Example #1
0
/**
 * Checks if the player has enough ammo to fire their readied weapon.
 * If not, a weapon change is instigated.
 *
 * @return              @c true, if there is enough ammo to fire.
 */
boolean P_CheckAmmo(player_t* plr)
{
    int                 fireMode;
    boolean             good;
    ammotype_t          i;
    weaponinfo_t*       wInfo;

    wInfo = &weaponInfo[plr->readyWeapon][plr->class_];
#if __JDOOM__ || __JDOOM64__ || __JHEXEN__
    fireMode = 0;
#endif
#if __JHERETIC__
    // If deathmatch always use firemode two ammo requirements.
    if(plr->powers[PT_WEAPONLEVEL2] && !deathmatch)
        fireMode = 1;
    else
        fireMode = 0;
#endif

#if __JHEXEN__
    //// @todo Kludge: Work around the multiple firing modes problems.
    //// We need to split the weapon firing routines and implement them as
    //// new fire modes.
    if(plr->class_ == PCLASS_FIGHTER && plr->readyWeapon != WT_FOURTH)
        return true;
    // < KLUDGE
#endif

    // Check we have enough of ALL ammo types used by this weapon.
    good = true;
    for(i = 0; i < NUM_AMMO_TYPES && good; ++i)
    {
        if(!wInfo->mode[fireMode].ammoType[i])
            continue; // Weapon does not take this type of ammo.

        // Minimal amount for one shot varies.
        if(plr->ammo[i].owned < wInfo->mode[fireMode].perShot[i])
        {   // Insufficent ammo to fire this weapon.
            good = false;
        }
    }

    if(good)
        return true;

    // Out of ammo, pick a weapon to change to.
    P_MaybeChangeWeapon(plr, WT_NOCHANGE, AT_NOAMMO, false);

    // Now set appropriate weapon overlay.
    if(plr->pendingWeapon != WT_NOCHANGE)
        P_SetPsprite(plr, ps_weapon, wInfo->mode[fireMode].states[WSN_DOWN]);

    return false;
}
Example #2
0
static dd_bool giveOneWeapon(player_t *plr, weapontype_t weaponType, dd_bool dropped)
{
    int numClips = numAmmoClipsToGiveWithWeapon(dropped);
    dd_bool gaveAmmo = false, gaveWeapon = false;
    weaponinfo_t const *wpnInfo;
    ammotype_t i;

    DENG_ASSERT(plr != 0);
    DENG_ASSERT(weaponType >= WT_FIRST && weaponType < NUM_WEAPON_TYPES);

    wpnInfo = &weaponInfo[weaponType][plr->class_];

    // Do not give weapons unavailable for the current mode.
    if(!(wpnInfo->mode[0].gameModeBits & gameModeBits))
        return false;

    // Give some of each of the ammo types used by this weapon.
    for(i = 0; i < NUM_AMMO_TYPES; ++i)
    {
        // Is this ammo type usable?.
        if(!wpnInfo->mode[0].ammoType[i])
            continue;

        if(P_GiveAmmo(plr, i, numClips))
        {
            gaveAmmo = true;
        }
    }

    if(!plr->weapons[weaponType].owned)
    {
        gaveWeapon = true;

        plr->weapons[weaponType].owned = true;
        plr->update |= PSF_OWNED_WEAPONS;

        // Animate a pickup bonus flash?
        if(IS_NETGAME && G_Ruleset_Deathmatch() != 2 && !dropped)
        {
            plr->bonusCount += BONUSADD;
        }

        // Given the new weapon the player may want to change automatically.
        P_MaybeChangeWeapon(plr, weaponType, AT_NOAMMO,
                            shouldForceWeaponChange(dropped));

        // Maybe unhide the HUD?
        ST_HUDUnHide(plr - players, HUE_ON_PICKUP_WEAPON);
    }

    return (gaveWeapon || gaveAmmo);
}
Example #3
0
static dd_bool giveOneAmmo(player_t *plr, ammotype_t ammoType, int numClips)
{
    int numRounds = 0;

    DENG_ASSERT(plr != 0);
    DENG_ASSERT((ammoType >= 0 && ammoType < NUM_AMMO_TYPES) || ammoType == AT_NOAMMO);

