| | 1 | #include "system.h" |
| | 2 | #include "prototyp.h" |
| | 3 | #include <assert.h> |
| | 4 | #include "stratdef.h" |
| | 5 | #include "scream.h" |
| | 6 | #include "bh_types.h" |
| | 7 | #include "dynamics.h" |
| | 8 | #include "pldghost.h" |
| | 9 | #include "lighting.h" |
| | 10 | #include "npc_sentrygun.h" |
| | 11 | #include "npc_alien.h" |
| | 12 | #include "npc_predator.h" |
| | 13 | #include "npc_facehugger.h" |
| | 14 | #include "npc_marine.h" |
| | 15 | #include "npc_xenoborg.h" |
| | 16 | #include "npc_queen.h" |
| | 17 | #include "videoscreen.h" |
| | 18 | #include "debris.h" |
| | 19 | #include "corpse.h" |
| | 20 | #include "npc_facehugger.h" |
| | 21 | #include "npc_alien.h" |
| | 22 | #include "npc_predator.h" |
| | 23 | #include "weaponbehaviour.h" |
| | 24 | #include "bh_light.h" |
| | 25 | #include "corpse.h" |
| | 26 | #include "bh_track.h" |
| | 27 | #include "weapons.h" |
| | 28 | #include "psndplat.h" |
| | 29 | #include "projload.hpp" |
| | 30 | #include "los.h" |
| | 31 | #include "kshape.h" |
| | 32 | #include "targeting.h" |
| | 33 | #include "userprofile.h" |
| | 34 | #include "pldghost.h" |
| | 35 | #include "hud.h" |
| | 36 | |
| | 37 | #define BITE_HEALTH_RECOVERY (50) |
| | 38 | #define BITE_ARMOUR_RECOVERY (30) |
| | 39 | #define MEDICOMP_USE_THRESHOLD ( 10 * ONE_FIXED) |
| | 40 | #define EXTINGUISHER_USE_THRESHOLD (3 * ONE_FIXED) |
| | 41 | #define GREENFLASH_INTENSITY (5 * ONE_FIXED) |
| | 42 | #define PROBABILITYOFJAMMING 32 |
| | 43 | #define Random16BitNumber (FastRandom() & 65535) |
| | 44 | |
| | 45 | GRENADE_LAUNCHER_DATA GrenadeLauncherData; |
| | 46 | |
| | 47 | static const int PredPistol_ShotCost = 120000; /* Changed from 60000 (Fox value), 1/3/99 */ |
| | 48 | static const int Caster_Jumpstart = 10000; |
| | 49 | static const int Caster_Chargetime = 150000; |
| | 50 | static const int Caster_ChargeRatio = 400000; |
| | 51 | |
| | 52 | int ACStrikeTime = (ONE_FIXED / 6); |
| | 53 | static int Weapon_ThisBurst = -1; |
| | 54 | int StaffAttack = -1; |
| | 55 | int RightHand; |
| | 56 | int AllowGoldWeapons = 0; // flag to indicate the Gold version weapons should be allowed |
| | 57 | |
| | 58 | const VECTORCH null_vec = {0, 0, 0}; |
| | 59 | |
| | 60 | static int Flamethrower_Timer = ONE_FIXED * 1000; |
| | 61 | static int Bit = 0; |
| | 62 | static int RAPIDFIRE_AMMO_COUNTER = 0; |
| | 63 | static int Alien_Visible_Weapon; |
| | 64 | static int Alien_Tail_Clock = -1; |
| | 65 | static int WeaponFidgetPlaying = 0; |
| | 66 | static int Old_Minigun_SpinSpeed = 0; |
| | 67 | static int Minigun_SpinSpeed = 0; |
| | 68 | |
| | 69 | static STRATEGYBLOCK *Alien_Tail_Target; |
| | 70 | static DAMAGE_PROFILE Player_Weapon_Damage; |
| | 71 | static char Alien_Tail_Target_SBname[SB_NAME_LENGTH]; |
| | 72 | static char Biting_SBname[SB_NAME_LENGTH]; |
| | 73 | |
| | 74 | extern EULER HeadOrientation; |
| | 75 | extern struct KObject VisibleObjects[maxobjects]; |
| | 76 | extern int numVisObjs; |
| | 77 | |
| | 78 | extern uint8_t Null_Name[8]; |
| | 79 | extern int weaponHandle; |
| | 80 | extern int predHUDSoundHandle; |
| | 81 | extern MATRIXCH IdentityMatrix; |
| | 82 | extern DISPLAYBLOCK *SmartTarget_Object; |
| | 83 | |
| | 84 | static EULER Minigun_MaxHeadJolt; |
| | 85 | static EULER Minigun_HeadJolt; |
| | 86 | |
| | 87 | STRATEGYBLOCK *Biting = NULL; |
| | 88 | |
| | 89 | /* Line Of Sight information used by FireLineOfSightWeapon() */ |
| | 90 | VECTORCH LOS_Point; /* point in world space which player has hit */ |
| | 91 | int LOS_Lambda; /* distance in mm to point from player */ |
| | 92 | DISPLAYBLOCK* LOS_ObjectHitPtr; /* pointer to object that was hit */ |
| | 93 | VECTORCH LOS_ObjectNormal; /* normal of the object's face which was hit */ |
| | 94 | SECTION_DATA* LOS_HModel_Section; /* Section of HModel hit */ |
| | 95 | |
| | 96 | static SECTION_DATA *GrenadeLauncherSectionPointers[6]; |
| | 97 | |
| | 98 | static SECTION_DATA *PWMFSDP; /* PlayersWeaponMuzzleFlashSectionDataPointer */ |
| | 99 | HMODELCONTROLLER PlayersWeaponHModelController; |
| | 100 | |
| | 101 | extern void InanimateObjectIsDamaged(STRATEGYBLOCK *sbPtr, const DAMAGE_PROFILE *damage, int multiple); |
| | 102 | extern void PlayerIsDamaged(const DAMAGE_PROFILE *damage, int multiplier, VECTORCH* incoming); |
| | 103 | extern int SlotForThisWeapon(enum WEAPON_ID weaponID); |
| | 104 | extern HIERARCHY_SHAPE_REPLACEMENT* GetHierarchyAlternateShapeSetFromLibrary(const char* rif_name, const char* shape_set_name); |
| | 105 | extern const SECTION * GetNamedHierarchyFromLibrary(const char * rif_name, const char * hier_name); |
| | 106 | |
| | 107 | void GetDirectionOfAttack(STRATEGYBLOCK *sbPtr, VECTORCH *WorldVector, VECTORCH *Output) |
| | 108 | { |
| | 109 | assert(sbPtr); |
| | 110 | |
| | 111 | if (sbPtr->DynPtr == NULL) |
| | 112 | { |
| | 113 | /* Handle as best we can. */ |
| | 114 | Output->vx = 0; |
| | 115 | Output->vy = 0; |
| | 116 | Output->vz = 0; |
| | 117 | } |
| | 118 | else |
| | 119 | { |
| | 120 | /* Consider incoming hit direction. */ |
| | 121 | MATRIXCH WtoLMat = sbPtr->DynPtr->OrientMat; |
| | 122 | TransposeMatrixCH(&WtoLMat); |
| | 123 | RotateAndCopyVector(WorldVector,Output,&WtoLMat); |
| | 124 | Normalise(Output); |
| | 125 | } |
| | 126 | } |
| | 127 | |
| | 128 | static int Predator_WeaponHasAmmo(int slot) |
| | 129 | { |
| | 130 | struct PLAYER_WEAPON_DATA *this_weaponPtr = &PlayerStatus.WeaponSlot[slot]; |
| | 131 | |
| | 132 | switch (this_weaponPtr->WeaponIDNumber) |
| | 133 | { |
| | 134 | case WEAPON_PRED_WRISTBLADE: |
| | 135 | return 1; |
| | 136 | case WEAPON_PRED_MEDICOMP: |
| | 137 | return ((PlayerStatus.FieldCharge > EXTINGUISHER_USE_THRESHOLD) && (PlayerStatus.FieldCharge > MEDICOMP_USE_THRESHOLD)) ; |
| | 138 | case WEAPON_PRED_RIFLE: |
| | 139 | case WEAPON_PRED_DISC: |
| | 140 | return this_weaponPtr->PrimaryRoundsRemaining; |
| | 141 | case WEAPON_PRED_PISTOL: |
| | 142 | return (PlayerStatus.FieldCharge > PredPistol_ShotCost); |
| | 143 | case WEAPON_PRED_SHOULDERCANNON: |
| | 144 | return (!(PlayerStatus.PlasmaCasterCharge < Caster_Jumpstart) |
| | 145 | && (PlayerStatus.FieldCharge < MUL_FIXED((Caster_Jumpstart - PlayerStatus.PlasmaCasterCharge), Caster_ChargeRatio)) ); |
| | 146 | default: |
| | 147 | return 0; |
| | 148 | } |
| | 149 | } |
| | 150 | |
| | 151 | static void PredatorZeroAmmoFunctionality() |
| | 152 | { |
| | 153 | static enum WEAPON_ID PredatorWeaponHierarchy[] = |
| | 154 | { |
| | 155 | WEAPON_PRED_RIFLE, |
| | 156 | WEAPON_PRED_WRISTBLADE, |
| | 157 | //WEAPON_PRED_DISC, |
| | 158 | //WEAPON_PRED_SHOULDERCANNON, |
| | 159 | //WEAPON_PRED_PISTOL, |
| | 160 | NULL_WEAPON |
| | 161 | }; |
| | 162 | |
| | 163 | int slot; |
| | 164 | int weaponNum = 0; |
| | 165 | |
| | 166 | while (PredatorWeaponHierarchy[weaponNum] != NULL_WEAPON) |
| | 167 | { |
| | 168 | slot = SlotForThisWeapon(PredatorWeaponHierarchy[weaponNum]); |
| | 169 | |
| | 170 | if (slot != -1) |
| | 171 | { |
| | 172 | if (PlayerStatus.WeaponSlot[slot].Possessed && Predator_WeaponHasAmmo(slot)) |
| | 173 | { |
| | 174 | if (PredatorWeaponHierarchy[weaponNum] != PlayerStatus.SelectedWeapon->WeaponIDNumber) |
| | 175 | { |
| | 176 | /* So, change to this weapon. */ |
| | 177 | PlayerStatus.SwapToWeaponSlot = slot; |
| | 178 | PlayerStatus.WeaponState = WEAPONSTATE_UNREADYING; |
| | 179 | PlayerStatus.WeaponStateTimeOutCounter = ONE_FIXED; |
| | 180 | break; |
| | 181 | } |
| | 182 | } |
| | 183 | } |
| | 184 | |
| | 185 | weaponNum++; |
| | 186 | } |
| | 187 | } |
| | 188 | |
| | 189 | static int WeaponHasAmmo(int slot) |
| | 190 | { |
| | 191 | struct PLAYER_WEAPON_DATA *this_weaponPtr = &PlayerStatus.WeaponSlot[slot]; |
| | 192 | |
| | 193 | switch(this_weaponPtr->WeaponIDNumber) |
| | 194 | { |
| | 195 | case WEAPON_GRENADELAUNCHER: |
| | 196 | return 0; |
| | 197 | case WEAPON_CUDGEL: |
| | 198 | return 1; |
| | 199 | default: |
| | 200 | { |
| | 201 | return (this_weaponPtr->SecondaryRoundsRemaining != 0 |
| | 202 | || this_weaponPtr->PrimaryRoundsRemaining != 0 |
| | 203 | || this_weaponPtr->MagazinesRemaining != 0); |
| | 204 | } |
| | 205 | } |
| | 206 | } |
| | 207 | |
| | 208 | void MarineZeroAmmoFunctionality() |
| | 209 | { |
| | 210 | static enum WEAPON_ID MarineWeaponHierarchy[] = |
| | 211 | { |
| | 212 | WEAPON_PULSERIFLE, |
| | 213 | WEAPON_SMARTGUN, |
| | 214 | WEAPON_SADAR, |
| | 215 | WEAPON_GRENADELAUNCHER, |
| | 216 | WEAPON_FLAMETHROWER, |
| | 217 | WEAPON_MINIGUN, |
| | 218 | WEAPON_FRISBEE_LAUNCHER, |
| | 219 | WEAPON_TWO_PISTOLS, |
| | 220 | WEAPON_MARINE_PISTOL, |
| | 221 | WEAPON_CUDGEL, |
| | 222 | NULL_WEAPON |
| | 223 | }; |
| | 224 | |
| | 225 | int weaponNum = 0; |
| | 226 | centre_gunsight(); |
| | 227 | |
| | 228 | while (MarineWeaponHierarchy[weaponNum] != NULL_WEAPON) |
| | 229 | { |
| | 230 | int slot = SlotForThisWeapon(MarineWeaponHierarchy[weaponNum]); |
| | 231 | |
| | 232 | if (slot != -1) |
| | 233 | { |
| | 234 | if (PlayerStatus.WeaponSlot[slot].Possessed && WeaponHasAmmo(slot)) |
| | 235 | { |
| | 236 | if (MarineWeaponHierarchy[weaponNum] == PlayerStatus.SelectedWeapon->WeaponIDNumber) |
| | 237 | { |
| | 238 | return; // If you found the current weapon, do nothing. |
| | 239 | } |
| | 240 | else |
| | 241 | { |
| | 242 | /* So, change to this weapon. */ |
| | 243 | PlayerStatus.SwapToWeaponSlot = slot; |
| | 244 | PlayerStatus.WeaponState = WEAPONSTATE_UNREADYING; |
| | 245 | PlayerStatus.WeaponStateTimeOutCounter = ONE_FIXED; |
| | 246 | } |
| | 247 | |
| | 248 | return; |
| | 249 | } |
| | 250 | } |
| | 251 | |
| | 252 | weaponNum++; |
| | 253 | } |
| | 254 | } |
| | 255 | |
| | 256 | static void GetHierarchicalWeapon(const char *riffname, const char *hierarchyname, int sequence_type, int sub_sequence) |
| | 257 | { |
| | 258 | const SECTION *root_section = GetNamedHierarchyFromLibrary(riffname, hierarchyname); |
| | 259 | |
| | 260 | assert(root_section); |
| | 261 | |
| | 262 | Dispel_HModel(&PlayersWeaponHModelController); |
| | 263 | Create_HModel(&PlayersWeaponHModelController, root_section); |
| | 264 | InitHModelSequence(&PlayersWeaponHModelController, sequence_type, sub_sequence, ONE_FIXED); // Was >>3 |
| | 265 | |
| | 266 | /* Causes that 'one frame' flicker? */ |
| | 267 | //ProveHModel(&PlayersWeaponHModelController, &PlayerStatus.weapon); |
| | 268 | |
| | 269 | PlayersWeaponHModelController.Playing = 0; |
| | 270 | PlayersWeaponHModelController.Looped = 0; |
| | 271 | |
| | 272 | PWMFSDP = GetThisSectionData(PlayersWeaponHModelController.section_data, "dum flash"); |
| | 273 | |
| | 274 | if (PWMFSDP == NULL) |
| | 275 | { |
| | 276 | PWMFSDP = GetThisSectionData(PlayersWeaponHModelController.section_data, "Dum flash"); |
| | 277 | /* ?&$(*"*&^ pred pistol!!! */ |
| | 278 | |
| | 279 | if (PWMFSDP == NULL) |
| | 280 | PWMFSDP = GetThisSectionData(PlayersWeaponHModelController.section_data, "Dum Flash"); |
| | 281 | } |
| | 282 | |
| | 283 | /* Could be NULL though, I don't care at this stage. */ |
| | 284 | } |
| | 285 | |
| | 286 | static void ChangeHUDToAlternateShapeSet(const char *setname) |
| | 287 | { |
| | 288 | int a=0; |
| | 289 | HIERARCHY_SHAPE_REPLACEMENT* replacement_array = GetHierarchyAlternateShapeSetFromLibrary("MarineWeapons", setname); |
| | 290 | |
| | 291 | if (NULL != replacement_array) |
| | 292 | while (replacement_array[a].replaced_section_name != NULL) |
| | 293 | { |
| | 294 | SECTION_DATA *target_section = GetThisSectionData(PlayersWeaponHModelController.section_data, replacement_array[a].replaced_section_name); |
| | 295 | |
| | 296 | if (target_section) |
| | 297 | { |
| | 298 | target_section->Shape = replacement_array[a].replacement_shape; |
| | 299 | target_section->ShapeNum = replacement_array[a].replacement_shape_index; |
| | 300 | Setup_Texture_Animation_For_Section(target_section); |
| | 301 | } |
| | 302 | a++; |
| | 303 | } |
| | 304 | } |
| | 305 | |
| | 306 | static void GrenadeLauncherInit() |
| | 307 | { |
| | 308 | static const char *GrenadeLauncherBulletNames[6] = |
| | 309 | { |
| | 310 | "bulletF", //05_ |
| | 311 | "bulletA", //_ |
| | 312 | "bulletB", //01_ |
| | 313 | "bulletC", //02_ |
| | 314 | "bulletD", //03_ |
| | 315 | "bulletE", //04_ |
| | 316 | }; |
| | 317 | |
| | 318 | int a = 0; |
| | 319 | |
| | 320 | for (; a < 6; a++) |
| | 321 | GrenadeLauncherSectionPointers[a] = GetThisSectionData(PlayersWeaponHModelController.section_data, GrenadeLauncherBulletNames[a]); |
| | 322 | |
| | 323 | switch (GrenadeLauncherData.SelectedAmmo) |
| | 324 | { |
| | 325 | default: |
| | 326 | case AMMO_GRENADE: |
| | 327 | ChangeHUDToAlternateShapeSet("Grenade"); |
| | 328 | break; |
| | 329 | case AMMO_FRAGMENTATION_GRENADE: |
| | 330 | ChangeHUDToAlternateShapeSet("Frag"); |
| | 331 | break; |
| | 332 | case AMMO_PROXIMITY_GRENADE: |
| | 333 | ChangeHUDToAlternateShapeSet("Proxmine"); |
| | 334 | } |
| | 335 | } |
| | 336 | |
| | 337 | void GrabWeaponShape() |
| | 338 | { |
| | 339 | extern void create_player_hmodel(); |
| | 340 | PlayerStatus.twPtr = &TemplateWeapon[PlayerStatus.SelectedWeapon->WeaponIDNumber]; |
| | 341 | |
| | 342 | switch(AvP.PlayerType) |
| | 343 | { |
| | 344 | case I_Marine: |
| | 345 | GetHierarchicalWeapon("MarineWeapons", PlayerStatus.twPtr->HierarchyName, HMSQT_MarineHUD, MHSS_Stationary); |
| | 346 | |
| | 347 | if (WEAPON_GRENADELAUNCHER == PlayerStatus.SelectedWeapon->WeaponIDNumber) |
| | 348 | GrenadeLauncherInit(); |
| | 349 | break; |
| | 350 | case I_Predator: |
| | 351 | GetHierarchicalWeapon("pred_HUD", PlayerStatus.twPtr->HierarchyName, HMSQT_PredatorHUD, PlayerStatus.twPtr->InitialSubSequence); |
| | 352 | break; |
| | 353 | case I_Alien: |
| | 354 | //GetHierarchicalWeapon("alien_HUD", "eat", HMSQT_AlienHUD, AHSS_LeftSwipeDown); |
| | 355 | GetHierarchicalWeapon("alien_HUD", "claws", HMSQT_AlienHUD, AHSS_LeftSwipeDown); |
| | 356 | Alien_Visible_Weapon = 0; |
| | 357 | } |
| | 358 | |
| | 359 | centre_gunsight(); |
| | 360 | create_player_hmodel(); |
| | 361 | } |
| | 362 | |
| | 363 | void RequestChangeOfWeaponNo(int weapon_nr) |
| | 364 | { |
| | 365 | if (weapon_nr != PlayerStatus.SelectedWeaponSlot && PlayerStatus.WeaponSlot[weapon_nr].Possessed) |
| | 366 | { |
| | 367 | switch(PlayerStatus.WeaponState) |
| | 368 | { |
| | 369 | case WEAPONSTATE_IDLE: |
| | 370 | { |
| | 371 | PlayerStatus.SwapToWeaponSlot = weapon_nr; |
| | 372 | PlayerStatus.PreviouslySelectedWeaponSlot = PlayerStatus.SelectedWeaponSlot; |
| | 373 | PlayerStatus.WeaponState = WEAPONSTATE_SWAPPING_OUT; |
| | 374 | } |
| | 375 | break; |
| | 376 | case WEAPONSTATE_SWAPPING_OUT: |
| | 377 | { |
| | 378 | } |
| | 379 | break; |
| | 380 | case WEAPONSTATE_SWAPPING_IN: |
| | 381 | { |
| | 382 | } |
| | 383 | default: |
| | 384 | break; |
| | 385 | } |
| | 386 | } |
| | 387 | } |
| | 388 | |
| | 389 | void RequestChangeOfWeapon(int x) |
| | 390 | { |
| | 391 | enum WEAPON_SLOT newSlot = PlayerStatus.SelectedWeaponSlot; |
| | 392 | |
| | 393 | if(PlayerStatus.WeaponState == WEAPONSTATE_IDLE) |
| | 394 | while(1) |
| | 395 | { |
| | 396 | if(x) |
| | 397 | { |
| | 398 | if(++newSlot == MAX_NO_OF_WEAPON_SLOTS) |
| | 399 | newSlot = WEAPON_SLOT_1; |
| | 400 | } |
| | 401 | else |
| | 402 | { |
| | 403 | if(--newSlot == MIN_NO_OF_WEAPON_SLOTS) |
| | 404 | newSlot = MAX_NO_OF_WEAPON_SLOTS - 1; |
| | 405 | } |
| | 406 | |
| | 407 | if (PlayerStatus.WeaponSlot[newSlot].Possessed) |
| | 408 | { |
| | 409 | if ((!PlayerStatus.WeaponSlot[newSlot].PrimaryRoundsRemaining && |
| | 410 | !PlayerStatus.WeaponSlot[newSlot].MagazinesRemaining) || |
| | 411 | WEAPON_CUDGEL == PlayerStatus.WeaponSlot[newSlot].WeaponIDNumber) |
| | 412 | { |
| | 413 | switch(PlayerStatus.WeaponSlot[newSlot].WeaponIDNumber) |
| | 414 | { |
| | 415 | default: |
| | 416 | { |
| | 417 | static int i_was_here = 0; |
| | 418 | if (i_was_here) |
| | 419 | { |
| | 420 | i_was_here = 0; |
| | 421 | return; |
| | 422 | } |
| | 423 | |
| | 424 | i_was_here = 1; |
| | 425 | continue; |
| | 426 | } |
| | 427 | } |
| | 428 | } |
| | 429 | else |
| | 430 | { |
| | 431 | /* |
| | 432 | switch (PlayerStatus.WeaponSlot[newSlot].WeaponIDNumber) |
| | 433 | { |
| | 434 | case WEAPON_FRISBEE_LAUNCHER: |
| | 435 | case WEAPON_MARINE_PISTOL: |
| | 436 | case WEAPON_TWO_PISTOLS: |
| | 437 | { |
| | 438 | // Disallow Gold version weapons with regular version |
| | 439 | if (!AllowGoldWeapons) |
| | 440 | continue; |
| | 441 | } |
| | 442 | break; |
| | 443 | |
| | 444 | default: |
| | 445 | break; |
| | 446 | } |
| | 447 | */ |
| | 448 | } |
| | 449 | |
| | 450 | if(newSlot != PlayerStatus.SelectedWeaponSlot) |
| | 451 | { |
| | 452 | PlayerStatus.SwapToWeaponSlot = newSlot; |
| | 453 | PlayerStatus.PreviouslySelectedWeaponSlot = PlayerStatus.SelectedWeaponSlot; |
| | 454 | PlayerStatus.WeaponState = WEAPONSTATE_SWAPPING_OUT; |
| | 455 | return; |
| | 456 | } |
| | 457 | |
| | 458 | break; |
| | 459 | } |
| | 460 | } |
| | 461 | } |
| | 462 | |
| | 463 | void three_dots() |
| | 464 | { |
| | 465 | //VECTORCH shotvector = {0, 0, 65535}; |
| | 466 | VECTORCH shotvector; |
| | 467 | THREE_LASER_DOT_DESC PredatorLaserTarget; |
| | 468 | |
| | 469 | MATRIXCH matrix = Global_VDB.VDB_Mat; |
| | 470 | TransposeMatrixCH(&matrix); |
| | 471 | RotateVector(&shotvector, &matrix); |
| | 472 | |
| | 473 | // find position/orientation of predator's targeting sights |
| | 474 | int i; |
| | 475 | |
| | 476 | VECTORCH offset[3] = { {0, -50, 0}, {43, 25, 0}, {-43, 25, 0} }; |
| | 477 | |
| | 478 | for(i=0; i < 3; i++) |
| | 479 | { |
| | 480 | VECTORCH position = offset[i]; |
| | 481 | //position.vx -= 200; |
| | 482 | |
| | 483 | RotateVector(&position, &matrix); |
| | 484 | position.vx += Global_VDB.VDB_World.vx; |
| | 485 | position.vy += Global_VDB.VDB_World.vy; |
| | 486 | position.vz += Global_VDB.VDB_World.vz; |
| | 487 | |
| | 488 | shotvector.vx = offset[i].vx; |
| | 489 | shotvector.vy = offset[i].vy; |
| | 490 | shotvector.vz = 65535; |
| | 491 | RotateVector(&shotvector, &matrix); |
| | 492 | |
| | 493 | FindPolygonInLineOfSight(&shotvector, &position, 1, PlayerStatus.DisplayBlock); |
| | 494 | PredatorLaserTarget.Normal[i] = LOS_ObjectNormal; |
| | 495 | MakeParticle(&position, &shotvector, PARTICLE_PLASMATRAIL); |
| | 496 | |
| | 497 | if (PlayerStatus.Target.DispPtr) |
| | 498 | { |
| | 499 | PredatorLaserTarget.Position[i] = LOS_Point; |
| | 500 | } |
| | 501 | else |
| | 502 | { |
| | 503 | /* pretend the target is right in front of the player, but a very long way off */ |
| | 504 | PredatorLaserTarget.Position[i].vx = PlayerStatus.DisplayBlock->ObWorld.vx + (Global_VDB.VDB_Mat.mat13<<7); |
| | 505 | PredatorLaserTarget.Position[i].vy = PlayerStatus.DisplayBlock->ObWorld.vy + (Global_VDB.VDB_Mat.mat23<<7); |
| | 506 | PredatorLaserTarget.Position[i].vz = PlayerStatus.DisplayBlock->ObWorld.vz + (Global_VDB.VDB_Mat.mat33<<7); |
| | 507 | } |
| | 508 | |
| | 509 | } |
| | 510 | |
| | 511 | RenderLaserTarget(&PredatorLaserTarget); |
| | 512 | } |
| | 513 | |
| | 514 | static void PositionPlayersWeapon() |
| | 515 | { |
| | 516 | PlayerStatus.weapon.ObMat = Global_VDB.VDB_Mat; |
| | 517 | TransposeMatrixCH(&PlayerStatus.weapon.ObMat); |
| | 518 | |
| | 519 | PlayerStatus.weapon.ObView.vx = PlayerStatus.twPtr->RestPosition.vx + PlayerStatus.WeaponPositionOffset.vx; |
| | 520 | PlayerStatus.weapon.ObView.vy = PlayerStatus.twPtr->RestPosition.vy + PlayerStatus.WeaponPositionOffset.vy; |
| | 521 | PlayerStatus.weapon.ObView.vz = PlayerStatus.twPtr->RestPosition.vz + PlayerStatus.WeaponPositionOffset.vz; |
| | 522 | |
| | 523 | VECTORCH offset = PlayerStatus.weapon.ObView; |
| | 524 | RotateVector(&offset, &PlayerStatus.weapon.ObMat); |
| | 525 | |
| | 526 | PlayerStatus.weapon.ObWorld.vx = Global_VDB.VDB_World.vx + offset.vx; |
| | 527 | PlayerStatus.weapon.ObWorld.vy = Global_VDB.VDB_World.vy + offset.vy; |
| | 528 | PlayerStatus.weapon.ObWorld.vz = Global_VDB.VDB_World.vz + offset.vz; |
| | 529 | } |
| | 530 | |
| | 531 | static void CalculateTorqueAtPoint(EULER *rotationPtr, VECTORCH *pointPtr, STRATEGYBLOCK *sbPtr) |
| | 532 | { |
| | 533 | VECTORCH normal,point; |
| | 534 | int intersectionPlane; |
| | 535 | DYNAMICSBLOCK *dynPtr = sbPtr->DynPtr; |
| | 536 | |
| | 537 | /* if the strategy block doesn't have a dynamics or display block, skip it */ |
| | 538 | if (!dynPtr || !sbPtr->DisplayBlock) |
| | 539 | return; |
| | 540 | |
| | 541 | { |
| | 542 | MATRIXCH mat = dynPtr->OrientMat; |
| | 543 | TransposeMatrixCH(&mat); |
| | 544 | |
| | 545 | point.vx = pointPtr->vx - dynPtr->Position.vx; |
| | 546 | point.vy = pointPtr->vy - dynPtr->Position.vy; |
| | 547 | point.vz = pointPtr->vz - dynPtr->Position.vz; |
| | 548 | |
| | 549 | RotateVector(&point, &mat); |
| | 550 | normal = point; |
| | 551 | } |
| | 552 | |
| | 553 | { |
| | 554 | int x = abs(normal.vx); |
| | 555 | int y = abs(normal.vy); |
| | 556 | int z = abs(normal.vz); |
| | 557 | |
| | 558 | if (x > y) |
| | 559 | intersectionPlane = (x > z) ? ix : iz; |
| | 560 | else |
| | 561 | intersectionPlane = (y > z) ? iy : iz; |
| | 562 | } |
| | 563 | |
| | 564 | switch (intersectionPlane) |
| | 565 | { |
| | 566 | case ix: |
| | 567 | { |
| | 568 | rotationPtr->EulerX = 0; |
| | 569 | |
| | 570 | if (point.vx > 0) |
| | 571 | { |
| | 572 | rotationPtr->EulerY = -point.vz; |
| | 573 | rotationPtr->EulerZ = point.vy; |
| | 574 | } |
| | 575 | else |
| | 576 | { |
| | 577 | rotationPtr->EulerY = point.vz; |
| | 578 | rotationPtr->EulerZ = -point.vy; |
| | 579 | } |
| | 580 | break; |
| | 581 | } |
| | 582 | case iy: |
| | 583 | { |
| | 584 | rotationPtr->EulerY = 0; |
| | 585 | |
| | 586 | if (point.vy > 0) |
| | 587 | { |
| | 588 | rotationPtr->EulerX = point.vz; |
| | 589 | rotationPtr->EulerZ = -point.vx; |
| | 590 | } |
| | 591 | else |
| | 592 | { |
| | 593 | rotationPtr->EulerX = -point.vz; |
| | 594 | rotationPtr->EulerZ = point.vx; |
| | 595 | } |
| | 596 | break; |
| | 597 | } |
| | 598 | case iz: |
| | 599 | { |
| | 600 | rotationPtr->EulerZ = 0; |
| | 601 | |
| | 602 | if (point.vz > 0) |
| | 603 | { |
| | 604 | rotationPtr->EulerX = -point.vy; |
| | 605 | rotationPtr->EulerY = point.vx; |
| | 606 | } |
| | 607 | else |
| | 608 | { |
| | 609 | rotationPtr->EulerX = point.vy; |
| | 610 | rotationPtr->EulerY = -point.vx; |
| | 611 | } |
| | 612 | break; |
| | 613 | } |
| | 614 | default: |
| | 615 | break; |
| | 616 | } |
| | 617 | |
| | 618 | { |
| | 619 | struct shapeheader* shapePtr = GetShapeData(sbPtr->DisplayBlock->ObShape); |
| | 620 | rotationPtr->EulerX = DIV_FIXED(rotationPtr->EulerX, shapePtr->shaperadius); |
| | 621 | rotationPtr->EulerY = DIV_FIXED(rotationPtr->EulerY, shapePtr->shaperadius); |
| | 622 | rotationPtr->EulerZ = DIV_FIXED(rotationPtr->EulerZ, shapePtr->shaperadius); |
| | 623 | } |
| | 624 | } |
| | 625 | |
| | 626 | static void DamageDamageBlock(DAMAGEBLOCK *DBPtr, const DAMAGE_PROFILE *damage, int multiple) |
| | 627 | { |
| | 628 | int ArmourDamage = 0; |
| | 629 | int HealthDamage = 0; |
| | 630 | int Fraction = multiple & (ONE_FIXED - 1); |
| | 631 | int Integer = multiple >> ONE_FIXED_SHIFT; |
| | 632 | |
| | 633 | /* We must apply damage sequentially. Fraction first, then each 'multiple'. |
| | 634 | Otherwise, an armour damaging attack hitting multiple times in one frame |
| | 635 | would behave differently depending on the framerate. Sure, that case might |
| | 636 | never arise, but that's not the point! |
| | 637 | */ |
| | 638 | |
| | 639 | if (Fraction) |
| | 640 | { |
| | 641 | if (damage->Impact) |
| | 642 | { |
| | 643 | int tempdamage = damage->Impact * Fraction; |
| | 644 | HealthDamage += tempdamage / 10; |
| | 645 | int unblocked = MUL_FIXED(((damage->Impact*ONE_FIXED)-DBPtr->Armour), Fraction); |
| | 646 | |
| | 647 | if (unblocked > 0) |
| | 648 | HealthDamage += unblocked; |
| | 649 | |
| | 650 | tempdamage >>= 4; |
| | 651 | |
| | 652 | if (!DBPtr->PerfectArmour) |
| | 653 | ArmourDamage += tempdamage; |
| | 654 | } |
| | 655 | |
| | 656 | if (damage->Cutting) |
| | 657 | { |
| | 658 | int tempdamage = damage->Cutting * Fraction; |
| | 659 | HealthDamage += tempdamage >> 2; |
| | 660 | int unblocked = MUL_FIXED(((damage->Cutting*ONE_FIXED)-DBPtr->Armour), Fraction); |
| | 661 | |
| | 662 | if (unblocked > 0) |
| | 663 | HealthDamage += unblocked; |
| | 664 | |
| | 665 | if (!DBPtr->PerfectArmour) |
| | 666 | ArmourDamage += tempdamage >> 3; |
| | 667 | } |
| | 668 | |
| | 669 | if (damage->Penetrative) |
| | 670 | { |
| | 671 | int tempdamage = damage->Penetrative * Fraction; |
| | 672 | HealthDamage += tempdamage / 10; |
| | 673 | |
| | 674 | int unblocked = MUL_FIXED(((damage->Penetrative*ONE_FIXED)-(DBPtr->Armour>>6)), Fraction); |
| | 675 | |
| | 676 | if (unblocked > 0) |
| | 677 | HealthDamage += unblocked; |
| | 678 | |
| | 679 | if (!DBPtr->PerfectArmour) |
| | 680 | ArmourDamage += tempdamage >> 4; |
| | 681 | } |
| | 682 | |
| | 683 | if (damage->Fire && !DBPtr->FireResistant) |
| | 684 | { |
| | 685 | int tempdamage = damage->Fire * Fraction; |
| | 686 | |
| | 687 | if (DBPtr->Combustability == 2) |
| | 688 | { |
| | 689 | tempdamage <<= 1; |
| | 690 | } |
| | 691 | else if (DBPtr->Combustability == 3) |
| | 692 | { |
| | 693 | tempdamage >>= 2; |
| | 694 | } |
| | 695 | |
| | 696 | HealthDamage += tempdamage; |
| | 697 | |
| | 698 | if (!DBPtr->PerfectArmour) |
| | 699 | ArmourDamage += tempdamage >> 3; |
| | 700 | } |
| | 701 | |
| | 702 | if (damage->Electrical && !DBPtr->ElectricResistant) |
| | 703 | { |
| | 704 | int tempdamage = damage->Electrical * Fraction; |
| | 705 | |
| | 706 | if (DBPtr->ElectricSensitive) |
| | 707 | tempdamage <<= 2; |
| | 708 | |
| | 709 | HealthDamage += tempdamage; |
| | 710 | } |
| | 711 | |
| | 712 | if (damage->Acid && !DBPtr->AcidResistant) |
| | 713 | { |
| | 714 | int tempdamage = damage->Acid * Fraction; |
| | 715 | int unblocked = 0; |
| | 716 | |
| | 717 | switch(AvP.Difficulty) |
| | 718 | { |
| | 719 | case I_Hard: |
| | 720 | { |
| | 721 | ArmourDamage += tempdamage; |
| | 722 | |
| | 723 | if (ArmourDamage > DBPtr->Armour) |
| | 724 | { |
| | 725 | /* Now we're through. */ |
| | 726 | unblocked = tempdamage - DBPtr->Armour; |
| | 727 | } |
| | 728 | } |
| | 729 | break; |
| | 730 | default: |
| | 731 | { |
| | 732 | ArmourDamage += tempdamage >> 1; |
| | 733 | |
| | 734 | if (ArmourDamage > DBPtr->Armour) |
| | 735 | { |
| | 736 | /* Now we're through. */ |
| | 737 | unblocked = tempdamage - (DBPtr->Armour<<1); |
| | 738 | } |
| | 739 | } |
| | 740 | } |
| | 741 | |
| | 742 | if (unblocked > 0) |
| | 743 | HealthDamage += unblocked; |
| | 744 | } |
| | 745 | |
| | 746 | /* Apply Damage. */ |
| | 747 | |
| | 748 | if (ArmourDamage > 0) |
| | 749 | { |
| | 750 | if (DBPtr->Armour < ArmourDamage) |
| | 751 | DBPtr->Armour = 0; |
| | 752 | else |
| | 753 | DBPtr->Armour -= ArmourDamage; |
| | 754 | } |
| | 755 | |
| | 756 | if (HealthDamage > 0) |
| | 757 | { |
| | 758 | if (DBPtr->Health < HealthDamage) |
| | 759 | { |
| | 760 | DBPtr->Health = 0; |
| | 761 | return; |
| | 762 | } |
| | 763 | else |
| | 764 | DBPtr->Health -= HealthDamage; |
| | 765 | } |
| | 766 | } |
| | 767 | |
| | 768 | while (Integer) |
| | 769 | { |
| | 770 | ArmourDamage = 0; |
| | 771 | HealthDamage = 0; |
| | 772 | |
| | 773 | if (damage->Impact) |
| | 774 | { |
| | 775 | /* Impact damage. */ |
| | 776 | int tempdamage = damage->Impact * ONE_FIXED; |
| | 777 | HealthDamage += tempdamage / 10; |
| | 778 | int unblocked = tempdamage - DBPtr->Armour; |
| | 779 | |
| | 780 | if (unblocked > 0) |
| | 781 | HealthDamage += unblocked; |
| | 782 | |
| | 783 | if (!DBPtr->PerfectArmour) |
| | 784 | ArmourDamage += tempdamage >> 4; |
| | 785 | } |
| | 786 | |
| | 787 | if (damage->Cutting) |
| | 788 | { |
| | 789 | /* Cutting damage. */ |
| | 790 | int tempdamage = damage->Cutting * ONE_FIXED; |
| | 791 | HealthDamage += tempdamage >> 2; |
| | 792 | int unblocked = tempdamage - DBPtr->Armour; |
| | 793 | |
| | 794 | if (unblocked > 0) |
| | 795 | HealthDamage += unblocked; |
| | 796 | |
| | 797 | if (!DBPtr->PerfectArmour) |
| | 798 | ArmourDamage += tempdamage >> 3; |
| | 799 | } |
| | 800 | |
| | 801 | if (damage->Penetrative) |
| | 802 | { |
| | 803 | /* Penetrative damage. */ |
| | 804 | int tempdamage = damage->Penetrative * ONE_FIXED; |
| | 805 | HealthDamage += tempdamage / 10; |
| | 806 | int unblocked = tempdamage - (DBPtr->Armour >> 6); |
| | 807 | |
| | 808 | if (unblocked > 0) |
| | 809 | HealthDamage += unblocked; |
| | 810 | |
| | 811 | if (!DBPtr->PerfectArmour) |
| | 812 | ArmourDamage += tempdamage >> 4; |
| | 813 | } |
| | 814 | |
| | 815 | if (damage->Fire && !DBPtr->FireResistant) |
| | 816 | { |
| | 817 | int tempdamage = damage->Fire * ONE_FIXED; |
| | 818 | |
| | 819 | if (DBPtr->Combustability == 2) |
| | 820 | { |
| | 821 | tempdamage <<= 1; |
| | 822 | } |
| | 823 | else if (DBPtr->Combustability == 3) |
| | 824 | { |
| | 825 | tempdamage >>= 2; |
| | 826 | } |
| | 827 | |
| | 828 | HealthDamage += tempdamage; |
| | 829 | |
| | 830 | if (!DBPtr->PerfectArmour) |
| | 831 | ArmourDamage += tempdamage >> 3; |
| | 832 | } |
| | 833 | |
| | 834 | if (damage->Electrical && !DBPtr->ElectricResistant) |
| | 835 | { |
| | 836 | int tempdamage = damage->Electrical * ONE_FIXED; |
| | 837 | |
| | 838 | if (DBPtr->ElectricSensitive) |
| | 839 | tempdamage <<= 2; |
| | 840 | |
| | 841 | HealthDamage += tempdamage; |
| | 842 | } |
| | 843 | |
| | 844 | if (damage->Acid && !DBPtr->AcidResistant) |
| | 845 | { |
| | 846 | int unblocked = 0; |
| | 847 | int tempdamage = damage->Acid * ONE_FIXED; |
| | 848 | |
| | 849 | switch(AvP.Difficulty) |
| | 850 | { |
| | 851 | case I_Hard: |
| | 852 | { |
| | 853 | ArmourDamage += tempdamage; |
| | 854 | |
| | 855 | if (ArmourDamage>DBPtr->Armour) |
| | 856 | { |
| | 857 | /* Now we're through. */ |
| | 858 | unblocked = tempdamage-DBPtr->Armour; |
| | 859 | } |
| | 860 | } |
| | 861 | break; |
| | 862 | default: |
| | 863 | { |
| | 864 | ArmourDamage += tempdamage >> 1; |
| | 865 | |
| | 866 | if (ArmourDamage > DBPtr->Armour) |
| | 867 | { |
| | 868 | /* Now we're through. */ |
| | 869 | unblocked = tempdamage - (DBPtr->Armour << 1); |
| | 870 | } |
| | 871 | } |
| | 872 | } |
| | 873 | |
| | 874 | if (unblocked > 0) |
| | 875 | HealthDamage += unblocked; |
| | 876 | } |
| | 877 | |
| | 878 | if (ArmourDamage > 0) |
| | 879 | { |
| | 880 | if (DBPtr->Armour < ArmourDamage) |
| | 881 | DBPtr->Armour = 0; |
| | 882 | else |
| | 883 | DBPtr->Armour -= ArmourDamage; |
| | 884 | } |
| | 885 | |
| | 886 | if (HealthDamage > 0) |
| | 887 | { |
| | 888 | if (DBPtr->Health < HealthDamage) |
| | 889 | { |
| | 890 | DBPtr->Health = 0; |
| | 891 | return; |
| | 892 | } |
| | 893 | else |
| | 894 | DBPtr->Health -= HealthDamage; |
| | 895 | } |
| | 896 | |
| | 897 | Integer--; |
| | 898 | } |
| | 899 | } |
| | 900 | |
| | 901 | static void Pop_Section(STRATEGYBLOCK *sbPtr, SECTION_DATA *section_data, VECTORCH *blastcentre, int *wounds) |
| | 902 | { |
| | 903 | /* 'Explode' this section, then frag off all it's children! */ |
| | 904 | |
| | 905 | assert(section_data); |
| | 906 | |
| | 907 | enum PARTICLE_ID blood_type; |
| | 908 | |
| | 909 | if (!(section_data->sempai->flags & section_sprays_anything)) |
| | 910 | { |
| | 911 | blood_type = PARTICLE_NULL; |
| | 912 | } |
| | 913 | else |
| | 914 | { |
| | 915 | if (section_data->sempai->flags & section_sprays_blood) |
| | 916 | { |
| | 917 | blood_type = GetBloodType(sbPtr); |
| | 918 | } |
| | 919 | else if (section_data->sempai->flags & section_sprays_acid) |
| | 920 | { |
| | 921 | blood_type = PARTICLE_ALIEN_BLOOD; |
