game-source/ctf/qwsrc/weapons.qc
2004-02-08 05:38:36 +00:00

1461 lines
30 KiB
C++

/*
weapons.qc
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);
};
void()
W_FireAxe =
{
local vector org, source;
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);
WriteBytes (MSG_MULTICAST, SVC_TEMPENTITY, TE_GUNSHOT, 3.0);
WriteCoordV (MSG_MULTICAST, org);
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 += 2 * trace_plane_normal;
vel *= 200;
return vel;
};
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);
};
void (vector org, float damage)
SpawnBlood =
{
WriteBytes (MSG_MULTICAST, SVC_TEMPENTITY, TE_BLOOD, 1.0);
WriteCoordV (MSG_MULTICAST, org);
multicast (org, MULTICAST_PVS);
};
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) {
WriteBytes (MSG_MULTICAST, SVC_TEMPENTITY, TE_GUNSHOT, puff_count);
WriteCoordV (MSG_MULTICAST, puff_org);
multicast (puff_org, MULTICAST_PVS);
}
if (blood_count) {
WriteBytes (MSG_MULTICAST, SVC_TEMPENTITY, TE_BLOOD, blood_count);
WriteCoordV (MSG_MULTICAST, blood_org);
multicast (puff_org, MULTICAST_PVS);
}
};
// BULLETS ====================================================================
void (float damage, vector dir)
TraceAttack =
{
local vector vel, org;
vel = normalize (dir + v_up * crandom () + v_right * crandom ());
vel += 2 * trace_plane_normal;
vel *= 200;
org = trace_endpos - dir * 4;
if (trace_ent.takedamage) {
blood_count++;
blood_org = org;
AddMultiDamage (trace_ent, damage);
} else {
puff_count++;
}
};
/*
================
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, 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 ();
};
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;
dir = aim (self, 100000);
FireBullets (6, dir, '0.04 0.04 0');
};
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 -= 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 + 20 * random ();
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);
WriteBytes (MSG_MULTICAST, SVC_TEMPENTITY, TE_EXPLOSION);
WriteCoordV (MSG_MULTICAST, self.origin);
multicast (self.origin, MULTICAST_PHS);
remove (self);
};
void ()
W_FireRocket =
{
self.currentammo = --self.ammo_rockets;
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 *= 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 =
{
WriteBytes (MSG_MULTICAST, SVC_TEMPENTITY, TE_LIGHTNINGBLOOD);
WriteCoordV (MSG_MULTICAST, trace_endpos);
multicast (trace_endpos, MULTICAST_PVS);
T_Damage (trace_ent, from, from, damage);
};
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 *= 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 += 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 float cells;
local vector org;
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;
org = self.origin + '0 0 16';
traceline (org, org + v_forward * 600, TRUE, self);
WriteBytes (MSG_MULTICAST, SVC_TEMPENTITY, TE_LIGHTNING2);
WriteEntity (MSG_MULTICAST, self);
WriteCoordV (MSG_MULTICAST, org);
WriteCoordV (MSG_MULTICAST, trace_endpos);
multicast (org, MULTICAST_PHS);
LightningDamage (self.origin, trace_endpos + v_forward * 4, self, 30);
};
//=============================================================================
void ()
GrenadeExplode =
{
T_RadiusDamage (self, self.owner, 120, world);
WriteBytes (MSG_MULTICAST, SVC_TEMPENTITY, TE_EXPLOSION);
WriteCoordV (MSG_MULTICAST, self.origin);
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;
}
// bounce sound
sound (self, CHAN_WEAPON, "weapons/bounce.wav", 1, ATTN_NORM);
if (self.velocity == '0 0 0')
self.avelocity = '0 0 0';
};
void ()
W_FireGrenade =
{
self.currentammo = --self.ammo_rockets;
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 + 10 *
(v_right * crandom () + v_up * crandom ());
else {
newmis.velocity = aim (self, 10000);
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;
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 {
