Don't allow weapon to be fired if owner's facing is FACING_DIE.

This commit is contained in:
Steve 2018-02-25 17:30:05 +00:00
parent 501db4420b
commit 4ff02a82e5
1 changed files with 115 additions and 88 deletions

View File

@ -69,15 +69,18 @@ void firePistol(void)
{ {
Bullet *bullet; Bullet *bullet;
bullet = createBaseBullet((Unit*)world.bob); if (world.bob->facing != FACING_DIE)
bullet->weaponType = WPN_PISTOL; {
bullet->facing = world.bob->facing; bullet = createBaseBullet((Unit*)world.bob);
bullet->sprite[0] = bulletSprite[0]; bullet->weaponType = WPN_PISTOL;
bullet->sprite[1] = bulletSprite[1]; bullet->facing = world.bob->facing;
bullet->sprite[0] = bulletSprite[0];
bullet->sprite[1] = bulletSprite[1];
world.bob->reload = 20; world.bob->reload = 20;
playSound(SND_PISTOL, CH_BOB); playSound(SND_PISTOL, world.bob->uniqueId % MAX_SND_CHANNELS);
}
} }
void fireAimedShot(Unit *owner) void fireAimedShot(Unit *owner)
@ -86,49 +89,58 @@ void fireAimedShot(Unit *owner)
float dx, dy; float dx, dy;
Bullet *bullet; Bullet *bullet;
x = (int) (world.bob->x + rrnd(-8, 24)); if (owner->facing != FACING_DIE)
y = (int) (world.bob->y + rrnd(-8, 24)); {
x = (int) (world.bob->x + rrnd(-8, 24));
y = (int) (world.bob->y + rrnd(-8, 24));
getSlope(x, y, owner->x, owner->y, &dx, &dy); getSlope(x, y, owner->x, owner->y, &dx, &dy);
bullet = createBaseBullet(owner); bullet = createBaseBullet(owner);
bullet->weaponType = WPN_AIMED_PISTOL; bullet->weaponType = WPN_AIMED_PISTOL;
bullet->dx = dx * 6; bullet->dx = dx * 6;
bullet->dy = dy * 6; bullet->dy = dy * 6;
bullet->sprite[0] = bullet->sprite[1] = aimedSprite; bullet->sprite[0] = bullet->sprite[1] = aimedSprite;
bullet->health *= 2; bullet->health *= 2;
owner->reload = 15; owner->reload = 15;
playSound(SND_PISTOL, CH_WEAPON); playSound(SND_PISTOL, owner->uniqueId % MAX_SND_CHANNELS);
}
} }
void fireMachineGun(Unit *owner) void fireMachineGun(Unit *owner)
{ {
Bullet *bullet; Bullet *bullet;
bullet = createBaseBullet(owner); if (owner->facing != FACING_DIE)
bullet->weaponType = WPN_MACHINE_GUN; {
bullet->sprite[0] = bulletSprite[0]; bullet = createBaseBullet(owner);
bullet->sprite[1] = bulletSprite[1]; bullet->weaponType = WPN_MACHINE_GUN;
owner->reload = 8; bullet->sprite[0] = bulletSprite[0];
bullet->sprite[1] = bulletSprite[1];
owner->reload = 8;
playSound(SND_MACHINE_GUN, CH_WEAPON); playSound(SND_MACHINE_GUN, owner->uniqueId % MAX_SND_CHANNELS);
}
} }
void firePlasma(Unit *owner) void firePlasma(Unit *owner)
{ {
Bullet *bullet; Bullet *bullet;
bullet = createBaseBullet(owner); if (owner->facing != FACING_DIE)
bullet->weaponType = WPN_PLASMA; {
bullet->sprite[0] = plasmaSprite[0]; bullet = createBaseBullet(owner);
bullet->sprite[1] = plasmaSprite[1]; bullet->weaponType = WPN_PLASMA;
bullet->damage = 2; bullet->sprite[0] = plasmaSprite[0];
