Files
Cesarus85--mjolnir-vr/source/items/weapons.c
T
Stefan MaierandClaude Opus 5.5 c8e64f3b2b VR: shots start from the crosshair's own point
Shots started at an offset from the unit's eye point (its sight
position), the crosshair at the same offset from the drawn camera; the two
need not agree, and the shots ran parallel to the crosshair's line, a few
centimetres higher (plain on the pistol's small crosshair). Both now start
at the same point in the world, the drawn weapon's muzzle.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-30 09:37:35 +02:00

3234 lines
96 KiB
C

/*
WEAPONS.C
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*/
/* ---------- headers */
#include "cseries.h"
#include "weapons.h"
#include "equipment.h"
#include "weapon_datum_flags.h"
#include "weapon_definitions.h"
#include "weapon_export_function_mode.h"
#include "projectile_definitions.h"
#include "projectiles.h"
#include "ai/actors.h"
#include "ai/ai_runtime.h"
#include "cache/cache_files.h"
#include "cseries/profile.h"
#include "effects/effect_definitions.h"
#include "effects/effects.h"
#include "game/cheats.h"
#include "game/game.h"
#include "game/game_engine.h"
#include "game/players.h"
#include "interface/first_person_weapons.h"
#include "models/model_animation_definitions.h"
#include "objects/damage.h"
#include "scenario/scenario.h"
#include "sound/game_sound.h"
#include "sound/sound_definitions.h"
#include "units/unit_definitions.h"
#include "units/units.h"
#ifdef HALO_ANDROID
#include "halo_vr.h"
#endif
/* ---------- constants */
enum weapon_trigger_flags
{
_weapon_trigger_released_since_last_shot_bit = 0,
_weapon_trigger_was_down_bit,
_weapon_trigger_toggled_bit,
_weapon_trigger_useless_bit,
_weapon_trigger_blurred_bit,
_weapon_trigger_fired_before_charging_bit,
NUMBER_OF_WEAPON_TRIGGER_DATUM_FLAGS,
};
enum
{
MAXIMUM_NUMBER_OF_TRIGGERS_PER_WEAPON = 2,
};
/* TU-local copies: no shared header declares these tag/runtime enumerations yet.
Names follow the HCEA database enumerations; ai.c and actors.c carry their own
ai unit effect copies, and first_person_weapons.c an animation update result copy. */
enum trigger_distribution_function
{
_trigger_distribution_point = 0,
_trigger_distribution_horizontal_fan,
NUMBER_OF_TRIGGER_DISTRIBUTION_FUNCTIONS,
};
enum trigger_firing_effect_type
{
_trigger_firing_effect = 0,
_trigger_overheated_effect,
_trigger_empty_effect,
NUMBER_OF_TRIGGER_FIRING_EFFECTS,
};
enum weapon_overcharged_action
{
_trigger_overcharged_none = 0,
_trigger_overcharged_explodes,
_trigger_overcharged_fire,
NUMBER_OF_TRIGGER_OVERCHARGED_ACTIONS,
};
enum weapon_secondary_trigger_mode
{
_weapon_secondary_trigger_normal = 0,
_weapon_secondary_trigger_slaved_to_primary,
_weapon_secondary_trigger_inhibits_primary,
_weapon_secondary_trigger_loads_alternate_ammunition,
_weapon_secondary_trigger_loads_multiple_primary_ammunition,
NUMBER_OF_WEAPON_SECONDARY_TRIGGER_MODES,
};
enum weapon_magazine_flags
{
_weapon_magazine_wastes_rounds_when_reloaded_bit = 0,
_weapon_magazine_must_be_chambered_every_shot_bit,
NUMBER_OF_WEAPON_MAGAZINE_FLAGS,
};
enum animation_update_result
{
_animation_running = 0,
_animation_key_frame,
_animation_will_restart_on_next_frame,
_animation_restarted,
_animation_looped,
NUMBER_OF_ANIMATION_UPDATE_RESULTS,
};
enum
{
_ai_unit_effect_bump = 0,
_ai_unit_effect_shooting,
_ai_unit_effect_death_scream,
_ai_unit_effect_magic_sight,
NUMBER_OF_AI_UNIT_EFFECTS,
};
/* ---------- macros */
/* ---------- structures */
struct weapon_interface_magazine_state
{
boolean reloading;
boolean can_fire;
short rounds_loaded;
short rounds_loaded_maximum;
short rounds_remaining;
short rounds_remaining_maximum;
};
struct weapon_interface_state
{
real heat;
real age;
boolean overheated;
byte _pad09;
short magazine_count;
struct weapon_interface_magazine_state magazines[2];
};
struct animation_graph_weapon_animations
{
long unused1[4];
struct tag_block animations;
};
struct animation_graph_first_person_weapon_animations
{
long unused1[4];
struct tag_block animations;
};
/* TU-local: weapon_trigger_definition.firing_effects element; no shared header declares it yet. */
struct trigger_firing_effect
{
short shots_lower_bound;
short shots_upper_bound;
long unused[8];
struct tag_reference effects[NUMBER_OF_TRIGGER_FIRING_EFFECTS];
struct tag_reference damage_effects[NUMBER_OF_TRIGGER_FIRING_EFFECTS];
};
/* ---------- prototypes */
real transition_function_evaluate(
short function_type,
real value);
void unit_handle_weapon_state_change(
long object_index,
short new_state);
static struct weapon_trigger *weapon_trigger_get(
struct weapon_datum *weapon,
short trigger_index);
static struct weapon_magazine *weapon_magazine_get(
struct weapon_datum *weapon,
short magazine_index);
static real weapon_trigger_get_charged_fraction(
long weapon_index,
short trigger_index);
static boolean weapon_busy(
long weapon_index);
static boolean weapon_magazine_state_change_ok(
long weapon_index);
static long weapon_get_effect_object_index(
long weapon_index);
static long weapon_get_owner_object_index(
long weapon_index);
static long weapon_get_projectile_owner_object_index(
long weapon_index);
static boolean weapon_trigger_can_fire_again(
long weapon_index,
short trigger_index);
static void weapon_magazine_idle(
long weapon_index,
short magazine_index);
static long weapon_effect_looping_new(
long weapon_index,
long effect_index);
static void weapon_detonate(
long weapon_index);
static void weapon_trigger_change_state(
long weapon_index,
short trigger_index,
short new_state,
short new_state_timer);
static void weapon_trigger_start_ejection_port(
long weapon_index,
short trigger_index,
boolean chamber);
static void weapon_state_key_frame(
long weapon_index);
static boolean weapon_magazine_state_interruptable(
short old_state,
short new_state);
static long weapon_effect_new(
long weapon_index,
long effect_index,
real effect_scale,
real effect_error);
static void weapon_magazine_start_chamber(
long weapon_index,
short magazine_index);
static void weapon_magazine_finish_chamber(
long weapon_index,
short magazine_index);
static void weapon_trigger_fully_charged(
long weapon_index,
short trigger_index);
static void weapon_trigger_idle(
long weapon_index,
short trigger_index);
static void weapon_trigger_locked(
long weapon_index,
short trigger_index);
static void weapon_trigger_recover(
long weapon_index,
short trigger_index);
static void weapon_trigger_finish_tracking(
long weapon_index,
short trigger_index);
static void weapon_reset(
long weapon_index);
static boolean weapon_state_interruptable(
short old_state,
short new_state);
static boolean weapon_set_state(
long weapon_index,
short new_state,
boolean immediate);
static void weapon_magazine_finish_reload(
long weapon_index,
short magazine_index);
static void weapon_magazine_start_reload(
long weapon_index,
short magazine_index,
boolean unknown);
static void weapon_state_next(
long weapon_index);
static void projectile_distribute(
real_vector3d *forward,
real_vector3d *up,
short distribution_function,
real distribution_angle,
short projectile_index,
short projectile_count);
static void trigger_create_projectiles(
long weapon_index,
short trigger_index);
static void weapon_trigger_fire(
long weapon_index,
short trigger_index);
static void weapon_trigger_begin_firing(
long weapon_index,
short trigger_index,
boolean force);
static void weapon_trigger_overload(
long weapon_index,
long trigger_index);
static void weapon_trigger_release_charge(
long weapon_index,
short trigger_index);
static void weapon_trigger_overcharged(
long weapon_index,
short trigger_index);
/* ---------- globals */
struct weapons_globals
{
char *blurred_permutation_names[2];
struct profile_section update_profile;
};
struct weapons_globals data_00307140 =
{
{"~primary-blur", "~secondary-blur"},
{"weapon_update", NONE, TRUE}
};
/* ---------- public code */
void weapons_initialize(
void)
{
return;
}
void weapons_initialize_for_new_map(
void)
{
return;
}
void weapons_dispose_from_old_map(
void)
{
return;
}
void weapons_dispose(
void)
{
return;
}
void weapon_place(
long weapon_index,
struct scenario_weapon_datum *scenario_weapon)
{
struct weapon_datum *weapon = weapon_get(weapon_index);
struct weapon_definition *weapon_definition = weapon_definition_get(weapon->definition_index);
if (weapon_definition->weapon.magazines.count>0)
{
struct weapon_magazine_definition *magazine_definition = TAG_BLOCK_GET_ELEMENT(&weapon_definition->weapon.magazines, 0, struct weapon_magazine_definition);
weapon->weapon.magazines[0].rounds_total = MIN(scenario_weapon->rounds_total, magazine_definition->rounds_total_maximum);
weapon->weapon.magazines[0].rounds_loaded = MIN(scenario_weapon->rounds_loaded, magazine_definition->rounds_loaded_maximum);
}
SET_FLAG(weapon->object.flags, _object_at_rest_bit, TEST_FLAG(scenario_weapon->flags, _weapon_created_at_rest_bit));
SET_FLAG(weapon->object.flags, _object_cannot_be_garbage_bit, TRUE);
SET_FLAG(weapon->item.flags, _item_does_not_accelerate_bit, !TEST_FLAG(scenario_weapon->flags, _weapon_does_accelerate_bit));
if (!TEST_FLAG(scenario_weapon->flags, _weapon_created_at_rest_bit))
weapon->object.position.z += 0.05f;
return;
}
void weapon_ready(
long weapon_index)
{
struct weapon_datum* weapon = weapon_get(weapon_index);
struct weapon_definition *weapon_definition = weapon_definition_get(weapon->definition_index);
weapon_reset(weapon_index);
weapon_set_state(weapon_index, _weapon_state_ready, TRUE);
first_person_weapon_message_from_weapon(weapon_index, _first_person_weapon_message_ready);
weapon_effect_new(weapon_index, weapon_definition->weapon.ready_effect.index, 0.f, 0.f);
weapon->weapon.state_timer = weapon_get_first_person_animation_time(weapon_index, 0, _first_person_weapon_animation_ready, NONE);
return;
}
boolean weapon_put_away(
long weapon_index,
boolean immediate)
{
struct weapon_datum *weapon = weapon_get(weapon_index);
struct weapon_definition *weapon_definition = weapon_definition_get(weapon->definition_index);
boolean put_away = FALSE;
if ((immediate || !weapon_busy(weapon_index)) && weapon_set_state(weapon_index, _weapon_state_put_away, immediate))
{
weapon->weapon.control_flags = 0;
weapon_reset(weapon_index);
if (weapon->weapon.overheated_effect_index != NONE)
{
effect_delete(weapon->weapon.overheated_effect_index);
weapon->weapon.overheated_effect_index = NONE;
}
first_person_weapon_message_from_weapon(weapon_index, 11);
put_away = TRUE;
}
return put_away;
}
boolean weapon_aim(
long weapon_index,
short trigger_index,
real_point3d const *origin,
real_point3d const *target_point,
boolean lob,
real_vector3d *result_aim_vector,
real *result_ticks,
real *result_distance,
boolean *result_linear)
{
struct weapon_datum *weapon = weapon_get(weapon_index);
struct weapon_definition *weapon_definition = weapon_definition_get(weapon->definition_index);
boolean result = FALSE;
if (trigger_index>=0 && trigger_index<weapon_definition->weapon.triggers.count)
{
struct weapon_trigger *trigger = weapon_trigger_get(weapon, trigger_index);
struct weapon_trigger_definition *trigger_definition = TAG_BLOCK_GET_ELEMENT(&weapon_definition->weapon.triggers, trigger_index, struct weapon_trigger_definition);
projectile_aim(projectile_definition_get(trigger_definition->projectile.index), origin, target_point, NULL, NULL, NULL, NULL, lob, result_aim_vector, NULL, result_ticks, result_distance, result_linear);
