game-source/ctf/qwsrc/weapons.qc
2003-01-28 21:52:15 +00:00

1615 lines
34 KiB
C++

/*
#FILENAME#
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:
Free Software Foundation, Inc.
59 Temple Place - Suite 330
Boston, MA 02111-1307, USA
$Id$
*/
/*
*/
void () player_chain1; // prototype from player.qc
void () player_chain3; // prototype from player.qc
void (entity targ, entity inflictor, entity attacker, float damage) T_Damage;
void () player_run;
void(entity bomb, entity attacker, float rad, entity ignore) T_RadiusDamage;
void(vector org, float damage) SpawnBlood;
void() SuperDamageSound;
void() HasteSound;
void() PreviousWeaponCommand;
// called by worldspawn
void() W_Precache =
{
precache_sound ("hknight/hit.wav"); // flamethrower
precache_sound ("weapons/r_exp3.wav"); // new rocket explosion
precache_sound ("weapons/rocket1i.wav"); // spike gun
precache_sound ("weapons/sgun1.wav");
precache_sound ("weapons/guncock.wav"); // player shotgun
precache_sound ("weapons/ric1.wav"); // ricochet (used in c code)
precache_sound ("weapons/ric2.wav"); // ricochet (used in c code)
precache_sound ("weapons/ric3.wav"); // ricochet (used in c code)
precache_sound ("weapons/spike2.wav"); // super spikes
precache_sound ("weapons/tink1.wav"); // spikes tink (used in c code)
precache_sound ("weapons/grenade.wav"); // grenade launcher
precache_sound ("weapons/bounce.wav"); // grenade bounce
precache_sound ("weapons/shotgn2.wav"); // super shotgun
//grapple sounds (wedge)
precache_sound ("weapons/chain1.wav");
precache_sound ("weapons/chain2.wav");
precache_sound ("weapons/chain3.wav");
precache_sound ("weapons/bounce2.wav");
precache_sound ("blob/land1.wav");
// ZOID:
// normally the weapon models are precached in the individual item
// creation routines. But since we've added impulse 21 we can drop
// weapons at any time. Must precache all weapon models.
precache_model ("progs/g_shot.mdl");
precache_model ("progs/g_nail.mdl");
precache_model ("progs/g_nail2.mdl");
precache_model ("progs/g_rock.mdl");
precache_model ("progs/g_rock2.mdl");
precache_model ("progs/g_light.mdl");
};
float() crandom =
{
return 2*(random() - 0.5);
};
/*
================
W_FireAxe
================
*/
void() W_FireAxe =
{
local vector source;
local vector org;
makevectors (self.v_angle);
source = self.origin + '0 0 16';
traceline (source, source + v_forward*64, FALSE, self);
if (trace_fraction == 1.0)
return;
org = trace_endpos - v_forward*4;
if (trace_ent.takedamage)
{
trace_ent.axhitme = 1;
SpawnBlood (org, 20);
T_Damage (trace_ent, self, self, 20);
}
else
{ // hit wall
sound (self, CHAN_WEAPON, "player/axhit2.wav", 1, ATTN_NORM);
WriteByte (MSG_MULTICAST, SVC_TEMPENTITY);
WriteByte (MSG_MULTICAST, TE_GUNSHOT);
WriteByte (MSG_MULTICAST, 3);
WriteCoord (MSG_MULTICAST, org_x);
WriteCoord (MSG_MULTICAST, org_y);
WriteCoord (MSG_MULTICAST, org_z);
multicast (org, MULTICAST_PVS);
}
};
//============================================================================
vector() wall_velocity =
{
local vector vel;
vel = normalize (self.velocity);
vel = normalize(vel + v_up*(random()- 0.5) + v_right*(random()- 0.5));
vel = vel + 2*trace_plane_normal;
vel = vel * 200;
return vel;
};
/*
================
SpawnMeatSpray
================
*/
void(vector org, vector vel) SpawnMeatSpray =
{
local entity missile;
missile = spawn ();
missile.owner = self;
missile.movetype = MOVETYPE_BOUNCE;
missile.solid = SOLID_NOT;
makevectors (self.angles);
missile.velocity = vel;
missile.velocity_z = missile.velocity_z + 250 + 50*random();
missile.avelocity = '3000 1000 2000';
// set missile duration
missile.nextthink = time + 1;
missile.think = SUB_Remove;
setmodel (missile, "progs/zom_gib.mdl");
setsize (missile, '0 0 0', '0 0 0');
setorigin (missile, org);
};
/*
================
SpawnBlood
================
*/
void(vector org, float damage) SpawnBlood =
{
WriteByte (MSG_MULTICAST, SVC_TEMPENTITY);
WriteByte (MSG_MULTICAST, TE_BLOOD);
WriteByte (MSG_MULTICAST, 1);
WriteCoord (MSG_MULTICAST, org_x);
WriteCoord (MSG_MULTICAST, org_y);