| | 922 | } |
| | 923 | else if (section_data->sempai->flags & section_sprays_predoblood) |
| | 924 | { |
| | 925 | blood_type = PARTICLE_PREDATOR_BLOOD; |
| | 926 | } |
| | 927 | else if (section_data->sempai->flags & section_sprays_sparks) |
| | 928 | { |
| | 929 | blood_type = PARTICLE_SPARK; |
| | 930 | } |
| | 931 | else |
| | 932 | { |
| | 933 | blood_type = PARTICLE_NULL; |
| | 934 | } |
| | 935 | |
| | 936 | if (section_data->sempai->Shape && (blood_type != PARTICLE_NULL)) |
| | 937 | { |
| | 938 | if (CHEATMODE_SUPERGORE == UserProfile.active_bonus) |
| | 939 | MakeBloodExplosion(§ion_data->World_Offset, section_data->sempai->Shape->shaperadius, blastcentre, 500, blood_type); |
| | 940 | else |
| | 941 | MakeBloodExplosion(§ion_data->World_Offset, section_data->sempai->Shape->shaperadius, blastcentre, 100, blood_type); |
| | 942 | } |
| | 943 | } |
| | 944 | |
| | 945 | /* Right, should have a blood type set. Now, trim off the extra bits... */ |
| | 946 | |
| | 947 | if ((section_data->First_Child != NULL) && !(section_data->flags & section_data_terminate_here)) |
| | 948 | { |
| | 949 | SECTION_DATA *child_ptr = section_data->First_Child; |
| | 950 | int temp_wounds = 0; |
| | 951 | |
| | 952 | while (child_ptr != NULL) |
| | 953 | { |
| | 954 | assert(child_ptr->My_Parent == section_data); |
| | 955 | /* Please work! */ |
| | 956 | //MakeHierarchicalDebris(sbPtr, child_ptr, &child_ptr->World_Offset, &child_ptr->SecMat, &temp_wounds, 2); //jadda |
| | 957 | // or you better be sorry |
| | 958 | |
| | 959 | (*wounds) |= temp_wounds; |
| | 960 | |
| | 961 | child_ptr = child_ptr->Next_Sibling; |
| | 962 | } |
| | 963 | } |
| | 964 | |
| | 965 | /* Now trim off THIS bit, permanently. */ |
| | 966 | |
| | 967 | (*wounds) |= section_data->sempai->flags & section_flags_wounding; |
| | 968 | |
| | 969 | section_data->flags |= section_data_notreal; |
| | 970 | section_data->flags |= section_data_terminate_here; |
| | 971 | /* ~Fin~ */ |
| | 972 | } |
| | 973 | |
| | 974 | int TotalKineticDamage(const DAMAGE_PROFILE *damage) |
| | 975 | { |
| | 976 | return (damage->Impact + damage->Penetrative + damage->Cutting); |
| | 977 | } |
| | 978 | |
| | 979 | DISPLAYBLOCK *CauseDamageToHModel(HMODELCONTROLLER *HMC_Ptr, STRATEGYBLOCK *sbPtr, const DAMAGE_PROFILE *damage, int multiple, SECTION_DATA *this_section_data, |
| | 980 | VECTORCH *incoming, VECTORCH *position, int FromHost) |
| | 981 | { |
| | 982 | int wounds = 0; |
| | 983 | DISPLAYBLOCK *frag = NULL; |
| | 984 | |
| | 985 | if (sbPtr->DamageBlock.Indestructable || sbPtr->please_destroy_me) |
| | 986 | return NULL; |
| | 987 | |
| | 988 | assert(HMC_Ptr == this_section_data->my_controller); |
| | 989 | |
| | 990 | if((I_BehaviourNetGhost == sbPtr->type) && !FromHost) |
| | 991 | { |
| | 992 | DamageNetworkGhost(sbPtr, damage, multiple, this_section_data, incoming); |
| | 993 | return NULL; |
| | 994 | } |
| | 995 | |
| | 996 | /* Pass damage up test? */ |
| | 997 | if ((this_section_data->sempai->flags & section_flag_passdamagetoparent) && this_section_data->My_Parent) |
| | 998 | { |
| | 999 | /* Try again, a level up. */ |
| | 1000 | return CauseDamageToHModel(HMC_Ptr, sbPtr, damage,multiple, this_section_data->My_Parent, incoming, position, FromHost); |
| | 1001 | } |
| | 1002 | |
| | 1003 | if (this_section_data->sempai->flags & section_flag_doesnthurtsb) |
| | 1004 | { |
| | 1005 | DamageDamageBlock(&this_section_data->current_damage, damage, multiple); |
| | 1006 | } |
| | 1007 | else |
| | 1008 | { |
| | 1009 | /* The section takes damage... and the SB takes the health and armour damage. */ |
| | 1010 | int Health = this_section_data->current_damage.Health; |
| | 1011 | int Armour = this_section_data->current_damage.Armour; |
| | 1012 | DamageDamageBlock(&this_section_data->current_damage, damage, multiple); |
| | 1013 | |
| | 1014 | int healthdamage = Health - this_section_data->current_damage.Health; |
| | 1015 | int armourdamage = Armour - this_section_data->current_damage.Armour; |
| | 1016 | |
| | 1017 | if (armourdamage > 0) |
| | 1018 | { |
| | 1019 | if (sbPtr->DamageBlock.Armour < armourdamage) |
| | 1020 | sbPtr->DamageBlock.Armour = 0; |
| | 1021 | else |
| | 1022 | sbPtr->DamageBlock.Armour -= armourdamage; |
| | 1023 | } |
| | 1024 | |
| | 1025 | if (healthdamage > 0) |
| | 1026 | { |
| | 1027 | if (sbPtr->DamageBlock.Health < healthdamage) |
| | 1028 | sbPtr->DamageBlock.Health = 0; |
| | 1029 | else |
| | 1030 | sbPtr->DamageBlock.Health -= healthdamage; |
| | 1031 | } |
| | 1032 | } |
| | 1033 | |
| | 1034 | /* Consider networking. */ |
| | 1035 | if ((SinglePlayer != AvP.PlayMode) && (sbPtr->type != I_BehaviourNetGhost)) |
| | 1036 | AddNetMsg_GhostHierarchyDamaged(sbPtr, damage, multiple, this_section_data->sempai->IDnumber, incoming); |
| | 1037 | |
| | 1038 | if(damage->MakeExitWounds && incoming && (this_section_data->sempai->flags & section_sprays_anything)) |
| | 1039 | { |
| | 1040 | enum PARTICLE_ID blood_type; |
| | 1041 | int a; |
| | 1042 | VECTORCH *startpos; |
| | 1043 | VECTORCH final_spray_direction; |
| | 1044 | |
| | 1045 | if (this_section_data->sempai->flags & section_sprays_blood) |
| | 1046 | { |
| | 1047 | blood_type = GetBloodType(sbPtr); |
| | 1048 | /* Er... default? */ |
| | 1049 | } |
| | 1050 | else if (this_section_data->sempai->flags & section_sprays_acid) |
| | 1051 | { |
| | 1052 | blood_type = PARTICLE_ALIEN_BLOOD; |
| | 1053 | } |
| | 1054 | else if (this_section_data->sempai->flags & section_sprays_predoblood) |
| | 1055 | { |
| | 1056 | blood_type = PARTICLE_PREDATOR_BLOOD; |
| | 1057 | } |
| | 1058 | else if (this_section_data->sempai->flags & section_sprays_sparks) |
| | 1059 | { |
| | 1060 | blood_type = PARTICLE_SPARK; |
| | 1061 | } |
| | 1062 | else |
| | 1063 | { |
| | 1064 | blood_type = PARTICLE_FLAME; |
| | 1065 | /* Distinctive. */ |
| | 1066 | } |
| | 1067 | |
| | 1068 | startpos = position ? position : &this_section_data->World_Offset; |
| | 1069 | |
| | 1070 | /* 'incoming' SHOULD be normalised. */ |
| | 1071 | for (a=0; a < (multiple >> ONE_FIXED_SHIFT); a++) |
| | 1072 | { |
| | 1073 | RotateAndCopyVector(incoming, &final_spray_direction, &sbPtr->DynPtr->OrientMat); |
| | 1074 | |
| | 1075 | /* Scale down. */ |
| | 1076 | |
| | 1077 | //final_spray_direction.vx>>=1; |
| | 1078 | //final_spray_direction.vy>>=1; |
| | 1079 | //final_spray_direction.vz>>=1; |
| | 1080 | |
| | 1081 | final_spray_direction.vx += ( (FastRandom() & 511)-256); |
| | 1082 | final_spray_direction.vy += ( (FastRandom() & 511)-256); |
| | 1083 | final_spray_direction.vz += ( (FastRandom() & 511)-256); |
| | 1084 | |
| | 1085 | MakeBloodParticle(startpos, &final_spray_direction, blood_type); |
| | 1086 | } |
| | 1087 | } |
| | 1088 | |
| | 1089 | if (this_section_data->current_damage.Health <= 0) |
| | 1090 | { |
| | 1091 | /* Might want to create a frag here? */ |
| | 1092 | if (damage->BlowUpSections) |
| | 1093 | { |
| | 1094 | /* Deduce blastCentre. */ |
| | 1095 | VECTORCH blastCentre = this_section_data->World_Offset; |
| | 1096 | |
| | 1097 | if (incoming) |
| | 1098 | { |
| | 1099 | blastCentre.vx += incoming->vx; |
| | 1100 | blastCentre.vy += incoming->vy; |
| | 1101 | blastCentre.vz += incoming->vz; |
| | 1102 | } |
| | 1103 | |
| | 1104 | /* For the moment, this ALWAYS has priority. */ |
| | 1105 | Pop_Section(sbPtr, this_section_data, &blastCentre, &wounds); |
| | 1106 | |
| | 1107 | if (wounds & section_has_sparkoflife) |
| | 1108 | { |
| | 1109 | /* Kill SB off! */ |
| | 1110 | sbPtr->DamageBlock.Health = 0; |
| | 1111 | /* That's the way... */ |
| | 1112 | } |
| | 1113 | } |
| | 1114 | else if ( !(this_section_data->sempai->flags & section_is_master_root) |
| | 1115 | && !(this_section_data->sempai->flags & section_flag_never_frag) |
| | 1116 | && ( |
| | 1117 | ((this_section_data->sempai->flags & section_sprays_acid) && !(this_section_data->sempai->flags &
section_flag_fragonlyfordisks)) |
| | 1118 | || ((this_section_data->sempai->StartingStats.Health < TotalKineticDamage(damage)) && !(this_section_data->sempai->flags
& section_flag_fragonlyfordisks)) |
| | 1119 | || ((damage->Slicing > 2) && (this_section_data->sempai->flags & section_flag_fragonlyfordisks)) |
| | 1120 | || ((damage->Slicing > 0) && !(this_section_data->sempai->flags & section_flag_fragonlyfordisks) ))) |
| | 1121 | { |
| | 1122 | /* Work out which orientation to use. */ |
| | 1123 | /* The root (Gah!), so use sbPtr. */ |
| | 1124 | MATRIXCH *orientptr = (NULL != this_section_data->My_Parent) ? &this_section_data->My_Parent->SecMat :
&sbPtr->DynPtr->OrientMat; |
| | 1125 | |
| | 1126 | /* Never frag off the root, it wouldn't make sense. */ |
| | 1127 | /* |
| | 1128 | if(damage->ExplosivePower) |
| | 1129 | frag = MakeHierarchicalDebris(sbPtr, this_section_data, &this_section_data->World_Offset, orientptr, &wounds, 3); |
| | 1130 | else |
| | 1131 | */ |
| | 1132 | frag = disengage_part(sbPtr, this_section_data, &this_section_data->World_Offset, orientptr, &wounds, 3); |
| | 1133 | |
| | 1134 | /* Oh Dear! Every section below and including this one becomes... unreal. |
| | 1135 | And if any of them contain the spark of life, we need to know. */ |
| | 1136 | |
| | 1137 | if (wounds & section_has_sparkoflife) |
| | 1138 | { |
| | 1139 | /* Kill SB off! */ |
| | 1140 | sbPtr->DamageBlock.Health = 0; |
| | 1141 | /* That's the way... */ |
| | 1142 | } |
| | 1143 | } |
| | 1144 | else |
| | 1145 | { |
| | 1146 | /* Don't frag the master root, and take care with non-aliens. */ |
| | 1147 | |
| | 1148 | if (this_section_data->sempai->flags & section_has_sparkoflife) |
| | 1149 | { |
| | 1150 | /* However, if the master root is destroyed and is a critical section, */ |
| | 1151 | sbPtr->DamageBlock.Health = 0; |
| | 1152 | /* ...still kill them off. */ |
| | 1153 | } |
| | 1154 | } |
| | 1155 | } |
| | 1156 | |
| | 1157 | switch(sbPtr->type) |
| | 1158 | { |
| | 1159 | case I_BehaviourAlien: |
| | 1160 | AlienIsDamaged(sbPtr, damage, multiple, wounds, this_section_data, incoming); |
| | 1161 | break; |
| | 1162 | case I_BehaviourAlienPlayer: |
| | 1163 | case I_BehaviourMarinePlayer: |
| | 1164 | case I_BehaviourPredatorPlayer: |
| | 1165 | PlayerIsDamaged(damage, multiple, incoming); |
| | 1166 | break; |
| | 1167 | case I_BehaviourInanimateObject: InanimateObjectIsDamaged(sbPtr, damage, multiple); break; |
| | 1168 | case I_BehaviourMarine: |
| | 1169 | MarineIsDamaged(sbPtr, damage, multiple, wounds, this_section_data, incoming); |
| | 1170 | break; |
| | 1171 | case I_BehaviourCorpse: |
| | 1172 | CorpseIsDamaged(sbPtr, damage, wounds, incoming); |
| | 1173 | break; |
| | 1174 | case I_BehaviourPredator: |
| | 1175 | PredatorIsDamaged(sbPtr, damage, multiple, this_section_data, incoming); |
| | 1176 | break; |
| | 1177 | case I_BehaviourAutoGun: |
| | 1178 | SentryGunIsDamaged(sbPtr, damage, multiple, wounds,incoming); |
| | 1179 | break; |
| | 1180 | case I_BehaviourFaceHugger: |
| | 1181 | FacehuggerIsDamaged(sbPtr, damage, incoming); |
| | 1182 | break; |
| | 1183 | case I_BehaviourQueenAlien: |
| | 1184 | QueenIsDamaged(sbPtr, damage, multiple, this_section_data, incoming, position); |
| | 1185 | break; |
| | 1186 | case I_BehaviourXenoborg: |
| | 1187 | XenoborgIsDamaged(sbPtr, damage, multiple, wounds,incoming); |
| | 1188 | default: |
| | 1189 | break; |
| | 1190 | } |
| | 1191 | |
| | 1192 | return frag; |
| | 1193 | } |
| | 1194 | |
| | 1195 | static int FriendlyFireDamageFilter(const DAMAGE_PROFILE *damage) |
| | 1196 | { |
| | 1197 | int VulnerableToAlienDamage = 1; |
| | 1198 | int VulnerableToMarineDamage = 1; |
| | 1199 | int VulnerableToPredatorDamage = 1; |
| | 1200 | |
| | 1201 | switch(AvP.PlayerType) |
| | 1202 | { |
| | 1203 | case I_Alien: |
| | 1204 | { |
| | 1205 | VulnerableToAlienDamage = 0; |
| | 1206 | } |
| | 1207 | break; |
| | 1208 | case I_Marine: |
| | 1209 | { |
| | 1210 | VulnerableToMarineDamage = 0; |
| | 1211 | |
| | 1212 | if(netGameData.gameType == NGT_Coop) |
| | 1213 | VulnerableToPredatorDamage = 0; |
| | 1214 | } |
| | 1215 | case I_Predator: |
| | 1216 | { |
| | 1217 | VulnerableToPredatorDamage = 0; |
| | 1218 | |
| | 1219 | if(netGameData.gameType == NGT_Coop) |
| | 1220 | VulnerableToMarineDamage = 0; |
| | 1221 | } |
| | 1222 | } |
| | 1223 | |
| | 1224 | switch (damage->Id) |
| | 1225 | { |
| | 1226 | case AMMO_ALIEN_CLAW: |
| | 1227 | case AMMO_ALIEN_TAIL: |
| | 1228 | case AMMO_ALIEN_BITE_KILLSECTION: |
| | 1229 | case AMMO_ALIEN_BITE_KILLSECTION_SUPER: |
| | 1230 | case AMMO_PC_ALIEN_BITE: |
| | 1231 | return VulnerableToAlienDamage; |
| | 1232 | case AMMO_10MM_CULW: |
| | 1233 | case AMMO_SMARTGUN: |
| | 1234 | case AMMO_FLAMETHROWER: |
| | 1235 | case AMMO_SADAR_TOW: |
| | 1236 | case AMMO_GRENADE: |
| | 1237 | case EXPLOSIONFIRE_BLAST: |
| | 1238 | case AMMO_MINIGUN: |
| | 1239 | case AMMO_PULSE_GRENADE: |
| | 1240 | case AMMO_FRAGMENTATION_GRENADE: |
| | 1241 | case AMMO_PROXIMITY_GRENADE: |
| | 1242 | case AMMO_CUDGEL: |
| | 1243 | case AMMO_FLECHETTE: |
| | 1244 | case AMMO_FRISBEE: |
| | 1245 | case AMMO_FRISBEE_FIRE: |
| | 1246 | case AMMO_MARINE_PISTOL: |
| | 1247 | return VulnerableToMarineDamage; |
| | 1248 | case AMMO_PRED_WRISTBLADE: |
| | 1249 | case AMMO_HEAVY_PRED_WRISTBLADE: |
| | 1250 | case AMMO_PRED_RIFLE: |
| | 1251 | case AMMO_PLASMACASTER: |
| | 1252 | case AMMO_PRED_PISTOL_BLAST: |
| | 1253 | case AMMO_PRED_DISC: |
| | 1254 | case AMMO_PRED_TROPHY_KILLSECTION: |
| | 1255 | return VulnerableToPredatorDamage; |
| | 1256 | default: |
| | 1257 | return 1; |
| | 1258 | } |
| | 1259 | } |
| | 1260 | |
| | 1261 | void CauseDamageToObject(STRATEGYBLOCK *sbPtr, const DAMAGE_PROFILE *damage, int multiple, VECTORCH *incoming) |
| | 1262 | { |
| | 1263 | if (sbPtr->DamageBlock.Indestructable || sbPtr->please_destroy_me) // this is mostly for PARTICLE_EXPLOSIONFIRE |
| | 1264 | return; |
| | 1265 | |
| | 1266 | if(incoming && damage->ExplosivePower) |
| | 1267 | { |
| | 1268 | //sbPtr->DamageBlock.IsOnFire = (ONE_FIXED * (FastRandom() & 7)); |
| | 1269 | sbPtr->DamageBlock.IsOnFire = 0; |
| | 1270 | sbPtr->DynPtr->LinImpulse = *incoming; |
| | 1271 | } |
| | 1272 | |
| | 1273 | switch(sbPtr->type) |
| | 1274 | { |
| | 1275 | case I_BehaviourFragment: |
| | 1276 | return; |
| | 1277 | case I_BehaviourMarinePlayer: |
| | 1278 | case I_BehaviourAlienPlayer: |
| | 1279 | case I_BehaviourPredatorPlayer: |
| | 1280 | { |
| | 1281 | if(SinglePlayer != AvP.PlayMode) |
| | 1282 | { |
| | 1283 | if (netGameData.disableFriendlyFire && (netGameData.gameType == NGT_CoopDeathmatch || netGameData.gameType == NGT_Coop)) |
| | 1284 | { |
| | 1285 | if (!FriendlyFireDamageFilter(damage)) |
| | 1286 | return; |
| | 1287 | } |
| | 1288 | } |
| | 1289 | |
| | 1290 | DamageDamageBlock(&sbPtr->DamageBlock, damage, multiple); |
| | 1291 | PlayerIsDamaged(damage, multiple, incoming); |
| | 1292 | } |
| | 1293 | return; |
| | 1294 | case I_BehaviourInanimateObject: |
| | 1295 | { |
| | 1296 | if (damage->Id == AMMO_NPC_OBSTACLE_CLEAR) |
| | 1297 | { |
| | 1298 | INANIMATEOBJECT_STATUSBLOCK* objStatPtr = sbPtr->dataptr; |
| | 1299 | |
| | 1300 | if (objStatPtr->explosionType) |
| | 1301 | return; /* Try not to blunder through fatal things... */ |
| | 1302 | } |
| | 1303 | |
| | 1304 | DamageDamageBlock(&sbPtr->DamageBlock, damage, multiple); |
| | 1305 | InanimateObjectIsDamaged(sbPtr, damage, multiple); |
| | 1306 | } |
| | 1307 | return; |
| | 1308 | case I_BehaviourHierarchicalFragment: |
| | 1309 | { |
| | 1310 | HDEBRIS_BEHAV_BLOCK *hdbhv = (HDEBRIS_BEHAV_BLOCK * )sbPtr->dataptr; |
| | 1311 | |
| | 1312 | if(damage->ExplosivePower) |
| | 1313 | { |
| | 1314 | Extreme_Gibbing(sbPtr, hdbhv->HModelController.section_data, ONE_FIXED, incoming); |
| | 1315 | sbPtr->please_destroy_me = 1; |
| | 1316 | } |
| | 1317 | } |
| | 1318 | return; |
| | 1319 | case I_BehaviourGrenade: |
| | 1320 | case I_BehaviourFlare: |
| | 1321 | case I_BehaviourFragmentationGrenade: |
| | 1322 | case I_BehaviourProximityGrenade: |
| | 1323 | case I_BehaviourRocket: |
| | 1324 | case I_BehaviourPulseGrenade: |
| | 1325 | case I_BehaviourPredatorEnergyBolt: |
| | 1326 | case I_BehaviourFrisbee: |
| | 1327 | { |
| | 1328 | /* make it explode! */ |
| | 1329 | ((ONE_SHOT_BEHAV_BLOCK * )sbPtr->dataptr)->counter = 0; |
| | 1330 | } |
| | 1331 | return; |
| | 1332 | case I_BehaviourPredator: |
| | 1333 | { |
| | 1334 | switch(damage->Id) |
| | 1335 | { |
| | 1336 | case AMMO_PLASMACASTER: |
| | 1337 | break; |
| | 1338 | default: |
| | 1339 | DamageDamageBlock(&sbPtr->DamageBlock, damage, multiple); |
| | 1340 | PredatorIsDamaged(sbPtr, damage, multiple, NULL, incoming); |
| | 1341 | } |
| | 1342 | } |
| | 1343 | return; |
| | 1344 | case I_BehaviourNetGhost: |
| | 1345 | DamageNetworkGhost(sbPtr, damage, multiple, NULL, incoming); |
| | 1346 | return; |
| | 1347 | default: |
| | 1348 | { |
| | 1349 | DamageDamageBlock(&sbPtr->DamageBlock, damage, multiple); |
| | 1350 | |
| | 1351 | switch(sbPtr->type) |
| | 1352 | { |
| | 1353 | case I_BehaviourAlien: |
| | 1354 | AlienIsDamaged(sbPtr, damage, multiple, 0, NULL, incoming); |
| | 1355 | break; |
| | 1356 | case I_BehaviourVideoScreen: |
| | 1357 | VideoScreenIsDamaged(sbPtr, damage, multiple); |
| | 1358 | break; |
| | 1359 | case I_BehaviourPlacedLight: |
| | 1360 | PlacedLightIsDamaged(sbPtr, damage, multiple); |
| | 1361 | break; |
| | 1362 | case I_BehaviourMarine: |
| | 1363 | MarineIsDamaged(sbPtr, damage, multiple, 0, NULL, incoming); |
| | 1364 | break; |
| | 1365 | case I_BehaviourCorpse: |
| | 1366 | CorpseIsDamaged(sbPtr, damage, 0, incoming); |
| | 1367 | break; |
| | 1368 | case I_BehaviourFaceHugger: |
| | 1369 | FacehuggerIsDamaged(sbPtr, damage, incoming); |
| | 1370 | break; |
| | 1371 | case I_BehaviourXenoborg: |
| | 1372 | XenoborgIsDamaged(sbPtr, damage, multiple, 0, incoming); |
| | 1373 | break; |
| | 1374 | case I_BehaviourQueenAlien: |
| | 1375 | QueenIsDamaged(sbPtr, damage, multiple, NULL, incoming, NULL); |
| | 1376 | break; |
| | 1377 | case I_BehaviourTrackObject: |
| | 1378 | TrackObjectIsDamaged(sbPtr, damage, multiple); |
| | 1379 | break; |
| | 1380 | case I_BehaviourAutoGun: |
| | 1381 | SentryGunIsDamaged(sbPtr, damage, multiple, 0, incoming); |
| | 1382 | break; |
| | 1383 | case I_BehaviourDummy: |
| | 1384 | if(sbPtr->DamageBlock.Health <= 0) // this is needed for platform lift squash |
| | 1385 | sbPtr->please_destroy_me = 1; |
| | 1386 | default: |
| | 1387 | break; |
| | 1388 | } |
| | 1389 | } |
| | 1390 | } |
| | 1391 | } |
| | 1392 | |
| | 1393 | void HandleWeaponImpact(VECTORCH *positionPtr, STRATEGYBLOCK *sbPtr, enum AMMO_ID AmmoID, VECTORCH *directionPtr, int multiple, SECTION_DATA *this_section_data) |
| | 1394 | { |
| | 1395 | /* 'multiple' is now in FIXED POINT! */ |
| | 1396 | |
| | 1397 | if (LOS_ObjectHitPtr->Module) |
| | 1398 | { |
| | 1399 | /* bad idea to put bullethole on a morphing object */ |
| | 1400 | if(!LOS_ObjectHitPtr->ObMorphCtrl) |
| | 1401 | MakeDecal(DECAL_BULLETHOLE, &LOS_ObjectNormal, positionPtr, LOS_ObjectHitPtr->Module->m_index); |
| | 1402 | |
| | 1403 | /* cause a ricochet 1 in 8 times */ |
| | 1404 | if ((FastRandom() & 65535) < 8192) |
| | 1405 | MakeImpactSparks(directionPtr, &LOS_ObjectNormal, positionPtr); |
| | 1406 | } |
| | 1407 | else if(sbPtr) |
| | 1408 | { |
| | 1409 | VECTORCH incoming,*invec; |
| | 1410 | |
| | 1411 | if (sbPtr->DynPtr) |
| | 1412 | { |
| | 1413 | MATRIXCH WtoLMat = sbPtr->DynPtr->OrientMat; |
| | 1414 | /* Consider incoming hit direction. */ |
| | 1415 | TransposeMatrixCH(&WtoLMat); |
| | 1416 | RotateAndCopyVector(directionPtr, &incoming, &WtoLMat); |
| | 1417 | invec = &incoming; |
| | 1418 | } |
| | 1419 | else |
| | 1420 | { |
| | 1421 | invec = NULL; |
| | 1422 | } |
| | 1423 | |
| | 1424 | if (this_section_data && sbPtr->DisplayBlock && sbPtr->DisplayBlock->HModelControlBlock) |
| | 1425 | { |
| | 1426 | /* Netghost case now handled properly. */ |
| | 1427 | AddDecalToHModel(&LOS_ObjectNormal, &LOS_Point, this_section_data); |
| | 1428 | |
| | 1429 | assert(sbPtr->DisplayBlock->HModelControlBlock == this_section_data->my_controller); |
| | 1430 | CauseDamageToHModel(sbPtr->DisplayBlock->HModelControlBlock, sbPtr, &TemplateAmmo[AmmoID].MaxDamage, multiple, this_section_data, invec,
positionPtr, 0); |
| | 1431 | |
| | 1432 | if(sbPtr->type == I_BehaviourQueenAlien) |
| | 1433 | { |
| | 1434 | /* cause a ricochet 1 in 8 times */ |
| | 1435 | if ((FastRandom() & 65535) < 8192) |
| | 1436 | MakeImpactSparks(directionPtr, &LOS_ObjectNormal, positionPtr); |
| | 1437 | } |
| | 1438 | } |
| | 1439 | else |
| | 1440 | { |
| | 1441 | CauseDamageToObject(sbPtr, &TemplateAmmo[AmmoID].MaxDamage, multiple,invec); |
| | 1442 | } |
| | 1443 | |
| | 1444 | if (sbPtr->DynPtr) |
| | 1445 | { |
| | 1446 | DYNAMICSBLOCK *dynPtr = sbPtr->DynPtr; |
| | 1447 | EULER rotation; |
| | 1448 | int magnitudeOfForce = (5000 * TotalKineticDamage(&TemplateAmmo[AmmoID].MaxDamage)) / dynPtr->Mass; |
| | 1449 | /* okay, not too sure yet what this should do */ |
| | 1450 | dynPtr->LinImpulse.vx += MUL_FIXED(directionPtr->vx, magnitudeOfForce); |
| | 1451 | dynPtr->LinImpulse.vy += MUL_FIXED(directionPtr->vy, magnitudeOfForce); |
| | 1452 | dynPtr->LinImpulse.vz += MUL_FIXED(directionPtr->vz, magnitudeOfForce); |
| | 1453 | |
| | 1454 | CalculateTorqueAtPoint(&rotation, positionPtr, sbPtr); |
| | 1455 | } |
| | 1456 | } |
| | 1457 | } |
| | 1458 | |
| | 1459 | int AccuracyStats_TargetFilter(STRATEGYBLOCK *sbPtr) |
| | 1460 | { |
| | 1461 | switch (sbPtr->type) |
| | 1462 | { |
| | 1463 | case I_BehaviourAlien: |
| | 1464 | case I_BehaviourMarine: |
| | 1465 | case I_BehaviourPredator: |
| | 1466 | case I_BehaviourFaceHugger: |
| | 1467 | case I_BehaviourXenoborg: |
| | 1468 | case I_BehaviourQueenAlien: |
| | 1469 | return 1; |
| | 1470 | case I_BehaviourCorpse: |
| | 1471 | { |
| | 1472 | CORPSEDATABLOCK *corpseDataPtr = (CORPSEDATABLOCK *)sbPtr->dataptr; |
| | 1473 | |
| | 1474 | return (corpseDataPtr->validityTimer > 0); |
| | 1475 | } |
| | 1476 | case I_BehaviourNetGhost: |
| | 1477 | { |
| | 1478 | NETGHOSTDATABLOCK *dataptr = sbPtr->dataptr; |
| | 1479 | |
| | 1480 | switch (dataptr->type) |
| | 1481 | { |
| | 1482 | case I_BehaviourPredatorPlayer: |
| | 1483 | return 1; |
| | 1484 | case I_BehaviourMarinePlayer: |
| | 1485 | case I_BehaviourAlienPlayer: |
| | 1486 | case I_BehaviourRocket: |
| | 1487 | case I_BehaviourGrenade: |
| | 1488 | case I_BehaviourFlare: |
| | 1489 | case I_BehaviourFragmentationGrenade: |
| | 1490 | case I_BehaviourPredatorDisc_SeekTrack: |
| | 1491 | case I_BehaviourAlien: |
| | 1492 | case I_BehaviourProximityGrenade: |
| | 1493 | return 1; |
| | 1494 | default: |
| | 1495 | return 0; |
| | 1496 | } |
| | 1497 | } |
| | 1498 | default: |
| | 1499 | return 0; |
| | 1500 | } |
| | 1501 | } |
| | 1502 | |
| | 1503 | static void PlayerFireLineOfSightAmmo(enum AMMO_ID AmmoID) |
| | 1504 | { |
| | 1505 | VECTORCH shotvector = {0, 0, 65535}; |
| | 1506 | |
| | 1507 | if (Weapon_ThisBurst > 0) |
| | 1508 | { |
| | 1509 | EULER judder = { 0,0,0 }; |
| | 1510 | MATRIXCH juddermat = { 0,0,0,0,0,0,0,0,0 }; |
| | 1511 | |
| | 1512 | // jiggle the weapon around when you shoot |
| | 1513 | int speed = Approximate3dMagnitude(&PlayerStatus.sbptr->DynPtr->LinVelocity); |
| | 1514 | |
| | 1515 | if (PlayerStatus.twPtr->RecoilMaxXTilt > 0) |
| | 1516 | judder.EulerX = (FastRandom() % PlayerStatus.twPtr->RecoilMaxXTilt) - PlayerStatus.twPtr->RecoilMaxXTilt / 2; |
| | 1517 | |
| | 1518 | if (PlayerStatus.twPtr->RecoilMaxYTilt > 0) |
| | 1519 | judder.EulerY = (FastRandom() % PlayerStatus.twPtr->RecoilMaxYTilt) - PlayerStatus.twPtr->RecoilMaxYTilt / 2; |
| | 1520 | |
| | 1521 | judder.EulerX = MUL_FIXED(judder.EulerX, (ONE_FIXED + (speed << 2))); |
| | 1522 | judder.EulerY = MUL_FIXED(judder.EulerY, (ONE_FIXED + (speed << 2))); |
| | 1523 | PlayerStatus.WeaponPositionOffset.vx = judder.EulerX; |
| | 1524 | PlayerStatus.WeaponPositionOffset.vy = judder.EulerY; |
| | 1525 | judder.EulerX &= wrap360; |
| | 1526 | judder.EulerY &= wrap360; |
| | 1527 | |
| | 1528 | CreateEulerMatrix(&judder, &juddermat); |
| | 1529 | RotateVector(&shotvector, &juddermat); |
| | 1530 | Normalise(&shotvector); |
| | 1531 | } |
| | 1532 | |
| | 1533 | RotateVector(&shotvector, &PWMFSDP->SecMat); |
| | 1534 | FindPolygonInLineOfSight(&shotvector, &PWMFSDP->World_Offset, 0, PlayerStatus.DisplayBlock); |
| | 1535 | |
| | 1536 | if (LOS_ObjectHitPtr) |
| | 1537 | { |
| | 1538 | VECTORCH incoming, *invec; |
| | 1539 | if (LOS_ObjectHitPtr->Module) |
| | 1540 | { |
| | 1541 | /* bad idea to put bullethole on a morphing object */ |
| | 1542 | if(!LOS_ObjectHitPtr->ObMorphCtrl) |
| | 1543 | MakeDecal(DECAL_BULLETHOLE, &LOS_ObjectNormal, &LOS_Point, LOS_ObjectHitPtr->Module->m_index); |
| | 1544 | |
| | 1545 | /* cause a ricochet 1 in 8 times */ |
| | 1546 | if ((FastRandom() & 65535) < 8192) |
| | 1547 | MakeImpactSparks(&shotvector, &LOS_ObjectNormal, &LOS_Point); |
| | 1548 | } |
| | 1549 | else if(LOS_ObjectHitPtr->ObStrategyBlock) |
| | 1550 | { |
| | 1551 | STRATEGYBLOCK *target = LOS_ObjectHitPtr->ObStrategyBlock; |
| | 1552 | |
| | 1553 | if (target->DynPtr) |
| | 1554 | { |
| | 1555 | MATRIXCH WtoLMat = target->DynPtr->OrientMat; |
| | 1556 | /* Consider incoming hit direction. */ |
| | 1557 | TransposeMatrixCH(&WtoLMat); |
| | 1558 | RotateAndCopyVector(&shotvector, &incoming, &WtoLMat); |
| | 1559 | invec = &incoming; |
| | 1560 | } |
| | 1561 | else |
| | 1562 | { |
| | 1563 | invec = NULL; |
| | 1564 | } |
| | 1565 | |
| | 1566 | if (AccuracyStats_TargetFilter(target)) |
| | 1567 | CurrentGameStats_WeaponHit(PlayerStatus.SelectedWeaponSlot, 1); |
| | 1568 | |
| | 1569 | if (NULL != LOS_HModel_Section) |
| | 1570 | { |
| | 1571 | #if DEBUG |
| | 1572 | { |
| | 1573 | printf("Hitting a hierarchical section.\n"); |
| | 1574 | assert(LOS_ObjectHitPtr->HModelControlBlock == LOS_HModel_Section->my_controller); |
| | 1575 | } |
| | 1576 | #endif |
| | 1577 | |
| | 1578 | /* Netghost case now handled properly. */ |
| | 1579 | AddDecalToHModel(&LOS_ObjectNormal, &LOS_Point, LOS_HModel_Section); |
| | 1580 | |
| | 1581 | assert(target->DisplayBlock->HModelControlBlock == LOS_HModel_Section->my_controller); |
| | 1582 | CauseDamageToHModel(LOS_ObjectHitPtr->HModelControlBlock, target, &TemplateAmmo[AmmoID].MaxDamage, ONE_FIXED , LOS_HModel_Section, invec,
&LOS_Point, 0); |
| | 1583 | |
| | 1584 | if(target->type == I_BehaviourQueenAlien) |
| | 1585 | { |
| | 1586 | /* cause a ricochet 1 in 8 times */ |
| | 1587 | if ((FastRandom() & 65535) < 8192) |
| | 1588 | MakeImpactSparks(&shotvector, &LOS_ObjectNormal, &LOS_Point); |
| | 1589 | } |
| | 1590 | } |
| | 1591 | else |
| | 1592 | { |
| | 1593 | CauseDamageToObject(target, &TemplateAmmo[AmmoID].MaxDamage, ONE_FIXED , invec); |
| | 1594 | } |
| | 1595 | } |
| | 1596 | } |
| | 1597 | } |
| | 1598 | |
| | 1599 | static DISPLAYBLOCK *MakePistolCasing(VECTORCH *position,MATRIXCH *orient) |
| | 1600 | { |
| | 1601 | extern int NumActiveBlocks; |
| | 1602 | VECTORCH impulse = { 0, 0, 6000 }; |
| | 1603 | |
| | 1604 | if( (NumActiveBlocks > maxobjects - 5) || (NumActiveStBlocks > maxstblocks-5)) |
| | 1605 | return NULL; |
| | 1606 | |
| | 1607 | STRATEGYBLOCK* sbPtr = CreateActiveStrategyBlock(I_BehaviourFragment); |
| | 1608 | |
| | 1609 | if(NULL == sbPtr) |
| | 1610 | return NULL; |
| | 1611 | |
| | 1612 | DISPLAYBLOCK *dispPtr = sbPtr->DisplayBlock = AllocateNewObject(GetLoadedShapeMSL("Pistol case")); |
| | 1613 | sbPtr->dataptr = malloc(sizeof(ONE_SHOT_BEHAV_BLOCK )); |
| | 1614 | DYNAMICSBLOCK *dynPtr = sbPtr->DynPtr = AllocateDynamicsBlock(DYNAMICS_TEMPLATE_STATIC); |
| | 1615 | |
| | 1616 | if((dispPtr == NULL) || (NULL == sbPtr->dataptr) || (NULL == dynPtr)) |
| | 1617 | { |
| | 1618 | RemoveBehaviourStrategy(sbPtr); |
| | 1619 | return NULL; |
| | 1620 | } |
| | 1621 | |
| | 1622 | dynPtr->Mass = 1; |
| | 1623 | dynPtr->IsStatic = 0; |
| | 1624 | dynPtr->IgnoreSameObjectsAsYou = 1; |
| | 1625 | |
| | 1626 | dispPtr->ObWorld = *position; |
| | 1627 | dispPtr->ObStrategyBlock = sbPtr; |
| | 1628 | |
| | 1629 | ((ONE_SHOT_BEHAV_BLOCK * ) sbPtr->dataptr)->counter = ALIEN_DYINGTIME; |
| | 1630 | |
| | 1631 | dynPtr->Position = *position; |
| | 1632 | dynPtr->OrientMat = *orient; |
| | 1633 | |
| | 1634 | dynPtr->AngVelocity.EulerX = 0; |
| | 1635 | dynPtr->AngVelocity.EulerY = ((FastRandom()&4095)<<2); |
| | 1636 | dynPtr->AngVelocity.EulerZ = 0; |
| | 1637 | |
| | 1638 | RotateVector(&impulse, orient); |
| | 1639 | |
| | 1640 | dynPtr->LinImpulse = impulse; |
| | 1641 | |
| | 1642 | return dispPtr; |
| | 1643 | } |
| | 1644 | |
| | 1645 | static void GrenadeLauncher_UpdateBullets() |
| | 1646 | { |
| | 1647 | unsigned int a = 0; |
| | 1648 | |
| | 1649 | for (; a < 6; a++) |
| | 1650 | { |
| | 1651 | // Flags the correct number of bullets as visible... |
| | 1652 | |
| | 1653 | if (a > PlayerStatus.SelectedWeapon->PrimaryRoundsRemaining) |
| | 1654 | GrenadeLauncherSectionPointers[a]->flags |= section_data_notreal; // Not vis. |
| | 1655 | else |
| | 1656 | GrenadeLauncherSectionPointers[a]->flags &= ~section_data_notreal; // Vis. |
| | 1657 | } |
| | 1658 | } |
| | 1659 | |
| | 1660 | static int SpotEffectWeaponHandle = SOUND_NOACTIVEINDEX; |
| | 1661 | |
| | 1662 | void maintain_marine_weapons() |
| | 1663 | { |
| | 1664 | if (Weapon_ThisBurst > 0) |
| | 1665 | { |
| | 1666 | PlayerStatus.WeaponPositionOffset.vz = (FastRandom() % PlayerStatus.twPtr->RecoilMaxRandomZ) - PlayerStatus.twPtr->RecoilMaxZ; |
| | 1667 | } |
| | 1668 | else if(PlayerStatus.WeaponPositionOffset.vz) |
| | 1669 | { |
| | 1670 | if (PlayerStatus.WeaponPositionOffset.vz > 0 ) |
| | 1671 | { |
| | 1672 | PlayerStatus.WeaponPositionOffset.vz -= MUL_FIXED(300, NormalFrameTime); |
| | 1673 | |
| | 1674 | if (PlayerStatus.WeaponPositionOffset.vz < 0) |
| | 1675 | PlayerStatus.WeaponPositionOffset.vz = 0; |
| | 1676 | } |
| | 1677 | else if (PlayerStatus.WeaponPositionOffset.vz < 0 ) |
| | 1678 | { |
| | 1679 | PlayerStatus.WeaponPositionOffset.vz += MUL_FIXED(300, NormalFrameTime); |
| | 1680 | |
| | 1681 | if (PlayerStatus.WeaponPositionOffset.vz > 0) |
| | 1682 | PlayerStatus.WeaponPositionOffset.vz = 0; |
| | 1683 | } |
| | 1684 | } |
| | 1685 | |
| | 1686 | PositionPlayersWeapon(); |
| | 1687 | |
| | 1688 | switch(PlayerStatus.WeaponState) |
| | 1689 | { |
| | 1690 | case WEAPONSTATE_IDLE: |
| | 1691 | case WEAPONSTATE_FIRING_PRIMARY: |
| | 1692 | case WEAPONSTATE_FIRING_SECONDARY: |
| | 1693 | { |
| | 1694 | PlayerStatus.twPtr->maintain_weapon(); |
| | 1695 | } |
| | 1696 | break; |
| | 1697 | case WEAPONSTATE_READYING: |
| | 1698 | { |
| | 1699 | if (PlayerStatus.WeaponStateTimeOutCounter < 0) |
| | 1700 | { |
| | 1701 | PlayerStatus.WeaponState = WEAPONSTATE_IDLE; |
| | 1702 | PlayerStatus.WeaponStateTimeOutCounter = 0; |
| | 1703 | } |
| | 1704 | else |
| | 1705 | { |
| | 1706 | PlayerStatus.WeaponStateTimeOutCounter -= NormalFrameTime; |
| | 1707 | } |
| | 1708 | } |
| | 1709 | break; |
| | 1710 | case WEAPONSTATE_UNREADYING: |
| | 1711 | { |
| | 1712 | if (PlayerStatus.WeaponStateTimeOutCounter < 0) |
| | 1713 | { |
| | 1714 | PlayerStatus.SelectedWeaponSlot = PlayerStatus.SwapToWeaponSlot; |
| | 1715 | PlayerStatus.SelectedWeapon = &PlayerStatus.WeaponSlot[PlayerStatus.SwapToWeaponSlot]; |
| | 1716 | PlayerStatus.WeaponState = WEAPONSTATE_SWAPPING_IN; |
| | 1717 | } |
| | 1718 | else |
| | 1719 | { |
| | 1720 | PlayerStatus.WeaponStateTimeOutCounter -= NormalFrameTime; |
| | 1721 | } |
