quake2-particletest/p_weapon.c

1435 lines
35 KiB
C
Raw Normal View History

2023-08-28 21:55:46 +00:00
/*
Copyright (C) 1997-2001 Id Software, Inc.
This program is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License
as published by the Free Software Foundation; either version 2
of the License, or (at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
See the GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to the Free Software
Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*/
// g_weapon.c
#include "g_local.h"
#include "m_player.h"
static qboolean is_quad;
static byte is_silenced;
void weapon_grenade_fire (edict_t *ent, qboolean held);
static void P_ProjectSource (gclient_t *client, vec3_t point, vec3_t distance, vec3_t forward, vec3_t right, vec3_t result)
{
vec3_t _distance;
VectorCopy (distance, _distance);
if (client->pers.hand == LEFT_HANDED)
_distance[1] *= -1;
else if (client->pers.hand == CENTER_HANDED)
_distance[1] = 0;
G_ProjectSource (point, _distance, forward, right, result);
}
/*
===============
PlayerNoise
Each player can have two noise objects associated with it:
a personal noise (jumping, pain, weapon firing), and a weapon
target noise (bullet wall impacts)
Monsters that don't directly see the player can move
to a noise in hopes of seeing the player from there.
===============
*/
void PlayerNoise(edict_t *who, vec3_t where, int type)
{
edict_t *noise;
if (type == PNOISE_WEAPON)
{
if (who->client->silencer_shots)
{
who->client->silencer_shots--;
return;
}
}
if (deathmatch->value)
return;
if (who->flags & FL_NOTARGET)
return;
if (!who->mynoise)
{
noise = G_Spawn();
noise->classname = "player_noise";
VectorSet (noise->mins, -8, -8, -8);
VectorSet (noise->maxs, 8, 8, 8);
noise->owner = who;
noise->svflags = SVF_NOCLIENT;
who->mynoise = noise;
noise = G_Spawn();
noise->classname = "player_noise";
VectorSet (noise->mins, -8, -8, -8);
VectorSet (noise->maxs, 8, 8, 8);
noise->owner = who;
noise->svflags = SVF_NOCLIENT;
who->mynoise2 = noise;
}
if (type == PNOISE_SELF || type == PNOISE_WEAPON)
{
noise = who->mynoise;
level.sound_entity = noise;
level.sound_entity_framenum = level.framenum;
}
else // type == PNOISE_IMPACT
{
noise = who->mynoise2;
level.sound2_entity = noise;
level.sound2_entity_framenum = level.framenum;
}
VectorCopy (where, noise->s.origin);
VectorSubtract (where, noise->maxs, noise->absmin);
VectorAdd (where, noise->maxs, noise->absmax);
noise->teleport_time = level.time;
gi.linkentity (noise);
}
qboolean Pickup_Weapon (edict_t *ent, edict_t *other)
{
int index;
gitem_t *ammo;
index = ITEM_INDEX(ent->item);
if ( ( ((int)(dmflags->value) & DF_WEAPONS_STAY) || coop->value)
&& other->client->pers.inventory[index])
{
if (!(ent->spawnflags & (DROPPED_ITEM | DROPPED_PLAYER_ITEM) ) )
return false; // leave the weapon for others to pickup
}
other->client->pers.inventory[index]++;
if (!(ent->spawnflags & DROPPED_ITEM) )
{
// give them some ammo with it
ammo = FindItem (ent->item->ammo);
if ( (int)dmflags->value & DF_INFINITE_AMMO )
Add_Ammo (other, ammo, 1000);
else
Add_Ammo (other, ammo, ammo->quantity);
if (! (ent->spawnflags & DROPPED_PLAYER_ITEM) )
{
if (deathmatch->value)
{
if ((int)(dmflags->value) & DF_WEAPONS_STAY)
ent->flags |= FL_RESPAWN;
else
SetRespawn (ent, 30);
}
if (coop->value)
ent->flags |= FL_RESPAWN;
}
}
if (other->client->pers.weapon != ent->item &&
(other->client->pers.inventory[index] == 1) &&
( !deathmatch->value || other->client->pers.weapon == FindItem("blaster") ) )
other->client->newweapon = ent->item;
return true;
}
/*
===============
ChangeWeapon
The old weapon has been dropped all the way, so make the new one
current
===============
*/
void ChangeWeapon (edict_t *ent)
{
int i;
if (ent->client->grenade_time)
{
ent->client->grenade_time = level.time;
ent->client->weapon_sound = 0;
weapon_grenade_fire (ent, false);
ent->client->grenade_time = 0;
}
ent->client->pers.lastweapon = ent->client->pers.weapon;
ent->client->pers.weapon = ent->client->newweapon;
ent->client->newweapon = NULL;