match_assert_valid_real_normal3d("c:\\halo\\SOURCE\\items\\weapons.c", 1301, result_aim_vector);
result = TRUE;
}
return result;
}
boolean weapon_is_flag(
long weapon_index)
{
struct weapon_datum *weapon = weapon_get(weapon_index);
struct weapon_definition *weapon_definition = weapon_definition_get(weapon->definition_index);
return (weapon_definition->weapon.flags>>3)&1;
}
boolean weapon_must_be_readied(
long weapon_index)
{
struct weapon_datum *weapon = weapon_get(weapon_index);
struct weapon_definition *weapon_definition = weapon_definition_get(weapon->definition_index);
return (weapon_definition->weapon.flags>>3)&1;
}
boolean weapon_overcharged(
long weapon_index)
{
struct weapon_datum *weapon = weapon_get(weapon_index);
return weapon->weapon.triggers[0].state==_trigger_charging || weapon->weapon.triggers[0].state==_trigger_charged;
}
void weapon_stop_reload(
long weapon_index)
{
weapon_reset(weapon_index);
return;
}
char const *weapon_get_label(
long weapon_index)
{
char const *label = "";
if (weapon_index!=NONE)
{
struct weapon_datum *weapon = weapon_get(weapon_index);
struct weapon_definition *weapon_definition = weapon_definition_get(weapon->definition_index);
label = weapon_definition->weapon.label;
}
return label;
}
boolean weapon_useful(
long weapon_index)
{
struct weapon_datum *weapon = weapon_get(weapon_index);
if (weapon->weapon.age>=1.0f)
return FALSE;
return TRUE;
}
void weapon_set_integrated_light_power(
long weapon_index,
real light_power)
{
struct weapon_datum *weapon = weapon_get(weapon_index);
weapon->weapon.integrated_light_power = light_power;
return;
}
boolean weapon_prevents_grenade_throwing(
long weapon_index)
{
boolean result = TRUE;
if (weapon_index!=NONE)
{
struct weapon_datum *weapon = weapon_get(weapon_index);
struct weapon_definition *weapon_definition = weapon_definition_get(weapon->definition_index);
result = (weapon_definition->weapon.flags>>6)&1;
if (weapon->weapon.state>=_weapon_state_primary_reload && weapon->weapon.state<=_weapon_state_put_away)
result = TRUE;
}
return result;
}
boolean weapon_prevents_melee_attack(
long weapon_index)
{
boolean result = TRUE;
if (weapon_index!=NONE)
{
struct weapon_datum *weapon = weapon_get(weapon_index);
struct weapon_definition *weapon_definition = weapon_definition_get(weapon->definition_index);
result = (weapon_definition->weapon.flags>>9)&1;
if (weapon_overcharged(weapon_index))
result = TRUE;
}
return result;
}
void weapon_melee_attack(
long weapon_index)
{
return;
}
boolean weapon_new(
long weapon_index)
{
struct weapon_datum *weapon = weapon_get(weapon_index);
struct weapon_definition *weapon_definition = weapon_definition_get(weapon->definition_index);
short magazine_index;
short trigger_index;
weapon->weapon.state = _weapon_state_idle;
weapon->weapon.overheated_effect_index = NONE;
for (magazine_index = 0; magazine_index<weapon_definition->weapon.magazines.count; ++magazine_index)
{
struct weapon_magazine *magazine = weapon_magazine_get(weapon, magazine_index);
struct weapon_magazine_definition *magazine_definition = TAG_BLOCK_GET_ELEMENT(&weapon_definition->weapon.magazines, magazine_index, struct weapon_magazine_definition);
magazine->rounds_loaded = MIN(magazine_definition->rounds_total_initial, magazine_definition->rounds_loaded_maximum);
magazine->rounds_total = magazine_definition->rounds_total_initial-magazine->rounds_loaded;
}
for (trigger_index = 0; trigger_index<weapon_definition->weapon.triggers.count; ++trigger_index)
{
struct weapon_trigger *trigger = weapon_trigger_get(weapon, trigger_index);
(void)TAG_BLOCK_GET_ELEMENT(&weapon_definition->weapon.triggers, trigger_index, struct weapon_trigger_definition);
trigger->charging_effect_index = NONE;
trigger->idle_ticks = 127;
}
return TRUE;
}
void weapon_set_total_rounds(
long weapon_index,
short *rounds_array)
{
struct weapon_datum *weapon = weapon_get(weapon_index);
struct weapon_definition *weapon_definition = weapon_definition_get(weapon->definition_index);
short magazine_index;
match_assert("c:\\halo\\SOURCE\\items\\weapons.c", 3082, rounds_array);
for (magazine_index = 0; magazine_index<weapon_definition->weapon.magazines.count; ++magazine_index)
{
struct weapon_magazine *magazine = weapon_magazine_get(weapon, magazine_index);
struct weapon_magazine_definition *magazine_definition = TAG_BLOCK_GET_ELEMENT(&weapon_definition->weapon.magazines, magazine_index, struct weapon_magazine_definition);
magazine->rounds_total = MIN(magazine_definition->rounds_total_maximum, rounds_array[magazine_index]);
magazine->rounds_loaded = MIN(magazine->rounds_loaded, magazine->rounds_total);
}
return;
}
void weapon_delete(
long weapon_index)
{
if (game_engine_running())
{
match_assert("c:\\halo\\SOURCE\\items\\weapons.c", 234, !weapon_is_flag(weapon_index));
}
return;
}
void weapon_export_function_values(
long weapon_index)
{
struct weapon_datum *weapon= weapon_get(weapon_index);
struct weapon_definition *weapon_definition= weapon_definition_get(weapon->definition_index);
struct object_datum *object= (struct object_datum *)weapon;
real *function_values;
short *function_modes;
long function_index;
while (TEST_FLAG(object->object.flags, _object_invisible_bit) && object->object.parent_object_index!=NONE)
{
object= object_get(object->object.parent_object_index);
}
function_values= object->object.incoming_function_values;
function_modes= weapon_definition->weapon.function_modes;
for (function_index= NUMBER_OF_INCOMING_OBJECT_FUNCTIONS; function_index; --function_index, ++function_modes, ++function_values)
{
if (*function_modes!=_weapon_function_none)
{
real function_value= 0.0f;
switch (*function_modes)
{
case _weapon_function_ready:
function_value= 1.0f;
break;
case _weapon_function_heat:
function_value= weapon->weapon.heat;
break;
case _weapon_function_overheated:
if (TEST_FLAG(weapon->weapon.flags, _weapon_overheated_bit) && weapon_definition->weapon.heat_recovery_threshold!=1.0f)
{
function_value= (weapon->weapon.heat-weapon_definition->weapon.heat_recovery_threshold)/(1.0f-weapon_definition->weapon.heat_recovery_threshold);
}
break;
case _weapon_function_illumination:
{
short trigger_index;
for (trigger_index= 0; trigger_index<weapon_definition->weapon.triggers.count; ++trigger_index)
{
struct weapon_trigger_definition *trigger_definition= TAG_BLOCK_GET_ELEMENT(&weapon_definition->weapon.triggers, trigger_index, struct weapon_trigger_definition);
struct weapon_trigger *trigger= weapon_trigger_get(weapon, trigger_index);
if (trigger_definition->charging_time>0.0f)
{
real charged_illumination= weapon_trigger_get_charged_fraction(weapon_index, trigger_index)*trigger_definition->charged_illumination;
function_value= MAX(function_value, charged_illumination);
}
if (trigger->state==_trigger_charged)
{
function_value= MAX(function_value, (1.0f-trigger_definition->charged_illumination)*weapon->weapon.overcharged+trigger_definition->charged_illumination);
}
function_value= MAX(function_value, trigger->illumination);
trigger->illumination= function_value;
}
function_value= MAX(function_value, weapon_definition->weapon.heat_illumination*weapon->weapon.heat);
}
break;
case _weapon_function_primary_ammunition:
case _weapon_function_secondary_ammunition:
{
short magazine_index= (short)(*function_modes-_weapon_function_primary_ammunition);
if (magazine_index<weapon_definition->weapon.magazines.count)
{
struct weapon_magazine_definition *magazine_definition= TAG_BLOCK_GET_ELEMENT(&weapon_definition->weapon.magazines, magazine_index, struct weapon_magazine_definition);
if (magazine_definition->rounds_loaded_maximum)
{
function_value= (real)weapon->weapon.magazines[magazine_index].rounds_loaded/magazine_definition->rounds_loaded_maximum;
}
}
}
break;
case _weapon_function_primary_ejection_port:
case _weapon_function_secondary_ejection_port:
{
short trigger_index= (short)(*function_modes-_weapon_function_primary_ejection_port);
if (trigger_index<weapon_definition->weapon.triggers.count)
{
function_value= weapon->weapon.triggers[trigger_index].ejection_port_position;
}
}
break;
case _weapon_function_primary_rate_of_fire:
case _weapon_function_secondary_rate_of_fire:
{
short trigger_index= (short)(*function_modes-_weapon_function_primary_rate_of_fire);
if (trigger_index<weapon_definition->weapon.triggers.count)
{
function_value= weapon->weapon.triggers[trigger_index].rate_of_fire;
}
}
break;
case _weapon_function_primary_firing:
case _weapon_function_secondary_firing:
{
short trigger_index= (short)(*function_modes-_weapon_function_primary_firing);
if (trigger_index<weapon_definition->weapon.triggers.count)
{
function_value= weapon->weapon.triggers[trigger_index].rate_of_fire;
if (game_time_get()-weapon->weapon.game_time_last_fired>1)
{
function_value= 0.0f;
}
}
}
break;
case _weapon_function_primary_charged:
case _weapon_function_secondary_charged:
{
short trigger_index= (short)(*function_modes-_weapon_function_primary_charged);
if (trigger_index<weapon_definition->weapon.triggers.count)
{
struct weapon_trigger_definition *trigger_definition= TAG_BLOCK_GET_ELEMENT(&weapon_definition->weapon.triggers, trigger_index, struct weapon_trigger_definition);
struct weapon_trigger *trigger= weapon_trigger_get(weapon, trigger_index);
function_value= weapon_trigger_get_charged_fraction(weapon_index, trigger_index);
}
}
break;
case _weapon_function_integrated_light:
function_value= weapon->weapon.integrated_light_power;
break;
case _weapon_function_age:
function_value= weapon->weapon.age;
break;
}
*function_values= function_value;
}
}
return;
}
boolean weapon_handle_potential_inventory_item(
long weapon_index,
long item_object_index,
short local_player_index,
short *rounds_picked_up)
{
struct weapon_datum *weapon = weapon_get(weapon_index);
struct weapon_definition *weapon_definition = weapon_definition_get(weapon->definition_index);
struct item_datum *item = item_get(item_object_index);
long item_definition_index = item->definition_index;
boolean handled = FALSE;
short magazine_index;
for (magazine_index = 0; magazine_index<weapon_definition->weapon.magazines.count; ++magazine_index)
{
struct weapon_magazine *magazine = weapon_magazine_get(weapon, magazine_index);
struct weapon_magazine_definition *magazine_definition = TAG_BLOCK_GET_ELEMENT(&weapon_definition->weapon.magazines, magazine_index, struct weapon_magazine_definition);
if (magazine->rounds_total<magazine_definition->rounds_total_maximum)
{
short rounds_needed = magazine_definition->rounds_total_maximum-magazine->rounds_total;
short rounds_taken = 0;
if (weapon->definition_index==item_definition_index)
{
struct weapon_datum *item_weapon = weapon_get(item_object_index);
struct weapon_magazine *item_magazine = weapon_magazine_get(item_weapon, magazine_index);
rounds_taken = MIN(item_magazine->rounds_total, rounds_needed);
if (rounds_taken>0)
{
item_magazine->rounds_total -= rounds_taken;
if (weapon_definition->weapon.pickup_sound.index!=NONE && local_player_index!=NONE)
unspatialized_impulse_sound_new(weapon_definition->weapon.pickup_sound.index, 1.0f);
if (item_magazine->rounds_total==0)
object_delete(item_object_index);
}
handled = TRUE;
}
else
{
short ammunition_index;
for (ammunition_index = 0; ammunition_index<magazine_definition->ammunition_objects.count; ++ammunition_index)
{
struct weapon_ammunition_object *ammunition_object = TAG_BLOCK_GET_ELEMENT(&magazine_definition->ammunition_objects, ammunition_index, struct weapon_ammunition_object);
