Preload the stage's natural weapons

This commit is contained in:
Ryan Dwyer
2022-10-25 23:09:47 +10:00
parent 15fc4a0a7c
commit dcf1de3f87
3 changed files with 277 additions and 72 deletions
+275 -72
View File
@@ -39,6 +39,7 @@
#include "game/options.h"
#include "game/propobj.h"
#include "game/objectives.h"
#include "game/setuputils.h"
#include "bss.h"
#include "lib/collision.h"
#include "lib/vi.h"
@@ -182,6 +183,128 @@ char var800700bc[][10] = {
{ 'x','x','x' }, // "xxx"
};
struct modelfiledata *g_GunModeldefs[0x24]; // Unarmed to combat boost
struct modelfiledata *g_HandModeldefs[2]; // Undisguised and disguised
struct modelfiledata *g_CartModeldefs[4]; // 4 types of casings
void bgunPreloadGun(s32 weaponnum)
{
if (weaponnum >= WEAPON_UNARMED && weaponnum < ARRAYCOUNT(g_GunModeldefs) && g_GunModeldefs[weaponnum] == NULL) {
s32 gunfilenum = weaponGetModelNum(weaponnum);
g_GunModeldefs[weaponnum] = modeldefLoadToNew(gunfilenum);
modelCalculateRwDataLen(g_GunModeldefs[weaponnum]);
}
}
void bgunPreload(void)
{
s32 i;
s32 gunfilenum;
s32 handfilenum;
s32 cartfilenum;
s32 headnum;
s32 bodynum;
// Guns
for (i = 0; i < ARRAYCOUNT(g_GunModeldefs); i++) {
g_GunModeldefs[i] = NULL;
}
bgunPreloadGun(WEAPON_UNARMED);
if (g_Vars.normmplayerisrunning) {
// Load the 6 selected MP weapons
for (i = 0; i < ARRAYCOUNT(g_MpSetup.weapons); i++) {
s32 weaponnum = g_MpWeapons[g_MpSetup.weapons[i]].weaponnum;
bgunPreloadGun(weaponnum);
}
} else {
s32 *ptr;
struct defaultobj *obj;
// Scan the stage's setup file for intro weapons and preload them
ptr = g_StageSetup.intro;
if (ptr) {
while (ptr[0] != INTROCMD_END) {
switch (ptr[0]) {
case INTROCMD_SPAWN:
case INTROCMD_CASE:
case INTROCMD_CASERESPAWN:
case INTROCMD_WATCHTIME:
ptr += 3;
break;
case INTROCMD_HILL:
case INTROCMD_4:
case INTROCMD_OUTFIT:
case INTROCMD_CREDITOFFSET:
ptr += 2;
break;
case INTROCMD_WEAPON:
bgunPreloadGun(ptr[1]);
ptr += 4;
break;
case INTROCMD_AMMO:
ptr += 4;
break;
case INTROCMD_3:
ptr += 8;
break;
case INTROCMD_6:
ptr += 10;
break;
default:
ptr++;
break;
}
}
}
// Weapons held by chrs or on the ground
obj = (struct defaultobj *)g_StageSetup.props;
if (obj) {
while (obj->type != OBJTYPE_END) {
if (obj->type == OBJTYPE_WEAPON) {
struct weaponobj *weapon = (struct weaponobj *)obj;
bgunPreloadGun(weapon->weaponnum);
}
obj = (struct defaultobj *)((u32 *)obj + setupGetCmdLength((u32 *)obj));
}
}
// Unarmed chrs can draw a Falcon
if (g_Vars.stagenum != STAGE_AIRFORCEONE) {
bgunPreloadGun(WEAPON_FALCON2);
}
}
// Hands
playerChooseBodyAndHead(&bodynum, &headnum, NULL);
handfilenum = g_HeadsAndBodies[bodynum].handfilenum;
g_HandModeldefs[0] = modeldefLoadToNew(handfilenum);
modelCalculateRwDataLen(g_HandModeldefs[0]);
if (g_Vars.stagenum == STAGE_RESCUE) {
handfilenum = g_HeadsAndBodies[BODY_DARKLAB].handfilenum;
g_HandModeldefs[1] = modeldefLoadToNew(handfilenum);