local float foo = TE_SPIKE;
switch (self.classname) {
case "wizspike":
foo = TE_WIZSPIKE;
break;
case "knightspike":
foo = TE_KNIGHTSPIKE;
break;
default:
// foo = TE_SPIKE;
break;
}
WriteBytes (MSG_MULTICAST, SVC_TEMPENTITY, foo);
WriteCoordV (MSG_MULTICAST, self.origin);
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 {
WriteBytes (MSG_MULTICAST, SVC_TEMPENTITY, TE_SUPERSPIKE);
WriteCoordV (MSG_MULTICAST, self.origin);
multicast (self.origin, MULTICAST_PHS);
}
remove (self);
};
// PLAYER WEAPON USE ==========================================================
void ()
W_SetCurrentAmmo =
{
player_run (); // get out of any weapon firing states
self.items &= ~(IT_SHELLS | IT_NAILS | IT_ROCKETS | IT_CELLS);
switch (self.weapon) {
case IT_AXE:
self.currentammo = 0;
self.weaponmodel = "progs/v_axe.mdl";
self.weaponframe = 0;
break;
case IT_GRAPPLE:
self.currentammo = 0;
self.weaponmodel = "progs/v_star.mdl";
self.weaponframe = 0;
break;
case IT_SHOTGUN:
self.currentammo = self.ammo_shells;
self.weaponmodel = "progs/v_shot.mdl";
self.weaponframe = 0;
self.items |= IT_SHELLS;
break;
case IT_SUPER_SHOTGUN:
self.currentammo = self.ammo_shells;
self.weaponmodel = "progs/v_shot2.mdl";
self.weaponframe = 0;
self.items |= IT_SHELLS;
break;
case IT_NAILGUN:
self.currentammo = self.ammo_nails;
self.weaponmodel = "progs/v_nail.mdl";
self.weaponframe = 0;
self.items |= IT_NAILS;
break;
case IT_SUPER_NAILGUN:
self.currentammo = self.ammo_nails;
self.weaponmodel = "progs/v_nail2.mdl";
self.weaponframe = 0;
self.items |= IT_NAILS;
break;
case IT_GRENADE_LAUNCHER:
self.currentammo = self.ammo_rockets;
self.weaponmodel = "progs/v_rock.mdl";
self.weaponframe = 0;
self.items |= IT_ROCKETS;
break;
case IT_ROCKET_LAUNCHER:
self.currentammo = self.ammo_rockets;
self.weaponmodel = "progs/v_rock2.mdl";
self.weaponframe = 0;
self.items |= IT_ROCKETS;
break;
case IT_LIGHTNING:
self.currentammo = self.ammo_cells;
self.weaponmodel = "progs/v_light.mdl";
self.weaponframe = 0;
self.items |= IT_CELLS;
break;
default:
self.currentammo = 0;
self.weaponmodel = "";
self.weaponframe = 0;
break;
}
};
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
switch (self.weapon) {
case IT_GRAPPLE:
if (self.hook_out)
player_chain3 ();
else
player_chain1 ();
self.attack_finished = time + 0.1;
break;
case 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;
break;
case 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;
break;
case 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;
break;
case IT_NAILGUN:
player_nail1 ();
break;
case IT_SUPER_NAILGUN:
player_nail1 ();
break;
case 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;
break;
case 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;
break;
case IT_LIGHTNING:
self.attack_finished = time + 0.1;
sound (self, CHAN_AUTO, "weapons/lstart.wav", 1, ATTN_NORM);
player_light1 ();
default:
break;
}
};
void ()
W_ChangeWeapon =
{
};
void ()
CheatCommand =
{
/*
if (deathmatch || coop)
return;
self.ammo_shells = 100;
self.ammo_nails = 200;
self.ammo_rockets = 100;
self.ammo_cells = 200;
self.items |= (IT_AXE | IT_SHOTGUN | IT_SUPER_SHOTGUN | IT_NAILGUN |
IT_SUPER_NAILGUN | IT_GRENADE_LAUNCHER |
IT_ROCKET_LAUNCHER | IT_LIGHTNING | IT_KEY1 | IT_KEY2);
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;
switch (self.weapon) {
case IT_LIGHTNING:
self.weapon = IT_GRAPPLE;
break;
case IT_GRAPPLE:
self.weapon = IT_AXE;
break;
case IT_AXE:
self.weapon = IT_SHOTGUN;
if (self.ammo_shells < 1)
am = 1;
break;
case IT_SHOTGUN:
self.weapon = IT_SUPER_SHOTGUN;
if (self.ammo_shells < 2)
am = 1;
break;
case IT_SUPER_SHOTGUN:
self.weapon = IT_NAILGUN;
if (self.ammo_nails < 1)
am = 1;
break;
case IT_NAILGUN:
self.weapon = IT_SUPER_NAILGUN;
if (self.ammo_nails < 2)
am = 1;
break;
case IT_SUPER_NAILGUN:
self.weapon = IT_GRENADE_LAUNCHER;