if (ammunition_object->object.index==item_definition_index)
{
rounds_taken = MIN(ammunition_object->rounds, rounds_needed);
if (rounds_taken>0)
{
if (local_player_index!=NONE)
equipment_definition_handle_pickup(ammunition_object->object.index);
object_delete(item_object_index);
handled = TRUE;
break;
}
}
}
}
magazine->rounds_total += rounds_taken;
*rounds_picked_up = rounds_taken;
}
}
return handled;
}
short animation_choose_random_permutation(
long animation_graph_index,
short animation_index)
{
return animation_choose_random_permutation_internal(TRUE, animation_graph_index, animation_index);
}
short animation_update(
long animation_graph_index,
struct animation_state *state,
long *sound_index)
{
return animation_update_internal(TRUE, animation_graph_index, state, sound_index);
}
short animation_key_frame_index(
struct animation const *animation)
{
return animation->private_key_frame_index;
}
short animation_convert_frame_to_pal(
struct animation const *animation,
short frame_index)
{
return frame_index;
}
boolean weapon_reloading(
long weapon_index)
{
struct weapon_datum *weapon = weapon_get(weapon_index);
struct weapon_definition *weapon_definition = weapon_definition_get(weapon->definition_index);
boolean result = FALSE;
if (weapon_definition->weapon.magazines.count>0)
{
if (weapon_magazine_get(weapon, 0)->state==_magazine_reloading)
result = TRUE;
}
return result;
}
short weapon_rotate_zoom_level(
long weapon_index,
short zoom_level)
{
struct weapon_datum *weapon = weapon_get(weapon_index);
struct weapon_definition *weapon_definition = weapon_definition_get(weapon->definition_index);
if (!weapon_reloading(weapon_index))
{
if (zoom_level>=0 && zoom_level<weapon_definition->weapon.zoom_level_count-1)
zoom_level++;
else
zoom_level = zoom_level==weapon_definition->weapon.zoom_level_count-1 ? NONE : 0;
}
return zoom_level;
}
real weapon_get_zoom_magnification(
long weapon_index,
short zoom_level)
{
real magnification = 1.0f;
struct weapon_datum *weapon = weapon_get(weapon_index);
struct weapon_definition *weapon_definition = weapon_definition_get(weapon->definition_index);
if (zoom_level>=0 && zoom_level<weapon_definition->weapon.zoom_level_count)
{
real zoom_fraction = weapon_definition->weapon.zoom_level_count>1 ? (real)zoom_level/(weapon_definition->weapon.zoom_level_count-1) : 0.0f;
real minimum_magnification = weapon_definition->weapon.zoom_magnification_minimum>0.0f ? weapon_definition->weapon.zoom_magnification_minimum : 1.0f;
real maximum_magnification = weapon_definition->weapon.zoom_magnification_maximum>0.0f ? weapon_definition->weapon.zoom_magnification_maximum : 1.0f;
magnification = power(maximum_magnification/minimum_magnification, zoom_fraction)*minimum_magnification;
match_assert_valid_real("c:\\halo\\SOURCE\\items\\weapons.c", 1442, magnification);
match_assert("c:\\halo\\SOURCE\\items\\weapons.c", 1443, magnification>0.0f);
}
return magnification;
}
real weapon_get_field_of_view(
long weapon_index,
real field_of_view,
short zoom_level)
{
real result = field_of_view;
real magnification = weapon_get_zoom_magnification(weapon_index, zoom_level);
if (magnification!=1.0f)
{
real zoom_field_of_view = field_of_view/magnification;
if (zoom_field_of_view>_pi/100.f && zoom_field_of_view<_pi-_pi/100.f)
result = zoom_field_of_view;
}
return result;
}
void weapon_build_weapon_interface_state(
long weapon_index,
struct weapon_interface_state *state)
{
struct weapon_datum *weapon = weapon_get(weapon_index);
struct weapon_definition *weapon_definition = weapon_definition_get(weapon->definition_index);
short magazine_index;
state->heat = weapon->weapon.heat;
state->age = weapon->weapon.age;
state->overheated = TEST_FLAG(weapon->weapon.flags, 0);
state->magazine_count = (short)weapon_definition->weapon.magazines.count;
for (magazine_index = 0; magazine_index<weapon_definition->weapon.magazines.count; ++magazine_index)
{
struct weapon_magazine *magazine = weapon_magazine_get(weapon, magazine_index);
struct weapon_magazine_definition *magazine_definition = TAG_BLOCK_GET_ELEMENT(&weapon_definition->weapon.magazines, magazine_index, struct weapon_magazine_definition);
long reloading = magazine->state==_magazine_reloading || magazine->state==_magazine_chambering;
state->magazines[magazine_index].reloading = reloading;
state->magazines[magazine_index].can_fire = magazine->state==_magazine_idle;
state->magazines[magazine_index].rounds_loaded = magazine->rounds_loaded;
state->magazines[magazine_index].rounds_loaded_maximum = magazine_definition->rounds_loaded_maximum;
state->magazines[magazine_index].rounds_remaining = magazine->rounds_total;
state->magazines[magazine_index].rounds_remaining_maximum = magazine_definition->rounds_total_maximum;
}
return;
}
void weapon_set_current_amount(
long weapon_index,
real amount)
{
struct weapon_datum *weapon = weapon_get(weapon_index);
struct weapon_definition *weapon_definition = weapon_definition_get(weapon->definition_index);
boolean uses_age = FALSE;
if (weapon_definition->weapon.magazines.count==0)
{
uses_age = TRUE;
}
else
{
short trigger_index;
for (trigger_index = 0; trigger_index<weapon_definition->weapon.triggers.count; ++trigger_index)
{
struct weapon_trigger_definition *trigger_definition = TAG_BLOCK_GET_ELEMENT(&weapon_definition->weapon.triggers, trigger_index, struct weapon_trigger_definition);
if (trigger_definition->age_generated_per_round>0.0f)
{
uses_age = TRUE;
break;
}
}
}
if (amount<0.0f)
amount = 0.0f;
else if (amount>1.0f)
amount = 1.0f;
if (uses_age)
{
weapon->weapon.age = 1.0f-amount;
}
else if (weapon_definition->weapon.magazines.count>0)
{
struct weapon_magazine_definition *magazine_definition = TAG_BLOCK_GET_ELEMENT(&weapon_definition->weapon.magazines, 0, struct weapon_magazine_definition);
struct weapon_magazine *magazine = weapon_magazine_get(weapon, 0);
short rounds_loaded;
amount = magazine_definition->rounds_loaded_maximum*amount;
rounds_loaded = (short)fast_ftol(amount);
magazine->rounds_total += rounds_loaded-magazine->rounds_loaded;
magazine->rounds_loaded = rounds_loaded;
}
return;
}
short weapon_get_first_person_animation_time(
long weapon_index,
short mode,
short animation_type,
short shotgun_reload_type)
{
struct weapon_datum *weapon = weapon_get(weapon_index);
struct weapon_definition *weapon_definition = weapon_definition_get(weapon->definition_index);
short time = 0;
if (weapon_definition->weapon.interface_definition.first_person_animations.index!=NONE)
{
struct animation_graph *animation_graph = animation_graph_definition_get(weapon_definition->weapon.interface_definition.first_person_animations.index);
if (animation_graph->first_person_weapon_animations.count)
{
struct animation_graph_first_person_weapon_animations *weapon_animations = TAG_BLOCK_GET_ELEMENT(&animation_graph->first_person_weapon_animations, 0, struct animation_graph_first_person_weapon_animations);
if (weapon_animations && animation_type>=0 && animation_type<weapon_animations->animations.count)
{
short animation_index = animation_graph_animation_index_get(&weapon_animations->animations)[animation_type].animation_index;
if (animation_index!=NONE)
{
struct animation *animation = TAG_BLOCK_GET_ELEMENT(&animation_graph->animations, animation_index, struct animation);
switch (mode)
{
case _weapon_first_person_animation_time_frame_count:
time = animation->frame_count;
break;
case _weapon_first_person_animation_time_private_key_frame:
time = animation->private_key_frame_index;
break;
default:
match_vassert("c:\\halo\\SOURCE\\items\\weapons.c", 1588, FALSE, NULL);
break;
}
if (mode==_weapon_first_person_animation_time_frame_count && weapon_definition->weapon.weapon_type==_weapon_type_shotgun)
{
struct animation *shotgun_enter = TAG_BLOCK_GET_ELEMENT(&animation_graph->animations, _first_person_weapon_animation_shotgun_enter<weapon_animations->animations.count ? animation_graph_animation_index_get(&weapon_animations->animations)[_first_person_weapon_animation_shotgun_enter].animation_index : NONE, struct animation);
struct animation *shotgun_exit_empty = TAG_BLOCK_GET_ELEMENT(&animation_graph->animations, _first_person_weapon_animation_shotgun_exit_empty<weapon_animations->animations.count ? animation_graph_animation_index_get(&weapon_animations->animations)[_first_person_weapon_animation_shotgun_exit_empty].animation_index : NONE, struct animation);
struct animation *shotgun_exit_full = TAG_BLOCK_GET_ELEMENT(&animation_graph->animations, _first_person_weapon_animation_shotgun_exit_full<weapon_animations->animations.count ? animation_graph_animation_index_get(&weapon_animations->animations)[_first_person_weapon_animation_shotgun_exit_full].animation_index : NONE, struct animation);
/* January resolves all three reload variants, but both handled phases use the enter animation. */
(void)shotgun_exit_empty;
(void)shotgun_exit_full;
switch (shotgun_reload_type)
{
case _shotgun_reload_type_first_round:
time = shotgun_enter->frame_count;
break;
case _shotgun_reload_type_first_and_last_round:
time = shotgun_enter->frame_count;
break;
}
}
}
}
}
}
return time;
}
real weapon_estimate_time_to_target(
long weapon_index,
short trigger_index,
real distance)
{
struct weapon_datum *weapon = weapon_get(weapon_index);
struct weapon_definition *weapon_definition = weapon_definition_get(weapon->definition_index);
real result = 0.0f;
if (trigger_index>=0 && trigger_index<weapon_definition->weapon.triggers.count)
{
struct weapon_trigger_definition *trigger_definition = TAG_BLOCK_GET_ELEMENT(&weapon_definition->weapon.triggers, trigger_index, struct weapon_trigger_definition);
result = projectile_estimate_time_to_target(projectile_definition_get(trigger_definition->projectile.index), distance);
}
return result;
}
boolean weapon_can_be_fired(
long weapon_index)
{
struct weapon_datum *weapon = weapon_get(weapon_index);
struct weapon_definition *weapon_definition = weapon_definition_get(weapon->definition_index);
boolean result;
if (weapon->weapon.age>=1.0f)
{
result = FALSE;
}
else if (game_engine_running() &&
weapon_definition->weapon.magazines.count>0 &&
TAG_BLOCK_GET_ELEMENT(&weapon_definition->weapon.magazines, 0, struct weapon_magazine_definition)->rounds_loaded_maximum>0 &&
!weapon->weapon.magazines[0].rounds_loaded &&
!weapon->weapon.magazines[0].rounds_total)
{
result = FALSE;
}
else
{
result = TRUE;
}
return result;
}
real weapon_compute_movement_penalty(
long weapon_index,
boolean forward,
boolean airborne)
{
struct weapon_datum *weapon = weapon_get(weapon_index);
struct weapon_definition *weapon_definition = weapon_definition_get(weapon->definition_index);
real penalty;
if (forward)
penalty = weapon_definition->weapon.forward_movement_penalty;
else
penalty = weapon_definition->weapon.sideways_movement_penalty;
switch (weapon_definition->weapon.movement_penalty_mode)
{
case 1:
if (!airborne)
penalty = 0.0f;
break;
case 2:
if ((weapon->weapon.magazines[0].state==_magazine_reloading || weapon->weapon.magazines[1].state==_magazine_reloading) && !airborne)
penalty = 0.0f;
break;
}
return penalty;
}
void weapon_owner_update(
long weapon_index,
word control_flags,
real primary_trigger)
{
struct weapon_datum *weapon = weapon_get(weapon_index);
struct weapon_definition *weapon_definition = weapon_definition_get(weapon->definition_index);
weapon->weapon.control_flags = control_flags;
weapon->weapon.primary_trigger = transition_function_evaluate(4, primary_trigger);