modelCalculateRwDataLen(g_HandModeldefs[1]);
} else if (g_Vars.stagenum == STAGE_AIRBASE) {
handfilenum = g_HeadsAndBodies[BODY_DARK_AF1].handfilenum;
g_HandModeldefs[1] = modeldefLoadToNew(handfilenum);
modelCalculateRwDataLen(g_HandModeldefs[1]);
}
// Carts
for (i = 0; i < ARRAYCOUNT(g_CartModeldefs); i++) {
cartfilenum = g_CartFileNums[i];
g_CartModeldefs[i] = modeldefLoadToNew(cartfilenum);
modelCalculateRwDataLen(g_CartModeldefs[i]);
}
}
#if VERSION >= VERSION_NTSC_1_0
void bgunRumble(s32 handnum, s32 weaponnum)
{
@@ -3931,6 +4054,123 @@ const char var7f1ac0ec[] = "Gun : TotalUsed %d, Free %d\n";
const char var7f1ac10c[] = "BriGun: Set Master State: MASTER_GUN_LOADSTATE_LOADED\n";
const char var7f1ac144[] = "GunLockTimer: %d\n";
void bgunTickMasterLoadPreloaded(void)
{
struct player *player = g_Vars.currentplayer;
struct weaponfunc *func;
struct weaponfunc *shootfunc;
struct weapon *weapondef;
struct inventory_ammo *ammodef;
struct hand *hand;
s32 weaponnum;
s32 value;
s32 sum;
s32 i;
if ((player->gunctrl.gunmemowner == GUNMEMOWNER_BONDGUN || bgun0f09e004(GUNMEMOWNER_BONDGUN)) && player->gunctrl.gunmemnew >= 0) {
if (player->gunctrl.gunlocktimer == 0) {
if (player->gunctrl.masterloadstate != MASTERLOADSTATE_LOADED || weaponnum != player->gunctrl.gunmemtype) {
// Gun
weaponnum = player->gunctrl.gunmemnew;
if (weaponnum == WEAPON_UNARMED) {
player->gunctrl.gunmodeldef = g_HandModeldefs[player->disguised];
} else {
player->gunctrl.gunmodeldef = g_GunModeldefs[weaponnum];
}
// Hands
if (weaponHasFlag(weaponnum, WEAPONFLAG_HASHANDS)) {
player->gunctrl.handmodeldef = g_HandModeldefs[player->disguised];
} else {
player->gunctrl.handmodeldef = NULL;
}
// Carts
func = gsetGetWeaponFunction2(&player->hands[0].gset);
shootfunc = NULL;
weapondef = weaponFindById(player->gunctrl.weaponnum);
if (func != NULL) {
s32 casingindex = -1;
if ((func->type & 0xff) == INVENTORYFUNCTYPE_SHOOT) {
shootfunc = func;
}
if (weapondef && shootfunc) {
ammodef = func->ammoindex >= 0 ? weapondef->ammos[func->ammoindex] : NULL;
if (ammodef) {
casingindex = ammodef->casingeject;
}
}
if (casingindex >= 0) {
player->gunctrl.cartmodeldef = g_CartModeldefs[casingindex];
}
}
player->gunctrl.unk15a0 = bgunGetGunMem();
player->gunctrl.unk15a4 = bgunCalculateGunMemCapacity();
player->gunctrl.unk15a8 = (u8 *) player->gunctrl.unk15a0;
player->gunctrl.unk15ac = player->gunctrl.unk15a4;
sum = 0;
for (i = 0; i < 2; i++) {
hand = &player->hands[i];
modelInit(&hand->gunmodel, player->gunctrl.gunmodeldef, (union modelrwdata **)hand->unk0a6c, 0);
if (player->gunctrl.handmodeldef != 0) {
modelInit(&hand->handmodel, player->gunctrl.handmodeldef, (union modelrwdata **)hand->handsavedata, false);
}
hand->unk0dcc = (s32 *) player->gunctrl.unk15a8;
value = bgunCreateModelCmdList(&hand->gunmodel, player->gunctrl.gunmodeldef->rootnode, (s32 *) player->gunctrl.unk15a8);