| | 1722 | } |
| | 1723 | break; |
| | 1724 | case WEAPONSTATE_SWAPPING_IN: |
| | 1725 | { |
| | 1726 | RightHand = 0; |
| | 1727 | Weapon_ThisBurst = -1; |
| | 1728 | PlayerStatus.SmartGunMode = 1; |
| | 1729 | GrabWeaponShape(); |
| | 1730 | PlayerStatus.WeaponStateTimeOutCounter = PlayerStatus.twPtr->swap_in_out; |
| | 1731 | InitHModelSequence(&PlayersWeaponHModelController, HMSQT_MarineHUD, (int)MHSS_Come, PlayerStatus.WeaponStateTimeOutCounter); |
| | 1732 | PlayersWeaponHModelController.Looped = 0; |
| | 1733 | PlayerStatus.WeaponState = WEAPONSTATE_READYING; |
| | 1734 | |
| | 1735 | switch(PlayerStatus.SelectedWeapon->WeaponIDNumber) |
| | 1736 | { |
| | 1737 | case WEAPON_MINIGUN: |
| | 1738 | Sound_Play(SID_MINIGUN_READY, "h"); |
| | 1739 | break; |
| | 1740 | case WEAPON_GRENADELAUNCHER: |
| | 1741 | GrenadeLauncher_UpdateBullets(); |
| | 1742 | default: |
| | 1743 | break; |
| | 1744 | } |
| | 1745 | } |
| | 1746 | break; |
| | 1747 | case WEAPONSTATE_SWAPPING_OUT: |
| | 1748 | { |
| | 1749 | PlayerStatus.WeaponStateTimeOutCounter = PlayerStatus.twPtr->swap_in_out; |
| | 1750 | InitHModelSequence(&PlayersWeaponHModelController, HMSQT_MarineHUD, (int)MHSS_Go, PlayerStatus.WeaponStateTimeOutCounter); |
| | 1751 | PlayersWeaponHModelController.Looped = 0; |
| | 1752 | PlayerStatus.WeaponState = WEAPONSTATE_UNREADYING; |
| | 1753 | } |
| | 1754 | break; |
| | 1755 | case WEAPONSTATE_JAMMED: |
| | 1756 | { |
| | 1757 | if (PlayerStatus.InputRequests.Rqst_FirePrimaryWeapon) |
| | 1758 | { |
| | 1759 | switch(PlayerStatus.SelectedWeaponSlot) |
| | 1760 | { |
| | 1761 | case WEAPON_PULSERIFLE: |
| | 1762 | Sound_Play(SID_PULSE_RIFLE_FIRING_EMPTY, "ehv", &SpotEffectWeaponHandle, 60); |
| | 1763 | break; |
| | 1764 | case WEAPON_SMARTGUN: |
| | 1765 | Sound_Play(SID_NOAMMO, "eh", &SpotEffectWeaponHandle); |
| | 1766 | default: |
| | 1767 | break; |
| | 1768 | } |
| | 1769 | } |
| | 1770 | else |
| | 1771 | { |
| | 1772 | PlayerStatus.WeaponState = WEAPONSTATE_IDLE; |
| | 1773 | Weapon_ThisBurst = -1; |
| | 1774 | } |
| | 1775 | } |
| | 1776 | break; |
| | 1777 | case WEAPONSTATE_WAITING: |
| | 1778 | default: |
| | 1779 | break; |
| | 1780 | } |
| | 1781 | } |
| | 1782 | |
| | 1783 | void marine_weapon_idle() |
| | 1784 | { |
| | 1785 | PlayerStatus.WeaponState = WEAPONSTATE_IDLE; |
| | 1786 | |
| | 1787 | if (WeaponFidgetPlaying) |
| | 1788 | { |
| | 1789 | if (PlayersWeaponHModelController.sequence_timer == (ONE_FIXED-1)) |
| | 1790 | { |
| | 1791 | InitHModelTweening(&PlayersWeaponHModelController, (ONE_FIXED>>2), HMSQT_MarineHUD, (int)MHSS_Stationary, ONE_FIXED, 1); |
| | 1792 | WeaponFidgetPlaying = 0; |
| | 1793 | } |
| | 1794 | } |
| | 1795 | else if (!(FastRandom() & 255)) |
| | 1796 | { |
| | 1797 | /* Start animation. */ |
| | 1798 | if (HModelSequence_Exists(&PlayersWeaponHModelController, HMSQT_MarineHUD, (int)MHSS_Fidget)) |
| | 1799 | { |
| | 1800 | InitHModelTweening(&PlayersWeaponHModelController, (ONE_FIXED>>2), HMSQT_MarineHUD, (int)MHSS_Fidget, ONE_FIXED, 0); |
| | 1801 | PlayerStatus.WeaponStateTimeOutCounter = 0; |
| | 1802 | WeaponFidgetPlaying = 1; |
| | 1803 | } |
| | 1804 | } |
| | 1805 | } |
| | 1806 | |
| | 1807 | |
| | 1808 | void DrawPlayersMuzzleFlash(enum MUZZLE_FLASH_ID muzzleFlashID) |
| | 1809 | { |
| | 1810 | VECTORCH shotvector = {0, 0, 65535}; |
| | 1811 | RotateVector(&shotvector, &PWMFSDP->SecMat); |
| | 1812 | DrawMuzzleFlash(&PWMFSDP->World_Offset, &shotvector, muzzleFlashID); |
| | 1813 | } |
| | 1814 | |
| | 1815 | void maintain_pulserifle() |
| | 1816 | { |
| | 1817 | switch(PlayersWeaponHModelController.Sub_Sequence) |
| | 1818 | { |
| | 1819 | case MHSS_Stationary: |
| | 1820 | case MHSS_Fidget: |
| | 1821 | { |
| | 1822 | if (PlayerStatus.InputRequests.Rqst_FirePrimaryWeapon || ((Weapon_ThisBurst < PULSERIFLE_MINIMUM_BURST) && (Weapon_ThisBurst >= 0))) |
| | 1823 | { |
| | 1824 | if (PlayerStatus.SelectedWeapon->PrimaryRoundsRemaining) |
| | 1825 | { |
| | 1826 | if (Weapon_ThisBurst == -1) |
| | 1827 | Weapon_ThisBurst = 0; |
| | 1828 | |
| | 1829 | RAPIDFIRE_AMMO_COUNTER += MUL_FIXED(100/6 * ONE_FIXED, NormalFrameTime); |
| | 1830 | |
| | 1831 | if (RAPIDFIRE_AMMO_COUNTER > ONE_FIXED) |
| | 1832 | { |
| | 1833 | if (128 > (FastRandom() & 65535)) |
| | 1834 | { |
| | 1835 | PlayerStatus.WeaponState = WEAPONSTATE_JAMMED; |
| | 1836 | Weapon_ThisBurst = 0; |
| | 1837 | return; |
| | 1838 | } |
| | 1839 | |
| | 1840 | static int weaponPitchTimer = 0; |
| | 1841 | PlayerFireLineOfSightAmmo(AMMO_10MM_CULW); |
| | 1842 | CurrentGameStats_WeaponFired(PlayerStatus.SelectedWeaponSlot, 1); |
| | 1843 | PlayerStatus.SelectedWeapon->PrimaryRoundsRemaining--; |
| | 1844 | Weapon_ThisBurst++; |
| | 1845 | RAPIDFIRE_AMMO_COUNTER = 0; |
| | 1846 | AddLightingEffectToObject(PlayerStatus.DisplayBlock, LFX_MUZZLEFLASH); |
| | 1847 | |
| | 1848 | if(weaponHandle == SOUND_NOACTIVEINDEX) |
| | 1849 | { |
| | 1850 | Sound_Play(SID_PULSE_START, "h"); |
| | 1851 | Sound_Play(SID_PULSE_LOOP, "elh", &weaponHandle); |
| | 1852 | weaponPitchTimer = ONE_FIXED >> 3; |
| | 1853 | } |
| | 1854 | else |
| | 1855 | { |
| | 1856 | weaponPitchTimer -= NormalFrameTime; |
| | 1857 | |
| | 1858 | if (weaponPitchTimer <= 0) |
| | 1859 | { |
| | 1860 | weaponPitchTimer = ONE_FIXED >> 3; |
| | 1861 | Sound_ChangePitch(weaponHandle, (FastRandom() & 63) - 32); |
| | 1862 | } |
| | 1863 | } |
| | 1864 | |
| | 1865 | PlayerStatus.muzzle_flash = 1; |
| | 1866 | PlayerStatus.WeaponState = WEAPONSTATE_FIRING_PRIMARY; |
| | 1867 | } |
| | 1868 | return; |
| | 1869 | } |
| | 1870 | else if(SpotEffectWeaponHandle == SOUND_NOACTIVEINDEX) |
| | 1871 | { |
| | 1872 | Sound_Play(SID_PULSE_RIFLE_FIRING_EMPTY, "ehv", &SpotEffectWeaponHandle, 60); |
| | 1873 | } |
| | 1874 | } |
| | 1875 | else if(!PlayerStatus.SelectedWeapon->PrimaryRoundsRemaining) |
| | 1876 | { |
| | 1877 | if(weaponHandle != SOUND_NOACTIVEINDEX) |
| | 1878 | { |
| | 1879 | Sound_Play(SID_PULSE_END, "h"); |
| | 1880 | Sound_Stop(weaponHandle); |
| | 1881 | } |
| | 1882 | |
| | 1883 | if (PlayerStatus.SelectedWeapon->MagazinesRemaining) |
| | 1884 | { |
| | 1885 | Weapon_ThisBurst = -1; |
| | 1886 | InitHModelSequence(&PlayersWeaponHModelController, HMSQT_MarineHUD, (int)MHSS_Standard_Reload, ONE_FIXED); |
| | 1887 | PlayersWeaponHModelController.Looped = 0; |
| | 1888 | PlayerStatus.WeaponStateTimeOutCounter = ONE_FIXED; |
| | 1889 | return; |
| | 1890 | } |
| | 1891 | else if (!PlayerStatus.SelectedWeapon->SecondaryRoundsRemaining) |
| | 1892 | { |
| | 1893 | MarineZeroAmmoFunctionality(); |
| | 1894 | return; |
| | 1895 | } |
| | 1896 | } |
| | 1897 | |
| | 1898 | Weapon_ThisBurst = -1; |
| | 1899 | |
| | 1900 | if(weaponHandle != SOUND_NOACTIVEINDEX) |
| | 1901 | { |
| | 1902 | Sound_Play(SID_PULSE_END, "h"); |
| | 1903 | Sound_Stop(weaponHandle); |
| | 1904 | } |
| | 1905 | |
| | 1906 | if (PlayerStatus.InputRequests.Rqst_FireSecondaryWeapon) |
| | 1907 | { |
| | 1908 | if (PlayerStatus.SelectedWeapon->SecondaryRoundsRemaining) |
| | 1909 | { |
| | 1910 | InitialisePulseGrenadeBehaviour(&PWMFSDP->World_Offset, &PlayerStatus.weapon.ObMat); |
| | 1911 | CurrentGameStats_WeaponFired(PlayerStatus.SelectedWeaponSlot, 1); |
| | 1912 | Sound_Play(SID_PULSEGRENADELAUNCH, "h"); |
| | 1913 | InitHModelSequence(&PlayersWeaponHModelController, HMSQT_MarineHUD, (int)MHSS_Secondary_Fire, ONE_FIXED); |
| | 1914 | PlayersWeaponHModelController.Looped = 0; |
| | 1915 | PlayerStatus.WeaponStateTimeOutCounter = ONE_FIXED; |
| | 1916 | PlayerStatus.WeaponState = WEAPONSTATE_FIRING_SECONDARY; |
| | 1917 | return; |
| | 1918 | } |
| | 1919 | else if(SpotEffectWeaponHandle == SOUND_NOACTIVEINDEX) |
| | 1920 | { |
| | 1921 | Sound_Play(SID_PULSE_RIFLE_FIRING_EMPTY, "eh", &SpotEffectWeaponHandle); |
| | 1922 | } |
| | 1923 | } |
| | 1924 | |
| | 1925 | marine_weapon_idle(); |
| | 1926 | } |
| | 1927 | break; |
| | 1928 | case MHSS_Standard_Reload: |
| | 1929 | { |
| | 1930 | if (PlayerStatus.WeaponStateTimeOutCounter < 0) |
| | 1931 | { |
| | 1932 | PlayerStatus.SelectedWeapon->MagazinesRemaining--; |
| | 1933 | PlayerStatus.SelectedWeapon->PrimaryRoundsRemaining = 99; |
| | 1934 | InitHModelTweening(&PlayersWeaponHModelController, (ONE_FIXED>>2), HMSQT_MarineHUD, (int)MHSS_Stationary, ONE_FIXED, 1); |
| | 1935 | } |
| | 1936 | else |
| | 1937 | { |
| | 1938 | PlayerStatus.WeaponStateTimeOutCounter -= NormalFrameTime; |
| | 1939 | return; |
| | 1940 | } |
| | 1941 | } |
| | 1942 | break; |
| | 1943 | case MHSS_Secondary_Fire: |
| | 1944 | { |
| | 1945 | if (PlayerStatus.WeaponStateTimeOutCounter < 0) |
| | 1946 | { |
| | 1947 | PlayerStatus.SelectedWeapon->SecondaryRoundsRemaining--; |
| | 1948 | InitHModelTweening(&PlayersWeaponHModelController, (ONE_FIXED>>2), HMSQT_MarineHUD, (int)MHSS_Stationary, ONE_FIXED, 1); |
| | 1949 | } |
| | 1950 | else |
| | 1951 | { |
| | 1952 | PlayerStatus.WeaponStateTimeOutCounter -= NormalFrameTime; |
| | 1953 | return; |
| | 1954 | } |
| | 1955 | } |
| | 1956 | break; |
| | 1957 | default: |
| | 1958 | if (PlayersWeaponHModelController.Sub_Sequence != MHSS_Stationary) |
| | 1959 | InitHModelSequence(&PlayersWeaponHModelController, HMSQT_MarineHUD, (int)MHSS_Stationary, ONE_FIXED); |
| | 1960 | } |
| | 1961 | |
| | 1962 | PlayerStatus.WeaponState = WEAPONSTATE_IDLE; |
| | 1963 | } |
| | 1964 | |
| | 1965 | static int oldRandomValue = -1; |
| | 1966 | |
| | 1967 | void maintain_smartgun() |
| | 1968 | { |
| | 1969 | if (PlayerStatus.SelectedWeapon->PrimaryRoundsRemaining) |
| | 1970 | { |
| | 1971 | if (PlayerStatus.InputRequests.Rqst_FirePrimaryWeapon || ((Weapon_ThisBurst < SMARTGUN_MINIMUM_BURST) && (Weapon_ThisBurst >= 0))) |
| | 1972 | { |
| | 1973 | if (Weapon_ThisBurst == -1) |
| | 1974 | Weapon_ThisBurst = 0; |
| | 1975 | |
| | 1976 | RAPIDFIRE_AMMO_COUNTER += MUL_FIXED(50 * ONE_FIXED, NormalFrameTime); |
| | 1977 | |
| | 1978 | if (RAPIDFIRE_AMMO_COUNTER > ONE_FIXED) |
| | 1979 | { |
| | 1980 | if (256 > (FastRandom() & 65535)) |
| | 1981 | { |
| | 1982 | PlayerStatus.WeaponState = WEAPONSTATE_JAMMED; |
| | 1983 | Weapon_ThisBurst = 0; |
| | 1984 | return; |
| | 1985 | } |
| | 1986 | |
| | 1987 | PlayerFireLineOfSightAmmo(AMMO_SMARTGUN); |
| | 1988 | CurrentGameStats_WeaponFired(PlayerStatus.SelectedWeaponSlot, 1); |
| | 1989 | PlayerStatus.SelectedWeapon->PrimaryRoundsRemaining--; |
| | 1990 | RAPIDFIRE_AMMO_COUNTER = 0; |
| | 1991 | Weapon_ThisBurst += 1; |
| | 1992 | |
| | 1993 | AddLightingEffectToObject(PlayerStatus.DisplayBlock, LFX_MUZZLEFLASH); |
| | 1994 | PlayerStatus.WeaponState = WEAPONSTATE_FIRING_PRIMARY; |
| | 1995 | PlayerStatus.muzzle_flash = 1; |
| | 1996 | |
| | 1997 | if(weaponHandle == SOUND_NOACTIVEINDEX) |
| | 1998 | { |
| | 1999 | int rand = FastRandom() % 3; |
| | 2000 | |
| | 2001 | if (rand == oldRandomValue) |
| | 2002 | rand = (rand + 1) % 3; |
| | 2003 | |
| | 2004 | oldRandomValue = rand; |
| | 2005 | |
| | 2006 | PlayerStatus.Noise = 1; |
| | 2007 | |
| | 2008 | switch (rand) |
| | 2009 | { |
| | 2010 | case 0: |
| | 2011 | Sound_Play(SID_SMART1, "ehp", &weaponHandle, (FastRandom()&255)-128); |
| | 2012 | break; |
| | 2013 | case 1: |
| | 2014 | Sound_Play(SID_SMART2, "ehp", &weaponHandle, (FastRandom()&255)-128); |
| | 2015 | break; |
| | 2016 | case 2: |
| | 2017 | Sound_Play(SID_SMART3, "ehp", &weaponHandle, (FastRandom()&255)-128); |
| | 2018 | default: |
| | 2019 | break; |
| | 2020 | } |
| | 2021 | } |
| | 2022 | } |
| | 2023 | |
| | 2024 | return; |
| | 2025 | } |
| | 2026 | else |
| | 2027 | { |
| | 2028 | Weapon_ThisBurst = -1; |
| | 2029 | } |
| | 2030 | } |
| | 2031 | else |
| | 2032 | { |
| | 2033 | Weapon_ThisBurst = -1; |
| | 2034 | |
| | 2035 | if (PlayerStatus.InputRequests.Rqst_FirePrimaryWeapon) |
| | 2036 | { |
| | 2037 | if(SpotEffectWeaponHandle == SOUND_NOACTIVEINDEX) |
| | 2038 | Sound_Play(SID_NOAMMO, "eh", &SpotEffectWeaponHandle); |
| | 2039 | |
| | 2040 | PlayerStatus.WeaponStateTimeOutCounter = ONE_FIXED; |
| | 2041 | } |
| | 2042 | else if (PlayerStatus.SelectedWeapon->MagazinesRemaining) |
| | 2043 | { |
| | 2044 | if (ONE_FIXED == PlayerStatus.WeaponStateTimeOutCounter) |
| | 2045 | { |
| | 2046 | InitHModelSequence(&PlayersWeaponHModelController, HMSQT_MarineHUD, (int)MHSS_Standard_Reload, ONE_FIXED); |
| | 2047 | PlayersWeaponHModelController.Looped = 0; |
| | 2048 | } |
| | 2049 | else if (PlayerStatus.WeaponStateTimeOutCounter < 0) |
| | 2050 | { |
| | 2051 | PlayerStatus.WeaponStateTimeOutCounter = ONE_FIXED; |
| | 2052 | PlayerStatus.SelectedWeapon->MagazinesRemaining--; |
| | 2053 | PlayerStatus.SelectedWeapon->PrimaryRoundsRemaining = 500; |
| | 2054 | return; |
| | 2055 | } |
| | 2056 | |
| | 2057 | PlayerStatus.WeaponStateTimeOutCounter -= NormalFrameTime; |
| | 2058 | |
| | 2059 | return; |
| | 2060 | } |
| | 2061 | } |
| | 2062 | |
| | 2063 | if (PlayerStatus.InputRequests.Rqst_FireSecondaryWeapon && (ONE_FIXED == PlayerStatus.WeaponStateTimeOutCounter)) |
| | 2064 | { |
| | 2065 | PlayerStatus.SmartGunMode = !PlayerStatus.SmartGunMode; |
| | 2066 | Sound_Play(SID_SMART_MODESWITCH, NULL); |
| | 2067 | PlayerStatus.WeaponStateTimeOutCounter -= NormalFrameTime; |
| | 2068 | return; |
| | 2069 | } |
| | 2070 | else |
| | 2071 | { |
| | 2072 | if (ONE_FIXED != PlayerStatus.WeaponStateTimeOutCounter) |
| | 2073 | { |
| | 2074 | PlayerStatus.WeaponStateTimeOutCounter -= NormalFrameTime; |
| | 2075 | |
| | 2076 | if (PlayerStatus.WeaponStateTimeOutCounter < 0) |
| | 2077 | PlayerStatus.WeaponStateTimeOutCounter = ONE_FIXED; |
| | 2078 | |
| | 2079 | return; |
| | 2080 | } |
| | 2081 | } |
| | 2082 | |
| | 2083 | if ((PlayersWeaponHModelController.Sub_Sequence != MHSS_Stationary) && (PlayersWeaponHModelController.Sub_Sequence != MHSS_Fidget)) |
| | 2084 | InitHModelSequence(&PlayersWeaponHModelController, HMSQT_MarineHUD, (int)MHSS_Stationary, ONE_FIXED); |
| | 2085 | |
| | 2086 | marine_weapon_idle(); |
| | 2087 | } |
| | 2088 | |
| | 2089 | void maintain_flamethrower() |
| | 2090 | { |
| | 2091 | if (PlayerStatus.SelectedWeapon->PrimaryRoundsRemaining) |
| | 2092 | { |
| | 2093 | if (PlayerStatus.InputRequests.Rqst_FirePrimaryWeapon) |
| | 2094 | { |
| | 2095 | ProveHModel(&PlayersWeaponHModelController, &PlayerStatus.weapon); |
| | 2096 | |
| | 2097 | RAPIDFIRE_AMMO_COUNTER += MUL_FIXED(15 * ONE_FIXED, NormalFrameTime); |
| | 2098 | |
| | 2099 | if (RAPIDFIRE_AMMO_COUNTER > ONE_FIXED) |
| | 2100 | { |
| | 2101 | PlayerStatus.SelectedWeapon->PrimaryRoundsRemaining--; |
| | 2102 | RAPIDFIRE_AMMO_COUNTER = 0; |
| | 2103 | PlayerStatus.WeaponState = WEAPONSTATE_FIRING_PRIMARY; |
| | 2104 | } |
| | 2105 | |
| | 2106 | FireFlameThrower(&PWMFSDP->World_Offset, &null_vec, &PlayerStatus.weapon.ObMat, 0, &Flamethrower_Timer); |
| | 2107 | |
| | 2108 | AddLightingEffectToObject(PlayerStatus.DisplayBlock, LFX_OBJECTONFIRE); |
| | 2109 | AddLightingEffectToObject(PlayerStatus.DisplayBlock, LFX_MUZZLEFLASH); |
| | 2110 | |
| | 2111 | if(weaponHandle == SOUND_NOACTIVEINDEX) |
| | 2112 | { |
| | 2113 | Sound_Play(SID_INCIN_START, "h"); |
| | 2114 | Sound_Play(SID_INCIN_LOOP, "elh", &weaponHandle); |
| | 2115 | } |
| | 2116 | return; |
| | 2117 | } |
| | 2118 | else |
| | 2119 | { |
| | 2120 | if(weaponHandle != SOUND_NOACTIVEINDEX) |
| | 2121 | { |
| | 2122 | Sound_Play(SID_INCIN_END, "h"); |
| | 2123 | Sound_Stop(weaponHandle); |
| | 2124 | } |
| | 2125 | } |
| | 2126 | } |
| | 2127 | else |
| | 2128 | { |
| | 2129 | if(weaponHandle != SOUND_NOACTIVEINDEX) |
| | 2130 | { |
| | 2131 | Sound_Play(SID_INCIN_END, "h"); |
| | 2132 | Sound_Stop(weaponHandle); |
| | 2133 | } |
| | 2134 | |
| | 2135 | if (PlayerStatus.InputRequests.Rqst_FirePrimaryWeapon) |
| | 2136 | { |
| | 2137 | PlayerStatus.WeaponStateTimeOutCounter = ONE_FIXED; |
| | 2138 | } |
| | 2139 | else if (PlayerStatus.SelectedWeapon->MagazinesRemaining) |
| | 2140 | { |
| | 2141 | if (ONE_FIXED == PlayerStatus.WeaponStateTimeOutCounter) |
| | 2142 | { |
| | 2143 | InitHModelSequence(&PlayersWeaponHModelController, HMSQT_MarineHUD, (int)MHSS_Standard_Reload, ONE_FIXED); |
| | 2144 | PlayersWeaponHModelController.Looped = 0; |
| | 2145 | } |
| | 2146 | else if (PlayerStatus.WeaponStateTimeOutCounter < 0) |
| | 2147 | { |
| | 2148 | PlayerStatus.WeaponStateTimeOutCounter = ONE_FIXED; |
| | 2149 | PlayerStatus.SelectedWeapon->MagazinesRemaining--; |
| | 2150 | PlayerStatus.SelectedWeapon->PrimaryRoundsRemaining = 100; |
| | 2151 | return; |
| | 2152 | } |
| | 2153 | |
| | 2154 | PlayerStatus.WeaponStateTimeOutCounter -= NormalFrameTime; |
| | 2155 | |
| | 2156 | return; |
| | 2157 | } |
| | 2158 | } |
| | 2159 | |
| | 2160 | PlayerStatus.WeaponState = WEAPONSTATE_IDLE; |
| | 2161 | |
| | 2162 | if ((PlayersWeaponHModelController.Sub_Sequence != MHSS_Stationary) && (PlayersWeaponHModelController.Sub_Sequence != MHSS_Fidget)) |
| | 2163 | InitHModelTweening(&PlayersWeaponHModelController, (ONE_FIXED >> 3), HMSQT_MarineHUD, (int)MHSS_Stationary, ONE_FIXED, 1); |
| | 2164 | |
| | 2165 | marine_weapon_idle(); |
| | 2166 | } |
| | 2167 | |
| | 2168 | #define SADAR_RECOIL (ONE_FIXED/6) |
| | 2169 | #define SADAR_RELOAD (ONE_FIXED*3/2) |
| | 2170 | |
| | 2171 | void maintain_sadar() |
| | 2172 | { |
| | 2173 | switch(PlayersWeaponHModelController.Sub_Sequence) |
| | 2174 | { |
| | 2175 | case MHSS_Stationary: |
| | 2176 | case MHSS_Fidget: |
| | 2177 | { |
| | 2178 | if (PlayerStatus.SelectedWeapon->PrimaryRoundsRemaining) |
| | 2179 | { |
| | 2180 | if (PlayerStatus.InputRequests.Rqst_FirePrimaryWeapon) |
| | 2181 | { |
| | 2182 | if (PlayerStatus.WeaponStateTimeOutCounter) //this stops atomatic fire |
| | 2183 | { |
| | 2184 | PlayerStatus.WeaponState = WEAPONSTATE_FIRING_PRIMARY; |
| | 2185 | Sound_Play(SID_SADAR_FIRE, "h"); |
| | 2186 | PlayerStatus.Noise = 1; |
| | 2187 | PlayerStatus.SelectedWeapon->PrimaryRoundsRemaining--; |
| | 2188 | CreateRocketKernel(&PWMFSDP->World_Offset, &PlayerStatus.weapon.ObMat, 1); |
| | 2189 | CurrentGameStats_WeaponFired(PlayerStatus.SelectedWeaponSlot, 1); |
| | 2190 | InitHModelSequence(&PlayersWeaponHModelController, HMSQT_MarineHUD, (int)MHSS_Standard_Fire, SADAR_RECOIL); |
| | 2191 | PlayersWeaponHModelController.Looped = 0; |
| | 2192 | } |
| | 2193 | } |
| | 2194 | else |
| | 2195 | { |
| | 2196 | PlayerStatus.WeaponStateTimeOutCounter = SADAR_RECOIL; |
| | 2197 | |
| | 2198 | marine_weapon_idle(); |
| | 2199 | } |
| | 2200 | } |
| | 2201 | else |
| | 2202 | { |
| | 2203 | MarineZeroAmmoFunctionality(); |
| | 2204 | } |
| | 2205 | } |
| | 2206 | break; |
| | 2207 | case MHSS_Standard_Fire: |
| | 2208 | { |
| | 2209 | PlayerStatus.WeaponStateTimeOutCounter -= NormalFrameTime; |
| | 2210 | |
| | 2211 | if (PlayerStatus.WeaponStateTimeOutCounter < 0) |
| | 2212 | { |
| | 2213 | if (PlayerStatus.SelectedWeapon->PrimaryRoundsRemaining) |
| | 2214 | { |
| | 2215 | //InitHModelSequence(&PlayersWeaponHModelController, HMSQT_MarineHUD, (int)MHSS_Standard_Reload, SADAR_RELOAD); |
| | 2216 | //InitHModelTweening(&PlayersWeaponHModelController, (ONE_FIXED>>3), HMSQT_MarineHUD, (int)MHSS_Standard_Reload, SADAR_RELOAD, 0); |
| | 2217 | //PlayerStatus.WeaponStateTimeOutCounter = SADAR_RELOAD; |
| | 2218 | PlayerStatus.WeaponState = WEAPONSTATE_SWAPPING_OUT; |
| | 2219 | PlayerStatus.SwapToWeaponSlot = PlayerStatus.SelectedWeaponSlot; |
| | 2220 | } |
| | 2221 | else |
| | 2222 | { |
| | 2223 | MarineZeroAmmoFunctionality(); |
| | 2224 | } |
| | 2225 | } |
| | 2226 | } |
| | 2227 | break; |
| | 2228 | case MHSS_Standard_Reload: |
| | 2229 | { |
| | 2230 | PlayerStatus.WeaponStateTimeOutCounter -= NormalFrameTime; |
| | 2231 | |
| | 2232 | if (PlayerStatus.WeaponStateTimeOutCounter < 0) |
| | 2233 | { |
| | 2234 | InitHModelTweening(&PlayersWeaponHModelController, (ONE_FIXED >> 3), HMSQT_MarineHUD, (int)MHSS_Stationary, ONE_FIXED, 1); |
| | 2235 | PlayerStatus.WeaponStateTimeOutCounter = 0; |
| | 2236 | PlayerStatus.WeaponState = WEAPONSTATE_IDLE; |
| | 2237 | } |
| | 2238 | } |
| | 2239 | break; |
| | 2240 | default: |
| | 2241 | if (PlayersWeaponHModelController.Sub_Sequence != MHSS_Stationary) |
| | 2242 | InitHModelSequence(&PlayersWeaponHModelController, HMSQT_MarineHUD, (int)MHSS_Stationary, ONE_FIXED); |
| | 2243 | } |
| | 2244 | } |
| | 2245 | |
| | 2246 | #define GRENADE_LAUNCHER_RECOIL_TIME (ONE_FIXED*4)/3 |
| | 2247 | |
| | 2248 | static int GrenadeLauncherChangeAmmo() |
| | 2249 | { |
| | 2250 | unsigned int RoundsRemaining; |
| | 2251 | unsigned int MagazinesRemaining; |
| | 2252 | |
| | 2253 | switch(GrenadeLauncherData.SelectedAmmo) |
| | 2254 | { |
| | 2255 | case AMMO_GRENADE: |
| | 2256 | { |
| | 2257 | if (GrenadeLauncherData.FragmentationRoundsRemaining > 0 || GrenadeLauncherData.FragmentationMagazinesRemaining > 0) |
| | 2258 | { |
| | 2259 | GrenadeLauncherData.SelectedAmmo = AMMO_FRAGMENTATION_GRENADE; |
| | 2260 | RoundsRemaining = GrenadeLauncherData.FragmentationRoundsRemaining; |
| | 2261 | MagazinesRemaining = GrenadeLauncherData.FragmentationMagazinesRemaining; |
| | 2262 | } |
| | 2263 | else if (GrenadeLauncherData.ProximityRoundsRemaining > 0 || GrenadeLauncherData.ProximityMagazinesRemaining > 0) |
| | 2264 | { |
| | 2265 | GrenadeLauncherData.SelectedAmmo = AMMO_PROXIMITY_GRENADE; |
| | 2266 | RoundsRemaining = GrenadeLauncherData.ProximityRoundsRemaining; |
| | 2267 | MagazinesRemaining = GrenadeLauncherData.ProximityMagazinesRemaining; |
| | 2268 | } |
| | 2269 | else |
| | 2270 | { |
| | 2271 | return 0; |
| | 2272 | } |
| | 2273 | |
| | 2274 | GrenadeLauncherData.StandardRoundsRemaining = PlayerStatus.SelectedWeapon->PrimaryRoundsRemaining; |
| | 2275 | GrenadeLauncherData.StandardMagazinesRemaining = PlayerStatus.SelectedWeapon->MagazinesRemaining; |
| | 2276 | } |
| | 2277 | break; |
| | 2278 | case AMMO_FRAGMENTATION_GRENADE: |
| | 2279 | { |
| | 2280 | if (GrenadeLauncherData.ProximityRoundsRemaining > 0 || GrenadeLauncherData.ProximityMagazinesRemaining > 0) |
| | 2281 | { |
| | 2282 | GrenadeLauncherData.SelectedAmmo = AMMO_PROXIMITY_GRENADE; |
| | 2283 | RoundsRemaining = GrenadeLauncherData.ProximityRoundsRemaining; |
| | 2284 | MagazinesRemaining = GrenadeLauncherData.ProximityMagazinesRemaining; |
| | 2285 | } |
| | 2286 | else if (GrenadeLauncherData.StandardRoundsRemaining > 0 || GrenadeLauncherData.StandardMagazinesRemaining > 0) |
| | 2287 | { |
| | 2288 | GrenadeLauncherData.SelectedAmmo = AMMO_GRENADE; |
| | 2289 | RoundsRemaining = GrenadeLauncherData.StandardRoundsRemaining; |
| | 2290 | MagazinesRemaining = GrenadeLauncherData.StandardMagazinesRemaining; |
| | 2291 | } |
| | 2292 | else |
| | 2293 | { |
| | 2294 | return 0; |
| | 2295 | } |
| | 2296 | |
| | 2297 | GrenadeLauncherData.FragmentationRoundsRemaining = PlayerStatus.SelectedWeapon->PrimaryRoundsRemaining; |
| | 2298 | GrenadeLauncherData.FragmentationMagazinesRemaining = PlayerStatus.SelectedWeapon->MagazinesRemaining; |
| | 2299 | } |
| | 2300 | break; |
| | 2301 | case AMMO_PROXIMITY_GRENADE: |
| | 2302 | { |
| | 2303 | if (GrenadeLauncherData.StandardRoundsRemaining > 0 || GrenadeLauncherData.StandardMagazinesRemaining > 0) |
| | 2304 | { |
| | 2305 | GrenadeLauncherData.SelectedAmmo = AMMO_GRENADE; |
| | 2306 | RoundsRemaining = GrenadeLauncherData.StandardRoundsRemaining; |
| | 2307 | MagazinesRemaining = GrenadeLauncherData.StandardMagazinesRemaining; |
| | 2308 | } |
| | 2309 | else if (GrenadeLauncherData.FragmentationRoundsRemaining > 0 || GrenadeLauncherData.FragmentationMagazinesRemaining > 0) |
| | 2310 | { |
| | 2311 | GrenadeLauncherData.SelectedAmmo = AMMO_FRAGMENTATION_GRENADE; |
| | 2312 | RoundsRemaining = GrenadeLauncherData.FragmentationRoundsRemaining; |
| | 2313 | MagazinesRemaining = GrenadeLauncherData.FragmentationMagazinesRemaining; |
| | 2314 | } |
| | 2315 | else |
| | 2316 | { |
| | 2317 | return 0; |
| | 2318 | } |
| | 2319 | |
| | 2320 | GrenadeLauncherData.ProximityRoundsRemaining = PlayerStatus.SelectedWeapon->PrimaryRoundsRemaining; |
| | 2321 | GrenadeLauncherData.ProximityMagazinesRemaining = PlayerStatus.SelectedWeapon->MagazinesRemaining; |
| | 2322 | } |
| | 2323 | break; |
| | 2324 | default: |
| | 2325 | assert(0); |
| | 2326 | return 0; |
| | 2327 | } |
| | 2328 | |
| | 2329 | PlayerStatus.SelectedWeapon->PrimaryRoundsRemaining = RoundsRemaining; |
| | 2330 | PlayerStatus.SelectedWeapon->MagazinesRemaining = MagazinesRemaining; |
| | 2331 | |
| | 2332 | return 1; |
| | 2333 | } |
| | 2334 | |
| | 2335 | void maintain_grenadelauncher() |
| | 2336 | { |
| | 2337 | //printf("GL Rounds = %d\n", PlayerStatus.SelectedWeapon->PrimaryRoundsRemaining); |
| | 2338 | static int real_reload = 0; |
| | 2339 | |
| | 2340 | switch(PlayersWeaponHModelController.Sub_Sequence) |
| | 2341 | { |
| | 2342 | case MHSS_Stationary: |
| | 2343 | case MHSS_Fidget: |
| | 2344 | { |
| | 2345 | if (PlayerStatus.SelectedWeapon->PrimaryRoundsRemaining) |
| | 2346 | { |
| | 2347 | if (PlayerStatus.InputRequests.Rqst_FirePrimaryWeapon && PlayerStatus.WeaponStateTimeOutCounter) |
| | 2348 | { |
| | 2349 | PlayerStatus.SelectedWeapon->PrimaryRoundsRemaining--; |
| | 2350 | Sound_Play(SID_GRENADE_LAUNCH, "h"); |
| | 2351 | |
| | 2352 | switch(GrenadeLauncherData.SelectedAmmo) |
| | 2353 | { |
| | 2354 | case AMMO_GRENADE: |
| | 2355 | CreateGrenadeKernel(I_BehaviourGrenade, &PWMFSDP->World_Offset, &PlayerStatus.weapon.ObMat, 1); |
| | 2356 | break; |
| | 2357 | case AMMO_FRAGMENTATION_GRENADE: |
| | 2358 | CreateGrenadeKernel(I_BehaviourFragmentationGrenade, &PWMFSDP->World_Offset, &PlayerStatus.weapon.ObMat, 1); |
| | 2359 | break; |
| | 2360 | case AMMO_PROXIMITY_GRENADE: |
| | 2361 | CreateGrenadeKernel(I_BehaviourProximityGrenade, &PWMFSDP->World_Offset, &PlayerStatus.weapon.ObMat, 1); |
| | 2362 | default: |
| | 2363 | break; |
| | 2364 | } |
| | 2365 | |
| | 2366 | GrenadeLauncher_UpdateBullets(); |
| | 2367 | // Pop the round in the breach... |
| | 2368 | GrenadeLauncherSectionPointers[0]->flags |= section_data_notreal; |
| | 2369 | // It'll be put back at the next update. |
| | 2370 | |
| | 2371 | CurrentGameStats_WeaponFired(PlayerStatus.SelectedWeaponSlot, 1); |
| | 2372 | |
| | 2373 | PlayerStatus.WeaponState = WEAPONSTATE_FIRING_PRIMARY; |
| | 2374 | InitHModelSequence(&PlayersWeaponHModelController, HMSQT_MarineHUD, (int)MHSS_Standard_Fire, GRENADE_LAUNCHER_RECOIL_TIME); |
| | 2375 | PlayersWeaponHModelController.Looped = 0; |
| | 2376 | return; |
| | 2377 | } |
| | 2378 | } |
| | 2379 | else if (PlayerStatus.SelectedWeapon->MagazinesRemaining) |
| | 2380 | { |
| | 2381 | InitHModelSequence(&PlayersWeaponHModelController, HMSQT_MarineHUD, (int)MHSS_Standard_Reload, GRENADE_LAUNCHER_RECOIL_TIME); |
| | 2382 | PlayersWeaponHModelController.Looped = 0; |
| | 2383 | PlayerStatus.WeaponStateTimeOutCounter = GRENADE_LAUNCHER_RECOIL_TIME; |
| | 2384 | real_reload = 1; |
| | 2385 | return; |
| | 2386 | } |
| | 2387 | else if(GrenadeLauncherChangeAmmo()) |
| | 2388 | { |
| | 2389 | InitHModelSequence(&PlayersWeaponHModelController, HMSQT_MarineHUD, (int)MHSS_Standard_Reload, GRENADE_LAUNCHER_RECOIL_TIME); |
| | 2390 | PlayersWeaponHModelController.Looped = 0; |
| | 2391 | PlayerStatus.WeaponStateTimeOutCounter = GRENADE_LAUNCHER_RECOIL_TIME; |
| | 2392 | real_reload = 1; |
| | 2393 | return; |
| | 2394 | } |
| | 2395 | else |
| | 2396 | { |
| | 2397 | MarineZeroAmmoFunctionality(); |
| | 2398 | return; |
| | 2399 | } |
| | 2400 | |
| | 2401 | if (PlayerStatus.InputRequests.Rqst_FireSecondaryWeapon && GrenadeLauncherChangeAmmo()) // only reload different ammo |
| | 2402 | { |
| | 2403 | InitHModelSequence(&PlayersWeaponHModelController, HMSQT_MarineHUD, (int)MHSS_Standard_Reload, GRENADE_LAUNCHER_RECOIL_TIME); |
| | 2404 | PlayersWeaponHModelController.Looped = 0; |
| | 2405 | PlayerStatus.WeaponStateTimeOutCounter = GRENADE_LAUNCHER_RECOIL_TIME; |
| | 2406 | real_reload = 0; |
| | 2407 | return; |
| | 2408 | } |
| | 2409 | |
| | 2410 | PlayerStatus.WeaponStateTimeOutCounter = GRENADE_LAUNCHER_RECOIL_TIME; |
| | 2411 | |
| | 2412 | marine_weapon_idle(); |
| | 2413 | } |
| | 2414 | break; |
| | 2415 | case MHSS_Standard_Fire: |
| | 2416 | { |
| | 2417 | PlayerStatus.WeaponStateTimeOutCounter -= NormalFrameTime; |
| | 2418 | |
| | 2419 | if (PlayerStatus.WeaponStateTimeOutCounter < 0) |
| | 2420 | { |
| | 2421 | InitHModelSequence(&PlayersWeaponHModelController, HMSQT_MarineHUD, (int)MHSS_Stationary, ONE_FIXED); |
| | 2422 | PlayerStatus.WeaponStateTimeOutCounter = 0; |
| | 2423 | } |
| | 2424 | } |
| | 2425 | break; |
| | 2426 | case MHSS_Standard_Reload: |
| | 2427 | { |
| | 2428 | if (PlayersWeaponHModelController.keyframe_flags) |
| | 2429 | { |
| | 2430 | if (real_reload) |
| | 2431 | { |
| | 2432 | // Flag all bullets as visible... |
| | 2433 | GrenadeLauncherSectionPointers[0]->flags &= ~section_data_notreal; |
| | 2434 | GrenadeLauncherSectionPointers[1]->flags &= ~section_data_notreal; |
| | 2435 | GrenadeLauncherSectionPointers[2]->flags &= ~section_data_notreal; |
| | 2436 | GrenadeLauncherSectionPointers[3]->flags &= ~section_data_notreal; |
| | 2437 | GrenadeLauncherSectionPointers[4]->flags &= ~section_data_notreal; |
| | 2438 | GrenadeLauncherSectionPointers[5]->flags &= ~section_data_notreal; |
| | 2439 | } |
| | 2440 | else |
| | 2441 | { |
| | 2442 | if (!PlayerStatus.SelectedWeapon->PrimaryRoundsRemaining) |
| | 2443 | { |
| | 2444 | PlayerStatus.SelectedWeapon->PrimaryRoundsRemaining = 6; |
| | 2445 | PlayerStatus.SelectedWeapon->MagazinesRemaining--; |
| | 2446 | } |
| | 2447 | |
| | 2448 | /* A little cheat... */ |
| | 2449 | GrenadeLauncher_UpdateBullets(); |
| | 2450 | |
| | 2451 | if (PlayerStatus.SelectedWeapon->PrimaryRoundsRemaining < 6) |
| | 2452 | GrenadeLauncherSectionPointers[0]->flags |= section_data_notreal; |
| | 2453 | } |
| | 2454 | |
| | 2455 | switch (GrenadeLauncherData.SelectedAmmo) |
| | 2456 | { |
| | 2457 | default: |
| | 2458 | case AMMO_GRENADE: |
| | 2459 | ChangeHUDToAlternateShapeSet("Grenade"); |
| | 2460 | break; |
| | 2461 | case AMMO_FRAGMENTATION_GRENADE: |
| | 2462 | ChangeHUDToAlternateShapeSet("Frag"); |
| | 2463 | break; |
| | 2464 | case AMMO_PROXIMITY_GRENADE: |
| | 2465 | ChangeHUDToAlternateShapeSet("Proxmine"); |
| | 2466 | } |
| | 2467 | } |
| | 2468 | |
| | 2469 | PlayerStatus.WeaponStateTimeOutCounter -= NormalFrameTime; |
| | 2470 | |
| | 2471 | if (PlayerStatus.WeaponStateTimeOutCounter < 0) |
| | 2472 | { |
| | 2473 | PlayerStatus.WeaponStateTimeOutCounter = 0; |
| | 2474 | |
| | 2475 | if (real_reload) |
| | 2476 | { |
| | 2477 | PlayerStatus.SelectedWeapon->PrimaryRoundsRemaining = 6; |
| | 2478 | PlayerStatus.SelectedWeapon->MagazinesRemaining--; |
| | 2479 | } |
| | 2480 | |
| | 2481 | GrenadeLauncher_UpdateBullets(); |
| | 2482 | |
| | 2483 | InitHModelSequence(&PlayersWeaponHModelController, HMSQT_MarineHUD, (int)MHSS_Stationary, ONE_FIXED); |
| | 2484 | } |
| | 2485 | } |
| | 2486 | break; |
| | 2487 | default: |
| | 2488 | { |
| | 2489 | if ((PlayersWeaponHModelController.Sub_Sequence != MHSS_Stationary) && (PlayersWeaponHModelController.Sub_Sequence != MHSS_Fidget)) |
| | 2490 | InitHModelSequence(&PlayersWeaponHModelController, HMSQT_MarineHUD, (int)MHSS_Stationary, ONE_FIXED); |
| | 2491 | } |
| | 2492 | } |
| | 2493 | } |
| | 2494 | |
| | 2495 | #define MINIGUN_MOVING_IMPULSE (-36000) |
| | 2496 | #define MINIGUN_JOLTTIME_SHIFT (2) |
| | 2497 | |
| | 2498 | void maintain_minigun() |
| | 2499 | { |
| | 2500 | if (PlayerStatus.InputRequests.Rqst_FirePrimaryWeapon || ((Weapon_ThisBurst < MINIGUN_MINIMUM_BURST) && (Weapon_ThisBurst >= 0))) |
| | 2501 | { |
| | 2502 | if (PlayersWeaponHModelController.Sub_Sequence != MHSS_Standard_Fire) |