match_assert_valid_real("c:\\halo\\SOURCE\\items\\weapons.c", 1199, weapon->weapon.primary_trigger);
return;
}
static void weapon_magazine_finish_reload(
long weapon_index,
short magazine_index)
{
struct weapon_datum *weapon = weapon_get(weapon_index);
struct weapon_magazine *magazine = weapon_magazine_get(weapon, magazine_index);
struct weapon_definition *weapon_definition = weapon_definition_get(weapon->definition_index);
struct weapon_magazine_definition *magazine_definition = TAG_BLOCK_GET_ELEMENT(&weapon_definition->weapon.magazines, magazine_index, struct weapon_magazine_definition);
long rounds_to_load;
short rounds_loaded;
if (TEST_FLAG(magazine_definition->flags, 0))
magazine->rounds_loaded = 0;
rounds_to_load = magazine_definition->rounds_reloaded>magazine->rounds_total ? magazine->rounds_total : magazine_definition->rounds_reloaded;
rounds_loaded = magazine->rounds_loaded+rounds_to_load;
if (rounds_loaded>magazine_definition->rounds_loaded_maximum)
rounds_loaded = magazine_definition->rounds_loaded_maximum;
if (!cheat.infinite_ammo && TEST_FLAG(weapon->item.flags, 1))
magazine->rounds_total = magazine->rounds_total-rounds_loaded+magazine->rounds_loaded;
magazine->rounds_loaded = rounds_loaded;
magazine->state = _magazine_unchambered;
magazine->state_timer = 0;
if (magazine->rounds_total>0 &&
magazine->rounds_loaded<magazine_definition->rounds_loaded_maximum &&
!TEST_FLAG(magazine_definition->flags, 0) &&
!(weapon->weapon.control_flags & 0x26))
{
weapon_magazine_start_reload(weapon_index, magazine_index, FALSE);
}
return;
}
static void weapon_magazine_start_chamber(
long weapon_index,
short magazine_index)
{
struct weapon_datum *weapon = weapon_get(weapon_index);
struct weapon_magazine *magazine = weapon_magazine_get(weapon, magazine_index);
if (weapon_magazine_state_interruptable(magazine->state, _magazine_chambering) &&
weapon_magazine_state_change_ok(weapon_index))
{
struct weapon_definition *weapon_definition = weapon_definition_get(weapon->definition_index);
struct weapon_magazine_definition *magazine_definition = TAG_BLOCK_GET_ELEMENT(
&weapon_definition->weapon.magazines,
magazine_index,
struct weapon_magazine_definition);
weapon_set_state(
weapon_index,
(short)(_weapon_state_primary_chamber + magazine_index),
FALSE);
weapon_effect_new(
weapon_index,
magazine_definition->chambering_effect.index,
0.0f,
0.0f);
magazine->state = _magazine_chambering;
magazine->state_timer = (short)(magazine_definition->chamber_time * TICKS_PER_SECOND);
}
return;
}
static void weapon_magazine_finish_chamber(
long weapon_index,
short magazine_index)
{
struct weapon_datum *weapon = weapon_get(weapon_index);
struct weapon_magazine *magazine = weapon_magazine_get(weapon, magazine_index);
struct weapon_definition *weapon_definition = weapon_definition_get(weapon->definition_index);
struct weapon_magazine_definition *magazine_definition = TAG_BLOCK_GET_ELEMENT(
&weapon_definition->weapon.magazines,
magazine_index,
struct weapon_magazine_definition);
(void)magazine;
(void)magazine_definition;
weapon_magazine_idle(weapon_index, magazine_index);
return;
}
static void weapon_trigger_fully_charged(
long weapon_index,
short trigger_index)
{
struct weapon_datum *weapon = weapon_get(weapon_index);
struct weapon_trigger *trigger = weapon_trigger_get(weapon, trigger_index);
struct weapon_definition *weapon_definition = weapon_definition_get(weapon->definition_index);
struct weapon_trigger_definition *trigger_definition = TAG_BLOCK_GET_ELEMENT(
&weapon_definition->weapon.triggers,
trigger_index,
struct weapon_trigger_definition);
(void)trigger;
weapon_trigger_change_state(
weapon_index,
trigger_index,
_trigger_charged,
(short)(trigger_definition->charged_time * TICKS_PER_SECOND));
weapon_set_state(
weapon_index,
(short)(_weapon_state_primary_charged + trigger_index),
TRUE);
first_person_weapon_message_from_weapon(
weapon_index,
_first_person_weapon_message_charged);
return;
}
static void weapon_trigger_idle(
long weapon_index,
short trigger_index)
{
struct weapon_datum *weapon = weapon_get(weapon_index);
struct weapon_trigger *trigger = weapon_trigger_get(weapon, trigger_index);
struct weapon_definition *weapon_definition = weapon_definition_get(weapon->definition_index);
struct weapon_trigger_definition *trigger_definition = TAG_BLOCK_GET_ELEMENT(
&weapon_definition->weapon.triggers,
trigger_index,
struct weapon_trigger_definition);
(void)trigger;
(void)trigger_definition;
weapon_trigger_change_state(weapon_index, trigger_index, _trigger_idle, 0);
return;
}
static void weapon_trigger_locked(
long weapon_index,
short trigger_index)
{
weapon_trigger_change_state(weapon_index, trigger_index, _trigger_locked, NONE);
return;
}
static void weapon_trigger_recover(
long weapon_index,
short trigger_index)
{
struct weapon_datum *weapon = weapon_get(weapon_index);
struct weapon_trigger *trigger = weapon_trigger_get(weapon, trigger_index);
struct weapon_definition *weapon_definition = weapon_definition_get(weapon->definition_index);
struct weapon_trigger_definition *trigger_definition = TAG_BLOCK_GET_ELEMENT(
&weapon_definition->weapon.triggers,
trigger_index,
struct weapon_trigger_definition);
(void)trigger_definition;
trigger->idle_ticks = 0;
weapon_trigger_idle(weapon_index, trigger_index);
return;
}
static void weapon_trigger_finish_tracking(
long weapon_index,
short trigger_index)
{
struct weapon_datum *weapon = weapon_get(weapon_index);
struct weapon_trigger *trigger = weapon_trigger_get(weapon, trigger_index);
struct weapon_definition *weapon_definition = weapon_definition_get(weapon->definition_index);
struct weapon_trigger_definition *trigger_definition = TAG_BLOCK_GET_ELEMENT(
&weapon_definition->weapon.triggers,
trigger_index,
struct weapon_trigger_definition);
(void)trigger;
(void)trigger_definition;
weapon->weapon.tracked_object_index = NONE;
weapon_trigger_recover(weapon_index, trigger_index);
return;
}
static void weapon_magazine_start_reload(
long weapon_index,
short magazine_index,
boolean unknown)
{
struct weapon_datum *weapon = weapon_get(weapon_index);
struct weapon_magazine *magazine = weapon_magazine_get(weapon, magazine_index);
struct weapon_definition *weapon_definition = weapon_definition_get(weapon->definition_index);
struct weapon_magazine_definition *magazine_definition = TAG_BLOCK_GET_ELEMENT(&weapon_definition->weapon.magazines, magazine_index, struct weapon_magazine_definition);
switch (magazine->state)
{
case _magazine_idle:
case _magazine_unchambered:
if (weapon_magazine_state_change_ok(weapon_index))
{
if (magazine->rounds_total>0 && magazine->rounds_loaded<magazine_definition->rounds_loaded_maximum)
{
short reload_type = NONE;
weapon_set_state(weapon_index, (short)(_weapon_state_primary_reload+magazine_index), FALSE);
weapon_effect_new(weapon_index, magazine_definition->reloading_effect.index, 0.0f, 0.0f);
first_person_weapon_message_from_weapon(weapon_index, (short)(9+(magazine->rounds_loaded!=0)));
if (weapon_definition->weapon.weapon_type==1)
{
if (unknown)
reload_type = magazine_definition->rounds_loaded_maximum-magazine->rounds_loaded==1 ? 2 : 0;
else
reload_type = magazine_definition->rounds_loaded_maximum-magazine->rounds_loaded==1 ? 1 : NONE;
}
magazine->state = _magazine_reloading;
magazine->original_time = magazine->state_timer = weapon_get_first_person_animation_time(weapon_index, 0, _first_person_weapon_animation_reload_while_empty, reload_type);
}
weapon->weapon.flags &= ~FLAG(3);
}
break;
}
return;
}
static void weapon_state_next(
long weapon_index)
{
struct weapon_datum *weapon = weapon_get(weapon_index);
if (weapon->weapon.state<_weapon_state_primary_charged ||
(weapon->weapon.state>_weapon_state_secondary_charged && weapon->weapon.state!=_weapon_state_put_away))
weapon_set_state(weapon_index, _weapon_state_idle, TRUE);
return;
}
/* ---------- private code */
static struct weapon_trigger *weapon_trigger_get(
struct weapon_datum *weapon,
short trigger_index)
{
struct weapon_definition const *weapon_definition = weapon_definition_get(weapon->definition_index);
match_assert("c:\\halo\\SOURCE\\items\\weapons.c", 1639, trigger_index>=0 && trigger_index<weapon_definition->weapon.triggers.count);
return &weapon->weapon.triggers[trigger_index];
}
static struct weapon_magazine *weapon_magazine_get(
struct weapon_datum *weapon,
short magazine_index)
{
struct weapon_definition const *weapon_definition = weapon_definition_get(weapon->definition_index);
match_assert("c:\\halo\\SOURCE\\items\\weapons.c", 1650, magazine_index>=0 && magazine_index<weapon_definition->weapon.magazines.count);
return &weapon->weapon.magazines[magazine_index];
}
static real weapon_trigger_get_charged_fraction(
long weapon_index,
short trigger_index)
{
struct weapon_datum *weapon= weapon_get(weapon_index);
struct weapon_trigger *trigger= weapon_trigger_get(weapon, trigger_index);
struct weapon_definition *weapon_definition= weapon_definition_get(weapon->definition_index);
struct weapon_trigger_definition *trigger_definition= TAG_BLOCK_GET_ELEMENT(&weapon_definition->weapon.triggers, trigger_index, struct weapon_trigger_definition);
switch (trigger->state)
{
case _trigger_charging:
return 1.0f-(trigger->state_timer*(1.0f/TICKS_PER_SECOND))/trigger_definition->charging_time;
case _trigger_charged:
return 1.0f;
}
return 0.0f;
}
static boolean weapon_busy(
long weapon_index)
{
struct weapon_datum *weapon = weapon_get(weapon_index);
return
weapon->weapon.triggers[0].state != _trigger_idle ||
weapon->weapon.triggers[1].state != _trigger_idle ||
weapon->weapon.magazines[0].state != _magazine_idle ||
weapon->weapon.magazines[1].state != _magazine_idle ||
weapon->weapon.state != _weapon_state_idle;
}
static boolean weapon_magazine_state_change_ok(
long weapon_index)
{
struct weapon_datum *weapon = weapon_get(weapon_index);
return
weapon->weapon.triggers[0].state==_trigger_idle &&
weapon->weapon.triggers[1].state==_trigger_idle &&
weapon->weapon.state == _weapon_state_idle;
}
static long weapon_get_effect_object_index(
long weapon_index)
{
struct weapon_datum *weapon = weapon_get(weapon_index);
long result = weapon_index;
if (TEST_FLAG(weapon->object.flags, _object_invisible_bit) && weapon->object.parent_object_index!=NONE)
{
result = weapon->object.parent_object_index;
}
return result;
}
static long weapon_get_owner_object_index(
long weapon_index)
{
struct weapon_datum *weapon = weapon_get(weapon_index);
long result = NONE;
if (weapon->object.parent_object_index!=NONE && unit_try_and_get(weapon->object.parent_object_index))
{
result = weapon->object.parent_object_index;
}
return result;
}
static long weapon_get_projectile_owner_object_index(
long weapon_index)
{
struct weapon_datum *weapon = weapon_get(weapon_index);
long parent_object_index = weapon->object.parent_object_index;
struct unit_datum *unit = NULL;
long result = NONE;
if (parent_object_index != NONE)
{
unit = unit_try_and_get(parent_object_index);
if (unit)
{
result = weapon->object.parent_object_index;
if (unit->unit.gunner_object_index != NONE)
result = unit->unit.gunner_object_index;
}
}
return result;
}
static boolean weapon_trigger_can_fire_again(
long weapon_index,
short trigger_index)
{
struct weapon_datum *weapon = weapon_get(weapon_index);
struct weapon_trigger *trigger = weapon_trigger_get(weapon, trigger_index);
struct weapon_definition *weapon_definition = weapon_definition_get(weapon->definition_index);
struct weapon_trigger_definition *trigger_definition = TAG_BLOCK_GET_ELEMENT(