    // Giving the special 'unlimited ammo' type always succeeds.
    if(ammoType == AT_NOAMMO)
        return true;

    // Already fully stocked?
    if(plr->ammo[ammoType].owned >= plr->ammo[ammoType].max)
        return false;

    // Translate number of clips to individual rounds.
    if(numClips >= 1)
    {
        numRounds = numClips * clipAmmo[ammoType];
    }
    else if(numClips == 0)
    {
        // Half of one clip.
        numRounds = clipAmmo[ammoType] / 2;
    }
    else
    {
        // Fully replenish.
        numRounds = plr->ammo[ammoType].max;
    }

    // Give double the number of rounds at easy/nightmare skill levels.
    if(G_Ruleset_Skill() == SM_BABY ||
       G_Ruleset_Skill() == SM_NIGHTMARE)
    {
        numRounds *= 2;
    }

    // Given the new ammo the player may want to change weapon automatically.
    P_MaybeChangeWeapon(plr, WT_NOCHANGE, ammoType, false /*don't force*/);

    // Restock the player.
    plr->ammo[ammoType].owned = MIN_OF(plr->ammo[ammoType].max,
                                       plr->ammo[ammoType].owned + numRounds);
    plr->update |= PSF_AMMO;

    // Maybe unhide the HUD?
    ST_HUDUnHide(plr - players, HUE_ON_PICKUP_AMMO);

    return true;
}
Example #4
0
/**
 * The weapon name may have a MF_DROPPED flag ored in.
 */
boolean P_GiveWeapon(player_t *player, weapontype_t weapon, boolean dropped)
{
    ammotype_t          i;
    boolean             gaveammo = false;
    boolean             gaveweapon;
    int                 numClips;

    if(IS_NETGAME && (deathmatch != 2) && !dropped)
    {
        // leave placed weapons forever on net games
        if(player->weaponOwned[weapon])
            return false;

        player->bonusCount += BONUSADD;
        player->weaponOwned[weapon] = true;
        player->update |= PSF_OWNED_WEAPONS;

        // Give some of each of the ammo types used by this weapon.
        for(i=0; i < NUM_AMMO_TYPES; ++i)
        {
            if(!weaponInfo[weapon][player->class].mode[0].ammoType[i])
                continue;   // Weapon does not take this type of ammo.

            if(deathmatch)
                numClips = 5;
            else
                numClips = 2;

            if(P_GiveAmmo(player, i, numClips))
                gaveammo = true; // at least ONE type of ammo was given.
        }

        // Should we change weapon automatically?
        P_MaybeChangeWeapon(player, weapon, AT_NOAMMO, deathmatch == 1);

        // Maybe unhide the HUD?
        if(player == &players[CONSOLEPLAYER])
            ST_HUDUnHide(HUE_ON_PICKUP_WEAPON);

        S_ConsoleSound(SFX_WPNUP, NULL, player - players);
        return false;
    }
    else
    {
        // Give some of each of the ammo types used by this weapon.
        for(i=0; i < NUM_AMMO_TYPES; ++i)
Example #5
0
/**
 * @param num           Number of clip loads, not the individual count.
 *
 * @return              @c false, if the ammo can't be picked up at all.
 */
boolean P_GiveAmmo(player_t* player, ammotype_t ammo, int num)
{
    if(ammo == AT_NOAMMO)
        return false;

    if(ammo < 0 || ammo > NUM_AMMO_TYPES)
        Con_Error("P_GiveAmmo: bad type %i", ammo);

    if(player->ammo[ammo] == player->maxAmmo[ammo])
        return false;

    if(num)
        num *= clipAmmo[ammo];
    else
        num = clipAmmo[ammo] / 2;

    if(gameskill == SM_BABY || gameskill == SM_NIGHTMARE)
    {
        // give double ammo in trainer mode,
        // you'll need in nightmare
        num <<= 1;
    }

    // We are about to receive some more ammo. Does the player want to
    // change weapon automatically?
    P_MaybeChangeWeapon(player, WT_NOCHANGE, ammo, false);

    player->ammo[ammo] += num;
    player->update |= PSF_AMMO;

    if(player->ammo[ammo] > player->maxAmmo[ammo])
        player->ammo[ammo] = player->maxAmmo[ammo];