| | 2503 | { |
| | 2504 | Old_Minigun_SpinSpeed = 0; |
| | 2505 | Minigun_SpinSpeed = 0; |
| | 2506 | Weapon_ThisBurst = -1; |
| | 2507 | Minigun_HeadJolt.EulerX = 0; |
| | 2508 | Minigun_HeadJolt.EulerY = 0; |
| | 2509 | Minigun_HeadJolt.EulerZ = 0; |
| | 2510 | Minigun_MaxHeadJolt.EulerX = 0; |
| | 2511 | Minigun_MaxHeadJolt.EulerY = 0; |
| | 2512 | Minigun_MaxHeadJolt.EulerZ = 0; |
| | 2513 | |
| | 2514 | InitHModelSequence(&PlayersWeaponHModelController, HMSQT_MarineHUD, (int)MHSS_Standard_Fire, ONE_FIXED); |
| | 2515 | PlayersWeaponHModelController.Playing = 0; |
| | 2516 | } |
| | 2517 | |
| | 2518 | if (Minigun_SpinSpeed >= MINIGUN_MAX_SPEED) |
| | 2519 | { |
| | 2520 | Minigun_SpinSpeed = MINIGUN_MAX_SPEED; |
| | 2521 | |
| | 2522 | if (PlayerStatus.SelectedWeapon->PrimaryRoundsRemaining) |
| | 2523 | { |
| | 2524 | if (Weapon_ThisBurst == -1) |
| | 2525 | Weapon_ThisBurst = 0; |
| | 2526 | |
| | 2527 | RAPIDFIRE_AMMO_COUNTER += MUL_FIXED(100 * ONE_FIXED, NormalFrameTime); |
| | 2528 | |
| | 2529 | if (RAPIDFIRE_AMMO_COUNTER > ONE_FIXED) |
| | 2530 | { |
| | 2531 | PlayerFireLineOfSightAmmo(AMMO_MINIGUN); |
| | 2532 | CurrentGameStats_WeaponFired(PlayerStatus.SelectedWeaponSlot, 1); |
| | 2533 | PlayerStatus.SelectedWeapon->PrimaryRoundsRemaining--; |
| | 2534 | RAPIDFIRE_AMMO_COUNTER = 0; |
| | 2535 | Weapon_ThisBurst += 1; |
| | 2536 | PlayerStatus.muzzle_flash = 1; |
| | 2537 | |
| | 2538 | /* Give the player an impulse? */ |
| | 2539 | if ((PlayerStatus.sbptr->DynPtr->LinVelocity.vx != 0) |
| | 2540 | || (PlayerStatus.sbptr->DynPtr->LinVelocity.vy != 0) |
| | 2541 | || (PlayerStatus.sbptr->DynPtr->LinVelocity.vz != 0)) |
| | 2542 | { |
| | 2543 | int impulse = MUL_FIXED(MINIGUN_MOVING_IMPULSE, NormalFrameTime); |
| | 2544 | |
| | 2545 | PlayerStatus.sbptr->DynPtr->LinImpulse.vx += MUL_FIXED(PlayerStatus.weapon.ObMat.mat31, impulse); |
| | 2546 | PlayerStatus.sbptr->DynPtr->LinImpulse.vy += MUL_FIXED(PlayerStatus.weapon.ObMat.mat32, impulse); |
| | 2547 | PlayerStatus.sbptr->DynPtr->LinImpulse.vz += MUL_FIXED(PlayerStatus.weapon.ObMat.mat33, impulse); |
| | 2548 | |
| | 2549 | Minigun_MaxHeadJolt.EulerX = -(78+(FastRandom() & 63)); |
| | 2550 | Minigun_MaxHeadJolt.EulerY = -(78+(FastRandom() & 63)); |
| | 2551 | Minigun_MaxHeadJolt.EulerZ = 300; |
| | 2552 | |
| | 2553 | Minigun_HeadJolt.EulerX = Minigun_MaxHeadJolt.EulerX; |
| | 2554 | Minigun_HeadJolt.EulerY = Minigun_MaxHeadJolt.EulerY; |
| | 2555 | Minigun_HeadJolt.EulerZ = Minigun_MaxHeadJolt.EulerZ; |
| | 2556 | } |
| | 2557 | |
| | 2558 | AddLightingEffectToObject(PlayerStatus.DisplayBlock, LFX_MUZZLEFLASH); |
| | 2559 | PlayerStatus.WeaponState = WEAPONSTATE_FIRING_PRIMARY; |
| | 2560 | |
| | 2561 | if(weaponHandle != SOUND_NOACTIVEINDEX) |
| | 2562 | { |
| | 2563 | if (ActiveSounds[weaponHandle].soundIndex != SID_MINIGUN_LOOP) |
| | 2564 | Sound_Stop(weaponHandle); |
| | 2565 | } |
| | 2566 | |
| | 2567 | if(weaponHandle == SOUND_NOACTIVEINDEX) |
| | 2568 | { |
| | 2569 | Sound_Play(SID_MINIGUN_LOOP, "elh", &weaponHandle); |
| | 2570 | PlayerStatus.Noise = 1; |
| | 2571 | } |
| | 2572 | } |
| | 2573 | |
| | 2574 | if (Minigun_HeadJolt.EulerX || Minigun_HeadJolt.EulerY || Minigun_HeadJolt.EulerZ) |
| | 2575 | { |
| | 2576 | int joltratex = MUL_FIXED((NormalFrameTime << MINIGUN_JOLTTIME_SHIFT), Minigun_MaxHeadJolt.EulerX); |
| | 2577 | int joltratey = MUL_FIXED((NormalFrameTime << MINIGUN_JOLTTIME_SHIFT), Minigun_MaxHeadJolt.EulerY); |
| | 2578 | int joltratez = MUL_FIXED((NormalFrameTime << MINIGUN_JOLTTIME_SHIFT), Minigun_MaxHeadJolt.EulerZ); |
| | 2579 | |
| | 2580 | if (Minigun_HeadJolt.EulerX > 0) |
| | 2581 | { |
| | 2582 | if (joltratex > Minigun_HeadJolt.EulerX) |
| | 2583 | joltratex = Minigun_HeadJolt.EulerX; |
| | 2584 | |
| | 2585 | Minigun_HeadJolt.EulerX -= joltratex; |
| | 2586 | |
| | 2587 | if (Minigun_HeadJolt.EulerX < 0) |
| | 2588 | Minigun_HeadJolt.EulerX = 0; |
| | 2589 | } |
| | 2590 | else if (Minigun_HeadJolt.EulerX < 0) |
| | 2591 | { |
| | 2592 | if (joltratex < Minigun_HeadJolt.EulerX) |
| | 2593 | joltratex = Minigun_HeadJolt.EulerX; |
| | 2594 | |
| | 2595 | Minigun_HeadJolt.EulerX -= joltratex; |
| | 2596 | |
| | 2597 | if (Minigun_HeadJolt.EulerX > 0) |
| | 2598 | Minigun_HeadJolt.EulerX = 0; |
| | 2599 | } |
| | 2600 | |
| | 2601 | PlayerStatus.ViewPanX += joltratex; |
| | 2602 | |
| | 2603 | if ((PlayerStatus.ViewPanX > 1024) && (PlayerStatus.ViewPanX < 3200)) |
| | 2604 | PlayerStatus.ViewPanX = 3200; |
| | 2605 | |
| | 2606 | /* Okay, that 3200 comes from 3072 + '128'. '128' is hardcoded into pmove.c. */ |
| | 2607 | PlayerStatus.ViewPanX &= wrap360; |
| | 2608 | |
| | 2609 | if (Minigun_HeadJolt.EulerY > 0) |
| | 2610 | { |
| | 2611 | if (joltratey > Minigun_HeadJolt.EulerY) |
| | 2612 | joltratey = Minigun_HeadJolt.EulerY; |
| | 2613 | |
| | 2614 | Minigun_HeadJolt.EulerY -= joltratey; |
| | 2615 | |
| | 2616 | if (Minigun_HeadJolt.EulerY < 0) |
| | 2617 | Minigun_HeadJolt.EulerY = 0; |
| | 2618 | |
| | 2619 | } |
| | 2620 | else if (Minigun_HeadJolt.EulerY < 0) |
| | 2621 | { |
| | 2622 | if (joltratey < Minigun_HeadJolt.EulerY) |
| | 2623 | joltratey = Minigun_HeadJolt.EulerY; |
| | 2624 | |
| | 2625 | Minigun_HeadJolt.EulerY -= joltratey; |
| | 2626 | |
| | 2627 | if (Minigun_HeadJolt.EulerY > 0) |
| | 2628 | Minigun_HeadJolt.EulerY = 0; |
| | 2629 | } |
| | 2630 | |
| | 2631 | joltratey &= wrap360; |
| | 2632 | /* Forcibly turn the player! */ |
| | 2633 | { |
| | 2634 | MATRIXCH mat; |
| | 2635 | int cos = GetCos(joltratey); |
| | 2636 | int sin = GetSin(joltratey); |
| | 2637 | mat.mat11 = cos; |
| | 2638 | mat.mat12 = 0; |
| | 2639 | mat.mat13 = -sin; |
| | 2640 | mat.mat21 = 0; |
| | 2641 | mat.mat22 = 65536; |
| | 2642 | mat.mat23 = 0; |
| | 2643 | mat.mat31 = sin; |
| | 2644 | mat.mat32 = 0; |
| | 2645 | mat.mat33 = cos; |
| | 2646 | |
| | 2647 | MatrixMultiply(&PlayerStatus.sbptr->DynPtr->OrientMat,&mat, &PlayerStatus.sbptr->DynPtr->OrientMat); |
| | 2648 | |
| | 2649 | MatrixToEuler(&PlayerStatus.sbptr->DynPtr->OrientMat, &PlayerStatus.sbptr->DynPtr->OrientEuler); |
| | 2650 | } |
| | 2651 | |
| | 2652 | if (Minigun_HeadJolt.EulerZ > 0) |
| | 2653 | { |
| | 2654 | if (joltratex > Minigun_HeadJolt.EulerZ) |
| | 2655 | joltratex = Minigun_HeadJolt.EulerZ; |
| | 2656 | |
| | 2657 | Minigun_HeadJolt.EulerZ -= joltratez; |
| | 2658 | |
| | 2659 | if (Minigun_HeadJolt.EulerZ < 0) |
| | 2660 | Minigun_HeadJolt.EulerZ = 0; |
| | 2661 | |
| | 2662 | } |
| | 2663 | else if (Minigun_HeadJolt.EulerZ < 0) |
| | 2664 | { |
| | 2665 | if (joltratex < Minigun_HeadJolt.EulerZ) |
| | 2666 | joltratex = Minigun_HeadJolt.EulerZ; |
| | 2667 | |
| | 2668 | Minigun_HeadJolt.EulerZ -= joltratez; |
| | 2669 | |
| | 2670 | if (Minigun_HeadJolt.EulerZ > 0) |
| | 2671 | Minigun_HeadJolt.EulerZ = 0; |
| | 2672 | } |
| | 2673 | |
| | 2674 | HeadOrientation.EulerZ += joltratez; |
| | 2675 | } |
| | 2676 | } |
| | 2677 | else |
| | 2678 | { |
| | 2679 | // steady - play SID_MINIGUN_EMPTY. |
| | 2680 | if(weaponHandle != SOUND_NOACTIVEINDEX) |
| | 2681 | { |
| | 2682 | if (ActiveSounds[weaponHandle].soundIndex != SID_MINIGUN_EMPTY) |
| | 2683 | { |
| | 2684 | // Stop other sounds... |
| | 2685 | Sound_Stop(weaponHandle); |
| | 2686 | Sound_Play(SID_MINIGUN_EMPTY,"elh",&weaponHandle); |
| | 2687 | PlayerStatus.Noise = 1; |
| | 2688 | } |
| | 2689 | } |
| | 2690 | |
| | 2691 | Weapon_ThisBurst = -1; |
| | 2692 | } |
| | 2693 | } |
| | 2694 | else |
| | 2695 | { |
| | 2696 | Minigun_SpinSpeed += NormalFrameTime << 7; |
| | 2697 | |
| | 2698 | PlayerStatus.WeaponState = WEAPONSTATE_IDLE; |
| | 2699 | |
| | 2700 | // Winding up or steady - play SID_MINIGUN_EMPTY. |
| | 2701 | if(weaponHandle != SOUND_NOACTIVEINDEX) |
| | 2702 | { |
| | 2703 | if (ActiveSounds[weaponHandle].soundIndex != SID_MINIGUN_EMPTY) |
| | 2704 | { |
| | 2705 | // Stop other sounds... |
| | 2706 | Sound_Stop(weaponHandle); |
| | 2707 | Sound_Play(SID_MINIGUN_EMPTY,"elh",&weaponHandle); |
| | 2708 | PlayerStatus.Noise = 1; |
| | 2709 | } |
| | 2710 | } |
| | 2711 | } |
| | 2712 | } |
| | 2713 | else |
| | 2714 | { |
| | 2715 | Weapon_ThisBurst = -1; |
| | 2716 | |
| | 2717 | PlayerStatus.WeaponState = WEAPONSTATE_IDLE; |
| | 2718 | |
| | 2719 | if (Minigun_SpinSpeed) |
| | 2720 | Minigun_SpinSpeed -= NormalFrameTime << 3; |
| | 2721 | |
| | 2722 | if (Minigun_SpinSpeed < 0) |
| | 2723 | { |
| | 2724 | Minigun_SpinSpeed = Old_Minigun_SpinSpeed = 0; |
| | 2725 | |
| | 2726 | /* No sound at all, ideally! */ |
| | 2727 | if(weaponHandle != SOUND_NOACTIVEINDEX) |
| | 2728 | { |
| | 2729 | if (ActiveSounds[weaponHandle].soundIndex != SID_MINIGUN_END) |
| | 2730 | { |
| | 2731 | /* Allow SID_MINIGUN_END to stop if it's going. */ |
| | 2732 | Sound_Stop(weaponHandle); |
| | 2733 | } |
| | 2734 | } |
| | 2735 | |
| | 2736 | if (PlayerStatus.SelectedWeapon->PrimaryRoundsRemaining <= 0) |
| | 2737 | { |
| | 2738 | if(PlayerStatus.SelectedWeapon->MagazinesRemaining) |
| | 2739 | { |
| | 2740 | PlayerStatus.SelectedWeapon->PrimaryRoundsRemaining = 800; |
| | 2741 | PlayerStatus.SelectedWeapon->MagazinesRemaining--; |
| | 2742 | } |
| | 2743 | else |
| | 2744 | { |
| | 2745 | MarineZeroAmmoFunctionality(); |
| | 2746 | } |
| | 2747 | } |
| | 2748 | } |
| | 2749 | else if (Minigun_SpinSpeed < Old_Minigun_SpinSpeed) |
| | 2750 | { |
| | 2751 | /* Winding down - should be playing SID_MINIGUN_END. */ |
| | 2752 | if(weaponHandle != SOUND_NOACTIVEINDEX) |
| | 2753 | { |
| | 2754 | if (ActiveSounds[weaponHandle].soundIndex != SID_MINIGUN_END) |
| | 2755 | { |
| | 2756 | /* Should be playing SID_MINIGUN_LOOP. */ |
| | 2757 | Sound_Stop(weaponHandle); |
| | 2758 | Sound_Play(SID_MINIGUN_END, "eh", &weaponHandle); |
| | 2759 | PlayerStatus.Noise = 1; |
| | 2760 | } |
| | 2761 | } |
| | 2762 | } |
| | 2763 | } |
| | 2764 | |
| | 2765 | if (Minigun_SpinSpeed != Old_Minigun_SpinSpeed) |
| | 2766 | { |
| | 2767 | if (Minigun_SpinSpeed) |
| | 2768 | { |
| | 2769 | HModel_ChangeSpeed(&PlayersWeaponHModelController, DIV_FIXED(ONE_FIXED, Minigun_SpinSpeed)); |
| | 2770 | PlayersWeaponHModelController.Playing = 1; |
| | 2771 | } |
| | 2772 | else |
| | 2773 | { |
| | 2774 | PlayersWeaponHModelController.Playing = 0; |
| | 2775 | } |
| | 2776 | } |
| | 2777 | |
| | 2778 | Old_Minigun_SpinSpeed = Minigun_SpinSpeed; |
| | 2779 | |
| | 2780 | //printf("Minigun Spin Speed = %d\n", Minigun_SpinSpeed); |
| | 2781 | } |
| | 2782 | |
| | 2783 | #define PISTOL_RECOIL (ONE_FIXED/3) |
| | 2784 | |
| | 2785 | void maintain_pistol() |
| | 2786 | { |
| | 2787 | Weapon_ThisBurst = PlayerStatus.InputRequests.Rqst_FireSecondaryWeapon && PlayerStatus.SelectedWeapon->PrimaryRoundsRemaining; |
| | 2788 | |
| | 2789 | switch(PlayersWeaponHModelController.Sub_Sequence) |
| | 2790 | { |
| | 2791 | case MHSS_Stationary: |
| | 2792 | case MHSS_Fidget: |
| | 2793 | { |
| | 2794 | if ((PlayerStatus.InputRequests.Rqst_FirePrimaryWeapon && PlayerStatus.WeaponStateTimeOutCounter) ||
PlayerStatus.InputRequests.Rqst_FireSecondaryWeapon) |
| | 2795 | { |
| | 2796 | if (PlayerStatus.SelectedWeapon->PrimaryRoundsRemaining > 0) |
| | 2797 | { |
| | 2798 | PlayerStatus.WeaponState = WEAPONSTATE_FIRING_PRIMARY; |
| | 2799 | AddLightingEffectToObject(PlayerStatus.DisplayBlock, LFX_MUZZLEFLASH); |
| | 2800 | PlayerStatus.muzzle_flash = 1; |
| | 2801 | Sound_Play(SID_SHOTGUN, "h"); |
| | 2802 | PlayerStatus.SelectedWeapon->PrimaryRoundsRemaining--; |
| | 2803 | PlayerFireLineOfSightAmmo(AMMO_MARINE_PISTOL); |
| | 2804 | CurrentGameStats_WeaponFired(PlayerStatus.SelectedWeaponSlot, 1); |
| | 2805 | PlayerStatus.WeaponStateTimeOutCounter = PISTOL_RECOIL; |
| | 2806 | |
| | 2807 | { |
| | 2808 | SECTION_DATA *casing = GetThisSectionData(PlayersWeaponHModelController.section_data, "Dum R Pistol round"); |
| | 2809 | |
| | 2810 | if (casing) |
| | 2811 | MakePistolCasing(&casing->World_Offset, &casing->SecMat); |
| | 2812 | } |
| | 2813 | |
| | 2814 | if (PlayerStatus.SelectedWeapon->PrimaryRoundsRemaining) |
| | 2815 | InitHModelTweening(&PlayersWeaponHModelController, (ONE_FIXED >> 6), HMSQT_MarineHUD, (int)MHSS_Standard_Fire, -1, 0); |
| | 2816 | else |
| | 2817 | InitHModelTweening(&PlayersWeaponHModelController, (ONE_FIXED >> 6), HMSQT_MarineHUD, (int)MHSS_Secondary_Fire, -1, 0); |
| | 2818 | return; |
| | 2819 | } |
| | 2820 | |
| | 2821 | Weapon_ThisBurst = -1; |
| | 2822 | } |
| | 2823 | |
| | 2824 | PlayerStatus.WeaponStateTimeOutCounter = !PlayerStatus.InputRequests.Rqst_FirePrimaryWeapon; |
| | 2825 | |
| | 2826 | if (!PlayerStatus.SelectedWeapon->PrimaryRoundsRemaining) |
| | 2827 | { |
| | 2828 | if(PlayerStatus.SelectedWeapon->MagazinesRemaining) |
| | 2829 | { |
| | 2830 | int time = DIV_FIXED(ONE_FIXED, ((65536*2)/3)); |
| | 2831 | time -= ONE_FIXED >> 3; |
| | 2832 | InitHModelTweening(&PlayersWeaponHModelController, (ONE_FIXED >> 4), HMSQT_MarineHUD, (int)MHSS_Standard_Reload, time, 0); |
| | 2833 | PlayersWeaponHModelController.Looped = 0; |
| | 2834 | PlayerStatus.WeaponStateTimeOutCounter = time; |
| | 2835 | } |
| | 2836 | else |
| | 2837 | { |
| | 2838 | MarineZeroAmmoFunctionality(); |
| | 2839 | } |
| | 2840 | |
| | 2841 | return; |
| | 2842 | } |
| | 2843 | |
| | 2844 | marine_weapon_idle(); |
| | 2845 | } |
| | 2846 | break; |
| | 2847 | case MHSS_Standard_Fire: |
| | 2848 | { |
| | 2849 | if (PlayerStatus.InputRequests.Rqst_FireSecondaryWeapon) |
| | 2850 | PlayerStatus.WeaponStateTimeOutCounter -= NormalFrameTime * 2; |
| | 2851 | else |
| | 2852 | PlayerStatus.WeaponStateTimeOutCounter -= NormalFrameTime; |
| | 2853 | |
| | 2854 | if (PlayerStatus.WeaponStateTimeOutCounter < 0) |
| | 2855 | { |
| | 2856 | PlayerStatus.WeaponStateTimeOutCounter = 0; |
| | 2857 | InitHModelTweening(&PlayersWeaponHModelController, (ONE_FIXED>>2), HMSQT_MarineHUD, (int)MHSS_Stationary, ONE_FIXED, 1); |
| | 2858 | } |
| | 2859 | } |
| | 2860 | break; |
| | 2861 | case MHSS_Secondary_Fire: |
| | 2862 | |
| | 2863 | PlayerStatus.WeaponState = WEAPONSTATE_FIRING_SECONDARY; |
| | 2864 | |
| | 2865 | if (!(PlayerStatus.InputRequests.Rqst_FirePrimaryWeapon || PlayerStatus.InputRequests.Rqst_FireSecondaryWeapon)) |
| | 2866 | InitHModelTweening(&PlayersWeaponHModelController, (ONE_FIXED>>2), HMSQT_MarineHUD, (int)MHSS_Stationary, ONE_FIXED, 1); |
| | 2867 | break; |
| | 2868 | case MHSS_Standard_Reload: |
| | 2869 | { |
| | 2870 | //if (Get_Delta_Sequence(&PlayersWeaponHModelController, "StockBack")) |
| | 2871 | // Remove_Delta_Sequence(&PlayersWeaponHModelController, "StockBack"); |
| | 2872 | |
| | 2873 | PlayerStatus.WeaponStateTimeOutCounter -= NormalFrameTime; |
| | 2874 | |
| | 2875 | if (PlayerStatus.WeaponStateTimeOutCounter < 0) |
| | 2876 | { |
| | 2877 | PlayerStatus.SelectedWeapon->MagazinesRemaining--; |
| | 2878 | PlayerStatus.SelectedWeapon->PrimaryRoundsRemaining = 12; |
| | 2879 | |
| | 2880 | if ((SinglePlayer != AvP.PlayMode) && netGameData.pistolInfiniteAmmo) |
| | 2881 | { |
| | 2882 | /* Pistol infinite ammo hack? */ |
| | 2883 | PlayerStatus.SelectedWeapon->MagazinesRemaining++; |
| | 2884 | } |
| | 2885 | |
| | 2886 | InitHModelTweening(&PlayersWeaponHModelController, (ONE_FIXED>>2), HMSQT_MarineHUD, (int)MHSS_Stationary, ONE_FIXED, 1); |
| | 2887 | } |
| | 2888 | } |
| | 2889 | break; |
| | 2890 | default: |
| | 2891 | { |
| | 2892 | if (PlayersWeaponHModelController.Sub_Sequence != MHSS_Stationary) |
| | 2893 | InitHModelSequence(&PlayersWeaponHModelController, HMSQT_MarineHUD, (int)MHSS_Stationary, ONE_FIXED); |
| | 2894 | } |
| | 2895 | } |
| | 2896 | } |
| | 2897 | |
| | 2898 | void MarineTwoPistols_SwapOut() |
| | 2899 | { |
| | 2900 | if (PlayerStatus.WeaponStateTimeOutCounter == ONE_FIXED) |
| | 2901 | { |
| | 2902 | int slot = SlotForThisWeapon(WEAPON_MARINE_PISTOL); |
| | 2903 | int time = DIV_FIXED(ONE_FIXED, ONE_FIXED); |
| | 2904 | time -= (ONE_FIXED>>4); |
| | 2905 | |
| | 2906 | InitHModelTweening(&PlayersWeaponHModelController, (ONE_FIXED>>4), HMSQT_MarineHUD, (int)MHSS_Go, time, 0); |
| | 2907 | PlayersWeaponHModelController.Looped = 0; |
| | 2908 | |
| | 2909 | PlayerStatus.WeaponSlot[slot].MagazinesRemaining = PlayerStatus.SelectedWeapon->MagazinesRemaining; |
| | 2910 | |
| | 2911 | int temp_rounds = PlayerStatus.SelectedWeapon->PrimaryRoundsRemaining + PlayerStatus.SelectedWeapon->SecondaryRoundsRemaining; |
| | 2912 | |
| | 2913 | if(temp_rounds > 12) |
| | 2914 | { |
| | 2915 | PlayerStatus.WeaponSlot[slot].MagazinesRemaining++; |
| | 2916 | temp_rounds -= 12; |
| | 2917 | } |
| | 2918 | |
| | 2919 | if (PlayerStatus.WeaponSlot[slot].MagazinesRemaining > 99) |
| | 2920 | PlayerStatus.WeaponSlot[slot].MagazinesRemaining = 99; |
| | 2921 | |
| | 2922 | PlayerStatus.WeaponSlot[slot].PrimaryRoundsRemaining = temp_rounds; |
| | 2923 | PlayerStatus.SelectedWeapon->PrimaryRoundsRemaining = 0; |
| | 2924 | PlayerStatus.SelectedWeapon->SecondaryRoundsRemaining = 0; |
| | 2925 | } |
| | 2926 | } |
| | 2927 | |
| | 2928 | void MarineTwoPistols_SwapIn() |
| | 2929 | { |
| | 2930 | DELTA_CONTROLLER *FireLeft; |
| | 2931 | DELTA_CONTROLLER *FireRight = Get_Delta_Sequence(&PlayersWeaponHModelController, "FireRight"); |
| | 2932 | |
| | 2933 | if (FireRight == NULL) |
| | 2934 | { |
| | 2935 | FireRight = Add_Delta_Sequence(&PlayersWeaponHModelController, "FireRight", HMSQT_MarineHUD, MHSS_Standard_Fire, ONE_FIXED); |
| | 2936 | FireRight->Playing = 0; |
| | 2937 | FireRight->Active = 0; |
| | 2938 | } |
| | 2939 | |
| | 2940 | FireLeft = Get_Delta_Sequence(&PlayersWeaponHModelController, "FireLeft"); |
| | 2941 | |
| | 2942 | if (FireLeft == NULL) |
| | 2943 | { |
| | 2944 | FireLeft = Add_Delta_Sequence(&PlayersWeaponHModelController, "FireLeft", HMSQT_MarineHUD, MHSS_Secondary_Fire, ONE_FIXED); |
| | 2945 | FireLeft->Playing = 0; |
| | 2946 | FireLeft->Active = 0; |
| | 2947 | } |
| | 2948 | |
| | 2949 | if (PlayerStatus.WeaponStateTimeOutCounter == ONE_FIXED) |
| | 2950 | { |
| | 2951 | int time = DIV_FIXED(ONE_FIXED, ONE_FIXED); |
| | 2952 | |
| | 2953 | assert(time != 0); |
| | 2954 | |
| | 2955 | InitHModelSequence(&PlayersWeaponHModelController, HMSQT_MarineHUD, (int)MHSS_Come, time); |
| | 2956 | PlayersWeaponHModelController.Looped = 0; |
| | 2957 | |
| | 2958 | int slot_marine_pistol = SlotForThisWeapon(WEAPON_MARINE_PISTOL); |
| | 2959 | |
| | 2960 | if(PlayerStatus.WeaponSlot[slot_marine_pistol].PrimaryRoundsRemaining) |
| | 2961 | { |
| | 2962 | if(PlayerStatus.WeaponSlot[slot_marine_pistol].MagazinesRemaining) |
| | 2963 | { |
| | 2964 | PlayerStatus.SelectedWeapon->SecondaryRoundsRemaining = PlayerStatus.WeaponSlot[slot_marine_pistol].PrimaryRoundsRemaining; |
| | 2965 | PlayerStatus.WeaponSlot[slot_marine_pistol].PrimaryRoundsRemaining = 0; |
| | 2966 | PlayerStatus.SelectedWeapon->PrimaryRoundsRemaining = 12; |
| | 2967 | PlayerStatus.WeaponSlot[slot_marine_pistol].MagazinesRemaining--; |
| | 2968 | PlayerStatus.SelectedWeapon->MagazinesRemaining = PlayerStatus.WeaponSlot[slot_marine_pistol].MagazinesRemaining; |
| | 2969 | PlayerStatus.WeaponSlot[slot_marine_pistol].MagazinesRemaining = 0; |
| | 2970 | } |
| | 2971 | else |
| | 2972 | { |
| | 2973 | PlayerStatus.WeaponSlot[slot_marine_pistol].PrimaryRoundsRemaining = PlayerStatus.SelectedWeapon->PrimaryRoundsRemaining; |
| | 2974 | PlayerStatus.SwapToWeaponSlot = slot_marine_pistol; |
| | 2975 | PlayerStatus.PreviouslySelectedWeaponSlot = PlayerStatus.SelectedWeaponSlot; |
| | 2976 | PlayerStatus.WeaponState = WEAPONSTATE_SWAPPING_OUT; |
| | 2977 | } |
| | 2978 | } |
| | 2979 | else if(PlayerStatus.WeaponSlot[slot_marine_pistol].MagazinesRemaining > 1) |
| | 2980 | { |
| | 2981 | PlayerStatus.SelectedWeapon->PrimaryRoundsRemaining = PlayerStatus.SelectedWeapon->SecondaryRoundsRemaining = 12; |
| | 2982 | PlayerStatus.WeaponSlot[slot_marine_pistol].MagazinesRemaining -= 2; |
| | 2983 | PlayerStatus.SelectedWeapon->MagazinesRemaining = PlayerStatus.WeaponSlot[slot_marine_pistol].MagazinesRemaining; |
| | 2984 | } |
| | 2985 | else |
| | 2986 | { |
| | 2987 | PlayerStatus.SwapToWeaponSlot = slot_marine_pistol; |
| | 2988 | PlayerStatus.PreviouslySelectedWeaponSlot = PlayerStatus.SelectedWeaponSlot; |
| | 2989 | PlayerStatus.WeaponState = WEAPONSTATE_SWAPPING_OUT; |
| | 2990 | } |
| | 2991 | } |
| | 2992 | |
| | 2993 | RightHand = 1; |
| | 2994 | } |
| | 2995 | |
| | 2996 | void MarineTwoPistols_SecondaryFiring() |
| | 2997 | { |
| | 2998 | DELTA_CONTROLLER *FireRight = Get_Delta_Sequence(&PlayersWeaponHModelController, "FireRight"); |
| | 2999 | |
| | 3000 | int firing = 0; |
| | 3001 | |
| | 3002 | if (FireRight == NULL) |
| | 3003 | { |
| | 3004 | FireRight = Add_Delta_Sequence(&PlayersWeaponHModelController, "FireRight", HMSQT_MarineHUD, MHSS_Standard_Fire, ONE_FIXED); |
| | 3005 | FireRight->Playing = 0; |
| | 3006 | FireRight->Active = 0; |
| | 3007 | } |
| | 3008 | |
| | 3009 | DELTA_CONTROLLER *FireLeft = Get_Delta_Sequence(&PlayersWeaponHModelController, "FireLeft"); |
| | 3010 | |
| | 3011 | if (FireLeft == NULL) |
| | 3012 | { |
| | 3013 | FireLeft = Add_Delta_Sequence(&PlayersWeaponHModelController, "FireLeft", HMSQT_MarineHUD, MHSS_Secondary_Fire, ONE_FIXED); |
| | 3014 | FireLeft->Playing = 0; |
| | 3015 | FireLeft->Active = 0; |
| | 3016 | } |
| | 3017 | |
| | 3018 | if (PlayerStatus.SelectedWeapon->PrimaryRoundsRemaining) |
| | 3019 | { |
| | 3020 | if(--PlayerStatus.SelectedWeapon->PrimaryRoundsRemaining) |
| | 3021 | Start_Delta_Sequence(FireRight, HMSQT_MarineHUD, MHSS_Standard_Fire, -1); |
| | 3022 | else |
| | 3023 | Start_Delta_Sequence(FireRight, HMSQT_MarineHUD, MHSS_Right_Out, -1); |
| | 3024 | |
| | 3025 | FireRight->Playing = 1; |
| | 3026 | FireRight->Active = 1; |
| | 3027 | |
| | 3028 | SECTION_DATA *casing = GetThisSectionData(PlayersWeaponHModelController.section_data, "Dum R Pistol round"); |
| | 3029 | |
| | 3030 | if (casing) |
| | 3031 | MakePistolCasing(&casing->World_Offset, &casing->SecMat); |
| | 3032 | |
| | 3033 | firing = 1; |
| | 3034 | } |
| | 3035 | |
| | 3036 | if (PlayerStatus.SelectedWeapon->SecondaryRoundsRemaining) |
| | 3037 | { |
| | 3038 | if (--PlayerStatus.SelectedWeapon->SecondaryRoundsRemaining) |
| | 3039 | Start_Delta_Sequence(FireLeft, HMSQT_MarineHUD, MHSS_Secondary_Fire, -1); |
| | 3040 | else |
| | 3041 | Start_Delta_Sequence(FireLeft, HMSQT_MarineHUD, MHSS_Left_Out, -1); |
| | 3042 | |
| | 3043 | FireLeft->Playing = 1; |
| | 3044 | FireLeft->Active = 1; |
| | 3045 | |
| | 3046 | SECTION_DATA *casing = GetThisSectionData(PlayersWeaponHModelController.section_data, "Dum L Pistol round"); |
| | 3047 | |
| | 3048 | if (casing) |
| | 3049 | MakePistolCasing(&casing->World_Offset, &casing->SecMat); |
| | 3050 | |
| | 3051 | firing = 1; |
| | 3052 | } |
| | 3053 | |
| | 3054 | //PlayerStatus.WeaponStateTimeOutCounter = ONE_FIXED; |
| | 3055 | |
| | 3056 | if(firing) |
| | 3057 | { |
| | 3058 | PlayerStatus.WeaponState = WEAPONSTATE_FIRING_SECONDARY; |
| | 3059 | AddLightingEffectToObject(PlayerStatus.DisplayBlock, LFX_MUZZLEFLASH); |
| | 3060 | Sound_Play(SID_SHOTGUN, "h"); |
| | 3061 | PlayerFireLineOfSightAmmo(AMMO_MARINE_PISTOL); |
| | 3062 | CurrentGameStats_WeaponFired(PlayerStatus.SelectedWeaponSlot, 1); |
| | 3063 | } |
| | 3064 | } |
| | 3065 | |
| | 3066 | static void FireMarineTwoPistols() |
| | 3067 | { |
| | 3068 | DELTA_CONTROLLER *FireRight = Get_Delta_Sequence(&PlayersWeaponHModelController, "FireRight"); |
| | 3069 | SECTION_DATA *casing; |
| | 3070 | |
| | 3071 | /* Deduce which pistol can fire, if either? */ |
| | 3072 | |
| | 3073 | if (FireRight == NULL) |
| | 3074 | { |
| | 3075 | FireRight = Add_Delta_Sequence(&PlayersWeaponHModelController, "FireRight", HMSQT_MarineHUD, MHSS_Standard_Fire, ONE_FIXED); |
| | 3076 | FireRight->Playing = 0; |
| | 3077 | FireRight->Active = 0; |
| | 3078 | } |
| | 3079 | |
| | 3080 | DELTA_CONTROLLER *FireLeft = Get_Delta_Sequence(&PlayersWeaponHModelController, "FireLeft"); |
| | 3081 | |
| | 3082 | if (FireLeft == NULL) |
| | 3083 | { |
| | 3084 | FireLeft = Add_Delta_Sequence(&PlayersWeaponHModelController, "FireLeft", HMSQT_MarineHUD, MHSS_Secondary_Fire, ONE_FIXED); |
| | 3085 | FireLeft->Playing = 0; |
| | 3086 | FireLeft->Active = 0; |
| | 3087 | } |
| | 3088 | |
| | 3089 | if (RightHand) |
| | 3090 | { |
| | 3091 | if (PlayerStatus.SelectedWeapon->PrimaryRoundsRemaining) |
| | 3092 | { |
| | 3093 | RightHand = 0; |
| | 3094 | PWMFSDP = GetThisSectionData(PlayersWeaponHModelController.section_data, "Dum Flash"); |
| | 3095 | |
| | 3096 | if (--PlayerStatus.SelectedWeapon->PrimaryRoundsRemaining) |
| | 3097 | Start_Delta_Sequence(FireRight, HMSQT_MarineHUD, MHSS_Standard_Fire, -1); |
| | 3098 | else |
| | 3099 | Start_Delta_Sequence(FireRight, HMSQT_MarineHUD, MHSS_Right_Out, -1); |
| | 3100 | } |
| | 3101 | |
| | 3102 | FireRight->Playing = 1; |
| | 3103 | FireRight->Active = 1; |
| | 3104 | |
| | 3105 | casing = GetThisSectionData(PlayersWeaponHModelController.section_data, "Dum R Pistol round"); |
| | 3106 | } |
| | 3107 | else |
| | 3108 | { |
| | 3109 | if (PlayerStatus.SelectedWeapon->SecondaryRoundsRemaining) |
| | 3110 | { |
| | 3111 | RightHand = 1; |
| | 3112 | PWMFSDP = GetThisSectionData(PlayersWeaponHModelController.section_data, "Dum Flash L"); |
| | 3113 | |
| | 3114 | if (--PlayerStatus.SelectedWeapon->SecondaryRoundsRemaining) |
| | 3115 | Start_Delta_Sequence(FireLeft, HMSQT_MarineHUD, MHSS_Secondary_Fire, -1); |
| | 3116 | else |
| | 3117 | Start_Delta_Sequence(FireLeft, HMSQT_MarineHUD, MHSS_Left_Out, -1); |
| | 3118 | } |
| | 3119 | |
| | 3120 | FireLeft->Playing = 1; |
| | 3121 | FireLeft->Active = 1; |
| | 3122 | |
| | 3123 | casing = GetThisSectionData(PlayersWeaponHModelController.section_data, "Dum L Pistol round"); |
| | 3124 | } |
| | 3125 | |
| | 3126 | PlayerStatus.WeaponState = WEAPONSTATE_FIRING_PRIMARY; |
| | 3127 | PlayerStatus.WeaponStateTimeOutCounter = ONE_FIXED; |
| | 3128 | |
| | 3129 | MakePistolCasing(&casing->World_Offset, &casing->SecMat); |
| | 3130 | AddLightingEffectToObject(PlayerStatus.DisplayBlock, LFX_MUZZLEFLASH); |
| | 3131 | Sound_Play(SID_SHOTGUN, "h"); |
| | 3132 | |
| | 3133 | PlayerFireLineOfSightAmmo(AMMO_MARINE_PISTOL); |
| | 3134 | CurrentGameStats_WeaponFired(PlayerStatus.SelectedWeaponSlot, 1); |
| | 3135 | } |
| | 3136 | |
| | 3137 | void maintain_pistols() |
| | 3138 | { |
| | 3139 | Weapon_ThisBurst = PlayerStatus.InputRequests.Rqst_FireSecondaryWeapon && PlayerStatus.SelectedWeapon->PrimaryRoundsRemaining; |
| | 3140 | |
| | 3141 | switch(PlayersWeaponHModelController.Sub_Sequence) |
| | 3142 | { |
| | 3143 | case MHSS_Stationary: |
| | 3144 | case MHSS_Fidget: |
| | 3145 | { |
| | 3146 | if (!PlayerStatus.SelectedWeapon->PrimaryRoundsRemaining && !PlayerStatus.SelectedWeapon->SecondaryRoundsRemaining) |
| | 3147 | { |
| | 3148 | // Two pistols reloads BOTH primary and secondary. |
| | 3149 | |
| | 3150 | if (PlayerStatus.SelectedWeapon->MagazinesRemaining > 1) |
| | 3151 | { |
| | 3152 | int time = DIV_FIXED(ONE_FIXED, 65536/3); |
| | 3153 | time -= ONE_FIXED >> 4; |
| | 3154 | |
| | 3155 | DELTA_CONTROLLER *FireRight = Get_Delta_Sequence(&PlayersWeaponHModelController, "FireRight"); |
| | 3156 | DELTA_CONTROLLER *FireLeft = Get_Delta_Sequence(&PlayersWeaponHModelController, "FireLeft"); |
| | 3157 | FireRight->Active = 0; |
| | 3158 | FireLeft->Active = 0; |
| | 3159 | |
| | 3160 | InitHModelTweening(&PlayersWeaponHModelController, (ONE_FIXED >> 4), HMSQT_MarineHUD, (int)MHSS_Standard_Reload, time, 0); |
| | 3161 | PlayersWeaponHModelController.Looped = 0; |
| | 3162 | PlayerStatus.WeaponStateTimeOutCounter = time; |
| | 3163 | return; |
| | 3164 | } |
| | 3165 | else |
| | 3166 | { |
| | 3167 | PlayerStatus.SwapToWeaponSlot = SlotForThisWeapon(WEAPON_MARINE_PISTOL); |
| | 3168 | PlayerStatus.PreviouslySelectedWeaponSlot = PlayerStatus.SelectedWeaponSlot; |
| | 3169 | PlayerStatus.WeaponState = WEAPONSTATE_SWAPPING_OUT; |
| | 3170 | return; |
| | 3171 | } |
| | 3172 | } |
| | 3173 | else if (PlayerStatus.InputRequests.Rqst_FirePrimaryWeapon && PlayerStatus.WeaponStateTimeOutCounter) |
| | 3174 | { |
| | 3175 | FireMarineTwoPistols(); |
| | 3176 | } |
| | 3177 | else if (PlayerStatus.InputRequests.Rqst_FireSecondaryWeapon && PlayerStatus.WeaponStateTimeOutCounter) |
| | 3178 | { |
| | 3179 | InitHModelTweening(&PlayersWeaponHModelController, (ONE_FIXED >> 3), HMSQT_MarineHUD, (int)MHSS_Tertiary_Fire, -1, 0); |
| | 3180 | PlayerStatus.WeaponStateTimeOutCounter = ONE_FIXED >> 3; |
| | 3181 | return; |
| | 3182 | } |
| | 3183 | else |
| | 3184 | { |
| | 3185 | PlayerStatus.WeaponState = WEAPONSTATE_IDLE; |
| | 3186 | } |
| | 3187 | |
| | 3188 | PlayerStatus.WeaponStateTimeOutCounter = !PlayerStatus.InputRequests.Rqst_FirePrimaryWeapon; |
| | 3189 | } |
| | 3190 | break; |
| | 3191 | case MHSS_Standard_Reload: |
| | 3192 | { |
| | 3193 | if (PlayerStatus.WeaponStateTimeOutCounter < 0) |
| | 3194 | { |
| | 3195 | if (PlayerStatus.SelectedWeapon->MagazinesRemaining) |
| | 3196 | { |
| | 3197 | PlayerStatus.SelectedWeapon->PrimaryRoundsRemaining = 12; |
| | 3198 | PlayerStatus.SelectedWeapon->MagazinesRemaining--; |
| | 3199 | } |
| | 3200 | |
| | 3201 | if (PlayerStatus.SelectedWeapon->MagazinesRemaining) |
| | 3202 | { |
| | 3203 | PlayerStatus.SelectedWeapon->SecondaryRoundsRemaining = 12; |
| | 3204 | PlayerStatus.SelectedWeapon->MagazinesRemaining--; |
| | 3205 | } |
| | 3206 | |
| | 3207 | /* Pistol infinite ammo hack? */ |
| | 3208 | if ((SinglePlayer != AvP.PlayMode) && netGameData.pistolInfiniteAmmo) |
| | 3209 | PlayerStatus.SelectedWeapon->MagazinesRemaining += 2; |
| | 3210 | |
| | 3211 | InitHModelTweening(&PlayersWeaponHModelController, (ONE_FIXED >> 1), HMSQT_MarineHUD, (int)MHSS_Stationary, -1, 0); |
| | 3212 | } |
| | 3213 | else |
| | 3214 | { |
| | 3215 | PlayerStatus.WeaponStateTimeOutCounter -= NormalFrameTime; |
| | 3216 | } |
| | 3217 | } |
| | 3218 | break; |
| | 3219 | /* |
| | 3220 | case MHSS_Standard_Fire: |
| | 3221 | case MHSS_Secondary_Fire: |
| | 3222 | { |
| | 3223 | PlayerStatus.WeaponStateTimeOutCounter -= NormalFrameTime; |
| | 3224 | |
| | 3225 | if (PlayerStatus.WeaponStateTimeOutCounter < 0) |
| | 3226 | { |
| | 3227 | PlayerStatus.WeaponStateTimeOutCounter = 0; |
| | 3228 | InitHModelTweening(&PlayersWeaponHModelController, (ONE_FIXED >> 2), HMSQT_MarineHUD, (int)MHSS_Stationary, ONE_FIXED, 1); |
| | 3229 | } |
| | 3230 | } |
| | 3231 | break; |
| | 3232 | */ |
| | 3233 | case MHSS_Left_Out: |
| | 3234 | case MHSS_Right_Out: |
| | 3235 | break; |
| | 3236 | case MHSS_Tertiary_Fire: |
| | 3237 | { |
| | 3238 | if (PlayerStatus.WeaponStateTimeOutCounter < 0) |
| | 3239 | { |
| | 3240 | MarineTwoPistols_SecondaryFiring(); |
| | 3241 | |
| | 3242 | if(!PlayerStatus.InputRequests.Rqst_FireSecondaryWeapon) |
| | 3243 | InitHModelTweening(&PlayersWeaponHModelController, (ONE_FIXED >> 1), HMSQT_MarineHUD, (int)MHSS_Stationary, -1, 0); |
| | 3244 | else |
| | 3245 | PlayerStatus.WeaponStateTimeOutCounter = PISTOL_RECOIL / 2; |
| | 3246 | } |
| | 3247 | else |
| | 3248 | { |
| | 3249 | PlayerStatus.WeaponStateTimeOutCounter -= NormalFrameTime; |
| | 3250 | } |
| | 3251 | } |
| | 3252 | break; |
| | 3253 | default: |
| | 3254 | if (PlayersWeaponHModelController.Sub_Sequence != MHSS_Stationary) |
| | 3255 | { |
| | 3256 | PlayerStatus.WeaponState = WEAPONSTATE_IDLE; |
| | 3257 | InitHModelTweening(&PlayersWeaponHModelController, (ONE_FIXED >> 1), HMSQT_MarineHUD, (int)MHSS_Stationary, -1, 0); |
| | 3258 | } |
| | 3259 | } |
| | 3260 | } |
| | 3261 | |
| | 3262 | void MarineTwoPistols_Fidget() |
| | 3263 | { |