&weapon_definition->weapon.triggers,
trigger_index,
struct weapon_trigger_definition);
boolean result = FALSE;
real fraction = TEST_FLAG(trigger_definition->flags, _weapon_trigger_analog_rate_of_fire_bit)
? weapon->weapon.primary_trigger
: trigger->rate_of_fire;
real rate_of_fire = (trigger_definition->final_rate_of_fire - trigger_definition->initial_rate_of_fire) *
fraction + trigger_definition->initial_rate_of_fire;
real required_ticks = rate_of_fire > 0.0001f ? TICKS_PER_SECOND / rate_of_fire : 0.0f;
char ticks_since_fire;
if (weapon_definition->weapon.age_rate_of_fire_penalty > 0.0f)
{
required_ticks = (weapon->weapon.age * weapon_definition->weapon.age_rate_of_fire_penalty + 1.0f) *
required_ticks;
}
ticks_since_fire = trigger->idle_ticks;
if ((real)ticks_since_fire + 1.0f >= required_ticks)
result = TRUE;
if (TEST_FLAG(trigger_definition->flags, _weapon_trigger_latched_bit) &&
TEST_FLAG(weapon->item.flags, _item_belongs_to_player_bit) &&
!TEST_FLAG(trigger->flags, _weapon_trigger_released_since_last_shot_bit))
{
return FALSE;
}
return result;
}
static void weapon_magazine_idle(
long weapon_index,
short magazine_index)
{
struct weapon_datum *weapon = weapon_get(weapon_index);
struct weapon_magazine *magazine = weapon_magazine_get(weapon, magazine_index);
struct weapon_definition *weapon_definition = weapon_definition_get(weapon->definition_index);
struct weapon_magazine_definition *magazine_definition = TAG_BLOCK_GET_ELEMENT(
&weapon_definition->weapon.magazines,
magazine_index,
struct weapon_magazine_definition);
(void)magazine_definition;
magazine->state = _magazine_idle;
magazine->state_timer = 0;
return;
}
static long weapon_effect_looping_new(
long weapon_index,
long effect_index)
{
long result = NONE;
if (effect_index != NONE)
{
struct weapon_datum *weapon = weapon_get(weapon_index);
long effect_object_index = weapon_index;
if (TEST_FLAG(weapon->object.flags, _object_invisible_bit) &&
weapon->object.parent_object_index != NONE)
{
effect_object_index = weapon->object.parent_object_index;
}
weapon_get_owner_object_index(weapon_index);
if (effect_object_index != NONE)
result = effect_new_looping(effect_index, effect_object_index, NONE, NONE, NONE);
}
return result;
}
static void weapon_detonate(
long weapon_index)
{
struct weapon_datum *weapon = weapon_get(weapon_index);
struct weapon_definition *weapon_definition = weapon_definition_get(weapon->definition_index);
weapon_effect_new(
weapon_index,
weapon_definition->weapon.detonation_effect.index,
0.0f,
0.0f);
object_delete(weapon_index);
return;
}
static void weapon_trigger_change_state(
long weapon_index,
short trigger_index,
short new_state,
short new_state_timer)
{
struct weapon_datum *weapon = weapon_get(weapon_index);
match_assert(
"c:\\halo\\SOURCE\\items\\weapons.c",
0xA11,
trigger_index>=0 && trigger_index<MAXIMUM_NUMBER_OF_TRIGGERS_PER_WEAPON);
match_assert(
"c:\\halo\\SOURCE\\items\\weapons.c",
0xA12,
new_state>=0 && new_state<NUMBER_OF_TRIGGER_STATES);
weapon->weapon.triggers[trigger_index].state = (char)new_state;
weapon->weapon.triggers[trigger_index].state_timer = new_state_timer;
return;
}
static void weapon_trigger_start_ejection_port(
long weapon_index,
short trigger_index,
boolean chamber)
{
struct weapon_datum *weapon = weapon_get(weapon_index);
struct weapon_definition *weapon_definition = weapon_definition_get(weapon->definition_index);
struct weapon_trigger *trigger = weapon_trigger_get(weapon, trigger_index);
struct weapon_trigger_definition *trigger_definition = TAG_BLOCK_GET_ELEMENT(
&weapon_definition->weapon.triggers,
trigger_index,
struct weapon_trigger_definition);
if (trigger_definition->ejection_port_recovery_time > 0.0f)
{
if ((TEST_FLAG(
trigger_definition->flags,
_weapon_trigger_ejection_port_during_chamber_animation_bit) && chamber) ||
(!TEST_FLAG(
trigger_definition->flags,
_weapon_trigger_ejection_port_during_chamber_animation_bit) && !chamber))
{
trigger->ejection_port_position = 1.0f;
}
}
return;
}
static void weapon_state_key_frame(
long weapon_index)
{
struct weapon_datum *weapon = weapon_get(weapon_index);
(void)weapon_definition_get(weapon->definition_index);
switch (weapon->weapon.state)
{
case _weapon_state_primary_chamber:
weapon_trigger_start_ejection_port(weapon_index, 0, TRUE);
break;
case _weapon_state_secondary_chamber:
weapon_trigger_start_ejection_port(weapon_index, 1, TRUE);
break;
}
return;
}
static boolean weapon_magazine_state_interruptable(
short old_state,
short new_state)
{
boolean interruptable = FALSE;
(void)new_state;
switch (old_state)
{
case _magazine_idle:
case _magazine_unchambered:
interruptable = TRUE;
break;
}
return interruptable;
}
static long weapon_effect_new(
long weapon_index,
long effect_index,
real effect_scale,
real effect_error)
{
long result = NONE;
if (effect_index!=NONE)
{
long effect_object_index = weapon_get_effect_object_index(weapon_index);
long object_index = weapon_get_owner_object_index(weapon_index);
long group_tag = tag_get_group_tag(effect_index);
if (group_tag!=EFFECT_DEFINITION_TAG)
{
match_vassert("c:\\halo\\SOURCE\\items\\weapons.c", 2514, group_tag==SOUND_DEFINITION_TAG, NULL);
if (group_tag==SOUND_DEFINITION_TAG)
{
object_impulse_sound_new(object_index, effect_index, NONE, global_origin3d, global_forward3d, effect_scale);
result = NONE;
}
}
else
{
result = effect_new_from_object(effect_index, object_index, effect_object_index, NONE, effect_scale, effect_error, NULL, NULL);
}
}
return result;
}
// TODO: finish
static void weapon_reset(
long weapon_index)
{
short magazine_index;
struct weapon_datum *weapon = weapon_get(weapon_index);
struct weapon_definition *weapon_definition = weapon_definition_get(weapon->definition_index);
for (magazine_index = 0; magazine_index<weapon_definition->weapon.triggers.count; ++magazine_index)
{
struct weapon_trigger* trigger = weapon_trigger_get(weapon, magazine_index);
struct weapon_trigger_definition *trigger_definition = TAG_BLOCK_GET_ELEMENT(&weapon_definition->weapon.triggers, magazine_index, struct weapon_trigger_definition);
trigger->state = _trigger_uninitialized;
trigger->state_timer = 0;
}
for (magazine_index = 0; magazine_index<weapon_definition->weapon.magazines.count; ++magazine_index)
{
struct weapon_magazine *magazine = weapon_magazine_get(weapon, magazine_index);
struct weapon_magazine_definition *magazine_definition = TAG_BLOCK_GET_ELEMENT(&weapon_definition->weapon.magazines, magazine_index, struct weapon_magazine_definition);
if (magazine->state==_magazine_reloading)
{
if (2*magazine->state_timer<weapon_get_first_person_animation_time(weapon_index, 0, _first_person_weapon_animation_reload_while_empty, NONE))
{
weapon_magazine_finish_reload(weapon_index, magazine_index);
}
}
magazine->state = _magazine_idle;
magazine->state_timer = 0;
}
return;
}
static boolean weapon_state_interruptable(
short old_state,
short new_state)
{
boolean interruptable = FALSE;
long state = old_state;
if (state!=_weapon_state_idle)
{
if (state>_weapon_state_idle && state<=_weapon_state_secondary_recoil)
interruptable = new_state >= old_state;
}
else
{
interruptable = TRUE;
}
return interruptable;
}
void weapon_preprocess_node_orientations(
long weapon_index)
{
struct weapon_datum *weapon = weapon_get(weapon_index);
struct weapon_definition *weapon_definition = weapon_definition_get(weapon->definition_index);
struct animation_graph *animation_graph = animation_graph_definition_get(weapon_definition->object.animation_graph.index);
if (animation_graph->weapon_animations.count)
TAG_BLOCK_GET_ELEMENT(&animation_graph->weapon_animations, 0, struct animation_graph_weapon_animations);
return;
}
static boolean weapon_set_state(
long weapon_index,
short new_state,
boolean immediate)
{
struct weapon_datum *weapon = weapon_get(weapon_index);
struct weapon_definition *weapon_definition = weapon_definition_get(weapon->definition_index);
boolean busy = FALSE;
if (immediate || weapon_state_interruptable(weapon->weapon.state, new_state))
{
long owner_object_index;
if (weapon_definition->object.animation_graph.index!=NONE)
{
struct animation_graph *animation_graph = animation_graph_definition_get(weapon_definition->object.animation_graph.index);
if (animation_graph->weapon_animations.count)
{
struct animation_graph_weapon_animations *weapon_animation = TAG_BLOCK_GET_ELEMENT(&animation_graph->weapon_animations, 0, struct animation_graph_weapon_animations);
if (weapon_animation)
{
short animation_index;
switch (new_state)
{
case _weapon_state_idle: animation_index = 0; break;
case _weapon_state_primary_recoil: animation_index = 9; break;
case _weapon_state_secondary_recoil: animation_index = 10; break;
case _weapon_state_primary_chamber: animation_index = 5; break;
case _weapon_state_secondary_chamber: animation_index = 6; break;
case _weapon_state_primary_reload:
case _weapon_state_secondary_reload: animation_index = 3; break;
case _weapon_state_primary_charged:
case _weapon_state_secondary_charged: animation_index = 8; break;
case _weapon_state_ready: animation_index = 1; break;
case _weapon_state_put_away: animation_index = 2; break;
default: goto skip_animation;
}
if (animation_index<weapon_animation->animations.count)
animation_index = animation_graph_animation_index_get(&weapon_animation->animations)[animation_index].animation_index;
else
animation_index = NONE;
if (animation_index!=NONE || new_state==_weapon_state_idle)
{
long graph_index = weapon_definition->object.animation_graph.index;
weapon->object.animation.state.index = animation_choose_random_permutation_internal(TRUE, graph_index, animation_index);
weapon->object.animation.state.frame_index = 0;
weapon->weapon.state = (char)new_state;
}
skip_animation:;
}
}
}
owner_object_index = weapon_get_owner_object_index(weapon_index);
if (unit_try_and_get(owner_object_index))
{
unit_handle_weapon_state_change(owner_object_index, new_state);
}
busy = TRUE;
}
return busy;
}
static void projectile_distribute(
real_vector3d *forward,
real_vector3d *up,
short distribution_function,
real distribution_angle,
short projectile_index,
short projectile_count)
{
real offset;
real angle;
if (projectile_count&1)
{
if (projectile_index==0)
{
offset= 0.0f;
}
else
{
short step= projectile_index-1;
if (step&1)
{
step>>= 1;
}
else
{
step= -(step>>1);
}
offset= step;
}
}
else
{
offset= (projectile_index>>1)-0.5f;
if (projectile_index&1)
{
offset= -offset;
}
}
angle= offset*distribution_angle;
switch (distribution_function)
{
case _trigger_distribution_horizontal_fan:
rotate_vector_about_axis(forward, up, sine(angle), cosine(angle));
break;
}
return;
}
static void trigger_create_projectiles(
long weapon_index,
short trigger_index)
{
struct weapon_datum *weapon= weapon_get(weapon_index);
struct weapon_trigger *trigger= weapon_trigger_get(weapon, trigger_index);
struct weapon_definition *weapon_definition= weapon_definition_get(weapon->definition_index);
struct weapon_trigger_definition *trigger_definition= TAG_BLOCK_GET_ELEMENT(&weapon_definition->weapon.triggers, trigger_index, struct weapon_trigger_definition);
long owner_object_index= weapon_get_owner_object_index(weapon_index);
char const *trigger_marker_names[MAXIMUM_NUMBER_OF_TRIGGERS_PER_WEAPON];
struct object_marker markers[MAXIMUM_MARKERS_PER_OBJECT];
short marker_count;
short marker_index;
trigger_marker_names[0]= "primary trigger";
trigger_marker_names[1]= "secondary trigger";