WriteCoord (MSG_MULTICAST, org_z);
multicast (org, MULTICAST_PVS);
};
/*
================
spawn_touchblood
================
*/
void(float damage) spawn_touchblood =
{
local vector vel;
vel = wall_velocity () * 0.2;
SpawnBlood (self.origin + vel*0.01, damage);
};
/*
==============================================================================
MULTI-DAMAGE
Collects multiple small damages into a single damage
==============================================================================
*/
entity multi_ent;
float multi_damage;
vector blood_org;
float blood_count;
vector puff_org;
float puff_count;
void() ClearMultiDamage =
{
multi_ent = world;
multi_damage = 0;
blood_count = 0;
puff_count = 0;
};
void() ApplyMultiDamage =
{
if (!multi_ent)
return;
T_Damage (multi_ent, self, self, multi_damage);
};
void(entity hit, float damage) AddMultiDamage =
{
if (!hit)
return;
if (hit != multi_ent)
{
ApplyMultiDamage ();
multi_damage = damage;
multi_ent = hit;
}
else
multi_damage = multi_damage + damage;
};
void() Multi_Finish =
{
if (puff_count)
{
WriteByte (MSG_MULTICAST, SVC_TEMPENTITY);
WriteByte (MSG_MULTICAST, TE_GUNSHOT);
WriteByte (MSG_MULTICAST, puff_count);
WriteCoord (MSG_MULTICAST, puff_org_x);
WriteCoord (MSG_MULTICAST, puff_org_y);
WriteCoord (MSG_MULTICAST, puff_org_z);
multicast (puff_org, MULTICAST_PVS);
}
if (blood_count)
{
WriteByte (MSG_MULTICAST, SVC_TEMPENTITY);
WriteByte (MSG_MULTICAST, TE_BLOOD);
WriteByte (MSG_MULTICAST, blood_count);
WriteCoord (MSG_MULTICAST, blood_org_x);
WriteCoord (MSG_MULTICAST, blood_org_y);
WriteCoord (MSG_MULTICAST, blood_org_z);
multicast (puff_org, MULTICAST_PVS);
}
};
/*
==============================================================================
BULLETS
==============================================================================
*/
/*
================
TraceAttack
================
*/
void(float damage, vector dir) TraceAttack =
{
local vector vel, org;
vel = normalize(dir + v_up*crandom() + v_right*crandom());
vel = vel + 2*trace_plane_normal;
vel = vel * 200;
org = trace_endpos - dir*4;
if (trace_ent.takedamage)
{
blood_count = blood_count + 1;
blood_org = org;
AddMultiDamage (trace_ent, damage);
}
else
{
puff_count = puff_count + 1;
}
};
/*
================
FireBullets
Used by shotgun, super shotgun, and enemy soldier firing
Go to the trouble of combining multiple pellets into a single damage call.
================
*/
void(float shotcount, vector dir, vector spread) FireBullets =
{
local vector direction;
local vector src;
makevectors(self.v_angle);
src = self.origin + v_forward*10;
src_z = self.absmin_z + self.size_z * 0.7;
ClearMultiDamage ();
traceline (src, src + dir*2048, FALSE, self);
puff_org = trace_endpos - dir*4;
while (shotcount > 0)
{
direction = dir + crandom()*spread_x*v_right + crandom()*spread_y*v_up;
traceline (src, src + direction*2048, FALSE, self);
if (trace_fraction != 1.0)
TraceAttack (4, direction);
shotcount = shotcount - 1;
}
ApplyMultiDamage ();
Multi_Finish ();
};
/*
================
W_FireShotgun
================
*/
void() W_FireShotgun =
{
local vector dir;
sound (self, CHAN_WEAPON, "weapons/guncock.wav", 1, ATTN_NORM);
msg_entity = self;
WriteByte (MSG_ONE, SVC_SMALLKICK);
self.currentammo = self.ammo_shells = self.ammo_shells - 1;
dir = aim (self, 100000);
FireBullets (6, dir, '0.04 0.04 0');
};
/*
================
W_FireSuperShotgun
================
*/
void() W_FireSuperShotgun =
{
local vector dir;
if (self.currentammo == 1)
{
W_FireShotgun ();
return;
}
sound (self ,CHAN_WEAPON, "weapons/shotgn2.wav", 1, ATTN_NORM);
msg_entity = self;
WriteByte (MSG_ONE, SVC_BIGKICK);
self.currentammo = self.ammo_shells = self.ammo_shells - 2;
dir = aim (self, 100000);
FireBullets (14, dir, '0.14 0.08 0');
};
/*
==============================================================================
ROCKETS
==============================================================================
*/
void() T_MissileTouch =
{
local float damg;
if (other == self.owner)
return; // don't explode on owner
if (self.cnt)
return;
self.cnt = 1;