ent->client->machinegun_shots = 0;
// set visible model
if (ent->s.modelindex == 255) {
if (ent->client->pers.weapon)
i = ((ent->client->pers.weapon->weapmodel & 0xff) << 8);
else
i = 0;
ent->s.skinnum = (ent - g_edicts - 1) | i;
}
if (ent->client->pers.weapon && ent->client->pers.weapon->ammo)
ent->client->ammo_index = ITEM_INDEX(FindItem(ent->client->pers.weapon->ammo));
else
ent->client->ammo_index = 0;
if (!ent->client->pers.weapon)
{ // dead
ent->client->ps.gunindex = 0;
return;
}
ent->client->weaponstate = WEAPON_ACTIVATING;
ent->client->ps.gunframe = 0;
ent->client->ps.gunindex = gi.modelindex(ent->client->pers.weapon->view_model);
ent->client->anim_priority = ANIM_PAIN;
if(ent->client->ps.pmove.pm_flags & PMF_DUCKED)
{
ent->s.frame = FRAME_crpain1;
ent->client->anim_end = FRAME_crpain4;
}
else
{
ent->s.frame = FRAME_pain301;
ent->client->anim_end = FRAME_pain304;
}
}
/*
=================
NoAmmoWeaponChange
=================
*/
void NoAmmoWeaponChange (edict_t *ent)
{
if ( ent->client->pers.inventory[ITEM_INDEX(FindItem("slugs"))]
&& ent->client->pers.inventory[ITEM_INDEX(FindItem("railgun"))] )
{
ent->client->newweapon = FindItem ("railgun");
return;
}
if ( ent->client->pers.inventory[ITEM_INDEX(FindItem("cells"))]
&& ent->client->pers.inventory[ITEM_INDEX(FindItem("hyperblaster"))] )
{
ent->client->newweapon = FindItem ("hyperblaster");
return;
}
if ( ent->client->pers.inventory[ITEM_INDEX(FindItem("bullets"))]
&& ent->client->pers.inventory[ITEM_INDEX(FindItem("chaingun"))] )
{
ent->client->newweapon = FindItem ("chaingun");
return;
}
if ( ent->client->pers.inventory[ITEM_INDEX(FindItem("bullets"))]
&& ent->client->pers.inventory[ITEM_INDEX(FindItem("machinegun"))] )
{
ent->client->newweapon = FindItem ("machinegun");
return;
}
if ( ent->client->pers.inventory[ITEM_INDEX(FindItem("shells"))] > 1
&& ent->client->pers.inventory[ITEM_INDEX(FindItem("super shotgun"))] )
{
ent->client->newweapon = FindItem ("super shotgun");
return;
}
if ( ent->client->pers.inventory[ITEM_INDEX(FindItem("shells"))]
&& ent->client->pers.inventory[ITEM_INDEX(FindItem("shotgun"))] )
{
ent->client->newweapon = FindItem ("shotgun");
return;
}
ent->client->newweapon = FindItem ("blaster");
}
/*
=================
Think_Weapon
Called by ClientBeginServerFrame and ClientThink
=================
*/
void Think_Weapon (edict_t *ent)
{
// if just died, put the weapon away
if (ent->health < 1)
{
ent->client->newweapon = NULL;
ChangeWeapon (ent);
}
// call active weapon think routine
if (ent->client->pers.weapon && ent->client->pers.weapon->weaponthink)
{
is_quad = (ent->client->quad_framenum > level.framenum);
if (ent->client->silencer_shots)
is_silenced = MZ_SILENCED;
else
is_silenced = 0;
ent->client->pers.weapon->weaponthink (ent);
}
}
/*
================
Use_Weapon
Make the weapon ready if there is ammo
================
*/
void Use_Weapon (edict_t *ent, gitem_t *item)
{
int ammo_index;
gitem_t *ammo_item;
// see if we're already using it
if (item == ent->client->pers.weapon)
return;
if (item->ammo && !g_select_empty->value && !(item->flags & IT_AMMO))
{
ammo_item = FindItem(item->ammo);
ammo_index = ITEM_INDEX(ammo_item);
if (!ent->client->pers.inventory[ammo_index])
{
gi.cprintf (ent, PRINT_HIGH, "No %s for %s.\n", ammo_item->pickup_name, item->pickup_name);
return;
}
if (ent->client->pers.inventory[ammo_index] < item->quantity)
{
gi.cprintf (ent, PRINT_HIGH, "Not enough %s for %s.\n", ammo_item->pickup_name, item->pickup_name);
return;
}
}
// change to this weapon when down
ent->client->newweapon = item;
}
/*
================
Drop_Weapon
================
*/
void Drop_Weapon (edict_t *ent, gitem_t *item)
{
int index;
if ((int)(dmflags->value) & DF_WEAPONS_STAY)
return;
index = ITEM_INDEX(item);
// see if we're already using it
if ( ((item == ent->client->pers.weapon) || (item == ent->client->newweapon))&& (ent->client->pers.inventory[index] == 1) )
{
gi.cprintf (ent, PRINT_HIGH, "Can't drop current weapon\n");
return;
}
Drop_Item (ent, item);
ent->client->pers.inventory[index]--;
}
/*