| | 3264 | DELTA_CONTROLLER *FireLeft; |
| | 3265 | DELTA_CONTROLLER *FireRight = Get_Delta_Sequence(&PlayersWeaponHModelController, "FireRight"); |
| | 3266 | |
| | 3267 | if (FireRight == NULL) |
| | 3268 | { |
| | 3269 | FireRight = Add_Delta_Sequence(&PlayersWeaponHModelController, "FireRight", HMSQT_MarineHUD, MHSS_Standard_Fire, ONE_FIXED); |
| | 3270 | FireRight->Playing = 0; |
| | 3271 | FireRight->Active = 0; |
| | 3272 | } |
| | 3273 | |
| | 3274 | FireLeft = Get_Delta_Sequence(&PlayersWeaponHModelController, "FireLeft"); |
| | 3275 | |
| | 3276 | if (FireLeft == NULL) |
| | 3277 | { |
| | 3278 | FireLeft = Add_Delta_Sequence(&PlayersWeaponHModelController, "FireLeft", HMSQT_MarineHUD, MHSS_Secondary_Fire, ONE_FIXED); |
| | 3279 | FireLeft->Playing = 0; |
| | 3280 | FireLeft->Active = 0; |
| | 3281 | } |
| | 3282 | |
| | 3283 | if (!DeltaAnimation_IsFinished(FireRight)) |
| | 3284 | { |
| | 3285 | /* Just leave it alone... */ |
| | 3286 | return; |
| | 3287 | } |
| | 3288 | |
| | 3289 | /* If we're in Tertiary Fire, leave it alone for a moment. */ |
| | 3290 | if (PlayersWeaponHModelController.Sub_Sequence == MHSS_Tertiary_Fire) |
| | 3291 | { |
| | 3292 | if (PlayersWeaponHModelController.Tweening != Controller_NoTweening) |
| | 3293 | return; |
| | 3294 | |
| | 3295 | if (PlayerStatus.WeaponStateTimeOutCounter < (ONE_FIXED >> 2)) |
| | 3296 | return; |
| | 3297 | } |
| | 3298 | |
| | 3299 | if ((PlayersWeaponHModelController.Sub_Sequence != MHSS_Stationary) && (PlayersWeaponHModelController.Sub_Sequence != MHSS_Fidget)) |
| | 3300 | { |
| | 3301 | if (PlayersWeaponHModelController.Sub_Sequence == MHSS_Tertiary_Fire) |
| | 3302 | InitHModelTweening(&PlayersWeaponHModelController, (ONE_FIXED>>1), HMSQT_MarineHUD, (int)MHSS_Stationary, -1, 0); |
| | 3303 | else |
| | 3304 | InitHModelSequence(&PlayersWeaponHModelController, HMSQT_MarineHUD, (int)MHSS_Stationary, ONE_FIXED); |
| | 3305 | } |
| | 3306 | |
| | 3307 | marine_weapon_idle(); |
| | 3308 | } |
| | 3309 | |
| | 3310 | #define FRISBEE_RECOIL ((65536*2000)/1625) |
| | 3311 | #define FRISBEE_RELOAD 65536 |
| | 3312 | |
| | 3313 | void maintain_frisbee() |
| | 3314 | { |
| | 3315 | switch(PlayersWeaponHModelController.Sub_Sequence) |
| | 3316 | { |
| | 3317 | case MHSS_Stationary: |
| | 3318 | case MHSS_Fidget: |
| | 3319 | { |
| | 3320 | if (PlayerStatus.SelectedWeapon->PrimaryRoundsRemaining) |
| | 3321 | { |
| | 3322 | if (PlayerStatus.InputRequests.Rqst_FirePrimaryWeapon) |
| | 3323 | { |
| | 3324 | if(PlayerStatus.WeaponStateTimeOutCounter) // this stops atomatic fire |
| | 3325 | { |
| | 3326 | PlayerStatus.WeaponStateTimeOutCounter = FRISBEE_RECOIL; |
| | 3327 | InitHModelTweening(&PlayersWeaponHModelController, (ONE_FIXED >> 3), HMSQT_MarineHUD, (int)MHSS_Secondary_Fire, -1, 0); |
| | 3328 | } |
| | 3329 | } |
| | 3330 | else |
| | 3331 | { |
| | 3332 | PlayerStatus.WeaponStateTimeOutCounter = FRISBEE_RECOIL; |
| | 3333 | |
| | 3334 | marine_weapon_idle(); |
| | 3335 | } |
| | 3336 | } |
| | 3337 | else |
| | 3338 | { |
| | 3339 | MarineZeroAmmoFunctionality(); |
| | 3340 | } |
| | 3341 | } |
| | 3342 | break; |
| | 3343 | case MHSS_Standard_Fire: |
| | 3344 | { |
| | 3345 | PlayerStatus.WeaponStateTimeOutCounter -= NormalFrameTime; |
| | 3346 | |
| | 3347 | if (PlayerStatus.WeaponStateTimeOutCounter < 0) |
| | 3348 | { |
| | 3349 | if (PlayerStatus.SelectedWeapon->PrimaryRoundsRemaining) |
| | 3350 | { |
| | 3351 | PlayerStatus.WeaponStateTimeOutCounter = FRISBEE_RELOAD; |
| | 3352 | InitHModelTweening(&PlayersWeaponHModelController, (ONE_FIXED >> 3), HMSQT_MarineHUD, (int)MHSS_Standard_Reload, FRISBEE_RELOAD,
0); |
| | 3353 | } |
| | 3354 | else |
| | 3355 | { |
| | 3356 | InitHModelTweening(&PlayersWeaponHModelController, (ONE_FIXED >> 3), HMSQT_MarineHUD, (int)MHSS_Stationary, ONE_FIXED, 1); |
| | 3357 | } |
| | 3358 | } |
| | 3359 | } |
| | 3360 | break; |
| | 3361 | case MHSS_Secondary_Fire: |
| | 3362 | { |
| | 3363 | if (PlayerStatus.WeaponStateTimeOutCounter > 0) |
| | 3364 | { |
| | 3365 | PlayerStatus.WeaponStateTimeOutCounter -= NormalFrameTime; |
| | 3366 | } |
| | 3367 | else |
| | 3368 | { |
| | 3369 | InitHModelTweening(&PlayersWeaponHModelController, (ONE_FIXED >> 6), HMSQT_MarineHUD, (int)MHSS_Standard_Fire, -1, 0); |
| | 3370 | PlayersWeaponHModelController.Looped = 0; |
| | 3371 | PlayerStatus.WeaponStateTimeOutCounter = FRISBEE_RECOIL; |
| | 3372 | PlayerStatus.SelectedWeapon->PrimaryRoundsRemaining--; |
| | 3373 | CreateFrisbeeKernel(&PWMFSDP->World_Offset, &PlayerStatus.weapon.ObMat, 1); |
| | 3374 | CurrentGameStats_WeaponFired(PlayerStatus.SelectedWeaponSlot, 1); |
| | 3375 | } |
| | 3376 | } |
| | 3377 | break; |
| | 3378 | case MHSS_Standard_Reload: |
| | 3379 | { |
| | 3380 | PlayerStatus.WeaponStateTimeOutCounter -= NormalFrameTime; |
| | 3381 | |
| | 3382 | if (PlayerStatus.WeaponStateTimeOutCounter < 0) |
| | 3383 | { |
| | 3384 | InitHModelTweening(&PlayersWeaponHModelController, (ONE_FIXED >> 3), HMSQT_MarineHUD, (int)MHSS_Stationary, ONE_FIXED, 1); |
| | 3385 | PlayerStatus.WeaponStateTimeOutCounter = 0; |
| | 3386 | } |
| | 3387 | } |
| | 3388 | break; |
| | 3389 | default: |
| | 3390 | if (PlayersWeaponHModelController.Sub_Sequence != MHSS_Stationary) |
| | 3391 | InitHModelSequence(&PlayersWeaponHModelController, HMSQT_MarineHUD, (int)MHSS_Stationary, ONE_FIXED); |
| | 3392 | } |
| | 3393 | } |
| | 3394 | |
| | 3395 | static void PlayCudgelSound() |
| | 3396 | { |
| | 3397 | extern int oldRandomValue; |
| | 3398 | |
| | 3399 | int rand = FastRandom() % 4; |
| | 3400 | |
| | 3401 | if (rand == oldRandomValue) |
| | 3402 | rand = (rand + 1) % 4; |
| | 3403 | |
| | 3404 | oldRandomValue = rand; |
| | 3405 | |
| | 3406 | switch (rand) |
| | 3407 | { |
| | 3408 | case 0: |
| | 3409 | Sound_Play(SID_PULSE_SWIPE01, "ehp", &weaponHandle, (FastRandom()&255)-128); |
| | 3410 | break; |
| | 3411 | case 1: |
| | 3412 | Sound_Play(SID_PULSE_SWIPE02, "ehp", &weaponHandle, (FastRandom()&255)-128); |
| | 3413 | break; |
| | 3414 | case 2: |
| | 3415 | Sound_Play(SID_PULSE_SWIPE03, "ehp", &weaponHandle, (FastRandom()&255)-128); |
| | 3416 | break; |
| | 3417 | case 3: |
| | 3418 | Sound_Play(SID_PULSE_SWIPE04, "ehp", &weaponHandle, (FastRandom()&255)-128); |
| | 3419 | default: |
| | 3420 | break; |
| | 3421 | } |
| | 3422 | } |
| | 3423 | |
| | 3424 | static void GoGoGadgetCudgelPrimaryAttackAnimation() |
| | 3425 | { |
| | 3426 | /* Standard_Fire is the default. */ |
| | 3427 | |
| | 3428 | if ((FastRandom() & 65535) < 21645) |
| | 3429 | { |
| | 3430 | if (HModelSequence_Exists(&PlayersWeaponHModelController, HMSQT_MarineHUD, (int)MHSS_Standard_Fire)) |
| | 3431 | { |
| | 3432 | InitHModelTweening(&PlayersWeaponHModelController, (ONE_FIXED >> 4), HMSQT_MarineHUD, (int)MHSS_Standard_Fire, -1, 0); |
| | 3433 | |
| | 3434 | StaffAttack = !PlayerStatus.Crouching; |
| | 3435 | |
| | 3436 | return; |
| | 3437 | } |
| | 3438 | } |
| | 3439 | |
| | 3440 | if ((FastRandom() & 65535) < 32767) |
| | 3441 | { |
| | 3442 | if (HModelSequence_Exists(&PlayersWeaponHModelController, HMSQT_MarineHUD, (int)MHSS_Secondary_Fire)) |
| | 3443 | { |
| | 3444 | InitHModelTweening(&PlayersWeaponHModelController, (ONE_FIXED>>4), HMSQT_MarineHUD, (int)MHSS_Secondary_Fire, -1, 0); |
| | 3445 | |
| | 3446 | StaffAttack = PlayerStatus.Crouching ? 2 : 3; |
| | 3447 | return; |
| | 3448 | } |
| | 3449 | } |
| | 3450 | |
| | 3451 | /* Still here? Use default. */ |
| | 3452 | |
| | 3453 | InitHModelTweening(&PlayersWeaponHModelController, (ONE_FIXED>>4), HMSQT_MarineHUD, (int)MHSS_Standard_Fire, -1, 0); |
| | 3454 | |
| | 3455 | StaffAttack = !PlayerStatus.Crouching; |
| | 3456 | } |
| | 3457 | |
| | 3458 | static enum |
| | 3459 | { |
| | 3460 | HAM_Centre = 0, |
| | 3461 | HAM_Front, |
| | 3462 | HAM_Back, |
| | 3463 | HAM_Top, |
| | 3464 | HAM_Base, |
| | 3465 | HAM_Left, |
| | 3466 | HAM_Right, |
| | 3467 | HAM_TopLeft, |
| | 3468 | HAM_TopRight, |
| | 3469 | HAM_BaseLeft, |
| | 3470 | HAM_BaseRight, |
| | 3471 | HAM_end |
| | 3472 | |
| | 3473 | } HitZone, HitAspect; |
| | 3474 | |
| | 3475 | static const VECTORCH HitAreaArray[HAM_end] = |
| | 3476 | { |
| | 3477 | {0,0,0}, |
| | 3478 | {0,0,1000}, |
| | 3479 | {0,0,-1000}, |
| | 3480 | {0,-1000,0}, |
| | 3481 | {0,1000,0}, |
| | 3482 | {-1000,0,0}, |
| | 3483 | {1000,0,0}, |
| | 3484 | {-1000,-1000,0}, |
| | 3485 | {1000,-1000,0}, |
| | 3486 | {-1000,1000,0}, |
| | 3487 | {1000,1000,0}, |
| | 3488 | }; |
| | 3489 | |
| | 3490 | static void FindHitArea(DISPLAYBLOCK *dptr) |
| | 3491 | { |
| | 3492 | int a; |
| | 3493 | int nearest = -1; |
| | 3494 | int fbnearest = -1; |
| | 3495 | int neardist = 1000000; |
| | 3496 | int fbneardist = 1000000; |
| | 3497 | VECTORCH Local_HitAreaArray[HAM_end]; |
| | 3498 | MATRIXCH LtoV; |
| | 3499 | |
| | 3500 | MatrixMultiply(&Global_VDB.VDB_Mat, &dptr->ObMat, &LtoV); |
| | 3501 | |
| | 3502 | for (a=0; a < HAM_end; a++) |
| | 3503 | { |
| | 3504 | RotateAndCopyVector(&HitAreaArray[a], &Local_HitAreaArray[a], &LtoV); |
| | 3505 | |
| | 3506 | Local_HitAreaArray[a].vx += dptr->ObView.vx; |
| | 3507 | Local_HitAreaArray[a].vy += dptr->ObView.vy; |
| | 3508 | Local_HitAreaArray[a].vz += dptr->ObView.vz; |
| | 3509 | |
| | 3510 | int dist = Approximate3dMagnitude(&Local_HitAreaArray[a]); |
| | 3511 | |
| | 3512 | if ( (a != HAM_Front) && (a != HAM_Back) ) |
| | 3513 | { |
| | 3514 | if (dist < neardist) |
| | 3515 | { |
| | 3516 | nearest = a; |
| | 3517 | neardist = dist; |
| | 3518 | } |
| | 3519 | } |
| | 3520 | |
| | 3521 | if ( (a == HAM_Front) || (a == HAM_Back) || (a == HAM_Centre) ) |
| | 3522 | { |
| | 3523 | if (dist < fbneardist) |
| | 3524 | { |
| | 3525 | fbnearest = a; |
| | 3526 | fbneardist = dist; |
| | 3527 | } |
| | 3528 | } |
| | 3529 | } |
| | 3530 | |
| | 3531 | assert(nearest != -1); |
| | 3532 | assert( (fbnearest == HAM_Front) || (fbnearest == HAM_Back) || (fbnearest == HAM_Centre) ); |
| | 3533 | |
| | 3534 | HitZone = nearest; |
| | 3535 | HitAspect = fbnearest; |
| | 3536 | |
| | 3537 | switch(nearest) |
| | 3538 | { |
| | 3539 | case HAM_Centre: |
| | 3540 | printf("Nearest = Centre\n"); |
| | 3541 | break; |
| | 3542 | case HAM_Top: |
| | 3543 | printf("Nearest = Top\n"); |
| | 3544 | break; |
| | 3545 | case HAM_Base: |
| | 3546 | printf("Nearest = Base\n"); |
| | 3547 | break; |
| | 3548 | case HAM_Left: |
| | 3549 | printf("Nearest = Left\n"); |
| | 3550 | break; |
| | 3551 | case HAM_Right: |
| | 3552 | printf("Nearest = Right\n"); |
| | 3553 | break; |
| | 3554 | case HAM_TopLeft: |
| | 3555 | printf("Nearest = TopLeft\n"); |
| | 3556 | break; |
| | 3557 | case HAM_TopRight: |
| | 3558 | printf("Nearest = TopRight\n"); |
| | 3559 | break; |
| | 3560 | case HAM_BaseLeft: |
| | 3561 | printf("Nearest = BaseLeft\n"); |
| | 3562 | break; |
| | 3563 | case HAM_BaseRight: |
| | 3564 | printf("Nearest = BaseRight\n"); |
| | 3565 | break; |
| | 3566 | default: |
| | 3567 | assert(0); |
| | 3568 | } |
| | 3569 | |
| | 3570 | switch (fbnearest) |
| | 3571 | { |
| | 3572 | case HAM_Centre: |
| | 3573 | printf("Aspect Centre\n"); |
| | 3574 | break; |
| | 3575 | case HAM_Front: |
| | 3576 | printf("Aspect Front\n"); |
| | 3577 | break; |
| | 3578 | case HAM_Back: |
| | 3579 | printf("Aspect Back\n"); |
| | 3580 | } |
| | 3581 | } |
| | 3582 | |
| | 3583 | HITLOCATIONTABLE *GetThisHitLocationTable(char *id) |
| | 3584 | { |
| | 3585 | int a=0; |
| | 3586 | extern HITLOCATIONTABLE Global_Hitlocation_Tables[]; |
| | 3587 | |
| | 3588 | while (Global_Hitlocation_Tables[a].id != NULL) |
| | 3589 | { |
| | 3590 | if (!strcmp(id,Global_Hitlocation_Tables[a].id)) |
| | 3591 | return(&Global_Hitlocation_Tables[a]); |
| | 3592 | a++; |
| | 3593 | } |
| | 3594 | |
| | 3595 | return NULL; |
| | 3596 | } |
| | 3597 | |
| | 3598 | static HITLOCATIONTABLEENTRY *Get_Sublocation(STRATEGYBLOCK *sbPtr) |
| | 3599 | { |
| | 3600 | HITLOCATIONTABLE *hltable = NULL; |
| | 3601 | |
| | 3602 | /* Identify table... */ |
| | 3603 | switch (sbPtr->type) |
| | 3604 | { |
| | 3605 | case I_BehaviourAlienPlayer: |
| | 3606 | hltable = GetThisHitLocationTable("alien"); |
| | 3607 | break; |
| | 3608 | case I_BehaviourMarinePlayer: // jadda fix this |
| | 3609 | break; |
| | 3610 | case I_BehaviourPredatorPlayer: |
| | 3611 | break; |
| | 3612 | case I_BehaviourMarine: |
| | 3613 | { |
| | 3614 | MARINE_STATUS_BLOCK *marineStatusPointer = (MARINE_STATUS_BLOCK *)(sbPtr->dataptr); |
| | 3615 | |
| | 3616 | hltable = GetThisHitLocationTable(marineStatusPointer->My_Weapon->HitLocationTableName); |
| | 3617 | } |
| | 3618 | break; |
| | 3619 | case I_BehaviourAlien: |
| | 3620 | { |
| | 3621 | ALIEN_STATUS_BLOCK *alienStatusPointer = (ALIEN_STATUS_BLOCK *)(sbPtr->dataptr); |
| | 3622 | |
| | 3623 | switch (alienStatusPointer->Type) |
| | 3624 | { |
| | 3625 | case Standard: |
| | 3626 | default: |
| | 3627 | hltable = GetThisHitLocationTable("alien"); |
| | 3628 | break; |
| | 3629 | case Predalien: |
| | 3630 | hltable = GetThisHitLocationTable("predalien"); |
| | 3631 | break; |
| | 3632 | case Praetorian: |
| | 3633 | hltable = GetThisHitLocationTable("praetorian"); |
| | 3634 | } |
| | 3635 | } |
| | 3636 | break; |
| | 3637 | case I_BehaviourPredator: |
| | 3638 | { |
| | 3639 | PREDATOR_STATUS_BLOCK *predatorStatusPointer = (PREDATOR_STATUS_BLOCK *)(sbPtr->dataptr); |
| | 3640 | |
| | 3641 | hltable = GetThisHitLocationTable(predatorStatusPointer->Selected_Weapon->HitLocationTableName); |
| | 3642 | } |
| | 3643 | break; |
| | 3644 | case I_BehaviourXenoborg: |
| | 3645 | hltable = GetThisHitLocationTable("xenoborg"); |
| | 3646 | break; |
| | 3647 | case I_BehaviourAutoGun: |
| | 3648 | hltable = GetThisHitLocationTable("sentrygun"); |
| | 3649 | break; |
| | 3650 | case I_BehaviourCorpse: |
| | 3651 | { |
| | 3652 | CORPSEDATABLOCK *corpseDataPtr = (CORPSEDATABLOCK *)(sbPtr->dataptr); |
| | 3653 | |
| | 3654 | hltable = corpseDataPtr->hltable; |
| | 3655 | /* Special corpse case. */ |
| | 3656 | HitZone = HAM_Centre; |
| | 3657 | HitAspect = HAM_Centre; |
| | 3658 | } |
| | 3659 | break; |
| | 3660 | case I_BehaviourNetGhost: |
| | 3661 | { |
| | 3662 | NETGHOSTDATABLOCK *ghostData = (NETGHOSTDATABLOCK *)sbPtr->dataptr; |
| | 3663 | hltable = ghostData->hltable; |
| | 3664 | |
| | 3665 | if(ghostData->type == I_BehaviourCorpse) |
| | 3666 | { |
| | 3667 | //special corpse case here as well , I should imagine |
| | 3668 | HitZone = HAM_Centre; |
| | 3669 | HitAspect = HAM_Centre; |
| | 3670 | } |
| | 3671 | } |
| | 3672 | break; |
| | 3673 | default: |
| | 3674 | printf("No hit table!\n"); |
| | 3675 | return NULL; |
| | 3676 | /* See ChrisF */ |
| | 3677 | } |
| | 3678 | |
| | 3679 | if (hltable == NULL) |
| | 3680 | { |
| | 3681 | /* Hey ho... */ |
| | 3682 | return NULL; |
| | 3683 | } |
| | 3684 | |
| | 3685 | /* Now the fun bit. */ |
| | 3686 | int dice = FastRandom() & 65535; |
| | 3687 | |
| | 3688 | HITLOCATIONTABLEENTRY *subtable; |
| | 3689 | |
| | 3690 | switch (HitZone) |
| | 3691 | { |
| | 3692 | case HAM_Centre: |
| | 3693 | subtable = hltable->CentreLocs; |
| | 3694 | break; |
| | 3695 | case HAM_Top: |
| | 3696 | subtable = hltable->TopLocs; |
| | 3697 | break; |
| | 3698 | case HAM_Base: |
| | 3699 | subtable = hltable->BaseLocs; |
| | 3700 | break; |
| | 3701 | case HAM_Left: |
| | 3702 | subtable = hltable->LeftLocs; |
| | 3703 | break; |
| | 3704 | case HAM_Right: |
| | 3705 | subtable = hltable->RightLocs; |
| | 3706 | break; |
| | 3707 | case HAM_TopLeft: |
| | 3708 | subtable = hltable->TopLeftLocs; |
| | 3709 | break; |
| | 3710 | case HAM_TopRight: |
| | 3711 | subtable = hltable->TopRightLocs; |
| | 3712 | break; |
| | 3713 | case HAM_BaseLeft: |
| | 3714 | subtable = hltable->BaseLeftLocs; |
| | 3715 | break; |
| | 3716 | case HAM_BaseRight: |
| | 3717 | subtable = hltable->BaseRightLocs; |
| | 3718 | break; |
| | 3719 | default: |
| | 3720 | assert(0); |
| | 3721 | return NULL; |
| | 3722 | } |
| | 3723 | |
| | 3724 | /* Now, get location. */ |
| | 3725 | |
| | 3726 | HITLOCATIONTABLEENTRY *entry = subtable; |
| | 3727 | |
| | 3728 | while (entry->section_name != NULL) |
| | 3729 | { |
| | 3730 | if (dice < entry->cprob) |
| | 3731 | { |
| | 3732 | if (!( ( (HitAspect == HAM_Front) && (entry->aspect & back_aspect) ) |
| | 3733 | ||( (HitAspect == HAM_Back) && (entry->aspect & front_aspect) ) )) |
| | 3734 | { |
| | 3735 | /* Okay! */ |
| | 3736 | break; |
| | 3737 | } |
| | 3738 | } |
| | 3739 | |
| | 3740 | dice -= entry->cprob; |
| | 3741 | entry++; |
| | 3742 | } |
| | 3743 | |
| | 3744 | return entry; |
| | 3745 | } |
| | 3746 | |
| | 3747 | DISPLAYBLOCK *HtoHDamageToHModel(STRATEGYBLOCK *sbPtr, const DAMAGE_PROFILE *damage, int multiple, STRATEGYBLOCK *source, VECTORCH *attack_dir) |
| | 3748 | { |
| | 3749 | if (sbPtr->DisplayBlock == NULL) |
| | 3750 | { |
| | 3751 | /* Far case? Hey ho... */ |
| | 3752 | CauseDamageToObject(sbPtr, damage, multiple,attack_dir); |
| | 3753 | return NULL; |
| | 3754 | } |
| | 3755 | |
| | 3756 | if ((source == NULL) || (source == PlayerStatus.sbptr)) |
| | 3757 | { |
| | 3758 | FindHitArea(sbPtr->DisplayBlock); |
| | 3759 | } |
| | 3760 | else |
| | 3761 | { |
| | 3762 | HitZone = HAM_Top; |
| | 3763 | HitAspect = HAM_Centre; |
| | 3764 | } |
| | 3765 | |
| | 3766 | HITLOCATIONTABLEENTRY *entry = Get_Sublocation(sbPtr); |
| | 3767 | |
| | 3768 | if (entry == NULL) |
| | 3769 | { |
| | 3770 | /* Failure! */ |
| | 3771 | CauseDamageToObject(sbPtr, damage, multiple, attack_dir); |
| | 3772 | return NULL; |
| | 3773 | } |
| | 3774 | |
| | 3775 | if (entry->section_name) |
| | 3776 | { |
| | 3777 | /* Valid hit. */ |
| | 3778 | SECTION_DATA *target = GetThisSectionData(sbPtr->DisplayBlock->HModelControlBlock->section_data, entry->section_name); |
| | 3779 | |
| | 3780 | if (target) |
| | 3781 | { |
| | 3782 | /* Success! */ |
| | 3783 | printf("Damaged %s!\n", entry->section_name); |
| | 3784 | return CauseDamageToHModel(sbPtr->DisplayBlock->HModelControlBlock, sbPtr, damage, multiple, target, attack_dir, NULL, 0); |
| | 3785 | } |
| | 3786 | } |
| | 3787 | |
| | 3788 | /* Failure! Never mind. */ |
| | 3789 | |
| | 3790 | CauseDamageToObject(sbPtr, damage, multiple,attack_dir); |
| | 3791 | |
| | 3792 | return NULL; |
| | 3793 | } |
| | 3794 | |
| | 3795 | static int MeleeWeapon_90Degree_Front_Core(const DAMAGE_PROFILE *damage, int range, int wristblade_secondary_strong) |
| | 3796 | { |
| | 3797 | int numberOfObjects = numVisObjs; |
| | 3798 | int numhits = 0; |
| | 3799 | |
| | 3800 | while (numberOfObjects--) |
| | 3801 | { |
| | 3802 | DISPLAYBLOCK* objectPtr = VisibleObjects[numberOfObjects].DispPtr; |
| | 3803 | VECTORCH targetpos,targetposW; |
| | 3804 | STRATEGYBLOCK *sbPtr = objectPtr->ObStrategyBlock; |
| | 3805 | |
| | 3806 | /* does object have a strategy block? */ |
| | 3807 | if (sbPtr) |
| | 3808 | { |
| | 3809 | GetTargetingPointOfObject(objectPtr,&targetpos); |
| | 3810 | targetposW = targetpos; |
| | 3811 | targetpos.vx -= Global_VDB.VDB_World.vx; |
| | 3812 | targetpos.vy -= Global_VDB.VDB_World.vy; |
| | 3813 | targetpos.vz -= Global_VDB.VDB_World.vz; |
| | 3814 | RotateVector(&targetpos,&Global_VDB.VDB_Mat); |
| | 3815 | |
| | 3816 | /* is it in the frustrum? */ |
| | 3817 | if ( (targetpos.vz > 0) |
| | 3818 | && (targetpos.vz > targetpos.vx) |
| | 3819 | && (targetpos.vz > -targetpos.vx) |
| | 3820 | && (targetpos.vz > targetpos.vy) |
| | 3821 | && (targetpos.vz > -targetpos.vy) ) |
| | 3822 | { |
| | 3823 | |
| | 3824 | int dist = Approximate3dMagnitude(&targetpos); |
| | 3825 | |
| | 3826 | /* HACKAHACKAHACKA */ |
| | 3827 | |
| | 3828 | if (objectPtr->HModelControlBlock == NULL) |
| | 3829 | dist -= objectPtr->extent.radius >> 1; |
| | 3830 | |
| | 3831 | if (dist < range) |
| | 3832 | { |
| | 3833 | DYNAMICSBLOCK *dynPtr = sbPtr->DynPtr; |
| | 3834 | |
| | 3835 | if (dynPtr) |
| | 3836 | { |
| | 3837 | if (IsThisObjectVisibleFromThisPosition_WithIgnore(PlayerStatus.DisplayBlock, objectPtr, &targetposW)) |
| | 3838 | { |
| | 3839 | int magnitudeOfForce = (5000*damage->Cutting) / dynPtr->Mass; |
| | 3840 | dynPtr->LinImpulse.vx += MUL_FIXED(PlayerStatus.DisplayBlock->ObMat.mat31, magnitudeOfForce); |
| | 3841 | dynPtr->LinImpulse.vy += MUL_FIXED(PlayerStatus.DisplayBlock->ObMat.mat32, magnitudeOfForce); |
| | 3842 | dynPtr->LinImpulse.vz += MUL_FIXED(PlayerStatus.DisplayBlock->ObMat.mat33, magnitudeOfForce); |
| | 3843 | /* Consider player's target. */ |
| | 3844 | |
| | 3845 | /* Consider target aspect. */ |
| | 3846 | { |
| | 3847 | int real_multiple = ONE_FIXED; |
| | 3848 | VECTORCH attack_dir,displacement; |
| | 3849 | |
| | 3850 | displacement.vx = dynPtr->Position.vx - PlayerStatus.sbptr->DynPtr->Position.vx; |
| | 3851 | displacement.vy = dynPtr->Position.vy - PlayerStatus.sbptr->DynPtr->Position.vy; |
| | 3852 | displacement.vz = dynPtr->Position.vz - PlayerStatus.sbptr->DynPtr->Position.vz; |
| | 3853 | |
| | 3854 | GetDirectionOfAttack(sbPtr, &displacement, &attack_dir); |
| | 3855 | |
| | 3856 | if (attack_dir.vz > 0) |
| | 3857 | real_multiple <<= 1; |
| | 3858 | |
| | 3859 | if (sbPtr->DisplayBlock->HModelControlBlock) |
| | 3860 | { |
| | 3861 | if(wristblade_secondary_strong && (sbPtr->type == I_BehaviourAlien)) |
| | 3862 | { |
| | 3863 | ALIEN_STATUS_BLOCK *alienStatusPointer = (ALIEN_STATUS_BLOCK *)(sbPtr->dataptr); |
| | 3864 | |
| | 3865 | if((Standard == alienStatusPointer->Type) && !alienStatusPointer->IAmCrouched && ((FastRandom()
& 65535) < 3000)) |
| | 3866 | { |
| | 3867 | InitHModelTweening(&alienStatusPointer->HModelController, (ONE_FIXED >> 5), (int)HMSQT_AlienStand,
(int)ASSS_Boom_Fall_Back, -1, 0); |
| | 3868 | alienStatusPointer->unconscious = ONE_FIXED * 5 + ( (FastRandom() & 7) * ONE_FIXED); |
| | 3869 | } |
| | 3870 | else |
| | 3871 | { |
| | 3872 | SECTION_DATA *chest = GetThisSectionData(sbPtr->DisplayBlock->HModelControlBlock->section_data,
"head"); |
| | 3873 | CauseDamageToHModel(sbPtr->DisplayBlock->HModelControlBlock, sbPtr, damage, real_multiple, chest,
&attack_dir, NULL, 0); |
| | 3874 | } |
| | 3875 | } |
| | 3876 | else |
| | 3877 | { |
| | 3878 | HtoHDamageToHModel(sbPtr, damage, real_multiple, NULL, &attack_dir); |
| | 3879 | } |
| | 3880 | } |
| | 3881 | else |
| | 3882 | { |
| | 3883 | CauseDamageToObject(sbPtr, damage, real_multiple, &attack_dir); |
| | 3884 | } |
| | 3885 | } |
| | 3886 | |
| | 3887 | numhits++; |
| | 3888 | } |
| | 3889 | } |
| | 3890 | } |
| | 3891 | } |
| | 3892 | } |
| | 3893 | } |
| | 3894 | |
| | 3895 | return numhits; |
| | 3896 | } |
| | 3897 | |
| | 3898 | void maintain_cudgel() |
| | 3899 | { |
| | 3900 | switch(PlayersWeaponHModelController.Sub_Sequence) |
| | 3901 | { |
| | 3902 | case MHSS_Stationary: |
| | 3903 | case MHSS_Fidget: |
| | 3904 | { |
| | 3905 | StaffAttack = -1; |
| | 3906 | |
| | 3907 | if (PlayerStatus.InputRequests.Rqst_FirePrimaryWeapon) |
| | 3908 | GoGoGadgetCudgelPrimaryAttackAnimation(); |
| | 3909 | else |
| | 3910 | { |
| | 3911 | MarineZeroAmmoFunctionality(); |
| | 3912 | marine_weapon_idle(); |
| | 3913 | } |
| | 3914 | } |
| | 3915 | break; |
| | 3916 | case MHSS_Standard_Fire: |
| | 3917 | case MHSS_Secondary_Fire: |
| | 3918 | { |
| | 3919 | if (HModelAnimation_IsFinished(&PlayersWeaponHModelController)) |
| | 3920 | { |
| | 3921 | InitHModelTweening(&PlayersWeaponHModelController, (ONE_FIXED>>3), HMSQT_MarineHUD, MHSS_Stationary, ONE_FIXED, 1); |
| | 3922 | } |
| | 3923 | else if (PlayersWeaponHModelController.keyframe_flags & 1) |
| | 3924 | { |
| | 3925 | MeleeWeapon_90Degree_Front_Core(&TemplateAmmo[AMMO_CUDGEL].MaxDamage, 2500, 0); |
| | 3926 | PlayCudgelSound(); |
| | 3927 | } |
| | 3928 | } |
| | 3929 | break; |
| | 3930 | default: |
| | 3931 | if (PlayersWeaponHModelController.Sub_Sequence != MHSS_Stationary) |
| | 3932 | InitHModelTweening(&PlayersWeaponHModelController, (ONE_FIXED>>3), HMSQT_MarineHUD, MHSS_Stationary, ONE_FIXED, 1); |
| | 3933 | } |
| | 3934 | } |
| | 3935 | |
| | 3936 | void MakeMatrixFromDirection(VECTORCH *directionPtr, MATRIXCH *matrixPtr) |
| | 3937 | { |
| | 3938 | VECTORCH XVector; |
| | 3939 | VECTORCH YVector; |
| | 3940 | |
| | 3941 | if (!directionPtr->vx) |
| | 3942 | { |
| | 3943 | XVector.vx = 65536; |
| | 3944 | XVector.vy = 0; |
| | 3945 | XVector.vz = 0; |
| | 3946 | } |
| | 3947 | else if (!directionPtr->vy) |
| | 3948 | { |
| | 3949 | XVector.vx = 0; |
| | 3950 | XVector.vy = 65536; |
| | 3951 | XVector.vz = 0; |
| | 3952 | } |
| | 3953 | else if (!directionPtr->vz) |
| | 3954 | { |
| | 3955 | XVector.vx = 0; |
| | 3956 | XVector.vy = 0; |
| | 3957 | XVector.vz = 65536; |
| | 3958 | } |
| | 3959 | else |
| | 3960 | { |
| | 3961 | XVector.vx = directionPtr->vz; |
| | 3962 | XVector.vy = 0; |
| | 3963 | XVector.vz = -directionPtr->vx; |
| | 3964 | Normalise(&XVector); |
| | 3965 | } |
| | 3966 | |
| | 3967 | CrossProduct(directionPtr, &XVector, &YVector); |
| | 3968 | |
| | 3969 | matrixPtr->mat11 = XVector.vx; |
| | 3970 | matrixPtr->mat12 = XVector.vy; |
| | 3971 | matrixPtr->mat13 = XVector.vz; |
| | 3972 | |
| | 3973 | matrixPtr->mat21 = YVector.vx; |
| | 3974 | matrixPtr->mat22 = YVector.vy; |
| | 3975 | matrixPtr->mat23 = YVector.vz; |
| | 3976 | |
| | 3977 | matrixPtr->mat31 = directionPtr->vx; |
| | 3978 | matrixPtr->mat32 = directionPtr->vy; |
| | 3979 | matrixPtr->mat33 = directionPtr->vz; |
| | 3980 | } |
| | 3981 | |
| | 3982 | static void LimbRip_AwardHealth() |
| | 3983 | { |
| | 3984 | int health_bonus; |
| | 3985 | const NPC_DATA *NpcData = &NpcDataList[I_PC_Alien_MaxStats]; |
| | 3986 | |
| | 3987 | switch (AvP.Difficulty) |
| | 3988 | { |
| | 3989 | case I_Easy: |
| | 3990 | health_bonus = 5; |
| | 3991 | break; |
| | 3992 | case I_Medium: |
| | 3993 | default: |
| | 3994 | health_bonus = 2; |
| | 3995 | break; |
| | 3996 | case I_Hard: |
| | 3997 | health_bonus = 1; |
| | 3998 | } |
| | 3999 | |
| | 4000 | /* Now add some health. */ |
| | 4001 | PlayerStatus.sbptr->DamageBlock.Health += health_bonus << ONE_FIXED_SHIFT; |
| | 4002 | |
| | 4003 | if (PlayerStatus.sbptr->DamageBlock.Health > NpcData->StartingStats.Health << ONE_FIXED_SHIFT) |
| | 4004 | { |
| | 4005 | PlayerStatus.sbptr->DamageBlock.Health = NpcData->StartingStats.Health << ONE_FIXED_SHIFT; |
| | 4006 | } |
| | 4007 | |
| | 4008 | PlayerStatus.Health = PlayerStatus.sbptr->DamageBlock.Health; |
| | 4009 | } |
| | 4010 | |
| | 4011 | const int tail_xcal = 120; |
| | 4012 | const int tail_ycal = 220; |
| | 4013 | |
| | 4014 | static void ComputeTailDeltaValues(DELTA_CONTROLLER *XDelta, DELTA_CONTROLLER *YDelta) |
| | 4015 | { |
| | 4016 | VECTORCH target_pos; |
| | 4017 | |
| | 4018 | GetTargetingPointOfObject(Alien_Tail_Target->DisplayBlock, &target_pos); |
| | 4019 | TranslatePointIntoViewspace(&target_pos); |
| | 4020 | int screenX = WideMulNarrowDiv (target_pos.vx, Global_VDB.VDB_ProjX, target_pos.vz ); |
| | 4021 | int screenY = WideMulNarrowDiv (target_pos.vy, Global_VDB.VDB_ProjY, target_pos.vz ); |
| | 4022 | |
| | 4023 | if (CHEATMODE_MIRROR == UserProfile.active_bonus) |
| | 4024 | screenX = -screenX; |
| | 4025 | |
| | 4026 | int temp_timer = screenX * -tail_xcal; |
| | 4027 | temp_timer += 32767; |
| | 4028 | |
| | 4029 | if (temp_timer < 0) |
| | 4030 | temp_timer=0; |
| | 4031 | |
| | 4032 | if (temp_timer > 65535) |
| | 4033 | temp_timer = 65535; |
| | 4034 | |
| | 4035 | XDelta->timer = temp_timer; |
| | 4036 | |
| | 4037 | temp_timer = screenY* tail_ycal; |
| | 4038 | temp_timer += 32767; |
| | 4039 | |
| | 4040 | if (temp_timer < 0) |
| | 4041 | temp_timer = 0; |
| | 4042 | |
| | 4043 | if (temp_timer > 65535) |
| | 4044 | temp_timer = 65535; |
| | 4045 | |
| | 4046 | YDelta->timer = temp_timer; |
| | 4047 | |
| | 4048 | //printf("Target Screen X,Y %d %d\n", screenX, screenY); |
| | 4049 | } |
| | 4050 | |
| | 4051 | static int Tail_TargetFilter(STRATEGYBLOCK *candidate) |
| | 4052 | { |
| | 4053 | switch (candidate->type) |
| | 4054 | { |
| | 4055 | case I_BehaviourMarine: |
| | 4056 | case I_BehaviourPredator: |
| | 4057 | case I_BehaviourInanimateObject: |
| | 4058 | case I_BehaviourPlacedLight: |
| | 4059 | case I_BehaviourMarinePlayer: |
| | 4060 | case I_BehaviourPredatorPlayer: |
| | 4061 | case I_BehaviourAlien: |
| | 4062 | case I_BehaviourAutoGun: |
| | 4063 | case I_BehaviourVideoScreen: |
| | 4064 | case I_BehaviourAlienPlayer: |
| | 4065 | case I_BehaviourFaceHugger: |
| | 4066 | case I_BehaviourXenoborg: |
| | 4067 | case I_BehaviourQueenAlien: |
| | 4068 | return 1; |
| | 4069 | case I_BehaviourNetGhost: |
| | 4070 | { |
| | 4071 | NETGHOSTDATABLOCK *dataptr = candidate->dataptr; |
| | 4072 | switch (dataptr->type) |
| | 4073 | { |
| | 4074 | case I_BehaviourPredator: |
| | 4075 | case I_BehaviourMarine: |
| | 4076 | case I_BehaviourAutoGun: |
| | 4077 | case I_BehaviourPlacedLight: |
| | 4078 | case I_BehaviourInanimateObject: |
| | 4079 | case I_BehaviourMarinePlayer: |
| | 4080 | case I_BehaviourPredatorPlayer: |
| | 4081 | case I_BehaviourXenoborg: |
| | 4082 | return 1; |
| | 4083 | case I_BehaviourAlienPlayer: |
| | 4084 | { |
| | 4085 | switch (netGameData.gameType) |
| | 4086 | { |
| | 4087 | case NGT_Individual: |
| | 4088 | return 1; |
| | 4089 | case NGT_CoopDeathmatch: |
| | 4090 | return 0; |
| | 4091 | case NGT_LastManStanding: |
| | 4092 | return 0; |
| | 4093 | case NGT_PredatorTag: |
| | 4094 | return 1; |
| | 4095 | case NGT_Coop: |
| | 4096 | return 0; |
| | 4097 | case NGT_AlienTag: |
| | 4098 | return 1; //However, there shouldn't be more than one alien in alien tag anyway. |
| | 4099 | default: |
| | 4100 | return 0; |
| | 4101 | } |
| | 4102 | } |
| | 4103 | default: |
| | 4104 | return 0; |
| | 4105 | } |
| | 4106 | } |
| | 4107 | default: |
| | 4108 | return 0; |
| | 4109 | } |
| | 4110 | } |
| | 4111 | |
| | 4112 | #define ALIEN_TAIL_RANGE (4000) |
| | 4113 | |
| | 4114 | static DISPLAYBLOCK *AlienTail_TargetSelect() |
| | 4115 | { |
| | 4116 | int numberOfObjects = numVisObjs; |
| | 4117 | DISPLAYBLOCK *nearest = NULL; |
| | 4118 | int neardist = 100000; |
| | 4119 | |
| | 4120 | while (numberOfObjects--) |
| | 4121 | { |
| | 4122 | DISPLAYBLOCK* objectPtr = VisibleObjects[numberOfObjects].DispPtr; |
| | 4123 | STRATEGYBLOCK *sbPtr = objectPtr->ObStrategyBlock; |
| | 4124 | |
| | 4125 | /* does object have a strategy block? */ |
| | 4126 | if (sbPtr && Tail_TargetFilter(sbPtr)) |
| | 4127 | { |
| | 4128 | /* is it in the frustrum? */ |
| | 4129 | if ( (objectPtr->ObView.vz > 0) |
| | 4130 | && (objectPtr->ObView.vz > (objectPtr->ObView.vx>>1)) |
| | 4131 | && (objectPtr->ObView.vz > -(objectPtr->ObView.vx>>1)) |
| | 4132 | && (objectPtr->ObView.vz > (objectPtr->ObView.vy>>1)) |
| | 4133 | && (objectPtr->ObView.vz > -(objectPtr->ObView.vy>>1)) ) |
| | 4134 | { |
| | 4135 | int dist = Approximate3dMagnitude(&objectPtr->ObView); |
| | 4136 | |
| | 4137 | if (dist < ALIEN_TAIL_RANGE) |
| | 4138 | { |
| | 4139 | DYNAMICSBLOCK *dynPtr = sbPtr->DynPtr; |
| | 4140 | |
| | 4141 | if (dynPtr) |
| | 4142 | { |
| | 4143 | if (IsThisObjectVisibleFromThisPosition_WithIgnore(PlayerStatus.DisplayBlock, objectPtr, &dynPtr->Position)) |
| | 4144 | { |
| | 4145 | /* Consider target validity here? */ |
| | 4146 | |
| | 4147 | if (dist < neardist) |
| | 4148 | { |
| | 4149 | nearest = objectPtr; |
| | 4150 | neardist = dist; |
| | 4151 | } |
| | 4152 | } |
| | 4153 | } |
| | 4154 | } |
| | 4155 | } |
| | 4156 | } |
| | 4157 | } |
| | 4158 | |
| | 4159 | return nearest; |
| | 4160 | } |
| | 4161 | |
| | 4162 | #define BITE_RANGE ((CHEATMODE_SNIPERMUNCH == UserProfile.active_bonus) ? 100000 : 3000) |