marker_count= object_get_marker_by_name(weapon_get_effect_object_index(weapon_index), trigger_marker_names[trigger_index], markers, MAXIMUM_MARKERS_PER_OBJECT);
if (!marker_count)
{
marker_count= 1;
}
if (!TEST_FLAG(trigger_definition->flags, _weapon_trigger_uses_weapon_origin_bit))
{
marker_count= 1;
}
for (marker_index= 0; marker_index<marker_count; marker_index++)
{
real_point3d origin= markers[marker_index].matrix.position;
real_vector3d forward= markers[marker_index].matrix.forward;
real velocity= 0.0f;
real error= 0.0f;
struct unit_datum *unit= unit_try_and_get(owner_object_index);
long target_object_index= NONE;
long projectile_definition_index;
short projectile_count;
if (!TEST_FLAG(trigger_definition->flags, _weapon_trigger_projectiles_cannot_be_aimed_bit) &&
unit &&
!TEST_FLAG(unit->object.damage_flags, _object_dead_bit))
{
struct unit_definition *unit_definition= unit_definition_get(unit->definition_index);
long player_index= unit->unit.player_index;
long actor_index= unit->unit.actor_index;
boolean adjust_origin;
boolean use_aiming_vector;
if (unit->unit.gunner_object_index!=NONE)
{
struct unit_datum *gunner= unit_get(unit->unit.gunner_object_index);
player_index= gunner->unit.player_index;
actor_index= gunner->unit.actor_index;
}
adjust_origin= TEST_FLAG(unit_definition->unit.flags, _unit_fires_from_camera_bit);
use_aiming_vector= TRUE;
if (actor_index!=NONE && actor_firing_blindly(actor_index))
{
use_aiming_vector= FALSE;
}
if (unit->unit.gunner_object_index!=NONE)
{
use_aiming_vector= FALSE;
}
unit_adjust_projectile_ray(owner_object_index, &origin, &forward, &velocity, adjust_origin, use_aiming_vector);
if (player_index!=NONE)
{
real_vector3d right;
real_vector3d up;
cross_product3d(global_up3d, &forward, &right);
if (normalize3d(&right)==0.0f)
{
right= *global_left3d;
}
cross_product3d(&forward, &right, &up);
normalize3d(&up);
point_from_line3d(
&origin,
&forward,
trigger_definition->first_person_weapon_offset.x,
&origin);
point_from_line3d(
&origin,
&right,
trigger_definition->first_person_weapon_offset.y,
&origin);
point_from_line3d(
&origin,
&up,
trigger_definition->first_person_weapon_offset.z,
&origin);
#ifdef HALO_ANDROID
if (unit->object.parent_object_index == NONE && unit->unit.gunner_object_index == NONE)
{
/* VR: from the muzzle of the weapon in the right hand; the
projectile is kept inside the level from the camera below,
so a hand through a wall does not fire through it */
real vr_origin[3];
if (halo_vr_weapon_origin(player_get(player_index)->local_player_index, vr_origin))
{
origin.x = vr_origin[0];
origin.y = vr_origin[1];
origin.z = vr_origin[2];
}
}
#endif
target_object_index= player_aim_projectile(player_index, &origin, &forward);
}
else if (actor_index!=NONE)
{
target_object_index= actor_aim_projectile(actor_index, &origin, &forward, &error);
}
}
if (TEST_FLAG(trigger_definition->flags, _weapon_trigger_uses_weapon_origin_bit))
{
origin= markers[marker_index].matrix.position;
}
if (trigger_index==0 && weapon->weapon.alternate_shots_loaded>0)
{
struct weapon_trigger_definition *secondary_trigger_definition= TAG_BLOCK_GET_ELEMENT(&weapon_definition->weapon.triggers, 1, struct weapon_trigger_definition);
short alternate_shots_loaded= weapon->weapon.alternate_shots_loaded;
projectile_definition_index= secondary_trigger_definition->projectile.index;
if (weapon_definition->weapon.secondary_trigger_mode==_weapon_secondary_trigger_loads_multiple_primary_ammunition)
{
alternate_shots_loaded++;
}
projectile_count= trigger_definition->projectiles_per_shot*alternate_shots_loaded;
weapon->weapon.alternate_shots_loaded= 0;
}
else
{
projectile_definition_index= trigger_definition->projectile.index;
projectile_count= trigger_definition->projectiles_per_shot;
}
if (projectile_definition_index!=NONE)
{
long projectile_owner_object_index= weapon_get_projectile_owner_object_index(weapon_index);
real_vector3d first_projectile_forward;
short projectile_index;
for (projectile_index= 0; projectile_index<projectile_count; projectile_index++)
{
struct object_placement_data data;
boolean tracer= FALSE;
boolean inside_bsp;
long projectile_object_index;
object_placement_data_new(&data, trigger_definition->projectile.index, projectile_owner_object_index);
data.position= origin;
data.forward= forward;
if (trigger->rate_of_fire==0.0f || trigger->sequential_non_tracer_rounds++>=trigger_definition->rounds_between_tracers)
{
tracer= TRUE;
trigger->sequential_non_tracer_rounds= 0;
}
if (error==0.0f)
{
real fraction= TEST_FLAG(trigger_definition->flags, _weapon_trigger_analog_rate_of_fire_bit) ?
weapon->weapon.primary_trigger :
trigger->error;
error= (1.0f-fraction)*trigger_definition->projectile_error_angle_lower_bound + fraction*trigger_definition->projectile_error_angle_upper_bound;
}
if (!TEST_FLAG(trigger_definition->flags, _weapon_trigger_use_error_when_unzoomed_bit) ||
!TEST_FLAG(weapon->weapon.control_flags, _weapon_control_zoomed_bit))
{
random_vector_in_cone3d(&data.forward, trigger_definition->projectile_error_inner_cone_angle, error, &data.forward);
}
if (projectile_index==0)
{
first_projectile_forward= data.forward;
}
if (TEST_FLAG(trigger_definition->flags, _weapon_trigger_projectiles_have_identical_error_bit))
{
data.forward= first_projectile_forward;
}
normalize3d(perpendicular3d(&data.forward, &data.up));
projectile_distribute(&data.forward, &data.up, trigger_definition->projectile_distribution_function, trigger_definition->projectile_distribution_angle, projectile_index, projectile_count);
scale_vector3d(&data.forward, velocity, &data.translational_velocity);
inside_bsp= unit && unit->unit.player_index!=NONE;
if (inside_bsp)
{
SET_FLAG(data.flags, _new_object_never_automatically_delete_bit, TRUE);
}
projectile_object_index= object_new(&data);
if (projectile_object_index!=NONE)
{
if (inside_bsp)
{
real_point3d camera_position;
unit_get_camera_position(owner_object_index, &camera_position);
object_force_inside_bsp(projectile_object_index, &camera_position);
}
if (target_object_index!=NONE)
{
projectile_set_target_object_index(projectile_object_index, target_object_index);
}
if (!tracer)
{
projectile_kill_tracer(projectile_object_index);
}
}
}
}
}
return;
}
static void weapon_trigger_fire(
long weapon_index,
short trigger_index)
{
struct weapon_datum *weapon= weapon_get(weapon_index);
struct weapon_trigger *trigger= weapon_trigger_get(weapon, trigger_index);
struct weapon_definition *weapon_definition= weapon_definition_get(weapon->definition_index);
struct weapon_trigger_definition *trigger_definition= TAG_BLOCK_GET_ELEMENT(&weapon_definition->weapon.triggers, trigger_index, struct weapon_trigger_definition);
long owner_object_index= weapon_get_owner_object_index(weapon_index);
long damage_effect_index= NONE;
long effect_index= NONE;
real effect_error= 0.0f;
real effect_scale= 0.0f;
boolean fired= FALSE;
boolean misfired= FALSE;
boolean loads_alternate_ammunition= FALSE;
if (trigger_index==1 &&
(weapon_definition->weapon.secondary_trigger_mode==_weapon_secondary_trigger_loads_alternate_ammunition ||
weapon_definition->weapon.secondary_trigger_mode==_weapon_secondary_trigger_loads_multiple_primary_ammunition))
{
loads_alternate_ammunition= TRUE;
}
if (trigger_definition->magazine_index!=NONE)
{
struct weapon_magazine_definition *magazine_definition= TAG_BLOCK_GET_ELEMENT(&weapon_definition->weapon.magazines, trigger_definition->magazine_index, struct weapon_magazine_definition);
struct weapon_magazine *magazine= weapon_magazine_get(weapon, trigger_definition->magazine_index);
if (!loads_alternate_ammunition || weapon->weapon.alternate_shots_loaded<weapon_definition->weapon.maximum_alternate_shots_loaded)
{
if ((magazine->rounds_loaded>=trigger_definition->rounds_per_shot || TEST_FLAG(trigger_definition->flags, _weapon_trigger_can_fire_with_partial_ammunition_bit)) &&
!(TEST_FLAG(weapon_definition->weapon.flags, _weapon_cannot_fire_at_maximum_age_bit) && weapon->weapon.age>=1.0f) &&
(magazine->rounds_loaded>=trigger_definition->minimum_rounds_loaded_per_shot || !TEST_FLAG(trigger->flags, _weapon_trigger_released_since_last_shot_bit)))
{
if (!cheat.bottomless_clip && (magazine->rounds_loaded-= trigger_definition->rounds_per_shot)<=0)
{
magazine->rounds_loaded= 0;
}
else if (TEST_FLAG(magazine_definition->flags, _weapon_magazine_must_be_chambered_every_shot_bit))
{
magazine->state= _magazine_unchambered;
magazine->state_timer= 0;
}
fired= TRUE;
}
}
}
else
{
fired= TRUE;
}
if (cheat.bottomless_clip)
{
fired= TRUE;
}
if (trigger_definition->firing_effects.count>0)
{
struct trigger_firing_effect *firing_effect;
short effect_type;
if (trigger->firing_effect_shots_remaining<=0)
{
short starting_firing_effect_index= trigger->firing_effect_index;
short firing_effect_index;
if (TEST_FLAG(trigger_definition->flags, _weapon_trigger_random_firing_effects_bit))
{
firing_effect_index= random()%trigger_definition->firing_effects.count;
}
else
{
firing_effect_index= starting_firing_effect_index;
}
do
{
struct trigger_firing_effect *next_firing_effect;
if (trigger->firing_effects_used_flags==FLAG(trigger_definition->firing_effects.count)-1)
{
trigger->firing_effects_used_flags= 0;
}
do
{
firing_effect_index++;
if (firing_effect_index>=trigger_definition->firing_effects.count)
{
firing_effect_index= 0;
}
}
while (TEST_FLAG(trigger->firing_effects_used_flags, firing_effect_index));
next_firing_effect= TAG_BLOCK_GET_ELEMENT(&trigger_definition->firing_effects, firing_effect_index, struct trigger_firing_effect);
trigger->firing_effect_index= firing_effect_index;
SET_FLAG(trigger->firing_effects_used_flags, firing_effect_index, TRUE);
trigger->firing_effect_shots_remaining= random_range(next_firing_effect->shots_lower_bound, next_firing_effect->shots_upper_bound);
}
while (trigger->firing_effect_shots_remaining<=0 && firing_effect_index!=starting_firing_effect_index);
}
trigger->firing_effect_shots_remaining--;
firing_effect= TAG_BLOCK_GET_ELEMENT(&trigger_definition->firing_effects, trigger->firing_effect_index, struct trigger_firing_effect);
if (weapon_definition->weapon.age_misfire_start>0.0f &&
weapon_definition->weapon.age_misfire_start<1.0f &&
weapon->weapon.age>weapon_definition->weapon.age_misfire_start)
{
real misfire_chance= ((weapon->weapon.age-weapon_definition->weapon.age_misfire_start)*weapon_definition->weapon.age_misfire_chance)/(1.0f-weapon_definition->weapon.age_misfire_start);
if (trigger->state==_trigger_spewing)
{
misfire_chance*= 2.0f;
}
if (real_random()<misfire_chance)
{
misfired= TRUE;
}
}
if (!fired)
{
effect_type= _trigger_empty_effect;
effect_scale= 1.0f;
effect_error= 0.0f;
}
else if (misfired)
{
effect_type= _trigger_overheated_effect;
effect_scale= trigger->rate_of_fire;
effect_error= 0.0f;
}
else
{
effect_type= _trigger_firing_effect;
effect_scale= trigger->rate_of_fire;
if (weapon_definition->weapon.heat_overheated_threshold==0.0f)
{
effect_error= 0.0f;
}
else
{
effect_error= weapon->weapon.heat/weapon_definition->weapon.heat_overheated_threshold;
}
}
effect_index= firing_effect->effects[effect_type].index;
damage_effect_index= firing_effect->damage_effects[effect_type].index;
}
if (fired)
{
if (TEST_FLAG(weapon->item.flags, _item_belongs_to_player_bit) && game_engine_running())
{
long player_index= player_index_from_unit_index(owner_object_index);
if (player_index!=NONE)
{
game_engine_weapon_fired(player_index);
}
}
weapon->weapon.game_time_last_fired= game_time_get();
first_person_weapon_message_from_weapon(weapon_index, misfired ?