================
Weapon_Generic
A generic function to handle the basics of weapon thinking
================
*/
#define FRAME_FIRE_FIRST (FRAME_ACTIVATE_LAST + 1)
#define FRAME_IDLE_FIRST (FRAME_FIRE_LAST + 1)
#define FRAME_DEACTIVATE_FIRST (FRAME_IDLE_LAST + 1)
void Weapon_Generic (edict_t *ent, int FRAME_ACTIVATE_LAST, int FRAME_FIRE_LAST, int FRAME_IDLE_LAST, int FRAME_DEACTIVATE_LAST, int *pause_frames, int *fire_frames, void (*fire)(edict_t *ent))
{
int n;
if(ent->deadflag || ent->s.modelindex != 255) // VWep animations screw up corpses
{
return;
}
if (ent->client->weaponstate == WEAPON_DROPPING)
{
if (ent->client->ps.gunframe == FRAME_DEACTIVATE_LAST)
{
ChangeWeapon (ent);
return;
}
else if ((FRAME_DEACTIVATE_LAST - ent->client->ps.gunframe) == 4)
{
ent->client->anim_priority = ANIM_REVERSE;
if(ent->client->ps.pmove.pm_flags & PMF_DUCKED)
{
ent->s.frame = FRAME_crpain4+1;
ent->client->anim_end = FRAME_crpain1;
}
else
{
ent->s.frame = FRAME_pain304+1;
ent->client->anim_end = FRAME_pain301;
}
}
ent->client->ps.gunframe++;
return;
}
if (ent->client->weaponstate == WEAPON_ACTIVATING)
{
if (ent->client->ps.gunframe == FRAME_ACTIVATE_LAST)
{
ent->client->weaponstate = WEAPON_READY;
ent->client->ps.gunframe = FRAME_IDLE_FIRST;
return;
}
ent->client->ps.gunframe++;
return;
}
if ((ent->client->newweapon) && (ent->client->weaponstate != WEAPON_FIRING))
{
ent->client->weaponstate = WEAPON_DROPPING;
ent->client->ps.gunframe = FRAME_DEACTIVATE_FIRST;
if ((FRAME_DEACTIVATE_LAST - FRAME_DEACTIVATE_FIRST) < 4)
{
ent->client->anim_priority = ANIM_REVERSE;
if(ent->client->ps.pmove.pm_flags & PMF_DUCKED)
{
ent->s.frame = FRAME_crpain4+1;
ent->client->anim_end = FRAME_crpain1;
}
else
{
ent->s.frame = FRAME_pain304+1;
ent->client->anim_end = FRAME_pain301;
}
}
return;
}
if (ent->client->weaponstate == WEAPON_READY)
{
if ( ((ent->client->latched_buttons|ent->client->buttons) & BUTTON_ATTACK) )
{
ent->client->latched_buttons &= ~BUTTON_ATTACK;
if ((!ent->client->ammo_index) ||
( ent->client->pers.inventory[ent->client->ammo_index] >= ent->client->pers.weapon->quantity))
{
ent->client->ps.gunframe = FRAME_FIRE_FIRST;
ent->client->weaponstate = WEAPON_FIRING;
// start the animation
ent->client->anim_priority = ANIM_ATTACK;
if (ent->client->ps.pmove.pm_flags & PMF_DUCKED)
{
ent->s.frame = FRAME_crattak1-1;
ent->client->anim_end = FRAME_crattak9;
}
else
{
ent->s.frame = FRAME_attack1-1;
ent->client->anim_end = FRAME_attack8;
}
}
else
{
if (level.time >= ent->pain_debounce_time)
{
gi.sound(ent, CHAN_VOICE, gi.soundindex("weapons/noammo.wav"), 1, ATTN_NORM, 0);
ent->pain_debounce_time = level.time + 1;
}
NoAmmoWeaponChange (ent);
}
}
else
{
if (ent->client->ps.gunframe == FRAME_IDLE_LAST)
{
ent->client->ps.gunframe = FRAME_IDLE_FIRST;
return;
}
if (pause_frames)
{
for (n = 0; pause_frames[n]; n++)
{
if (ent->client->ps.gunframe == pause_frames[n])
{
if (rand()&15)
return;
}
}
}
ent->client->ps.gunframe++;
return;
}
}
if (ent->client->weaponstate == WEAPON_FIRING)
{
for (n = 0; fire_frames[n]; n++)
{
if (ent->client->ps.gunframe == fire_frames[n])
{
if (ent->client->quad_framenum > level.framenum)
gi.sound(ent, CHAN_ITEM, gi.soundindex("items/damage3.wav"), 1, ATTN_NORM, 0);
fire (ent);
break;
}
}
if (!fire_frames[n])
ent->client->ps.gunframe++;
if (ent->client->ps.gunframe == FRAME_IDLE_FIRST+1)
ent->client->weaponstate = WEAPON_READY;
}
}
/*
======================================================================
GRENADE
======================================================================
*/
#define GRENADE_TIMER 3.0
#define GRENADE_MINSPEED 400
#define GRENADE_MAXSPEED 800
void weapon_grenade_fire (edict_t *ent, qboolean held)
{
vec3_t offset;
vec3_t forward, right;
vec3_t start;
int damage = 125;
float timer;
int speed;
float radius;
radius = damage+40;
if (is_quad)
damage *= 4;
VectorSet(offset, 8, 8, ent->viewheight-8);
AngleVectors (ent->client->v_angle, forward, right, NULL);
P_ProjectSource (ent->client, ent->s.origin, offset, forward, right, start);