| | 4163 | #define BITE_RADIUS ((CHEATMODE_SNIPERMUNCH == UserProfile.active_bonus) ? 1500 : 200) |
| | 4164 | |
| | 4165 | static SECTION_DATA *CheckBiteIntegrity() |
| | 4166 | { |
| | 4167 | VECTORCH targetpos; |
| | 4168 | |
| | 4169 | if (!NAME_ISEQUAL(Biting->SBname, Biting_SBname) || !Biting->DisplayBlock) |
| | 4170 | return NULL; |
| | 4171 | |
| | 4172 | DISPLAYBLOCK *objectPtr = Biting->DisplayBlock; |
| | 4173 | |
| | 4174 | GetTargetingPointOfObject(objectPtr, &targetpos); |
| | 4175 | targetpos.vx -= Global_VDB.VDB_World.vx; |
| | 4176 | targetpos.vy -= Global_VDB.VDB_World.vy; |
| | 4177 | targetpos.vz -= Global_VDB.VDB_World.vz; |
| | 4178 | RotateVector(&targetpos, &Global_VDB.VDB_Mat); |
| | 4179 | |
| | 4180 | /* is it in the range band? */ |
| | 4181 | if ((targetpos.vz > 0) && (targetpos.vz < (BITE_RANGE << 1))) |
| | 4182 | { |
| | 4183 | if (IsThisObjectVisibleFromThisPosition_WithIgnore(objectPtr, PlayerStatus.DisplayBlock, &Global_VDB.VDB_World)) |
| | 4184 | { |
| | 4185 | /* The minute his *head* is in view... */ |
| | 4186 | SECTION_DATA *head = GetThisSectionData(objectPtr->HModelControlBlock->section_data, "head"); |
| | 4187 | |
| | 4188 | /* Is it still attached? */ |
| | 4189 | |
| | 4190 | if (head && !(head->flags & section_data_notreal)) |
| | 4191 | { |
| | 4192 | /* We'll have the head now if at all. */ |
| | 4193 | VECTORCH temp_view = head->View_Offset; |
| | 4194 | /* I assume if we're alive, we have a head. */ |
| | 4195 | temp_view.vz = 0; |
| | 4196 | /* Scale radius with FOV here? */ |
| | 4197 | |
| | 4198 | if (Approximate3dMagnitude(&temp_view) < (BITE_RADIUS << 1)) |
| | 4199 | return head; // Aw, okay. |
| | 4200 | } |
| | 4201 | } |
| | 4202 | } |
| | 4203 | |
| | 4204 | /* If you got here, you failed. */ |
| | 4205 | return NULL; |
| | 4206 | } |
| | 4207 | |
| | 4208 | static int AlienBite_TargetFilter(STRATEGYBLOCK *sbPtr) |
| | 4209 | { |
| | 4210 | /* Is it tasty, mm? Is it... crunchable? */ |
| | 4211 | |
| | 4212 | switch(sbPtr->type) |
| | 4213 | { |
| | 4214 | case I_BehaviourMarine: |
| | 4215 | { |
| | 4216 | MARINE_STATUS_BLOCK *marineStatusPointer = (MARINE_STATUS_BLOCK *)(sbPtr->dataptr); |
| | 4217 | |
| | 4218 | return (!marineStatusPointer->Android && !NPC_IsDead(sbPtr)); |
| | 4219 | } |
| | 4220 | break; |
| | 4221 | case I_BehaviourCorpse: |
| | 4222 | { |
| | 4223 | CORPSEDATABLOCK *corpseDataPtr = (CORPSEDATABLOCK *)sbPtr->dataptr; |
| | 4224 | assert(corpseDataPtr); |
| | 4225 | |
| | 4226 | if (((corpseDataPtr->timer / 2) < ONE_FIXED) || corpseDataPtr->Android) |
| | 4227 | { |
| | 4228 | return 0; // Already fading. |
| | 4229 | } |
| | 4230 | else |
| | 4231 | { |
| | 4232 | switch(corpseDataPtr->Type) |
| | 4233 | { |
| | 4234 | case I_BehaviourMarine: |
| | 4235 | case I_BehaviourPredator: |
| | 4236 | return 1; // Of course it's dead! |
| | 4237 | default: |
| | 4238 | break; |
| | 4239 | } |
| | 4240 | } |
| | 4241 | } |
| | 4242 | break; |
| | 4243 | case I_BehaviourNetGhost: |
| | 4244 | { |
| | 4245 | NETGHOSTDATABLOCK* ghostData = (NETGHOSTDATABLOCK *)sbPtr->dataptr; |
| | 4246 | assert(ghostData); |
| | 4247 | |
| | 4248 | //check for opponent in network game |
| | 4249 | switch(ghostData->type) |
| | 4250 | { |
| | 4251 | case I_BehaviourCorpse: |
| | 4252 | { |
| | 4253 | switch(ghostData->subtype) |
| | 4254 | { |
| | 4255 | case I_BehaviourMarinePlayer: |
| | 4256 | case I_BehaviourPredatorPlayer: |
| | 4257 | return 1; |
| | 4258 | default: |
| | 4259 | break; |
| | 4260 | } |
| | 4261 | } |
| | 4262 | break; |
| | 4263 | case I_BehaviourMarinePlayer: |
| | 4264 | case I_BehaviourPredatorPlayer: |
| | 4265 | { |
| | 4266 | // We don't want to allow bite attacks against players |
| | 4267 | // that have respawn invulnerability |
| | 4268 | |
| | 4269 | if(!ghostData->invulnerable) |
| | 4270 | return 1; |
| | 4271 | } |
| | 4272 | default: |
| | 4273 | break; |
| | 4274 | } |
| | 4275 | } |
| | 4276 | break; |
| | 4277 | case I_BehaviourPredator: |
| | 4278 | { |
| | 4279 | /* There's always got to be a difficult one! */ |
| | 4280 | |
| | 4281 | /* The minute his *head* is in view... */ |
| | 4282 | SECTION_DATA *head = GetThisSectionData(sbPtr->DisplayBlock->HModelControlBlock->section_data, "head"); |
| | 4283 | |
| | 4284 | /* Is it still attached? */ |
| | 4285 | if (head && !(head->flags & section_data_notreal)) |
| | 4286 | { |
| | 4287 | /* We'll have the head now if at all. */ |
| | 4288 | |
| | 4289 | DAMAGEBLOCK temp_damage = head->current_damage; |
| | 4290 | |
| | 4291 | DamageDamageBlock(&temp_damage, &TemplateAmmo[AMMO_PC_ALIEN_BITE].MaxDamage, ONE_FIXED); |
| | 4292 | |
| | 4293 | if (temp_damage.Health <= 0) |
| | 4294 | return 1; /* Killed the head, that'll do. */ |
| | 4295 | |
| | 4296 | /* So the head lived, huh? Let's try the body. */ |
| | 4297 | temp_damage = sbPtr->DamageBlock; |
| | 4298 | |
| | 4299 | DamageDamageBlock(&temp_damage, &TemplateAmmo[AMMO_PC_ALIEN_BITE].MaxDamage, ONE_FIXED); |
| | 4300 | |
| | 4301 | if (temp_damage.Health <= 0) |
| | 4302 | return 1; /* Killed the body, that'll do too. */ |
| | 4303 | } |
| | 4304 | } |
| | 4305 | default: |
| | 4306 | break; |
| | 4307 | } |
| | 4308 | |
| | 4309 | return 0; |
| | 4310 | } |
| | 4311 | |
| | 4312 | static void BiteAttack_AwardHealth(STRATEGYBLOCK *sbPtr) |
| | 4313 | { |
| | 4314 | /* Have all your armour back? */ |
| | 4315 | const NPC_DATA *NpcData = &NpcDataList[I_PC_Alien_MaxStats]; |
| | 4316 | |
| | 4317 | switch(sbPtr->type) |
| | 4318 | { |
| | 4319 | case I_BehaviourMarine: |
| | 4320 | case I_BehaviourPredator: |
| | 4321 | { |
| | 4322 | /* Add some armour... */ |
| | 4323 | PlayerStatus.sbptr->DamageBlock.Armour += (BITE_ARMOUR_RECOVERY << ONE_FIXED_SHIFT); |
| | 4324 | |
| | 4325 | if (PlayerStatus.sbptr->DamageBlock.Armour > (NpcData->StartingStats.Armour << ONE_FIXED_SHIFT)) |
| | 4326 | PlayerStatus.sbptr->DamageBlock.Armour = NpcData->StartingStats.Armour << ONE_FIXED_SHIFT; |
| | 4327 | |
| | 4328 | PlayerStatus.Armour = PlayerStatus.sbptr->DamageBlock.Armour; |
| | 4329 | |
| | 4330 | /* And some health, too. */ |
| | 4331 | PlayerStatus.sbptr->DamageBlock.Health += BITE_HEALTH_RECOVERY << ONE_FIXED_SHIFT; |
| | 4332 | |
| | 4333 | if (PlayerStatus.sbptr->DamageBlock.Health > (NpcData->StartingStats.Health << ONE_FIXED_SHIFT)) |
| | 4334 | PlayerStatus.sbptr->DamageBlock.Health = NpcData->StartingStats.Health << ONE_FIXED_SHIFT; |
| | 4335 | |
| | 4336 | PlayerStatus.Health = PlayerStatus.sbptr->DamageBlock.Health; |
| | 4337 | } |
| | 4338 | break; |
| | 4339 | case I_BehaviourCorpse: |
| | 4340 | { |
| | 4341 | /* It probably is still a corpse now... */ |
| | 4342 | CORPSEDATABLOCK *corpseDataPtr = (CORPSEDATABLOCK *)sbPtr->dataptr; |
| | 4343 | |
| | 4344 | assert(corpseDataPtr); |
| | 4345 | |
| | 4346 | switch(corpseDataPtr->Type) |
| | 4347 | { |
| | 4348 | case I_BehaviourMarine: |
| | 4349 | case I_BehaviourPredator: |
| | 4350 | { |
| | 4351 | /* No armour, just a bit of health. */ |
| | 4352 | PlayerStatus.sbptr->DamageBlock.Health += (20 << ONE_FIXED_SHIFT); |
| | 4353 | |
| | 4354 | if (PlayerStatus.sbptr->DamageBlock.Health > (NpcData->StartingStats.Health << ONE_FIXED_SHIFT)) |
| | 4355 | PlayerStatus.sbptr->DamageBlock.Health = NpcData->StartingStats.Health << ONE_FIXED_SHIFT; |
| | 4356 | |
| | 4357 | PlayerStatus.Health = PlayerStatus.sbptr->DamageBlock.Health; |
| | 4358 | } |
| | 4359 | default: |
| | 4360 | break; |
| | 4361 | } |
| | 4362 | } |
| | 4363 | break; |
| | 4364 | case I_BehaviourNetGhost: |
| | 4365 | { |
| | 4366 | //rather higher health awards for getting network opponents |
| | 4367 | NETGHOSTDATABLOCK *ghostData = (NETGHOSTDATABLOCK *)sbPtr->dataptr; |
| | 4368 | assert(ghostData); |
| | 4369 | |
| | 4370 | switch(ghostData->type) |
| | 4371 | { |
| | 4372 | case I_BehaviourCorpse: |
| | 4373 | { |
| | 4374 | switch(ghostData->subtype) |
| | 4375 | { |
| | 4376 | case I_BehaviourMarinePlayer: |
| | 4377 | case I_BehaviourPredatorPlayer: |
| | 4378 | { |
| | 4379 | /* Add some armour... */ |
| | 4380 | PlayerStatus.sbptr->DamageBlock.Armour += (BITE_ARMOUR_RECOVERY << ONE_FIXED_SHIFT); |
| | 4381 | |
| | 4382 | if (PlayerStatus.sbptr->DamageBlock.Armour > (NpcData->StartingStats.Armour << ONE_FIXED_SHIFT)) |
| | 4383 | PlayerStatus.sbptr->DamageBlock.Armour = NpcData->StartingStats.Armour << ONE_FIXED_SHIFT; |
| | 4384 | |
| | 4385 | PlayerStatus.Armour = PlayerStatus.sbptr->DamageBlock.Armour; |
| | 4386 | |
| | 4387 | /* And some health, too. */ |
| | 4388 | PlayerStatus.sbptr->DamageBlock.Health += (20 << ONE_FIXED_SHIFT); |
| | 4389 | |
| | 4390 | if (PlayerStatus.sbptr->DamageBlock.Health > (NpcData->StartingStats.Health << ONE_FIXED_SHIFT)) |
| | 4391 | { |
| | 4392 | PlayerStatus.sbptr->DamageBlock.Health = NpcData->StartingStats.Health << ONE_FIXED_SHIFT; |
| | 4393 | } |
| | 4394 | else if(PlayerStatus.sbptr->DamageBlock.Health < (PlayerStatus.StartingHealth << ONE_FIXED_SHIFT)) |
| | 4395 | { |
| | 4396 | //make sure player has at least starting health |
| | 4397 | PlayerStatus.sbptr->DamageBlock.Health = PlayerStatus.StartingHealth << ONE_FIXED_SHIFT; |
| | 4398 | } |
| | 4399 | |
| | 4400 | PlayerStatus.Health = PlayerStatus.sbptr->DamageBlock.Health; |
| | 4401 | } |
| | 4402 | default: |
| | 4403 | break; |
| | 4404 | } |
| | 4405 | } |
| | 4406 | break; |
| | 4407 | case I_BehaviourMarinePlayer: |
| | 4408 | case I_BehaviourPredatorPlayer: |
| | 4409 | { |
| | 4410 | //killed player character with a bite attack |
| | 4411 | |
| | 4412 | /* Add some armour... */ |
| | 4413 | PlayerStatus.sbptr->DamageBlock.Armour += PlayerStatus.StartingArmour << ONE_FIXED_SHIFT; |
| | 4414 | |
| | 4415 | if (PlayerStatus.sbptr->DamageBlock.Armour > (NpcData->StartingStats.Armour << ONE_FIXED_SHIFT)) |
| | 4416 | PlayerStatus.sbptr->DamageBlock.Armour = NpcData->StartingStats.Armour << ONE_FIXED_SHIFT; |
| | 4417 | |
| | 4418 | PlayerStatus.Armour = PlayerStatus.sbptr->DamageBlock.Armour; |
| | 4419 | |
| | 4420 | /* And some health, too. */ |
| | 4421 | PlayerStatus.sbptr->DamageBlock.Health += PlayerStatus.StartingHealth << ONE_FIXED_SHIFT; |
| | 4422 | |
| | 4423 | if (PlayerStatus.sbptr->DamageBlock.Health > (NpcData->StartingStats.Health<<ONE_FIXED_SHIFT)) |
| | 4424 | PlayerStatus.sbptr->DamageBlock.Health = NpcData->StartingStats.Health<<ONE_FIXED_SHIFT; |
| | 4425 | |
| | 4426 | PlayerStatus.Health = PlayerStatus.sbptr->DamageBlock.Health; |
| | 4427 | } |
| | 4428 | default: |
| | 4429 | break; |
| | 4430 | } |
| | 4431 | } |
| | 4432 | default: |
| | 4433 | break; |
| | 4434 | } |
| | 4435 | } |
| | 4436 | |
| | 4437 | static void FixAlienStrikeSpeed(int time) |
| | 4438 | { |
| | 4439 | ACStrikeTime = MUL_FIXED(time, ONE_FIXED); |
| | 4440 | //TemplateWeapon[WEAPON_ALIEN_CLAW].TimeOutRateForState[WEAPONSTATE_FIRING_PRIMARY] = DIV_FIXED(ONE_FIXED, ACStrikeTime); |
| | 4441 | } |
| | 4442 | |
| | 4443 | STRATEGYBLOCK *GetBitingTarget() |
| | 4444 | { |
| | 4445 | int numberOfObjects = numVisObjs; |
| | 4446 | |
| | 4447 | while (numberOfObjects--) |
| | 4448 | { |
| | 4449 | DISPLAYBLOCK* objectPtr = VisibleObjects[numberOfObjects].DispPtr; |
| | 4450 | STRATEGYBLOCK *sbPtr = objectPtr->ObStrategyBlock; |
| | 4451 | |
| | 4452 | if (sbPtr == PlayerStatus.sbptr) |
| | 4453 | continue; |
| | 4454 | |
| | 4455 | /* does object have a strategy block? */ |
| | 4456 | if (sbPtr && AlienBite_TargetFilter(sbPtr)) |
| | 4457 | { |
| | 4458 | VECTORCH targetpos; |
| | 4459 | |
| | 4460 | GetTargetingPointOfObject(objectPtr, &targetpos); |
| | 4461 | targetpos.vx -= Global_VDB.VDB_World.vx; |
| | 4462 | targetpos.vy -= Global_VDB.VDB_World.vy; |
| | 4463 | targetpos.vz -= Global_VDB.VDB_World.vz; |
| | 4464 | RotateVector(&targetpos, &Global_VDB.VDB_Mat); |
| | 4465 | |
| | 4466 | /* is it in the range band? */ |
| | 4467 | if ((targetpos.vz > 0) && (targetpos.vz < BITE_RANGE)) |
| | 4468 | { |
| | 4469 | if (IsThisObjectVisibleFromThisPosition_WithIgnore(objectPtr, PlayerStatus.DisplayBlock, &Global_VDB.VDB_World)) |
| | 4470 | { |
| | 4471 | /* The minute his *head* is in view... */ |
| | 4472 | SECTION_DATA *head = GetThisSectionData(objectPtr->HModelControlBlock->section_data, "head"); |
| | 4473 | |
| | 4474 | /* Is it still attached? */ |
| | 4475 | if (head && !(head->flags & section_data_notreal)) |
| | 4476 | { |
| | 4477 | /* We'll have the head now if at all. */ |
| | 4478 | VECTORCH temp_view = head->View_Offset; |
| | 4479 | /* I assume if we're alive, we have a head. */ |
| | 4480 | temp_view.vz = 0; |
| | 4481 | |
| | 4482 | if (Approximate3dMagnitude(&temp_view) < BITE_RADIUS) |
| | 4483 | { |
| | 4484 | Biting = sbPtr; |
| | 4485 | /* Fix the name. */ |
| | 4486 | COPY_NAME(Biting_SBname, Biting->SBname); |
| | 4487 | FixAlienStrikeSpeed(ONE_FIXED / 3); |
| | 4488 | /* Init attack. */ |
| | 4489 | Bit = 0; |
| | 4490 | return Biting; |
| | 4491 | } |
| | 4492 | } |
| | 4493 | } |
| | 4494 | } |
| | 4495 | } |
| | 4496 | } |
| | 4497 | |
| | 4498 | return (Biting = NULL); |
| | 4499 | } |
| | 4500 | |
| | 4501 | static int alien_claw(DAMAGE_PROFILE *damage, int multiple, int range) |
| | 4502 | { |
| | 4503 | int numberOfObjects = numVisObjs; |
| | 4504 | int numhits = 0; |
| | 4505 | |
| | 4506 | while (numberOfObjects--) |
| | 4507 | { |
| | 4508 | VECTORCH targetpos,targetposW; |
| | 4509 | DISPLAYBLOCK* objectPtr = VisibleObjects[numberOfObjects].DispPtr; |
| | 4510 | STRATEGYBLOCK *sbPtr = objectPtr->ObStrategyBlock; |
| | 4511 | |
| | 4512 | /* does object have a strategy block? */ |
| | 4513 | if (sbPtr) |
| | 4514 | { |
| | 4515 | GetTargetingPointOfObject(objectPtr, &targetpos); |
| | 4516 | targetposW = targetpos; |
| | 4517 | targetpos.vx -= Global_VDB.VDB_World.vx; |
| | 4518 | targetpos.vy -= Global_VDB.VDB_World.vy; |
| | 4519 | targetpos.vz -= Global_VDB.VDB_World.vz; |
| | 4520 | RotateVector(&targetpos, &Global_VDB.VDB_Mat); |
| | 4521 | |
| | 4522 | /* is it in range? */ |
| | 4523 | if (targetpos.vz > 0) |
| | 4524 | { |
| | 4525 | int dist = Approximate3dMagnitude(&targetpos); |
| | 4526 | |
| | 4527 | if (dist < range) |
| | 4528 | { |
| | 4529 | DYNAMICSBLOCK *dynPtr = sbPtr->DynPtr; |
| | 4530 | |
| | 4531 | if (dynPtr) |
| | 4532 | { |
| | 4533 | /* KJL 19:10:49 25/01/99 - I'm going to try changing this to |
| | 4534 | see if I can have an Alien that doesn't kill multiple things in one frame */ |
| | 4535 | |
| | 4536 | /* CDF 30/3/99 - I'm going to change it back with modifications, |
| | 4537 | since people evidently can't make up their minds. */ |
| | 4538 | |
| | 4539 | if (IsThisObjectVisibleFromThisPosition_WithIgnore(PlayerStatus.DisplayBlock, objectPtr, &targetposW)) |
| | 4540 | { |
| | 4541 | int magnitudeOfForce = (5000*damage->Cutting) / dynPtr->Mass; |
| | 4542 | dynPtr->LinImpulse.vx += MUL_FIXED(PlayerStatus.DisplayBlock->ObMat.mat31, magnitudeOfForce); |
| | 4543 | dynPtr->LinImpulse.vy += MUL_FIXED(PlayerStatus.DisplayBlock->ObMat.mat32, magnitudeOfForce); |
| | 4544 | dynPtr->LinImpulse.vz += MUL_FIXED(PlayerStatus.DisplayBlock->ObMat.mat33, magnitudeOfForce); |
| | 4545 | /* Consider target aspect. */ |
| | 4546 | { |
| | 4547 | VECTORCH attack_dir,displacement; |
| | 4548 | int real_multiple = multiple; |
| | 4549 | |
| | 4550 | displacement.vx = dynPtr->Position.vx - PlayerStatus.sbptr->DynPtr->Position.vx; |
| | 4551 | displacement.vy = dynPtr->Position.vy - PlayerStatus.sbptr->DynPtr->Position.vy; |
| | 4552 | displacement.vz = dynPtr->Position.vz - PlayerStatus.sbptr->DynPtr->Position.vz; |
| | 4553 | |
| | 4554 | GetDirectionOfAttack(sbPtr, &displacement, &attack_dir); |
| | 4555 | |
| | 4556 | if (attack_dir.vz > 0) |
| | 4557 | real_multiple <<= 1; |
| | 4558 | |
| | 4559 | if (sbPtr->DisplayBlock->HModelControlBlock) |
| | 4560 | { |
| | 4561 | DISPLAYBLOCK *frag = HtoHDamageToHModel(sbPtr, damage, real_multiple, NULL, &attack_dir); |
| | 4562 | |
| | 4563 | switch(sbPtr->type) |
| | 4564 | { |
| | 4565 | case I_BehaviourMarine: |
| | 4566 | { |
| | 4567 | MARINE_STATUS_BLOCK *marineStatusPointer = (MARINE_STATUS_BLOCK *)(sbPtr->dataptr); |
| | 4568 | |
| | 4569 | if (!marineStatusPointer->Android && frag) |
| | 4570 | LimbRip_AwardHealth(); /* Took off a limb! */ |
| | 4571 | } |
| | 4572 | break; |
| | 4573 | case I_BehaviourCorpse: |
| | 4574 | { |
| | 4575 | CORPSEDATABLOCK *corpseDataPtr = (CORPSEDATABLOCK *)(sbPtr->dataptr); |
| | 4576 | |
| | 4577 | if (!corpseDataPtr->Android && frag) |
| | 4578 | LimbRip_AwardHealth(); /* Took off a limb! */ |
| | 4579 | } |
| | 4580 | default: |
| | 4581 | break; |
| | 4582 | } |
| | 4583 | } |
| | 4584 | else |
| | 4585 | { |
| | 4586 | CauseDamageToObject(sbPtr, damage, real_multiple, &attack_dir); |
| | 4587 | } |
| | 4588 | } |
| | 4589 | |
| | 4590 | numhits++; |
| | 4591 | } |
| | 4592 | } |
| | 4593 | } |
| | 4594 | } |
| | 4595 | } |
| | 4596 | } |
| | 4597 | |
| | 4598 | return numhits; |
| | 4599 | } |
| | 4600 | |
| | 4601 | void maintain_alien_weapons() |
| | 4602 | { |
| | 4603 | if (Biting && (PlayerStatus.InputRequests.Rqst_FirePrimaryWeapon || PlayerStatus.InputRequests.Rqst_FireSecondaryWeapon)) |
| | 4604 | { |
| | 4605 | if (PlayerStatus.WeaponStateTimeOutCounter < (ONE_FIXED >> 1)) |
| | 4606 | { |
| | 4607 | if (!Bit) |
| | 4608 | { |
| | 4609 | SECTION_DATA *head_sec = CheckBiteIntegrity(); |
| | 4610 | Bit = 1; |
| | 4611 | |
| | 4612 | /* Try the bite. */ |
| | 4613 | if (head_sec) |
| | 4614 | { |
| | 4615 | CurrentGameStats_HeadBitten(Biting); |
| | 4616 | |
| | 4617 | /* Munch! */ |
| | 4618 | if (CHEATMODE_SUPERGORE == UserProfile.active_bonus) |
| | 4619 | CauseDamageToHModel(Biting->DisplayBlock->HModelControlBlock, Biting, &TemplateAmmo[AMMO_ALIEN_BITE_KILLSECTION_SUPER].MaxDamage, ONE_FIXED, head_sec,
NULL, NULL, 0); |
| | 4620 | else |
| | 4621 | CauseDamageToHModel(Biting->DisplayBlock->HModelControlBlock, Biting, &TemplateAmmo[AMMO_ALIEN_BITE_KILLSECTION].MaxDamage, ONE_FIXED, head_sec, NULL,
NULL,0); |
| | 4622 | |
| | 4623 | /* Side effects, anyone? */ |
| | 4624 | BiteAttack_AwardHealth(Biting); |
| | 4625 | |
| | 4626 | if (PlayerStatus.sound_mouth != SOUND_NOACTIVEINDEX) |
| | 4627 | Sound_Stop(PlayerStatus.sound_mouth); |
| | 4628 | |
| | 4629 | Sound_Play(SID_ALIEN_JAW_ATTACK, "de", &PlayerStatus.sbptr->DynPtr->Position, &PlayerStatus.sound_mouth); |
| | 4630 | |
| | 4631 | { |
| | 4632 | extern int AlienTongueOffset; |
| | 4633 | extern int AlienTeethOffset; |
| | 4634 | extern int AlienBiteAttackInProgress; |
| | 4635 | extern float CameraZoomScale; |
| | 4636 | |
| | 4637 | AlienBiteAttackInProgress = 1; |
| | 4638 | CameraZoomScale = 0.25f; |
| | 4639 | AlienTongueOffset = ONE_FIXED; |
| | 4640 | AlienTeethOffset = 0; |
| | 4641 | } |
| | 4642 | } |
| | 4643 | } |
| | 4644 | } |
| | 4645 | return; |
| | 4646 | } |
| | 4647 | |
| | 4648 | PositionPlayersWeapon(); |
| | 4649 | |
| | 4650 | switch(PlayersWeaponHModelController.Sub_Sequence) |
| | 4651 | { |
| | 4652 | //case AHSS_Eat: |
| | 4653 | case AHSS_end: |
| | 4654 | default: |
| | 4655 | break; |
| | 4656 | case AHSS_LeftSwipeDown: |
| | 4657 | case AHSS_RightSwipeDown: |
| | 4658 | case AHSS_LeftSwipeIn: |
| | 4659 | case AHSS_RightSwipeIn: |
| | 4660 | case AHSS_Both_In: |
| | 4661 | case AHSS_Both_Down: |
| | 4662 | case AHSS_PounceIn: |
| | 4663 | case AHSS_PounceDown: |
| | 4664 | { |
| | 4665 | if (PlayerStatus.WeaponStateTimeOutCounter < 0) |
| | 4666 | { |
| | 4667 | InitHModelTweening(&PlayersWeaponHModelController, (ONE_FIXED >> 4), HMSQT_AlienHUD, (int)AHSS_end, ACStrikeTime, 0); |
| | 4668 | PlayerStatus.WeaponStateTimeOutCounter = 0; |
| | 4669 | } |
| | 4670 | else |
| | 4671 | { |
| | 4672 | int hits = 0; |
| | 4673 | |
| | 4674 | if (PlayersWeaponHModelController.keyframe_flags & 1) |
| | 4675 | hits++; |
| | 4676 | |
| | 4677 | if (PlayersWeaponHModelController.keyframe_flags & 2) |
| | 4678 | hits++; |
| | 4679 | |
| | 4680 | if (hits) |
| | 4681 | { |
| | 4682 | alien_claw(&Player_Weapon_Damage, ONE_FIXED * hits, 2500); |
| | 4683 | PlayAlienSound(0, ASC_Swipe, ((FastRandom() & 255) - 128), &weaponHandle, NULL); |
| | 4684 | } |
| | 4685 | |
| | 4686 | PlayerStatus.WeaponStateTimeOutCounter -= NormalFrameTime; |
| | 4687 | } |
| | 4688 | } |
| | 4689 | return; |
| | 4690 | case AHSS_TailHold: |
| | 4691 | //printf("Tail Max. Pen. Damage = %d - Poised.\n", Player_Weapon_Damage.Penetrative); |
| | 4692 | case AHSS_Hor_Delta: |
| | 4693 | case AHSS_Ver_Delta: |
| | 4694 | case AHSS_TailCome: |
| | 4695 | { |
| | 4696 | if (PlayerStatus.InputRequests.Rqst_FireSecondaryWeapon) |
| | 4697 | { |
| | 4698 | if ((PlayersWeaponHModelController.Tweening == Controller_NoTweening) && (PlayersWeaponHModelController.sequence_timer ==
(ONE_FIXED-1))) |
| | 4699 | { |
| | 4700 | /* Finished poise move. */ |
| | 4701 | InitHModelTweening(&PlayersWeaponHModelController, (ONE_FIXED >> 4), HMSQT_AlienHUD, (int)AHSS_TailHold, ONE_FIXED, 1); |
| | 4702 | //printf("Tail Max. Pen. Damage = %d\n", Player_Weapon_Damage.Penetrative); |
| | 4703 | Alien_Tail_Clock = -1; |
| | 4704 | } |
| | 4705 | else if ( -1 != Alien_Tail_Clock) |
| | 4706 | { |
| | 4707 | Alien_Tail_Clock += NormalFrameTime; |
| | 4708 | |
| | 4709 | while (Alien_Tail_Clock >= 1000) |
| | 4710 | { |
| | 4711 | Player_Weapon_Damage.Penetrative += 1; |
| | 4712 | Alien_Tail_Clock -= 1000; |
| | 4713 | } |
| | 4714 | |
| | 4715 | //printf("Tail Pen. Damage = %d\n", Player_Weapon_Damage.Penetrative); |
| | 4716 | } |
| | 4717 | } |
| | 4718 | else |
| | 4719 | { |
| | 4720 | DELTA_CONTROLLER *XDelta = Get_Delta_Sequence(&PlayersWeaponHModelController, "XDelta"); |
| | 4721 | DELTA_CONTROLLER *YDelta = Get_Delta_Sequence(&PlayersWeaponHModelController, "YDelta"); |
| | 4722 | InitHModelTweening(&PlayersWeaponHModelController, (ONE_FIXED >> 4), HMSQT_AlienHUD, (int)AHSS_TailStrike, (ONE_FIXED / 6), 0); |
| | 4723 | DISPLAYBLOCK *target = AlienTail_TargetSelect(); |
| | 4724 | |
| | 4725 | if (target) |
| | 4726 | { |
| | 4727 | Alien_Tail_Target = target->ObStrategyBlock; |
| | 4728 | COPY_NAME(Alien_Tail_Target_SBname, Alien_Tail_Target->SBname); |
| | 4729 | ComputeTailDeltaValues(XDelta, YDelta); |
| | 4730 | } |
| | 4731 | else |
| | 4732 | { |
| | 4733 | XDelta->timer = 32767; |
| | 4734 | YDelta->timer = 32767; |
| | 4735 | } |
| | 4736 | } |
| | 4737 | } |
| | 4738 | return; |
| | 4739 | case AHSS_TailStrike: |
| | 4740 | { |
| | 4741 | if (Alien_Tail_Target) |
| | 4742 | { |
| | 4743 | switch(Alien_Tail_Target->type) |
| | 4744 | { |
| | 4745 | case I_BehaviourInanimateObject: |
| | 4746 | case I_BehaviourPowerCable: |
| | 4747 | case I_BehaviourVideoScreen: |
| | 4748 | if(Alien_Tail_Target->DamageBlock.Health <= 0) |
| | 4749 | Alien_Tail_Target = NULL; |
| | 4750 | break; |
| | 4751 | default: |
| | 4752 | if (NPC_IsDead(Alien_Tail_Target) || !NAME_ISEQUAL(Alien_Tail_Target->SBname, Alien_Tail_Target_SBname) ||
!Alien_Tail_Target->DisplayBlock) |
| | 4753 | Alien_Tail_Target = NULL; |
| | 4754 | } |
| | 4755 | } |
| | 4756 | |
| | 4757 | if (Alien_Tail_Target) |
| | 4758 | { |
| | 4759 | /* Do we still have a target? Correct for aiming. */ |
| | 4760 | DELTA_CONTROLLER *XDelta = Get_Delta_Sequence(&PlayersWeaponHModelController, "XDelta"); |
| | 4761 | DELTA_CONTROLLER *YDelta = Get_Delta_Sequence(&PlayersWeaponHModelController, "YDelta"); |
| | 4762 | ComputeTailDeltaValues(XDelta, YDelta); |
| | 4763 | } |
| | 4764 | |
| | 4765 | if (PlayersWeaponHModelController.keyframe_flags & 1) |
| | 4766 | { |
| | 4767 | /* Just for now, do damage anyway... */ |
| | 4768 | if (Alien_Tail_Target) |
| | 4769 | { |
| | 4770 | int multiple = ONE_FIXED; |
| | 4771 | |
| | 4772 | /* Consider target aspect. */ |
| | 4773 | VECTORCH attack_dir, displacement; |
| | 4774 | |
| | 4775 | displacement.vx = Alien_Tail_Target->DynPtr->Position.vx - PlayerStatus.sbptr->DynPtr->Position.vx; |
| | 4776 | displacement.vy = Alien_Tail_Target->DynPtr->Position.vy - PlayerStatus.sbptr->DynPtr->Position.vy; |
| | 4777 | displacement.vz = Alien_Tail_Target->DynPtr->Position.vz - PlayerStatus.sbptr->DynPtr->Position.vz; |
| | 4778 | |
| | 4779 | GetDirectionOfAttack(Alien_Tail_Target, &displacement, &attack_dir); |
| | 4780 | |
| | 4781 | if (attack_dir.vz > 0) |
| | 4782 | multiple <<= 1; |
| | 4783 | |
| | 4784 | if (Alien_Tail_Target->DisplayBlock->HModelControlBlock) |
| | 4785 | HtoHDamageToHModel(Alien_Tail_Target, &Player_Weapon_Damage, multiple, NULL, &attack_dir); |
| | 4786 | else |
| | 4787 | CauseDamageToObject(Alien_Tail_Target, &Player_Weapon_Damage, multiple, &attack_dir); |
| | 4788 | } |
| | 4789 | |
| | 4790 | PlayAlienSound(0, ASC_TailSound, ((FastRandom() & 255) - 128), &weaponHandle, NULL); |
| | 4791 | /* Slower recoil... */ |
| | 4792 | HModel_ChangeSpeed(&PlayersWeaponHModelController, ONE_FIXED); |
| | 4793 | } |
| | 4794 | else if (HModelAnimation_IsFinished(&PlayersWeaponHModelController)) |
| | 4795 | { |
| | 4796 | InitHModelTweening(&PlayersWeaponHModelController, (ONE_FIXED >> 4),HMSQT_AlienHUD, (int)AHSS_end, 0, 0); |
| | 4797 | PlayersWeaponHModelController.Looped = 0; |
| | 4798 | PlayersWeaponHModelController.Playing = 0; |
| | 4799 | } |
| | 4800 | } |
| | 4801 | return; |
| | 4802 | }; |
| | 4803 | |
| | 4804 | if (PlayerStatus.InputRequests.Rqst_FirePrimaryWeapon) |
| | 4805 | { |
| | 4806 | int alien_speed = Approximate3dMagnitude(&PlayerStatus.sbptr->DynPtr->LinVelocity); |
| | 4807 | |
| | 4808 | /* Speed: < 5000 = standing. > 22000 = jumping. In practice, walk/fall = 18000 ish, jump = 27000 ish. */ |
| | 4809 | |
| | 4810 | /* Check we've got the claws. */ |
| | 4811 | |
| | 4812 | if (Alien_Visible_Weapon) |
| | 4813 | { |
| | 4814 | GetHierarchicalWeapon("alien_HUD", "claws", (int)HMSQT_AlienHUD, (int)AHSS_LeftSwipeDown); |
| | 4815 | ProveHModel(&PlayersWeaponHModelController, &PlayerStatus.weapon); |
| | 4816 | |
| | 4817 | Alien_Visible_Weapon = 0; |
| | 4818 | } |
| | 4819 | |
| | 4820 | /* Setup base damage. */ |
| | 4821 | |
| | 4822 | Player_Weapon_Damage = TemplateAmmo[AMMO_ALIEN_CLAW].MaxDamage; |
| | 4823 | |
| | 4824 | /* Choose attack type and speed. */ |
| | 4825 | |
| | 4826 | if ((alien_speed < 5000) && !PlayerStatus.Crouching && (PlayerStatus.sbptr->DynPtr->IsInContactWithFloor)) |
| | 4827 | { |
| | 4828 | /* Standing on solid ground. */ |
| | 4829 | |
| | 4830 | FixAlienStrikeSpeed(ONE_FIXED / 3); |
| | 4831 | |
| | 4832 | //printf("Standing Claw, Speed %d\n", alien_speed); |
| | 4833 | |
| | 4834 | if ((FastRandom() & 65536) > 32768) |
| | 4835 | InitHModelTweening(&PlayersWeaponHModelController, (ONE_FIXED >> 4),HMSQT_AlienHUD, (int)AHSS_Both_In, ACStrikeTime, 0); |
| | 4836 | else |
| | 4837 | InitHModelTweening(&PlayersWeaponHModelController, (ONE_FIXED >> 4),HMSQT_AlienHUD, (int)AHSS_Both_Down, ACStrikeTime, 0); |
| | 4838 | } |
| | 4839 | else |
| | 4840 | { |
| | 4841 | if (PlayerStatus.Crouching) |
| | 4842 | { |
| | 4843 | /* If crouching, falling or no, slower strike. */ |
| | 4844 | if ( /* Gravity points vaguely down... */ |
| | 4845 | (PlayerStatus.sbptr->DynPtr->GravityDirection.vx < 46341) |
| | 4846 | && (PlayerStatus.sbptr->DynPtr->GravityDirection.vx > -46341) |
| | 4847 | && (PlayerStatus.sbptr->DynPtr->GravityDirection.vy > 46341) |
| | 4848 | && (PlayerStatus.sbptr->DynPtr->GravityDirection.vz < 46341) |
| | 4849 | && (PlayerStatus.sbptr->DynPtr->GravityDirection.vz > -46341) |
| | 4850 | ) |
| | 4851 | { |
| | 4852 | FixAlienStrikeSpeed(ONE_FIXED / 4); |
| | 4853 | } |
| | 4854 | else |
| | 4855 | { |
| | 4856 | FixAlienStrikeSpeed(ONE_FIXED / 3); |
| | 4857 | } |
| | 4858 | } |
| | 4859 | else |
| | 4860 | { |
| | 4861 | FixAlienStrikeSpeed(ONE_FIXED / 5); |
| | 4862 | } |
| | 4863 | |
| | 4864 | /* Speed test here, for jumping? */ |
| | 4865 | |
| | 4866 | if (!PlayerStatus.sbptr->DynPtr->IsInContactWithFloor && (PlayerStatus.sbptr->DynPtr->TimeNotInContactWithFloor <= 0)
&& (alien_speed > 22000) ) |
| | 4867 | { |
| | 4868 | /* Must be jumping. */ |
| | 4869 | FixAlienStrikeSpeed(ONE_FIXED / 3); |
| | 4870 | /* Extra damage for pounce. */ |
| | 4871 | Player_Weapon_Damage.Impact += 10; |
| | 4872 | Player_Weapon_Damage.Cutting += 10; |
| | 4873 | |
| | 4874 | if ((FastRandom() & 65536) > 32768) |
| | 4875 | InitHModelTweening(&PlayersWeaponHModelController, (ONE_FIXED>>4), HMSQT_AlienHUD, (int)AHSS_PounceIn, ACStrikeTime, 0); |
| | 4876 | else |
| | 4877 | InitHModelTweening(&PlayersWeaponHModelController, (ONE_FIXED>>4), HMSQT_AlienHUD, (int)AHSS_PounceDown, ACStrikeTime, 0); |
| | 4878 | } |
| | 4879 | else if (RightHand) |
| | 4880 | { |
| | 4881 | if ((FastRandom() & 65536) > 32768) |
| | 4882 | InitHModelTweening(&PlayersWeaponHModelController, (ONE_FIXED>>4), HMSQT_AlienHUD, (int)AHSS_LeftSwipeIn, (ONE_FIXED/6), 0); |
| | 4883 | else |
| | 4884 | InitHModelTweening(&PlayersWeaponHModelController, (ONE_FIXED>>4), HMSQT_AlienHUD, (int)AHSS_LeftSwipeDown, (ONE_FIXED/6), 0); |
| | 4885 | |
| | 4886 | RightHand = 0; |
| | 4887 | } |
| | 4888 | else |
| | 4889 | { |
| | 4890 | if ((FastRandom() & 65536) > 32768) |
| | 4891 | InitHModelTweening(&PlayersWeaponHModelController,(ONE_FIXED >> 4),HMSQT_AlienHUD, (int)AHSS_RightSwipeIn, (ONE_FIXED/6) , 0); |
| | 4892 | else |
| | 4893 | InitHModelTweening(&PlayersWeaponHModelController, (ONE_FIXED >> 4),HMSQT_AlienHUD, (int)AHSS_RightSwipeDown, (ONE_FIXED/6) , 0); |
| | 4894 | |
| | 4895 | RightHand = 1; |
| | 4896 | } |
| | 4897 | } |
| | 4898 | |
| | 4899 | PlayerStatus.WeaponStateTimeOutCounter = ACStrikeTime; |
| | 4900 | PlayersWeaponHModelController.Playing = 1; |
| | 4901 | } |
| | 4902 | else if (PlayerStatus.InputRequests.Rqst_FireSecondaryWeapon) |
| | 4903 | { |
| | 4904 | DELTA_CONTROLLER *XDelta,*YDelta; |
| | 4905 | |
| | 4906 | if (!Alien_Visible_Weapon) |
| | 4907 | { |
| | 4908 | GetHierarchicalWeapon("alien_HUD", "tail", (int)HMSQT_AlienHUD, (int)AHSS_TailCome); |
| | 4909 | ProveHModel(&PlayersWeaponHModelController, &PlayerStatus.weapon); |
| | 4910 | |
| | 4911 | Alien_Visible_Weapon = 1; |
| | 4912 | /* Create delta sequences. */ |
| | 4913 | XDelta = Add_Delta_Sequence(&PlayersWeaponHModelController, "XDelta", (int)HMSQT_AlienHUD, (int)AHSS_Hor_Delta, 0); |
| | 4914 | YDelta = Add_Delta_Sequence(&PlayersWeaponHModelController, "YDelta", (int)HMSQT_AlienHUD, (int)AHSS_Ver_Delta, 0); |
| | 4915 | } |
| | 4916 | else |
| | 4917 | { |
| | 4918 | XDelta = Get_Delta_Sequence(&PlayersWeaponHModelController, "XDelta"); |
| | 4919 | YDelta = Get_Delta_Sequence(&PlayersWeaponHModelController, "YDelta"); |
| | 4920 | } |
| | 4921 | |
| | 4922 | XDelta->timer = 32767; |
| | 4923 | YDelta->timer = 32767; |
| | 4924 | |
| | 4925 | InitHModelTweening(&PlayersWeaponHModelController, (ONE_FIXED >> 4), HMSQT_AlienHUD, (int)AHSS_TailCome, ONE_FIXED, 0); |
| | 4926 | |
| | 4927 | Player_Weapon_Damage = TemplateAmmo[AMMO_ALIEN_TAIL].MaxDamage; |
| | 4928 | |
| | 4929 | Alien_Tail_Clock = 0; |
| | 4930 | } |
| | 4931 | } |
| | 4932 | |
| | 4933 | void GenericPredatorWeapon_Idle() |
| | 4934 | { |
| | 4935 | // if (!HModelAnimation_IsFinished(&PlayersWeaponHModelController)) |
| | 4936 | if(0) |
| | 4937 | if ((PlayersWeaponHModelController.Sub_Sequence != (int)PlayerStatus.twPtr->InitialSubSequence) || ((PlayersWeaponHModelController.Sub_Sequence !=
PHSS_Fidget) || (PlayersWeaponHModelController.Sub_Sequence != PHSS_Run))) |
| | 4938 | { |
| | 4939 | InitHModelTweening(&PlayersWeaponHModelController, (ONE_FIXED>>3), HMSQT_PredatorHUD, (int)PlayerStatus.twPtr->InitialSubSequence,
ONE_FIXED, 1); |
| | 4940 | puts("INIT"); |
| | 4941 | } |
| | 4942 | |
