { |
| | 3275 | switch(PlayersWeaponHModelController.Sub_Sequence) |
| | 3276 | { |
| | 3277 | case MHSS_Stationary: |
| | 3278 | case MHSS_Fidget: |
| | 3279 | { |
| | 3280 | if (PlayerStatus.SelectedWeapon->PrimaryRoundsRemaining) |
| | 3281 | { |
| | 3282 | if (PlayerStatus.InputRequests.Rqst_FirePrimaryWeapon) |
| | 3283 | { |
| | 3284 | if(PlayerStatus.WeaponStateTimeOutCounter) // this stops atomatic fire |
| | 3285 | { |
| | 3286 | PlayerStatus.WeaponStateTimeOutCounter = FRISBEE_RECOIL; |
| | 3287 | InitHModelTweening(&PlayersWeaponHModelController, (ONE_FIXED >> 3), HMSQT_MarineHUD, (int)MHSS_Secondary_Fire, -1, 0); |
| | 3288 | } |
| | 3289 | } |
| | 3290 | else |
| | 3291 | { |
| | 3292 | PlayerStatus.WeaponStateTimeOutCounter = FRISBEE_RECOIL; |
| | 3293 | |
| | 3294 | marine_weapon_idle(); |
| | 3295 | } |
| | 3296 | } |
| | 3297 | else |
| | 3298 | { |
| | 3299 | MarineZeroAmmoFunctionality(); |
| | 3300 | } |
| | 3301 | } |
| | 3302 | break; |
| | 3303 | case MHSS_Standard_Fire: |
| | 3304 | { |
| | 3305 | PlayerStatus.WeaponStateTimeOutCounter -= NormalFrameTime; |
| | 3306 | |
| | 3307 | if (PlayerStatus.WeaponStateTimeOutCounter < 0) |
| | 3308 | { |
| | 3309 | if (PlayerStatus.SelectedWeapon->PrimaryRoundsRemaining) |
| | 3310 | { |
| | 3311 | PlayerStatus.WeaponStateTimeOutCounter = FRISBEE_RELOAD; |
| | 3312 | InitHModelTweening(&PlayersWeaponHModelController, (ONE_FIXED >> 3), HMSQT_MarineHUD, (int)MHSS_Standard_Reload, FRISBEE_RELOAD,
0); |
| | 3313 | } |
| | 3314 | else |
| | 3315 | { |
| | 3316 | InitHModelTweening(&PlayersWeaponHModelController, (ONE_FIXED >> 3), HMSQT_MarineHUD, (int)MHSS_Stationary, ONE_FIXED, 1); |
| | 3317 | } |
| | 3318 | } |
| | 3319 | } |
| | 3320 | break; |
| | 3321 | case MHSS_Secondary_Fire: |
| | 3322 | { |
| | 3323 | if (PlayerStatus.WeaponStateTimeOutCounter > 0) |
| | 3324 | { |
| | 3325 | PlayerStatus.WeaponStateTimeOutCounter -= NormalFrameTime; |
| | 3326 | } |
| | 3327 | else |
| | 3328 | { |
| | 3329 | InitHModelTweening(&PlayersWeaponHModelController, (ONE_FIXED >> 6), HMSQT_MarineHUD, (int)MHSS_Standard_Fire, -1, 0); |
| | 3330 | PlayersWeaponHModelController.Looped = 0; |
| | 3331 | PlayerStatus.WeaponStateTimeOutCounter = FRISBEE_RECOIL; |
| | 3332 | PlayerStatus.SelectedWeapon->PrimaryRoundsRemaining--; |
| | 3333 | CreateFrisbeeKernel(&PWMFSDP->World_Offset, &PlayerStatus.weapon.ObMat, 1); |
| | 3334 | CurrentGameStats_WeaponFired(PlayerStatus.SelectedWeaponSlot, 1); |
| | 3335 | } |
| | 3336 | } |
| | 3337 | break; |
| | 3338 | case MHSS_Standard_Reload: |
| | 3339 | { |
| | 3340 | PlayerStatus.WeaponStateTimeOutCounter -= NormalFrameTime; |
| | 3341 | |
| | 3342 | if (PlayerStatus.WeaponStateTimeOutCounter < 0) |
| | 3343 | { |
| | 3344 | InitHModelTweening(&PlayersWeaponHModelController, (ONE_FIXED >> 3), HMSQT_MarineHUD, (int)MHSS_Stationary, ONE_FIXED, 1); |
| | 3345 | PlayerStatus.WeaponStateTimeOutCounter = 0; |
| | 3346 | } |
| | 3347 | } |
| | 3348 | break; |
| | 3349 | default: |
| | 3350 | if (PlayersWeaponHModelController.Sub_Sequence != MHSS_Stationary) |
| | 3351 | InitHModelSequence(&PlayersWeaponHModelController, HMSQT_MarineHUD, (int)MHSS_Stationary, ONE_FIXED); |
| | 3352 | } |
| | 3353 | } |
| | 3354 | |
| | 3355 | static void PlayCudgelSound() |
| | 3356 | { |
| | 3357 | extern int oldRandomValue; |
| | 3358 | |
| | 3359 | int rand = FastRandom() % 4; |
| | 3360 | |
| | 3361 | if (rand == oldRandomValue) |
| | 3362 | rand = (rand + 1) % 4; |
| | 3363 | |
| | 3364 | oldRandomValue = rand; |
| | 3365 | |
| | 3366 | switch (rand) |
| | 3367 | { |
| | 3368 | case 0: |
| | 3369 | Sound_Play(SID_PULSE_SWIPE01, "ehp", &weaponHandle, (FastRandom()&255)-128); |
| | 3370 | break; |
| | 3371 | case 1: |
| | 3372 | Sound_Play(SID_PULSE_SWIPE02, "ehp", &weaponHandle, (FastRandom()&255)-128); |
| | 3373 | break; |
| | 3374 | case 2: |
| | 3375 | Sound_Play(SID_PULSE_SWIPE03, "ehp", &weaponHandle, (FastRandom()&255)-128); |
| | 3376 | break; |
| | 3377 | case 3: |
| | 3378 | Sound_Play(SID_PULSE_SWIPE04, "ehp", &weaponHandle, (FastRandom()&255)-128); |
| | 3379 | default: |
| | 3380 | break; |
| | 3381 | } |
| | 3382 | } |
| | 3383 | |
| | 3384 | static void GoGoGadgetCudgelPrimaryAttackAnimation() |
| | 3385 | { |
| | 3386 | /* Standard_Fire is the default. */ |
| | 3387 | |
| | 3388 | if ((FastRandom() & 65535) < 21645) |
| | 3389 | { |
| | 3390 | if (HModelSequence_Exists(&PlayersWeaponHModelController, HMSQT_MarineHUD, (int)MHSS_Standard_Fire)) |
| | 3391 | { |
| | 3392 | InitHModelTweening(&PlayersWeaponHModelController, (ONE_FIXED >> 4), HMSQT_MarineHUD, (int)MHSS_Standard_Fire, -1, 0); |
| | 3393 | |
| | 3394 | StaffAttack = !PlayerStatus.Crouching; |
| | 3395 | |
| | 3396 | return; |
| | 3397 | } |
| | 3398 | } |
| | 3399 | |
| | 3400 | if ((FastRandom() & 65535) < 32767) |
| | 3401 | { |
| | 3402 | if (HModelSequence_Exists(&PlayersWeaponHModelController, HMSQT_MarineHUD, (int)MHSS_Secondary_Fire)) |
| | 3403 | { |
| | 3404 | InitHModelTweening(&PlayersWeaponHModelController, (ONE_FIXED>>4), HMSQT_MarineHUD, (int)MHSS_Secondary_Fire, -1, 0); |
| | 3405 | |
| | 3406 | StaffAttack = PlayerStatus.Crouching ? 2 : 3; |
| | 3407 | return; |
| | 3408 | } |
| | 3409 | } |
| | 3410 | |
| | 3411 | /* Still here? Use default. */ |
| | 3412 | |
| | 3413 | InitHModelTweening(&PlayersWeaponHModelController, (ONE_FIXED>>4), HMSQT_MarineHUD, (int)MHSS_Standard_Fire, -1, 0); |
| | 3414 | |
| | 3415 | StaffAttack = !PlayerStatus.Crouching; |
| | 3416 | } |
| | 3417 | |
| | 3418 | static enum |
| | 3419 | { |
| | 3420 | HAM_Centre = 0, |
| | 3421 | HAM_Front, |
| | 3422 | HAM_Back, |
| | 3423 | HAM_Top, |
| | 3424 | HAM_Base, |
| | 3425 | HAM_Left, |
| | 3426 | HAM_Right, |
| | 3427 | HAM_TopLeft, |
| | 3428 | HAM_TopRight, |
| | 3429 | HAM_BaseLeft, |
| | 3430 | HAM_BaseRight, |
| | 3431 | HAM_end |
| | 3432 | |
| | 3433 | } HitZone, HitAspect; |
| | 3434 | |
| | 3435 | static const VECTORCH HitAreaArray[HAM_end] = |
| | 3436 | { |
| | 3437 | {0,0,0}, |
| | 3438 | {0,0,1000}, |
| | 3439 | {0,0,-1000}, |
| | 3440 | {0,-1000,0}, |
| | 3441 | {0,1000,0}, |
| | 3442 | {-1000,0,0}, |
| | 3443 | {1000,0,0}, |
| | 3444 | {-1000,-1000,0}, |
| | 3445 | {1000,-1000,0}, |
| | 3446 | {-1000,1000,0}, |
| | 3447 | {1000,1000,0}, |
| | 3448 | }; |
| | 3449 | |
| | 3450 | static void FindHitArea(DISPLAYBLOCK *dptr) |
| | 3451 | { |
| | 3452 | int a; |
| | 3453 | int nearest = -1; |
| | 3454 | int fbnearest = -1; |
| | 3455 | int neardist = 1000000; |
| | 3456 | int fbneardist = 1000000; |
| | 3457 | VECTORCH Local_HitAreaArray[HAM_end]; |
| | 3458 | MATRIXCH LtoV; |
| | 3459 | |
| | 3460 | MatrixMultiply(&Global_VDB.VDB_Mat, &dptr->ObMat, &LtoV); |
| | 3461 | |
| | 3462 | for (a=0; a < HAM_end; a++) |
| | 3463 | { |
| | 3464 | RotateAndCopyVector(&HitAreaArray[a], &Local_HitAreaArray[a], &LtoV); |
| | 3465 | |
| | 3466 | Local_HitAreaArray[a].vx += dptr->ObView.vx; |
| | 3467 | Local_HitAreaArray[a].vy += dptr->ObView.vy; |
| | 3468 | Local_HitAreaArray[a].vz += dptr->ObView.vz; |
| | 3469 | |
| | 3470 | int dist = Approximate3dMagnitude(&Local_HitAreaArray[a]); |
| | 3471 | |
| | 3472 | if ( (a != HAM_Front) && (a != HAM_Back) ) |
| | 3473 | { |
| | 3474 | if (dist < neardist) |
| | 3475 | { |
| | 3476 | nearest = a; |
| | 3477 | neardist = dist; |
| | 3478 | } |
| | 3479 | } |
| | 3480 | |
| | 3481 | if ( (a == HAM_Front) || (a == HAM_Back) || (a == HAM_Centre) ) |
| | 3482 | { |
| | 3483 | if (dist < fbneardist) |
| | 3484 | { |
| | 3485 | fbnearest = a; |
| | 3486 | fbneardist = dist; |
| | 3487 | } |
| | 3488 | } |
| | 3489 | } |
| | 3490 | |
| | 3491 | assert(nearest != -1); |
| | 3492 | assert( (fbnearest == HAM_Front) || (fbnearest == HAM_Back) || (fbnearest == HAM_Centre) ); |
| | 3493 | |
| | 3494 | HitZone = nearest; |
| | 3495 | HitAspect = fbnearest; |
| | 3496 | |
| | 3497 | switch(nearest) |
| | 3498 | { |
| | 3499 | case HAM_Centre: |
| | 3500 | printf("Nearest = Centre\n"); |
| | 3501 | break; |
| | 3502 | case HAM_Top: |
| | 3503 | printf("Nearest = Top\n"); |
| | 3504 | break; |
| | 3505 | case HAM_Base: |
| | 3506 | printf("Nearest = Base\n"); |
| | 3507 | break; |
| | 3508 | case HAM_Left: |
| | 3509 | printf("Nearest = Left\n"); |
| | 3510 | break; |
| | 3511 | case HAM_Right: |
| | 3512 | printf("Nearest = Right\n"); |
| | 3513 | break; |
| | 3514 | case HAM_TopLeft: |
| | 3515 | printf("Nearest = TopLeft\n"); |
| | 3516 | break; |
| | 3517 | case HAM_TopRight: |
| | 3518 | printf("Nearest = TopRight\n"); |
| | 3519 | break; |
| | 3520 | case HAM_BaseLeft: |
| | 3521 | printf("Nearest = BaseLeft\n"); |
| | 3522 | break; |
| | 3523 | case HAM_BaseRight: |
| | 3524 | printf("Nearest = BaseRight\n"); |
| | 3525 | break; |
| | 3526 | default: |
| | 3527 | assert(0); |
| | 3528 | } |
| | 3529 | |
| | 3530 | switch (fbnearest) |
| | 3531 | { |
| | 3532 | case HAM_Centre: |
| | 3533 | printf("Aspect Centre\n"); |
| | 3534 | break; |
| | 3535 | case HAM_Front: |
| | 3536 | printf("Aspect Front\n"); |
| | 3537 | break; |
| | 3538 | case HAM_Back: |
| | 3539 | printf("Aspect Back\n"); |
| | 3540 | } |
| | 3541 | } |
| | 3542 | |
| | 3543 | HITLOCATIONTABLE *GetThisHitLocationTable(char *id) |
| | 3544 | { |
| | 3545 | int a=0; |
| | 3546 | extern HITLOCATIONTABLE Global_Hitlocation_Tables[]; |
| | 3547 | |
| | 3548 | while (Global_Hitlocation_Tables[a].id != NULL) |
| | 3549 | { |
| | 3550 | if (!strcmp(id,Global_Hitlocation_Tables[a].id)) |
| | 3551 | return(&Global_Hitlocation_Tables[a]); |
| | 3552 | a++; |
| | 3553 | } |
| | 3554 | |
| | 3555 | return NULL; |
| | 3556 | } |
| | 3557 | |
| | 3558 | static HITLOCATIONTABLEENTRY *Get_Sublocation(STRATEGYBLOCK *sbPtr) |
| | 3559 | { |
| | 3560 | HITLOCATIONTABLE *hltable = NULL; |
| | 3561 | |
| | 3562 | /* Identify table... */ |
| | 3563 | switch (sbPtr->type) |
| | 3564 | { |
| | 3565 | case I_BehaviourAlienPlayer: |
| | 3566 | hltable = GetThisHitLocationTable("alien"); |
| | 3567 | break; |
| | 3568 | case I_BehaviourMarinePlayer: // jadda fix this |
| | 3569 | break; |
| | 3570 | case I_BehaviourPredatorPlayer: |
| | 3571 | break; |
| | 3572 | case I_BehaviourMarine: |
| | 3573 | { |
| | 3574 | MARINE_STATUS_BLOCK *marineStatusPointer = (MARINE_STATUS_BLOCK *)(sbPtr->dataptr); |
| | 3575 | |
| | 3576 | hltable = GetThisHitLocationTable(marineStatusPointer->My_Weapon->HitLocationTableName); |
| | 3577 | } |
| | 3578 | break; |
| | 3579 | case I_BehaviourAlien: |
| | 3580 | { |
| | 3581 | ALIEN_STATUS_BLOCK *alienStatusPointer = (ALIEN_STATUS_BLOCK *)(sbPtr->dataptr); |
| | 3582 | |
| | 3583 | switch (alienStatusPointer->Type) |
| | 3584 | { |
| | 3585 | case Standard: |
| | 3586 | default: |
| | 3587 | hltable = GetThisHitLocationTable("alien"); |
| | 3588 | break; |
| | 3589 | case Predalien: |
| | 3590 | hltable = GetThisHitLocationTable("predalien"); |
| | 3591 | break; |
| | 3592 | case Praetorian: |
| | 3593 | hltable = GetThisHitLocationTable("praetorian"); |
| | 3594 | } |
| | 3595 | } |
| | 3596 | break; |
| | 3597 | case I_BehaviourPredator: |
| | 3598 | { |
| | 3599 | PREDATOR_STATUS_BLOCK *predatorStatusPointer = (PREDATOR_STATUS_BLOCK *)(sbPtr->dataptr); |
| | 3600 | |
| | 3601 | hltable = GetThisHitLocationTable(predatorStatusPointer->Selected_Weapon->HitLocationTableName); |
| | 3602 | } |
| | 3603 | break; |
| | 3604 | case I_BehaviourXenoborg: |
| | 3605 | hltable = GetThisHitLocationTable("xenoborg"); |
| | 3606 | break; |
| | 3607 | case I_BehaviourAutoGun: |
| | 3608 | hltable = GetThisHitLocationTable("sentrygun"); |
| | 3609 | break; |
| | 3610 | case I_BehaviourCorpse: |
| | 3611 | { |
| | 3612 | CORPSEDATABLOCK *corpseDataPtr = (CORPSEDATABLOCK *)(sbPtr->dataptr); |
| | 3613 | |
| | 3614 | hltable = corpseDataPtr->hltable; |
| | 3615 | /* Special corpse case. */ |
| | 3616 | HitZone = HAM_Centre; |
| | 3617 | HitAspect = HAM_Centre; |
| | 3618 | } |
| | 3619 | break; |
| | 3620 | case I_BehaviourNetGhost: |
| | 3621 | { |
| | 3622 | NETGHOSTDATABLOCK *ghostData = (NETGHOSTDATABLOCK *)sbPtr->dataptr; |
| | 3623 | hltable = ghostData->hltable; |
| | 3624 | |
| | 3625 | if(ghostData->type == I_BehaviourCorpse) |
| | 3626 | { |
| | 3627 | //special corpse case here as well , I should imagine |
| | 3628 | HitZone = HAM_Centre; |
| | 3629 | HitAspect = HAM_Centre; |
| | 3630 | } |
| | 3631 | } |
| | 3632 | break; |
| | 3633 | default: |
| | 3634 | printf("No hit table!\n"); |
| | 3635 | return NULL; |
| | 3636 | /* See ChrisF */ |
| | 3637 | } |
| | 3638 | |
| | 3639 | if (hltable == NULL) |
| | 3640 | { |
| | 3641 | /* Hey ho... */ |
| | 3642 | return NULL; |
| | 3643 | } |
| | 3644 | |
| | 3645 | /* Now the fun bit. */ |
| | 3646 | int dice = FastRandom() & 65535; |
| | 3647 | |
| | 3648 | HITLOCATIONTABLEENTRY *subtable; |
| | 3649 | |
| | 3650 | switch (HitZone) |
| | 3651 | { |
| | 3652 | case HAM_Centre: |
| | 3653 | subtable = hltable->CentreLocs; |
| | 3654 | break; |
| | 3655 | case HAM_Top: |
| | 3656 | subtable = hltable->TopLocs; |
| | 3657 | break; |
| | 3658 | case HAM_Base: |
| | 3659 | subtable = hltable->BaseLocs; |
| | 3660 | break; |
| | 3661 | case HAM_Left: |
| | 3662 | subtable = hltable->LeftLocs; |
| | 3663 | break; |
| | 3664 | case HAM_Right: |
| | 3665 | subtable = hltable->RightLocs; |
| | 3666 | break; |
| | 3667 | case HAM_TopLeft: |
| | 3668 | subtable = hltable->TopLeftLocs; |
| | 3669 | break; |
| | 3670 | case HAM_TopRight: |
| | 3671 | subtable = hltable->TopRightLocs; |
| | 3672 | break; |
| | 3673 | case HAM_BaseLeft: |
| | 3674 | subtable = hltable->BaseLeftLocs; |
| | 3675 | break; |
| | 3676 | case HAM_BaseRight: |
| | 3677 | subtable = hltable->BaseRightLocs; |
| | 3678 | break; |
| | 3679 | default: |
| | 3680 | assert(0); |
| | 3681 | return NULL; |
| | 3682 | } |
| | 3683 | |
| | 3684 | /* Now, get location. */ |
| | 3685 | |
| | 3686 | HITLOCATIONTABLEENTRY *entry = subtable; |
| | 3687 | |
| | 3688 | while (entry->section_name != NULL) |
| | 3689 | { |
| | 3690 | if (dice < entry->cprob) |
| | 3691 | { |
| | 3692 | if (!( ( (HitAspect == HAM_Front) && (entry->aspect & back_aspect) ) |
| | 3693 | ||( (HitAspect == HAM_Back) && (entry->aspect & front_aspect) ) )) |
| | 3694 | { |
| | 3695 | /* Okay! */ |
| | 3696 | break; |
| | 3697 | } |
| | 3698 | } |
| | 3699 | |
| | 3700 | dice -= entry->cprob; |
| | 3701 | entry++; |
| | 3702 | } |
| | 3703 | |
| | 3704 | return entry; |
| | 3705 | } |
| | 3706 | |
| | 3707 | DISPLAYBLOCK *HtoHDamageToHModel(STRATEGYBLOCK *sbPtr, const DAMAGE_PROFILE *damage, int multiple, STRATEGYBLOCK *source, VECTORCH *attack_dir) |
| | 3708 | { |
| | 3709 | if (NULL != sbPtr->DisplayBlock) |
| | 3710 | { |
| | 3711 | if ((source == NULL) || (source == PlayerStatus.sbptr)) |
| | 3712 | { |
| | 3713 | FindHitArea(sbPtr->DisplayBlock); |
| | 3714 | } |
| | 3715 | else |
| | 3716 | { |
| | 3717 | HitZone = HAM_Top; |
| | 3718 | HitAspect = HAM_Centre; |
| | 3719 | } |
| | 3720 | |
| | 3721 | HITLOCATIONTABLEENTRY *entry = Get_Sublocation(sbPtr); |
| | 3722 | |
| | 3723 | if ((NULL != entry) && entry->section_name) |
| | 3724 | { |
| | 3725 | /* Valid hit. */ |
| | 3726 | SECTION_DATA *target = GetThisSectionData(sbPtr->DisplayBlock->HModelControlBlock->section_data, entry->section_name); |
| | 3727 | |
| | 3728 | if (target) |
| | 3729 | { |
| | 3730 | /* Success! */ |
| | 3731 | //printf("Damaged %s!\n", entry->section_name); |
| | 3732 | return CauseDamageToHModel(sbPtr->DisplayBlock->HModelControlBlock, sbPtr, damage, multiple, target, attack_dir, NULL, 0); |