timer = ent->client->grenade_time - level.time;
speed = GRENADE_MINSPEED + (GRENADE_TIMER - timer) * ((GRENADE_MAXSPEED - GRENADE_MINSPEED) / GRENADE_TIMER);
fire_grenade2 (ent, start, forward, damage, speed, timer, radius, held);
if (! ( (int)dmflags->value & DF_INFINITE_AMMO ) )
ent->client->pers.inventory[ent->client->ammo_index]--;
ent->client->grenade_time = level.time + 1.0;
if(ent->deadflag || ent->s.modelindex != 255) // VWep animations screw up corpses
{
return;
}
if (ent->health <= 0)
return;
if (ent->client->ps.pmove.pm_flags & PMF_DUCKED)
{
ent->client->anim_priority = ANIM_ATTACK;
ent->s.frame = FRAME_crattak1-1;
ent->client->anim_end = FRAME_crattak3;
}
else
{
ent->client->anim_priority = ANIM_REVERSE;
ent->s.frame = FRAME_wave08;
ent->client->anim_end = FRAME_wave01;
}
}
void Weapon_Grenade (edict_t *ent)
{
if ((ent->client->newweapon) && (ent->client->weaponstate == WEAPON_READY))
{
ChangeWeapon (ent);
return;
}
if (ent->client->weaponstate == WEAPON_ACTIVATING)
{
ent->client->weaponstate = WEAPON_READY;
ent->client->ps.gunframe = 16;
return;
}
if (ent->client->weaponstate == WEAPON_READY)
{
if ( ((ent->client->latched_buttons|ent->client->buttons) & BUTTON_ATTACK) )
{
ent->client->latched_buttons &= ~BUTTON_ATTACK;
if (ent->client->pers.inventory[ent->client->ammo_index])
{
ent->client->ps.gunframe = 1;
ent->client->weaponstate = WEAPON_FIRING;
ent->client->grenade_time = 0;
}
else
{
if (level.time >= ent->pain_debounce_time)
{
gi.sound(ent, CHAN_VOICE, gi.soundindex("weapons/noammo.wav"), 1, ATTN_NORM, 0);
ent->pain_debounce_time = level.time + 1;
}
NoAmmoWeaponChange (ent);
}
return;
}
if ((ent->client->ps.gunframe == 29) || (ent->client->ps.gunframe == 34) || (ent->client->ps.gunframe == 39) || (ent->client->ps.gunframe == 48))
{
if (rand()&15)
return;
}
if (++ent->client->ps.gunframe > 48)
ent->client->ps.gunframe = 16;
return;
}
if (ent->client->weaponstate == WEAPON_FIRING)
{
if (ent->client->ps.gunframe == 5)
gi.sound(ent, CHAN_WEAPON, gi.soundindex("weapons/hgrena1b.wav"), 1, ATTN_NORM, 0);
if (ent->client->ps.gunframe == 11)
{
if (!ent->client->grenade_time)
{
ent->client->grenade_time = level.time + GRENADE_TIMER + 0.2;
ent->client->weapon_sound = gi.soundindex("weapons/hgrenc1b.wav");
}
// they waited too long, detonate it in their hand
if (!ent->client->grenade_blew_up && level.time >= ent->client->grenade_time)
{
ent->client->weapon_sound = 0;
weapon_grenade_fire (ent, true);
ent->client->grenade_blew_up = true;
}
if (ent->client->buttons & BUTTON_ATTACK)
return;
if (ent->client->grenade_blew_up)
{
if (level.time >= ent->client->grenade_time)
{
ent->client->ps.gunframe = 15;
ent->client->grenade_blew_up = false;
}
else
{
return;
}
}
}
if (ent->client->ps.gunframe == 12)
{
ent->client->weapon_sound = 0;
weapon_grenade_fire (ent, false);
}
if ((ent->client->ps.gunframe == 15) && (level.time < ent->client->grenade_time))
return;
ent->client->ps.gunframe++;
if (ent->client->ps.gunframe == 16)
{
ent->client->grenade_time = 0;
ent->client->weaponstate = WEAPON_READY;
}
}
}
/*
======================================================================
GRENADE LAUNCHER
======================================================================
*/
void weapon_grenadelauncher_fire (edict_t *ent)
{
vec3_t offset;
vec3_t forward, right;
vec3_t start;
int damage = 120;
float radius;
radius = damage+40;
if (is_quad)
damage *= 4;
VectorSet(offset, 8, 8, ent->viewheight-8);
AngleVectors (ent->client->v_angle, forward, right, NULL);
P_ProjectSource (ent->client, ent->s.origin, offset, forward, right, start);
VectorScale (forward, -2, ent->client->kick_origin);
ent->client->kick_angles[0] = -1;
fire_grenade (ent, start, forward, damage, 600, 2.5, radius);
gi.WriteByte (svc_muzzleflash);
gi.WriteShort (ent-g_edicts);
gi.WriteByte (MZ_GRENADE | is_silenced);
gi.multicast (ent->s.origin, MULTICAST_PVS);
ent->client->ps.gunframe++;
PlayerNoise(ent, start, PNOISE_WEAPON);
if (! ( (int)dmflags->value & DF_INFINITE_AMMO ) )
ent->client->pers.inventory[ent->client->ammo_index]--;
}