if (pointcontents(self.origin) == CONTENT_SKY)
{
remove(self);
return;
}
damg = 100 + random()*20;
if (other.health)
{
if (other.classname == "monster_shambler")
damg = damg * 0.5; // mostly immune
T_Damage (other, self, self.owner, damg );
}
// don't do radius damage to the other, because all the damage
// was done in the impact
T_RadiusDamage (self, self.owner, 120, other);
// sound (self, CHAN_WEAPON, "weapons/r_exp3.wav", 1, ATTN_NORM);
self.origin = self.origin - 8*normalize(self.velocity);
WriteByte (MSG_MULTICAST, SVC_TEMPENTITY);
WriteByte (MSG_MULTICAST, TE_EXPLOSION);
WriteCoord (MSG_MULTICAST, self.origin_x);
WriteCoord (MSG_MULTICAST, self.origin_y);
WriteCoord (MSG_MULTICAST, self.origin_z);
multicast (self.origin, MULTICAST_PHS);
remove(self);
};
/*
================
W_FireRocket
================
*/
void() W_FireRocket =
{
self.currentammo = self.ammo_rockets = self.ammo_rockets - 1;
sound (self, CHAN_WEAPON, "weapons/sgun1.wav", 1, ATTN_NORM);
msg_entity = self;
WriteByte (MSG_ONE, SVC_SMALLKICK);
newmis = spawn ();
newmis.owner = self;
newmis.movetype = MOVETYPE_FLYMISSILE;
newmis.solid = SOLID_BBOX;
newmis.classname = "missile";
newmis.cnt = 0;
// set newmis speed
makevectors (self.v_angle);
newmis.velocity = aim(self, 1000);
newmis.velocity = newmis.velocity * 1000;
newmis.angles = vectoangles(newmis.velocity);
newmis.touch = T_MissileTouch;
// set newmis duration
newmis.nextthink = time + 5;
newmis.think = SUB_Remove;
setmodel (newmis, "progs/missile.mdl");
setsize (newmis, '0 0 0', '0 0 0');
setorigin (newmis, self.origin + v_forward*8 + '0 0 16');
};
/*
===============================================================================
LIGHTNING
===============================================================================
*/
void(entity from, float damage) LightningHit =
{
WriteByte (MSG_MULTICAST, SVC_TEMPENTITY);
WriteByte (MSG_MULTICAST, TE_LIGHTNINGBLOOD);
WriteCoord (MSG_MULTICAST, trace_endpos_x);
WriteCoord (MSG_MULTICAST, trace_endpos_y);
WriteCoord (MSG_MULTICAST, trace_endpos_z);
multicast (trace_endpos, MULTICAST_PVS);
T_Damage (trace_ent, from, from, damage);
};
/*
=================
LightningDamage
=================
*/
void(vector p1, vector p2, entity from, float damage) LightningDamage =
{
local entity e1, e2;
local vector f;
f = p2 - p1;
normalize (f);
f_x = 0 - f_y;
f_y = f_x;
f_z = 0;
f = f*16;
e1 = e2 = world;
traceline (p1, p2, FALSE, self);
if (trace_ent.takedamage)
{
LightningHit (from, damage);
if (self.classname == "player")
{
if (other.classname == "player")
trace_ent.velocity_z = trace_ent.velocity_z + 400;
}
}
e1 = trace_ent;
traceline (p1 + f, p2 + f, FALSE, self);
if (trace_ent != e1 && trace_ent.takedamage)
{
LightningHit (from, damage);
}
e2 = trace_ent;
traceline (p1 - f, p2 - f, FALSE, self);
if (trace_ent != e1 && trace_ent != e2 && trace_ent.takedamage)
{
LightningHit (from, damage);
}
};
void() W_FireLightning =
{
local vector org;
local float cells;
if (self.ammo_cells < 1)
{
self.weapon = W_BestWeapon ();
W_SetCurrentAmmo ();
return;
}
// explode if under water
if (self.waterlevel > 1)
{
cells = self.ammo_cells;
self.ammo_cells = 0;
W_SetCurrentAmmo ();
T_RadiusDamage (self, self, 35*cells, world);
return;
}
if (self.t_width < time)
{
sound (self, CHAN_WEAPON, "weapons/lhit.wav", 1, ATTN_NORM);
self.t_width = time + 0.6;
}
msg_entity = self;
WriteByte (MSG_ONE, SVC_SMALLKICK);
self.currentammo = self.ammo_cells = self.ammo_cells - 1;
org = self.origin + '0 0 16';
traceline (org, org + v_forward*600, TRUE, self);
WriteByte (MSG_MULTICAST, SVC_TEMPENTITY);
WriteByte (MSG_MULTICAST, TE_LIGHTNING2);
WriteEntity (MSG_MULTICAST, self);
WriteCoord (MSG_MULTICAST, org_x);
WriteCoord (MSG_MULTICAST, org_y);
WriteCoord (MSG_MULTICAST, org_z);
WriteCoord (MSG_MULTICAST, trace_endpos_x);
WriteCoord (MSG_MULTICAST, trace_endpos_y);
WriteCoord (MSG_MULTICAST, trace_endpos_z);
multicast (org, MULTICAST_PHS);
LightningDamage (self.origin, trace_endpos + v_forward*4, self, 30);
};
//=============================================================================