bullet->sprite[1] = plasmaSprite[1];
bullet->damage = 2;
owner->reload = owner->type == ET_BOB ? 4 : 8; owner->reload = owner->type == ET_BOB ? 4 : 8;
playSound(SND_PLASMA, owner->type == ET_BOB ? CH_BOB : CH_WEAPON); playSound(SND_PLASMA, owner->uniqueId % MAX_SND_CHANNELS);
}
} }
void fireSpread(Unit *owner, int numberOfShots) void fireSpread(Unit *owner, int numberOfShots)
@ -137,61 +149,70 @@ void fireSpread(Unit *owner, int numberOfShots)
int i; int i;
float dy; float dy;
dy = -(numberOfShots / 2) * 3; if (owner->facing != FACING_DIE)
for (i = 0 ; i < numberOfShots ; i++)
{ {
bullet = createBaseBullet(owner); dy = -(numberOfShots / 2) * 3;
bullet->weaponType = WPN_SPREAD;
bullet->sprite[0] = bullet->sprite[1] = owner->type == ET_BOB ? spreadShotSprite : alienSpreadShotSprite;
bullet->dx = owner->facing == FACING_RIGHT ? 15 : -15;
bullet->dy = dy;
dy += 3; for (i = 0 ; i < numberOfShots ; i++)
{
bullet = createBaseBullet(owner);
bullet->weaponType = WPN_SPREAD;
bullet->sprite[0] = bullet->sprite[1] = owner->type == ET_BOB ? spreadShotSprite : alienSpreadShotSprite;
bullet->dx = owner->facing == FACING_RIGHT ? 15 : -15;
bullet->dy = dy;
owner->reload = 16; dy += 3;
owner->reload = 16;
}
playSound(SND_SPREAD, owner->uniqueId % MAX_SND_CHANNELS);
} }
playSound(SND_SPREAD, owner->type == ET_BOB ? CH_BOB : CH_WEAPON);
} }
void fireLaser(Unit *owner) void fireLaser(Unit *owner)
{ {
Bullet *laser; Bullet *laser;
laser = createBaseBullet(owner); if (owner->facing != FACING_DIE)
laser->x = owner->x + owner->w / 2; {
laser->y = owner->y + owner->h / 2; laser = createBaseBullet(owner);
laser->facing = owner->facing; laser->x = owner->x + owner->w / 2;
laser->dx = owner->facing == FACING_RIGHT ? 20 : -20; laser->y = owner->y + owner->h / 2;
laser->health = FPS * 3; laser->facing = owner->facing;
laser->sprite[0] = laser->sprite[1] = (owner->type == ET_BOB) ? laserSprite[0] : laserSprite[1]; laser->dx = owner->facing == FACING_RIGHT ? 20 : -20;
laser->health = FPS * 3;
laser->sprite[0] = laser->sprite[1] = (owner->type == ET_BOB) ? laserSprite[0] : laserSprite[1];
initLaser(laser); initLaser(laser);
owner->reload = owner->type == ET_BOB ? FPS / 2 : FPS; owner->reload = owner->type == ET_BOB ? FPS / 2 : FPS;
playSound(SND_LASER, owner->type == ET_BOB ? CH_BOB : CH_WEAPON); playSound(SND_LASER, owner->uniqueId % MAX_SND_CHANNELS);
}
} }
void fireGrenade(Unit *owner) void fireGrenade(Unit *owner)
{ {
Bullet *grenade; Bullet *grenade;
grenade = createBaseBullet(owner); if (owner->facing != FACING_DIE)
grenade->x = owner->x + owner->w / 2; {
grenade->y = owner->y; grenade = createBaseBullet(owner);
grenade->facing = owner->facing; grenade->x = owner->x + owner->w / 2;
grenade->health = FPS * 3; grenade->y = owner->y;
