Ejemplo n.º 1
0
AWeapon *FWeaponSlot::PickWeapon(player_t *player, bool checkammo)
{
	int i, j;

	if (player->mo == NULL)
	{
		return NULL;
	}
	// Does this slot even have any weapons?
	if (Weapons.Size() == 0)
	{
		return player->ReadyWeapon;
	}
	if (player->ReadyWeapon != NULL)
	{
		for (i = 0; (unsigned)i < Weapons.Size(); i++)
		{
			if (Weapons[i].Type == player->ReadyWeapon->GetClass() ||
				(player->ReadyWeapon->WeaponFlags & WIF_POWERED_UP &&
				 player->ReadyWeapon->SisterWeapon != NULL &&
				 player->ReadyWeapon->SisterWeapon->GetClass() == Weapons[i].Type))
			{
				for (j = (i == 0 ? Weapons.Size() - 1 : i - 1);
					j != i;
					j = (j == 0 ? Weapons.Size() - 1 : j - 1))
				{
					AWeapon *weap = static_cast<AWeapon *> (player->mo->FindInventory(Weapons[j].Type));

					if (weap != NULL && weap->IsKindOf(RUNTIME_CLASS(AWeapon)))
					{
						if (!checkammo || weap->CheckAmmo(AWeapon::EitherFire, false))
						{
							return weap;
						}
					}
				}
			}
		}
	}
	for (i = Weapons.Size() - 1; i >= 0; i--)
	{
		AWeapon *weap = static_cast<AWeapon *> (player->mo->FindInventory(Weapons[i].Type));

		if (weap != NULL && weap->IsKindOf(RUNTIME_CLASS(AWeapon)))
		{
			if (!checkammo || weap->CheckAmmo(AWeapon::EitherFire, false))
			{
				return weap;
			}
		}
	}
	return player->ReadyWeapon;
}
Ejemplo n.º 2
0
void P_FireWeaponAlt (player_t *player, FState *state)
{
	AWeapon *weapon;

	// [SO] 9/2/02: People were able to do an awful lot of damage
	// when they were observers...
	if (player->Bot == nullptr && bot_observer)
	{
		return;
	}

	weapon = player->ReadyWeapon;
	if (weapon == nullptr || weapon->FindState(NAME_AltFire) == nullptr || !weapon->CheckAmmo (AWeapon::AltFire, true))
	{
		return;
	}

	player->mo->PlayAttacking ();
	weapon->bAltFire = true;

	if (state == nullptr)
	{
		state = weapon->GetAltAtkState(!!player->refire);
	}

	P_SetPsprite(player, PSP_WEAPON, state);
	if (!(weapon->WeaponFlags & WIF_NOALERT))
	{
		P_NoiseAlert (player->mo, player->mo, false);
	}
}
Ejemplo n.º 3
0
void P_FireWeapon (player_t *player, FState *state)
{
	AWeapon *weapon;

	// [SO] 9/2/02: People were able to do an awful lot of damage
	// when they were observers...
	if (!player->isbot && bot_observer)
	{
		return;
	}

	weapon = player->ReadyWeapon;
	if (weapon == NULL || !weapon->CheckAmmo (AWeapon::PrimaryFire, true))
	{
		return;
	}

	player->mo->PlayAttacking ();
	weapon->bAltFire = false;
	if (state == NULL)
	{
		state = weapon->GetAtkState(!!player->refire);
	}
	P_SetPsprite (player, ps_weapon, state);
	if (!(weapon->WeaponFlags & WIF_NOALERT))
	{
		P_NoiseAlert (player->mo, player->mo, false);
	}
}
Ejemplo n.º 4
0
AWeapon *FWeaponSlots::PickPrevWeapon (player_t *player)
{
	int startslot, startindex;
	int slotschecked = 0;

	if (player->mo == NULL)
	{
		return NULL;
	}
	if (player->ReadyWeapon == NULL || FindMostRecentWeapon (player, &startslot, &startindex))
	{
		int slot;
		int index;

		if (player->ReadyWeapon == NULL)
		{
			startslot = 0;
			startindex = 0;
		}

		slot = startslot;
		index = startindex;
		do
		{
			if (--index < 0)
			{
				slotschecked++;
				if (--slot < 0)
				{
					slot = NUM_WEAPON_SLOTS - 1;
				}
				index = Slots[slot].Size() - 1;
			}
			PClassWeapon *type = Slots[slot].GetWeapon(index);
			AWeapon *weap = static_cast<AWeapon *>(player->mo->FindInventory(type));
			if (weap != NULL && weap->CheckAmmo(AWeapon::EitherFire, false))
			{
				return weap;
			}
		}
		while ((slot != startslot || index != startindex) && slotschecked <= NUM_WEAPON_SLOTS);
	}
	return player->ReadyWeapon;
}