void Weapon_GrenadeLauncher (edict_t *ent)
{
static int pause_frames[] = {34, 51, 59, 0};
static int fire_frames[] = {6, 0};
Weapon_Generic (ent, 5, 16, 59, 64, pause_frames, fire_frames, weapon_grenadelauncher_fire);
}
/*
======================================================================
ROCKET
======================================================================
*/
void Weapon_RocketLauncher_Fire (edict_t *ent)
{
vec3_t offset, start;
vec3_t forward, right;
int damage;
float damage_radius;
int radius_damage;
damage = 100 + (int)(random() * 20.0);
radius_damage = 120;
damage_radius = 120;
if (is_quad)
{
damage *= 4;
radius_damage *= 4;
}
AngleVectors (ent->client->v_angle, forward, right, NULL);
VectorScale (forward, -2, ent->client->kick_origin);
ent->client->kick_angles[0] = -1;
VectorSet(offset, 8, 8, ent->viewheight-8);
P_ProjectSource (ent->client, ent->s.origin, offset, forward, right, start);
fire_rocket (ent, start, forward, damage, 650, damage_radius, radius_damage);
// send muzzle flash
gi.WriteByte (svc_muzzleflash);
gi.WriteShort (ent-g_edicts);
gi.WriteByte (MZ_ROCKET | is_silenced);
gi.multicast (ent->s.origin, MULTICAST_PVS);
ent->client->ps.gunframe++;
PlayerNoise(ent, start, PNOISE_WEAPON);
if (! ( (int)dmflags->value & DF_INFINITE_AMMO ) )
ent->client->pers.inventory[ent->client->ammo_index]--;
}
void Weapon_RocketLauncher (edict_t *ent)
{
static int pause_frames[] = {25, 33, 42, 50, 0};
static int fire_frames[] = {5, 0};
Weapon_Generic (ent, 4, 12, 50, 54, pause_frames, fire_frames, Weapon_RocketLauncher_Fire);
}
/*
======================================================================
BLASTER / HYPERBLASTER
======================================================================
*/
void Blaster_Fire (edict_t *ent, vec3_t g_offset, int damage, qboolean hyper, int effect)
{
vec3_t forward, right;
vec3_t start;
vec3_t offset;
if (is_quad)
damage *= 4;
AngleVectors (ent->client->v_angle, forward, right, NULL);
VectorSet(offset, 24, 8, ent->viewheight-8);
VectorAdd (offset, g_offset, offset);
P_ProjectSource (ent->client, ent->s.origin, offset, forward, right, start);
VectorScale (forward, -2, ent->client->kick_origin);
ent->client->kick_angles[0] = -1;
fire_blaster (ent, start, forward, damage, 1000, effect, hyper);
// send muzzle flash
gi.WriteByte (svc_muzzleflash);
gi.WriteShort (ent-g_edicts);
if (hyper)
gi.WriteByte (MZ_HYPERBLASTER | is_silenced);
else
gi.WriteByte (MZ_BLASTER | is_silenced);
gi.multicast (ent->s.origin, MULTICAST_PVS);
PlayerNoise(ent, start, PNOISE_WEAPON);
}
void Weapon_Blaster_Fire (edict_t *ent)
{
int damage;
if (deathmatch->value)
damage = 15;
else
damage = 10;
Blaster_Fire (ent, vec3_origin, damage, false, EF_BLASTER);
ent->client->ps.gunframe++;
}
void Weapon_Blaster (edict_t *ent)
{
static int pause_frames[] = {19, 32, 0};
static int fire_frames[] = {5, 0};
Weapon_Generic (ent, 4, 8, 52, 55, pause_frames, fire_frames, Weapon_Blaster_Fire);
}
void Weapon_HyperBlaster_Fire (edict_t *ent)
{
float rotation;
vec3_t offset;
int effect;
int damage;
ent->client->weapon_sound = gi.soundindex("weapons/hyprbl1a.wav");
if (!(ent->client->buttons & BUTTON_ATTACK))
{
ent->client->ps.gunframe++;
}
else
{
if (! ent->client->pers.inventory[ent->client->ammo_index] )
{
if (level.time >= ent->pain_debounce_time)
{
gi.sound(ent, CHAN_VOICE, gi.soundindex("weapons/noammo.wav"), 1, ATTN_NORM, 0);
ent->pain_debounce_time = level.time + 1;
}
NoAmmoWeaponChange (ent);
}
else
{
rotation = (ent->client->ps.gunframe - 5) * 2*M_PI/6;
offset[0] = -4 * sin(rotation);
offset[1] = 0;
offset[2] = 4 * cos(rotation);
if ((ent->client->ps.gunframe == 6) || (ent->client->ps.gunframe == 9))
effect = EF_HYPERBLASTER;
else
effect = 0;
if (deathmatch->value)
damage = 15;
else
damage = 20;
Blaster_Fire (ent, offset, damage, true, effect);
if (! ( (int)dmflags->value & DF_INFINITE_AMMO ) )
ent->client->pers.inventory[ent->client->ammo_index]--;
ent->client->anim_priority = ANIM_ATTACK;
if (ent->client->ps.pmove.pm_flags & PMF_DUCKED)
{