| | 3733 | } |
| | 3734 | } |
| | 3735 | } |
| | 3736 | |
| | 3737 | /* Far case? Hey ho... */ |
| | 3738 | /* Failure! Never mind. */ |
| | 3739 | |
| | 3740 | CauseDamageToObject(sbPtr, damage, multiple,attack_dir); |
| | 3741 | |
| | 3742 | return NULL; |
| | 3743 | } |
| | 3744 | |
| | 3745 | static int MeleeWeapon_90Degree_Front_Core(const DAMAGE_PROFILE *damage, int range, int wristblade_secondary_strong) |
| | 3746 | { |
| | 3747 | int numberOfObjects = numVisObjs; |
| | 3748 | int numhits = 0; |
| | 3749 | |
| | 3750 | while (numberOfObjects--) |
| | 3751 | { |
| | 3752 | DISPLAYBLOCK* objectPtr = VisibleObjects[numberOfObjects].DispPtr; |
| | 3753 | VECTORCH targetpos,targetposW; |
| | 3754 | STRATEGYBLOCK *sbPtr = objectPtr->ObStrategyBlock; |
| | 3755 | |
| | 3756 | /* does object have a strategy block? */ |
| | 3757 | if (sbPtr) |
| | 3758 | { |
| | 3759 | GetTargetingPointOfObject(objectPtr,&targetpos); |
| | 3760 | targetposW = targetpos; |
| | 3761 | targetpos.vx -= Global_VDB.VDB_World.vx; |
| | 3762 | targetpos.vy -= Global_VDB.VDB_World.vy; |
| | 3763 | targetpos.vz -= Global_VDB.VDB_World.vz; |
| | 3764 | RotateVector(&targetpos,&Global_VDB.VDB_Mat); |
| | 3765 | |
| | 3766 | /* is it in the frustrum? */ |
| | 3767 | if ( (targetpos.vz > 0) |
| | 3768 | && (targetpos.vz > targetpos.vx) |
| | 3769 | && (targetpos.vz > -targetpos.vx) |
| | 3770 | && (targetpos.vz > targetpos.vy) |
| | 3771 | && (targetpos.vz > -targetpos.vy) ) |
| | 3772 | { |
| | 3773 | |
| | 3774 | int dist = Approximate3dMagnitude(&targetpos); |
| | 3775 | |
| | 3776 | /* HACKAHACKAHACKA */ |
| | 3777 | |
| | 3778 | if (objectPtr->HModelControlBlock == NULL) |
| | 3779 | dist -= objectPtr->extent.radius >> 1; |
| | 3780 | |
| | 3781 | if (dist < range) |
| | 3782 | { |
| | 3783 | DYNAMICSBLOCK *dynPtr = sbPtr->DynPtr; |
| | 3784 | |
| | 3785 | if (dynPtr) |
| | 3786 | { |
| | 3787 | if (IsThisObjectVisibleFromThisPosition_WithIgnore(PlayerStatus.DisplayBlock, objectPtr, &targetposW)) |
| | 3788 | { |
| | 3789 | int magnitudeOfForce = (5000*damage->Cutting) / dynPtr->Mass; |
| | 3790 | dynPtr->LinImpulse.vx += MUL_FIXED(PlayerStatus.DisplayBlock->ObMat.mat31, magnitudeOfForce); |
| | 3791 | dynPtr->LinImpulse.vy += MUL_FIXED(PlayerStatus.DisplayBlock->ObMat.mat32, magnitudeOfForce); |
| | 3792 | dynPtr->LinImpulse.vz += MUL_FIXED(PlayerStatus.DisplayBlock->ObMat.mat33, magnitudeOfForce); |
| | 3793 | /* Consider player's target. */ |
| | 3794 | |
| | 3795 | /* Consider target aspect. */ |
| | 3796 | { |
| | 3797 | int real_multiple = ONE_FIXED; |
| | 3798 | VECTORCH attack_dir,displacement; |
| | 3799 | |
| | 3800 | displacement.vx = dynPtr->Position.vx - PlayerStatus.sbptr->DynPtr->Position.vx; |
| | 3801 | displacement.vy = dynPtr->Position.vy - PlayerStatus.sbptr->DynPtr->Position.vy; |
| | 3802 | displacement.vz = dynPtr->Position.vz - PlayerStatus.sbptr->DynPtr->Position.vz; |
| | 3803 | |
| | 3804 | GetDirectionOfAttack(sbPtr, &displacement, &attack_dir); |
| | 3805 | |
| | 3806 | if (attack_dir.vz > 0) |
| | 3807 | real_multiple <<= 1; |
| | 3808 | |
| | 3809 | if (sbPtr->DisplayBlock->HModelControlBlock) |
| | 3810 | { |
| | 3811 | if(wristblade_secondary_strong && (sbPtr->type == I_BehaviourAlien)) |
| | 3812 | { |
| | 3813 | ALIEN_STATUS_BLOCK *alienStatusPointer = (ALIEN_STATUS_BLOCK *)(sbPtr->dataptr); |
| | 3814 | |
| | 3815 | if((Standard == alienStatusPointer->Type) && !alienStatusPointer->IAmCrouched && ((FastRandom()
& 65535) < 3000)) |
| | 3816 | { |
| | 3817 | InitHModelTweening(&alienStatusPointer->HModelController, (ONE_FIXED >> 5), (int)HMSQT_AlienStand,
(int)ASSS_Boom_Fall_Back, -1, 0); |
| | 3818 | alienStatusPointer->unconscious = ONE_FIXED * 5 + ( (FastRandom() & 7) * ONE_FIXED); |
| | 3819 | } |
| | 3820 | else |
| | 3821 | { |
| | 3822 | SECTION_DATA *chest = GetThisSectionData(sbPtr->DisplayBlock->HModelControlBlock->section_data,
"head"); |
| | 3823 | CauseDamageToHModel(sbPtr->DisplayBlock->HModelControlBlock, sbPtr, damage, real_multiple, chest,
&attack_dir, NULL, 0); |
| | 3824 | } |
| | 3825 | } |
| | 3826 | else |
| | 3827 | { |
| | 3828 | HtoHDamageToHModel(sbPtr, damage, real_multiple, NULL, &attack_dir); |
| | 3829 | } |
| | 3830 | } |
| | 3831 | else |
| | 3832 | { |
| | 3833 | CauseDamageToObject(sbPtr, damage, real_multiple, &attack_dir); |
| | 3834 | } |
| | 3835 | } |
| | 3836 | |
| | 3837 | numhits++; |
| | 3838 | } |
| | 3839 | } |
| | 3840 | } |
| | 3841 | } |
| | 3842 | } |
| | 3843 | } |
| | 3844 | |
| | 3845 | return numhits; |
| | 3846 | } |
| | 3847 | |
| | 3848 | void maintain_cudgel() |
| | 3849 | { |
| | 3850 | switch(PlayersWeaponHModelController.Sub_Sequence) |
| | 3851 | { |
| | 3852 | case MHSS_Stationary: |
| | 3853 | case MHSS_Fidget: |
| | 3854 | { |
| | 3855 | StaffAttack = -1; |
| | 3856 | |
| | 3857 | if (PlayerStatus.InputRequests.Rqst_FirePrimaryWeapon) |
| | 3858 | GoGoGadgetCudgelPrimaryAttackAnimation(); |
| | 3859 | else |
| | 3860 | { |
| | 3861 | MarineZeroAmmoFunctionality(); |
| | 3862 | marine_weapon_idle(); |
| | 3863 | } |
| | 3864 | } |
| | 3865 | break; |
| | 3866 | case MHSS_Standard_Fire: |
| | 3867 | case MHSS_Secondary_Fire: |
| | 3868 | { |
| | 3869 | if (HModelAnimation_IsFinished(&PlayersWeaponHModelController)) |
| | 3870 | { |
| | 3871 | InitHModelTweening(&PlayersWeaponHModelController, (ONE_FIXED>>3), HMSQT_MarineHUD, MHSS_Stationary, ONE_FIXED, 1); |
| | 3872 | } |
| | 3873 | else if (PlayersWeaponHModelController.keyframe_flags & 1) |
| | 3874 | { |
| | 3875 | MeleeWeapon_90Degree_Front_Core(&TemplateAmmo[AMMO_CUDGEL].MaxDamage, 2500, 0); |
| | 3876 | PlayCudgelSound(); |
| | 3877 | } |
| | 3878 | } |
| | 3879 | break; |
| | 3880 | default: |
| | 3881 | if (PlayersWeaponHModelController.Sub_Sequence != MHSS_Stationary) |
| | 3882 | InitHModelTweening(&PlayersWeaponHModelController, (ONE_FIXED>>3), HMSQT_MarineHUD, MHSS_Stationary, ONE_FIXED, 1); |
| | 3883 | } |
| | 3884 | } |
| | 3885 | |
| | 3886 | void MakeMatrixFromDirection(VECTORCH *directionPtr, MATRIXCH *matrixPtr) |
| | 3887 | { |
| | 3888 | VECTORCH XVector; |
| | 3889 | VECTORCH YVector; |
| | 3890 | |
| | 3891 | if (!directionPtr->vx) |
| | 3892 | { |
| | 3893 | XVector.vx = 65536; |
| | 3894 | XVector.vy = 0; |
| | 3895 | XVector.vz = 0; |
| | 3896 | } |
| | 3897 | else if (!directionPtr->vy) |
| | 3898 | { |
| | 3899 | XVector.vx = 0; |
| | 3900 | XVector.vy = 65536; |
| | 3901 | XVector.vz = 0; |
| | 3902 | } |
| | 3903 | else if (!directionPtr->vz) |
| | 3904 | { |
| | 3905 | XVector.vx = 0; |
| | 3906 | XVector.vy = 0; |
| | 3907 | XVector.vz = 65536; |
| | 3908 | } |
| | 3909 | else |
| | 3910 | { |
| | 3911 | XVector.vx = directionPtr->vz; |
| | 3912 | XVector.vy = 0; |
| | 3913 | XVector.vz = -directionPtr->vx; |
| | 3914 | Normalise(&XVector); |
| | 3915 | } |
| | 3916 | |
| | 3917 | CrossProduct(directionPtr, &XVector, &YVector); |
| | 3918 | |
| | 3919 | matrixPtr->mat11 = XVector.vx; |
| | 3920 | matrixPtr->mat12 = XVector.vy; |
| | 3921 | matrixPtr->mat13 = XVector.vz; |
| | 3922 | |
| | 3923 | matrixPtr->mat21 = YVector.vx; |
| | 3924 | matrixPtr->mat22 = YVector.vy; |
| | 3925 | matrixPtr->mat23 = YVector.vz; |
| | 3926 | |
| | 3927 | matrixPtr->mat31 = directionPtr->vx; |
| | 3928 | matrixPtr->mat32 = directionPtr->vy; |
| | 3929 | matrixPtr->mat33 = directionPtr->vz; |
| | 3930 | } |
| | 3931 | |
| | 3932 | static void LimbRip_AwardHealth() |
| | 3933 | { |
| | 3934 | int health_bonus; |
| | 3935 | const NPC_DATA *NpcData = &NpcDataList[I_PC_Alien_MaxStats]; |
| | 3936 | |
| | 3937 | switch (AvP.Difficulty) |
| | 3938 | { |
| | 3939 | case I_Easy: |
| | 3940 | health_bonus = 5; |
| | 3941 | break; |
| | 3942 | case I_Medium: |
| | 3943 | default: |
| | 3944 | health_bonus = 2; |
| | 3945 | break; |
| | 3946 | case I_Hard: |
| | 3947 | health_bonus = 1; |
| | 3948 | } |
| | 3949 | |
| | 3950 | /* Now add some health. */ |
| | 3951 | PlayerStatus.sbptr->DamageBlock.Health += health_bonus << ONE_FIXED_SHIFT; |
| | 3952 | |
| | 3953 | if (PlayerStatus.sbptr->DamageBlock.Health > NpcData->StartingStats.Health << ONE_FIXED_SHIFT) |
| | 3954 | { |
| | 3955 | PlayerStatus.sbptr->DamageBlock.Health = NpcData->StartingStats.Health << ONE_FIXED_SHIFT; |
| | 3956 | } |
| | 3957 | |
| | 3958 | PlayerStatus.Health = PlayerStatus.sbptr->DamageBlock.Health; |
| | 3959 | } |
| | 3960 | |
| | 3961 | const int tail_xcal = 120; |
| | 3962 | const int tail_ycal = 220; |
| | 3963 | |
| | 3964 | static void ComputeTailDeltaValues(DELTA_CONTROLLER *XDelta, DELTA_CONTROLLER *YDelta) |
| | 3965 | { |
| | 3966 | VECTORCH target_pos; |
| | 3967 | |
| | 3968 | GetTargetingPointOfObject(Alien_Tail_Target->DisplayBlock, &target_pos); |
| | 3969 | TranslatePointIntoViewspace(&target_pos); |
| | 3970 | int screenX = WideMulNarrowDiv (target_pos.vx, Global_VDB.VDB_ProjX, target_pos.vz ); |
| | 3971 | int screenY = WideMulNarrowDiv (target_pos.vy, Global_VDB.VDB_ProjY, target_pos.vz ); |
| | 3972 | |
| | 3973 | if (CHEATMODE_MIRROR == UserProfile.active_bonus) |
| | 3974 | screenX = -screenX; |
| | 3975 | |
| | 3976 | int temp_timer = screenX * -tail_xcal; |
| | 3977 | temp_timer += 32767; |
| | 3978 | |
| | 3979 | if (temp_timer < 0) |
| | 3980 | temp_timer = 0; |
| | 3981 | else if (temp_timer > 65535) |
| | 3982 | temp_timer = 65535; |
| | 3983 | |
| | 3984 | XDelta->timer = temp_timer; |
| | 3985 | |
| | 3986 | temp_timer = screenY* tail_ycal; |
| | 3987 | temp_timer += 32767; |
| | 3988 | |
| | 3989 | if (temp_timer < 0) |
| | 3990 | temp_timer = 0; |
| | 3991 | else if (temp_timer > 65535) |
| | 3992 | temp_timer = 65535; |
| | 3993 | |
| | 3994 | YDelta->timer = temp_timer; |
| | 3995 | |
| | 3996 | //printf("Target Screen X,Y %d %d\n", screenX, screenY); |
| | 3997 | } |
| | 3998 | |
| | 3999 | static int Tail_TargetFilter(STRATEGYBLOCK *candidate) |
| | 4000 | { |
| | 4001 | switch (candidate->type) |
| | 4002 | { |
| | 4003 | case I_BehaviourMarine: |
| | 4004 | case I_BehaviourPredator: |
| | 4005 | case I_BehaviourInanimateObject: |
| | 4006 | case I_BehaviourPlacedLight: |
| | 4007 | case I_BehaviourMarinePlayer: |
| | 4008 | case I_BehaviourPredatorPlayer: |
| | 4009 | case I_BehaviourAlien: |
| | 4010 | case I_BehaviourAutoGun: |
| | 4011 | case I_BehaviourVideoScreen: |
| | 4012 | case I_BehaviourAlienPlayer: |
| | 4013 | case I_BehaviourFaceHugger: |
| | 4014 | case I_BehaviourXenoborg: |
| | 4015 | case I_BehaviourQueenAlien: |
| | 4016 | return 1; |
| | 4017 | case I_BehaviourNetGhost: |
| | 4018 | { |
| | 4019 | NETGHOSTDATABLOCK *dataptr = candidate->dataptr; |
| | 4020 | switch (dataptr->type) |
| | 4021 | { |
| | 4022 | case I_BehaviourPredator: |
| | 4023 | case I_BehaviourMarine: |
| | 4024 | case I_BehaviourAutoGun: |
| | 4025 | case I_BehaviourPlacedLight: |
| | 4026 | case I_BehaviourInanimateObject: |
| | 4027 | case I_BehaviourMarinePlayer: |
| | 4028 | case I_BehaviourPredatorPlayer: |
| | 4029 | case I_BehaviourXenoborg: |
| | 4030 | return 1; |
| | 4031 | case I_BehaviourAlienPlayer: |
| | 4032 | { |
| | 4033 | switch (netGameData.gameType) |
| | 4034 | { |
| | 4035 | case NGT_Individual: |
| | 4036 | return 1; |
| | 4037 | case NGT_CoopDeathmatch: |
| | 4038 | return 0; |
| | 4039 | case NGT_LastManStanding: |
| | 4040 | return 0; |
| | 4041 | case NGT_PredatorTag: |
| | 4042 | return 1; |
| | 4043 | case NGT_Coop: |
| | 4044 | return 0; |
| | 4045 | case NGT_AlienTag: |
| | 4046 | return 1; //However, there shouldn't be more than one alien in alien tag anyway. |
| | 4047 | default: |
| | 4048 | return 0; |
| | 4049 | } |
| | 4050 | } |
| | 4051 | default: |
| | 4052 | return 0; |
| | 4053 | } |
| | 4054 | } |
| | 4055 | default: |
| | 4056 | return 0; |
| | 4057 | } |
| | 4058 | } |
| | 4059 | |
| | 4060 | #define ALIEN_TAIL_RANGE (4000) |
| | 4061 | |
| | 4062 | static void AlienTail_TargetSelect() |
| | 4063 | { |
| | 4064 | int numberOfObjects = numVisObjs; |
| | 4065 | DISPLAYBLOCK *nearest = NULL; |
| | 4066 | int neardist = 100000; |
| | 4067 | |
| | 4068 | while (numberOfObjects--) |
| | 4069 | { |
| | 4070 | DISPLAYBLOCK* objectPtr = VisibleObjects[numberOfObjects].DispPtr; |
| | 4071 | STRATEGYBLOCK *sbPtr = objectPtr->ObStrategyBlock; |
| | 4072 | |
| | 4073 | /* does object have a strategy block? */ |
| | 4074 | if (sbPtr && Tail_TargetFilter(sbPtr)) |
| | 4075 | { |
| | 4076 | /* is it in the frustrum? */ |
| | 4077 | if ( (objectPtr->ObView.vz > 0) |
| | 4078 | && (objectPtr->ObView.vz > (objectPtr->ObView.vx>>1)) |
| | 4079 | && (objectPtr->ObView.vz > -(objectPtr->ObView.vx>>1)) |
| | 4080 | && (objectPtr->ObView.vz > (objectPtr->ObView.vy>>1)) |
| | 4081 | && (objectPtr->ObView.vz > -(objectPtr->ObView.vy>>1)) ) |
| | 4082 | { |
| | 4083 | int dist = Approximate3dMagnitude(&objectPtr->ObView); |
| | 4084 | |
| | 4085 | if (dist < ALIEN_TAIL_RANGE) |
| | 4086 | { |
| | 4087 | DYNAMICSBLOCK *dynPtr = sbPtr->DynPtr; |
| | 4088 | |
| | 4089 | if (IsThisObjectVisibleFromThisPosition_WithIgnore(PlayerStatus.DisplayBlock, objectPtr, &dynPtr->Position)) |
| | 4090 | { |
| | 4091 | /* Consider target validity here? */ |
| | 4092 | |
| | 4093 | if (dist < neardist) |
| | 4094 | { |
| | 4095 | nearest = objectPtr; |
| | 4096 | neardist = dist; |
| | 4097 | } |
| | 4098 | } |
| | 4099 | } |
| | 4100 | } |
| | 4101 | } |
| | 4102 | } |
| | 4103 | |
| | 4104 | if(NULL != nearest) |
| | 4105 | { |
| | 4106 | Alien_Tail_Target = nearest->ObStrategyBlock; |
| | 4107 | COPY_NAME(Alien_Tail_Target_SBname, Alien_Tail_Target->SBname); |
| | 4108 | } |
| | 4109 | else |
| | 4110 | { |
| | 4111 | Alien_Tail_Target = NULL; |
| | 4112 | } |
| | 4113 | } |
| | 4114 | |
| | 4115 | #define BITE_RANGE ((CHEATMODE_SNIPERMUNCH == UserProfile.active_bonus) ? 100000 : 1500) |
| | 4116 | #define BITE_RADIUS ((CHEATMODE_SNIPERMUNCH == UserProfile.active_bonus) ? 1500 : 200) |
| | 4117 | |
| | 4118 | static SECTION_DATA *CheckBiteIntegrity() |
| | 4119 | { |
| | 4120 | VECTORCH targetpos; |
| | 4121 | |
| | 4122 | if (!NAME_ISEQUAL(Biting->SBname, Biting_SBname) || !Biting->DisplayBlock) |
| | 4123 | return NULL; |
| | 4124 | |
| | 4125 | DISPLAYBLOCK *objectPtr = Biting->DisplayBlock; |
| | 4126 | |
| | 4127 | GetTargetingPointOfObject(objectPtr, &targetpos); |
| | 4128 | targetpos.vx -= Global_VDB.VDB_World.vx; |
| | 4129 | targetpos.vy -= Global_VDB.VDB_World.vy; |
| | 4130 | targetpos.vz -= Global_VDB.VDB_World.vz; |
| | 4131 | RotateVector(&targetpos, &Global_VDB.VDB_Mat); |
| | 4132 | |
| | 4133 | /* is it in the range band? */ |
| | 4134 | if ((targetpos.vz > 0) && (targetpos.vz < (BITE_RANGE << 1))) |
| | 4135 | { |
| | 4136 | if (IsThisObjectVisibleFromThisPosition_WithIgnore(objectPtr, PlayerStatus.DisplayBlock, &Global_VDB.VDB_World)) |
| | 4137 | { |
| | 4138 | /* The minute his *head* is in view... */ |
| | 4139 | SECTION_DATA *head = GetThisSectionData(objectPtr->HModelControlBlock->section_data, "head"); |
| | 4140 | |
| | 4141 | /* Is it still attached? */ |
| | 4142 | |
| | 4143 | if (head && !(head->flags & section_data_notreal)) |
| | 4144 | { |
| | 4145 | /* We'll have the head now if at all. */ |
| | 4146 | VECTORCH temp_view = head->View_Offset; |
| | 4147 | /* I assume if we're alive, we have a head. */ |
| | 4148 | temp_view.vz = 0; |
| | 4149 | /* Scale radius with FOV here? */ |
| | 4150 | |
| | 4151 | if (Approximate3dMagnitude(&temp_view) < (BITE_RADIUS << 1)) |
| | 4152 | return head; // Aw, okay. |
| | 4153 | } |