| | 4943 | /* Are we running? */ |
| | 4944 | |
| | 4945 | if (PlayerStatus.sbptr->DynPtr->LinVelocity.vx || PlayerStatus.sbptr->DynPtr->LinVelocity.vy ||
PlayerStatus.sbptr->DynPtr->LinVelocity.vz) |
| | 4946 | { |
| | 4947 | /* Were we running? */ |
| | 4948 | if (HModelSequence_Exists(&PlayersWeaponHModelController, HMSQT_PredatorHUD, (int)PHSS_Run)) |
| | 4949 | { |
| | 4950 | if (PlayersWeaponHModelController.Sub_Sequence != (int)PHSS_Run) |
| | 4951 | InitHModelTweening(&PlayersWeaponHModelController, (ONE_FIXED>>3), HMSQT_PredatorHUD, (int)PHSS_Run, ONE_FIXED, 1); |
| | 4952 | } |
| | 4953 | else |
| | 4954 | { |
| | 4955 | if (PlayersWeaponHModelController.Sub_Sequence != (int)PHSS_Stand) |
| | 4956 | InitHModelTweening(&PlayersWeaponHModelController, (ONE_FIXED>>3), PHSS_Stand, (int)PHSS_Stand, ONE_FIXED, 1); |
| | 4957 | } |
| | 4958 | } |
| | 4959 | else |
| | 4960 | { |
| | 4961 | if ((PlayersWeaponHModelController.Sub_Sequence != (int)PHSS_Stand) && (PlayersWeaponHModelController.Sub_Sequence != PHSS_Fidget)) |
| | 4962 | { |
| | 4963 | InitHModelTweening(&PlayersWeaponHModelController, (ONE_FIXED>>3), HMSQT_PredatorHUD, (int)PHSS_Stand, ONE_FIXED, 1); |
| | 4964 | } |
| | 4965 | else if (PlayerStatus.WeaponStateTimeOutCounter > ONE_FIXED) |
| | 4966 | { |
| | 4967 | if (PlayersWeaponHModelController.Sub_Sequence == PHSS_Fidget) |
| | 4968 | { |
| | 4969 | if (PlayersWeaponHModelController.sequence_timer == (ONE_FIXED-1)) |
| | 4970 | InitHModelTweening(&PlayersWeaponHModelController, (ONE_FIXED>>3), HMSQT_PredatorHUD, (int)PHSS_Stand, ONE_FIXED, 1); |
| | 4971 | } |
| | 4972 | else if (!(FastRandom() & 255)) |
| | 4973 | { |
| | 4974 | /* Start animation. */ |
| | 4975 | if (HModelSequence_Exists(&PlayersWeaponHModelController, HMSQT_PredatorHUD, (int)PHSS_Fidget)) |
| | 4976 | { |
| | 4977 | InitHModelTweening(&PlayersWeaponHModelController, (ONE_FIXED>>2), HMSQT_PredatorHUD, (int)PHSS_Fidget, -1, 0); |
| | 4978 | PlayerStatus.WeaponStateTimeOutCounter = 0; |
| | 4979 | } |
| | 4980 | } |
| | 4981 | |
| | 4982 | PlayerStatus.WeaponStateTimeOutCounter = 0; |
| | 4983 | } |
| | 4984 | else |
| | 4985 | { |
| | 4986 | PlayerStatus.WeaponStateTimeOutCounter += NormalFrameTime; |
| | 4987 | } |
| | 4988 | } |
| | 4989 | |
| | 4990 | PlayerStatus.WeaponState = WEAPONSTATE_IDLE; |
| | 4991 | } |
| | 4992 | |
| | 4993 | void WristBlade_Readying() |
| | 4994 | { |
| | 4995 | const SECTION *root_section = GetNamedHierarchyFromLibrary("pred_HUD", "wrist blade"); |
| | 4996 | assert(root_section); |
| | 4997 | |
| | 4998 | PlayersWeaponHModelController.Sequence_Type = (int)HMSQT_PredatorHUD; |
| | 4999 | PlayersWeaponHModelController.Sub_Sequence = (int)PHSS_Come; |
| | 5000 | PlayersWeaponHModelController.Seconds_For_Sequence = (ONE_FIXED >> 1); |
| | 5001 | /* That to get the new sections right. */ |
| | 5002 | Transmogrify_HModels(NULL, &PlayersWeaponHModelController, root_section, 0, 1, 0); |
| | 5003 | InitHModelTweening(&PlayersWeaponHModelController, (ONE_FIXED>>3), HMSQT_PredatorHUD, (int)PHSS_Come, (ONE_FIXED>>1), 0); |
| | 5004 | } |
| | 5005 | |
| | 5006 | static void ThrowSecondaryWeakStrike() |
| | 5007 | { |
| | 5008 | int attack; |
| | 5009 | |
| | 5010 | if ((FastRandom() & 65535) < 32767) |
| | 5011 | attack = !HModelSequence_Exists(&PlayersWeaponHModelController,HMSQT_PredatorHUD, (int)PHSS_Attack_Secondary_Weak_One); |
| | 5012 | else |
| | 5013 | attack = HModelSequence_Exists(&PlayersWeaponHModelController,HMSQT_PredatorHUD, (int)PHSS_Attack_Secondary_Weak_Two); |
| | 5014 | |
| | 5015 | switch (attack) |
| | 5016 | { |
| | 5017 | default: |
| | 5018 | case 0: |
| | 5019 | assert(HModelSequence_Exists(&PlayersWeaponHModelController,HMSQT_PredatorHUD, (int)PHSS_Attack_Secondary_Weak_One)); |
| | 5020 | InitHModelTweening(&PlayersWeaponHModelController, (ONE_FIXED>>4), HMSQT_PredatorHUD, (int)PHSS_Attack_Secondary_Weak_One, -1, 0); |
| | 5021 | break; |
| | 5022 | case 1: |
| | 5023 | assert(HModelSequence_Exists(&PlayersWeaponHModelController,HMSQT_PredatorHUD, (int)PHSS_Attack_Secondary_Weak_Two)); |
| | 5024 | InitHModelTweening(&PlayersWeaponHModelController, (ONE_FIXED>>4), HMSQT_PredatorHUD, (int)PHSS_Attack_Secondary_Weak_Two, -1, 0); |
| | 5025 | } |
| | 5026 | |
| | 5027 | StaffAttack = PlayerStatus.Crouching ? 4 : 5; |
| | 5028 | } |
| | 5029 | |
| | 5030 | static void ThrowSecondaryStrongStrike() |
| | 5031 | { |
| | 5032 | int attack; |
| | 5033 | |
| | 5034 | if ((FastRandom() & 65535) < 32767) |
| | 5035 | attack = !HModelSequence_Exists(&PlayersWeaponHModelController,HMSQT_PredatorHUD, (int)PHSS_Attack_Secondary_Strong_One); |
| | 5036 | else |
| | 5037 | attack = HModelSequence_Exists(&PlayersWeaponHModelController,HMSQT_PredatorHUD, (int)PHSS_Attack_Secondary_Strong_Two); |
| | 5038 | |
| | 5039 | switch (attack) |
| | 5040 | { |
| | 5041 | default: |
| | 5042 | case 0: |
| | 5043 | assert(HModelSequence_Exists(&PlayersWeaponHModelController,HMSQT_PredatorHUD, (int)PHSS_Attack_Secondary_Strong_One)); |
| | 5044 | InitHModelTweening(&PlayersWeaponHModelController,(ONE_FIXED>>4),HMSQT_PredatorHUD, (int)PHSS_Attack_Secondary_Strong_One,-1,0); |
| | 5045 | break; |
| | 5046 | case 1: |
| | 5047 | assert(HModelSequence_Exists(&PlayersWeaponHModelController,HMSQT_PredatorHUD, (int)PHSS_Attack_Secondary_Strong_Two)); |
| | 5048 | InitHModelTweening(&PlayersWeaponHModelController,(ONE_FIXED>>4),HMSQT_PredatorHUD, (int)PHSS_Attack_Secondary_Strong_Two,-1,0); |
| | 5049 | } |
| | 5050 | |
| | 5051 | StaffAttack = PlayerStatus.Crouching ? 2 : 3; |
| | 5052 | } |
| | 5053 | |
| | 5054 | static int Trophy_TargetFilter(STRATEGYBLOCK *sbPtr) |
| | 5055 | { |
| | 5056 | /* Only works on dead'uns. */ |
| | 5057 | |
| | 5058 | switch(sbPtr->type) |
| | 5059 | { |
| | 5060 | case I_BehaviourCorpse: |
| | 5061 | { |
| | 5062 | CORPSEDATABLOCK *corpseDataPtr = (CORPSEDATABLOCK *)sbPtr->dataptr; |
| | 5063 | assert(corpseDataPtr); |
| | 5064 | |
| | 5065 | if ((corpseDataPtr->timer / 2) < ONE_FIXED) |
| | 5066 | { |
| | 5067 | /* Already fading. */ |
| | 5068 | return 0; |
| | 5069 | } |
| | 5070 | else |
| | 5071 | { |
| | 5072 | switch(corpseDataPtr->Type) |
| | 5073 | { |
| | 5074 | case I_BehaviourMarine: |
| | 5075 | { |
| | 5076 | MARINE_STATUS_BLOCK *marineStatusPointer = (MARINE_STATUS_BLOCK *)(sbPtr->dataptr); |
| | 5077 | |
| | 5078 | if(!marineStatusPointer->My_Weapon->ARealMarine) |
| | 5079 | return 0; |
| | 5080 | } |
| | 5081 | case I_BehaviourAlien: |
| | 5082 | case I_BehaviourPredator: |
| | 5083 | return 1; // Of course it's dead! |
| | 5084 | default: |
| | 5085 | return 0; |
| | 5086 | } |
| | 5087 | } |
| | 5088 | } |
| | 5089 | case I_BehaviourNetGhost: |
| | 5090 | { |
| | 5091 | NETGHOSTDATABLOCK* ghostData = (NETGHOSTDATABLOCK *)sbPtr->dataptr; |
| | 5092 | assert(ghostData); |
| | 5093 | |
| | 5094 | //check for opponent in network game |
| | 5095 | if(ghostData->type == I_BehaviourCorpse) |
| | 5096 | { |
| | 5097 | switch(ghostData->subtype) |
| | 5098 | { |
| | 5099 | case I_BehaviourMarinePlayer: |
| | 5100 | { |
| | 5101 | MARINE_STATUS_BLOCK *marineStatusPointer = (MARINE_STATUS_BLOCK *)(sbPtr->dataptr); |
| | 5102 | |
| | 5103 | if(!marineStatusPointer->My_Weapon->ARealMarine) |
| | 5104 | return 0; |
| | 5105 | } |
| | 5106 | case I_BehaviourPredatorPlayer: |
| | 5107 | case I_BehaviourAlienPlayer: |
| | 5108 | return 1; |
| | 5109 | default: |
| | 5110 | return 0; |
| | 5111 | } |
| | 5112 | } |
| | 5113 | } |
| | 5114 | return 0; |
| | 5115 | case I_BehaviourHierarchicalFragment: |
| | 5116 | { |
| | 5117 | HDEBRIS_BEHAV_BLOCK *debrisDataPtr = (HDEBRIS_BEHAV_BLOCK *)sbPtr->dataptr; |
| | 5118 | assert(debrisDataPtr); |
| | 5119 | |
| | 5120 | switch(debrisDataPtr->Type) |
| | 5121 | { |
| | 5122 | case I_BehaviourMarine: |
| | 5123 | { |
| | 5124 | MARINE_STATUS_BLOCK *marineStatusPointer = (MARINE_STATUS_BLOCK *)(sbPtr->dataptr); |
| | 5125 | |
| | 5126 | if(!marineStatusPointer->My_Weapon->ARealMarine) |
| | 5127 | return 0; |
| | 5128 | } |
| | 5129 | case I_BehaviourAlien: |
| | 5130 | case I_BehaviourPredator: |
| | 5131 | { |
| | 5132 | DISPLAYBLOCK *objectPtr = sbPtr->DisplayBlock; |
| | 5133 | |
| | 5134 | if (objectPtr && objectPtr->HModelControlBlock) |
| | 5135 | { |
| | 5136 | /* Test for the head... */ |
| | 5137 | SECTION_DATA *head = GetThisSectionData(objectPtr->HModelControlBlock->section_data, "head"); |
| | 5138 | /* Is it still attached? */ |
| | 5139 | |
| | 5140 | if (head && !(head->flags & section_data_notreal)) |
| | 5141 | { |
| | 5142 | if (!HModel_DepthTest(objectPtr->HModelControlBlock, head,1)) |
| | 5143 | return 1; // Fragment is big enough. |
| | 5144 | } |
| | 5145 | } |
| | 5146 | } |
| | 5147 | default: |
| | 5148 | return 0; |
| | 5149 | } |
| | 5150 | } |
| | 5151 | return 0; |
| | 5152 | case I_BehaviourSpeargunBolt: |
| | 5153 | { |
| | 5154 | SPEAR_BEHAV_BLOCK *spearDataPtr = (SPEAR_BEHAV_BLOCK *)sbPtr->dataptr; |
| | 5155 | assert(spearDataPtr); |
| | 5156 | |
| | 5157 | switch(spearDataPtr->Type) |
| | 5158 | { |
| | 5159 | case I_BehaviourMarine: |
| | 5160 | { |
| | 5161 | MARINE_STATUS_BLOCK *marineStatusPointer = (MARINE_STATUS_BLOCK *)(sbPtr->dataptr); |
| | 5162 | |
| | 5163 | if(!marineStatusPointer->My_Weapon->ARealMarine) |
| | 5164 | return 0; |
| | 5165 | } |
| | 5166 | case I_BehaviourAlien: |
| | 5167 | case I_BehaviourPredator: |
| | 5168 | { |
| | 5169 | DISPLAYBLOCK *objectPtr = sbPtr->DisplayBlock; |
| | 5170 | |
| | 5171 | if (objectPtr && objectPtr->HModelControlBlock) |
| | 5172 | { |
| | 5173 | /* Test for the head... */ |
| | 5174 | SECTION_DATA *head = GetThisSectionData(objectPtr->HModelControlBlock->section_data,"head"); |
| | 5175 | /* Is it still attached? */ |
| | 5176 | |
| | 5177 | if (head && !(head->flags & section_data_notreal)) |
| | 5178 | { |
| | 5179 | if (!HModel_DepthTest(objectPtr->HModelControlBlock,head,1)) |
| | 5180 | return 1; // Fragment is big enough. |
| | 5181 | } |
| | 5182 | } |
| | 5183 | } |
| | 5184 | default: |
| | 5185 | return 0; |
| | 5186 | } |
| | 5187 | } |
| | 5188 | default: |
| | 5189 | return 0; |
| | 5190 | } |
| | 5191 | } |
| | 5192 | |
| | 5193 | #define TROPHY_RANGE (3000) |
| | 5194 | #define TROPHY_RADIUS (200) |
| | 5195 | |
| | 5196 | static STRATEGYBLOCK *GetTrophyTarget(SECTION_DATA **head_section_data) |
| | 5197 | { |
| | 5198 | int numberOfObjects = numVisObjs; |
| | 5199 | |
| | 5200 | *head_section_data = NULL; |
| | 5201 | |
| | 5202 | while (numberOfObjects--) |
| | 5203 | { |
| | 5204 | DISPLAYBLOCK* objectPtr = VisibleObjects[numberOfObjects].DispPtr; |
| | 5205 | assert(objectPtr); |
| | 5206 | STRATEGYBLOCK *sbPtr = objectPtr->ObStrategyBlock; |
| | 5207 | |
| | 5208 | /* does object have a strategy block? */ |
| | 5209 | if (sbPtr && Trophy_TargetFilter(sbPtr)) |
| | 5210 | { |
| | 5211 | VECTORCH targetpos; |
| | 5212 | assert(objectPtr->HModelControlBlock); |
| | 5213 | |
| | 5214 | GetTargetingPointOfObject(objectPtr,&targetpos); |
| | 5215 | targetpos.vx -= Global_VDB.VDB_World.vx; |
| | 5216 | targetpos.vy -= Global_VDB.VDB_World.vy; |
| | 5217 | targetpos.vz -= Global_VDB.VDB_World.vz; |
| | 5218 | RotateVector(&targetpos, &Global_VDB.VDB_Mat); |
| | 5219 | |
| | 5220 | /* is it in the range band? */ |
| | 5221 | if ((targetpos.vz > 0) && (targetpos.vz < TROPHY_RANGE)) |
| | 5222 | { |
| | 5223 | DYNAMICSBLOCK *dynPtr = sbPtr->DynPtr; |
| | 5224 | |
| | 5225 | if (dynPtr) |
| | 5226 | { |
| | 5227 | if (IsThisObjectVisibleFromThisPosition_WithIgnore(objectPtr, PlayerStatus.DisplayBlock, &Global_VDB.VDB_World)) |
| | 5228 | { |
| | 5229 | /* The minute his *head* is in view... */ |
| | 5230 | SECTION_DATA *head = GetThisSectionData(objectPtr->HModelControlBlock->section_data,"head"); |
| | 5231 | /* Is it still attached? */ |
| | 5232 | |
| | 5233 | if (head && !(head->flags & section_data_notreal)) |
| | 5234 | { |
| | 5235 | /* We'll have the head now if at all. */ |
| | 5236 | /* I assume if we're alive, we have a head. */ |
| | 5237 | VECTORCH temp_view = head->View_Offset; |
| | 5238 | temp_view.vz = 0; |
| | 5239 | |
| | 5240 | if (Approximate3dMagnitude(&temp_view) < TROPHY_RADIUS) |
| | 5241 | { |
| | 5242 | /* Aw, okay. */ |
| | 5243 | *head_section_data = head; |
| | 5244 | return sbPtr; |
| | 5245 | } |
| | 5246 | } |
| | 5247 | } |
| | 5248 | } |
| | 5249 | } |
| | 5250 | } |
| | 5251 | } |
| | 5252 | |
| | 5253 | return NULL; |
| | 5254 | } |
| | 5255 | |
| | 5256 | static void WristbladePrimaryAttackAnimation() |
| | 5257 | { |
| | 5258 | /* Attack_Jab is the default. */ |
| | 5259 | |
| | 5260 | if ((FastRandom() & 65535) < 21645) |
| | 5261 | { |
| | 5262 | if (HModelSequence_Exists(&PlayersWeaponHModelController, HMSQT_PredatorHUD, (int)PHSS_Attack_Primary)) |
| | 5263 | { |
| | 5264 | InitHModelTweening(&PlayersWeaponHModelController, (ONE_FIXED>>4), HMSQT_PredatorHUD, (int)PHSS_Attack_Primary, -1, 0); |
| | 5265 | |
| | 5266 | StaffAttack = PlayerStatus.Crouching ? 6 : 7; |
| | 5267 | return; |
| | 5268 | } |
| | 5269 | } |
| | 5270 | |
| | 5271 | if ((FastRandom() & 65535) < 32767) |
| | 5272 | { |
| | 5273 | if (HModelSequence_Exists(&PlayersWeaponHModelController, HMSQT_PredatorHUD, (int)PHSS_Attack_Secondary)) |
| | 5274 | { |
| | 5275 | InitHModelTweening(&PlayersWeaponHModelController, (ONE_FIXED>>4), HMSQT_PredatorHUD, (int)PHSS_Attack_Secondary, -1, 0); |
| | 5276 | |
| | 5277 | StaffAttack = PlayerStatus.Crouching ? 8 : 9; |
| | 5278 | return; |
| | 5279 | } |
| | 5280 | } |
| | 5281 | |
| | 5282 | /* Still here? Use default. */ |
| | 5283 | |
| | 5284 | InitHModelTweening(&PlayersWeaponHModelController, (ONE_FIXED>>4), HMSQT_PredatorHUD, (int)PHSS_Attack_Jab, -1, 0); |
| | 5285 | StaffAttack = !PlayerStatus.Crouching; |
| | 5286 | } |
| | 5287 | |
| | 5288 | void maintain_wristblade() |
| | 5289 | { |
| | 5290 | switch(PlayersWeaponHModelController.Sub_Sequence) |
| | 5291 | { |
| | 5292 | case PHSS_Attack_Secondary_Weak_One: |
| | 5293 | case PHSS_Attack_Secondary_Weak_Two: |
| | 5294 | if (HModelAnimation_IsFinished(&PlayersWeaponHModelController)) |
| | 5295 | { |
| | 5296 | GenericPredatorWeapon_Idle(); |
| | 5297 | StaffAttack = -1; |
| | 5298 | } |
| | 5299 | else if (PlayersWeaponHModelController.keyframe_flags & 1) |
| | 5300 | { |
| | 5301 | MeleeWeapon_90Degree_Front_Core(&TemplateAmmo[AMMO_PRED_WRISTBLADE].MaxDamage, 2500, 0); |
| | 5302 | PlayPredatorSound(0, PSC_Swipe, ((FastRandom() & 255) - 128), &weaponHandle, NULL); |
| | 5303 | } |
| | 5304 | |
| | 5305 | PlayerStatus.WeaponState = WEAPONSTATE_FIRING_PRIMARY; |
| | 5306 | break; |
| | 5307 | case PHSS_Attack_Secondary_Strong_One: |
| | 5308 | case PHSS_Attack_Secondary_Strong_Two: |
| | 5309 | { |
| | 5310 | if (HModelAnimation_IsFinished(&PlayersWeaponHModelController)) |
| | 5311 | { |
| | 5312 | GenericPredatorWeapon_Idle(); |
| | 5313 | StaffAttack = -1; |
| | 5314 | } |
| | 5315 | else if (PlayersWeaponHModelController.keyframe_flags & 1) |
| | 5316 | { |
| | 5317 | SECTION_DATA *head_sec; |
| | 5318 | |
| | 5319 | STRATEGYBLOCK *Trophy = GetTrophyTarget(&head_sec); |
| | 5320 | |
| | 5321 | if (Trophy) |
| | 5322 | { |
| | 5323 | CauseDamageToHModel(Trophy->DisplayBlock->HModelControlBlock, Trophy, &TemplateAmmo[AMMO_PRED_TROPHY_KILLSECTION].MaxDamage,
ONE_FIXED, head_sec, NULL, NULL, 0); |
| | 5324 | |
| | 5325 | if (PlayerStatus.sound_mouth == SOUND_NOACTIVEINDEX) |
| | 5326 | { |
| | 5327 | PlayPredatorSound(0, PSC_Taunt, 0, &PlayerStatus.sound_mouth, NULL); |
| | 5328 | PlayerStatus.Noise = 1; |
| | 5329 | } |
| | 5330 | |
| | 5331 | CurrentGameStats_TrophyCollected(Trophy); |
| | 5332 | } |
| | 5333 | else |
| | 5334 | { |
| | 5335 | MeleeWeapon_90Degree_Front_Core(&TemplateAmmo[AMMO_HEAVY_PRED_WRISTBLADE].MaxDamage, 2500, 1); |
| | 5336 | } |
| | 5337 | |
| | 5338 | PlayPredatorSound(0, PSC_Swipe, ((FastRandom()&255)-128), &weaponHandle, NULL); |
| | 5339 | } |
| | 5340 | PlayerStatus.WeaponState = WEAPONSTATE_FIRING_SECONDARY; |
| | 5341 | } |
| | 5342 | break; |
| | 5343 | case PHSS_PullBack: |
| | 5344 | { |
| | 5345 | if(PlayerStatus.InputRequests.Rqst_FireSecondaryWeapon) |
| | 5346 | { |
| | 5347 | if ((PlayersWeaponHModelController.Tweening == Controller_NoTweening) && (PlayersWeaponHModelController.sequence_timer ==
(ONE_FIXED-1))) |
| | 5348 | { |
| | 5349 | /* Finished poise move. */ |
| | 5350 | InitHModelTweening(&PlayersWeaponHModelController, (ONE_FIXED>>4), HMSQT_PredatorHUD, (int)PHSS_Hold, -1, 1); |
| | 5351 | } |
| | 5352 | else |
| | 5353 | { |
| | 5354 | Alien_Tail_Clock += NormalFrameTime; |
| | 5355 | } |
| | 5356 | } |
| | 5357 | else |
| | 5358 | { |
| | 5359 | ThrowSecondaryWeakStrike(); |
| | 5360 | } |
| | 5361 | } |
| | 5362 | break; |
| | 5363 | case PHSS_Hold: |
| | 5364 | { |
| | 5365 | /* Windup finished and holding... timeout? */ |
| | 5366 | Alien_Tail_Clock -= NormalFrameTime; |
| | 5367 | |
| | 5368 | if (Alien_Tail_Clock < -(ONE_FIXED << 2)) |
| | 5369 | { |
| | 5370 | InitHModelTweening_Backwards(&PlayersWeaponHModelController, (ONE_FIXED>>4), HMSQT_PredatorHUD, (int)PHSS_PullBack, -1, 0); |
| | 5371 | } |
| | 5372 | else if(!PlayerStatus.InputRequests.Rqst_FireSecondaryWeapon) |
| | 5373 | { |
| | 5374 | ThrowSecondaryStrongStrike(); |
| | 5375 | } |
| | 5376 | } |
| | 5377 | break; |
| | 5378 | case PHSS_Attack_Jab: |
| | 5379 | case PHSS_Attack_Primary: |
| | 5380 | case PHSS_Attack_Secondary: |
| | 5381 | { |
| | 5382 | if (HModelAnimation_IsFinished(&PlayersWeaponHModelController)) |
| | 5383 | { |
| | 5384 | StaffAttack = -1; |
| | 5385 | GenericPredatorWeapon_Idle(); |
| | 5386 | } |
| | 5387 | else if (PlayersWeaponHModelController.keyframe_flags & 1) |
| | 5388 | { |
| | 5389 | MeleeWeapon_90Degree_Front_Core(&TemplateAmmo[AMMO_PRED_WRISTBLADE].MaxDamage, 2500, 0); |
| | 5390 | PlayPredatorSound(0, PSC_Swipe, ((FastRandom()&255)-128), &weaponHandle, NULL); |
| | 5391 | } |
| | 5392 | PlayerStatus.WeaponState = WEAPONSTATE_FIRING_PRIMARY; |
| | 5393 | } |
| | 5394 | break; |
| | 5395 | default: |
| | 5396 | if (PlayerStatus.InputRequests.Rqst_FirePrimaryWeapon) |
| | 5397 | { |
| | 5398 | WristbladePrimaryAttackAnimation(); |
| | 5399 | } |
| | 5400 | else if(PlayerStatus.InputRequests.Rqst_FireSecondaryWeapon) |
| | 5401 | { |
| | 5402 | InitHModelTweening(&PlayersWeaponHModelController, (ONE_FIXED>>4), HMSQT_PredatorHUD, (int)PHSS_PullBack, -1, 0); |
| | 5403 | Alien_Tail_Clock = 0; |
| | 5404 | } |
| | 5405 | else |
| | 5406 | { |
| | 5407 | PlayerStatus.WeaponState = WEAPONSTATE_IDLE; |
| | 5408 | GenericPredatorWeapon_Idle(); |
| | 5409 | } |
| | 5410 | } |
| | 5411 | |
| | 5412 | } |
| | 5413 | |
| | 5414 | void CreateSpearPossiblyWithFragment(DISPLAYBLOCK *dispPtr, VECTORCH *spearPositionPtr, VECTORCH *spearDirectionPtr) |
| | 5415 | { |
| | 5416 | if (dispPtr) |
| | 5417 | { |
| | 5418 | STRATEGYBLOCK *sbPtr = dispPtr->ObStrategyBlock; |
| | 5419 | assert(sbPtr); |
| | 5420 | DYNAMICSBLOCK *dynPtr = sbPtr->DynPtr; |
| | 5421 | assert(dynPtr); |
| | 5422 | |
| | 5423 | switch(sbPtr->type) |
| | 5424 | { |
| | 5425 | case I_BehaviourHierarchicalFragment: |
| | 5426 | { |
| | 5427 | SPEAR_BEHAV_BLOCK *newBehaviourDataBlock = malloc(sizeof(SPEAR_BEHAV_BLOCK)); |
| | 5428 | |
| | 5429 | int android = ((HDEBRIS_BEHAV_BLOCK *) sbPtr->dataptr)->Android; |
| | 5430 | |
| | 5431 | Splice_HModels(&newBehaviourDataBlock->HierarchicalFragment, (((HDEBRIS_BEHAV_BLOCK * )
sbPtr->dataptr)->HModelController).section_data); |
| | 5432 | |
| | 5433 | AVP_BEHAVIOUR_TYPE Type = ((HDEBRIS_BEHAV_BLOCK * ) sbPtr->dataptr)->Type; |
| | 5434 | int SubType = ((HDEBRIS_BEHAV_BLOCK * ) sbPtr->dataptr)->SubType; |
| | 5435 | |
| | 5436 | /* we don't need the old extra sb data */ |
| | 5437 | Dispel_HModel(&(((HDEBRIS_BEHAV_BLOCK * ) sbPtr->dataptr)->HModelController)); |
| | 5438 | free(sbPtr->dataptr); |
| | 5439 | |
| | 5440 | dispPtr->HModelControlBlock = &newBehaviourDataBlock->HierarchicalFragment; |
| | 5441 | |
| | 5442 | sbPtr->dataptr = (void*) newBehaviourDataBlock; |
| | 5443 | |
| | 5444 | if (!sbPtr->dataptr) |
| | 5445 | { |
| | 5446 | // Failed to allocate a strategy block data pointer |
| | 5447 | RemoveBehaviourStrategy(sbPtr); |
| | 5448 | return; |
| | 5449 | } |
| | 5450 | |
| | 5451 | sbPtr->type = I_BehaviourSpeargunBolt; |
| | 5452 | |
| | 5453 | ((SPEAR_BEHAV_BLOCK *)sbPtr->dataptr)->counter = 5 * ONE_FIXED; |
| | 5454 | ((SPEAR_BEHAV_BLOCK *)sbPtr->dataptr)->Stuck = 0; |
| | 5455 | ((SPEAR_BEHAV_BLOCK *)sbPtr->dataptr)->SpearThroughFragment = 1; |
| | 5456 | ((SPEAR_BEHAV_BLOCK *)sbPtr->dataptr)->Android = android; |
| | 5457 | ((SPEAR_BEHAV_BLOCK *)sbPtr->dataptr)->Type = Type; |
| | 5458 | ((SPEAR_BEHAV_BLOCK *)sbPtr->dataptr)->SubType = SubType; |
| | 5459 | |
| | 5460 | dynPtr->LinVelocity.vx = spearDirectionPtr->vx / 4; |
| | 5461 | dynPtr->LinVelocity.vy = spearDirectionPtr->vy / 4; |
| | 5462 | dynPtr->LinVelocity.vz = spearDirectionPtr->vz / 4; |
| | 5463 | dynPtr->LinImpulse.vx = 0; |
| | 5464 | dynPtr->LinImpulse.vy = 0; |
| | 5465 | dynPtr->LinImpulse.vz = 0; |
| | 5466 | dynPtr->AngVelocity.EulerX = 0; |
| | 5467 | dynPtr->AngVelocity.EulerY = 0; |
| | 5468 | dynPtr->AngVelocity.EulerZ = 0; |
| | 5469 | dynPtr->GravityOn = 1; |
| | 5470 | dynPtr->StopOnCollision = 1; |
| | 5471 | |
| | 5472 | ((SPEAR_BEHAV_BLOCK *)sbPtr->dataptr)->Position.vx = spearPositionPtr->vx - dynPtr->Position.vx; |
| | 5473 | ((SPEAR_BEHAV_BLOCK *)sbPtr->dataptr)->Position.vy = spearPositionPtr->vy - dynPtr->Position.vy; |
| | 5474 | ((SPEAR_BEHAV_BLOCK *)sbPtr->dataptr)->Position.vz = spearPositionPtr->vz - dynPtr->Position.vz; |
| | 5475 | { |
| | 5476 | MATRIXCH mat; |
| | 5477 | MakeMatrixFromDirection(spearDirectionPtr,&mat); |
| | 5478 | ((SPEAR_BEHAV_BLOCK *)sbPtr->dataptr)->Orient = mat; |
| | 5479 | } |
| | 5480 | |
| | 5481 | /* Ooooh! Not initialised at all! CDF 23/9/98, hassled about an assert */ |
| | 5482 | /* KJL 10:37:56 05/10/98 - Just keeping you on your toes :) */ |
| | 5483 | |
| | 5484 | InitHModelTweening(&(((SPEAR_BEHAV_BLOCK *)sbPtr->dataptr)->HierarchicalFragment),(ONE_FIXED<<1),0,1,ONE_FIXED,0); |
| | 5485 | ProveHModel(dispPtr->HModelControlBlock,dispPtr); |
| | 5486 | /* And just for now... */ |
| | 5487 | ((SPEAR_BEHAV_BLOCK *)sbPtr->dataptr)->HierarchicalFragment.Playing=0; |
| | 5488 | |
| | 5489 | /* Baaaad Kevin! And why couldn't you have called the HModelController 'HModelController' like God intended? */ |
| | 5490 | /* KJL 10:38:17 05/10/98 - Hey, I was trying to be descriptive. */ |
| | 5491 | |
| | 5492 | Sound_Play(SID_PLASMABOLT_HIT, "d", &dynPtr->Position); |
| | 5493 | } |
| | 5494 | break; |
| | 5495 | case I_BehaviourVideoScreen: |
| | 5496 | puts("VIDEO"); |
| | 5497 | break; |
| | 5498 | case I_BehaviourDummy: |
| | 5499 | case I_BehaviourMarine: |
| | 5500 | break; |
| | 5501 | default: // we have hit static dynamic object; not the same as hitting the environment. |
| | 5502 | printf("hitting default %d\n", sbPtr->type); |
| | 5503 | break; |
| | 5504 | } |
| | 5505 | } |
| | 5506 | } |
| | 5507 | |
| | 5508 | #define SPEAR_NPC_IMPULSE (2000) |
| | 5509 | |
| | 5510 | static void HandleSpearImpact(VECTORCH *positionPtr, STRATEGYBLOCK *sbPtr, VECTORCH *directionPtr, SECTION_DATA *this_section_data) |
| | 5511 | { |
| | 5512 | if(sbPtr) |
| | 5513 | { |
| | 5514 | VECTORCH incoming; |
| | 5515 | VECTORCH *invec = NULL; |
| | 5516 | DISPLAYBLOCK *fragged_section = NULL; |
| | 5517 | |
| | 5518 | if (sbPtr->DynPtr) |
| | 5519 | { |
| | 5520 | MATRIXCH WtoLMat = sbPtr->DynPtr->OrientMat; |
| | 5521 | /* Consider incoming hit direction. */ |
| | 5522 | TransposeMatrixCH(&WtoLMat); |
| | 5523 | RotateAndCopyVector(directionPtr, &incoming, &WtoLMat); |
| | 5524 | invec = &incoming; |
| | 5525 | |
| | 5526 | DYNAMICSBLOCK *dynPtr = sbPtr->DynPtr; |
| | 5527 | /* Forget torque for the moment. */ |
| | 5528 | |
| | 5529 | /* Knock the character back - unless it is the alien queen. */ |
| | 5530 | if(sbPtr->type != I_BehaviourQueenAlien) |
| | 5531 | { |
| | 5532 | dynPtr->LinImpulse.vx += MUL_FIXED(directionPtr->vx, SPEAR_NPC_IMPULSE); |
| | 5533 | dynPtr->LinImpulse.vy += MUL_FIXED(directionPtr->vy, SPEAR_NPC_IMPULSE); |
| | 5534 | dynPtr->LinImpulse.vz += MUL_FIXED(directionPtr->vz, SPEAR_NPC_IMPULSE); |
| | 5535 | } |
| | 5536 | } |
| | 5537 | |
| | 5538 | if (this_section_data && sbPtr->DisplayBlock && sbPtr->DisplayBlock->HModelControlBlock) |
| | 5539 | { |
| | 5540 | AddDecalToHModel(&LOS_ObjectNormal, &LOS_Point, this_section_data); |
| | 5541 | |
| | 5542 | assert(sbPtr->DisplayBlock->HModelControlBlock == this_section_data->my_controller); |
| | 5543 | fragged_section = CauseDamageToHModel(sbPtr->DisplayBlock->HModelControlBlock, sbPtr, &TemplateAmmo[AMMO_PRED_RIFLE].MaxDamage, ONE_FIXED,
this_section_data, invec, positionPtr, 0); |
| | 5544 | |
| | 5545 | if (fragged_section) |
| | 5546 | { |
| | 5547 | fragged_section->ObStrategyBlock->DynPtr->LinImpulse.vx += MUL_FIXED(directionPtr->vx, SPEAR_NPC_IMPULSE); |
| | 5548 | fragged_section->ObStrategyBlock->DynPtr->LinImpulse.vy += MUL_FIXED(directionPtr->vy, SPEAR_NPC_IMPULSE); |
| | 5549 | fragged_section->ObStrategyBlock->DynPtr->LinImpulse.vz += MUL_FIXED(directionPtr->vz, SPEAR_NPC_IMPULSE); |
| | 5550 | CreateSpearPossiblyWithFragment(fragged_section, &LOS_Point, directionPtr); |
| | 5551 | } |
| | 5552 | } |
| | 5553 | else |
| | 5554 | { |
| | 5555 | CauseDamageToObject(sbPtr, &TemplateAmmo[AMMO_PRED_RIFLE].MaxDamage, ONE_FIXED, invec); |
| | 5556 | if (I_BehaviourInanimateObject == sbPtr->type) |
| | 5557 | { |
| | 5558 | //puts("TAAAAAAA"); |
| | 5559 | } |
| | 5560 | } |
| | 5561 | } |
| | 5562 | } |
| | 5563 | |
| | 5564 | void ShotPredRifleArrow(const VECTORCH *start_position, const MATRIXCH *orient) |
| | 5565 | { |
| | 5566 | STRATEGYBLOCK* sbPtr = CreateActiveStrategyBlock(I_BehaviourSpeargunBolt); |
| | 5567 | |
| | 5568 | if (NULL != sbPtr) |
| | 5569 | { |
| | 5570 | sbPtr->shapeIndex = GetLoadedShapeMSL("spear"); |
| | 5571 | DISPLAYBLOCK *dispPtr = sbPtr->DisplayBlock = AllocateNewObject(sbPtr->shapeIndex); |
| | 5572 | DYNAMICSBLOCK *dynPtr = AllocateDynamicsBlock(DYNAMICS_TEMPLATE_GRENADE); |
| | 5573 | sbPtr->dataptr = malloc(sizeof(SPEAR_BEHAV_BLOCK)); |
| | 5574 | |
| | 5575 | if((NULL == dynPtr) || (NULL == sbPtr->dataptr) || (NULL == dispPtr)) |
| | 5576 | { |
| | 5577 | RemoveBehaviourStrategy(sbPtr); |
| | 5578 | return; |
| | 5579 | } |
| | 5580 | |
| | 5581 | dispPtr->ObStrategyBlock = sbPtr; |
| | 5582 | dispPtr->ObStrategyBlock->DynPtr = dynPtr; |
| | 5583 | dispPtr->ObWorld = *start_position; |
| | 5584 | |
| | 5585 | dispPtr->extent.max_x = 10; |
| | 5586 | dispPtr->extent.max_y = 10; |
| | 5587 | dispPtr->extent.max_z = 10; |
| | 5588 | dispPtr->extent.min_x = -10; |
| | 5589 | dispPtr->extent.min_y = -10; |
| | 5590 | dispPtr->extent.min_z = -10; |
| | 5591 | |
| | 5592 | ((SPEAR_BEHAV_BLOCK *)dispPtr->ObStrategyBlock->dataptr)->counter = 50 * ONE_FIXED; |
| | 5593 | ((SPEAR_BEHAV_BLOCK *)dispPtr->ObStrategyBlock->dataptr)->Stuck = 0; |
| | 5594 | ((SPEAR_BEHAV_BLOCK *)dispPtr->ObStrategyBlock->dataptr)->FromPlayer = 1; |
| | 5595 | ((SPEAR_BEHAV_BLOCK *)dispPtr->ObStrategyBlock->dataptr)->SpearThroughFragment = 0; |
| | 5596 | ((SPEAR_BEHAV_BLOCK *)dispPtr->ObStrategyBlock->dataptr)->Android = 0; |
| | 5597 | ((SPEAR_BEHAV_BLOCK *)dispPtr->ObStrategyBlock->dataptr)->Type = I_BehaviourSpeargunBolt; |
| | 5598 | ((SPEAR_BEHAV_BLOCK *)dispPtr->ObStrategyBlock->dataptr)->SubType = 0; |
| | 5599 | |
| | 5600 | dynPtr->Position = dynPtr->PrevPosition = *start_position; |
| | 5601 | dynPtr->OrientMat = dynPtr->PrevOrientMat = *orient; |
| | 5602 | dynPtr->Mass = 1; |
| | 5603 | |
| | 5604 | #define PREDATOR_ARROW_SPEED 900000 |
| | 5605 | dynPtr->LinVelocity.vx = MUL_FIXED(dynPtr->OrientMat.mat31, PREDATOR_ARROW_SPEED); |
| | 5606 | dynPtr->LinVelocity.vy = MUL_FIXED(dynPtr->OrientMat.mat32, PREDATOR_ARROW_SPEED); |
| | 5607 | dynPtr->LinVelocity.vz = MUL_FIXED(dynPtr->OrientMat.mat33, PREDATOR_ARROW_SPEED); |
| | 5608 | |
| | 5609 | //send location here , so as to avoid having to update it every frame |
| | 5610 | if(SinglePlayer != AvP.PlayMode) |
| | 5611 | AddNetMsg_LocalObjectState(dispPtr->ObStrategyBlock); |
| | 5612 | } |
| | 5613 | } |
| | 5614 | |
| | 5615 | #define SPEAR_PLAYER_IMPULSE (-6000) |
| | 5616 | |
| | 5617 | void maintain_speargun() |
| | 5618 | { |
| | 5619 | switch(PlayersWeaponHModelController.Sub_Sequence) |
| | 5620 | { |
| | 5621 | case PHSS_Stand: |
| | 5622 | case PHSS_Run: |
| | 5623 | case PHSS_Fidget: |
| | 5624 | if (PlayerStatus.InputRequests.Rqst_FirePrimaryWeapon && PlayerStatus.SelectedWeapon->PrimaryRoundsRemaining) |
| | 5625 | { |
| | 5626 | CurrentGameStats_WeaponFired(PlayerStatus.SelectedWeaponSlot, 1); |
| | 5627 | |
| | 5628 | if (CHEATMODE_PIGSTICKING != UserProfile.active_bonus) |
| | 5629 | { |
| | 5630 | PlayerStatus.SelectedWeapon->PrimaryRoundsRemaining--; |
| | 5631 | ShotPredRifleArrow(&PWMFSDP->World_Offset, &PlayerStatus.weapon.ObMat); |
| | 5632 | Sound_Play(SID_PRED_LASER, "hp", (FastRandom() & 255)-128); |
| | 5633 | } |
| | 5634 | else |
| | 5635 | { |
| | 5636 | int i; |
| | 5637 | for (i = 0; i < 10; i++) |
| | 5638 | { |
| | 5639 | VECTORCH start_position = PWMFSDP->World_Offset; |
| | 5640 | start_position.vx += FastRandom() & 2024;// + (i * 2); |
| | 5641 | start_position.vy += FastRandom() & 2024;// + (i * 2); |
| | 5642 | start_position.vz += FastRandom() & 2024;// + (i * 2); |
| | 5643 | ShotPredRifleArrow(&start_position, &PlayerStatus.weapon.ObMat); |
| | 5644 | /* |
| | 5645 | MATRIXCH ObMat = PlayerStatus.weapon.ObMat; |
| | 5646 | ObMat.mat31 += FastRandom() & 2048 + i*2; |
| | 5647 | ObMat.mat32 += FastRandom() & 2048 + i*2; |
| | 5648 | ObMat.mat33 += FastRandom() & 2048 + i*2; |
| | 5649 | |
| | 5650 | ShotPredRifleArrow(&PWMFSDP->World_Offset, &ObMat); |
| | 5651 | */ |
| | 5652 | } |
| | 5653 | } |
| | 5654 | |
| | 5655 | if(DynamicObjectIsMoving(PlayerStatus.sbptr->DynPtr) || !PlayerStatus.sbptr->DynPtr->IsInContactWithFloor) |
| | 5656 | { |
| | 5657 | /* Kickback! */ |
| | 5658 | PlayerStatus.sbptr->DynPtr->LinImpulse.vx += MUL_FIXED(PlayerStatus.weapon.ObMat.mat31, SPEAR_PLAYER_IMPULSE); |
| | 5659 | PlayerStatus.sbptr->DynPtr->LinImpulse.vy += MUL_FIXED(PlayerStatus.weapon.ObMat.mat32, SPEAR_PLAYER_IMPULSE); |
| | 5660 | PlayerStatus.sbptr->DynPtr->LinImpulse.vz += MUL_FIXED(PlayerStatus.weapon.ObMat.mat33, SPEAR_PLAYER_IMPULSE); |
| | 5661 | } |
| | 5662 | |
| | 5663 | int time = DIV_FIXED(ONE_FIXED, 65536*2); |
| | 5664 | time -= (ONE_FIXED>>4); |
| | 5665 | |
| | 5666 | InitHModelTweening(&PlayersWeaponHModelController, (ONE_FIXED>>3), HMSQT_PredatorHUD, (int)PHSS_Attack_Primary, time, 0); |
| | 5667 | return; |
| | 5668 | } |
| | 5669 | else if (!PlayerStatus.SelectedWeapon->PrimaryRoundsRemaining) |
| | 5670 | { |
| | 5671 | PredatorZeroAmmoFunctionality(); |
| | 5672 | } |
| | 5673 | break; |
| | 5674 | case PHSS_Attack_Primary: |
| | 5675 | if (!HModelAnimation_IsFinished(&PlayersWeaponHModelController)) |
| | 5676 | return; |
| | 5677 | default: |
| | 5678 | break; |
| | 5679 | } |
| | 5680 | |
| | 5681 | GenericPredatorWeapon_Idle(); |
| | 5682 | } |
| | 5683 | |
| | 5684 | static const int Caster_PCKill = 49151; |
| | 5685 | static const int Caster_NPCKill = 16384; |
| | 5686 | |
| | 5687 | static void InitialiseEnergyBoltBehaviour(DAMAGE_PROFILE *damage, int factor) |
| | 5688 | { |
| | 5689 | VECTORCH position = {-300,0,0}; |
| | 5690 | VECTORCH targetDirection; |
| | 5691 | MATRIXCH orient; |
