void StopPrimaryFire (void)
{
#if 0
gameData.laser.xNextFireTime = gameData.time.xGame;	//	Prevents shots-to-fire from building up.
#else
if (gameStates.app.cheats.bLaserRapidFire == 0xBADA55)
	gameData.laser.xNextFireTime = gameData.time.xGame + I2X (1) / 25;
else
	gameData.laser.xNextFireTime = gameData.time.xGame + WI_fire_wait (gameData.weapons.nPrimary);
#endif
gameData.laser.nGlobalFiringCount = 0;
Controls [0].firePrimaryState = 0;
Controls [0].firePrimaryDownCount = 0;
gameData.weapons.firing [0].nStart =
gameData.weapons.firing [0].nStop =
gameData.weapons.firing [0].nDuration = 0;
}
Example #2
0
static inline int WIFireTicks (int nWeapon)
{
return 1000 * WI_fire_wait (nWeapon) / F1_0;
}
int LocalPlayerFireGun (void)
{
	CPlayerData*	playerP = gameData.multiplayer.players + gameData.multiplayer.nLocalPlayer;
	fix				xEnergyUsed;
	int				nAmmoUsed, nPrimaryAmmo;
	int				nWeaponIndex;
	int				rVal = 0;
	int 				nRoundsPerShot = 1;
	int				bGatling = (gameData.weapons.nPrimary == GAUSS_INDEX) ? 2 : (gameData.weapons.nPrimary == VULCAN_INDEX) ? 1 : 0;
	fix				addval;
	static int		nSpreadfireToggle = 0;
	static int		nHelixOrient = 0;

if (gameStates.app.bPlayerIsDead)
	return 0;
if (gameStates.app.bD2XLevel && (SEGMENTS [OBJECTS [playerP->nObject].info.nSegment].m_nType == SEGMENT_IS_NODAMAGE))
	return 0;
nWeaponIndex = primaryWeaponToWeaponInfo [gameData.weapons.nPrimary];
xEnergyUsed = WI_energy_usage (nWeaponIndex);
if (gameData.weapons.nPrimary == OMEGA_INDEX)
	xEnergyUsed = 0;	//	Omega consumes energy when recharging, not when firing.
if (gameStates.app.nDifficultyLevel < 2)
	xEnergyUsed = FixMul (xEnergyUsed, I2X (gameStates.app.nDifficultyLevel + 2) / 4);
//	MK, 01/26/96, Helix use 2x energy in multiplayer.  bitmaps.tbl parm should have been reduced for single player.
if (nWeaponIndex == HELIX_INDEX)
	if (IsMultiGame)
		xEnergyUsed *= 2;
nAmmoUsed = WI_ammo_usage (nWeaponIndex);
addval = 2 * gameData.time.xFrame;
if (addval > I2X (1))
	addval = I2X (1);
if (!bGatling)
	nPrimaryAmmo = playerP->primaryAmmo [gameData.weapons.nPrimary];
else {
	if ((gameOpts->sound.bHires [0] == 2) && gameOpts->sound.bGatling &&
		 gameStates.app.bHaveExtraGameInfo [IsMultiGame] && EGI_FLAG (bGatlingSpeedUp, 1, 0, 0) &&
		 (gameData.weapons.firing [0].nDuration < GATLING_DELAY))
		return 0;
	nPrimaryAmmo = playerP->primaryAmmo [VULCAN_INDEX];
	}
if	 ((playerP->energy < xEnergyUsed) || (nPrimaryAmmo < nAmmoUsed))
	AutoSelectWeapon (0, 1);		//	Make sure the CPlayerData can fire from this weapon.