| | 4154 | } |
| | 4155 | } |
| | 4156 | |
| | 4157 | /* If you got here, you failed. */ |
| | 4158 | return NULL; |
| | 4159 | } |
| | 4160 | |
| | 4161 | static int AlienBite_TargetFilter(STRATEGYBLOCK *sbPtr) |
| | 4162 | { |
| | 4163 | /* Is it tasty, mm? Is it... crunchable? */ |
| | 4164 | |
| | 4165 | switch(sbPtr->type) |
| | 4166 | { |
| | 4167 | case I_BehaviourMarine: |
| | 4168 | { |
| | 4169 | MARINE_STATUS_BLOCK *marineStatusPointer = (MARINE_STATUS_BLOCK *)(sbPtr->dataptr); |
| | 4170 | |
| | 4171 | return (!marineStatusPointer->Android && !NPC_IsDead(sbPtr)); |
| | 4172 | } |
| | 4173 | break; |
| | 4174 | case I_BehaviourCorpse: |
| | 4175 | { |
| | 4176 | CORPSEDATABLOCK *corpseDataPtr = (CORPSEDATABLOCK *)sbPtr->dataptr; |
| | 4177 | assert(corpseDataPtr); |
| | 4178 | |
| | 4179 | if (((corpseDataPtr->timer / 2) < ONE_FIXED) || (-1 == corpseDataPtr->subtype)) // android |
| | 4180 | { |
| | 4181 | return 0; // Already fading. |
| | 4182 | } |
| | 4183 | else |
| | 4184 | { |
| | 4185 | switch(corpseDataPtr->Type) |
| | 4186 | { |
| | 4187 | case I_BehaviourMarine: |
| | 4188 | case I_BehaviourPredator: |
| | 4189 | return 1; // Of course it's dead! |
| | 4190 | default: |
| | 4191 | break; |
| | 4192 | } |
| | 4193 | } |
| | 4194 | } |
| | 4195 | break; |
| | 4196 | case I_BehaviourNetGhost: |
| | 4197 | { |
| | 4198 | NETGHOSTDATABLOCK* ghostData = (NETGHOSTDATABLOCK *)sbPtr->dataptr; |
| | 4199 | assert(ghostData); |
| | 4200 | |
| | 4201 | //check for opponent in network game |
| | 4202 | switch(ghostData->type) |
| | 4203 | { |
| | 4204 | case I_BehaviourCorpse: |
| | 4205 | { |
| | 4206 | switch(ghostData->subtype) |
| | 4207 | { |
| | 4208 | case I_BehaviourMarinePlayer: |
| | 4209 | case I_BehaviourPredatorPlayer: |
| | 4210 | return 1; |
| | 4211 | default: |
| | 4212 | break; |
| | 4213 | } |
| | 4214 | } |
| | 4215 | break; |
| | 4216 | case I_BehaviourMarinePlayer: |
| | 4217 | case I_BehaviourPredatorPlayer: |
| | 4218 | { |
| | 4219 | // We don't want to allow bite attacks against players |
| | 4220 | // that have respawn invulnerability |
| | 4221 | |
| | 4222 | if(!ghostData->invulnerable) |
| | 4223 | return 1; |
| | 4224 | } |
| | 4225 | default: |
| | 4226 | break; |
| | 4227 | } |
| | 4228 | } |
| | 4229 | break; |
| | 4230 | case I_BehaviourPredator: |
| | 4231 | { |
| | 4232 | /* There's always got to be a difficult one! */ |
| | 4233 | |
| | 4234 | /* The minute his *head* is in view... */ |
| | 4235 | SECTION_DATA *head = GetThisSectionData(sbPtr->DisplayBlock->HModelControlBlock->section_data, "head"); |
| | 4236 | |
| | 4237 | /* Is it still attached? */ |
| | 4238 | if (head && !(head->flags & section_data_notreal)) |
| | 4239 | { |
| | 4240 | /* We'll have the head now if at all. */ |
| | 4241 | |
| | 4242 | DAMAGEBLOCK temp_damage = head->current_damage; |
| | 4243 | |
| | 4244 | DamageDamageBlock(&temp_damage, &TemplateAmmo[AMMO_PC_ALIEN_BITE].MaxDamage, ONE_FIXED); |
| | 4245 | |
| | 4246 | if (temp_damage.Health <= 0) |
| | 4247 | return 1; /* Killed the head, that'll do. */ |
| | 4248 | |
| | 4249 | /* So the head lived, huh? Let's try the body. */ |
| | 4250 | temp_damage = sbPtr->DamageBlock; |
| | 4251 | |
| | 4252 | DamageDamageBlock(&temp_damage, &TemplateAmmo[AMMO_PC_ALIEN_BITE].MaxDamage, ONE_FIXED); |
| | 4253 | |
| | 4254 | if (temp_damage.Health <= 0) |
| | 4255 | return 1; /* Killed the body, that'll do too. */ |
| | 4256 | } |
| | 4257 | } |
| | 4258 | default: |
| | 4259 | break; |
| | 4260 | } |
| | 4261 | |
| | 4262 | return 0; |
| | 4263 | } |
| | 4264 | |
| | 4265 | static void BiteAttack_AwardHealth(STRATEGYBLOCK *sbPtr) |
| | 4266 | { |
| | 4267 | /* Have all your armour back? */ |
| | 4268 | const NPC_DATA *NpcData = &NpcDataList[I_PC_Alien_MaxStats]; |
| | 4269 | |
| | 4270 | switch(sbPtr->type) |
| | 4271 | { |
| | 4272 | case I_BehaviourMarine: |
| | 4273 | case I_BehaviourPredator: |
| | 4274 | { |
| | 4275 | /* Add some armour... */ |
| | 4276 | PlayerStatus.sbptr->DamageBlock.Armour += (BITE_ARMOUR_RECOVERY << ONE_FIXED_SHIFT); |
| | 4277 | |
| | 4278 | if (PlayerStatus.sbptr->DamageBlock.Armour > (NpcData->StartingStats.Armour << ONE_FIXED_SHIFT)) |
| | 4279 | PlayerStatus.sbptr->DamageBlock.Armour = NpcData->StartingStats.Armour << ONE_FIXED_SHIFT; |
| | 4280 | |
| | 4281 | PlayerStatus.Armour = PlayerStatus.sbptr->DamageBlock.Armour; |
| | 4282 | |
| | 4283 | /* And some health, too. */ |
| | 4284 | PlayerStatus.sbptr->DamageBlock.Health += BITE_HEALTH_RECOVERY << ONE_FIXED_SHIFT; |
| | 4285 | |
| | 4286 | if (PlayerStatus.sbptr->DamageBlock.Health > (NpcData->StartingStats.Health << ONE_FIXED_SHIFT)) |
| | 4287 | PlayerStatus.sbptr->DamageBlock.Health = NpcData->StartingStats.Health << ONE_FIXED_SHIFT; |
| | 4288 | |
| | 4289 | PlayerStatus.Health = PlayerStatus.sbptr->DamageBlock.Health; |
| | 4290 | } |
| | 4291 | break; |
| | 4292 | case I_BehaviourCorpse: |
| | 4293 | { |
| | 4294 | /* It probably is still a corpse now... */ |
| | 4295 | CORPSEDATABLOCK *corpseDataPtr = (CORPSEDATABLOCK *)sbPtr->dataptr; |
| | 4296 | |
| | 4297 | assert(corpseDataPtr); |
| | 4298 | |
| | 4299 | switch(corpseDataPtr->Type) |
| | 4300 | { |
| | 4301 | case I_BehaviourMarine: |
| | 4302 | case I_BehaviourPredator: |
| | 4303 | { |
| | 4304 | /* No armour, just a bit of health. */ |
| | 4305 | PlayerStatus.sbptr->DamageBlock.Health += (20 << ONE_FIXED_SHIFT); |
| | 4306 | |
| | 4307 | if (PlayerStatus.sbptr->DamageBlock.Health > (NpcData->StartingStats.Health << ONE_FIXED_SHIFT)) |
| | 4308 | PlayerStatus.sbptr->DamageBlock.Health = NpcData->StartingStats.Health << ONE_FIXED_SHIFT; |
| | 4309 | |
| | 4310 | PlayerStatus.Health = PlayerStatus.sbptr->DamageBlock.Health; |
| | 4311 | } |
| | 4312 | default: |
| | 4313 | break; |
| | 4314 | } |
| | 4315 | } |
| | 4316 | break; |
| | 4317 | case I_BehaviourNetGhost: |
| | 4318 | { |
| | 4319 | //rather higher health awards for getting network opponents |
| | 4320 | NETGHOSTDATABLOCK *ghostData = (NETGHOSTDATABLOCK *)sbPtr->dataptr; |
| | 4321 | assert(ghostData); |
| | 4322 | |
| | 4323 | switch(ghostData->type) |
| | 4324 | { |
| | 4325 | case I_BehaviourCorpse: |
| | 4326 | { |
| | 4327 | switch(ghostData->subtype) |
| | 4328 | { |
| | 4329 | case I_BehaviourMarinePlayer: |
| | 4330 | case I_BehaviourPredatorPlayer: |
| | 4331 | { |
| | 4332 | /* Add some armour... */ |
| | 4333 | PlayerStatus.sbptr->DamageBlock.Armour += (BITE_ARMOUR_RECOVERY << ONE_FIXED_SHIFT); |
| | 4334 | |
| | 4335 | if (PlayerStatus.sbptr->DamageBlock.Armour > (NpcData->StartingStats.Armour << ONE_FIXED_SHIFT)) |
| | 4336 | PlayerStatus.sbptr->DamageBlock.Armour = NpcData->StartingStats.Armour << ONE_FIXED_SHIFT; |
| | 4337 | |
| | 4338 | PlayerStatus.Armour = PlayerStatus.sbptr->DamageBlock.Armour; |
| | 4339 | |
| | 4340 | /* And some health, too. */ |
| | 4341 | PlayerStatus.sbptr->DamageBlock.Health += (20 << ONE_FIXED_SHIFT); |
| | 4342 | |
| | 4343 | if (PlayerStatus.sbptr->DamageBlock.Health > (NpcData->StartingStats.Health << ONE_FIXED_SHIFT)) |
| | 4344 | { |
| | 4345 | PlayerStatus.sbptr->DamageBlock.Health = NpcData->StartingStats.Health << ONE_FIXED_SHIFT; |
| | 4346 | } |
| | 4347 | else if(PlayerStatus.sbptr->DamageBlock.Health < (PlayerStatus.StartingHealth << ONE_FIXED_SHIFT)) |
| | 4348 | { |
| | 4349 | //make sure player has at least starting health |
| | 4350 | PlayerStatus.sbptr->DamageBlock.Health = PlayerStatus.StartingHealth << ONE_FIXED_SHIFT; |
| | 4351 | } |
| | 4352 | |
| | 4353 | PlayerStatus.Health = PlayerStatus.sbptr->DamageBlock.Health; |
| | 4354 | } |
| | 4355 | default: |
| | 4356 | break; |
| | 4357 | } |
| | 4358 | } |
| | 4359 | break; |
| | 4360 | case I_BehaviourMarinePlayer: |
| | 4361 | case I_BehaviourPredatorPlayer: |
| | 4362 | { |
| | 4363 | //killed player character with a bite attack |
| | 4364 | |
| | 4365 | /* Add some armour... */ |
| | 4366 | PlayerStatus.sbptr->DamageBlock.Armour += PlayerStatus.StartingArmour << ONE_FIXED_SHIFT; |
| | 4367 | |
| | 4368 | if (PlayerStatus.sbptr->DamageBlock.Armour > (NpcData->StartingStats.Armour << ONE_FIXED_SHIFT)) |
| | 4369 | PlayerStatus.sbptr->DamageBlock.Armour = NpcData->StartingStats.Armour << ONE_FIXED_SHIFT; |
| | 4370 | |
| | 4371 | PlayerStatus.Armour = PlayerStatus.sbptr->DamageBlock.Armour; |
| | 4372 | |
| | 4373 | /* And some health, too. */ |
| | 4374 | PlayerStatus.sbptr->DamageBlock.Health += PlayerStatus.StartingHealth << ONE_FIXED_SHIFT; |
| | 4375 | |
| | 4376 | if (PlayerStatus.sbptr->DamageBlock.Health > (NpcData->StartingStats.Health<<ONE_FIXED_SHIFT)) |
| | 4377 | PlayerStatus.sbptr->DamageBlock.Health = NpcData->StartingStats.Health<<ONE_FIXED_SHIFT; |
| | 4378 | |
| | 4379 | PlayerStatus.Health = PlayerStatus.sbptr->DamageBlock.Health; |
| | 4380 | } |
| | 4381 | default: |
| | 4382 | break; |
| | 4383 | } |
| | 4384 | } |
| | 4385 | default: |
| | 4386 | break; |
| | 4387 | } |
| | 4388 | } |
| | 4389 | |
| | 4390 | static void FixAlienStrikeSpeed(int time) |
| | 4391 | { |
| | 4392 | ACStrikeTime = MUL_FIXED(time, ONE_FIXED); |
| | 4393 | //TemplateWeapon[WEAPON_ALIEN_CLAW].TimeOutRateForState[WEAPONSTATE_FIRING_PRIMARY] = DIV_FIXED(ONE_FIXED, ACStrikeTime); |
| | 4394 | } |
| | 4395 | |
| | 4396 | STRATEGYBLOCK *GetBitingTarget() |
| | 4397 | { |
| | 4398 | int numberOfObjects = numVisObjs; |
| | 4399 | |
| | 4400 | while (numberOfObjects--) |
| | 4401 | { |
| | 4402 | DISPLAYBLOCK* objectPtr = VisibleObjects[numberOfObjects].DispPtr; |
| | 4403 | STRATEGYBLOCK *sbPtr = objectPtr->ObStrategyBlock; |
| | 4404 | |
| | 4405 | if (sbPtr == PlayerStatus.sbptr) |
| | 4406 | continue; |
| | 4407 | |
| | 4408 | /* does object have a strategy block? */ |
| | 4409 | if (sbPtr && AlienBite_TargetFilter(sbPtr)) |
| | 4410 | { |
| | 4411 | VECTORCH targetpos; |
| | 4412 | |
| | 4413 | GetTargetingPointOfObject(objectPtr, &targetpos); |
| | 4414 | targetpos.vx -= Global_VDB.VDB_World.vx; |
| | 4415 | targetpos.vy -= Global_VDB.VDB_World.vy; |
| | 4416 | targetpos.vz -= Global_VDB.VDB_World.vz; |
| | 4417 | RotateVector(&targetpos, &Global_VDB.VDB_Mat); |
| | 4418 | |
| | 4419 | /* is it in the range band? */ |
| | 4420 | if ((targetpos.vz > 0) && (targetpos.vz < BITE_RANGE)) |
| | 4421 | { |
| | 4422 | if (IsThisObjectVisibleFromThisPosition_WithIgnore(objectPtr, PlayerStatus.DisplayBlock, &Global_VDB.VDB_World)) |
| | 4423 | { |
| | 4424 | /* The minute his *head* is in view... */ |
| | 4425 | SECTION_DATA *head = GetThisSectionData(objectPtr->HModelControlBlock->section_data, "head"); |
| | 4426 | |
| | 4427 | /* Is it still attached? */ |
| | 4428 | if (head && !(head->flags & section_data_notreal)) |
| | 4429 | { |
| | 4430 | /* We'll have the head now if at all. */ |
| | 4431 | VECTORCH temp_view = head->View_Offset; |
| | 4432 | /* I assume if we're alive, we have a head. */ |
| | 4433 | temp_view.vz = 0; |
| | 4434 | |
| | 4435 | if (Approximate3dMagnitude(&temp_view) < BITE_RADIUS) |
| | 4436 | { |
| | 4437 | Biting = sbPtr; |
| | 4438 | /* Fix the name. */ |
| | 4439 | COPY_NAME(Biting_SBname, Biting->SBname); |
| | 4440 | FixAlienStrikeSpeed(ONE_FIXED / 3); |
| | 4441 | /* Init attack. */ |
| | 4442 | Bit = 0; |
| | 4443 | return Biting; |
| | 4444 | } |
| | 4445 | } |
| | 4446 | } |
| | 4447 | } |
| | 4448 | } |
| | 4449 | } |
| | 4450 | |
| | 4451 | return (Biting = NULL); |
| | 4452 | } |
| | 4453 | |
| | 4454 | static int alien_claw(DAMAGE_PROFILE *damage, int multiple, int range) |
| | 4455 | { |
| | 4456 | int numberOfObjects = numVisObjs; |
| | 4457 | int numhits = 0; |
| | 4458 | |
| | 4459 | while (numberOfObjects--) |
| | 4460 | { |
| | 4461 | VECTORCH targetpos,targetposW; |
| | 4462 | DISPLAYBLOCK* objectPtr = VisibleObjects[numberOfObjects].DispPtr; |
| | 4463 | STRATEGYBLOCK *sbPtr = objectPtr->ObStrategyBlock; |
| | 4464 | |
| | 4465 | /* does object have a strategy block? */ |
| | 4466 | if (sbPtr) |
| | 4467 | { |
| | 4468 | GetTargetingPointOfObject(objectPtr, &targetpos); |
| | 4469 | targetposW = targetpos; |
| | 4470 | targetpos.vx -= Global_VDB.VDB_World.vx; |
| | 4471 | targetpos.vy -= Global_VDB.VDB_World.vy; |
| | 4472 | targetpos.vz -= Global_VDB.VDB_World.vz; |
| | 4473 | RotateVector(&targetpos, &Global_VDB.VDB_Mat); |
| | 4474 | |
| | 4475 | /* is it in range? */ |
| | 4476 | if (targetpos.vz > 0) |
| | 4477 | { |
| | 4478 | int dist = Approximate3dMagnitude(&targetpos); |
| | 4479 | |
| | 4480 | if (dist < range) |
| | 4481 | { |
| | 4482 | DYNAMICSBLOCK *dynPtr = sbPtr->DynPtr; |
| | 4483 | |
| | 4484 | if (dynPtr) |
| | 4485 | { |
| | 4486 | /* KJL 19:10:49 25/01/99 - I'm going to try changing this to |
| | 4487 | see if I can have an Alien that doesn't kill multiple things in one frame */ |
| | 4488 | |
| | 4489 | /* CDF 30/3/99 - I'm going to change it back with modifications, |
| | 4490 | since people evidently can't make up their minds. */ |
| | 4491 | |
| | 4492 | if (IsThisObjectVisibleFromThisPosition_WithIgnore(PlayerStatus.DisplayBlock, objectPtr, &targetposW)) |
| | 4493 | { |
| | 4494 | int magnitudeOfForce = (5000*damage->Cutting) / dynPtr->Mass; |
| | 4495 | dynPtr->LinImpulse.vx += MUL_FIXED(PlayerStatus.DisplayBlock->ObMat.mat31, magnitudeOfForce); |
| | 4496 | dynPtr->LinImpulse.vy += MUL_FIXED(PlayerStatus.DisplayBlock->ObMat.mat32, magnitudeOfForce); |
| | 4497 | dynPtr->LinImpulse.vz += MUL_FIXED(PlayerStatus.DisplayBlock->ObMat.mat33, magnitudeOfForce); |
| | 4498 | /* Consider target aspect. */ |
| | 4499 | { |
| | 4500 | VECTORCH attack_dir,displacement; |
| | 4501 | int real_multiple = multiple; |
| | 4502 | |
| | 4503 | displacement.vx = dynPtr->Position.vx - PlayerStatus.sbptr->DynPtr->Position.vx; |
| | 4504 | displacement.vy = dynPtr->Position.vy - PlayerStatus.sbptr->DynPtr->Position.vy; |
| | 4505 | displacement.vz = dynPtr->Position.vz - PlayerStatus.sbptr->DynPtr->Position.vz; |
| | 4506 | |
| | 4507 | GetDirectionOfAttack(sbPtr, &displacement, &attack_dir); |
| | 4508 | |
| | 4509 | if (attack_dir.vz > 0) |
| | 4510 | real_multiple <<= 1; |
| | 4511 | |
| | 4512 | if (sbPtr->DisplayBlock->HModelControlBlock) |
| | 4513 | { |
| | 4514 | DISPLAYBLOCK *frag = HtoHDamageToHModel(sbPtr, damage, real_multiple, NULL, &attack_dir); |
| | 4515 | |
| | 4516 | if(NULL != frag) |
| | 4517 | { |
| | 4518 | switch(sbPtr->type) |
| | 4519 | { |
| | 4520 | case I_BehaviourMarine: |
| | 4521 | { |
| | 4522 | MARINE_STATUS_BLOCK *marineStatusPointer = (MARINE_STATUS_BLOCK *)(sbPtr->dataptr); |
| | 4523 | |
| | 4524 | if (!marineStatusPointer->Android) |
| | 4525 | LimbRip_AwardHealth(); /* Took off a limb! */ |
| | 4526 | } |
| | 4527 | break; |
| | 4528 | case I_BehaviourCorpse: |
| | 4529 | { |
| | 4530 | CORPSEDATABLOCK *corpseDataPtr = (CORPSEDATABLOCK *)(sbPtr->dataptr); |
| | 4531 | |
| | 4532 | if (-1 != corpseDataPtr->subtype) // android |
| | 4533 | LimbRip_AwardHealth(); /* Took off a limb! */ |
| | 4534 | } |
| | 4535 | default: |
| | 4536 | break; |
| | 4537 | } |
| | 4538 | } |
| | 4539 | } |
| | 4540 | else |
| | 4541 | { |
| | 4542 | CauseDamageToObject(sbPtr, damage, real_multiple, &attack_dir); |
| | 4543 | } |
| | 4544 | } |
| | 4545 | |
| | 4546 | numhits++; |
| | 4547 | } |
| | 4548 | } |
| | 4549 | } |
| | 4550 | } |
| | 4551 | } |
| | 4552 | } |
| | 4553 | |
| | 4554 | return numhits; |
| | 4555 | } |
| | 4556 | |
| | 4557 | void maintain_alien_weapons() |
| | 4558 | { |
| | 4559 | if (Biting && (PlayerStatus.InputRequests.Rqst_FirePrimaryWeapon || PlayerStatus.InputRequests.Rqst_FireSecondaryWeapon)) |