sum += value;
player->gunctrl.unk15a8 += value;
player->gunctrl.unk15ac -= value;
if (player->gunctrl.handmodeldef != 0) {
hand->unk0dd0 = (s32 *) player->gunctrl.unk15a8;
value = bgunCreateModelCmdList(&hand->handmodel, player->gunctrl.handmodeldef->rootnode, (s32 *) player->gunctrl.unk15a8);
sum += value;
player->gunctrl.unk15a8 += value;
player->gunctrl.unk15ac -= value;
}
}
hand = &player->hands[0];
hand->unk0dd4 = -1;
if (player->gunctrl.unk15ac > 3200) {
hand->unk0dd8 = (Mtxf *) player->gunctrl.unk15a8;
player->gunctrl.unk15a8 += 3200;
player->gunctrl.unk15ac -= 3200;
} else {
hand->unk0dd8 = 0;
}
player->gunctrl.masterloadstate = MASTERLOADSTATE_LOADED;
player->gunctrl.gunmemtype = weaponnum;
player->gunctrl.gunmemnew = -1;
}
} else {
player->gunctrl.gunlocktimer--;
if (player->gunctrl.gunlocktimer < -2) {
player->gunctrl.gunlocktimer = 0;
}
}
}
}
void bgunTickMasterLoad(void)
{
s32 newweaponnum;
@@ -3982,61 +4222,21 @@ void bgunTickMasterLoad(void)
}
if (player->gunctrl.masterloadstate == MASTERLOADSTATE_FLUX) {
casing = g_Casings;
while (casing < &g_Casings[ARRAYCOUNT(g_Casings)]) {
if (casing->modeldef == player->gunctrl.cartmodeldef) {
casing->modeldef = NULL;
}
casing++;
}
g_CasingsActive = false;
casing = g_Casings;
while (casing < &g_Casings[ARRAYCOUNT(g_Casings)]) {
if (casing->modeldef != NULL) {
g_CasingsActive = true;
}
casing++;
}
player->gunctrl.cartmodeldef = NULL;
player->gunctrl.masterloadstate = MASTERLOADSTATE_HANDS;
} else if (player->gunctrl.masterloadstate == MASTERLOADSTATE_HANDS) {
if (hashands) {
if (handfilenum != player->gunctrl.handfilenum) {
if (player->gunctrl.gunloadstate == GUNLOADSTATE_FLUX) {
player->gunctrl.unk15a0 = bgunGetGunMem();
player->gunctrl.unk15a4 = bgunCalculateGunMemCapacity();
player->gunctrl.gunloadstate = GUNLOADSTATE_MODEL;
player->gunctrl.loadfilenum = handfilenum;
player->gunctrl.loadtomodeldef = &player->gunctrl.handmodeldef;
player->gunctrl.loadmemptr = (u32 *) &player->gunctrl.unk15a0;
player->gunctrl.loadmemremaining = (u32 *) &player->gunctrl.unk15a4;
}
bgunTickGunLoad();
if (player->gunctrl.gunloadstate == GUNLOADSTATE_LOADED) {
player->gunctrl.handfilenum = handfilenum;
} else {
return;
}
}
// Hands
if (weaponHasFlag(newweaponnum, WEAPONFLAG_HASHANDS)) {
player->gunctrl.handmodeldef = g_HandModeldefs[player->disguised];
} else {
player->gunctrl.handfilenum = 0;
player->gunctrl.handmodeldef = NULL;
player->gunctrl.unk15a0 = bgunGetGunMem();
player->gunctrl.unk15a4 = bgunCalculateGunMemCapacity();
}
player->gunctrl.masterloadstate = MASTERLOADSTATE_GUN;
player->gunctrl.gunloadstate = GUNLOADSTATE_FLUX;
} else if (player->gunctrl.masterloadstate == MASTERLOADSTATE_GUN) {
}
if (player->gunctrl.masterloadstate == MASTERLOADSTATE_GUN) {
if (player->gunctrl.gunloadstate == GUNLOADSTATE_FLUX) {
player->gunctrl.unk15a8 = (u8 *) player->gunctrl.unk15a0;