void() GrenadeExplode =
{
T_RadiusDamage (self, self.owner, 120, world);
WriteByte (MSG_MULTICAST, SVC_TEMPENTITY);
WriteByte (MSG_MULTICAST, TE_EXPLOSION);
WriteCoord (MSG_MULTICAST, self.origin_x);
WriteCoord (MSG_MULTICAST, self.origin_y);
WriteCoord (MSG_MULTICAST, self.origin_z);
multicast (self.origin, MULTICAST_PHS);
remove (self);
};
void() GrenadeTouch =
{
if (other == self.owner)
return; // don't explode on owner
if (self.cnt)
return;
if (other.takedamage == DAMAGE_AIM)
{
self.cnt = 1;
GrenadeExplode();
return;
}
sound (self, CHAN_WEAPON, "weapons/bounce.wav", 1, ATTN_NORM); // bounce sound
if (self.velocity == '0 0 0')
self.avelocity = '0 0 0';
};
/*
================
W_FireGrenade
================
*/
void() W_FireGrenade =
{
self.currentammo = self.ammo_rockets = self.ammo_rockets - 1;
sound (self, CHAN_WEAPON, "weapons/grenade.wav", 1, ATTN_NORM);
msg_entity = self;
WriteByte (MSG_ONE, SVC_SMALLKICK);
newmis = spawn ();
newmis.owner = self;
newmis.movetype = MOVETYPE_BOUNCE;
newmis.solid = SOLID_BBOX;
newmis.classname = "grenade";
newmis.cnt = 0;
// set newmis speed
makevectors (self.v_angle);
if (self.v_angle_x)
newmis.velocity = v_forward*600 + v_up * 200 + crandom()*v_right*10 + crandom()*v_up*10;
else
{
newmis.velocity = aim(self, 10000);
newmis.velocity = newmis.velocity * 600;
newmis.velocity_z = 200;
}
newmis.avelocity = '300 300 300';
newmis.angles = vectoangles(newmis.velocity);
newmis.touch = GrenadeTouch;
// set newmis duration
newmis.nextthink = time + 2.5;
newmis.think = GrenadeExplode;
setmodel (newmis, "progs/grenade.mdl");
setsize (newmis, '0 0 0', '0 0 0');
setorigin (newmis, self.origin);
};
//=============================================================================
void() spike_touch;
void() superspike_touch;
/*
===============
launch_spike
Used for both the player and the ogre
===============
*/
void(vector org, vector dir) launch_spike =
{
newmis = spawn ();
newmis.owner = self;
newmis.movetype = MOVETYPE_FLYMISSILE;
newmis.solid = SOLID_BBOX;
newmis.cnt = 0;
newmis.angles = vectoangles(dir);
newmis.touch = spike_touch;
newmis.classname = "spike";
newmis.think = SUB_Remove;
newmis.nextthink = time + 6;
setmodel (newmis, "progs/spike.mdl");
setsize (newmis, VEC_ORIGIN, VEC_ORIGIN);
setorigin (newmis, org);
newmis.velocity = dir * 1000;
};
void() W_FireSuperSpikes =
{
local vector dir;
sound (self, CHAN_WEAPON, "weapons/spike2.wav", 1, ATTN_NORM);
self.attack_finished = time + 0.2;
self.currentammo = self.ammo_nails = self.ammo_nails - 2;
dir = aim (self, 1000);
launch_spike (self.origin + '0 0 16', dir);
newmis.touch = superspike_touch;
newmis.classname = "spike";
setmodel (newmis, "progs/s_spike.mdl");
setsize (newmis, VEC_ORIGIN, VEC_ORIGIN);
msg_entity = self;
WriteByte (MSG_ONE, SVC_SMALLKICK);
};
void(float ox) W_FireSpikes =
{
local vector dir;
makevectors (self.v_angle);
if (self.ammo_nails >= 2 && self.weapon == IT_SUPER_NAILGUN)
{
W_FireSuperSpikes ();
return;
}
if (self.ammo_nails < 1)
{
self.weapon = W_BestWeapon ();
W_SetCurrentAmmo ();
return;
}
sound (self, CHAN_WEAPON, "weapons/rocket1i.wav", 1, ATTN_NORM);
self.attack_finished = time + 0.2;
self.currentammo = self.ammo_nails = self.ammo_nails - 1;
dir = aim (self, 1000);
launch_spike (self.origin + '0 0 16' + v_right*ox, dir);
msg_entity = self;
WriteByte (MSG_ONE, SVC_SMALLKICK);
};
.float hit_z;
void() spike_touch =
{
if (other == self.owner)
return;
if (self.cnt)
return;
if (other.solid == SOLID_TRIGGER)
return; // trigger field, do nothing
self.cnt = 1;
if (pointcontents(self.origin) == CONTENT_SKY)
{
remove(self);
return;
}
// hit something that bleeds
if (other.takedamage)
{
spawn_touchblood (9);
T_Damage (other, self, self.owner, 9);
}
else
{
WriteByte (MSG_MULTICAST, SVC_TEMPENTITY);
if (self.classname == "wizspike")
WriteByte (MSG_MULTICAST, TE_WIZSPIKE);
else if (self.classname == "knightspike")
WriteByte (MSG_MULTICAST, TE_KNIGHTSPIKE);
else
WriteByte (MSG_MULTICAST, TE_SPIKE);
WriteCoord (MSG_MULTICAST, self.origin_x);