| | 4560 | { |
| | 4561 | if (PlayerStatus.WeaponStateTimeOutCounter < (ONE_FIXED >> 1)) |
| | 4562 | { |
| | 4563 | if (!Bit) |
| | 4564 | { |
| | 4565 | SECTION_DATA *head_sec = CheckBiteIntegrity(); |
| | 4566 | Bit = 1; |
| | 4567 | |
| | 4568 | /* Try the bite. */ |
| | 4569 | if (head_sec) |
| | 4570 | { |
| | 4571 | CurrentGameStats_HeadBitten(Biting); |
| | 4572 | |
| | 4573 | /* Munch! */ |
| | 4574 | if (CHEATMODE_SUPERGORE == UserProfile.active_bonus) |
| | 4575 | CauseDamageToHModel(Biting->DisplayBlock->HModelControlBlock, Biting, &TemplateAmmo[AMMO_ALIEN_BITE_KILLSECTION_SUPER].MaxDamage, ONE_FIXED, head_sec,
NULL, NULL, 0); |
| | 4576 | else |
| | 4577 | CauseDamageToHModel(Biting->DisplayBlock->HModelControlBlock, Biting, &TemplateAmmo[AMMO_ALIEN_BITE_KILLSECTION].MaxDamage, ONE_FIXED, head_sec, NULL,
NULL,0); |
| | 4578 | |
| | 4579 | /* Side effects, anyone? */ |
| | 4580 | BiteAttack_AwardHealth(Biting); |
| | 4581 | |
| | 4582 | if (PlayerStatus.sound_mouth != SOUND_NOACTIVEINDEX) |
| | 4583 | Sound_Stop(PlayerStatus.sound_mouth); |
| | 4584 | |
| | 4585 | Sound_Play(SID_ALIEN_JAW_ATTACK, "de", &PlayerStatus.sbptr->DynPtr->Position, &PlayerStatus.sound_mouth); |
| | 4586 | |
| | 4587 | { |
| | 4588 | extern int AlienTongueOffset; |
| | 4589 | extern int AlienTeethOffset; |
| | 4590 | extern int AlienBiteAttackInProgress; |
| | 4591 | extern float CameraZoomScale; |
| | 4592 | |
| | 4593 | AlienBiteAttackInProgress = 1; |
| | 4594 | CameraZoomScale = 0.25f; |
| | 4595 | AlienTongueOffset = ONE_FIXED; |
| | 4596 | AlienTeethOffset = 0; |
| | 4597 | } |
| | 4598 | } |
| | 4599 | } |
| | 4600 | } |
| | 4601 | return; |
| | 4602 | } |
| | 4603 | |
| | 4604 | PositionPlayersWeapon(); |
| | 4605 | |
| | 4606 | switch(PlayersWeaponHModelController.Sub_Sequence) |
| | 4607 | { |
| | 4608 | //case AHSS_Eat: |
| | 4609 | case AHSS_end: |
| | 4610 | default: |
| | 4611 | break; |
| | 4612 | case AHSS_LeftSwipeDown: |
| | 4613 | case AHSS_RightSwipeDown: |
| | 4614 | case AHSS_LeftSwipeIn: |
| | 4615 | case AHSS_RightSwipeIn: |
| | 4616 | case AHSS_Both_In: |
| | 4617 | case AHSS_Both_Down: |
| | 4618 | case AHSS_PounceIn: |
| | 4619 | case AHSS_PounceDown: |
| | 4620 | { |
| | 4621 | if (PlayerStatus.WeaponStateTimeOutCounter < 0) |
| | 4622 | { |
| | 4623 | InitHModelTweening(&PlayersWeaponHModelController, (ONE_FIXED >> 4), HMSQT_AlienHUD, (int)AHSS_end, ACStrikeTime, 0); |
| | 4624 | PlayerStatus.WeaponStateTimeOutCounter = 0; |
| | 4625 | } |
| | 4626 | else |
| | 4627 | { |
| | 4628 | int hits = (PlayersWeaponHModelController.keyframe_flags & 1) + (PlayersWeaponHModelController.keyframe_flags & 2); |
| | 4629 | |
| | 4630 | if (hits) |
| | 4631 | { |
| | 4632 | alien_claw(&Player_Weapon_Damage, ONE_FIXED * hits, 2500); |
| | 4633 | SpeciesSound(0, ASC_Swipe, ((FastRandom() & 255) - 128), &weaponHandle, &PlayerStatus.sbptr->DynPtr->Position,
ALIEN_SOUND); |
| | 4634 | } |
| | 4635 | |
| | 4636 | PlayerStatus.WeaponStateTimeOutCounter -= NormalFrameTime; |
| | 4637 | } |
| | 4638 | } |
| | 4639 | return; |
| | 4640 | case AHSS_TailHold: |
| | 4641 | //printf("Tail Max. Pen. Damage = %d - Poised.\n", Player_Weapon_Damage.Penetrative); |
| | 4642 | case AHSS_Hor_Delta: |
| | 4643 | case AHSS_Ver_Delta: |
| | 4644 | case AHSS_TailCome: |
| | 4645 | { |
| | 4646 | if (PlayerStatus.InputRequests.Rqst_FireSecondaryWeapon) |
| | 4647 | { |
| | 4648 | if (!PlayersWeaponHModelController.Tweening && (PlayersWeaponHModelController.sequence_timer == (ONE_FIXED-1))) |
| | 4649 | { |
| | 4650 | /* Finished poise move. */ |
| | 4651 | InitHModelTweening(&PlayersWeaponHModelController, (ONE_FIXED >> 4), HMSQT_AlienHUD, (int)AHSS_TailHold, ONE_FIXED, 1); |
| | 4652 | //printf("Tail Max. Pen. Damage = %d\n", Player_Weapon_Damage.Penetrative); |
| | 4653 | Alien_Tail_Clock = -1; |
| | 4654 | } |
| | 4655 | else if ( -1 != Alien_Tail_Clock) |
| | 4656 | { |
| | 4657 | Alien_Tail_Clock += NormalFrameTime; |
| | 4658 | |
| | 4659 | while (Alien_Tail_Clock >= 1000) |
| | 4660 | { |
| | 4661 | Player_Weapon_Damage.Penetrative += 1; |
| | 4662 | Alien_Tail_Clock -= 1000; |
| | 4663 | } |
| | 4664 | |
| | 4665 | //printf("Tail Pen. Damage = %d\n", Player_Weapon_Damage.Penetrative); |
| | 4666 | } |
| | 4667 | |
| | 4668 | } |
| | 4669 | else |
| | 4670 | { |
| | 4671 | InitHModelTweening(&PlayersWeaponHModelController, (ONE_FIXED >> 4), HMSQT_AlienHUD, (int)AHSS_TailStrike, (ONE_FIXED/6), 0); |
| | 4672 | } |
| | 4673 | |
| | 4674 | DELTA_CONTROLLER *XDelta = Get_Delta_Sequence(&PlayersWeaponHModelController, "XDelta"); |
| | 4675 | DELTA_CONTROLLER *YDelta = Get_Delta_Sequence(&PlayersWeaponHModelController, "YDelta"); |
| | 4676 | |
| | 4677 | AlienTail_TargetSelect(); |
| | 4678 | |
| | 4679 | if(NULL == Alien_Tail_Target) |
| | 4680 | XDelta->timer = YDelta->timer = 32767; |
| | 4681 | else |
| | 4682 | ComputeTailDeltaValues(XDelta, YDelta); |
| | 4683 | } |
| | 4684 | return; |
| | 4685 | case AHSS_TailStrike: |
| | 4686 | { |
| | 4687 | if (Alien_Tail_Target) |
| | 4688 | { |
| | 4689 | switch(Alien_Tail_Target->type) |
| | 4690 | { |
| | 4691 | case I_BehaviourInanimateObject: |
| | 4692 | case I_BehaviourPowerCable: |
| | 4693 | case I_BehaviourVideoScreen: |
| | 4694 | if(Alien_Tail_Target->DamageBlock.Health <= 0) |
| | 4695 | Alien_Tail_Target = NULL; |
| | 4696 | break; |
| | 4697 | default: |
| | 4698 | if (NPC_IsDead(Alien_Tail_Target) || !NAME_ISEQUAL(Alien_Tail_Target->SBname, Alien_Tail_Target_SBname) ||
!Alien_Tail_Target->DisplayBlock) |
| | 4699 | Alien_Tail_Target = NULL; |
| | 4700 | } |
| | 4701 | |
| | 4702 | if (Alien_Tail_Target) |
| | 4703 | { |
| | 4704 | /* Do we still have a target? Correct for aiming. */ |
| | 4705 | DELTA_CONTROLLER *XDelta = Get_Delta_Sequence(&PlayersWeaponHModelController, "XDelta"); |
| | 4706 | DELTA_CONTROLLER *YDelta = Get_Delta_Sequence(&PlayersWeaponHModelController, "YDelta"); |
| | 4707 | ComputeTailDeltaValues(XDelta, YDelta); |
| | 4708 | } |
| | 4709 | } |
| | 4710 | |
| | 4711 | if (PlayersWeaponHModelController.keyframe_flags & 1) |
| | 4712 | { |
| | 4713 | /* Just for now, do damage anyway... */ |
| | 4714 | if (Alien_Tail_Target) |
| | 4715 | { |
| | 4716 | int multiple = ONE_FIXED; |
| | 4717 | |
| | 4718 | /* Consider target aspect. */ |
| | 4719 | VECTORCH attack_dir, displacement; |
| | 4720 | |
| | 4721 | displacement.vx = Alien_Tail_Target->DynPtr->Position.vx - PlayerStatus.sbptr->DynPtr->Position.vx; |
| | 4722 | displacement.vy = Alien_Tail_Target->DynPtr->Position.vy - PlayerStatus.sbptr->DynPtr->Position.vy; |
| | 4723 | displacement.vz = Alien_Tail_Target->DynPtr->Position.vz - PlayerStatus.sbptr->DynPtr->Position.vz; |
| | 4724 | |
| | 4725 | GetDirectionOfAttack(Alien_Tail_Target, &displacement, &attack_dir); |
| | 4726 | |
| | 4727 | if (attack_dir.vz > 0) |
| | 4728 | multiple <<= 1; |
| | 4729 | |
| | 4730 | if (Alien_Tail_Target->DisplayBlock->HModelControlBlock) |
| | 4731 | HtoHDamageToHModel(Alien_Tail_Target, &Player_Weapon_Damage, multiple, NULL, &attack_dir); |
| | 4732 | else |
| | 4733 | CauseDamageToObject(Alien_Tail_Target, &Player_Weapon_Damage, multiple, &attack_dir); |
| | 4734 | } |
| | 4735 | |
| | 4736 | SpeciesSound(0, ASC_TailSound, ((FastRandom() & 255) - 128), &weaponHandle, &PlayerStatus.sbptr->DynPtr->Position,
ALIEN_SOUND); |
| | 4737 | /* Slower recoil... */ |
| | 4738 | HModel_ChangeSpeed(&PlayersWeaponHModelController, ONE_FIXED); |
| | 4739 | } |
| | 4740 | else if (HModelAnimation_IsFinished(&PlayersWeaponHModelController)) |
| | 4741 | { |
| | 4742 | PlayersWeaponHModelController.Sub_Sequence = AHSS_end; |
| | 4743 | } |
| | 4744 | } |
| | 4745 | return; |
| | 4746 | }; |
| | 4747 | |
| | 4748 | if (PlayerStatus.InputRequests.Rqst_FirePrimaryWeapon) |
| | 4749 | { |
| | 4750 | PlayerStatus.twPtr = &TemplateWeapon[WEAPON_ALIEN_CLAW]; |
| | 4751 | int alien_speed = Approximate3dMagnitude(&PlayerStatus.sbptr->DynPtr->LinVelocity); |
| | 4752 | |
| | 4753 | /* Speed: < 5000 = standing. > 22000 = jumping. In practice, walk/fall = 18000 ish, jump = 27000 ish. */ |
| | 4754 | |
| | 4755 | /* Check we've got the claws. */ |
| | 4756 | |
| | 4757 | if (Alien_Visible_Weapon) |
| | 4758 | { |
| | 4759 | GetHierarchicalWeapon("alien_HUD", "claws", (int)HMSQT_AlienHUD, (int)AHSS_LeftSwipeDown); |
| | 4760 | ProveHModel(&PlayersWeaponHModelController, &PlayerStatus.weapon); |
| | 4761 | |
| | 4762 | Alien_Visible_Weapon = 0; |
| | 4763 | } |
| | 4764 | |
| | 4765 | /* Setup base damage. */ |
| | 4766 | |
| | 4767 | Player_Weapon_Damage = TemplateAmmo[AMMO_ALIEN_CLAW].MaxDamage; |
| | 4768 | |
| | 4769 | /* Choose attack type and speed. */ |
| | 4770 | |
| | 4771 | if ((alien_speed < 5000) && !PlayerStatus.Crouching && (PlayerStatus.sbptr->DynPtr->IsInContactWithFloor)) |
| | 4772 | { |
| | 4773 | /* Standing on solid ground. */ |
| | 4774 | |
| | 4775 | FixAlienStrikeSpeed(ONE_FIXED / 3); |
| | 4776 | |
| | 4777 | //printf("Standing Claw, Speed %d\n", alien_speed); |
| | 4778 | |
| | 4779 | if ((FastRandom() & 65536) > 32768) |
| | 4780 | InitHModelTweening(&PlayersWeaponHModelController, (ONE_FIXED >> 4),HMSQT_AlienHUD, (int)AHSS_Both_In, ACStrikeTime, 0); |
| | 4781 | else |
| | 4782 | InitHModelTweening(&PlayersWeaponHModelController, (ONE_FIXED >> 4),HMSQT_AlienHUD, (int)AHSS_Both_Down, ACStrikeTime, 0); |
| | 4783 | } |
| | 4784 | else |
| | 4785 | { |
| | 4786 | if (PlayerStatus.Crouching) |
| | 4787 | { |
| | 4788 | /* If crouching, falling or no, slower strike. */ |
| | 4789 | if ( /* Gravity points vaguely down... */ |
| | 4790 | (PlayerStatus.sbptr->DynPtr->GravityDirection.vx < 46341) |
| | 4791 | && (PlayerStatus.sbptr->DynPtr->GravityDirection.vx > -46341) |
| | 4792 | && (PlayerStatus.sbptr->DynPtr->GravityDirection.vy > 46341) |
| | 4793 | && (PlayerStatus.sbptr->DynPtr->GravityDirection.vz < 46341) |
| | 4794 | && (PlayerStatus.sbptr->DynPtr->GravityDirection.vz > -46341) |
| | 4795 | ) |
| | 4796 | { |
| | 4797 | FixAlienStrikeSpeed(ONE_FIXED / 4); |
| | 4798 | } |
| | 4799 | else |
| | 4800 | { |
| | 4801 | FixAlienStrikeSpeed(ONE_FIXED / 3); |
| | 4802 | } |
| | 4803 | } |
| | 4804 | else |
| | 4805 | { |
| | 4806 | FixAlienStrikeSpeed(ONE_FIXED / 5); |
| | 4807 | } |
| | 4808 | |
| | 4809 | /* Speed test here, for jumping? */ |
| | 4810 | |
| | 4811 | if (!PlayerStatus.sbptr->DynPtr->IsInContactWithFloor && (PlayerStatus.sbptr->DynPtr->TimeNotInContactWithFloor <= 0)
&& (alien_speed > 22000) ) |
| | 4812 | { |
| | 4813 | /* Must be jumping. */ |
| | 4814 | FixAlienStrikeSpeed(ONE_FIXED / 3); |
| | 4815 | /* Extra damage for pounce. */ |
| | 4816 | Player_Weapon_Damage.Impact += 10; |
| | 4817 | Player_Weapon_Damage.Cutting += 10; |
| | 4818 | |
| | 4819 | if ((FastRandom() & 65536) > 32768) |
| | 4820 | InitHModelTweening(&PlayersWeaponHModelController, (ONE_FIXED>>4), HMSQT_AlienHUD, (int)AHSS_PounceIn, ACStrikeTime, 0); |
| | 4821 | else |
| | 4822 | InitHModelTweening(&PlayersWeaponHModelController, (ONE_FIXED>>4), HMSQT_AlienHUD, (int)AHSS_PounceDown, ACStrikeTime, 0); |
| | 4823 | } |
| | 4824 | else if (RightHand) |
| | 4825 | { |
| | 4826 | if ((FastRandom() & 65536) > 32768) |
| | 4827 | InitHModelTweening(&PlayersWeaponHModelController, (ONE_FIXED>>4), HMSQT_AlienHUD, (int)AHSS_LeftSwipeIn, (ONE_FIXED/6), 0); |
| | 4828 | else |
| | 4829 | InitHModelTweening(&PlayersWeaponHModelController, (ONE_FIXED>>4), HMSQT_AlienHUD, (int)AHSS_LeftSwipeDown, (ONE_FIXED/6), 0); |
| | 4830 | |
| | 4831 | RightHand = 0; |
| | 4832 | } |
| | 4833 | else |
| | 4834 | { |
| | 4835 | if ((FastRandom() & 65536) > 32768) |
| | 4836 | InitHModelTweening(&PlayersWeaponHModelController,(ONE_FIXED >> 4),HMSQT_AlienHUD, (int)AHSS_RightSwipeIn, (ONE_FIXED/6) , 0); |
| | 4837 | else |
| | 4838 | InitHModelTweening(&PlayersWeaponHModelController, (ONE_FIXED >> 4),HMSQT_AlienHUD, (int)AHSS_RightSwipeDown, (ONE_FIXED/6) , 0); |
| | 4839 | |
| | 4840 | RightHand = 1; |
| | 4841 | } |
| | 4842 | } |
| | 4843 | |
| | 4844 | PlayerStatus.WeaponStateTimeOutCounter = ACStrikeTime; |
| | 4845 | PlayersWeaponHModelController.Playing = 1; |
| | 4846 | } |
| | 4847 | else if (PlayerStatus.InputRequests.Rqst_FireSecondaryWeapon) |
| | 4848 | { |
| | 4849 | PlayerStatus.twPtr = &TemplateWeapon[WEAPON_ALIEN_TAIL]; |
| | 4850 | DELTA_CONTROLLER *XDelta,*YDelta; |
| | 4851 | |
| | 4852 | if (!Alien_Visible_Weapon) |
| | 4853 | { |
| | 4854 | GetHierarchicalWeapon("alien_HUD", "tail", (int)HMSQT_AlienHUD, (int)AHSS_TailCome); |
| | 4855 | ProveHModel(&PlayersWeaponHModelController, &PlayerStatus.weapon); |
| | 4856 | |
| | 4857 | Alien_Visible_Weapon = 1; |
| | 4858 | /* Create delta sequences. */ |
| | 4859 | XDelta = Add_Delta_Sequence(&PlayersWeaponHModelController, "XDelta", (int)HMSQT_AlienHUD, (int)AHSS_Hor_Delta, 0); |
| | 4860 | YDelta = Add_Delta_Sequence(&PlayersWeaponHModelController, "YDelta", (int)HMSQT_AlienHUD, (int)AHSS_Ver_Delta, 0); |
| | 4861 | } |
| | 4862 | else |
| | 4863 | { |
| | 4864 | XDelta = Get_Delta_Sequence(&PlayersWeaponHModelController, "XDelta"); |
| | 4865 | YDelta = Get_Delta_Sequence(&PlayersWeaponHModelController, "YDelta"); |
| | 4866 | } |
| | 4867 | |
| | 4868 | XDelta->timer = 32767; |
| | 4869 | YDelta->timer = 32767; |
| | 4870 | |
| | 4871 | InitHModelTweening(&PlayersWeaponHModelController, (ONE_FIXED >> 4), HMSQT_AlienHUD, (int)AHSS_TailCome, ONE_FIXED, 0); |
| | 4872 | |
| | 4873 | Player_Weapon_Damage = TemplateAmmo[AMMO_ALIEN_TAIL].MaxDamage; |
| | 4874 | |
| | 4875 | Alien_Tail_Clock = 0; |
| | 4876 | } |
| | 4877 | } |
| | 4878 | |
| | 4879 | void GenericPredatorWeapon_Idle() |
| | 4880 | { |
| | 4881 | // if (!HModelAnimation_IsFinished(&PlayersWeaponHModelController)) |
| | 4882 | if(0) |
| | 4883 | if ((PlayersWeaponHModelController.Sub_Sequence != (int)PlayerStatus.twPtr->InitialSubSequence) || ((PlayersWeaponHModelController.Sub_Sequence !=
PHSS_Fidget) || (PlayersWeaponHModelController.Sub_Sequence != PHSS_Run))) |
| | 4884 | { |
| | 4885 | InitHModelTweening(&PlayersWeaponHModelController, (ONE_FIXED>>3), HMSQT_PredatorHUD, (int)PlayerStatus.twPtr->InitialSubSequence,
ONE_FIXED, 1); |
| | 4886 | puts("INIT"); |
| | 4887 | } |
| | 4888 | |
| | 4889 | /* Are we running? */ |
| | 4890 | |
| | 4891 | if (PlayerStatus.sbptr->DynPtr->LinVelocity.vx || PlayerStatus.sbptr->DynPtr->LinVelocity.vy ||
PlayerStatus.sbptr->DynPtr->LinVelocity.vz) |
| | 4892 | { |
| | 4893 | /* Were we running? */ |
| | 4894 | if (HModelSequence_Exists(&PlayersWeaponHModelController, HMSQT_PredatorHUD, (int)PHSS_Run)) |
| | 4895 | { |
| | 4896 | if (PlayersWeaponHModelController.Sub_Sequence != (int)PHSS_Run) |
| | 4897 | InitHModelTweening(&PlayersWeaponHModelController, (ONE_FIXED>>3), HMSQT_PredatorHUD, (int)PHSS_Run, ONE_FIXED, 1); |
| | 4898 | } |
| | 4899 | else |
| | 4900 | { |
| | 4901 | if (PlayersWeaponHModelController.Sub_Sequence != (int)PHSS_Stand) |
| | 4902 | InitHModelTweening(&PlayersWeaponHModelController, (ONE_FIXED>>3), PHSS_Stand, (int)PHSS_Stand, ONE_FIXED, 1); |
| | 4903 | } |
| | 4904 | } |
| | 4905 | else |
| | 4906 | { |
| | 4907 | if ((PlayersWeaponHModelController.Sub_Sequence != (int)PHSS_Stand) && (PlayersWeaponHModelController.Sub_Sequence != PHSS_Fidget)) |
| | 4908 | { |
| | 4909 | InitHModelTweening(&PlayersWeaponHModelController, (ONE_FIXED>>3), HMSQT_PredatorHUD, (int)PHSS_Stand, ONE_FIXED, 1); |
| | 4910 | } |