player->gunctrl.unk15ac = player->gunctrl.unk15a4;
@@ -4053,7 +4253,9 @@ void bgunTickMasterLoad(void)
player->gunctrl.masterloadstate = MASTERLOADSTATE_CARTS;
player->gunctrl.gunloadstate = GUNLOADSTATE_FLUX;
}
} else if (player->gunctrl.masterloadstate == MASTERLOADSTATE_CARTS) {
}
if (player->gunctrl.masterloadstate == MASTERLOADSTATE_CARTS) {
if (player->gunctrl.gunloadstate == GUNLOADSTATE_LOADED) {
player->gunctrl.gunloadstate = GUNLOADSTATE_FLUX;
}
@@ -4080,27 +4282,12 @@ void bgunTickMasterLoad(void)
}
if (casingindex >= 0) {
if (player->gunctrl.cartmodeldef == NULL) {
filenum = g_CartFileNums[casingindex];
player->gunctrl.loadfilenum = filenum;
player->gunctrl.gunloadstate = GUNLOADSTATE_MODEL;
player->gunctrl.loadtomodeldef = &player->gunctrl.cartmodeldef;
player->gunctrl.loadmemptr = (u32 *) &player->gunctrl.unk15a8;
player->gunctrl.loadmemremaining = (u32 *) &player->gunctrl.unk15ac;
break;
}
break;
player->gunctrl.cartmodeldef = g_CartModeldefs[casingindex];
}
}
}
}
if (player->gunctrl.gunloadstate != GUNLOADSTATE_FLUX) {
bgunTickGunLoad();
return;
}
sum = 0;
for (i = 0; i < 2; i++) {
@@ -4148,14 +4335,11 @@ void bgunTickMasterLoad(void)
player->gunctrl.gunmemtype = newweaponnum;
player->gunctrl.gunmemnew = -1;
}
}
#if VERSION >= VERSION_NTSC_1_0
else {
} else {
player->gunctrl.masterloadstate = MASTERLOADSTATE_LOADED;
player->gunctrl.gunmemtype = newweaponnum;
player->gunctrl.gunmemnew = -1;
}
#endif
}
} else {
player->gunctrl.gunlocktimer--;
@@ -4170,9 +4354,18 @@ void bgunTickMasterLoad(void)
void bgunTickLoad(void)
{
s32 i;
s32 weaponnum = g_Vars.currentplayer->gunctrl.gunmemnew;
for (i = 0; i < g_Vars.lvupdate240; i += 8) {
bgunTickMasterLoad();
if (weaponnum < ARRAYCOUNT(g_GunModeldefs) && g_GunModeldefs[weaponnum]) {
// Preloaded
for (i = 0; i < g_Vars.lvupdate240; i += 8) {
bgunTickMasterLoadPreloaded();
}
} else {
// Not preloaded
for (i = 0; i < g_Vars.lvupdate240; i += 8) {
bgunTickMasterLoad();
}
}
}
@@ -4209,9 +4402,19 @@ bool bgun0f09eae4(void)
bgun0f09df9c();
do {
bgunTickMasterLoad();
} while (!bgun0f09dd7c());
{
s32 weaponnum = g_Vars.currentplayer->gunctrl.gunmemnew;
if (weaponnum < ARRAYCOUNT(g_GunModeldefs) && g_GunModeldefs[weaponnum]) {
do {
bgunTickMasterLoadPreloaded();
} while (!bgun0f09dd7c());
} else {
do {
bgunTickMasterLoad();
} while (!bgun0f09dd7c());
}
}
g_Vars.currentplayer->gunctrl.unk1583_06 = false;
+1
View File
@@ -430,6 +430,7 @@ void lvReset(s32 stagenum)
playerReset();
playerSpawn();
bheadReset();
bgunPreload();
if (g_Vars.normmplayerisrunning && (g_MpSetup.options & MPOPTION_TEAMSENABLED)) {
playermgrCalculateAiBuddyNums();
+1
View File
@@ -8,6 +8,7 @@ void bgunReset(void);
void bgunStop(void);
void bgunPreload(void);
void bgunRumble(s32 handnum, s32 weaponnum);
s32 bgunGetUnequippedReloadIndex(s32 weaponnum);
void bgunTickUnequippedReload(void);