WriteCoord (MSG_MULTICAST, self.origin_y);
WriteCoord (MSG_MULTICAST, self.origin_z);
multicast (self.origin, MULTICAST_PHS);
}
remove(self);
};
void() superspike_touch =
{
if (other == self.owner)
return;
if (self.cnt)
return;
if (other.solid == SOLID_TRIGGER)
return; // trigger field, do nothing
self.cnt = 1;
if (pointcontents(self.origin) == CONTENT_SKY)
{
remove(self);
return;
}
// hit something that bleeds
if (other.takedamage)
{
spawn_touchblood (18);
T_Damage (other, self, self.owner, 18);
}
else
{
WriteByte (MSG_MULTICAST, SVC_TEMPENTITY);
WriteByte (MSG_MULTICAST, TE_SUPERSPIKE);
WriteCoord (MSG_MULTICAST, self.origin_x);
WriteCoord (MSG_MULTICAST, self.origin_y);
WriteCoord (MSG_MULTICAST, self.origin_z);
multicast (self.origin, MULTICAST_PHS);
}
remove(self);
};
/*
===============================================================================
PLAYER WEAPON USE
===============================================================================
*/
void() W_SetCurrentAmmo =
{
player_run (); // get out of any weapon firing states
self.items = self.items - ( self.items & (IT_SHELLS | IT_NAILS | IT_ROCKETS | IT_CELLS) );
if (self.weapon == IT_AXE)
{
self.currentammo = 0;
self.weaponmodel = "progs/v_axe.mdl";
self.weaponframe = 0;
}
else if (self.weapon == IT_GRAPPLE)
{
self.currentammo = 0;
self.weaponmodel = "progs/v_star.mdl";
self.weaponframe = 0;
}
else if (self.weapon == IT_SHOTGUN)
{
self.currentammo = self.ammo_shells;
self.weaponmodel = "progs/v_shot.mdl";
self.weaponframe = 0;
self.items = self.items | IT_SHELLS;
}
else if (self.weapon == IT_SUPER_SHOTGUN)
{
self.currentammo = self.ammo_shells;
self.weaponmodel = "progs/v_shot2.mdl";
self.weaponframe = 0;
self.items = self.items | IT_SHELLS;
}
else if (self.weapon == IT_NAILGUN)
{
self.currentammo = self.ammo_nails;
self.weaponmodel = "progs/v_nail.mdl";
self.weaponframe = 0;
self.items = self.items | IT_NAILS;
}
else if (self.weapon == IT_SUPER_NAILGUN)
{
self.currentammo = self.ammo_nails;
self.weaponmodel = "progs/v_nail2.mdl";
self.weaponframe = 0;
self.items = self.items | IT_NAILS;
}
else if (self.weapon == IT_GRENADE_LAUNCHER)
{
self.currentammo = self.ammo_rockets;
self.weaponmodel = "progs/v_rock.mdl";
self.weaponframe = 0;
self.items = self.items | IT_ROCKETS;
}
else if (self.weapon == IT_ROCKET_LAUNCHER)
{
self.currentammo = self.ammo_rockets;
self.weaponmodel = "progs/v_rock2.mdl";
self.weaponframe = 0;
self.items = self.items | IT_ROCKETS;
}
else if (self.weapon == IT_LIGHTNING)
{
self.currentammo = self.ammo_cells;
self.weaponmodel = "progs/v_light.mdl";
self.weaponframe = 0;
self.items = self.items | IT_CELLS;
}
else
{
self.currentammo = 0;
self.weaponmodel = "";
self.weaponframe = 0;
}
};
float() W_BestWeapon =
{
local float it;
it = self.items;
if (self.waterlevel <= 1 && self.ammo_cells >= 1 && (it & IT_LIGHTNING) )
return IT_LIGHTNING;
else if(self.ammo_nails >= 2 && (it & IT_SUPER_NAILGUN) )
return IT_SUPER_NAILGUN;
else if(self.ammo_shells >= 2 && (it & IT_SUPER_SHOTGUN) )
return IT_SUPER_SHOTGUN;
else if(self.ammo_nails >= 1 && (it & IT_NAILGUN) )
return IT_NAILGUN;
else if(self.ammo_shells >= 1 && (it & IT_SHOTGUN) )
return IT_SHOTGUN;
/*
if(self.ammo_rockets >= 1 && (it & IT_ROCKET_LAUNCHER) )
return IT_ROCKET_LAUNCHER;
else if(self.ammo_rockets >= 1 && (it & IT_GRENADE_LAUNCHER) )
return IT_GRENADE_LAUNCHER;
*/
return IT_AXE;
};
float() W_CheckNoAmmo =
{
if (self.currentammo > 0)
return TRUE;
if (self.weapon == IT_AXE)
return TRUE;
if (self.weapon == IT_GRAPPLE)
return TRUE;
self.weapon = W_BestWeapon ();
W_SetCurrentAmmo ();
// drop the weapon down
return FALSE;
};
/*
============
W_Attack
An attack impulse can be triggered now
============
*/
void() player_axe1;
void() player_axeb1;
void() player_axec1;
void() player_axed1;
void() player_shot1;
void() player_nail1;
void() player_light1;
void() player_rocket1;
void() W_Attack =
{
local float r;
if (!W_CheckNoAmmo ())
return;
makevectors (self.v_angle); // calculate forward angle for velocity
self.show_hostile = time + 1; // wake monsters up