| | 4911 | else if (PlayerStatus.WeaponStateTimeOutCounter > ONE_FIXED) |
| | 4912 | { |
| | 4913 | if (PlayersWeaponHModelController.Sub_Sequence == PHSS_Fidget) |
| | 4914 | { |
| | 4915 | if (PlayersWeaponHModelController.sequence_timer == (ONE_FIXED-1)) |
| | 4916 | InitHModelTweening(&PlayersWeaponHModelController, (ONE_FIXED>>3), HMSQT_PredatorHUD, (int)PHSS_Stand, ONE_FIXED, 1); |
| | 4917 | } |
| | 4918 | else if (!(FastRandom() & 255)) |
| | 4919 | { |
| | 4920 | /* Start animation. */ |
| | 4921 | if (HModelSequence_Exists(&PlayersWeaponHModelController, HMSQT_PredatorHUD, (int)PHSS_Fidget)) |
| | 4922 | { |
| | 4923 | InitHModelTweening(&PlayersWeaponHModelController, (ONE_FIXED>>2), HMSQT_PredatorHUD, (int)PHSS_Fidget, -1, 0); |
| | 4924 | PlayerStatus.WeaponStateTimeOutCounter = 0; |
| | 4925 | } |
| | 4926 | } |
| | 4927 | |
| | 4928 | PlayerStatus.WeaponStateTimeOutCounter = 0; |
| | 4929 | } |
| | 4930 | else |
| | 4931 | { |
| | 4932 | PlayerStatus.WeaponStateTimeOutCounter += NormalFrameTime; |
| | 4933 | } |
| | 4934 | } |
| | 4935 | |
| | 4936 | PlayerStatus.WeaponState = WEAPONSTATE_IDLE; |
| | 4937 | } |
| | 4938 | |
| | 4939 | void WristBlade_Readying() |
| | 4940 | { |
| | 4941 | const SECTION *root_section = GetNamedHierarchyFromLibrary("pred_HUD", "wrist blade"); |
| | 4942 | assert(root_section); |
| | 4943 | |
| | 4944 | PlayersWeaponHModelController.Sequence_Type = (int)HMSQT_PredatorHUD; |
| | 4945 | PlayersWeaponHModelController.Sub_Sequence = (int)PHSS_Come; |
| | 4946 | PlayersWeaponHModelController.Seconds_For_Sequence = (ONE_FIXED >> 1); |
| | 4947 | /* That to get the new sections right. */ |
| | 4948 | Transmogrify_HModels(NULL, &PlayersWeaponHModelController, root_section, 0, 1, 0); |
| | 4949 | InitHModelTweening(&PlayersWeaponHModelController, (ONE_FIXED>>3), HMSQT_PredatorHUD, (int)PHSS_Come, (ONE_FIXED>>1), 0); |
| | 4950 | } |
| | 4951 | |
| | 4952 | static void ThrowSecondaryWeakStrike() |
| | 4953 | { |
| | 4954 | int attack; |
| | 4955 | |
| | 4956 | if ((FastRandom() & 65535) < 32767) |
| | 4957 | attack = !HModelSequence_Exists(&PlayersWeaponHModelController,HMSQT_PredatorHUD, (int)PHSS_Attack_Secondary_Weak_One); |
| | 4958 | else |
| | 4959 | attack = HModelSequence_Exists(&PlayersWeaponHModelController,HMSQT_PredatorHUD, (int)PHSS_Attack_Secondary_Weak_Two); |
| | 4960 | |
| | 4961 | switch (attack) |
| | 4962 | { |
| | 4963 | default: |
| | 4964 | case 0: |
| | 4965 | assert(HModelSequence_Exists(&PlayersWeaponHModelController,HMSQT_PredatorHUD, (int)PHSS_Attack_Secondary_Weak_One)); |
| | 4966 | InitHModelTweening(&PlayersWeaponHModelController, (ONE_FIXED>>4), HMSQT_PredatorHUD, (int)PHSS_Attack_Secondary_Weak_One, -1, 0); |
| | 4967 | break; |
| | 4968 | case 1: |
| | 4969 | assert(HModelSequence_Exists(&PlayersWeaponHModelController,HMSQT_PredatorHUD, (int)PHSS_Attack_Secondary_Weak_Two)); |
| | 4970 | InitHModelTweening(&PlayersWeaponHModelController, (ONE_FIXED>>4), HMSQT_PredatorHUD, (int)PHSS_Attack_Secondary_Weak_Two, -1, 0); |
| | 4971 | } |
| | 4972 | |
| | 4973 | StaffAttack = PlayerStatus.Crouching ? 4 : 5; |
| | 4974 | } |
| | 4975 | |
| | 4976 | static void ThrowSecondaryStrongStrike() |
| | 4977 | { |
| | 4978 | int attack; |
| | 4979 | |
| | 4980 | if ((FastRandom() & 65535) < 32767) |
| | 4981 | attack = !HModelSequence_Exists(&PlayersWeaponHModelController,HMSQT_PredatorHUD, (int)PHSS_Attack_Secondary_Strong_One); |
| | 4982 | else |
| | 4983 | attack = HModelSequence_Exists(&PlayersWeaponHModelController,HMSQT_PredatorHUD, (int)PHSS_Attack_Secondary_Strong_Two); |
| | 4984 | |
| | 4985 | switch (attack) |
| | 4986 | { |
| | 4987 | default: |
| | 4988 | case 0: |
| | 4989 | assert(HModelSequence_Exists(&PlayersWeaponHModelController,HMSQT_PredatorHUD, (int)PHSS_Attack_Secondary_Strong_One)); |
| | 4990 | InitHModelTweening(&PlayersWeaponHModelController,(ONE_FIXED>>4),HMSQT_PredatorHUD, (int)PHSS_Attack_Secondary_Strong_One,-1,0); |
| | 4991 | break; |
| | 4992 | case 1: |
| | 4993 | assert(HModelSequence_Exists(&PlayersWeaponHModelController,HMSQT_PredatorHUD, (int)PHSS_Attack_Secondary_Strong_Two)); |
| | 4994 | InitHModelTweening(&PlayersWeaponHModelController,(ONE_FIXED>>4),HMSQT_PredatorHUD, (int)PHSS_Attack_Secondary_Strong_Two,-1,0); |
| | 4995 | } |
| | 4996 | |
| | 4997 | StaffAttack = PlayerStatus.Crouching ? 2 : 3; |
| | 4998 | } |
| | 4999 | |
| | 5000 | static int Trophy_TargetFilter(STRATEGYBLOCK *sbPtr) |
| | 5001 | { |
| | 5002 | /* Only works on dead'uns. */ |
| | 5003 | |
| | 5004 | switch(sbPtr->type) |
| | 5005 | { |
| | 5006 | case I_BehaviourCorpse: |
| | 5007 | { |
| | 5008 | CORPSEDATABLOCK *corpseDataPtr = (CORPSEDATABLOCK *)sbPtr->dataptr; |
| | 5009 | assert(corpseDataPtr); |
| | 5010 | |
| | 5011 | if ((corpseDataPtr->timer / 2) < ONE_FIXED) |
| | 5012 | { |
| | 5013 | /* Already fading. */ |
| | 5014 | return 0; |
| | 5015 | } |
| | 5016 | else |
| | 5017 | { |
| | 5018 | switch(corpseDataPtr->Type) |
| | 5019 | { |
| | 5020 | case I_BehaviourMarine: |
| | 5021 | { |
| | 5022 | MARINE_STATUS_BLOCK *marineStatusPointer = (MARINE_STATUS_BLOCK *)(sbPtr->dataptr); |
| | 5023 | |
| | 5024 | if(!marineStatusPointer->My_Weapon->ARealMarine) |
| | 5025 | return 0; |
| | 5026 | } |
| | 5027 | case I_BehaviourAlien: |
| | 5028 | case I_BehaviourPredator: |
| | 5029 | return 1; // Of course it's dead! |
| | 5030 | default: |
| | 5031 | return 0; |
| | 5032 | } |
| | 5033 | } |
| | 5034 | } |
| | 5035 | case I_BehaviourNetGhost: |
| | 5036 | { |
| | 5037 | NETGHOSTDATABLOCK* ghostData = (NETGHOSTDATABLOCK *)sbPtr->dataptr; |
| | 5038 | assert(ghostData); |
| | 5039 | |
| | 5040 | //check for opponent in network game |
| | 5041 | if(ghostData->type == I_BehaviourCorpse) |
| | 5042 | { |
| | 5043 | switch(ghostData->subtype) |
| | 5044 | { |
| | 5045 | case I_BehaviourMarinePlayer: |
| | 5046 | { |
| | 5047 | MARINE_STATUS_BLOCK *marineStatusPointer = (MARINE_STATUS_BLOCK *)(sbPtr->dataptr); |
| | 5048 | |
| | 5049 | if(!marineStatusPointer->My_Weapon->ARealMarine) |
| | 5050 | return 0; |
| | 5051 | } |
| | 5052 | case I_BehaviourPredatorPlayer: |
| | 5053 | case I_BehaviourAlienPlayer: |
| | 5054 | return 1; |
| | 5055 | default: |
| | 5056 | return 0; |
| | 5057 | } |
| | 5058 | } |
| | 5059 | } |
| | 5060 | return 0; |
| | 5061 | case I_BehaviourHierarchicalFragment: |
| | 5062 | { |
| | 5063 | HDEBRIS_BEHAV_BLOCK *debrisDataPtr = (HDEBRIS_BEHAV_BLOCK *)sbPtr->dataptr; |
| | 5064 | assert(debrisDataPtr); |
| | 5065 | |
| | 5066 | switch(debrisDataPtr->Type) |
| | 5067 | { |
| | 5068 | case I_BehaviourMarine: |
| | 5069 | { |
| | 5070 | MARINE_STATUS_BLOCK *marineStatusPointer = (MARINE_STATUS_BLOCK *)(sbPtr->dataptr); |
| | 5071 | |
| | 5072 | if(!marineStatusPointer->My_Weapon->ARealMarine) |
| | 5073 | return 0; |
| | 5074 | } |
| | 5075 | case I_BehaviourAlien: |
| | 5076 | case I_BehaviourPredator: |
| | 5077 | { |
| | 5078 | DISPLAYBLOCK *objectPtr = sbPtr->DisplayBlock; |
| | 5079 | |
| | 5080 | if (objectPtr && objectPtr->HModelControlBlock) |
| | 5081 | { |
| | 5082 | /* Test for the head... */ |
| | 5083 | SECTION_DATA *head = GetThisSectionData(objectPtr->HModelControlBlock->section_data, "head"); |
| | 5084 | /* Is it still attached? */ |
| | 5085 | |
| | 5086 | if (head && !(head->flags & section_data_notreal)) |
| | 5087 | { |
| | 5088 | if (!HModel_DepthTest(objectPtr->HModelControlBlock, head,1)) |
| | 5089 | return 1; // Fragment is big enough. |
| | 5090 | } |
| | 5091 | } |
| | 5092 | } |
| | 5093 | default: |
| | 5094 | return 0; |
| | 5095 | } |
| | 5096 | } |
| | 5097 | return 0; |
| | 5098 | case I_BehaviourSpeargunBolt: |
| | 5099 | { |
| | 5100 | SPEAR_BEHAV_BLOCK *spearDataPtr = (SPEAR_BEHAV_BLOCK *)sbPtr->dataptr; |
| | 5101 | assert(spearDataPtr); |
| | 5102 | |
| | 5103 | switch(spearDataPtr->Type) |
| | 5104 | { |
| | 5105 | case I_BehaviourMarine: |
| | 5106 | { |
| | 5107 | MARINE_STATUS_BLOCK *marineStatusPointer = (MARINE_STATUS_BLOCK *)(sbPtr->dataptr); |
| | 5108 | |
| | 5109 | if(!marineStatusPointer->My_Weapon->ARealMarine) |
| | 5110 | return 0; |
| | 5111 | } |
| | 5112 | case I_BehaviourAlien: |
| | 5113 | case I_BehaviourPredator: |
| | 5114 | { |
| | 5115 | DISPLAYBLOCK *objectPtr = sbPtr->DisplayBlock; |
| | 5116 | |
| | 5117 | if (objectPtr && objectPtr->HModelControlBlock) |
| | 5118 | { |
| | 5119 | /* Test for the head... */ |
| | 5120 | SECTION_DATA *head = GetThisSectionData(objectPtr->HModelControlBlock->section_data,"head"); |
| | 5121 | /* Is it still attached? */ |
| | 5122 | |
| | 5123 | if (head && !(head->flags & section_data_notreal)) |
| | 5124 | { |
| | 5125 | if (!HModel_DepthTest(objectPtr->HModelControlBlock,head,1)) |
| | 5126 | return 1; // Fragment is big enough. |
| | 5127 | } |
| | 5128 | } |
| | 5129 | } |
| | 5130 | default: |
| | 5131 | return 0; |
| | 5132 | } |
| | 5133 | } |
| | 5134 | default: |
| | 5135 | return 0; |
| | 5136 | } |
| | 5137 | } |
| | 5138 | |
| | 5139 | #define TROPHY_RANGE (3000) |
| | 5140 | #define TROPHY_RADIUS (200) |
| | 5141 | |
| | 5142 | static STRATEGYBLOCK *GetTrophyTarget(SECTION_DATA **head_section_data) |
| | 5143 | { |
| | 5144 | int numberOfObjects = numVisObjs; |
| | 5145 | |
| | 5146 | *head_section_data = NULL; |
| | 5147 | |
| | 5148 | while (numberOfObjects--) |
| | 5149 | { |
| | 5150 | DISPLAYBLOCK* objectPtr = VisibleObjects[numberOfObjects].DispPtr; |
| | 5151 | assert(objectPtr); |
| | 5152 | STRATEGYBLOCK *sbPtr = objectPtr->ObStrategyBlock; |
| | 5153 | |
| | 5154 | /* does object have a strategy block? */ |
| | 5155 | if (sbPtr && Trophy_TargetFilter(sbPtr)) |
| | 5156 | { |
| | 5157 | VECTORCH targetpos; |
| | 5158 | assert(objectPtr->HModelControlBlock); |
| | 5159 | |
| | 5160 | GetTargetingPointOfObject(objectPtr,&targetpos); |
| | 5161 | targetpos.vx -= Global_VDB.VDB_World.vx; |
| | 5162 | targetpos.vy -= Global_VDB.VDB_World.vy; |
| | 5163 | targetpos.vz -= Global_VDB.VDB_World.vz; |
| | 5164 | RotateVector(&targetpos, &Global_VDB.VDB_Mat); |
| | 5165 | |
| | 5166 | /* is it in the range band? */ |
| | 5167 | if ((targetpos.vz > 0) && (targetpos.vz < TROPHY_RANGE)) |
| | 5168 | { |
| | 5169 | DYNAMICSBLOCK *dynPtr = sbPtr->DynPtr; |
| | 5170 | |
| | 5171 | if (dynPtr) |
| | 5172 | { |
| | 5173 | if (IsThisObjectVisibleFromThisPosition_WithIgnore(objectPtr, PlayerStatus.DisplayBlock, &Global_VDB.VDB_World)) |
| | 5174 | { |
| | 5175 | /* The minute his *head* is in view... */ |
| | 5176 | SECTION_DATA *head = GetThisSectionData(objectPtr->HModelControlBlock->section_data,"head"); |
| | 5177 | /* Is it still attached? */ |
| | 5178 | |
| | 5179 | if (head && !(head->flags & section_data_notreal)) |
| | 5180 | { |
| | 5181 | /* We'll have the head now if at all. */ |
| | 5182 | /* I assume if we're alive, we have a head. */ |
| | 5183 | VECTORCH temp_view = head->View_Offset; |
| | 5184 | temp_view.vz = 0; |
| | 5185 | |
| | 5186 | if (Approximate3dMagnitude(&temp_view) < TROPHY_RADIUS) |
| | 5187 | { |
| | 5188 | /* Aw, okay. */ |
| | 5189 | *head_section_data = head; |
| | 5190 | return sbPtr; |
| | 5191 | } |
| | 5192 | } |
| | 5193 | } |
| | 5194 | } |
| | 5195 | } |
| | 5196 | } |
| | 5197 | } |
| | 5198 | |
| | 5199 | return NULL; |
| | 5200 | } |
| | 5201 | |
| | 5202 | static void WristbladePrimaryAttackAnimation() |
| | 5203 | { |
| | 5204 | /* Attack_Jab is the default. */ |
| | 5205 | |
| | 5206 | if ((FastRandom() & 65535) < 21645) |
| | 5207 | { |
| | 5208 | if (HModelSequence_Exists(&PlayersWeaponHModelController, HMSQT_PredatorHUD, (int)PHSS_Attack_Primary)) |
| | 5209 | { |
| | 5210 | InitHModelTweening(&PlayersWeaponHModelController, (ONE_FIXED>>4), HMSQT_PredatorHUD, (int)PHSS_Attack_Primary, -1, 0); |
| | 5211 | |
| | 5212 | StaffAttack = PlayerStatus.Crouching ? 6 : 7; |
| | 5213 | return; |
| | 5214 | } |
| | 5215 | } |
| | 5216 | |
| | 5217 | if ((FastRandom() & 65535) < 32767) |
| | 5218 | { |
| | 5219 | if (HModelSequence_Exists(&PlayersWeaponHModelController, HMSQT_PredatorHUD, (int)PHSS_Attack_Secondary)) |
| | 5220 | { |
| | 5221 | InitHModelTweening(&PlayersWeaponHModelController, (ONE_FIXED>>4), HMSQT_PredatorHUD, (int)PHSS_Attack_Secondary, -1, 0); |
| | 5222 | |
| | 5223 | StaffAttack = PlayerStatus.Crouching ? 8 : 9; |
| | 5224 | return; |
| | 5225 | } |
| | 5226 | } |
| | 5227 | |
| | 5228 | /* Still here? Use default. */ |
| | 5229 | |
| | 5230 | InitHModelTweening(&PlayersWeaponHModelController, (ONE_FIXED>>4), HMSQT_PredatorHUD, (int)PHSS_Attack_Jab, -1, 0); |
| | 5231 | StaffAttack = !PlayerStatus.Crouching; |
| | 5232 | } |
| | 5233 | |
| | 5234 | void maintain_wristblade() |
| | 5235 | { |
| | 5236 | switch(PlayersWeaponHModelController.Sub_Sequence) |
| | 5237 | { |
| | 5238 | case PHSS_Attack_Secondary_Weak_One: |
| | 5239 | case PHSS_Attack_Secondary_Weak_Two: |
| | 5240 | if (HModelAnimation_IsFinished(&PlayersWeaponHModelController)) |
| | 5241 | { |
| | 5242 | GenericPredatorWeapon_Idle(); |
| | 5243 | StaffAttack = -1; |
| | 5244 | } |
| | 5245 | else if (PlayersWeaponHModelController.keyframe_flags & 1) |
| | 5246 | { |
| | 5247 | MeleeWeapon_90Degree_Front_Core(&TemplateAmmo[AMMO_PRED_WRISTBLADE].MaxDamage, 2500, 0); |
| | 5248 | SpeciesSound(0, PSC_Swipe, ((FastRandom() & 255) - 128), &weaponHandle, &PlayerStatus.sbptr->DynPtr->Position,
PREDATOR_SOUND); |
| | 5249 | } |
| | 5250 | |
| | 5251 | PlayerStatus.WeaponState = WEAPONSTATE_FIRING_PRIMARY; |
| | 5252 | break; |
| | 5253 | case PHSS_Attack_Secondary_Strong_One: |
| | 5254 | case PHSS_Attack_Secondary_Strong_Two: |
| | 5255 | { |
| | 5256 | if (HModelAnimation_IsFinished(&PlayersWeaponHModelController)) |
| | 5257 | { |
| | 5258 | GenericPredatorWeapon_Idle(); |
| | 5259 | StaffAttack = -1; |
| | 5260 | } |
| | 5261 | else if (PlayersWeaponHModelController.keyframe_flags & 1) |
| | 5262 | { |
| | 5263 | SECTION_DATA *head_sec; |
| | 5264 | |
| | 5265 | STRATEGYBLOCK *Trophy = GetTrophyTarget(&head_sec); |
| | 5266 | |
| | 5267 | if (Trophy) |
| | 5268 | { |
| | 5269 | CauseDamageToHModel(Trophy->DisplayBlock->HModelControlBlock, Trophy, &TemplateAmmo[AMMO_PRED_TROPHY_KILLSECTION].MaxDamage,
ONE_FIXED, head_sec, NULL, NULL, 0); |
| | 5270 | |
| | 5271 | if (PlayerStatus.sound_mouth == SOUND_NOACTIVEINDEX) |
| | 5272 | SpeciesSound(0, PSC_Taunt, 0, &PlayerStatus.sound_mouth, &PlayerStatus.sbptr->DynPtr->Position, PREDATOR_SOUND); |
| | 5273 | |
| | 5274 | CurrentGameStats_TrophyCollected(Trophy); |
| | 5275 | } |
| | 5276 | else |
| | 5277 | { |
| | 5278 | MeleeWeapon_90Degree_Front_Core(&TemplateAmmo[AMMO_HEAVY_PRED_WRISTBLADE].MaxDamage, 2500, 1); |
| | 5279 | } |
| | 5280 | |
| | 5281 | SpeciesSound(0, PSC_Swipe, ((FastRandom()&255)-128), &weaponHandle, &PlayerStatus.sbptr->DynPtr->Position, PREDATOR_SOUND); |
| | 5282 | } |
| | 5283 | PlayerStatus.WeaponState = WEAPONSTATE_FIRING_SECONDARY; |
| | 5284 | } |
| | 5285 | break; |
| | 5286 | case PHSS_PullBack: |
| | 5287 | { |
| | 5288 | if(PlayerStatus.InputRequests.Rqst_FireSecondaryWeapon) |
| | 5289 | { |
| | 5290 | if (!PlayersWeaponHModelController.Tweening && (PlayersWeaponHModelController.sequence_timer == (ONE_FIXED-1))) |
| | 5291 | { |
| | 5292 | /* Finished poise move. */ |
| | 5293 | InitHModelTweening(&PlayersWeaponHModelController, (ONE_FIXED>>4), HMSQT_PredatorHUD, (int)PHSS_Hold, -1, 1); |
| | 5294 | } |
| | 5295 | else |
| | 5296 | { |
| | 5297 | Alien_Tail_Clock += NormalFrameTime; |
| | 5298 | } |
| | 5299 | } |
| | 5300 | else |
| | 5301 | { |