if ((gameData.laser.xLastFiredTime + 2 * gameData.time.xFrame < gameData.time.xGame) ||
	 (gameData.time.xGame < gameData.laser.xLastFiredTime))
	gameData.laser.xNextFireTime = gameData.time.xGame;
gameData.laser.xLastFiredTime = gameData.time.xGame;

while (gameData.laser.xNextFireTime <= gameData.time.xGame) {
	if	((playerP->energy >= xEnergyUsed) && (nPrimaryAmmo >= nAmmoUsed)) {
			int nLaserLevel, flags = 0;

		if (gameStates.app.cheats.bLaserRapidFire == 0xBADA55)
			gameData.laser.xNextFireTime += I2X (1) / 25;
		else
			gameData.laser.xNextFireTime += WI_fire_wait (nWeaponIndex);
		nLaserLevel = LOCALPLAYER.laserLevel;
		if (gameData.weapons.nPrimary == SPREADFIRE_INDEX) {
			if (nSpreadfireToggle)
				flags |= LASER_SPREADFIRE_TOGGLED;
			nSpreadfireToggle = !nSpreadfireToggle;
			}
		if (gameData.weapons.nPrimary == HELIX_INDEX) {
			nHelixOrient++;
			flags |= ((nHelixOrient & LASER_HELIX_MASK) << LASER_HELIX_SHIFT);
			}
		if (LOCALPLAYER.flags & PLAYER_FLAGS_QUAD_LASERS)
			flags |= LASER_QUAD;
#if 1
		int fired = FireWeapon ((short) LOCALPLAYER.nObject, (ubyte) gameData.weapons.nPrimary, nLaserLevel, flags, nRoundsPerShot);
		if (fired) {
			rVal += fired;
			if (bGatling) {
				if (nAmmoUsed > playerP->primaryAmmo [VULCAN_INDEX])
					nAmmoUsed = playerP->primaryAmmo [VULCAN_INDEX];
				playerP->primaryAmmo [VULCAN_INDEX] -= nAmmoUsed;
				gameData.multiplayer.weaponStates [gameData.multiplayer.nLocalPlayer].nAmmoUsed += nAmmoUsed;
				if (gameData.multiplayer.weaponStates [gameData.multiplayer.nLocalPlayer].nAmmoUsed >= VULCAN_AMMO_AMOUNT) {
					if (gameStates.app.bHaveExtraGameInfo [IsMultiGame])
						MaybeDropNetPowerup (-1, POW_VULCAN_AMMO, FORCE_DROP);
					gameData.multiplayer.weaponStates [gameData.multiplayer.nLocalPlayer].nAmmoUsed -= VULCAN_AMMO_AMOUNT;
					}
				MultiSendAmmo ();
				}
			else {
				playerP->energy -= (xEnergyUsed * fired) / gameData.weapons.info [nWeaponIndex].fireCount;
				if (playerP->energy < 0)
					playerP->energy = 0;
				}
			}
#else
		rVal += FireWeapon ((short) LOCALPLAYER.nObject, (ubyte) gameData.weapons.nPrimary, nLaserLevel, flags, nRoundsPerShot);
		playerP->energy -= (xEnergyUsed * rVal) / gameData.weapons.info [nWeaponIndex].fireCount;
		if (playerP->energy < 0)
			playerP->energy = 0;
		if (rVal && ((gameData.weapons.nPrimary == VULCAN_INDEX) || (gameData.weapons.nPrimary == GAUSS_INDEX))) {
			if (nAmmoUsed > playerP->primaryAmmo [VULCAN_INDEX])
				playerP->primaryAmmo [VULCAN_INDEX] = 0;
			else
				playerP->primaryAmmo [VULCAN_INDEX] -= nAmmoUsed;
			}
#endif
		AutoSelectWeapon (0, 1);		//	Make sure the CPlayerData can fire from this weapon.
		}
	else {
		AutoSelectWeapon (0, 1);		//	Make sure the CPlayerData can fire from this weapon.
		StopPrimaryFire ();
		break;	//	Couldn't fire weapon, so abort.
		}
	}
gameData.laser.nGlobalFiringCount = 0;
return rVal;
}