if (self.weapon == IT_GRAPPLE) {
if (self.hook_out)
player_chain3 ();
else
player_chain1 ();
self.attack_finished = time + 0.1;
}
if (self.weapon == IT_AXE)
{
sound (self, CHAN_WEAPON, "weapons/ax1.wav", 1, ATTN_NORM);
r = random();
if (r < 0.25)
player_axe1 ();
else if (r<0.5)
player_axeb1 ();
else if (r<0.75)
player_axec1 ();
else
player_axed1 ();
// RUNE: rune of hell magic
if (self.player_flag & ITEM_RUNE3_FLAG) {
self.attack_finished = time + 0.3;
HasteSound();
} else
self.attack_finished = time + 0.5;
}
else if (self.weapon == IT_SHOTGUN)
{
player_shot1 ();
W_FireShotgun ();
// RUNE: rune of hell magic
if (self.player_flag & ITEM_RUNE3_FLAG) {
self.attack_finished = time + 0.3;
HasteSound();
} else
self.attack_finished = time + 0.5;
}
else if (self.weapon == IT_SUPER_SHOTGUN)
{
player_shot1 ();
W_FireSuperShotgun ();
// RUNE: rune of hell magic
if (self.player_flag & ITEM_RUNE3_FLAG) {
self.attack_finished = time + 0.4;
HasteSound();
} else
self.attack_finished = time + 0.7;
}
else if (self.weapon == IT_NAILGUN)
{
player_nail1 ();
}
else if (self.weapon == IT_SUPER_NAILGUN)
{
player_nail1 ();
}
else if (self.weapon == IT_GRENADE_LAUNCHER)
{
player_rocket1();
W_FireGrenade();
// RUNE: rune of hell magic
if (self.player_flag & ITEM_RUNE3_FLAG) {
self.attack_finished = time + 0.3;
HasteSound();
} else
self.attack_finished = time + 0.6;
}
else if (self.weapon == IT_ROCKET_LAUNCHER)
{
player_rocket1();
W_FireRocket();
// RUNE: rune of hell magic
if (self.player_flag & ITEM_RUNE3_FLAG) {
self.attack_finished = time + 0.4;
HasteSound();
} else
self.attack_finished = time + 0.8;
}
else if (self.weapon == IT_LIGHTNING)
{
self.attack_finished = time + 0.1;
sound (self, CHAN_AUTO, "weapons/lstart.wav", 1, ATTN_NORM);
player_light1();
}
};
/*
============
W_ChangeWeapon
============
*/
void() W_ChangeWeapon =
{
local float it, am, fl = 0;
it = self.items;
am = 0;
if (self.impulse == 1 && self.weapon) {
if (self.weapon == IT_AXE) {
fl = IT_GRAPPLE;
if (self.hook_out)
Reset_Grapple(self.hook);
} else if (self.weapon != IT_AXE)
fl = IT_AXE;
} else if (self.impulse == 22) {
fl = IT_GRAPPLE;
if (self.weapon != IT_GRAPPLE) {
sprint (self, PRINT_HIGH , "Grappling Hook Selected\n");
if (self.hook_out)
sound (self, CHAN_WEAPON, "weapons/bounce2.wav", 1, ATTN_NORM);
self.hook_out = FALSE;
self.on_hook = FALSE;
}
} else if (self.impulse == 31) {
fl = IT_AXE;
} else if (self.impulse == 2 || self.impulse == 32) {
fl = IT_SHOTGUN;
if (self.ammo_shells < 1)
am = 1;
} else if (self.impulse == 3 || self.impulse == 33) {
fl = IT_SUPER_SHOTGUN;
if (self.ammo_shells < 2)
am = 1;
} else if (self.impulse == 4 || self.impulse == 34) {
fl = IT_NAILGUN;
if (self.ammo_nails < 1)
am = 1;
} else if (self.impulse == 5) {
fl = IT_SUPER_NAILGUN;
if (self.ammo_nails < 2)
am = 1;
} else if (self.impulse == 35) {
fl = IT_SUPER_NAILGUN;
if (self.ammo_nails < 2)
am = 1;
} else if (self.impulse == 6 || self.impulse == 36) {
fl = IT_GRENADE_LAUNCHER;
if (self.ammo_rockets < 1)
am = 1;
} else if (self.impulse == 7 || self.impulse == 37) {
fl = IT_ROCKET_LAUNCHER;
if (self.ammo_rockets < 1)
am = 1;
} else if (self.impulse == 8 || self.impulse == 38) {
fl = IT_LIGHTNING;
if (self.ammo_cells < 1)
am = 1;
}
self.impulse = 0;
if (!(self.items & fl))
{ // don't have the weapon or the ammo
sprint (self, PRINT_HIGH, "no weapon.\n");
return;
}
if (am)
{ // don't have the ammo
sprint (self, PRINT_HIGH, "not enough ammo.\n");
return;
}
//
// set weapon, set ammo
//
self.previous_weapon = self.weapon;
self.weapon = fl;
W_SetCurrentAmmo ();
};
/*
============
CheatCommand
============
*/
void() CheatCommand =
{
// if (deathmatch || coop)
return;
self.ammo_rockets = 100;
self.ammo_nails = 200;
self.ammo_shells = 100;
self.items = self.items |
IT_AXE |
IT_SHOTGUN |
IT_SUPER_SHOTGUN |
IT_NAILGUN |
IT_SUPER_NAILGUN |
IT_GRENADE_LAUNCHER |
IT_ROCKET_LAUNCHER |
IT_KEY1 | IT_KEY2;
self.ammo_cells = 200;
self.items = self.items | IT_LIGHTNING;
self.weapon = IT_ROCKET_LAUNCHER;
self.impulse = 0;
W_SetCurrentAmmo ();
};
/*
============