| | 5302 | ThrowSecondaryWeakStrike(); |
| | 5303 | } |
| | 5304 | } |
| | 5305 | break; |
| | 5306 | case PHSS_Hold: |
| | 5307 | { |
| | 5308 | /* Windup finished and holding... timeout? */ |
| | 5309 | Alien_Tail_Clock -= NormalFrameTime; |
| | 5310 | |
| | 5311 | if (Alien_Tail_Clock < -(ONE_FIXED << 2)) |
| | 5312 | { |
| | 5313 | InitHModelTweening_Backwards(&PlayersWeaponHModelController, (ONE_FIXED>>4), HMSQT_PredatorHUD, (int)PHSS_PullBack, -1, 0); |
| | 5314 | } |
| | 5315 | else if(!PlayerStatus.InputRequests.Rqst_FireSecondaryWeapon) |
| | 5316 | { |
| | 5317 | ThrowSecondaryStrongStrike(); |
| | 5318 | } |
| | 5319 | } |
| | 5320 | break; |
| | 5321 | case PHSS_Attack_Jab: |
| | 5322 | case PHSS_Attack_Primary: |
| | 5323 | case PHSS_Attack_Secondary: |
| | 5324 | { |
| | 5325 | if (HModelAnimation_IsFinished(&PlayersWeaponHModelController)) |
| | 5326 | { |
| | 5327 | StaffAttack = -1; |
| | 5328 | GenericPredatorWeapon_Idle(); |
| | 5329 | } |
| | 5330 | else if (PlayersWeaponHModelController.keyframe_flags & 1) |
| | 5331 | { |
| | 5332 | MeleeWeapon_90Degree_Front_Core(&TemplateAmmo[AMMO_PRED_WRISTBLADE].MaxDamage, 2500, 0); |
| | 5333 | SpeciesSound(0, PSC_Swipe, ((FastRandom()&255)-128), &weaponHandle, &PlayerStatus.sbptr->DynPtr->Position, PREDATOR_SOUND); |
| | 5334 | } |
| | 5335 | PlayerStatus.WeaponState = WEAPONSTATE_FIRING_PRIMARY; |
| | 5336 | } |
| | 5337 | break; |
| | 5338 | default: |
| | 5339 | if (PlayerStatus.InputRequests.Rqst_FirePrimaryWeapon) |
| | 5340 | { |
| | 5341 | WristbladePrimaryAttackAnimation(); |
| | 5342 | } |
| | 5343 | else if(PlayerStatus.InputRequests.Rqst_FireSecondaryWeapon) |
| | 5344 | { |
| | 5345 | InitHModelTweening(&PlayersWeaponHModelController, (ONE_FIXED>>4), HMSQT_PredatorHUD, (int)PHSS_PullBack, -1, 0); |
| | 5346 | Alien_Tail_Clock = 0; |
| | 5347 | } |
| | 5348 | else |
| | 5349 | { |
| | 5350 | PlayerStatus.WeaponState = WEAPONSTATE_IDLE; |
| | 5351 | GenericPredatorWeapon_Idle(); |
| | 5352 | } |
| | 5353 | } |
| | 5354 | |
| | 5355 | } |
| | 5356 | |
| | 5357 | void CreateSpearPossiblyWithFragment(DISPLAYBLOCK *dispPtr, VECTORCH *spearPositionPtr, VECTORCH *spearDirectionPtr) |
| | 5358 | { |
| | 5359 | if (dispPtr) |
| | 5360 | { |
| | 5361 | STRATEGYBLOCK *sbPtr = dispPtr->ObStrategyBlock; |
| | 5362 | assert(sbPtr); |
| | 5363 | DYNAMICSBLOCK *dynPtr = sbPtr->DynPtr; |
| | 5364 | assert(dynPtr); |
| | 5365 | |
| | 5366 | switch(sbPtr->type) |
| | 5367 | { |
| | 5368 | case I_BehaviourHierarchicalFragment: |
| | 5369 | { |
| | 5370 | SPEAR_BEHAV_BLOCK *newBehaviourDataBlock = malloc(sizeof(SPEAR_BEHAV_BLOCK)); |
| | 5371 | |
| | 5372 | Splice_HModels(&newBehaviourDataBlock->HierarchicalFragment, (((HDEBRIS_BEHAV_BLOCK * )
sbPtr->dataptr)->HModelController).section_data); |
| | 5373 | |
| | 5374 | AVP_BEHAVIOUR_TYPE Type = ((HDEBRIS_BEHAV_BLOCK * ) sbPtr->dataptr)->Type; |
| | 5375 | int SubType = ((HDEBRIS_BEHAV_BLOCK * ) sbPtr->dataptr)->SubType; |
| | 5376 | |
| | 5377 | int android = ((I_BehaviourMarine == Type) && (-1 == SubType)); |
| | 5378 | |
| | 5379 | /* we don't need the old extra sb data */ |
| | 5380 | Dispel_HModel(&(((HDEBRIS_BEHAV_BLOCK * ) sbPtr->dataptr)->HModelController)); |
| | 5381 | free(sbPtr->dataptr); |
| | 5382 | |
| | 5383 | dispPtr->HModelControlBlock = &newBehaviourDataBlock->HierarchicalFragment; |
| | 5384 | |
| | 5385 | sbPtr->dataptr = (void*) newBehaviourDataBlock; |
| | 5386 | |
| | 5387 | if (!sbPtr->dataptr) |
| | 5388 | { |
| | 5389 | // Failed to allocate a strategy block data pointer |
| | 5390 | RemoveBehaviourStrategy(sbPtr); |
| | 5391 | return; |
| | 5392 | } |
| | 5393 | |
| | 5394 | sbPtr->type = I_BehaviourSpeargunBolt; |
| | 5395 | |
| | 5396 | ((SPEAR_BEHAV_BLOCK *)sbPtr->dataptr)->counter = 5 * ONE_FIXED; |
| | 5397 | ((SPEAR_BEHAV_BLOCK *)sbPtr->dataptr)->Stuck = 0; |
| | 5398 | ((SPEAR_BEHAV_BLOCK *)sbPtr->dataptr)->SpearThroughFragment = 1; |
| | 5399 | ((SPEAR_BEHAV_BLOCK *)sbPtr->dataptr)->Android = android; |
| | 5400 | ((SPEAR_BEHAV_BLOCK *)sbPtr->dataptr)->Type = Type; |
| | 5401 | ((SPEAR_BEHAV_BLOCK *)sbPtr->dataptr)->SubType = SubType; |
| | 5402 | |
| | 5403 | dynPtr->LinVelocity.vx = spearDirectionPtr->vx / 4; |
| | 5404 | dynPtr->LinVelocity.vy = spearDirectionPtr->vy / 4; |
| | 5405 | dynPtr->LinVelocity.vz = spearDirectionPtr->vz / 4; |
| | 5406 | dynPtr->LinImpulse.vx = 0; |
| | 5407 | dynPtr->LinImpulse.vy = 0; |
| | 5408 | dynPtr->LinImpulse.vz = 0; |
| | 5409 | dynPtr->AngVelocity.EulerX = 0; |
| | 5410 | dynPtr->AngVelocity.EulerY = 0; |
| | 5411 | dynPtr->AngVelocity.EulerZ = 0; |
| | 5412 | dynPtr->GravityOn = 1; |
| | 5413 | dynPtr->StopOnCollision = 1; |
| | 5414 | |
| | 5415 | ((SPEAR_BEHAV_BLOCK *)sbPtr->dataptr)->Position.vx = spearPositionPtr->vx - dynPtr->Position.vx; |
| | 5416 | ((SPEAR_BEHAV_BLOCK *)sbPtr->dataptr)->Position.vy = spearPositionPtr->vy - dynPtr->Position.vy; |
| | 5417 | ((SPEAR_BEHAV_BLOCK *)sbPtr->dataptr)->Position.vz = spearPositionPtr->vz - dynPtr->Position.vz; |
| | 5418 | { |
| | 5419 | MATRIXCH mat; |
| | 5420 | MakeMatrixFromDirection(spearDirectionPtr,&mat); |
| | 5421 | ((SPEAR_BEHAV_BLOCK *)sbPtr->dataptr)->Orient = mat; |
| | 5422 | } |
| | 5423 | |
| | 5424 | /* Ooooh! Not initialised at all! CDF 23/9/98, hassled about an assert */ |
| | 5425 | /* KJL 10:37:56 05/10/98 - Just keeping you on your toes :) */ |
| | 5426 | |
| | 5427 | InitHModelTweening(&(((SPEAR_BEHAV_BLOCK *)sbPtr->dataptr)->HierarchicalFragment),(ONE_FIXED<<1),0,1,ONE_FIXED,0); |
| | 5428 | ProveHModel(dispPtr->HModelControlBlock,dispPtr); |
| | 5429 | /* And just for now... */ |
| | 5430 | ((SPEAR_BEHAV_BLOCK *)sbPtr->dataptr)->HierarchicalFragment.Playing=0; |
| | 5431 | |
| | 5432 | /* Baaaad Kevin! And why couldn't you have called the HModelController 'HModelController' like God intended? */ |
| | 5433 | /* KJL 10:38:17 05/10/98 - Hey, I was trying to be descriptive. */ |
| | 5434 | |
| | 5435 | Sound_Play(SID_PLASMABOLT_HIT, "d", &dynPtr->Position); |
| | 5436 | } |
| | 5437 | break; |
| | 5438 | case I_BehaviourVideoScreen: |
| | 5439 | puts("VIDEO"); |
| | 5440 | break; |
| | 5441 | case I_BehaviourDummy: |
| | 5442 | case I_BehaviourMarine: |
| | 5443 | break; |
| | 5444 | default: // we have hit static dynamic object; not the same as hitting the environment. |
| | 5445 | printf("hitting default %d\n", sbPtr->type); |
| | 5446 | break; |
| | 5447 | } |
| | 5448 | } |
| | 5449 | } |
| | 5450 | |
| | 5451 | #define SPEAR_NPC_IMPULSE (2000) |
| | 5452 | |
| | 5453 | static void HandleSpearImpact(VECTORCH *positionPtr, STRATEGYBLOCK *sbPtr, VECTORCH *directionPtr, SECTION_DATA *this_section_data) |
| | 5454 | { |
| | 5455 | if(sbPtr) |
| | 5456 | { |
| | 5457 | VECTORCH incoming; |
| | 5458 | VECTORCH *invec = NULL; |
| | 5459 | DISPLAYBLOCK *fragged_section = NULL; |
| | 5460 | |
| | 5461 | if (sbPtr->DynPtr) |
| | 5462 | { |
| | 5463 | MATRIXCH WtoLMat = sbPtr->DynPtr->OrientMat; |
| | 5464 | /* Consider incoming hit direction. */ |
| | 5465 | TransposeMatrixCH(&WtoLMat); |
| | 5466 | RotateAndCopyVector(directionPtr, &incoming, &WtoLMat); |
| | 5467 | invec = &incoming; |
| | 5468 | |
| | 5469 | DYNAMICSBLOCK *dynPtr = sbPtr->DynPtr; |
| | 5470 | /* Forget torque for the moment. */ |
| | 5471 | |
| | 5472 | /* Knock the character back - unless it is the alien queen. */ |
| | 5473 | if(sbPtr->type != I_BehaviourQueenAlien) |
| | 5474 | { |
| | 5475 | dynPtr->LinImpulse.vx += MUL_FIXED(directionPtr->vx, SPEAR_NPC_IMPULSE); |
| | 5476 | dynPtr->LinImpulse.vy += MUL_FIXED(directionPtr->vy, SPEAR_NPC_IMPULSE); |
| | 5477 | dynPtr->LinImpulse.vz += MUL_FIXED(directionPtr->vz, SPEAR_NPC_IMPULSE); |
| | 5478 | } |
| | 5479 | } |
| | 5480 | |
| | 5481 | if (this_section_data && sbPtr->DisplayBlock && sbPtr->DisplayBlock->HModelControlBlock) |
| | 5482 | { |
| | 5483 | AddDecalToHModel(&LOS_ObjectNormal, &LOS_Point, this_section_data); |
| | 5484 | |
| | 5485 | assert(sbPtr->DisplayBlock->HModelControlBlock == this_section_data->my_controller); |
| | 5486 | fragged_section = CauseDamageToHModel(sbPtr->DisplayBlock->HModelControlBlock, sbPtr, &TemplateAmmo[AMMO_PRED_RIFLE].MaxDamage, ONE_FIXED,
this_section_data, invec, positionPtr, 0); |
| | 5487 | |
| | 5488 | if (fragged_section) |
| | 5489 | { |
| | 5490 | fragged_section->ObStrategyBlock->DynPtr->LinImpulse.vx += MUL_FIXED(directionPtr->vx, SPEAR_NPC_IMPULSE); |
| | 5491 | fragged_section->ObStrategyBlock->DynPtr->LinImpulse.vy += MUL_FIXED(directionPtr->vy, SPEAR_NPC_IMPULSE); |
| | 5492 | fragged_section->ObStrategyBlock->DynPtr->LinImpulse.vz += MUL_FIXED(directionPtr->vz, SPEAR_NPC_IMPULSE); |
| | 5493 | CreateSpearPossiblyWithFragment(fragged_section, &LOS_Point, directionPtr); |
| | 5494 | } |
| | 5495 | } |
| | 5496 | else |
| | 5497 | { |
| | 5498 | CauseDamageToObject(sbPtr, &TemplateAmmo[AMMO_PRED_RIFLE].MaxDamage, ONE_FIXED, invec); |
| | 5499 | if (I_BehaviourInanimateObject == sbPtr->type) |
| | 5500 | { |
| | 5501 | //puts("TAAAAAAA"); |
| | 5502 | } |
| | 5503 | } |
| | 5504 | } |
| | 5505 | } |
| | 5506 | |
| | 5507 | void ShotPredRifleArrow(const VECTORCH *start_position, const MATRIXCH *orient) |
| | 5508 | { |
| | 5509 | STRATEGYBLOCK* sbPtr = CreateActiveStrategyBlock(I_BehaviourSpeargunBolt); |
| | 5510 | |
| | 5511 | if (NULL != sbPtr) |
| | 5512 | { |
| | 5513 | sbPtr->shapeIndex = GetLoadedShapeMSL("spear"); |
| | 5514 | DISPLAYBLOCK *dispPtr = sbPtr->DisplayBlock = AllocateNewObject(sbPtr->shapeIndex); |
| | 5515 | DYNAMICSBLOCK *dynPtr = AllocateDynamicsBlock(DYNAMICS_TEMPLATE_GRENADE); |
| | 5516 | sbPtr->dataptr = malloc(sizeof(SPEAR_BEHAV_BLOCK)); |
| | 5517 | |
| | 5518 | if((NULL == dynPtr) || (NULL == sbPtr->dataptr) || (NULL == dispPtr)) |
| | 5519 | { |
| | 5520 | RemoveBehaviourStrategy(sbPtr); |
| | 5521 | return; |
| | 5522 | } |
| | 5523 | |
| | 5524 | dispPtr->ObStrategyBlock = sbPtr; |
| | 5525 | dispPtr->ObStrategyBlock->DynPtr = dynPtr; |
| | 5526 | dispPtr->ObWorld = *start_position; |
| | 5527 | |
| | 5528 | dispPtr->extent.max_x = 10; |
| | 5529 | dispPtr->extent.max_y = 10; |
| | 5530 | dispPtr->extent.max_z = 10; |
| | 5531 | dispPtr->extent.min_x = -10; |
| | 5532 | dispPtr->extent.min_y = -10; |
| | 5533 | dispPtr->extent.min_z = -10; |
| | 5534 | |
| | 5535 | ((SPEAR_BEHAV_BLOCK *)dispPtr->ObStrategyBlock->dataptr)->counter = 50 * ONE_FIXED; |
| | 5536 | ((SPEAR_BEHAV_BLOCK *)dispPtr->ObStrategyBlock->dataptr)->Stuck = 0; |
| | 5537 | ((SPEAR_BEHAV_BLOCK *)dispPtr->ObStrategyBlock->dataptr)->FromPlayer = 1; |
| | 5538 | ((SPEAR_BEHAV_BLOCK *)dispPtr->ObStrategyBlock->dataptr)->SpearThroughFragment = 0; |
| | 5539 | ((SPEAR_BEHAV_BLOCK *)dispPtr->ObStrategyBlock->dataptr)->Android = 0; |
| | 5540 | ((SPEAR_BEHAV_BLOCK *)dispPtr->ObStrategyBlock->dataptr)->Type = I_BehaviourSpeargunBolt; |
| | 5541 | ((SPEAR_BEHAV_BLOCK *)dispPtr->ObStrategyBlock->dataptr)->SubType = 0; |
| | 5542 | |
| | 5543 | dynPtr->Position = dynPtr->PrevPosition = *start_position; |
| | 5544 | dynPtr->OrientMat = dynPtr->PrevOrientMat = *orient; |
| | 5545 | dynPtr->Mass = 1; |
| | 5546 | |
| | 5547 | #define PREDATOR_ARROW_SPEED 900000 |
| | 5548 | dynPtr->LinVelocity.vx = MUL_FIXED(dynPtr->OrientMat.mat31, PREDATOR_ARROW_SPEED); |
| | 5549 | dynPtr->LinVelocity.vy = MUL_FIXED(dynPtr->OrientMat.mat32, PREDATOR_ARROW_SPEED); |
| | 5550 | dynPtr->LinVelocity.vz = MUL_FIXED(dynPtr->OrientMat.mat33, PREDATOR_ARROW_SPEED); |
| | 5551 | |
| | 5552 | //send location here , so as to avoid having to update it every frame |
| | 5553 | if(SinglePlayer != AvP.PlayMode) |
| | 5554 | AddNetMsg_LocalObjectState(dispPtr->ObStrategyBlock); |
| | 5555 | } |
| | 5556 | } |
| | 5557 | |
| | 5558 | #define SPEAR_PLAYER_IMPULSE (-6000) |
| | 5559 | |
| | 5560 | void maintain_speargun() |
| | 5561 | { |
| | 5562 | switch(PlayersWeaponHModelController.Sub_Sequence) |
| | 5563 | { |
| | 5564 | case PHSS_Stand: |
| | 5565 | case PHSS_Run: |
| | 5566 | case PHSS_Fidget: |
| | 5567 | if (PlayerStatus.InputRequests.Rqst_FirePrimaryWeapon && PlayerStatus.SelectedWeapon->PrimaryRoundsRemaining) |
| | 5568 | { |
| | 5569 | CurrentGameStats_WeaponFired(PlayerStatus.SelectedWeaponSlot, 1); |
| | 5570 | |
| | 5571 | if (CHEATMODE_PIGSTICKING != UserProfile.active_bonus) |
| | 5572 | { |
| | 5573 | PlayerStatus.SelectedWeapon->PrimaryRoundsRemaining--; |
| | 5574 | ShotPredRifleArrow(&PWMFSDP->World_Offset, &PlayerStatus.weapon.ObMat); |
| | 5575 | Sound_Play(SID_PRED_LASER, "hpd", (FastRandom() & 255)-128, &PlayerStatus.sbptr->DynPtr->Position); |
| | 5576 | } |
| | 5577 | else |
| | 5578 | { |
| | 5579 | int i; |
| | 5580 | for (i = 0; i < 10; i++) |
| | 5581 | { |
| | 5582 | VECTORCH start_position = PWMFSDP->World_Offset; |
| | 5583 | start_position.vx += FastRandom() & 2024;// + (i * 2); |
| | 5584 | start_position.vy += FastRandom() & 2024;// + (i * 2); |
| | 5585 | start_position.vz += FastRandom() & 2024;// + (i * 2); |
| | 5586 | ShotPredRifleArrow(&start_position, &PlayerStatus.weapon.ObMat); |
| | 5587 | /* |
| | 5588 | MATRIXCH ObMat = PlayerStatus.weapon.ObMat; |
| | 5589 | ObMat.mat31 += FastRandom() & 2048 + i*2; |
| | 5590 | ObMat.mat32 += FastRandom() & 2048 + i*2; |
| | 5591 | ObMat.mat33 += FastRandom() & 2048 + i*2; |
| | 5592 | |
| | 5593 | ShotPredRifleArrow(&PWMFSDP->World_Offset, &ObMat); |
| | 5594 | */ |
| | 5595 | } |
| | 5596 | } |
| | 5597 | |
| | 5598 | if(DynamicObjectIsMoving(PlayerStatus.sbptr->DynPtr) || !PlayerStatus.sbptr->DynPtr->IsInContactWithFloor) |
| | 5599 | { |
| | 5600 | /* Kickback! */ |
| | 5601 | PlayerStatus.sbptr->DynPtr->LinImpulse.vx += MUL_FIXED(PlayerStatus.weapon.ObMat.mat31, SPEAR_PLAYER_IMPULSE); |
| | 5602 | PlayerStatus.sbptr->DynPtr->LinImpulse.vy += MUL_FIXED(PlayerStatus.weapon.ObMat.mat32, SPEAR_PLAYER_IMPULSE); |
| | 5603 | PlayerStatus.sbptr->DynPtr->LinImpulse.vz += MUL_FIXED(PlayerStatus.weapon.ObMat.mat33, SPEAR_PLAYER_IMPULSE); |
| | 5604 | } |
| | 5605 | |
| | 5606 | int time = DIV_FIXED(ONE_FIXED, 65536*2); |
| | 5607 | time -= (ONE_FIXED>>4); |
| | 5608 | |
| | 5609 | InitHModelTweening(&PlayersWeaponHModelController, (ONE_FIXED>>3), HMSQT_PredatorHUD, (int)PHSS_Attack_Primary, time, 0); |
| | 5610 | return; |
| | 5611 | } |
| | 5612 | else if (!PlayerStatus.SelectedWeapon->PrimaryRoundsRemaining) |
| | 5613 | { |
| | 5614 | PredatorZeroAmmoFunctionality(); |
| | 5615 | } |
| | 5616 | break; |
| | 5617 | case PHSS_Attack_Primary: |
| | 5618 | if (!HModelAnimation_IsFinished(&PlayersWeaponHModelController)) |
| | 5619 | return; |
| | 5620 | default: |
| | 5621 | break; |
| | 5622 | } |
| | 5623 | |
| | 5624 | GenericPredatorWeapon_Idle(); |
| | 5625 | } |
| | 5626 | |
| | 5627 | static const int Caster_PCKill = 49151; |
| | 5628 | static const int Caster_NPCKill = 16384; |
| | 5629 | |
| | 5630 | static void InitialiseEnergyBoltBehaviour(DAMAGE_PROFILE *damage, int factor) |
| | 5631 | { |
| | 5632 | VECTORCH position = {-300,0,0}; |
| | 5633 | VECTORCH targetDirection; |
| | 5634 | MATRIXCH orient; |
| | 5635 | |
| | 5636 | /* calculate the position */ |
| | 5637 | MATRIXCH matrix = Global_VDB.VDB_Mat; |
| | 5638 | TransposeMatrixCH(&matrix); |
| | 5639 | |
| | 5640 | RotateVector(&position, &matrix); |
| | 5641 | |
| | 5642 | position.vx += PlayerStatus.DisplayBlock->ObWorld.vx; |
| | 5643 | position.vy += PlayerStatus.DisplayBlock->ObWorld.vy; |
| | 5644 | position.vz += PlayerStatus.DisplayBlock->ObWorld.vz; |
| | 5645 | |
| | 5646 | if(SmartTarget_Object) |
| | 5647 | { |