ent->s.frame = FRAME_crattak1 - 1;
ent->client->anim_end = FRAME_crattak9;
}
else
{
ent->s.frame = FRAME_attack1 - 1;
ent->client->anim_end = FRAME_attack8;
}
}
ent->client->ps.gunframe++;
if (ent->client->ps.gunframe == 12 && ent->client->pers.inventory[ent->client->ammo_index])
ent->client->ps.gunframe = 6;
}
if (ent->client->ps.gunframe == 12)
{
gi.sound(ent, CHAN_AUTO, gi.soundindex("weapons/hyprbd1a.wav"), 1, ATTN_NORM, 0);
ent->client->weapon_sound = 0;
}
}
void Weapon_HyperBlaster (edict_t *ent)
{
static int pause_frames[] = {0};
static int fire_frames[] = {6, 7, 8, 9, 10, 11, 0};
Weapon_Generic (ent, 5, 20, 49, 53, pause_frames, fire_frames, Weapon_HyperBlaster_Fire);
}
/*
======================================================================
MACHINEGUN / CHAINGUN
======================================================================
*/
void Machinegun_Fire (edict_t *ent)
{
int i;
vec3_t start;
vec3_t forward, right;
vec3_t angles;
int damage = 8;
int kick = 2;
vec3_t offset;
if (!(ent->client->buttons & BUTTON_ATTACK))
{
ent->client->machinegun_shots = 0;
ent->client->ps.gunframe++;
return;
}
if (ent->client->ps.gunframe == 5)
ent->client->ps.gunframe = 4;
else
ent->client->ps.gunframe = 5;
if (ent->client->pers.inventory[ent->client->ammo_index] < 1)
{
ent->client->ps.gunframe = 6;
if (level.time >= ent->pain_debounce_time)
{
gi.sound(ent, CHAN_VOICE, gi.soundindex("weapons/noammo.wav"), 1, ATTN_NORM, 0);
ent->pain_debounce_time = level.time + 1;
}
NoAmmoWeaponChange (ent);
return;
}
if (is_quad)
{
damage *= 4;
kick *= 4;
}
for (i=1 ; i<3 ; i++)
{
ent->client->kick_origin[i] = crandom() * 0.35;
ent->client->kick_angles[i] = crandom() * 0.7;
}
ent->client->kick_origin[0] = crandom() * 0.35;
ent->client->kick_angles[0] = ent->client->machinegun_shots * -1.5;
// raise the gun as it is firing
if (!deathmatch->value)
{
ent->client->machinegun_shots++;
if (ent->client->machinegun_shots > 9)
ent->client->machinegun_shots = 9;
}
// get start / end positions
VectorAdd (ent->client->v_angle, ent->client->kick_angles, angles);
AngleVectors (angles, forward, right, NULL);
VectorSet(offset, 0, 8, ent->viewheight-8);
P_ProjectSource (ent->client, ent->s.origin, offset, forward, right, start);
fire_bullet (ent, start, forward, damage, kick, DEFAULT_BULLET_HSPREAD, DEFAULT_BULLET_VSPREAD, MOD_MACHINEGUN);
gi.WriteByte (svc_muzzleflash);
gi.WriteShort (ent-g_edicts);
gi.WriteByte (MZ_MACHINEGUN | is_silenced);
gi.multicast (ent->s.origin, MULTICAST_PVS);
PlayerNoise(ent, start, PNOISE_WEAPON);
if (! ( (int)dmflags->value & DF_INFINITE_AMMO ) )
ent->client->pers.inventory[ent->client->ammo_index]--;
ent->client->anim_priority = ANIM_ATTACK;
if (ent->client->ps.pmove.pm_flags & PMF_DUCKED)
{
ent->s.frame = FRAME_crattak1 - (int) (random()+0.25);
ent->client->anim_end = FRAME_crattak9;
}
else
{
ent->s.frame = FRAME_attack1 - (int) (random()+0.25);
ent->client->anim_end = FRAME_attack8;
}
}
void Weapon_Machinegun (edict_t *ent)
{
static int pause_frames[] = {23, 45, 0};
static int fire_frames[] = {4, 5, 0};
Weapon_Generic (ent, 3, 5, 45, 49, pause_frames, fire_frames, Machinegun_Fire);
}
void Chaingun_Fire (edict_t *ent)
{
int i;
int shots;
vec3_t start;
vec3_t forward, right, up;
float r, u;
vec3_t offset;
int damage;
int kick = 2;
if (deathmatch->value)
damage = 6;
else
damage = 8;
if (ent->client->ps.gunframe == 5)
gi.sound(ent, CHAN_AUTO, gi.soundindex("weapons/chngnu1a.wav"), 1, ATTN_IDLE, 0);
if ((ent->client->ps.gunframe == 14) && !(ent->client->buttons & BUTTON_ATTACK))
{
ent->client->ps.gunframe = 32;
ent->client->weapon_sound = 0;
return;
}
else if ((ent->client->ps.gunframe == 21) && (ent->client->buttons & BUTTON_ATTACK)
&& ent->client->pers.inventory[ent->client->ammo_index])
{
ent->client->ps.gunframe = 15;
}
else
{
ent->client->ps.gunframe++;
}
if (ent->client->ps.gunframe == 22)
{
ent->client->weapon_sound = 0;
gi.sound(ent, CHAN_AUTO, gi.soundindex("weapons/chngnd1a.wav"), 1, ATTN_IDLE, 0);
}
else
{
ent->client->weapon_sound = gi.soundindex("weapons/chngnl1a.wav");