if (self.ammo_rockets < 1)
am = 1;
break;
case IT_GRENADE_LAUNCHER:
self.weapon = IT_ROCKET_LAUNCHER;
if (self.ammo_rockets < 1)
am = 1;
break;
case IT_ROCKET_LAUNCHER:
self.weapon = IT_LIGHTNING;
if (self.ammo_cells < 1)
am = 1;
default:
break;
}
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;
switch (self.weapon) {
case IT_LIGHTNING:
self.weapon = IT_ROCKET_LAUNCHER;
if (self.ammo_rockets < 1)
am = 1;
break;
case IT_ROCKET_LAUNCHER:
self.weapon = IT_GRENADE_LAUNCHER;
if (self.ammo_rockets < 1)
am = 1;
break;
case IT_GRENADE_LAUNCHER:
self.weapon = IT_SUPER_NAILGUN;
if (self.ammo_nails < 1)
am = 1;
break;
case IT_SUPER_NAILGUN:
self.weapon = IT_NAILGUN;
if (self.ammo_nails < 1)
am = 1;
break;
case IT_NAILGUN:
self.weapon = IT_SUPER_SHOTGUN;
if (self.ammo_shells < 2)
am = 1;
break;
case IT_SUPER_SHOTGUN:
self.weapon = IT_SHOTGUN;
if (self.ammo_shells < 1)
am = 1;
break;
case IT_SHOTGUN:
self.weapon = IT_AXE;
break;
case IT_AXE:
self.weapon = IT_GRAPPLE;
break;
case IT_GRAPPLE:
self.weapon = IT_LIGHTNING;
if (self.ammo_cells < 1)
am = 1;
default:
break;
}
if ((it & self.weapon) && am == 0) {
W_SetCurrentAmmo ();
return;
}
}
};
/*
============
ServerflagsCommand
Just for development
============
*/
void ()
ServerflagsCommand =
{
serverflags = serverflags * 2 + 1;
// ZOID: Bug fix
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");
};
//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 =
{
local float it, am = 0, fl = 0;
it = self.items;
switch (self.impulse) {
case 1:
if (self.weapon == IT_AXE) {
fl = IT_GRAPPLE;
if (self.hook_out)
Reset_Grapple (self.hook);
} else if (self.weapon)
fl = IT_AXE;
break;
case 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;
}
break;
case 31:
fl = IT_AXE;
break;
case 2:
case 32:
fl = IT_SHOTGUN;
if (self.ammo_shells < 1)
am = 1;
break;
case 3:
case 33:
fl = IT_SUPER_SHOTGUN;
if (self.ammo_shells < 2)
am = 1;
break;
case 4:
case 34:
fl = IT_NAILGUN;
if (self.ammo_nails < 1)
am = 1;
break;
case 5:
case 35:
fl = IT_SUPER_NAILGUN;
if (self.ammo_nails < 2)
am = 1;
break;
case 6:
case 36:
fl = IT_GRENADE_LAUNCHER;
if (self.ammo_rockets < 1)
am = 1;
break;
case 7:
case 37:
fl = IT_ROCKET_LAUNCHER;
if (self.ammo_rockets < 1)
am = 1;
break;
case 8:
case 38:
fl = IT_LIGHTNING;
if (self.ammo_cells < 1)
am = 1;
break;
case 9:
CheatCommand ();
break;
case 10:
CycleWeaponCommand ();
break;
case 11:
ServerflagsCommand ();
break;
case 12:
CycleWeaponReverseCommand ();
break;
// 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. :(
case 69:
PreviousWeaponCommand ();
break;
case 99:
PrintLocation();
break;
case 20:
if (teamplay & TEAM_DROP_ITEMS)
TossBackpack ();
break;
case 21:
if (teamplay & TEAM_DROP_ITEMS)
TossWeapon ();
break;
// Impulse 25 prints info about the current teamplay settings.
case 25:
TeamPrintSettings ();
break;
// *Capture The Flag - Status report by Wonko
// Impulse 23 prints the current status of your flag and the
// enemy flag (summarizes the endless messages)
case 23:
TeamFlagStatusReport ();
break;
case 141:
identify_player (1);
break;
case 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");
}
break;
case 71:
case 81:
self.statstate = self.impulse - 71;
sprint (self, PRINT_HIGH, "Status bar set\n");
default:
break;
}
self.impulse = 0;
if (fl) {
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 ();
}
};
//McBain: Here's the beef...
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
switch (self.weapon) {
case IT_SHOTGUN:
case IT_SUPER_SHOTGUN:
if (self.ammo_shells < 1)
am = 1;
break;
case IT_NAILGUN:
case IT_SUPER_NAILGUN:
if (self.ammo_nails < 1)
am = 1;
break;
case IT_GRENADE_LAUNCHER:
case IT_ROCKET_LAUNCHER:
if (self.ammo_rockets < 1)
am = 1;
break;
case IT_LIGHTNING:
if (self.ammo_cells < 1)
am = 1;
default:
break;
}
// 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);
}
}
};