| | 5648 | targetDirection.vx = PlayerStatus.Target.Position.vx - position.vx; |
| | 5649 | targetDirection.vy = PlayerStatus.Target.Position.vy - position.vy; |
| | 5650 | targetDirection.vz = PlayerStatus.Target.Position.vz - position.vz; |
| | 5651 | } |
| | 5652 | else |
| | 5653 | { |
| | 5654 | targetDirection.vx = 0; |
| | 5655 | targetDirection.vy = 0; |
| | 5656 | targetDirection.vz = 65535; |
| | 5657 | RotateVector(&targetDirection, &matrix); |
| | 5658 | } |
| | 5659 | |
| | 5660 | Normalise(&targetDirection); |
| | 5661 | MakeMatrixFromDirection(&targetDirection, &orient); |
| | 5662 | |
| | 5663 | { |
| | 5664 | SECTION_DATA *muzzle = GetThisSectionData(PlayerStatus.HModelController.section_data, "dum flash"); |
| | 5665 | InitialiseEnergyBoltBehaviourKernel(&muzzle->World_Offset, &muzzle->SecMat, 1, damage, factor); |
| | 5666 | } |
| | 5667 | //InitialiseEnergyBoltBehaviourKernel(&position, &orient, 1, damage, factor); |
| | 5668 | } |
| | 5669 | |
| | 5670 | static void fire_shouldercannon() |
| | 5671 | { |
| | 5672 | PlayersWeaponHModelController.Playing = 1; |
| | 5673 | |
| | 5674 | if (PlayerStatus.PlasmaCasterCharge < 0) |
| | 5675 | { |
| | 5676 | /* Don't fire at all! */ |
| | 5677 | Sound_Play(SID_PREDATOR_PLASMACASTER_EMPTY, "h"); |
| | 5678 | } |
| | 5679 | else |
| | 5680 | { |
| | 5681 | int jumpcharge = MUL_FIXED(Caster_Jumpstart, Caster_ChargeRatio); |
| | 5682 | |
| | 5683 | if ((PlayerStatus.FieldCharge < jumpcharge) && (PlayerStatus.PlasmaCasterCharge < Caster_NPCKill)) |
| | 5684 | return; |
| | 5685 | { |
| | 5686 | PlayerStatus.PlasmaCasterCharge = Caster_Jumpstart; |
| | 5687 | PlayerStatus.FieldCharge -= jumpcharge; |
| | 5688 | CurrentGameStats_ChargeUsed(jumpcharge); |
| | 5689 | CurrentGameStats_WeaponFired(PlayerStatus.SelectedWeaponSlot, 1); |
| | 5690 | |
| | 5691 | /* Fix plasmacaster damage. */ |
| | 5692 | Player_Weapon_Damage = TemplateAmmo[AMMO_PLASMACASTER].MaxDamage; |
| | 5693 | |
| | 5694 | /* At least we can theoretically work it. */ |
| | 5695 | |
| | 5696 | if (PlayerStatus.PlasmaCasterCharge >= Caster_NPCKill) |
| | 5697 | { |
| | 5698 | /* In the upper graph. */ |
| | 5699 | int factor = PlayerStatus.PlasmaCasterCharge - Caster_NPCKill; |
| | 5700 | factor = DIV_FIXED(factor, (Caster_PCKill - Caster_NPCKill)); |
| | 5701 | |
| | 5702 | Player_Weapon_Damage.Impact += MUL_FIXED(30, factor); |
| | 5703 | Player_Weapon_Damage.Penetrative += MUL_FIXED(65, factor); |
| | 5704 | Player_Weapon_Damage.Fire += MUL_FIXED(15, factor); |
| | 5705 | Player_Weapon_Damage.Electrical += MUL_FIXED(30, factor); |
| | 5706 | } |
| | 5707 | else |
| | 5708 | { |
| | 5709 | /* In the lower graph. */ |
| | 5710 | int factor = DIV_FIXED(PlayerStatus.PlasmaCasterCharge, Caster_NPCKill); |
| | 5711 | Player_Weapon_Damage.Penetrative = MUL_FIXED(TemplateAmmo[AMMO_PLASMACASTER].MaxDamage.Penetrative, factor); |
| | 5712 | } |
| | 5713 | |
| | 5714 | InitialiseEnergyBoltBehaviour(&Player_Weapon_Damage, PlayerStatus.PlasmaCasterCharge); |
| | 5715 | } |
| | 5716 | } |
| | 5717 | } |
| | 5718 | |
| | 5719 | void maintain_shouldercannon() |
| | 5720 | { |
| | 5721 | if(PlayerStatus.InputRequests.Rqst_FireSecondaryWeapon && (PlayerStatus.PlasmaCasterCharge < ONE_FIXED) && (PlayerStatus.FieldCharge >
0)) |
| | 5722 | { |
| | 5723 | int chargerate; |
| | 5724 | int optimumchargerate = DIV_FIXED(NormalFrameTime, Caster_Chargetime); |
| | 5725 | |
| | 5726 | /* optimumchargerate is for the CASTER. */ |
| | 5727 | |
| | 5728 | if (PlayerStatus.FieldCharge >= MUL_FIXED(optimumchargerate, Caster_ChargeRatio)) |
| | 5729 | chargerate = optimumchargerate; |
| | 5730 | else |
| | 5731 | chargerate = DIV_FIXED(PlayerStatus.FieldCharge, Caster_ChargeRatio); |
| | 5732 | |
| | 5733 | if (PlayerStatus.PlasmaCasterCharge + chargerate > ONE_FIXED) |
| | 5734 | chargerate = ONE_FIXED - PlayerStatus.PlasmaCasterCharge; |
| | 5735 | |
| | 5736 | PlayerStatus.FieldCharge -= MUL_FIXED(chargerate, Caster_ChargeRatio); |
| | 5737 | CurrentGameStats_ChargeUsed(MUL_FIXED(chargerate, Caster_ChargeRatio)); |
| | 5738 | assert(PlayerStatus.FieldCharge >= 0); |
| | 5739 | PlayerStatus.PlasmaCasterCharge += chargerate; |
| | 5740 | assert(PlayerStatus.PlasmaCasterCharge <= ONE_FIXED); |
| | 5741 | |
| | 5742 | if (chargerate) |
| | 5743 | { |
| | 5744 | /* Play a charging sound! */ |
| | 5745 | if(weaponHandle != SOUND_NOACTIVEINDEX) |
| | 5746 | { |
| | 5747 | if (ActiveSounds[weaponHandle].soundIndex != SID_PREDATOR_PLASMACASTER_CHARGING) |
| | 5748 | Sound_Stop(weaponHandle); // Stop other sounds... |
| | 5749 | } |
| | 5750 | |
| | 5751 | if(weaponHandle == SOUND_NOACTIVEINDEX) |
| | 5752 | Sound_Play(SID_PREDATOR_PLASMACASTER_CHARGING, "ehl", &weaponHandle); |
| | 5753 | } |
| | 5754 | } |
| | 5755 | else |
| | 5756 | { |
| | 5757 | /* Be very quiet... we're hunting wabbits! */ |
| | 5758 | if(weaponHandle != SOUND_NOACTIVEINDEX) |
| | 5759 | Sound_Stop(weaponHandle); |
| | 5760 | } |
| | 5761 | |
| | 5762 | |
| | 5763 | //printf("Plasma Caster Charge = %d\n", PlayerStatus.PlasmaCasterCharge); |
| | 5764 | |
| | 5765 | /* Now anim control. */ |
| | 5766 | |
| | 5767 | if (PlayersWeaponHModelController.Sub_Sequence == PHSS_Attack_Primary) |
| | 5768 | { |
| | 5769 | if (PlayersWeaponHModelController.Tweening) |
| | 5770 | { |
| | 5771 | PlayersWeaponHModelController.Playing = 1; |
| | 5772 | return; |
| | 5773 | } |
| | 5774 | |
| | 5775 | assert(PlayersWeaponHModelController.Looped == 0); |
| | 5776 | |
| | 5777 | if (!HModelAnimation_IsFinished(&PlayersWeaponHModelController)) |
| | 5778 | return; |
| | 5779 | } |
| | 5780 | else if (PlayerStatus.InputRequests.Rqst_FirePrimaryWeapon) |
| | 5781 | { |
| | 5782 | /* Start Animation. */ |
| | 5783 | assert(PlayersWeaponHModelController.section_data); |
| | 5784 | assert(PlayersWeaponHModelController.Playing == 1); |
| | 5785 | InitHModelTweening(&PlayersWeaponHModelController, (ONE_FIXED>>4), HMSQT_PredatorHUD, (int)PHSS_Attack_Primary, -1, 0); |
| | 5786 | fire_shouldercannon(); |
| | 5787 | return; |
| | 5788 | } |
| | 5789 | |
| | 5790 | GenericPredatorWeapon_Idle(); |
| | 5791 | } |
| | 5792 | |
| | 5793 | void FireExtinguisher() |
| | 5794 | { |
| | 5795 | /* Ha ha ha. I made a funny! */ |
| | 5796 | |
| | 5797 | if (PlayerStatus.sbptr->DamageBlock.IsOnFire && (PlayerStatus.FieldCharge > EXTINGUISHER_USE_THRESHOLD)) |
| | 5798 | { |
| | 5799 | /* No longer will we do that wussey instant healing thing! */ |
| | 5800 | PlayerStatus.FieldCharge -= EXTINGUISHER_USE_THRESHOLD; |
| | 5801 | CurrentGameStats_ChargeUsed(EXTINGUISHER_USE_THRESHOLD); |
| | 5802 | |
| | 5803 | assert(PlayersWeaponHModelController.section_data); |
| | 5804 | InitHModelTweening(&PlayersWeaponHModelController, (ONE_FIXED >> 4), HMSQT_PredatorHUD, (int)PHSS_Attack_Primary, -1, 0); |
| | 5805 | } |
| | 5806 | } |
| | 5807 | |
| | 5808 | void Extinguisher_Use() |
| | 5809 | { |
| | 5810 | if (PlayersWeaponHModelController.keyframe_flags & 1) |
| | 5811 | PlayerStatus.sbptr->DamageBlock.IsOnFire = 0; |
| | 5812 | |
| | 5813 | /* That's all, folks. */ |
| | 5814 | } |
| | 5815 | |
| | 5816 | void FireSpikeyThing() |
| | 5817 | { |
| | 5818 | if ((PlayerStatus.sbptr->DamageBlock.Health == PlayerStatus.StartingHealth << ONE_FIXED_SHIFT) &&
!PlayerStatus.sbptr->DamageBlock.IsOnFire) |
| | 5819 | return; |
| | 5820 | |
| | 5821 | if (PlayerStatus.FieldCharge > MEDICOMP_USE_THRESHOLD) |
| | 5822 | { |
| | 5823 | /* No longer will we do that wussey instant healing thing! */ |
| | 5824 | PlayerStatus.FieldCharge -= MEDICOMP_USE_THRESHOLD - 1; |
| | 5825 | CurrentGameStats_ChargeUsed(MEDICOMP_USE_THRESHOLD - 1); |
| | 5826 | |
| | 5827 | assert(PlayersWeaponHModelController.section_data); |
| | 5828 | InitHModelTweening(&PlayersWeaponHModelController, (ONE_FIXED>>4), HMSQT_PredatorHUD, (int)PHSS_Attack_Secondary, -1, 0); |
| | 5829 | } |
| | 5830 | } |
| | 5831 | |
| | 5832 | void SpikeyThing_Use() |
| | 5833 | { |
| | 5834 | /* We must be in the animation. */ |
| | 5835 | |
| | 5836 | /* Maintain this state... */ |
| | 5837 | PlayerStatus.WeaponStateTimeOutCounter = ONE_FIXED >> 1; |
| | 5838 | |
| | 5839 | if (PlayersWeaponHModelController.keyframe_flags & 1) |
| | 5840 | { |
| | 5841 | if (PlayerStatus.sbptr->DamageBlock.IsOnFire) |
| | 5842 | PlayerStatus.sbptr->DamageBlock.IsOnFire = 0; |
| | 5843 | } |
| | 5844 | |
| | 5845 | if (PlayersWeaponHModelController.keyframe_flags & 2) |
| | 5846 | { |
| | 5847 | PlayerStatus.sbptr->DamageBlock.Health = PlayerStatus.StartingHealth << ONE_FIXED_SHIFT; |
| | 5848 | PlayerStatus.Health = PlayerStatus.sbptr->DamageBlock.Health; |
| | 5849 | |
| | 5850 | /* Now yell a bit? */ |
| | 5851 | if (PlayerStatus.sound_mouth != SOUND_NOACTIVEINDEX) |
| | 5852 | Sound_Stop(PlayerStatus.sound_mouth); |
| | 5853 | |
| | 5854 | Sound_Play(SID_PRED_ROAR, "hed", &PlayerStatus.sound_mouth, &PlayerStatus.sbptr->DynPtr->Position); |
| | 5855 | |
| | 5856 | if(SinglePlayer != AvP.PlayMode) |
| | 5857 | netGameData.myLastScream = PSC_Medicomp_Special; |
| | 5858 | |
| | 5859 | if (GREENFLASH_INTENSITY > PlayerStatus.DamagedOverlayIntensity) |
| | 5860 | PlayerStatus.DamagedOverlayIntensity = GREENFLASH_INTENSITY; |
| | 5861 | |
| | 5862 | { |
| | 5863 | /* Auto change to wristblade? */ |
| | 5864 | int slot = PlayerStatus.PreviouslySelectedWeaponSlot; |
| | 5865 | |
| | 5866 | /* Try flashback weapon... */ |
| | 5867 | if (slot == -1) |
| | 5868 | slot = SlotForThisWeapon(WEAPON_PRED_WRISTBLADE); |
| | 5869 | |
| | 5870 | PlayerStatus.SwapToWeaponSlot = slot; |
| | 5871 | PlayerStatus.WeaponState = WEAPONSTATE_UNREADYING; |
| | 5872 | PlayerStatus.WeaponStateTimeOutCounter = ONE_FIXED; |
| | 5873 | } |
| | 5874 | } |
| | 5875 | } |
| | 5876 | |
| | 5877 | void maintain_medicomp() |
| | 5878 | { |
| | 5879 | switch(PlayersWeaponHModelController.Sub_Sequence) |
| | 5880 | { |
| | 5881 | case PHSS_Attack_Primary: |
| | 5882 | if (HModelAnimation_IsFinished(&PlayersWeaponHModelController)) |
| | 5883 | GenericPredatorWeapon_Idle(); |
| | 5884 | else |
| | 5885 | Extinguisher_Use(); |
| | 5886 | break; |
| | 5887 | case PHSS_Attack_Secondary: |
| | 5888 | if (!HModelAnimation_IsFinished(&PlayersWeaponHModelController)) |
| | 5889 | { |
| | 5890 | SpikeyThing_Use(); |
| | 5891 | break; |
| | 5892 | } |
| | 5893 | //case PHSS_Stand: |
| | 5894 | //break; |
| | 5895 | default: |
| | 5896 | if(PlayerStatus.InputRequests.Rqst_FirePrimaryWeapon) |
| | 5897 | { |
| | 5898 | FireSpikeyThing(); |
| | 5899 | } |
| | 5900 | else if(PlayerStatus.InputRequests.Rqst_FireSecondaryWeapon) |
| | 5901 | { |
| | 5902 | FireExtinguisher(); |
| | 5903 | } |
| | 5904 | else |
| | 5905 | { |
| | 5906 | GenericPredatorWeapon_Idle(); |
| | 5907 | } |
| | 5908 | } |
| | 5909 | } |
| | 5910 | |
| | 5911 | #define NEAR_WEAPON_FUDGE 1 |
| | 5912 | |
| | 5913 | void maintain_predpistol() |
| | 5914 | { |
| | 5915 | switch(PlayersWeaponHModelController.Sub_Sequence) |
| | 5916 | { |
| | 5917 | case PHSS_Attack_Primary: |
| | 5918 | if (HModelAnimation_IsFinished(&PlayersWeaponHModelController)) |
| | 5919 | InitHModelTweening(&PlayersWeaponHModelController, (ONE_FIXED>>3), HMSQT_PredatorHUD, (int)PHSS_Stand, ONE_FIXED, 1); |
| | 5920 | break; |
| | 5921 | default: |
| | 5922 | if(PlayerStatus.InputRequests.Rqst_FirePrimaryWeapon && (PlayerStatus.FieldCharge >= PredPistol_ShotCost)) |
| | 5923 | { |
| | 5924 | PlayerStatus.FieldCharge -= PredPistol_ShotCost; |
| | 5925 | CurrentGameStats_ChargeUsed(PredPistol_ShotCost); |
| | 5926 | |
| | 5927 | /* calculate the position */ |
| | 5928 | VECTORCH position = PWMFSDP->World_Offset; |
| | 5929 | |
| | 5930 | #if NEAR_WEAPON_FUDGE |
| | 5931 | { |
| | 5932 | VECTORCH fudgeFactor; |
| | 5933 | |
| | 5934 | fudgeFactor.vx = position.vx - Global_VDB.VDB_World.vx; |
| | 5935 | fudgeFactor.vy = position.vy - Global_VDB.VDB_World.vy; |
| | 5936 | fudgeFactor.vz = position.vz - Global_VDB.VDB_World.vz; |
| | 5937 | |
| | 5938 | Crunch_Position_For_Players_Weapon(&fudgeFactor); |
| | 5939 | |
| | 5940 | position = fudgeFactor; |
| | 5941 | } |
| | 5942 | #endif |
| | 5943 | |
| | 5944 | Pred_Pistol_Bolt(&position, &PlayerStatus.weapon.ObMat, 1); |
| | 5945 | |
| | 5946 | CurrentGameStats_WeaponFired(PlayerStatus.SelectedWeaponSlot, 1); |
| | 5947 | InitHModelTweening(&PlayersWeaponHModelController, (ONE_FIXED>>3), HMSQT_PredatorHUD, (int)PHSS_Attack_Primary, ONE_FIXED, 0); |
| | 5948 | Sound_Play(SID_PRED_PISTOL, "hd", &PlayerStatus.sbptr->DynPtr->Position); |
| | 5949 | } |
| | 5950 | else |
| | 5951 | { |
| | 5952 | GenericPredatorWeapon_Idle(); |
| | 5953 | } |
| | 5954 | } |
| | 5955 | } |
| | 5956 | |
| | 5957 | static void InitialiseDiscBehaviour(SECTION_DATA *disc_section) |
| | 5958 | { |
| | 5959 | assert(disc_section); |
| | 5960 | |
| | 5961 | STRATEGYBLOCK* sbPtr = CreateActiveStrategyBlock(I_BehaviourPredatorDisc_SeekTrack); |
| | 5962 | |
| | 5963 | if (NULL == sbPtr) |
| | 5964 | return; |
| | 5965 | |
| | 5966 | DISPLAYBLOCK *dispPtr = sbPtr->DisplayBlock = CreateActiveObject(); |
| | 5967 | DYNAMICSBLOCK *dynPtr = sbPtr->DynPtr = AllocateDynamicsBlock(DYNAMICS_TEMPLATE_ROCKET); |
| | 5968 | sbPtr->dataptr = malloc(sizeof(PC_PRED_DISC_BEHAV_BLOCK)); |
| | 5969 | |
| | 5970 | if ((NULL == dispPtr) || (NULL == dynPtr) || (NULL == sbPtr->dataptr)) |
| | 5971 | { |
| | 5972 | RemoveBehaviourStrategy(sbPtr); |
| | 5973 | return; |
| | 5974 | } |
| | 5975 | |
| | 5976 | dispPtr->ObStrategyBlock = sbPtr; |
| | 5977 | dispPtr->ObMat = IdentityMatrix; |
| | 5978 | dispPtr->ObWorld = disc_section->World_Offset; |
| | 5979 | dispPtr->ObFlags3 |= ObFlag3_DynamicModuleObject; |
| | 5980 | |
| | 5981 | dispPtr->extent.min_x = -30; |
| | 5982 | dispPtr->extent.min_y = -30; |
| | 5983 | dispPtr->extent.min_z = -30; |
| | 5984 | dispPtr->extent.max_x = 30; |
| | 5985 | dispPtr->extent.max_y = 30; |
| | 5986 | dispPtr->extent.max_z = 30; |
| | 5987 | |
| | 5988 | dispPtr->ObStrategyBlock->DynPtr = dynPtr; |
| | 5989 | dispPtr->ObStrategyBlock->DamageBlock.Indestructable = 1; |
| | 5990 | |
| | 5991 | { |
| | 5992 | MATRIXCH matrix = Global_VDB.VDB_Mat; |
| | 5993 | |
| | 5994 | /* |
| | 5995 | if (PlayerStatus.Target.Distance < 1400) |
| | 5996 | { |
| | 5997 | // Yuck! |
| | 5998 | dynPtr->Position = Global_VDB.VDB_World; |
| | 5999 | // Nudge down a wee tad bit. |
| | 6000 | dynPtr->Position.vx += MUL_FIXED(PlayerStatus.sbptr->DynPtr->OrientMat.mat21, 200); |
| | 6001 | dynPtr->Position.vy += MUL_FIXED(PlayerStatus.sbptr->DynPtr->OrientMat.mat22, 200); |
| | 6002 | dynPtr->Position.vz += MUL_FIXED(PlayerStatus.sbptr->DynPtr->OrientMat.mat23, 200); |
| | 6003 | |
| | 6004 | dynPtr->Position.vx += MUL_FIXED(PlayerStatus.sbptr->DynPtr->OrientMat.mat11, 200); |
| | 6005 | dynPtr->Position.vy += MUL_FIXED(PlayerStatus.sbptr->DynPtr->OrientMat.mat12, 200); |
| | 6006 | dynPtr->Position.vz += MUL_FIXED(PlayerStatus.sbptr->DynPtr->OrientMat.mat13, 200); |
| | 6007 | } |
| | 6008 | else |
| | 6009 | */ |
| | 6010 | dynPtr->Position = disc_section->World_Offset; |
| | 6011 | |
| | 6012 | dynPtr->IgnoreThePlayer = 1; |
| | 6013 | |
| | 6014 | dynPtr->PrevPosition = dynPtr->Position; |
| | 6015 | TransposeMatrixCH(&matrix); |
| | 6016 | /* dynPtr->OrientMat = PlayerStatus.DisplayBlock->ObMat; */ |
| | 6017 | dynPtr->PrevOrientMat = dynPtr->OrientMat = matrix; |
| | 6018 | /* I added this next line for networking: Patrick */ |
| | 6019 | MatrixToEuler(&matrix, &PlayerStatus.weapon.ObEuler); |