| | 5692 | |
| | 5693 | /* calculate the position */ |
| | 5694 | MATRIXCH matrix = Global_VDB.VDB_Mat; |
| | 5695 | TransposeMatrixCH(&matrix); |
| | 5696 | |
| | 5697 | RotateVector(&position, &matrix); |
| | 5698 | |
| | 5699 | position.vx += PlayerStatus.DisplayBlock->ObWorld.vx; |
| | 5700 | position.vy += PlayerStatus.DisplayBlock->ObWorld.vy; |
| | 5701 | position.vz += PlayerStatus.DisplayBlock->ObWorld.vz; |
| | 5702 | |
| | 5703 | if(SmartTarget_Object) |
| | 5704 | { |
| | 5705 | targetDirection.vx = PlayerStatus.Target.Position.vx - position.vx; |
| | 5706 | targetDirection.vy = PlayerStatus.Target.Position.vy - position.vy; |
| | 5707 | targetDirection.vz = PlayerStatus.Target.Position.vz - position.vz; |
| | 5708 | } |
| | 5709 | else |
| | 5710 | { |
| | 5711 | targetDirection.vx = 0; |
| | 5712 | targetDirection.vy = 0; |
| | 5713 | targetDirection.vz = 65535; |
| | 5714 | RotateVector(&targetDirection, &matrix); |
| | 5715 | } |
| | 5716 | |
| | 5717 | Normalise(&targetDirection); |
| | 5718 | MakeMatrixFromDirection(&targetDirection, &orient); |
| | 5719 | |
| | 5720 | { |
| | 5721 | SECTION_DATA *muzzle = GetThisSectionData(PlayerStatus.HModelController.section_data, "dum flash"); |
| | 5722 | InitialiseEnergyBoltBehaviourKernel(&muzzle->World_Offset, &muzzle->SecMat, 1, damage, factor); |
| | 5723 | } |
| | 5724 | //InitialiseEnergyBoltBehaviourKernel(&position, &orient, 1, damage, factor); |
| | 5725 | } |
| | 5726 | |
| | 5727 | static void fire_shouldercannon() |
| | 5728 | { |
| | 5729 | PlayersWeaponHModelController.Playing = 1; |
| | 5730 | |
| | 5731 | if (PlayerStatus.PlasmaCasterCharge < 0) |
| | 5732 | { |
| | 5733 | /* Don't fire at all! */ |
| | 5734 | Sound_Play(SID_PREDATOR_PLASMACASTER_EMPTY, "h"); |
| | 5735 | } |
| | 5736 | else |
| | 5737 | { |
| | 5738 | int jumpcharge = MUL_FIXED(Caster_Jumpstart, Caster_ChargeRatio); |
| | 5739 | |
| | 5740 | if ((PlayerStatus.FieldCharge < jumpcharge) && (PlayerStatus.PlasmaCasterCharge < Caster_NPCKill)) |
| | 5741 | return; |
| | 5742 | { |
| | 5743 | PlayerStatus.PlasmaCasterCharge = Caster_Jumpstart; |
| | 5744 | PlayerStatus.FieldCharge -= jumpcharge; |
| | 5745 | CurrentGameStats_ChargeUsed(jumpcharge); |
| | 5746 | CurrentGameStats_WeaponFired(PlayerStatus.SelectedWeaponSlot, 1); |
| | 5747 | |
| | 5748 | /* Fix plasmacaster damage. */ |
| | 5749 | Player_Weapon_Damage = TemplateAmmo[AMMO_PLASMACASTER].MaxDamage; |
| | 5750 | |
| | 5751 | /* At least we can theoretically work it. */ |
| | 5752 | |
| | 5753 | if (PlayerStatus.PlasmaCasterCharge >= Caster_NPCKill) |
| | 5754 | { |
| | 5755 | /* In the upper graph. */ |
| | 5756 | int factor = PlayerStatus.PlasmaCasterCharge - Caster_NPCKill; |
| | 5757 | factor = DIV_FIXED(factor, (Caster_PCKill - Caster_NPCKill)); |
| | 5758 | |
| | 5759 | Player_Weapon_Damage.Impact += MUL_FIXED(30, factor); |
| | 5760 | Player_Weapon_Damage.Penetrative += MUL_FIXED(65, factor); |
| | 5761 | Player_Weapon_Damage.Fire += MUL_FIXED(15, factor); |
| | 5762 | Player_Weapon_Damage.Electrical += MUL_FIXED(30, factor); |
| | 5763 | } |
| | 5764 | else |
| | 5765 | { |
| | 5766 | /* In the lower graph. */ |
| | 5767 | int factor = DIV_FIXED(PlayerStatus.PlasmaCasterCharge, Caster_NPCKill); |
| | 5768 | Player_Weapon_Damage.Penetrative = MUL_FIXED(TemplateAmmo[AMMO_PLASMACASTER].MaxDamage.Penetrative, factor); |
| | 5769 | } |
| | 5770 | |
| | 5771 | InitialiseEnergyBoltBehaviour(&Player_Weapon_Damage, PlayerStatus.PlasmaCasterCharge); |
| | 5772 | } |
| | 5773 | } |
| | 5774 | } |
| | 5775 | |
| | 5776 | void maintain_shouldercannon() |
| | 5777 | { |
| | 5778 | if(PlayerStatus.InputRequests.Rqst_FireSecondaryWeapon && (PlayerStatus.PlasmaCasterCharge < ONE_FIXED) && (PlayerStatus.FieldCharge >
0)) |
| | 5779 | { |
| | 5780 | int chargerate; |
| | 5781 | int optimumchargerate = DIV_FIXED(NormalFrameTime, Caster_Chargetime); |
| | 5782 | |
| | 5783 | /* optimumchargerate is for the CASTER. */ |
| | 5784 | |
| | 5785 | if (PlayerStatus.FieldCharge >= MUL_FIXED(optimumchargerate, Caster_ChargeRatio)) |
| | 5786 | chargerate = optimumchargerate; |
| | 5787 | else |
| | 5788 | chargerate = DIV_FIXED(PlayerStatus.FieldCharge, Caster_ChargeRatio); |
| | 5789 | |
| | 5790 | if (PlayerStatus.PlasmaCasterCharge + chargerate > ONE_FIXED) |
| | 5791 | chargerate = ONE_FIXED - PlayerStatus.PlasmaCasterCharge; |
| | 5792 | |
| | 5793 | PlayerStatus.FieldCharge -= MUL_FIXED(chargerate, Caster_ChargeRatio); |
| | 5794 | CurrentGameStats_ChargeUsed(MUL_FIXED(chargerate, Caster_ChargeRatio)); |
| | 5795 | assert(PlayerStatus.FieldCharge >= 0); |
| | 5796 | PlayerStatus.PlasmaCasterCharge += chargerate; |
| | 5797 | assert(PlayerStatus.PlasmaCasterCharge <= ONE_FIXED); |
| | 5798 | |
| | 5799 | if (chargerate) |
| | 5800 | { |
| | 5801 | /* Play a charging sound! */ |
| | 5802 | if(weaponHandle != SOUND_NOACTIVEINDEX) |
| | 5803 | { |
| | 5804 | if (ActiveSounds[weaponHandle].soundIndex != SID_PREDATOR_PLASMACASTER_CHARGING) |
| | 5805 | Sound_Stop(weaponHandle); // Stop other sounds... |
| | 5806 | } |
| | 5807 | |
| | 5808 | if(weaponHandle == SOUND_NOACTIVEINDEX) |
| | 5809 | Sound_Play(SID_PREDATOR_PLASMACASTER_CHARGING, "ehl", &weaponHandle); |
| | 5810 | } |
| | 5811 | } |
| | 5812 | else |
| | 5813 | { |
| | 5814 | /* Be very quiet... we're hunting wabbits! */ |
| | 5815 | if(weaponHandle != SOUND_NOACTIVEINDEX) |
| | 5816 | Sound_Stop(weaponHandle); |
| | 5817 | } |
| | 5818 | |
| | 5819 | |
| | 5820 | //printf("Plasma Caster Charge = %d\n", PlayerStatus.PlasmaCasterCharge); |
| | 5821 | |
| | 5822 | /* Now anim control. */ |
| | 5823 | |
| | 5824 | if (PlayersWeaponHModelController.Sub_Sequence == PHSS_Attack_Primary) |
| | 5825 | { |
| | 5826 | if (PlayersWeaponHModelController.Tweening) |
| | 5827 | { |
| | 5828 | PlayersWeaponHModelController.Playing = 1; |
| | 5829 | return; |
| | 5830 | } |
| | 5831 | |
| | 5832 | assert(PlayersWeaponHModelController.Looped == 0); |
| | 5833 | |
| | 5834 | if (!HModelAnimation_IsFinished(&PlayersWeaponHModelController)) |
| | 5835 | return; |
| | 5836 | } |
| | 5837 | else if (PlayerStatus.InputRequests.Rqst_FirePrimaryWeapon) |
| | 5838 | { |
| | 5839 | /* Start Animation. */ |
| | 5840 | assert(PlayersWeaponHModelController.section_data); |
| | 5841 | assert(PlayersWeaponHModelController.Playing == 1); |
| | 5842 | InitHModelTweening(&PlayersWeaponHModelController, (ONE_FIXED>>4), HMSQT_PredatorHUD, (int)PHSS_Attack_Primary, -1, 0); |
| | 5843 | fire_shouldercannon(); |
| | 5844 | return; |
| | 5845 | } |
| | 5846 | |
| | 5847 | GenericPredatorWeapon_Idle(); |
| | 5848 | } |
| | 5849 | |
| | 5850 | void FireExtinguisher() |
| | 5851 | { |
| | 5852 | /* Ha ha ha. I made a funny! */ |
| | 5853 | |
| | 5854 | if (PlayerStatus.sbptr->DamageBlock.IsOnFire && (PlayerStatus.FieldCharge > EXTINGUISHER_USE_THRESHOLD)) |
| | 5855 | { |
| | 5856 | /* No longer will we do that wussey instant healing thing! */ |
| | 5857 | PlayerStatus.FieldCharge -= EXTINGUISHER_USE_THRESHOLD; |
| | 5858 | CurrentGameStats_ChargeUsed(EXTINGUISHER_USE_THRESHOLD); |
| | 5859 | |
| | 5860 | assert(PlayersWeaponHModelController.section_data); |
| | 5861 | InitHModelTweening(&PlayersWeaponHModelController, (ONE_FIXED >> 4), HMSQT_PredatorHUD, (int)PHSS_Attack_Primary, -1, 0); |
| | 5862 | } |
| | 5863 | } |
| | 5864 | |
| | 5865 | void Extinguisher_Use() |
| | 5866 | { |
| | 5867 | if (PlayersWeaponHModelController.keyframe_flags & 1) |
| | 5868 | PlayerStatus.sbptr->DamageBlock.IsOnFire = 0; |
| | 5869 | |
| | 5870 | /* That's all, folks. */ |
| | 5871 | } |
| | 5872 | |
| | 5873 | void FireSpikeyThing() |
| | 5874 | { |
| | 5875 | if ((PlayerStatus.sbptr->DamageBlock.Health == PlayerStatus.StartingHealth << ONE_FIXED_SHIFT) &&
!PlayerStatus.sbptr->DamageBlock.IsOnFire) |
| | 5876 | return; |
| | 5877 | |
| | 5878 | if (PlayerStatus.FieldCharge > MEDICOMP_USE_THRESHOLD) |
| | 5879 | { |
| | 5880 | /* No longer will we do that wussey instant healing thing! */ |
| | 5881 | PlayerStatus.FieldCharge -= MEDICOMP_USE_THRESHOLD - 1; |
| | 5882 | CurrentGameStats_ChargeUsed(MEDICOMP_USE_THRESHOLD - 1); |
| | 5883 | |
| | 5884 | assert(PlayersWeaponHModelController.section_data); |
| | 5885 | InitHModelTweening(&PlayersWeaponHModelController, (ONE_FIXED>>4), HMSQT_PredatorHUD, (int)PHSS_Attack_Secondary, -1, 0); |
| | 5886 | } |
| | 5887 | } |
| | 5888 | |
| | 5889 | void SpikeyThing_Use() |
| | 5890 | { |
| | 5891 | /* We must be in the animation. */ |
| | 5892 | |
| | 5893 | /* Maintain this state... */ |
| | 5894 | PlayerStatus.WeaponStateTimeOutCounter = ONE_FIXED >> 1; |
| | 5895 | |
| | 5896 | if (PlayersWeaponHModelController.keyframe_flags & 1) |
| | 5897 | { |
| | 5898 | if (PlayerStatus.sbptr->DamageBlock.IsOnFire) |
| | 5899 | PlayerStatus.sbptr->DamageBlock.IsOnFire = 0; |
| | 5900 | } |
| | 5901 | |
| | 5902 | if (PlayersWeaponHModelController.keyframe_flags & 2) |
| | 5903 | { |
| | 5904 | PlayerStatus.sbptr->DamageBlock.Health = PlayerStatus.StartingHealth << ONE_FIXED_SHIFT; |
| | 5905 | PlayerStatus.Health = PlayerStatus.sbptr->DamageBlock.Health; |
| | 5906 | |
| | 5907 | /* Now yell a bit? */ |
| | 5908 | if (PlayerStatus.sound_mouth != SOUND_NOACTIVEINDEX) |
| | 5909 | Sound_Stop(PlayerStatus.sound_mouth); |
| | 5910 | |
| | 5911 | Sound_Play(SID_PRED_ROAR, "he", &PlayerStatus.sound_mouth); |
| | 5912 | |
| | 5913 | if(SinglePlayer != AvP.PlayMode) |
| | 5914 | netGameData.myLastScream = PSC_Medicomp_Special; |
| | 5915 | |
| | 5916 | PlayerStatus.Noise = 1; |
| | 5917 | |
| | 5918 | if (GREENFLASH_INTENSITY > PlayerStatus.DamagedOverlayIntensity) |
| | 5919 | PlayerStatus.DamagedOverlayIntensity = GREENFLASH_INTENSITY; |
| | 5920 | |
| | 5921 | { |
| | 5922 | /* Auto change to wristblade? */ |
| | 5923 | int slot = PlayerStatus.PreviouslySelectedWeaponSlot; |
| | 5924 | |
| | 5925 | /* Try flashback weapon... */ |
| | 5926 | if (slot == -1) |
| | 5927 | slot = SlotForThisWeapon(WEAPON_PRED_WRISTBLADE); |
| | 5928 | |
| | 5929 | PlayerStatus.SwapToWeaponSlot = slot; |
| | 5930 | PlayerStatus.WeaponState = WEAPONSTATE_UNREADYING; |
| | 5931 | PlayerStatus.WeaponStateTimeOutCounter = ONE_FIXED; |
| | 5932 | } |
| | 5933 | } |
| | 5934 | } |
| | 5935 | |
| | 5936 | void maintain_medicomp() |
| | 5937 | { |
| | 5938 | switch(PlayersWeaponHModelController.Sub_Sequence) |
| | 5939 | { |
| | 5940 | case PHSS_Attack_Primary: |
| | 5941 | if (HModelAnimation_IsFinished(&PlayersWeaponHModelController)) |
| | 5942 | GenericPredatorWeapon_Idle(); |
| | 5943 | else |
| | 5944 | Extinguisher_Use(); |
| | 5945 | break; |
| | 5946 | case PHSS_Attack_Secondary: |
| | 5947 | if (!HModelAnimation_IsFinished(&PlayersWeaponHModelController)) |
| | 5948 | { |
| | 5949 | SpikeyThing_Use(); |
| | 5950 | break; |
| | 5951 | } |
| | 5952 | //case PHSS_Stand: |
| | 5953 | //break; |
| | 5954 | default: |
| | 5955 | if(PlayerStatus.InputRequests.Rqst_FirePrimaryWeapon) |
| | 5956 | { |
| | 5957 | FireSpikeyThing(); |
| | 5958 | } |
| | 5959 | else if(PlayerStatus.InputRequests.Rqst_FireSecondaryWeapon) |
| | 5960 | { |
| | 5961 | FireExtinguisher(); |
| | 5962 | } |
| | 5963 | else |
| | 5964 | { |
| | 5965 | GenericPredatorWeapon_Idle(); |
| | 5966 | } |
| | 5967 | } |
| | 5968 | } |
| | 5969 | |
| | 5970 | #define NEAR_WEAPON_FUDGE 1 |
| | 5971 | |
| | 5972 | void maintain_predpistol() |
| | 5973 | { |
| | 5974 | switch(PlayersWeaponHModelController.Sub_Sequence) |
| | 5975 | { |
| | 5976 | case PHSS_Attack_Primary: |
| | 5977 | if (HModelAnimation_IsFinished(&PlayersWeaponHModelController)) |
| | 5978 | InitHModelTweening(&PlayersWeaponHModelController, (ONE_FIXED>>3), HMSQT_PredatorHUD, (int)PHSS_Stand, ONE_FIXED, 1); |
| | 5979 | break; |
| | 5980 | default: |
| | 5981 | if(PlayerStatus.InputRequests.Rqst_FirePrimaryWeapon && (PlayerStatus.FieldCharge >= PredPistol_ShotCost)) |
| | 5982 | { |
| | 5983 | PlayerStatus.FieldCharge -= PredPistol_ShotCost; |
| | 5984 | CurrentGameStats_ChargeUsed(PredPistol_ShotCost); |
| | 5985 | |
| | 5986 | /* calculate the position */ |
| | 5987 | VECTORCH position = PWMFSDP->World_Offset; |
| | 5988 | |
| | 5989 | #if NEAR_WEAPON_FUDGE |
| | 5990 | { |
| | 5991 | VECTORCH fudgeFactor; |
| | 5992 | |
| | 5993 | fudgeFactor.vx = position.vx - Global_VDB.VDB_World.vx; |
| | 5994 | fudgeFactor.vy = position.vy - Global_VDB.VDB_World.vy; |
| | 5995 | fudgeFactor.vz = position.vz - Global_VDB.VDB_World.vz; |
| | 5996 | |
| | 5997 | Crunch_Position_For_Players_Weapon(&fudgeFactor); |
| | 5998 | |
| | 5999 | position = fudgeFactor; |
| | 6000 | } |
| | 6001 | #endif |
| | 6002 | |
| | 6003 | Pred_Pistol_Bolt(&position, &PlayerStatus.weapon.ObMat, 1); |
| | 6004 | |
| | 6005 | CurrentGameStats_WeaponFired(PlayerStatus.SelectedWeaponSlot, 1); |
| | 6006 | InitHModelTweening(&PlayersWeaponHModelController, (ONE_FIXED>>3), HMSQT_PredatorHUD, (int)PHSS_Attack_Primary, ONE_FIXED, 0); |
| | 6007 | Sound_Play(SID_PRED_PISTOL, "h"); |
| | 6008 | } |
| | 6009 | else |
| | 6010 | { |
| | 6011 | GenericPredatorWeapon_Idle(); |
| | 6012 | } |
| | 6013 | } |
| | 6014 | } |
| | 6015 | |
| | 6016 | static void InitialiseDiscBehaviour(SECTION_DATA *disc_section) |
| | 6017 | { |
| | 6018 | assert(disc_section); |
| | 6019 | |
| | 6020 | STRATEGYBLOCK* sbPtr = CreateActiveStrategyBlock(I_BehaviourPredatorDisc_SeekTrack); |
| | 6021 | |
| | 6022 | if (NULL == sbPtr) |
| | 6023 | return; |
| | 6024 | |
| | 6025 | DISPLAYBLOCK *dispPtr = sbPtr->DisplayBlock = CreateActiveObject(); |
| | 6026 | DYNAMICSBLOCK *dynPtr = sbPtr->DynPtr = AllocateDynamicsBlock(DYNAMICS_TEMPLATE_ROCKET); |
| | 6027 | sbPtr->dataptr = malloc(sizeof(PC_PRED_DISC_BEHAV_BLOCK)); |
| | 6028 | |
| | 6029 | if ((NULL == dispPtr) || (NULL == dynPtr) || (NULL == sbPtr->dataptr)) |
| | 6030 | { |
| | 6031 | RemoveBehaviourStrategy(sbPtr); |
| | 6032 | return; |
| | 6033 | } |
| | 6034 | |
| | 6035 | dispPtr->ObStrategyBlock = sbPtr; |
| | 6036 | dispPtr->ObMat = IdentityMatrix; |
| | 6037 | dispPtr->ObWorld = disc_section->World_Offset; |
| | 6038 | dispPtr->ObFlags3 |= ObFlag3_DynamicModuleObject; |
| | 6039 | |
| | 6040 | dispPtr->extent.min_x = -30; |
| | 6041 | dispPtr->extent.min_y = -30; |
| | 6042 | dispPtr->extent.min_z = -30; |
| | 6043 | dispPtr->extent.max_x = 30; |
| | 6044 | dispPtr->extent.max_y = 30; |
| | 6045 | dispPtr->extent.max_z = 30; |
| | 6046 | |
| | 6047 | dispPtr->ObStrategyBlock->DynPtr = dynPtr; |
| | 6048 | dispPtr->ObStrategyBlock->DamageBlock.Indestructable = 1; |
| | 6049 | |
| | 6050 | { |
| | 6051 | MATRIXCH matrix = Global_VDB.VDB_Mat; |
| | 6052 | |
| | 6053 | /* |
| | 6054 | if (PlayerStatus.Target.Distance < 1400) |
| | 6055 | { |
| | 6056 | // Yuck! |
| | 6057 | dynPtr->Position = Global_VDB.VDB_World; |
| | 6058 | // Nudge down a wee tad bit. |
| | 6059 | dynPtr->Position.vx += MUL_FIXED(PlayerStatus.sbptr->DynPtr->OrientMat.mat21, 200); |
| | 6060 | dynPtr->Position.vy += MUL_FIXED(PlayerStatus.sbptr->DynPtr->OrientMat.mat22, 200); |
| | 6061 | dynPtr->Position.vz += MUL_FIXED(PlayerStatus.sbptr->DynPtr->OrientMat.mat23, 200); |
| | 6062 | |
| | 6063 | dynPtr->Position.vx += MUL_FIXED(PlayerStatus.sbptr->DynPtr->OrientMat.mat11, 200); |
| | 6064 | dynPtr->Position.vy += MUL_FIXED(PlayerStatus.sbptr->DynPtr->OrientMat.mat12, 200); |
| | 6065 | dynPtr->Position.vz += MUL_FIXED(PlayerStatus.sbptr->DynPtr->OrientMat.mat13, 200); |
| | 6066 | } |
| | 6067 | else |
| | 6068 | */ |
| | 6069 | dynPtr->Position = disc_section->World_Offset; |
| | 6070 | |
| | 6071 | dynPtr->IgnoreThePlayer = 1; |
| | 6072 | |
| | 6073 | dynPtr->PrevPosition = dynPtr->Position; |
| | 6074 | TransposeMatrixCH(&matrix); |
| | 6075 | /* dynPtr->OrientMat = PlayerStatus.DisplayBlock->ObMat; */ |
| | 6076 | dynPtr->PrevOrientMat = dynPtr->OrientMat = matrix; |
| | 6077 | /* I added this next line for networking: Patrick */ |
| | 6078 | MatrixToEuler(&matrix, &PlayerStatus.weapon.ObEuler); |
| | 6079 | |
| | 6080 | dynPtr->OrientEuler.EulerX = PlayerStatus.weapon.ObEuler.EulerX; |
| | 6081 | dynPtr->OrientEuler.EulerY = PlayerStatus.weapon.ObEuler.EulerY; |
| | 6082 | dynPtr->OrientEuler.EulerZ = PlayerStatus.weapon.ObEuler.EulerZ; |
| | 6083 | |
| | 6084 | /* align velocity too */ |
| | 6085 | dynPtr->LinVelocity.vx = MUL_FIXED(matrix.mat31, DISC_SPEED); |
| | 6086 | dynPtr->LinVelocity.vy = MUL_FIXED(matrix.mat32, DISC_SPEED); |
| | 6087 | dynPtr->LinVelocity.vz = MUL_FIXED(matrix.mat33, DISC_SPEED); |
| | 6088 | } |
| | 6089 | |
| | 6090 | PC_PRED_DISC_BEHAV_BLOCK *bblk = (PC_PRED_DISC_BEHAV_BLOCK *)dispPtr->ObStrategyBlock->dataptr; |
| | 6091 | |
| | 6092 | bblk->counter = SmartTarget_Object ? DISC_LIFETIME : DISC_FREETIME; |
| | 6093 | bblk->bounces = 0; |
| | 6094 | bblk->Destruct = 0; |
| | 6095 | bblk->Stuck = 0; |
| | 6096 | bblk->Bounced = 0; |
| | 6097 | bblk->soundHandle = SOUND_NOACTIVEINDEX; |
| | 6098 | bblk->Target = NULL; |
| | 6099 | |
| | 6100 | { |
| | 6101 | int a; |
| | 6102 | for (a=0; a < SB_NAME_LENGTH; a++) |
| | 6103 | bblk->Target_SBname[a] = bblk->Prev_Target_SBname[a] = '\0'; |
| | 6104 | } |
| | 6105 | |
| | 6106 | if (SmartTarget_Object) |
| | 6107 | { |
| | 6108 | bblk->Target = SmartTarget_Object->ObStrategyBlock; |
| | 6109 | COPY_NAME(bblk->Prev_Target_SBname, bblk->Target_SBname); |
| | 6110 | COPY_NAME(bblk->Target_SBname, bblk->Target->SBname); |
| | 6111 | } |
| | 6112 | |
| | 6113 | /* Create HModel. */ |
| | 6114 | { |
| | 6115 | const SECTION *root_section = GetNamedHierarchyFromLibrary("disk", "Disk"); |
| | 6116 | |
| | 6117 | assert(root_section); |
| | 6118 | |
| | 6119 | Create_HModel(&bblk->HModelController, root_section); |
| | 6120 | InitHModelSequence(&bblk->HModelController, HMSQT_MarineStand, MSSS_Minigun_Delta, ONE_FIXED); |
| | 6121 | |
| | 6122 | ProveHModel(&bblk->HModelController, dispPtr); |
| | 6123 | |
| | 6124 | dispPtr->HModelControlBlock = &bblk->HModelController; |
| | 6125 | } |
| | 6126 | |
| | 6127 | if(SinglePlayer != AvP.PlayMode) |
| | 6128 | AddNetGameObjectID(dispPtr->ObStrategyBlock); |
| | 6129 | |
| | 6130 | disc_section->flags |= section_data_notreal; |
| | 6131 | } |
| | 6132 | |
| | 6133 | void maintain_preddisc() |
| | 6134 | { |
| | 6135 | switch(PlayersWeaponHModelController.Sub_Sequence) |
| | 6136 | { |
| | 6137 | default: |
| | 6138 | if(PlayerStatus.InputRequests.Rqst_FirePrimaryWeapon) |
| | 6139 | InitHModelTweening(&PlayersWeaponHModelController, (ONE_FIXED>>3), HMSQT_PredatorHUD, (int)PHSS_Attack_Primary, -1, 0); |
| | 6140 | break; |
| | 6141 | case PHSS_Attack_Primary: |
| | 6142 | if (PlayersWeaponHModelController.keyframe_flags & 1) |
| | 6143 | { |
| | 6144 | SECTION_DATA *disc_section = GetThisSectionData(PlayersWeaponHModelController.section_data, "disk"); |
| | 6145 | InitialiseDiscBehaviour(disc_section); |
| | 6146 | disc_section->flags |= section_data_notreal; |
| | 6147 | PlayerStatus.SelectedWeapon->PrimaryRoundsRemaining = 0; |
| | 6148 | PredatorZeroAmmoFunctionality(); |
| | 6149 | } |
| | 6150 | } |
| | 6151 | } |
| | 6152 | |
| | 6153 | void WristConsole_Unreadying() |
| | 6154 | { |
| | 6155 | //if (PlayerStatus.WeaponStateTimeOutCounter == ONE_FIXED) |
| | 6156 | { |
| | 6157 | assert(PlayersWeaponHModelController.section_data); |
| | 6158 | InitHModelTweening(&PlayersWeaponHModelController, (ONE_FIXED>>3), HMSQT_PredatorHUD, (int)PHSS_Go, 96666, 0); /* 1.6s */ |
| | 6159 | } |
| | 6160 | } |
| | 6161 | |
| | 6162 | void GenericPredatorWeapon_SwapOut() |
| | 6163 | { |
| | 6164 | if (PlayerStatus.WeaponStateTimeOutCounter == ONE_FIXED) |
| | 6165 | { |
| | 6166 | //int time = DIV_FIXED(ONE_FIXED, PlayerStatus.twPtr->TimeOutRateForState[WEAPONSTATE_SWAPPING_OUT]); |
| | 6167 | int time = DIV_FIXED(ONE_FIXED, ONE_FIXED); |
| | 6168 | time -= (ONE_FIXED>>4); |
| | 6169 | |
| | 6170 | InitHModelTweening(&PlayersWeaponHModelController, (ONE_FIXED>>4), HMSQT_PredatorHUD, (int)PHSS_Go, time, 0); |
| | 6171 | PlayersWeaponHModelController.Looped = 0; |
| | 6172 | } |
| | 6173 | } |
| | 6174 | |
| | 6175 | void GenericPredatorWeapon_Reload() |
| | 6176 | { |
| | 6177 | if (PlayerStatus.WeaponStateTimeOutCounter == ONE_FIXED) |
| | 6178 | { |
| | 6179 | int time = DIV_FIXED(ONE_FIXED, 65536*4); |
| | 6180 | |
| | 6181 | time -= ONE_FIXED >> 4; |
| | 6182 | |
| | 6183 | InitHModelTweening(&PlayersWeaponHModelController,(ONE_FIXED>>4),HMSQT_PredatorHUD,(int)PHSS_Program,time,0); |
| | 6184 | PlayersWeaponHModelController.Looped = 0; |
| | 6185 | } |
| | 6186 | } |
| | 6187 | |
| | 6188 | void WristConsole_Readying() |
| | 6189 | { |
| | 6190 | const SECTION *root_section = GetNamedHierarchyFromLibrary("pred_HUD","wrist display"); |
| | 6191 | assert(root_section); |
| | 6192 | |
| | 6193 | PlayersWeaponHModelController.Sequence_Type = HMSQT_PredatorHUD; |
| | 6194 | PlayersWeaponHModelController.Sub_Sequence = PHSS_Come; |
| | 6195 | Transmogrify_HModels(NULL,&PlayersWeaponHModelController, root_section, 0, 1, 1); |
| | 6196 | InitHModelTweening(&PlayersWeaponHModelController,(ONE_FIXED>>3),HMSQT_PredatorHUD,(int)PHSS_Come,129434,0); /* 2.1s */ |
| | 6197 | } |
| | 6198 | |
| | 6199 | int SimilarPredWeapons(struct PLAYER_WEAPON_DATA *nwp, struct PLAYER_WEAPON_DATA *owp) |
| | 6200 | { |
| | 6201 | |
| | 6202 | //if (nwp->WeaponIDNumber == WEAPON_PRED_WRISTBLADE || nwp->WeaponIDNumber == WEAPON_PRED_SHOULDERCANNON || nwp->WeaponIDNumber ==
WEAPON_PRED_MEDICOMP) |
| | 6203 | if (nwp->WeaponIDNumber == WEAPON_PRED_SHOULDERCANNON || nwp->WeaponIDNumber == WEAPON_PRED_MEDICOMP) |
| | 6204 | { |
| | 6205 | //if (owp->WeaponIDNumber == WEAPON_PRED_WRISTBLADE || owp->WeaponIDNumber == WEAPON_PRED_SHOULDERCANNON || owp->WeaponIDNumber ==
WEAPON_PRED_MEDICOMP) |
| | 6206 | if (owp->WeaponIDNumber == WEAPON_PRED_SHOULDERCANNON || owp->WeaponIDNumber == WEAPON_PRED_MEDICOMP) |
| | 6207 | { |
| | 6208 | if (nwp->WeaponIDNumber != owp->WeaponIDNumber) |
| | 6209 | return 1; |
| | 6210 | } |
| | 6211 | } |
| | 6212 | |
| | 6213 | return 0; |
| | 6214 | } |
| | 6215 | /* |
| | 6216 | { |
| | 6217 | VECTORCH shotvector = {0, 0, 65535}; |
| | 6218 | RotateVector(&shotvector, &PWMFSDP->SecMat); |
| | 6219 | FindPolygonInLineOfSight(&shotvector, &PWMFSDP->World_Offset, 0, PlayerStatus.DisplayBlock); |
| | 6220 | MakeParticle(&PWMFSDP->World_Offset, &shotvector, PARTICLE_PLASMATRAIL); |
| | 6221 | } |
| | 6222 | */ |
| | 6223 | |
| | 6224 | void maintain_predator_weapons() |
| | 6225 | { |
| | 6226 | PositionPlayersWeapon(); |
| | 6227 | |
| | 6228 | switch(PlayerStatus.WeaponState) |
| | 6229 | { |
| | 6230 | case WEAPONSTATE_IDLE: |
| | 6231 | case WEAPONSTATE_FIRING_PRIMARY: |
| | 6232 | case WEAPONSTATE_FIRING_SECONDARY: |
| | 6233 | PlayerStatus.twPtr->maintain_weapon(); |
| | 6234 | break; |
| | 6235 | case WEAPONSTATE_READYING: |
| | 6236 | { |
| | 6237 | //if (HModelAnimation_IsFinished(&PlayersWeaponHModelController)) |
| | 6238 | if (PlayerStatus.WeaponStateTimeOutCounter < 0) |
| | 6239 | { |
| | 6240 | PlayerStatus.WeaponState = WEAPONSTATE_IDLE; |
| | 6241 | PlayerStatus.WeaponStateTimeOutCounter = 0; |
| | 6242 | |
| | 6243 | switch(PlayerStatus.SelectedWeapon->WeaponIDNumber) |
| | 6244 | { |
| | 6245 | case WEAPON_PRED_WRISTBLADE: |
| | 6246 | WristBlade_Readying(); |
| | 6247 | break; |
| | 6248 | case WEAPON_PRED_MEDICOMP: |
| | 6249 | case WEAPON_PRED_SHOULDERCANNON: |
| | 6250 | WristConsole_Readying(); |
| | 6251 | break; |
| | 6252 | case WEAPON_PRED_RIFLE: |
| | 6253 | default: |
| | 6254 | break; |
| | 6255 | } |
| | 6256 | } |
| | 6257 | else |
| | 6258 | { |
| | 6259 | PlayerStatus.WeaponStateTimeOutCounter -= NormalFrameTime; |
| | 6260 | } |
| | 6261 | } |
| | 6262 | break; |
| | 6263 | case WEAPONSTATE_UNREADYING: |
| | 6264 | { |
| | 6265 | if (PlayerStatus.WeaponStateTimeOutCounter < 0) |
| | 6266 | { |
| | 6267 | PlayerStatus.SelectedWeaponSlot = PlayerStatus.SwapToWeaponSlot; |
| | 6268 | PlayerStatus.SelectedWeapon = &PlayerStatus.WeaponSlot[PlayerStatus.SwapToWeaponSlot]; |
| | 6269 | PlayerStatus.WeaponState = WEAPONSTATE_SWAPPING_IN; |
| | 6270 | } |
| | 6271 | else |
| | 6272 | { |
| | 6273 | PlayerStatus.WeaponStateTimeOutCounter -= NormalFrameTime; |
| | 6274 | } |
| | 6275 | } |
| | 6276 | break; |
| | 6277 | case WEAPONSTATE_SWAPPING_IN: |
| | 6278 | { |
| | 6279 | PlayerStatus.WeaponStateTimeOutCounter = PlayerStatus.twPtr->swap_in_out; |
| | 6280 | |
| | 6281 | if(!SimilarPredWeapons(PlayerStatus.SelectedWeapon, &PlayerStatus.WeaponSlot[PlayerStatus.SwapToWeaponSlot])) |
| | 6282 | { |
| | 6283 | GrabWeaponShape(); |
| | 6284 | |
| | 6285 | assert(PlayersWeaponHModelController.section_data); |
| | 6286 | //InitHModelSequence(&PlayersWeaponHModelController, HMSQT_PredatorHUD, (int)PHSS_Come, ONE_FIXED/3); |
| | 6287 | InitHModelSequence(&PlayersWeaponHModelController, HMSQT_PredatorHUD, (int)PHSS_Come, PlayerStatus.WeaponStateTimeOutCounter); |
| | 6288 | PlayersWeaponHModelController.Looped = 0; |
| | 6289 | |
| | 6290 | } |
| | 6291 | |
| | 6292 | PlayerStatus.WeaponState = WEAPONSTATE_READYING; |
| | 6293 | } |
| | 6294 | break; |
| | 6295 | case WEAPONSTATE_SWAPPING_OUT: |
| | 6296 | { |
| | 6297 | if(predHUDSoundHandle != SOUND_NOACTIVEINDEX) |
| | 6298 | Sound_Stop(predHUDSoundHandle); |
| | 6299 | |
| | 6300 | if(!SimilarPredWeapons(PlayerStatus.SelectedWeapon, &PlayerStatus.WeaponSlot[PlayerStatus.SwapToWeaponSlot])) |
| | 6301 | { |
| | 6302 | //SECTION *root_section = GetNamedHierarchyFromLibrary("pred_HUD", "Template"); |
| | 6303 | //assert(root_section); |
| | 6304 | PlayerStatus.WeaponStateTimeOutCounter = PlayerStatus.twPtr->swap_in_out; |
| | 6305 | |
| | 6306 | PlayersWeaponHModelController.Sequence_Type = (int)HMSQT_PredatorHUD; |
| | 6307 | PlayersWeaponHModelController.Sub_Sequence = (int)PHSS_Go; |
| | 6308 | //PlayersWeaponHModelController.Seconds_For_Sequence = (ONE_FIXED/3); |
| | 6309 | PlayersWeaponHModelController.Seconds_For_Sequence = PlayerStatus.WeaponStateTimeOutCounter; |
| | 6310 | // That to get the new sections right. |
| | 6311 | //Transmogrify_HModels(NULL, &PlayersWeaponHModelController, root_section, 0, 1, 0); |
| | 6312 | //InitHModelTweening(&PlayersWeaponHModelController, (ONE_FIXED>>3), HMSQT_PredatorHUD, (int)PHSS_Go, (ONE_FIXED/3), 0); |
| | 6313 | InitHModelTweening(&PlayersWeaponHModelController, (ONE_FIXED>>3), HMSQT_PredatorHUD, (int)PHSS_Go,
PlayerStatus.WeaponStateTimeOutCounter, 0); |
| | 6314 | } |
| | 6315 | |
| | 6316 | PlayerStatus.WeaponState = WEAPONSTATE_UNREADYING; |
| | 6317 | } |
| | 6318 | default: |
| | 6319 | break; |
| | 6320 | } |
| | 6321 | } |
| | 6322 | |
| | 6323 | int AreTwoPistolsInTertiaryFire() |
| | 6324 | { |
| | 6325 | if (PlayersWeaponHModelController.Sub_Sequence != MHSS_Tertiary_Fire) |
| | 6326 | { |
| | 6327 | switch(PlayerStatus.SelectedWeapon->WeaponIDNumber) |
| | 6328 | { |
| | 6329 | case WEAPON_MARINE_PISTOL: |
| | 6330 | switch(PlayerStatus.WeaponState) |
| | 6331 | { |
| | 6332 | case WEAPONSTATE_FIRING_PRIMARY: |
| | 6333 | case WEAPONSTATE_FIRING_SECONDARY: |
| | 6334 | /* This to trap single player's reflection. */ |
| | 6335 | return 1; |
| | 6336 | default: |
| | 6337 | return 0; |
| | 6338 | } |
| | 6339 | default: |
| | 6340 | return 0; |
| | 6341 | } |
| | 6342 | } |
| | 6343 | |
| | 6344 | return 1; |
| | 6345 | } |
| | 6346 | |
| | 6347 | SECTION_DATA *HitLocationRoll(STRATEGYBLOCK *sbPtr, STRATEGYBLOCK *source) |
| | 6348 | { |
| | 6349 | if (sbPtr->DisplayBlock == NULL) |
| | 6350 | { |
| | 6351 | /* Far case? Hey ho... */ |
| | 6352 | return NULL; |
| | 6353 | } |
| | 6354 | |
| | 6355 | if (sbPtr->DisplayBlock->HModelControlBlock == NULL) |
| | 6356 | { |
| | 6357 | /* Not a hierarchy. */ |
| | 6358 | return NULL; |
| | 6359 | } |
| | 6360 | |
| | 6361 | if ((source == NULL) || (source == PlayerStatus.sbptr)) |
| | 6362 | { |
| | 6363 | /* Why not? This shouldn't get called, really... */ |
| | 6364 | FindHitArea(sbPtr->DisplayBlock); |
| | 6365 | } |
| | 6366 | else |
| | 6367 | { |
| | 6368 | HitZone = HAM_Top; |
| | 6369 | HitAspect = HAM_Centre; |
| | 6370 | } |
| | 6371 | |
| | 6372 | HITLOCATIONTABLEENTRY *entry = Get_Sublocation(sbPtr); |
| | 6373 | |
| | 6374 | if (NULL != entry && entry->section_name) |
| | 6375 | return GetThisSectionData(sbPtr->DisplayBlock->HModelControlBlock->section_data, entry->section_name); |
| | 6376 | |
| | 6377 | return NULL; |
| | 6378 | } |
| | 6379 | |
| | 6380 | /*-------------------** |
| | 6381 | ** Load/Save Globals ** |
| | 6382 | **-------------------*/ |
| | 6383 | #include "savegame.h" |
| | 6384 | |
| | 6385 | typedef struct weapons_c_save_block |
| | 6386 | { |
| | 6387 | SAVE_BLOCK_HEADER header; |
| | 6388 | |
| | 6389 | int Alien_Visible_Weapon; |
| | 6390 | int Alien_Tail_Clock; |
| | 6391 | DAMAGE_PROFILE Player_Weapon_Damage; |
| | 6392 | int playerNoise; |
| | 6393 | int PlayerDamagedOverlayIntensity; |
| | 6394 | int WeaponFidgetPlaying; |
| | 6395 | int Old_Minigun_SpinSpeed; |
| | 6396 | int Minigun_SpinSpeed; |
| | 6397 | int Weapon_ThisBurst; |
| | 6398 | EULER Minigun_MaxHeadJolt; |
| | 6399 | EULER Minigun_HeadJolt; |
| | 6400 | int StaffAttack; |
| | 6401 | int RightHand; |
| | 6402 | |
| | 6403 | } WEAPONS_C_SAVE_BLOCK; |
| | 6404 | |
| | 6405 | void Load_WeaponsCGlobals(SAVE_BLOCK_HEADER* header) |
| | 6406 | { |
| | 6407 | WEAPONS_C_SAVE_BLOCK* block = (WEAPONS_C_SAVE_BLOCK*) header; |
| | 6408 | |
| | 6409 | //check the size of the save block |
| | 6410 | if(header->size != sizeof(*block)) |
| | 6411 | return; |
| | 6412 | |
| | 6413 | Alien_Visible_Weapon = block->Alien_Visible_Weapon; |
| | 6414 | Alien_Tail_Clock = block->Alien_Tail_Clock; |
| | 6415 | Player_Weapon_Damage = block->Player_Weapon_Damage; |
| | 6416 | PlayerStatus.Noise = block->playerNoise; |
| | 6417 | PlayerStatus.DamagedOverlayIntensity = block->PlayerDamagedOverlayIntensity; |
| | 6418 | WeaponFidgetPlaying = block->WeaponFidgetPlaying; |
| | 6419 | Old_Minigun_SpinSpeed = block->Old_Minigun_SpinSpeed; |
| | 6420 | Minigun_SpinSpeed = block->Minigun_SpinSpeed; |
| | 6421 | Weapon_ThisBurst = block->Weapon_ThisBurst; |
| | 6422 | Minigun_MaxHeadJolt = block->Minigun_MaxHeadJolt; |
| | 6423 | Minigun_HeadJolt = block->Minigun_HeadJolt; |
| | 6424 | StaffAttack = block->StaffAttack; |
| | 6425 | RightHand = block->RightHand; |
| | 6426 | |
| | 6427 | Load_SoundState(&weaponHandle); |
| | 6428 | } |
| | 6429 | |
| | 6430 | void Save_WeaponsCGlobals() |
| | 6431 | { |
| | 6432 | WEAPONS_C_SAVE_BLOCK* block; |
| | 6433 | |
| | 6434 | GET_SAVE_BLOCK_POINTER(block); |
| | 6435 | |
| | 6436 | //fill in the header |
| | 6437 | block->header.size = sizeof(*block); |
| | 6438 | block->header.type = SaveBlock_WeaponsCGlobals; |
| | 6439 | |
| | 6440 | block->Alien_Visible_Weapon = Alien_Visible_Weapon; |
| | 6441 | block->Alien_Tail_Clock = Alien_Tail_Clock; |
| | 6442 | block->Player_Weapon_Damage = Player_Weapon_Damage; |
| | 6443 | block->playerNoise = PlayerStatus.Noise; |
| | 6444 | block->PlayerDamagedOverlayIntensity = PlayerStatus.DamagedOverlayIntensity; |
| | 6445 | block->WeaponFidgetPlaying = WeaponFidgetPlaying; |
| | 6446 | block->Old_Minigun_SpinSpeed = Old_Minigun_SpinSpeed; |
| | 6447 | block->Minigun_SpinSpeed = Minigun_SpinSpeed; |
| | 6448 | block->Weapon_ThisBurst = Weapon_ThisBurst; |
| | 6449 | block->Minigun_MaxHeadJolt = Minigun_MaxHeadJolt; |
| | 6450 | block->Minigun_HeadJolt = Minigun_HeadJolt; |
| | 6451 | block->StaffAttack = StaffAttack; |
| | 6452 | block->RightHand = RightHand; |
| | 6453 | |
| | 6454 | Save_SoundState(&weaponHandle); |
| | 6455 | } |