}
ent->client->anim_priority = ANIM_ATTACK;
if (ent->client->ps.pmove.pm_flags & PMF_DUCKED)
{
ent->s.frame = FRAME_crattak1 - (ent->client->ps.gunframe & 1);
ent->client->anim_end = FRAME_crattak9;
}
else
{
ent->s.frame = FRAME_attack1 - (ent->client->ps.gunframe & 1);
ent->client->anim_end = FRAME_attack8;
}
if (ent->client->ps.gunframe <= 9)
shots = 1;
else if (ent->client->ps.gunframe <= 14)
{
if (ent->client->buttons & BUTTON_ATTACK)
shots = 2;
else
shots = 1;
}
else
shots = 3;
if (ent->client->pers.inventory[ent->client->ammo_index] < shots)
shots = ent->client->pers.inventory[ent->client->ammo_index];
if (!shots)
{
if (level.time >= ent->pain_debounce_time)
{
gi.sound(ent, CHAN_VOICE, gi.soundindex("weapons/noammo.wav"), 1, ATTN_NORM, 0);
ent->pain_debounce_time = level.time + 1;
}
NoAmmoWeaponChange (ent);
return;
}
if (is_quad)
{
damage *= 4;
kick *= 4;
}
for (i=0 ; i<3 ; i++)
{
ent->client->kick_origin[i] = crandom() * 0.35;
ent->client->kick_angles[i] = crandom() * 0.7;
}
for (i=0 ; i<shots ; i++)
{
// get start / end positions
AngleVectors (ent->client->v_angle, forward, right, up);
r = 7 + crandom()*4;
u = crandom()*4;
VectorSet(offset, 0, r, u + ent->viewheight-8);
P_ProjectSource (ent->client, ent->s.origin, offset, forward, right, start);
fire_bullet (ent, start, forward, damage, kick, DEFAULT_BULLET_HSPREAD, DEFAULT_BULLET_VSPREAD, MOD_CHAINGUN);
}
// send muzzle flash
gi.WriteByte (svc_muzzleflash);
gi.WriteShort (ent-g_edicts);
gi.WriteByte ((MZ_CHAINGUN1 + shots - 1) | is_silenced);
gi.multicast (ent->s.origin, MULTICAST_PVS);
PlayerNoise(ent, start, PNOISE_WEAPON);
if (! ( (int)dmflags->value & DF_INFINITE_AMMO ) )
ent->client->pers.inventory[ent->client->ammo_index] -= shots;
}
void Weapon_Chaingun (edict_t *ent)
{
static int pause_frames[] = {38, 43, 51, 61, 0};
static int fire_frames[] = {5, 6, 7, 8, 9, 10, 11, 12, 13, 14, 15, 16, 17, 18, 19, 20, 21, 0};
Weapon_Generic (ent, 4, 31, 61, 64, pause_frames, fire_frames, Chaingun_Fire);
}
/*
======================================================================
SHOTGUN / SUPERSHOTGUN
======================================================================
*/
void weapon_shotgun_fire (edict_t *ent)
{
vec3_t start;
vec3_t forward, right;
vec3_t offset;
int damage = 4;
int kick = 8;
if (ent->client->ps.gunframe == 9)
{
ent->client->ps.gunframe++;
return;
}
AngleVectors (ent->client->v_angle, forward, right, NULL);
VectorScale (forward, -2, ent->client->kick_origin);
ent->client->kick_angles[0] = -2;
VectorSet(offset, 0, 8, ent->viewheight-8);
P_ProjectSource (ent->client, ent->s.origin, offset, forward, right, start);
if (is_quad)
{
damage *= 4;
kick *= 4;
}
if (deathmatch->value)
fire_shotgun (ent, start, forward, damage, kick, 500, 500, DEFAULT_DEATHMATCH_SHOTGUN_COUNT, MOD_SHOTGUN);
else
fire_shotgun (ent, start, forward, damage, kick, 500, 500, DEFAULT_SHOTGUN_COUNT, MOD_SHOTGUN);
// send muzzle flash
gi.WriteByte (svc_muzzleflash);
gi.WriteShort (ent-g_edicts);
gi.WriteByte (MZ_SHOTGUN | is_silenced);
gi.multicast (ent->s.origin, MULTICAST_PVS);
ent->client->ps.gunframe++;
PlayerNoise(ent, start, PNOISE_WEAPON);
if (! ( (int)dmflags->value & DF_INFINITE_AMMO ) )
ent->client->pers.inventory[ent->client->ammo_index]--;
}
void Weapon_Shotgun (edict_t *ent)
{
static int pause_frames[] = {22, 28, 34, 0};
static int fire_frames[] = {8, 9, 0};
Weapon_Generic (ent, 7, 18, 36, 39, pause_frames, fire_frames, weapon_shotgun_fire);
}
void weapon_supershotgun_fire (edict_t *ent)
{
vec3_t start;
vec3_t forward, right;
vec3_t offset;
vec3_t v;
int damage = 6;
int kick = 12;
AngleVectors (ent->client->v_angle, forward, right, NULL);
VectorScale (forward, -2, ent->client->kick_origin);
ent->client->kick_angles[0] = -2;
VectorSet(offset, 0, 8, ent->viewheight-8);
P_ProjectSource (ent->client, ent->s.origin, offset, forward, right, start);
if (is_quad)
{
damage *= 4;
kick *= 4;
}
v[PITCH] = ent->client->v_angle[PITCH];
v[YAW] = ent->client->v_angle[YAW] - 5;
v[ROLL] = ent->client->v_angle[ROLL];
