/* * 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); 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]) { #ifdef WITH_ACEBOT safe_cprintf #else gi.cprintf #endif (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) { #ifdef WITH_ACEBOT safe_cprintf #else gi.cprintf #endif (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)) { #ifdef WITH_ACEBOT safe_cprintf #else gi.cprintf #endif (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); } #ifdef GAME_MOD void Extr_Shell_Touch(edict_t * self, edict_t * other, cplane_t * plane, csurface_t * surf) { gi.sound(self, CHAN_VOICE, gi.soundindex("misc/brass_shell.wav"), 1, ATTN_NORM, 0); self->solid = SOLID_NOT; } void Extr_Shell(edict_t * self, char *modelname, vec3_t start, vec3_t aimdir, int speed, vec3_t velocity, char *kierunek) { edict_t *Extr_Shell; vec3_t dir; vec3_t forward, right, up; if (deathmatch->value || coop->value) { if (!eject_bullets_dm_coop->value) return; } vectoangles(aimdir, dir); AngleVectors(dir, forward, right, up); Extr_Shell = G_Spawn(); VectorCopy(start, Extr_Shell->s.origin); VectorCopy(aimdir, Extr_Shell->movedir); VectorCopy(velocity, Extr_Shell->velocity); vectoangles(aimdir, Extr_Shell->s.angles); VectorMA(Extr_Shell->velocity, 120 + random() * 20, up, Extr_Shell->velocity); if (!stricmp(kierunek, "right")) VectorMA(Extr_Shell->velocity, -80 - random() * 20, right, Extr_Shell->velocity); else VectorMA(Extr_Shell->velocity, 80 + random() * 20, right, Extr_Shell->velocity); Extr_Shell->avelocity[0] = random() * 600; Extr_Shell->avelocity[1] = random() * 600; Extr_Shell->avelocity[2] = random() * 600; gi.setmodel(Extr_Shell, modelname); Extr_Shell->movetype = MOVETYPE_BOUNCE; Extr_Shell->clipmask = MASK_SHOT; Extr_Shell->solid = SOLID_BBOX; Extr_Shell->owner = self; VectorSet(Extr_Shell->mins, -1.5, -0.6, -0.55); VectorSet(Extr_Shell->maxs, 1.5, 0.6, 0.55); Extr_Shell->nextthink = level.time + 25 + random() * 1; Extr_Shell->think = G_FreeEdict; Extr_Shell->touch = Extr_Shell_Touch; Extr_Shell->classname = "Extr_Shell"; gi.linkentity(Extr_Shell); } #endif /* * ====================================================================== * * 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; #ifdef GAME_MOD vec3_t start_shell, forward_shell, left_shell, offset_shell; #endif 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; } #ifdef GAME_MOD if (eject_bullets->value) { VectorSet(offset_shell, 12, 8.7, ent->viewheight - 3.2); AngleVectors(ent->client->v_angle, forward_shell, left_shell, NULL); P_ProjectSource(ent->client, ent->s.origin, offset_shell, forward_shell, left_shell, start_shell); VectorScale(forward_shell, -2, ent->client->kick_origin); Extr_Shell(ent, "models/shells/m_shell.md2", start_shell, forward_shell, 2, ent->velocity, "leftt"); } #endif /* 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; #ifdef GAME_MOD vec3_t start_shell, forward_shell, left_shell, offset_shell; #endif 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; } #ifdef GAME_MOD if (eject_bullets->value) { VectorSet(offset_shell, 12, 8.7, ent->viewheight - 3.2); AngleVectors(ent->client->v_angle, forward_shell, left_shell, NULL); P_ProjectSource(ent->client, ent->s.origin, offset_shell, forward_shell, left_shell, start_shell); VectorScale(forward_shell, 2, ent->client->kick_origin); Extr_Shell(ent, "models/shells/m_shell.md2", start_shell, forward_shell, 2, ent->velocity, "left"); } #endif 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; #ifdef GAME_MOD vec3_t start_shell, forward_shell, left_shell, offset_shell; #endif 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); #ifdef GAME_MOD if (eject_bullets->value) { VectorSet(offset_shell, 12, 8.7, ent->viewheight - 3.2); AngleVectors(ent->client->v_angle, forward_shell, left_shell, NULL); P_ProjectSource(ent->client, ent->s.origin, offset_shell, forward_shell, left_shell, start_shell); VectorScale(forward_shell, -2, ent->client->kick_origin); Extr_Shell(ent, "models/shells/s_shell.md2", start_shell, forward_shell, 2, ent->velocity, "right"); } #endif 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; #ifdef GAME_MOD vec3_t start_shell, forward_shell, left_shell, offset_shell; #endif 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; } #ifdef GAME_MOD if (eject_bullets->value) { VectorSet(offset_shell, 12, 8.7, ent->viewheight - 3.2); AngleVectors(ent->client->v_angle, forward_shell, left_shell, NULL); P_ProjectSource(ent->client, ent->s.origin, offset_shell, forward_shell, left_shell, start_shell); VectorScale(forward_shell, -2, ent->client->kick_origin); Extr_Shell(ent, "models/shells/s_shell.md2", start_shell, forward_shell, 2, ent->velocity, "right"); VectorSet(offset_shell, 15, 10.9, ent->viewheight - 5.4); AngleVectors(ent->client->v_angle, forward_shell, left_shell, NULL); P_ProjectSource(ent->client, ent->s.origin, offset_shell, forward_shell, left_shell, start_shell); VectorScale(forward_shell, 0, ent->client->kick_origin); Extr_Shell(ent, "models/shells/s_shell.md2", start_shell, forward_shell, 4, ent->velocity, "right"); } #endif 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); } /* ====================================================================== */