149 lines
5.5 KiB
C
149 lines
5.5 KiB
C
//
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// Heretic II
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// Copyright 1998 Raven Software
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//
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// Created by JJS
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//#include "p_types.h"
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#include "player.h"
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#include "g_local.h"
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#include "p_weapon.h"
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#include "m_player.h"
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#include "fx.h"
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#include "matrix.h"
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#include "vector.h"
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#include "g_skeletons.h"
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#include "angles.h"
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void SpellCastPowerup(edict_t *Caster, vec3_t StartPos, vec3_t AimAngles, vec3_t AimDir, float value);
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void SpellCastBlueRing(edict_t *Caster, vec3_t StartPos, vec3_t AimAngles, vec3_t AimDir, float value);
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void SpellCastMeteorBarrier(edict_t *Caster,vec3_t StartPos,vec3_t AimAngles,vec3_t AimDir,float Value);
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void SpellCastTeleport(edict_t *Caster,vec3_t StartPos,vec3_t AimAngles,vec3_t AimDir,float Value);
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void SpellCastMorph(edict_t *Caster,vec3_t StartPos,vec3_t AimAngles,vec3_t AimDir,float Value);
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void SpellCastShield(edict_t *caster,vec3_t startpos,vec3_t aimangles,vec3_t aimdir,float Value);
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void SpellCastDropTornado(edict_t *Caster,vec3_t StartPos,vec3_t AimAngles,vec3_t AimDir,float Value);
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void Use_Defence(playerinfo_t *playerinfo, gitem_t *defence)
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{
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playerinfo->pers.lastdefence = playerinfo->pers.defence;
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playerinfo->pers.defence=defence;
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if(playerinfo->pers.defence&&playerinfo->pers.defence->ammo)
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playerinfo->def_ammo_index=ITEM_INDEX(P_FindItem(playerinfo->pers.defence->ammo));
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else
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playerinfo->def_ammo_index=0;
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}
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// ************************************************************************************************
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// DefenceThink_DropTornado
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// ----------------------
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// ************************************************************************************************
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void DefenceThink_Tornado(edict_t *Caster,char *Format,...)
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{
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// Set up the Tornado's starting position and aiming angles then cast the spell.
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SpellCastDropTornado(Caster,Caster->s.origin,Caster->client->aimangles,NULL,0.0);
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// Take off mana
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if (!deathmatch->value || (deathmatch->value && !((int)dmflags->value & DF_INFINITE_MANA)))
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Caster->client->playerinfo.pers.inventory.Items[Caster->client->playerinfo.def_ammo_index]-= Caster->client->playerinfo.pers.defence->quantity;
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}
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// ************************************************************************************************
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void DefenceThink_Powerup(edict_t *Caster, char *Format,...)
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{
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playerinfo_t *playerinfo;
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playerinfo = &Caster->client->playerinfo;
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SpellCastPowerup(Caster, Caster->s.origin, NULL,NULL, 0.0F);
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assert(playerinfo->def_ammo_index);
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if (!deathmatch->value || (deathmatch->value && !((int)dmflags->value & DF_INFINITE_MANA)))
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playerinfo->pers.inventory.Items[playerinfo->def_ammo_index] -= playerinfo->pers.defence->quantity;
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}
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// ************************************************************************************************
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void DefenceThink_RingOfRepulsion(edict_t *Caster, char *Format,...)
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{
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playerinfo_t *playerinfo;
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playerinfo = &Caster->client->playerinfo;
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SpellCastBlueRing(Caster, Caster->s.origin, NULL,NULL, 0.0F);
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assert(playerinfo->def_ammo_index);
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if (!deathmatch->value || (deathmatch->value && !((int)dmflags->value & DF_INFINITE_MANA)))
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playerinfo->pers.inventory.Items[playerinfo->def_ammo_index] -= playerinfo->pers.defence->quantity;
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}
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// ************************************************************************************************
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void DefenceThink_MeteorBarrier(edict_t *Caster, char *Format,...)
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{
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playerinfo_t *playerinfo;
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playerinfo = &Caster->client->playerinfo;
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SpellCastMeteorBarrier(Caster, Caster->s.origin, NULL, NULL, 0.0F);
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assert(playerinfo->def_ammo_index);
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}
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// ************************************************************************************************
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void DefenceThink_Morph(edict_t *Caster, char *Format,...)
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{
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playerinfo_t *playerinfo;
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playerinfo = &Caster->client->playerinfo;
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// Set up the Meteor-barrier's aiming angles and starting position then cast the spell.
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SpellCastMorph(Caster, Caster->s.origin, Caster->client->aimangles, NULL, 0.0F);
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assert(playerinfo->def_ammo_index);
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if (!deathmatch->value || (deathmatch->value && !((int)dmflags->value & DF_INFINITE_MANA)))
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playerinfo->pers.inventory.Items[playerinfo->def_ammo_index] -= playerinfo->pers.defence->quantity;
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}
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// ************************************************************************************************
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void DefenceThink_Teleport(edict_t *Caster, char *Format,...)
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{
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playerinfo_t *playerinfo;
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playerinfo = &Caster->client->playerinfo;
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// Set up the teleport and then do it
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SpellCastTeleport(Caster, Caster->s.origin, NULL, NULL, 0.0F);
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assert(playerinfo->def_ammo_index);
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if (!deathmatch->value || (deathmatch->value && !((int)dmflags->value & DF_INFINITE_MANA)))
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playerinfo->pers.inventory.Items[playerinfo->def_ammo_index] -= playerinfo->pers.defence->quantity;
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}
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// ************************************************************************************************
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void DefenceThink_Shield(edict_t *Caster, char *Format,...)
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{
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playerinfo_t *playerinfo;
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assert(Caster->client);
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playerinfo = &Caster->client->playerinfo;
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// Make sure that there isn't already a shield in place.
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if (playerinfo->shield_timer < playerinfo->leveltime)
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{ // Don't do anything if there is already a shield in place.
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// Set up the shield and then do it
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SpellCastShield(Caster, Caster->s.origin, NULL, NULL, 0.0F);
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assert(playerinfo->def_ammo_index);
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if (!deathmatch->value || (deathmatch->value && !((int)dmflags->value & DF_INFINITE_MANA)))
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playerinfo->pers.inventory.Items[playerinfo->def_ammo_index] -= playerinfo->pers.defence->quantity;
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}
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}
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