AngleVectors (v, forward, NULL, NULL);
fire_shotgun (ent, start, forward, damage, kick, DEFAULT_SHOTGUN_HSPREAD, DEFAULT_SHOTGUN_VSPREAD, DEFAULT_SSHOTGUN_COUNT/2, MOD_SSHOTGUN);
v[YAW] = ent->client->v_angle[YAW] + 5;
AngleVectors (v, forward, NULL, NULL);
fire_shotgun (ent, start, forward, damage, kick, DEFAULT_SHOTGUN_HSPREAD, DEFAULT_SHOTGUN_VSPREAD, DEFAULT_SSHOTGUN_COUNT/2, MOD_SSHOTGUN);
// send muzzle flash
gi.WriteByte (svc_muzzleflash);
gi.WriteShort (ent-g_edicts);
gi.WriteByte (MZ_SSHOTGUN | is_silenced);
gi.multicast (ent->s.origin, MULTICAST_PVS);
ent->client->ps.gunframe++;
PlayerNoise(ent, start, PNOISE_WEAPON);
if (! ( (int)dmflags->value & DF_INFINITE_AMMO ) )
ent->client->pers.inventory[ent->client->ammo_index] -= 2;
}
void Weapon_SuperShotgun (edict_t *ent)
{
static int pause_frames[] = {29, 42, 57, 0};
static int fire_frames[] = {7, 0};
Weapon_Generic (ent, 6, 17, 57, 61, pause_frames, fire_frames, weapon_supershotgun_fire);
}
/*
======================================================================
RAILGUN
======================================================================
*/
void weapon_railgun_fire (edict_t *ent)
{
vec3_t start;
vec3_t forward, right;
vec3_t offset;
int damage;
int kick;
if (deathmatch->value)
{ // normal damage is too extreme in dm
damage = 100;
kick = 200;
}
else
{
damage = 150;
kick = 250;
}
if (is_quad)
{
damage *= 4;
kick *= 4;
}
AngleVectors (ent->client->v_angle, forward, right, NULL);
VectorScale (forward, -3, ent->client->kick_origin);
ent->client->kick_angles[0] = -3;
VectorSet(offset, 0, 7, ent->viewheight-8);
P_ProjectSource (ent->client, ent->s.origin, offset, forward, right, start);
fire_rail (ent, start, forward, damage, kick);
// send muzzle flash
gi.WriteByte (svc_muzzleflash);
gi.WriteShort (ent-g_edicts);
gi.WriteByte (MZ_RAILGUN | is_silenced);
gi.multicast (ent->s.origin, MULTICAST_PVS);
ent->client->ps.gunframe++;
PlayerNoise(ent, start, PNOISE_WEAPON);
if (! ( (int)dmflags->value & DF_INFINITE_AMMO ) )
ent->client->pers.inventory[ent->client->ammo_index]--;
}
void Weapon_Railgun (edict_t *ent)
{
static int pause_frames[] = {56, 0};
static int fire_frames[] = {4, 0};
Weapon_Generic (ent, 3, 18, 56, 61, pause_frames, fire_frames, weapon_railgun_fire);
}
/*
======================================================================
BFG10K
======================================================================
*/
void weapon_bfg_fire (edict_t *ent)
{
vec3_t offset, start;
vec3_t forward, right;
int damage;
float damage_radius = 1000;
if (deathmatch->value)
damage = 200;
else
damage = 500;
if (ent->client->ps.gunframe == 9)
{
// send muzzle flash
gi.WriteByte (svc_muzzleflash);
gi.WriteShort (ent-g_edicts);
gi.WriteByte (MZ_BFG | is_silenced);
gi.multicast (ent->s.origin, MULTICAST_PVS);
ent->client->ps.gunframe++;
PlayerNoise(ent, start, PNOISE_WEAPON);
return;
}
// cells can go down during windup (from power armor hits), so
// check again and abort firing if we don't have enough now
if (ent->client->pers.inventory[ent->client->ammo_index] < 50)
{
ent->client->ps.gunframe++;
return;
}
if (is_quad)
damage *= 4;
AngleVectors (ent->client->v_angle, forward, right, NULL);
VectorScale (forward, -2, ent->client->kick_origin);
// make a big pitch kick with an inverse fall
ent->client->v_dmg_pitch = -40;
ent->client->v_dmg_roll = crandom()*8;
ent->client->v_dmg_time = level.time + DAMAGE_TIME;
VectorSet(offset, 8, 8, ent->viewheight-8);
P_ProjectSource (ent->client, ent->s.origin, offset, forward, right, start);
fire_bfg (ent, start, forward, damage, 400, damage_radius);
ent->client->ps.gunframe++;
PlayerNoise(ent, start, PNOISE_WEAPON);
if (! ( (int)dmflags->value & DF_INFINITE_AMMO ) )
ent->client->pers.inventory[ent->client->ammo_index] -= 50;
}
void Weapon_BFG (edict_t *ent)
{
static int pause_frames[] = {39, 45, 50, 55, 0};
static int fire_frames[] = {9, 17, 0};
Weapon_Generic (ent, 8, 32, 55, 58, pause_frames, fire_frames, weapon_bfg_fire);
}
//======================================================================