CycleWeaponCommand
Go to the next weapon with ammo
============
*/
void() CycleWeaponCommand =
{
local float it, am;
it = self.items;
self.impulse = 0;
//McBain: save current weapon
self.previous_weapon = self.weapon;
while (1)
{
am = 0;
if (self.weapon == IT_LIGHTNING) {
self.weapon = IT_GRAPPLE;
} else if (self.weapon == IT_GRAPPLE) {
self.weapon = IT_AXE;
} else if (self.weapon == IT_AXE) {
self.weapon = IT_SHOTGUN;
if (self.ammo_shells < 1)
am = 1;
} else if (self.weapon == IT_SHOTGUN) {
self.weapon = IT_SUPER_SHOTGUN;
if (self.ammo_shells < 2)
am = 1;
} else if (self.weapon == IT_SUPER_SHOTGUN) {
self.weapon = IT_NAILGUN;
if (self.ammo_nails < 1)
am = 1;
} else if (self.weapon == IT_NAILGUN) {
self.weapon = IT_SUPER_NAILGUN;
if (self.ammo_nails < 2)
am = 1;
} else if (self.weapon == IT_SUPER_NAILGUN) {
self.weapon = IT_GRENADE_LAUNCHER;
if (self.ammo_rockets < 1)
am = 1;
} else if (self.weapon == IT_GRENADE_LAUNCHER) {
self.weapon = IT_ROCKET_LAUNCHER;
if (self.ammo_rockets < 1)
am = 1;
} else if (self.weapon == IT_ROCKET_LAUNCHER) {
self.weapon = IT_LIGHTNING;
if (self.ammo_cells < 1)
am = 1;
}
if ( (it & self.weapon) && am == 0)
{
W_SetCurrentAmmo ();
return;
}
}
};
/*
============
CycleWeaponReverseCommand
Go to the prev weapon with ammo
============
*/
void() CycleWeaponReverseCommand =
{
local float it, am;
it = self.items;
self.impulse = 0;
//McBain: save current weapon
self.previous_weapon = self.weapon;
while (1)
{
am = 0;
if (self.weapon == IT_LIGHTNING)
{
self.weapon = IT_ROCKET_LAUNCHER;
if (self.ammo_rockets < 1)
am = 1;
}
else if (self.weapon == IT_ROCKET_LAUNCHER)
{
self.weapon = IT_GRENADE_LAUNCHER;
if (self.ammo_rockets < 1)
am = 1;
}
else if (self.weapon == IT_GRENADE_LAUNCHER)
{
self.weapon = IT_SUPER_NAILGUN;
if (self.ammo_nails < 1)
am = 1;
}
else if (self.weapon == IT_SUPER_NAILGUN)
{
self.weapon = IT_NAILGUN;
if (self.ammo_nails < 1)
am = 1;
}
else if (self.weapon == IT_NAILGUN)
{
self.weapon = IT_SUPER_SHOTGUN;
if (self.ammo_shells < 2)
am = 1;
}
else if (self.weapon == IT_SUPER_SHOTGUN)
{
self.weapon = IT_SHOTGUN;
if (self.ammo_shells < 1)
am = 1;
}
else if (self.weapon == IT_SHOTGUN) {
self.weapon = IT_AXE;
} else if (self.weapon == IT_AXE) {
self.weapon = IT_GRAPPLE;
} else if (self.weapon == IT_GRAPPLE) {
self.weapon = IT_LIGHTNING;
if (self.ammo_cells < 1)
am = 1;
}
if ( (it & self.weapon) && am == 0)
{
W_SetCurrentAmmo ();
return;
}
}
};
/*
============
ServerflagsCommand
Just for development
============
*/
void() ServerflagsCommand =
{
serverflags = serverflags * 2 + 1;
// ZOID: Bug fix
serverflags = (serverflags & 15);
};
//ZOID: Uhm, where am I?
void() PrintLocation =
{
local string p;
p = vtos(self.origin);
sprint(self, PRINT_HIGH, "You are at ");
sprint(self, PRINT_HIGH, p);
sprint(self, PRINT_HIGH, "\n");
};
/*
============
ImpulseCommands
============
*/
//ZOID: Note, changed it all to an if/else construct. No need to check
//remaining impulses if we have one already. Much cleaner and a tad
//more efficient. Using a non-existant impulse is still the worst case. :(
void() ImpulseCommands =
{
if ((self.impulse >= 1 && self.impulse <= 8) || self.impulse == 22 ||
(self.impulse >= 31 && self.impulse <= 40) ||
self.impulse == 50)
W_ChangeWeapon ();
else if (self.impulse == 9)
CheatCommand ();
else if (self.impulse == 10)
CycleWeaponCommand ();
else if (self.impulse == 11)
ServerflagsCommand ();
else if (self.impulse == 12)
CycleWeaponReverseCommand ();
//McBain: I picked 69 -- seems appropriate! I hope 69 hasn't been used in
// other add-ons. This is my first attempt at Quake C, and I hope I haven't
// violated any Quake C ettiquette. :(
else if (self.impulse == 69)
PreviousWeaponCommand ();
else if (self.impulse == 99)
PrintLocation();
// *TEAMPLAY*
// If we're allowed to drop items, enable impulse 20 and 21
else if ((teamplay & TEAM_DROP_ITEMS) && self.impulse == 20)
TossBackpack ();
else if ((teamplay & TEAM_DROP_ITEMS) && self.impulse == 21)
TossWeapon ();
// *TEAMPLAY*
// Impulse 25 prints info about the current teamplay settings.