| | 6020 | |
| | 6021 | dynPtr->OrientEuler.EulerX = PlayerStatus.weapon.ObEuler.EulerX; |
| | 6022 | dynPtr->OrientEuler.EulerY = PlayerStatus.weapon.ObEuler.EulerY; |
| | 6023 | dynPtr->OrientEuler.EulerZ = PlayerStatus.weapon.ObEuler.EulerZ; |
| | 6024 | |
| | 6025 | /* align velocity too */ |
| | 6026 | dynPtr->LinVelocity.vx = MUL_FIXED(matrix.mat31, DISC_SPEED); |
| | 6027 | dynPtr->LinVelocity.vy = MUL_FIXED(matrix.mat32, DISC_SPEED); |
| | 6028 | dynPtr->LinVelocity.vz = MUL_FIXED(matrix.mat33, DISC_SPEED); |
| | 6029 | } |
| | 6030 | |
| | 6031 | PC_PRED_DISC_BEHAV_BLOCK *bblk = (PC_PRED_DISC_BEHAV_BLOCK *)dispPtr->ObStrategyBlock->dataptr; |
| | 6032 | |
| | 6033 | bblk->counter = SmartTarget_Object ? DISC_LIFETIME : DISC_FREETIME; |
| | 6034 | bblk->bounces = 0; |
| | 6035 | bblk->Destruct = 0; |
| | 6036 | bblk->Stuck = 0; |
| | 6037 | bblk->Bounced = 0; |
| | 6038 | bblk->soundHandle = SOUND_NOACTIVEINDEX; |
| | 6039 | bblk->Target = NULL; |
| | 6040 | |
| | 6041 | { |
| | 6042 | int a; |
| | 6043 | for (a=0; a < SB_NAME_LENGTH; a++) |
| | 6044 | bblk->Target_SBname[a] = bblk->Prev_Target_SBname[a] = '\0'; |
| | 6045 | } |
| | 6046 | |
| | 6047 | if (SmartTarget_Object) |
| | 6048 | { |
| | 6049 | bblk->Target = SmartTarget_Object->ObStrategyBlock; |
| | 6050 | COPY_NAME(bblk->Prev_Target_SBname, bblk->Target_SBname); |
| | 6051 | COPY_NAME(bblk->Target_SBname, bblk->Target->SBname); |
| | 6052 | } |
| | 6053 | |
| | 6054 | /* Create HModel. */ |
| | 6055 | { |
| | 6056 | const SECTION *root_section = GetNamedHierarchyFromLibrary("disk", "Disk"); |
| | 6057 | |
| | 6058 | assert(root_section); |
| | 6059 | |
| | 6060 | Create_HModel(&bblk->HModelController, root_section); |
| | 6061 | InitHModelSequence(&bblk->HModelController, HMSQT_MarineStand, MSSS_Minigun_Delta, ONE_FIXED); |
| | 6062 | |
| | 6063 | ProveHModel(&bblk->HModelController, dispPtr); |
| | 6064 | |
| | 6065 | dispPtr->HModelControlBlock = &bblk->HModelController; |
| | 6066 | } |
| | 6067 | |
| | 6068 | if(SinglePlayer != AvP.PlayMode) |
| | 6069 | AddNetGameObjectID(dispPtr->ObStrategyBlock); |
| | 6070 | |
| | 6071 | disc_section->flags |= section_data_notreal; |
| | 6072 | } |
| | 6073 | |
| | 6074 | void maintain_preddisc() |
| | 6075 | { |
| | 6076 | switch(PlayersWeaponHModelController.Sub_Sequence) |
| | 6077 | { |
| | 6078 | default: |
| | 6079 | if(PlayerStatus.InputRequests.Rqst_FirePrimaryWeapon) |
| | 6080 | InitHModelTweening(&PlayersWeaponHModelController, (ONE_FIXED>>3), HMSQT_PredatorHUD, (int)PHSS_Attack_Primary, -1, 0); |
| | 6081 | break; |
| | 6082 | case PHSS_Attack_Primary: |
| | 6083 | if (PlayersWeaponHModelController.keyframe_flags & 1) |
| | 6084 | { |
| | 6085 | SECTION_DATA *disc_section = GetThisSectionData(PlayersWeaponHModelController.section_data, "disk"); |
| | 6086 | InitialiseDiscBehaviour(disc_section); |
| | 6087 | disc_section->flags |= section_data_notreal; |
| | 6088 | PlayerStatus.SelectedWeapon->PrimaryRoundsRemaining = 0; |
| | 6089 | PredatorZeroAmmoFunctionality(); |
| | 6090 | } |
| | 6091 | } |
| | 6092 | } |
| | 6093 | |
| | 6094 | void WristConsole_Unreadying() |
| | 6095 | { |
| | 6096 | //if (PlayerStatus.WeaponStateTimeOutCounter == ONE_FIXED) |
| | 6097 | { |
| | 6098 | assert(PlayersWeaponHModelController.section_data); |
| | 6099 | InitHModelTweening(&PlayersWeaponHModelController, (ONE_FIXED>>3), HMSQT_PredatorHUD, (int)PHSS_Go, 96666, 0); /* 1.6s */ |
| | 6100 | } |
| | 6101 | } |
| | 6102 | |
| | 6103 | void GenericPredatorWeapon_SwapOut() |
| | 6104 | { |
| | 6105 | if (PlayerStatus.WeaponStateTimeOutCounter == ONE_FIXED) |
| | 6106 | { |
| | 6107 | //int time = DIV_FIXED(ONE_FIXED, PlayerStatus.twPtr->TimeOutRateForState[WEAPONSTATE_SWAPPING_OUT]); |
| | 6108 | int time = DIV_FIXED(ONE_FIXED, ONE_FIXED); |
| | 6109 | time -= (ONE_FIXED>>4); |
| | 6110 | |
| | 6111 | InitHModelTweening(&PlayersWeaponHModelController, (ONE_FIXED>>4), HMSQT_PredatorHUD, (int)PHSS_Go, time, 0); |
| | 6112 | PlayersWeaponHModelController.Looped = 0; |
| | 6113 | } |
| | 6114 | } |
| | 6115 | |
| | 6116 | void GenericPredatorWeapon_Reload() |
| | 6117 | { |
| | 6118 | if (PlayerStatus.WeaponStateTimeOutCounter == ONE_FIXED) |
| | 6119 | { |
| | 6120 | int time = DIV_FIXED(ONE_FIXED, 65536*4); |
| | 6121 | |
| | 6122 | time -= ONE_FIXED >> 4; |
| | 6123 | |
| | 6124 | InitHModelTweening(&PlayersWeaponHModelController,(ONE_FIXED>>4),HMSQT_PredatorHUD,(int)PHSS_Program,time,0); |
| | 6125 | PlayersWeaponHModelController.Looped = 0; |
| | 6126 | } |
| | 6127 | } |
| | 6128 | |
| | 6129 | void WristConsole_Readying() |
| | 6130 | { |
| | 6131 | const SECTION *root_section = GetNamedHierarchyFromLibrary("pred_HUD","wrist display"); |
| | 6132 | assert(root_section); |
| | 6133 | |
| | 6134 | PlayersWeaponHModelController.Sequence_Type = HMSQT_PredatorHUD; |
| | 6135 | PlayersWeaponHModelController.Sub_Sequence = PHSS_Come; |
| | 6136 | Transmogrify_HModels(NULL,&PlayersWeaponHModelController, root_section, 0, 1, 1); |
| | 6137 | InitHModelTweening(&PlayersWeaponHModelController,(ONE_FIXED>>3),HMSQT_PredatorHUD,(int)PHSS_Come,129434,0); /* 2.1s */ |
| | 6138 | } |
| | 6139 | |
| | 6140 | int SimilarPredWeapons(struct PLAYER_WEAPON_DATA *nwp, struct PLAYER_WEAPON_DATA *owp) |
| | 6141 | { |
| | 6142 | |
| | 6143 | //if (nwp->WeaponIDNumber == WEAPON_PRED_WRISTBLADE || nwp->WeaponIDNumber == WEAPON_PRED_SHOULDERCANNON || nwp->WeaponIDNumber ==
WEAPON_PRED_MEDICOMP) |
| | 6144 | if (nwp->WeaponIDNumber == WEAPON_PRED_SHOULDERCANNON || nwp->WeaponIDNumber == WEAPON_PRED_MEDICOMP) |
| | 6145 | { |
| | 6146 | //if (owp->WeaponIDNumber == WEAPON_PRED_WRISTBLADE || owp->WeaponIDNumber == WEAPON_PRED_SHOULDERCANNON || owp->WeaponIDNumber ==
WEAPON_PRED_MEDICOMP) |
| | 6147 | if (owp->WeaponIDNumber == WEAPON_PRED_SHOULDERCANNON || owp->WeaponIDNumber == WEAPON_PRED_MEDICOMP) |
| | 6148 | { |
| | 6149 | if (nwp->WeaponIDNumber != owp->WeaponIDNumber) |
| | 6150 | return 1; |
| | 6151 | } |
| | 6152 | } |
| | 6153 | |
| | 6154 | return 0; |
| | 6155 | } |
| | 6156 | /* |
| | 6157 | { |
| | 6158 | VECTORCH shotvector = {0, 0, 65535}; |
| | 6159 | RotateVector(&shotvector, &PWMFSDP->SecMat); |
| | 6160 | FindPolygonInLineOfSight(&shotvector, &PWMFSDP->World_Offset, PlayerStatus.DisplayBlock); |
| | 6161 | MakeParticle(&PWMFSDP->World_Offset, &shotvector, PARTICLE_PLASMATRAIL); |
| | 6162 | } |
| | 6163 | */ |
| | 6164 | |
| | 6165 | void maintain_predator_weapons() |
| | 6166 | { |
| | 6167 | PositionPlayersWeapon(); |
| | 6168 | |
| | 6169 | switch(PlayerStatus.WeaponState) |
| | 6170 | { |
| | 6171 | case WEAPONSTATE_IDLE: |
| | 6172 | case WEAPONSTATE_FIRING_PRIMARY: |
| | 6173 | case WEAPONSTATE_FIRING_SECONDARY: |
| | 6174 | PlayerStatus.twPtr->maintain_weapon(); |
| | 6175 | break; |
| | 6176 | case WEAPONSTATE_READYING: |
| | 6177 | { |
| | 6178 | //if (HModelAnimation_IsFinished(&PlayersWeaponHModelController)) |
| | 6179 | if (PlayerStatus.WeaponStateTimeOutCounter < 0) |
| | 6180 | { |
| | 6181 | PlayerStatus.WeaponState = WEAPONSTATE_IDLE; |
| | 6182 | PlayerStatus.WeaponStateTimeOutCounter = 0; |
| | 6183 | |
| | 6184 | switch(PlayerStatus.SelectedWeapon->WeaponIDNumber) |
| | 6185 | { |
| | 6186 | case WEAPON_PRED_WRISTBLADE: |
| | 6187 | WristBlade_Readying(); |
| | 6188 | break; |
| | 6189 | case WEAPON_PRED_MEDICOMP: |
| | 6190 | case WEAPON_PRED_SHOULDERCANNON: |
| | 6191 | WristConsole_Readying(); |
| | 6192 | break; |
| | 6193 | case WEAPON_PRED_RIFLE: |
| | 6194 | default: |
| | 6195 | break; |
| | 6196 | } |
| | 6197 | } |
| | 6198 | else |
| | 6199 | { |
| | 6200 | PlayerStatus.WeaponStateTimeOutCounter -= NormalFrameTime; |
| | 6201 | } |
| | 6202 | } |
| | 6203 | break; |
| | 6204 | case WEAPONSTATE_UNREADYING: |
| | 6205 | { |
| | 6206 | if (PlayerStatus.WeaponStateTimeOutCounter < 0) |
| | 6207 | { |
| | 6208 | PlayerStatus.SelectedWeaponSlot = PlayerStatus.SwapToWeaponSlot; |
| | 6209 | PlayerStatus.SelectedWeapon = &PlayerStatus.WeaponSlot[PlayerStatus.SwapToWeaponSlot]; |
| | 6210 | PlayerStatus.WeaponState = WEAPONSTATE_SWAPPING_IN; |
| | 6211 | } |
| | 6212 | else |
| | 6213 | { |
| | 6214 | PlayerStatus.WeaponStateTimeOutCounter -= NormalFrameTime; |
| | 6215 | } |
| | 6216 | } |
| | 6217 | break; |
| | 6218 | case WEAPONSTATE_SWAPPING_IN: |
| | 6219 | { |
| | 6220 | PlayerStatus.WeaponStateTimeOutCounter = PlayerStatus.twPtr->swap_in_out; |
| | 6221 | |
| | 6222 | if(!SimilarPredWeapons(PlayerStatus.SelectedWeapon, &PlayerStatus.WeaponSlot[PlayerStatus.SwapToWeaponSlot])) |
| | 6223 | { |
| | 6224 | GrabWeaponShape(); |
| | 6225 | |
| | 6226 | assert(PlayersWeaponHModelController.section_data); |
| | 6227 | //InitHModelSequence(&PlayersWeaponHModelController, HMSQT_PredatorHUD, (int)PHSS_Come, ONE_FIXED/3); |
| | 6228 | InitHModelSequence(&PlayersWeaponHModelController, HMSQT_PredatorHUD, (int)PHSS_Come, PlayerStatus.WeaponStateTimeOutCounter); |
| | 6229 | PlayersWeaponHModelController.Looped = 0; |
| | 6230 | |
| | 6231 | } |
| | 6232 | |
| | 6233 | PlayerStatus.WeaponState = WEAPONSTATE_READYING; |
| | 6234 | } |
| | 6235 | break; |
| | 6236 | case WEAPONSTATE_SWAPPING_OUT: |
| | 6237 | { |
| | 6238 | if(predHUDSoundHandle != SOUND_NOACTIVEINDEX) |
| | 6239 | Sound_Stop(predHUDSoundHandle); |
| | 6240 | |
| | 6241 | if(!SimilarPredWeapons(PlayerStatus.SelectedWeapon, &PlayerStatus.WeaponSlot[PlayerStatus.SwapToWeaponSlot])) |
| | 6242 | { |
| | 6243 | //SECTION *root_section = GetNamedHierarchyFromLibrary("pred_HUD", "Template"); |
| | 6244 | //assert(root_section); |
| | 6245 | PlayerStatus.WeaponStateTimeOutCounter = PlayerStatus.twPtr->swap_in_out; |
| | 6246 | |
| | 6247 | PlayersWeaponHModelController.Sequence_Type = (int)HMSQT_PredatorHUD; |
| | 6248 | PlayersWeaponHModelController.Sub_Sequence = (int)PHSS_Go; |
| | 6249 | //PlayersWeaponHModelController.Seconds_For_Sequence = (ONE_FIXED/3); |
| | 6250 | PlayersWeaponHModelController.Seconds_For_Sequence = PlayerStatus.WeaponStateTimeOutCounter; |
| | 6251 | // That to get the new sections right. |
| | 6252 | //Transmogrify_HModels(NULL, &PlayersWeaponHModelController, root_section, 0, 1, 0); |
| | 6253 | //InitHModelTweening(&PlayersWeaponHModelController, (ONE_FIXED>>3), HMSQT_PredatorHUD, (int)PHSS_Go, (ONE_FIXED/3), 0); |
| | 6254 | InitHModelTweening(&PlayersWeaponHModelController, (ONE_FIXED>>3), HMSQT_PredatorHUD, (int)PHSS_Go,
PlayerStatus.WeaponStateTimeOutCounter, 0); |
| | 6255 | } |
| | 6256 | |
| | 6257 | PlayerStatus.WeaponState = WEAPONSTATE_UNREADYING; |
| | 6258 | } |
| | 6259 | default: |
| | 6260 | break; |
| | 6261 | } |
| | 6262 | } |
| | 6263 | |
| | 6264 | int AreTwoPistolsInTertiaryFire() |
| | 6265 | { |
| | 6266 | if (PlayersWeaponHModelController.Sub_Sequence != MHSS_Tertiary_Fire) |
| | 6267 | { |
| | 6268 | switch(PlayerStatus.SelectedWeapon->WeaponIDNumber) |
| | 6269 | { |
| | 6270 | case WEAPON_MARINE_PISTOL: |
| | 6271 | switch(PlayerStatus.WeaponState) |
| | 6272 | { |
| | 6273 | case WEAPONSTATE_FIRING_PRIMARY: |
| | 6274 | case WEAPONSTATE_FIRING_SECONDARY: |
| | 6275 | /* This to trap single player's reflection. */ |
| | 6276 | return 1; |
| | 6277 | default: |
| | 6278 | return 0; |
| | 6279 | } |
| | 6280 | default: |
| | 6281 | return 0; |
| | 6282 | } |
| | 6283 | } |
| | 6284 | |
| | 6285 | return 1; |
| | 6286 | } |
| | 6287 | |
| | 6288 | SECTION_DATA *HitLocationRoll(STRATEGYBLOCK *sbPtr, STRATEGYBLOCK *source) |
| | 6289 | { |
| | 6290 | if (sbPtr->DisplayBlock == NULL) |
| | 6291 | { |
| | 6292 | /* Far case? Hey ho... */ |
| | 6293 | return NULL; |
| | 6294 | } |
| | 6295 | |
| | 6296 | if (sbPtr->DisplayBlock->HModelControlBlock == NULL) |
| | 6297 | { |
| | 6298 | /* Not a hierarchy. */ |
| | 6299 | return NULL; |
| | 6300 | } |
| | 6301 | |
| | 6302 | if ((source == NULL) || (source == PlayerStatus.sbptr)) |
| | 6303 | { |
| | 6304 | /* Why not? This shouldn't get called, really... */ |
| | 6305 | FindHitArea(sbPtr->DisplayBlock); |
| | 6306 | } |
| | 6307 | else |
| | 6308 | { |
| | 6309 | HitZone = HAM_Top; |
| | 6310 | HitAspect = HAM_Centre; |
| | 6311 | } |
| | 6312 | |
| | 6313 | HITLOCATIONTABLEENTRY *entry = Get_Sublocation(sbPtr); |
| | 6314 | |
| | 6315 | if (NULL != entry && entry->section_name) |
| | 6316 | return GetThisSectionData(sbPtr->DisplayBlock->HModelControlBlock->section_data, entry->section_name); |
| | 6317 | |
| | 6318 | return NULL; |
| | 6319 | } |
| | 6320 | |
| | 6321 | /*-------------------** |
| | 6322 | ** Load/Save Globals ** |
| | 6323 | **-------------------*/ |
| | 6324 | #include "savegame.h" |
| | 6325 | |
| | 6326 | typedef struct weapons_c_save_block |
| | 6327 | { |
| | 6328 | SAVE_BLOCK_HEADER header; |
| | 6329 | |
| | 6330 | int Alien_Visible_Weapon; |
| | 6331 | int Alien_Tail_Clock; |
| | 6332 | DAMAGE_PROFILE Player_Weapon_Damage; |
| | 6333 | int PlayerDamagedOverlayIntensity; |
| | 6334 | int WeaponFidgetPlaying; |
| | 6335 | int Old_Minigun_SpinSpeed; |
| | 6336 | int Minigun_SpinSpeed; |
| | 6337 | int Weapon_ThisBurst; |
| | 6338 | EULER Minigun_MaxHeadJolt; |
| | 6339 | EULER Minigun_HeadJolt; |
| | 6340 | int StaffAttack; |
| | 6341 | int RightHand; |
| | 6342 | |
| | 6343 | } WEAPONS_C_SAVE_BLOCK; |
| | 6344 | |
| | 6345 | void Load_WeaponsCGlobals(SAVE_BLOCK_HEADER* header) |
| | 6346 | { |
| | 6347 | WEAPONS_C_SAVE_BLOCK* block = (WEAPONS_C_SAVE_BLOCK*) header; |
| | 6348 | |
| | 6349 | //check the size of the save block |
| | 6350 | if(header->size != sizeof(*block)) |
| | 6351 | return; |
| | 6352 | |
| | 6353 | Alien_Visible_Weapon = block->Alien_Visible_Weapon; |
| | 6354 | Alien_Tail_Clock = block->Alien_Tail_Clock; |
| | 6355 | Player_Weapon_Damage = block->Player_Weapon_Damage; |
| | 6356 | PlayerStatus.DamagedOverlayIntensity = block->PlayerDamagedOverlayIntensity; |
| | 6357 | WeaponFidgetPlaying = block->WeaponFidgetPlaying; |
| | 6358 | Old_Minigun_SpinSpeed = block->Old_Minigun_SpinSpeed; |
| | 6359 | Minigun_SpinSpeed = block->Minigun_SpinSpeed; |
| | 6360 | Weapon_ThisBurst = block->Weapon_ThisBurst; |
| | 6361 | Minigun_MaxHeadJolt = block->Minigun_MaxHeadJolt; |
| | 6362 | Minigun_HeadJolt = block->Minigun_HeadJolt; |
| | 6363 | StaffAttack = block->StaffAttack; |
| | 6364 | RightHand = block->RightHand; |
| | 6365 | |
| | 6366 | Load_SoundState(&weaponHandle); |
| | 6367 | } |
| | 6368 | |
| | 6369 | void Save_WeaponsCGlobals() |
| | 6370 | { |
| | 6371 | WEAPONS_C_SAVE_BLOCK* block; |
| | 6372 | |
| | 6373 | GET_SAVE_BLOCK_POINTER(block); |
| | 6374 | |
| | 6375 | //fill in the header |
| | 6376 | block->header.size = sizeof(*block); |
| | 6377 | block->header.type = SaveBlock_WeaponsCGlobals; |
| | 6378 | |
| | 6379 | block->Alien_Visible_Weapon = Alien_Visible_Weapon; |
| | 6380 | block->Alien_Tail_Clock = Alien_Tail_Clock; |
| | 6381 | block->Player_Weapon_Damage = Player_Weapon_Damage; |
| | 6382 | block->PlayerDamagedOverlayIntensity = PlayerStatus.DamagedOverlayIntensity; |
| | 6383 | block->WeaponFidgetPlaying = WeaponFidgetPlaying; |
| | 6384 | block->Old_Minigun_SpinSpeed = Old_Minigun_SpinSpeed; |
| | 6385 | block->Minigun_SpinSpeed = Minigun_SpinSpeed; |
| | 6386 | block->Weapon_ThisBurst = Weapon_ThisBurst; |
| | 6387 | block->Minigun_MaxHeadJolt = Minigun_MaxHeadJolt; |
| | 6388 | block->Minigun_HeadJolt = Minigun_HeadJolt; |
| | 6389 | block->StaffAttack = StaffAttack; |
| | 6390 | block->RightHand = RightHand; |
| | 6391 | |
| | 6392 | Save_SoundState(&weaponHandle); |
| | 6393 | } |