    // Maybe unhide the HUD?
    if(player == &players[CONSOLEPLAYER])
        ST_HUDUnHide(HUE_ON_PICKUP_AMMO);

    return true;
}
Example #6
0
/**
 * @param player        Player to be given ammo.
 * @param ammo          Type of ammo to be given.
 * @param num           Number of clip loads, not the individual count.
 *
 * @return              @c false, if the ammo can't be picked up at all.
 */
dd_bool P_GiveAmmo(player_t *player, ammotype_t ammo, int num)
{
    if(ammo == AT_NOAMMO)
        return false;

    if(ammo < 0 || ammo > NUM_AMMO_TYPES)
        Con_Error("P_GiveAmmo: bad type %i", ammo);

    if(!(player->ammo[ammo].owned < player->ammo[ammo].max))
        return false;

    if(num)
        num *= clipAmmo[ammo];
    else
        num = clipAmmo[ammo] / 2;

    if(G_Ruleset_Skill() == SM_BABY)
    {
        // Give double ammo in trainer mode.
        num <<= 1;
    }

    // We are about to receive some more ammo. Does the player want to
    // change weapon automatically?
    P_MaybeChangeWeapon(player, WT_NOCHANGE, ammo, false);

    if(player->ammo[ammo].owned + num > player->ammo[ammo].max)
        player->ammo[ammo].owned = player->ammo[ammo].max;
    else
        player->ammo[ammo].owned += num;
    player->update |= PSF_AMMO;

    // Maybe unhide the HUD?
    ST_HUDUnHide(player - players, HUE_ON_PICKUP_AMMO);

    return true;
}
Example #7
0
/**
 * The weapon name may have a MF_DROPPED flag ored in.
 */
dd_bool P_GiveWeapon(player_t *player, weapontype_t weapon, dd_bool dropped)
{
    ammotype_t i;
    dd_bool gaveAmmo = false;
    dd_bool gaveWeapon;
    int numClips;

    if(IS_NETGAME && (G_Ruleset_Deathmatch() != 2) && !dropped)
    {
        // leave placed weapons forever on net games
        if(player->weapons[weapon].owned)
            return false;

        player->bonusCount += BONUSADD;
        player->weapons[weapon].owned = true;
        player->update |= PSF_OWNED_WEAPONS;

        // Give some of each of the ammo types used by this weapon.
        for(i = 0; i < NUM_AMMO_TYPES; ++i)
        {
            if(!weaponInfo[weapon][player->class_].mode[0].ammoType[i])
                continue; // Weapon does not take this type of ammo.

            if(G_Ruleset_Deathmatch())
                numClips = 5;
            else
                numClips = 2;

            if(P_GiveAmmo(player, i, numClips))
                gaveAmmo = true; // At least ONE type of ammo was given.
        }

        // Should we change weapon automatically?
        P_MaybeChangeWeapon(player, weapon, AT_NOAMMO, G_Ruleset_Deathmatch() == 1);

        // Maybe unhide the HUD?
        ST_HUDUnHide(player - players, HUE_ON_PICKUP_WEAPON);

        S_ConsoleSound(SFX_WPNUP, NULL, player - players);
        return false;
    }
    else
    {
        // Give some of each of the ammo types used by this weapon.
        for(i = 0; i < NUM_AMMO_TYPES; ++i)
        {
            if(!weaponInfo[weapon][player->class_].mode[0].ammoType[i])
                continue;   // Weapon does not take this type of ammo.

            // Give one clip with a dropped weapon, two clips with a found
            // weapon.
            if(dropped)
                numClips = 1;
            else
                numClips = 2;

            if(P_GiveAmmo(player, i, numClips))
                gaveAmmo = true; // At least ONE type of ammo was given.
        }

        if(player->weapons[weapon].owned)
            gaveWeapon = false;
        else
        {
            gaveWeapon = true;
            player->weapons[weapon].owned = true;
            player->update |= PSF_OWNED_WEAPONS;

            // Should we change weapon automatically?
            P_MaybeChangeWeapon(player, weapon, AT_NOAMMO, false);
        }

        // Maybe unhide the HUD?
        if(gaveWeapon)
            ST_HUDUnHide(player - players, HUE_ON_PICKUP_WEAPON);

        return (gaveWeapon || gaveAmmo);
    }
}