slot ranges 5-9
| 995 | |
| 996 | // slot ranges 5-9 |
| 997 | void SelectSecondaryWeapon(int slot) { |
| 998 | // get slot of currently selected weapon |
| 999 | int oldslot; |
| 1000 | int nw_low, nw_high; |
| 1001 | unsigned avail_flags; |
| 1002 | player *plr = &Players[Player_num]; |
| 1003 | |
| 1004 | avail_flags = plr->weapon_flags; |
| 1005 | oldslot = (plr->weapon[PW_SECONDARY].index % NUM_SECONDARY_SLOTS) + NUM_PRIMARY_SLOTS; |
| 1006 | |
| 1007 | // do selection. if we are selecting the same slot of weapon, then we select to the next |
| 1008 | // level of weapon. when going from highest level, go to lowest |
| 1009 | if (oldslot == slot) { |
| 1010 | nw_low = SECONDARY_INDEX + ((plr->weapon[PW_SECONDARY].index + NUM_SECONDARY_SLOTS) % MAX_SECONDARY_WEAPONS); |
| 1011 | |
| 1012 | if (is_weapon_available(avail_flags, nw_low, plr->weapon_ammo[nw_low])) { |
| 1013 | // toggle class of weapon in specified slot (save for selection) |
| 1014 | SetSecondaryWeapon(nw_low, slot); |
| 1015 | } else { |
| 1016 | AddHUDMessage(TXT_WPNNOTAVAIL); |
| 1017 | Sound_system.Play2dSound(SOUND_DO_NOT_HAVE_IT); |
| 1018 | |
| 1019 | ain_hear hear; |
| 1020 | hear.f_directly_player = true; |
| 1021 | hear.hostile_level = 0.1f; |
| 1022 | hear.curiosity_level = 0.5f; |
| 1023 | hear.max_dist = AI_SOUND_SHORT_DIST; |
| 1024 | AINotify(&Objects[Players[Player_num].objnum], AIN_HEAR_NOISE, (void *)&hear); |
| 1025 | } |
| 1026 | return; |
| 1027 | } |
| 1028 | |
| 1029 | // we are selecting a new weapon slot. |
| 1030 | nw_low = (slot % NUM_SECONDARY_SLOTS) + SECONDARY_INDEX; |
| 1031 | nw_high = nw_low + NUM_SECONDARY_SLOTS; |
| 1032 | |
| 1033 | if (Weapon_slot_mask & (1 << slot)) { |
| 1034 | // we think we have a higher class of weapon. |
| 1035 | if (is_weapon_available(avail_flags, nw_high, plr->weapon_ammo[nw_high])) { |
| 1036 | // if this slot had the higher class of weapon then check if we still have the higher class weapon. |
| 1037 | SetSecondaryWeapon(nw_high, slot); |
| 1038 | } else if (is_weapon_available(avail_flags, nw_low, plr->weapon_ammo[nw_low])) { |
| 1039 | SetSecondaryWeapon(nw_low, slot); |
| 1040 | } else { |
| 1041 | AddHUDMessage(TXT_WPNNOTAVAIL); |
| 1042 | Sound_system.Play2dSound(SOUND_DO_NOT_HAVE_IT); |
| 1043 | |
| 1044 | ain_hear hear; |
| 1045 | hear.f_directly_player = true; |
| 1046 | hear.hostile_level = 0.1f; |
| 1047 | hear.curiosity_level = 0.5f; |
| 1048 | hear.max_dist = AI_SOUND_SHORT_DIST; |
| 1049 | AINotify(&Objects[Players[Player_num].objnum], AIN_HEAR_NOISE, (void *)&hear); |
| 1050 | } |
| 1051 | } else { |
| 1052 | // if this is a lower class of weapon, make sure this slot is flagged as having the lower version |
| 1053 | if (is_weapon_available(avail_flags, nw_low, plr->weapon_ammo[nw_low])) { |
| 1054 | // if this slot had the higher class of weapon then check if we still have the higher class weapon. |
no test coverage detected