grenade->dx = owner->facing == FACING_RIGHT ? 8 : -8; grenade->facing = owner->facing;
grenade->sprite[0] = grenade->sprite[1] = (owner->type == ET_BOB) ? grenadeSprite : alienGrenadeSprite; grenade->health = FPS * 3;
grenade->dy = -6; grenade->dx = owner->facing == FACING_RIGHT ? 8 : -8;
grenade->sprite[0] = grenade->sprite[1] = (owner->type == ET_BOB) ? grenadeSprite : alienGrenadeSprite;
grenade->dy = -6;
initGrenade(grenade); initGrenade(grenade);
owner->reload = FPS / 2; owner->reload = FPS / 2;
playSound(SND_THROW, owner->type == ET_BOB ? CH_BOB : CH_WEAPON); playSound(SND_THROW, owner->uniqueId % MAX_SND_CHANNELS);
}
} }
void fireShotgun(Unit *owner) void fireShotgun(Unit *owner)
@ -200,43 +221,49 @@ void fireShotgun(Unit *owner)
float dx, dy; float dx, dy;
Bullet *bullet; Bullet *bullet;
for (i = 0 ; i < 8 ; i++) if (owner->facing != FACING_DIE)
{ {
getSlope(world.bob->x + rrnd(0, 40), world.bob->y + rrnd(0, 40), owner->x, owner->y, &dx, &dy); for (i = 0 ; i < 8 ; i++)
{
getSlope(world.bob->x + rrnd(0, 40), world.bob->y + rrnd(0, 40), owner->x, owner->y, &dx, &dy);
bullet = createBaseBullet(owner); bullet = createBaseBullet(owner);
bullet->weaponType = WPN_SHOTGUN; bullet->weaponType = WPN_SHOTGUN;
bullet->x = owner->x + (owner->w / 2) + rrnd(-8, 8); bullet->x = owner->x + (owner->w / 2) + rrnd(-8, 8);
bullet->y = owner->y + (owner->h / 2) + rrnd(-8, 8); bullet->y = owner->y + (owner->h / 2) + rrnd(-8, 8);
bullet->dx = dx * 12; bullet->dx = dx * 12;
bullet->dy = dy * 12; bullet->dy = dy * 12;
bullet->damage = 2; bullet->damage = 2;
bullet->sprite[0] = bullet->sprite[1] = shotgunPelletSprite; bullet->sprite[0] = bullet->sprite[1] = shotgunPelletSprite;
owner->reload = 15; owner->reload = 15;
}
playSound(SND_SHOTGUN, owner->uniqueId % MAX_SND_CHANNELS);
} }
playSound(SND_SHOTGUN, CH_WEAPON);
} }
void fireMissile(Unit *owner) void fireMissile(Unit *owner)
{ {
Bullet *missile; Bullet *missile;
missile = createBaseBullet(owner); if (owner->facing != FACING_DIE)
missile->x = owner->x + owner->w / 2; {
missile->y = owner->y + 10; missile = createBaseBullet(owner);
missile->facing = owner->facing; missile->x = owner->x + owner->w / 2;
missile->dx = owner->facing == FACING_RIGHT ? 10 : -10; missile->y = owner->y + 10;
missile->health = FPS * 3; missile->facing = owner->facing;
missile->sprite[0] = missileSprite[0]; missile->dx = owner->facing == FACING_RIGHT ? 10 : -10;
missile->sprite[1] = missileSprite[1]; missile->health = FPS * 3;
missile->sprite[0] = missileSprite[0];
missile->sprite[1] = missileSprite[1];
initMissile(missile); initMissile(missile);
owner->reload = FPS / 2; owner->reload = FPS / 2;
playSound(SND_MISSILE, CH_WEAPON); playSound(SND_MISSILE, owner->uniqueId % MAX_SND_CHANNELS);
}
} }
int getRandomPlayerWeapon(int excludeGrenades) int getRandomPlayerWeapon(int excludeGrenades)