else if (self.impulse == 25)
TeamPrintSettings ();
// *Capture The Flag - Status report by Wonko
// Impulse 23 prints the current status of your flag and the
// enemy flag (summarizes the endless messages)
else if (self.impulse == 23)
TeamFlagStatusReport();
else if (self.impulse == 141)
identify_player(1);
else if (self.impulse == 70) {
if (self.statstate < 0) {
self.statstate = 0;
sprint(self, PRINT_HIGH, "Status bar on (impulse 71 to 81 to set size)\n");
} else {
self.statstate = -1;
sprint(self, PRINT_HIGH, "Status bar off.\n");
}
} else if (self.impulse >= 71 && self.impulse <= 81) {
self.statstate = self.impulse - 71;
sprint(self, PRINT_HIGH, "Status bar set\n");
}
self.impulse = 0;
};
//McBain: Here's the beef...
/*
============
PreviousWeaponCommand
============
*/
void() PreviousWeaponCommand =
{
local float fl, am;
self.impulse = 0;
am = 0;
if (!(self.items & self.previous_weapon))
{ // don't have the weapon or the ammo
sprint (self, PRINT_HIGH, "no weapon.\n");
return;
}
fl = self.weapon;
self.weapon = self.previous_weapon;
self.previous_weapon = fl;
// this might not be the best method, but I'll be able to play sooner
if (self.weapon == IT_SHOTGUN || self.weapon == IT_SUPER_SHOTGUN) {
if (self.ammo_shells < 1)
am = 1;
}
else if (self.weapon == IT_NAILGUN || self.weapon == IT_SUPER_NAILGUN) {
if (self.ammo_nails < 1)
am = 1;
}
else if (self.weapon == IT_GRENADE_LAUNCHER || self.weapon == IT_ROCKET_LAUNCHER) {
if (self.ammo_rockets < 1)
am = 1;
}
else if (self.weapon == IT_LIGHTNING) {
if (self.ammo_cells < 1)
am = 1;
}
// ignore AXE -- no ammo needed
if (am)
self.weapon = W_BestWeapon ();
W_SetCurrentAmmo ();
};
/*
============
W_WeaponFrame
Called every frame so impulse events can be handled as well as possible
============
*/
void() W_WeaponFrame =
{
if (time < self.attack_finished)
return;
//ZOID: Only call ImpulseCommands() if needed! This saves a good chunk
//of cpu. 'profile' in console listed ImpulseCommands() as #1 user of
//cpu (instructions), adding this one line caused it to not even be in
//the top ten.
if (self.impulse)
ImpulseCommands ();
// check for attack
if (self.button0)
{
SuperDamageSound ();
W_Attack ();
}
};
/*
========
Resistancesound
Plays sound if needed
========
*/
void(entity who) ResistanceSound =
{
// RUNE play resistance sound if player has Earth Magic
if (who.player_flag & ITEM_RUNE1_FLAG) {
if (who.invincible_sound < time) {
who.invincible_sound = time + 1;
sound(who, CHAN_BODY, "rune/rune1.wav", 1, ATTN_NORM);
}
}
};
/*
========
SuperDamageSound
Plays sound if needed
========
*/
void() SuperDamageSound =
{
// RUNE play super damage sound if player has Black Magic, too
if ((self.player_flag & ITEM_RUNE2_FLAG) &&
(self.super_damage_finished > time)) {
if (self.super_sound < time) {
self.super_sound = time + 1;
sound (self, CHAN_BODY, "rune/rune22.wav", 1, ATTN_NORM);
}
}
if (self.super_damage_finished > time) {
if (self.super_sound < time) {
self.super_sound = time + 1;
sound (self, CHAN_BODY, "items/damage3.wav", 1, ATTN_NORM);
}
}
if (self.player_flag & ITEM_RUNE2_FLAG) {
if (self.super_sound < time) {
self.super_sound = time + 1;
sound (self, CHAN_BODY, "rune/rune2.wav", 1, ATTN_NORM);
}
}
};
/*
========
RegenerationSound
Plays sound if needed
========
*/
void() RegenerationSound =
{
// RUNE play healing sound if player has Elder Magic
if (self.player_flag & ITEM_RUNE4_FLAG) {
if (self.regeneration_sound < time) {
self.regeneration_sound = time + 1;
sound(self, CHAN_BODY, "rune/rune4.wav", 1, ATTN_NORM);
}
}
};
/*
========
HasteSound
Plays sound if needed
========
*/
void() HasteSound =
{
// RUNE play haste (Chthon's roar) sound if player has Hell Magic
if (self.player_flag & ITEM_RUNE3_FLAG) {
if (self.haste_sound < time) {
self.haste_sound = time + 1;
sound(self, CHAN_BODY, "rune/rune3.wav", 1, ATTN_NORM);
}
}
};