(trigger_index ? _first_person_weapon_message_secondary_misfire : _first_person_weapon_message_primary_misfire) :
(trigger_index ? _first_person_weapon_message_secondary_fire : _first_person_weapon_message_primary_fire));
weapon_trigger_start_ejection_port(weapon_index, trigger_index, FALSE);
if (trigger_definition->illumination_recovery_time>0.0f)
{
trigger->illumination= 1.0f;
}
if (!cheat.bottomless_clip)
{
weapon->weapon.heat+= trigger_definition->heat_generated_per_round;
}
if (!TEST_FLAG(weapon->item.flags, _item_belongs_to_player_bit) && weapon->weapon.heat>weapon_definition->weapon.heat_overheated_threshold)
{
weapon->weapon.heat= weapon_definition->weapon.heat_overheated_threshold;
}
else if (weapon->weapon.heat>1.0f)
{
weapon->weapon.heat= 1.0f;
}
if (TEST_FLAG(weapon->item.flags, _item_belongs_to_player_bit) && !cheat.infinite_ammo)
{
weapon->weapon.age+= trigger_definition->age_generated_per_round;
if (weapon->weapon.age>1.0f)
{
weapon->weapon.age= 1.0f;
}
}
weapon_set_state(weapon_index, trigger_index ? _weapon_state_secondary_recoil : _weapon_state_primary_recoil, FALSE);
if (!misfired)
{
if (loads_alternate_ammunition)
{
weapon->weapon.alternate_shots_loaded++;
}
else
{
trigger_create_projectiles(weapon_index, trigger_index);
ai_handle_unit_effect(owner_object_index, _ai_unit_effect_shooting, trigger_definition->firing_noise);
}
}
if (owner_object_index!=NONE && damage_effect_index!=NONE)
{
struct unit_datum *unit= unit_get(owner_object_index);
struct damage_data damage;
damage_data_new(&damage, damage_effect_index);
SET_FLAG(damage.flags, _damage_from_weapon_bit, TRUE);
negate_vector3d(&unit->unit.aiming_vector, &damage.direction);
damage.epicenter= unit->object.bounding_sphere_center;
damage.origin= damage.epicenter;
object_cause_damage(&damage, owner_object_index, NONE, NONE, NONE, NULL);
}
if (weapon_definition->weapon.weapon_type==_weapon_type_plasma_pistol && trigger_index==1)
{
SET_FLAG(weapon->weapon.flags, _weapon_overheat_recoil_bit, TRUE);
}
}
if (weapon->weapon.heat>weapon_definition->weapon.heat_detonation_threshold && real_random()<weapon_definition->weapon.overheated_explosion_fraction)
{
weapon_detonate(weapon_index);
}
if (!fired)
{
weapon_trigger_change_state(weapon_index, trigger_index, _trigger_locked, NONE);
}
else if (trigger->state!=_trigger_spewing || misfired)
{
if (TEST_FLAG(trigger_definition->flags, _weapon_trigger_tracks_projectile_bit))
{
weapon_trigger_change_state(weapon_index, trigger_index, _trigger_tracking, NONE);
}
else
{
weapon_trigger_recover(weapon_index, trigger_index);
}
}
SET_FLAG(trigger->flags, _weapon_trigger_released_since_last_shot_bit, FALSE);
weapon_effect_new(weapon_index, effect_index, effect_scale, effect_error);
return;
}
static void weapon_trigger_begin_firing(
long weapon_index,
short trigger_index,
boolean force)
{
struct weapon_datum *weapon= weapon_get(weapon_index);
struct weapon_trigger *trigger= weapon_trigger_get(weapon, trigger_index);
struct weapon_definition *weapon_definition= weapon_definition_get(weapon->definition_index);
struct weapon_trigger_definition *trigger_definition= TAG_BLOCK_GET_ELEMENT(&weapon_definition->weapon.triggers, trigger_index, struct weapon_trigger_definition);
boolean can_fire= TRUE;
if (trigger_definition->magazine_index!=NONE)
{
struct weapon_magazine_definition *magazine_definition= TAG_BLOCK_GET_ELEMENT(&weapon_definition->weapon.magazines, trigger_definition->magazine_index, struct weapon_magazine_definition);
struct weapon_magazine *magazine= weapon_magazine_get(weapon, trigger_definition->magazine_index);
if (magazine->state!=_magazine_idle)
{
can_fire= FALSE;
}
}
if (TEST_FLAG(weapon->weapon.flags, _weapon_overheated_bit))
{
can_fire= FALSE;
}
if (scenario_location_underwater(&weapon->object.location, &weapon->object.position, NULL))
{
can_fire= FALSE;
}
if (can_fire)
{
if (!force && trigger_definition->charging_time>0.0f)
{
if (TEST_FLAG(weapon_definition->weapon.flags, _weapon_cannot_fire_at_maximum_age_bit) && weapon->weapon.age>=1.0f)
{
weapon_trigger_fire(weapon_index, trigger_index);
}
else
{
if (weapon_definition->weapon.triggers.count>1)
{
trigger->charging_effect_index= weapon_effect_new(weapon_index, trigger_definition->charging_effect.index, 0.0f, 0.0f);
}
else if (trigger->rate_of_fire>0.0f)
{
SET_FLAG(trigger->flags, _weapon_trigger_fired_before_charging_bit, TRUE);
weapon_trigger_fire(weapon_index, trigger_index);
}
else
{
SET_FLAG(trigger->flags, _weapon_trigger_fired_before_charging_bit, FALSE);
}
weapon_trigger_change_state(weapon_index, trigger_index, _trigger_charging, (short)(trigger_definition->charging_time*TICKS_PER_SECOND));
}
}
else if (!force && trigger_definition->overloading_time>0.0f)
{
weapon_trigger_change_state(weapon_index, trigger_index, _trigger_overloading, (short)(trigger_definition->overloading_time*TICKS_PER_SECOND));
}
else
{
weapon_trigger_fire(weapon_index, trigger_index);
}
}
return;
}
static void weapon_trigger_overload(
long weapon_index,
long trigger_index)
{
struct weapon_datum *weapon= weapon_get(weapon_index);
struct weapon_trigger *trigger= weapon_trigger_get(weapon, trigger_index);
struct weapon_definition *weapon_definition= weapon_definition_get(weapon->definition_index);
struct weapon_trigger_definition *trigger_definition= TAG_BLOCK_GET_ELEMENT(&weapon_definition->weapon.triggers, trigger_index, struct weapon_trigger_definition);
if (trigger_index+1<weapon_definition->weapon.triggers.count)
{
weapon_trigger_fire(weapon_index, (short)(trigger_index+1));
}
weapon_trigger_change_state(weapon_index, (short)trigger_index, _trigger_overloading, (short)(trigger_definition->overloading_time*TICKS_PER_SECOND));
return;
}
static void weapon_trigger_release_charge(
long weapon_index,
short trigger_index)
{
struct weapon_datum *weapon= weapon_get(weapon_index);
struct weapon_trigger *trigger= weapon_trigger_get(weapon, trigger_index);
struct weapon_definition *weapon_definition= weapon_definition_get(weapon->definition_index);
struct weapon_trigger_definition *trigger_definition= TAG_BLOCK_GET_ELEMENT(&weapon_definition->weapon.triggers, trigger_index, struct weapon_trigger_definition);
if (trigger_definition->spew_time>0.0f)
{
weapon_trigger_change_state(weapon_index, trigger_index, _trigger_spewing, (short)(trigger_definition->spew_time*TICKS_PER_SECOND));
}
else
{
if (weapon_definition->weapon.triggers.count>1)
{
weapon_trigger_fire(weapon_index, 1);
}
weapon_trigger_recover(weapon_index, trigger_index);
}
trigger->rate_of_fire= 0.0f;
return;
}
static void weapon_trigger_overcharged(
long weapon_index,
short trigger_index)
{
struct weapon_datum *weapon= weapon_get(weapon_index);
struct weapon_trigger *trigger= weapon_trigger_get(weapon, trigger_index);
struct weapon_definition *weapon_definition= weapon_definition_get(weapon->definition_index);
struct weapon_trigger_definition *trigger_definition= TAG_BLOCK_GET_ELEMENT(&weapon_definition->weapon.triggers, trigger_index, struct weapon_trigger_definition);
switch (trigger_definition->overcharged_action)
{
case _trigger_overcharged_explodes:
weapon_detonate(weapon_index);
break;
case _trigger_overcharged_fire:
weapon_trigger_release_charge(weapon_index, trigger_index);
break;
}
return;
}
boolean weapon_update(
long weapon_index)
{
struct weapon_datum *weapon= weapon_get(weapon_index);
struct weapon_definition *weapon_definition= weapon_definition_get(weapon->definition_index);
boolean triggers_down[MAXIMUM_NUMBER_OF_TRIGGERS_PER_WEAPON];
short magazine_index;
short trigger_index;
profile_enter(data_00307140.update_profile);
if (weapon->weapon.tracked_object_index!=NONE && !object_try_and_get_and_verify_type(weapon->weapon.tracked_object_index, _object_mask_all))
{
weapon->weapon.tracked_object_index= NONE;
}
if (weapon_definition->object.animation_graph.index!=NONE && weapon->object.animation.state.index!=NONE)
{
switch (animation_update_internal(TRUE, weapon_definition->object.animation_graph.index, &weapon->object.animation.state, NULL))
{
case _animation_key_frame:
weapon_state_key_frame(weapon_index);
break;
case _animation_will_restart_on_next_frame:
weapon_state_next(weapon_index);
break;
}
}
if (TEST_FLAG(weapon_definition->weapon.flags, _weapon_detonates_when_dropped_bit) && weapon->object.parent_object_index==NONE)
{
item_detonate(weapon_index);
}
if (weapon->weapon.integrated_light_power>0.0f)
{
struct unit_datum *unit;
if (!(weapon->object.parent_object_index!=NONE &&
(unit= unit_try_and_get(weapon->object.parent_object_index))!=NULL &&
unit->definition_index!=NONE &&
TEST_FLAG(unit_definition_get(unit->definition_index)->unit.flags, _unit_integrated_light_controls_weapon_directly_bit)))
{
weapon->weapon.integrated_light_power-= (1.0f/24.0f);
if (weapon->weapon.integrated_light_power<0.0f)
{
weapon->weapon.integrated_light_power= 0.0f;
}
}
}
if (weapon->weapon.heat>0.0f)
{
if (weapon->weapon.heat>=weapon_definition->weapon.heat_overheated_threshold && !TEST_FLAG(weapon->weapon.flags, _weapon_overheated_bit))
{
SET_FLAG(weapon->weapon.flags, _weapon_overheated_bit, TRUE);
if (weapon_definition->weapon.weapon_type==_weapon_type_plasma_pistol && TEST_FLAG(weapon->weapon.flags, _weapon_overheat_recoil_bit))
{
SET_FLAG(weapon->weapon.flags, _weapon_overheat_recoil_bit, FALSE);
first_person_weapon_message_from_weapon(weapon_index, _first_person_weapon_message_overheating_super_recoil);
}
else
{
first_person_weapon_message_from_weapon(weapon_index, _first_person_weapon_message_overheating);
}
weapon->weapon.overheated_effect_index= weapon_effect_looping_new(weapon_index, weapon_definition->weapon.overheated_effect.index);
}
if (weapon->weapon.overcharged==0.0f)
{
real heat_loss= weapon_definition->weapon.heat_loss_per_second*(1.0f/TICKS_PER_SECOND);
if (weapon_definition->weapon.age_heat_recovery_penalty>0.0f)
{
heat_loss*= 1.0f-weapon->weapon.age*weapon_definition->weapon.age_heat_recovery_penalty;
}
weapon->weapon.heat-= heat_loss;
if (weapon->weapon.heat<0.0f)
{
weapon->weapon.heat= 0.0f;
}
if (TEST_FLAG(weapon->weapon.flags, _weapon_overheated_bit) &&
!TEST_FLAG(weapon->weapon.flags, _weapon_overheated_exit_bit) &&
(weapon->weapon.heat-weapon_definition->weapon.heat_recovery_threshold)/heat_loss<=1.0f)
{
SET_FLAG(weapon->weapon.flags, _weapon_overheated_exit_bit, TRUE);
}
}
if (TEST_FLAG(weapon->weapon.flags, _weapon_overheated_bit) && weapon->weapon.heat<weapon_definition->weapon.heat_recovery_threshold)
{
weapon->weapon.flags&= ~(FLAG(_weapon_overheated_bit)|FLAG(_weapon_overheated_exit_bit));
if (weapon->weapon.overheated_effect_index!=NONE)
{
effect_stop(weapon->weapon.overheated_effect_index, TRUE);
}
}
}
weapon->weapon.overcharged= 0.0f;
if (weapon->weapon.state_timer>0)
{
weapon->weapon.state_timer--;
}
if (!TEST_FLAG(weapon->weapon.control_flags, _weapon_control_user_busy_bit) && weapon->weapon.state_timer<=0)
{
triggers_down[0]= TEST_FLAG(weapon->weapon.control_flags, _weapon_control_primary_trigger_bit);
triggers_down[1]= TEST_FLAG(weapon_definition->weapon.flags, _weapon_secondary_trigger_overrides_grenades_bit) && TEST_FLAG(weapon->weapon.control_flags, _weapon_control_secondary_trigger_bit);
}
else
{
triggers_down[0]= FALSE;
triggers_down[1]= FALSE;
}
switch (weapon_definition->weapon.secondary_trigger_mode)
{
case _weapon_secondary_trigger_slaved_to_primary:
if (triggers_down[1] && weapon_definition->weapon.triggers.count>0 && weapon->weapon.triggers[0].rate_of_fire!=1.0f)
{
triggers_down[1]= FALSE;
}
break;
case _weapon_secondary_trigger_inhibits_primary:
if (triggers_down[1])
{
triggers_down[0]= FALSE;
}
break;
}
if (TEST_FLAG(weapon->weapon.control_flags, _weapon_control_reload_bit) && weapon_definition->weapon.magazines.count>0)
{
SET_FLAG(weapon->weapon.flags, _weapon_needs_to_reload_bit, TRUE);
}
if (TEST_FLAG(weapon->weapon.flags, _weapon_needs_to_reload_bit))
{
weapon_magazine_start_reload(weapon_index, 0, TRUE);
}
for (magazine_index= 0; magazine_index<weapon_definition->weapon.magazines.count; magazine_index++)
{
struct weapon_magazine *magazine= weapon_magazine_get(weapon, magazine_index);
struct weapon_magazine_definition *magazine_definition= TAG_BLOCK_GET_ELEMENT(&weapon_definition->weapon.magazines, magazine_index, struct weapon_magazine_definition);
if (magazine_definition->rounds_recharged_per_second>0 && magazine->rounds_loaded<magazine_definition->rounds_loaded_maximum)
{
short rounds_recharged= magazine_definition->rounds_recharged_per_second/TICKS_PER_SECOND;
short fractional_rounds_recharged= magazine_definition->rounds_recharged_per_second%TICKS_PER_SECOND;
magazine->rounds_loaded+= rounds_recharged;
magazine->rounds_fractional_recharged+= fractional_rounds_recharged;
if (magazine->rounds_fractional_recharged>=TICKS_PER_SECOND)
{
magazine->rounds_loaded++;
magazine->rounds_fractional_recharged-= TICKS_PER_SECOND;
}
if (magazine->rounds_loaded>magazine_definition->rounds_loaded_maximum)
{
magazine->rounds_loaded= magazine_definition->rounds_loaded_maximum;
}
}
if (magazine->state_timer)
{
magazine->state_timer--;
}
switch (magazine->state)
{
case _magazine_reloading:
if (magazine->state_timer-1<=0)
{
weapon_magazine_finish_reload(weapon_index, magazine_index);
}
break;
case _magazine_unchambered:
weapon_magazine_start_chamber(weapon_index, magazine_index);
break;
case _magazine_chambering:
if (!magazine->state_timer)
{
weapon_magazine_finish_chamber(weapon_index, magazine_index);
}
break;
}
}
for (trigger_index= 0; trigger_index<weapon_definition->weapon.triggers.count; trigger_index++)
{
struct weapon_trigger *trigger= weapon_trigger_get(weapon, trigger_index);
struct weapon_trigger_definition *trigger_definition= TAG_BLOCK_GET_ELEMENT(&weapon_definition->weapon.triggers, trigger_index, struct weapon_trigger_definition);
if (TEST_FLAG(trigger_definition->flags, _weapon_trigger_analog_rate_of_fire_bit) && TEST_FLAG(weapon->item.flags, _item_belongs_to_player_bit))
{
triggers_down[trigger_index]= weapon->weapon.primary_trigger>0.05f;
}
if (TEST_FLAG(trigger_definition->flags, _weapon_trigger_sticks_when_dropped_bit) && weapon->object.parent_object_index==NONE)
{
triggers_down[trigger_index]= TRUE;
}
if (trigger->state_timer)
{
trigger->state_timer--;
}
if (TEST_FLAG(trigger_definition->flags, _weapon_trigger_toggles_bit))
{
if (!TEST_FLAG(trigger->flags, _weapon_trigger_was_down_bit) && triggers_down[trigger_index])
{
trigger->flags^= FLAG(_weapon_trigger_toggled_bit);
}
SET_FLAG(trigger->flags, _weapon_trigger_was_down_bit, triggers_down[trigger_index]);
triggers_down[trigger_index]= TEST_FLAG(trigger->flags, _weapon_trigger_toggled_bit);
}
if (!triggers_down[trigger_index])
{
SET_FLAG(trigger->flags, _weapon_trigger_released_since_last_shot_bit, TRUE);
}
if (trigger->ejection_port_position>0.0f)
{
trigger->ejection_port_position-= trigger_definition->runtime_ejection_port_recovery_time;
if (trigger->ejection_port_position<=0.0f)
{
trigger->ejection_port_position= 0.0f;
}
}
if (trigger->illumination>0.0f)
{
trigger->illumination-= trigger_definition->runtime_illumination_recovery_time;
if (trigger->illumination<=0.0f)
{
trigger->illumination= 0.0f;
}
}
switch (trigger->state)
{
case _trigger_idle:
if (!TEST_FLAG(weapon->weapon.control_flags, _weapon_control_user_busy_bit) &&
weapon->object.parent_object_index!=NONE &&
trigger_definition->magazine_index!=NONE)
{
struct weapon_magazine *magazine= weapon_magazine_get(weapon, trigger_definition->magazine_index);
if ((magazine->rounds_loaded<trigger_definition->rounds_per_shot && !TEST_FLAG(trigger_definition->flags, _weapon_trigger_can_fire_with_partial_ammunition_bit)) ||
magazine->rounds_loaded<trigger_definition->minimum_rounds_loaded_per_shot ||
magazine->rounds_loaded==0)
{
weapon_magazine_start_reload(weapon_index, trigger_definition->magazine_index, TRUE);
}
}
if (triggers_down[trigger_index] && weapon_trigger_can_fire_again(weapon_index, trigger_index))
{
weapon_trigger_begin_firing(weapon_index, trigger_index, FALSE);
}
else if (trigger->idle_ticks<127)
{
trigger->idle_ticks++;
}
break;
case _trigger_spewing:
if (trigger->state_timer)
{
weapon_trigger_begin_firing(weapon_index, trigger_index, TRUE);
}
else
{
weapon_trigger_recover(weapon_index, trigger_index);
}
break;
case _trigger_overloading:
if (!triggers_down[trigger_index])
{
weapon_trigger_begin_firing(weapon_index, trigger_index, TRUE);
}
else if (!trigger->state_timer && weapon->weapon.alternate_shots_loaded<weapon_definition->weapon.maximum_alternate_shots_loaded)
{
weapon_trigger_overload(weapon_index, trigger_index);
}
break;
case _trigger_charging:
if (trigger->state_timer)
{
if (!triggers_down[trigger_index])
{
if (trigger_index==0 && weapon_definition->weapon.triggers.count>1 && !TEST_FLAG(trigger->flags, _weapon_trigger_fired_before_charging_bit))
{
weapon_trigger_begin_firing(weapon_index, trigger_index, TRUE);
}
else
{
weapon_trigger_idle(weapon_index, trigger_index);
}
if (trigger->charging_effect_index!=NONE)
{
effect_stop(trigger->charging_effect_index, TRUE);
trigger->charging_effect_index= NONE;
}
}
}
else
{
weapon_trigger_fully_charged(weapon_index, trigger_index);
}
break;
case _trigger_charged:
if (triggers_down[trigger_index])
{
weapon->weapon.overcharged= 1.0f-(trigger->state_timer*(1.0f/TICKS_PER_SECOND))/trigger_definition->charged_time;
if (trigger->state_timer)
{
struct weapon_magazine *magazine= weapon_magazine_get(weapon, trigger_definition->magazine_index);
if (magazine->rounds_loaded<trigger_definition->rounds_per_shot && !TEST_FLAG(trigger_definition->flags, _weapon_trigger_can_fire_with_partial_ammunition_bit))
{
weapon_trigger_release_charge(weapon_index, trigger_index);
}
}
else
{
weapon_trigger_overcharged(weapon_index, trigger_index);
}
}
else
{
weapon_trigger_release_charge(weapon_index, trigger_index);
}
break;
case _trigger_recovering:
if (!trigger->state_timer)
{
if (TEST_FLAG(trigger_definition->flags, _weapon_trigger_latched_bit) &&
TEST_FLAG(weapon->item.flags, _item_belongs_to_player_bit) &&
!TEST_FLAG(trigger->flags, _weapon_trigger_released_since_last_shot_bit))
{
weapon_trigger_locked(weapon_index, trigger_index);
}
else
{
weapon_trigger_idle(weapon_index, trigger_index);
}
}
break;
case _trigger_tracking:
if (!triggers_down[trigger_index] || weapon->weapon.tracked_object_index==NONE)
{
weapon_trigger_finish_tracking(weapon_index, trigger_index);
}
break;
case _trigger_locked:
if (!triggers_down[trigger_index])
{
weapon_trigger_idle(weapon_index, trigger_index);
}
break;
case _trigger_uninitialized:
if (!trigger->state_timer)
{
weapon_trigger_idle(weapon_index, trigger_index);
}
break;
default:
match_vassert("c:\\halo\\SOURCE\\items\\weapons.c", 778, FALSE, NULL);
break;
}
if (triggers_down[trigger_index])
{
trigger->rate_of_fire+= trigger_definition->runtime_rate_of_fire_acceleration_time;
if (trigger->rate_of_fire>1.0f)
{
trigger->rate_of_fire= 1.0f;
}
if (trigger_definition->blurred_rate_of_fire!=0.0f &&
!TEST_FLAG(trigger->flags, _weapon_trigger_blurred_bit) &&
trigger->rate_of_fire>trigger_definition->blurred_rate_of_fire)
{
object_permute_region(weapon_get_effect_object_index(weapon_index), data_00307140.blurred_permutation_names[trigger_index], NONE, TRUE);
SET_FLAG(trigger->flags, _weapon_trigger_blurred_bit, TRUE);
}
}
else
{
trigger->rate_of_fire-= trigger_definition->runtime_rate_of_fire_deceleration_time;
if (trigger->rate_of_fire<0.0f)
{
trigger->rate_of_fire= 0.0f;
}
if (TEST_FLAG(trigger->flags, _weapon_trigger_blurred_bit) && trigger->rate_of_fire<trigger_definition->blurred_rate_of_fire)
{
object_permute_region(weapon_get_effect_object_index(weapon_index), data_00307140.blurred_permutation_names[trigger_index], NONE, FALSE);
SET_FLAG(trigger->flags, _weapon_trigger_blurred_bit, FALSE);
}
}
if (trigger->state==_trigger_spewing || trigger->state==_trigger_recovering || triggers_down[trigger_index])
{
trigger->error+= trigger_definition->runtime_error_acceleration_time;
if (trigger->error>1.0f)
{
trigger->error= 1.0f;
}
}
else
{
trigger->error-= trigger_definition->runtime_error_deceleration_time;
if (trigger->error<0.0f)
{
trigger->error= 0.0f;
}
}
}
profile_exit(data_00307140.update_profile);
return TRUE;
}