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fixed repeating sound with weapons stay
[divverent/nexuiz.git] / data / qcsrc / server / gamec / cl_weapons.c
1 // generic weapons table
2 // add new weapons here
3 void(float wpn, float wrequest) weapon_action =
4 {
5         if (wpn == WEP_LASER)
6                 w_laser(wrequest);
7         else if (wpn == WEP_SHOTGUN)
8                 w_shotgun(wrequest);
9         else if (wpn == WEP_UZI)
10                 w_uzi(wrequest);
11         else if (wpn == WEP_GRENADE_LAUNCHER)
12                 w_glauncher(wrequest);
13         else if (wpn == WEP_ELECTRO)
14                 w_electro(wrequest);
15         else if (wpn == WEP_CRYLINK)
16                 w_crylink(wrequest);
17         else if (wpn == WEP_NEX)
18                 w_nex(wrequest);
19         else if (wpn == WEP_HAGAR)
20                 w_hagar(wrequest);
21         else if (wpn == WEP_ROCKET_LAUNCHER)
22                 w_rlauncher(wrequest);
23 };
24
25 // think function for tossed weapons
26 void() thrown_wep_think
27 {
28         self.solid = SOLID_TRIGGER;
29         self.owner = world;
30         SUB_SetFade(self, time + 20, 1);
31         setorigin(self, self.origin);
32 };
33
34 // toss current weapon
35 void() W_ThrowWeapon
36 {
37         local float w, ammo;
38         local entity wep, e;
39
40         e = self;
41         wep = spawn();
42         self = wep;
43         w = e.weapon;
44         setorigin(wep, e.origin);
45         makevectors(e.angles);
46         wep.classname = "droppedweapon";
47         wep.velocity = e.velocity * 0.5 + v_forward * 750;
48         SUB_SetFade(wep, time + 20, 1);
49
50         if(w == WEP_SHOTGUN)
51         {
52                 w = IT_SHOTGUN;
53                 if(!(e.items & w))
54                 {
55                         remove(wep);
56                         return;
57                 }
58                 weapon_shotgun();
59                 ammo = min(e.ammo_shells, wep.ammo_shells);
60                 wep.ammo_shells = ammo;
61                 e.ammo_shells -= ammo;
62         }
63         else if(w == WEP_UZI)
64         {
65                 w = IT_UZI;
66                 if(!(e.items & w))
67                 {
68                         remove(wep);
69                         return;
70                 }
71                 weapon_uzi();
72                 ammo = min(e.ammo_nails, wep.ammo_nails);
73                 wep.ammo_nails = ammo;
74                 e.ammo_nails -= ammo;
75         }
76         else if(w == WEP_GRENADE_LAUNCHER)
77         {
78                 w = IT_GRENADE_LAUNCHER;
79                 if(!(e.items & w))
80                 {
81                         remove(wep);
82                         return;
83                 }
84                 weapon_grenadelauncher();
85                 ammo = min(e.ammo_rockets, wep.ammo_rockets);
86                 wep.ammo_rockets = ammo;
87                 e.ammo_rockets -= ammo;
88         }
89         else if(w == WEP_ELECTRO)
90         {
91                 w = IT_ELECTRO;
92                 if(!(e.items & w))
93                 {
94                         remove(wep);
95                         return;
96                 }
97                 weapon_electro();
98                 ammo = min(e.ammo_cells, wep.ammo_cells);
99                 wep.ammo_cells = ammo;
100                 e.ammo_cells -= ammo;
101         }
102         else if(w == WEP_CRYLINK)
103         {
104                 w = IT_CRYLINK;
105                 if(!(e.items & w))
106                 {
107                         remove(wep);
108                         return;
109                 }
110                 weapon_crylink();
111                 ammo = min(e.ammo_cells, wep.ammo_cells);
112                 wep.ammo_cells = ammo;
113                 e.ammo_cells -= ammo;
114         }
115         else if(w == WEP_NEX)
116         {
117                 w = IT_NEX;
118                 if(!(e.items & w))
119                 {
120                         remove(wep);
121                         return;
122                 }
123                 weapon_nex();
124                 ammo = min(e.ammo_cells, wep.ammo_cells);
125                 wep.ammo_cells = ammo;
126                 e.ammo_cells -= ammo;
127         }
128         else if(w == WEP_HAGAR)
129         {
130                 w = IT_HAGAR;
131                 if(!(e.items & w))
132                 {
133                         remove(wep);
134                         return;
135                 }
136                 weapon_hagar();
137                 ammo = min(e.ammo_rockets, wep.ammo_rockets);
138                 wep.ammo_rockets = ammo;
139                 e.ammo_rockets -= ammo;
140         }
141         else if(w == WEP_ROCKET_LAUNCHER)
142         {
143                 w = IT_ROCKET_LAUNCHER;
144                 if(!(e.items & w))
145                 {
146                         remove(wep);
147                         return;
148                 }
149                 weapon_rocketlauncher();
150                 ammo = min(e.ammo_rockets, wep.ammo_rockets);
151                 wep.ammo_rockets = ammo;
152                 e.ammo_rockets -= ammo;
153         }
154
155         if(e.items & w)
156                 sprint(e, strcat("You dropped the ^2", wep.netname, "\n"));
157         wep.owner = e;
158         setorigin(wep, wep.origin);
159         wep.nextthink = time + 0.5;
160         wep.think = thrown_wep_think;
161         wep.classname = "droppedweapon";
162         e.items = e.items - (e.items & w);
163         e.switchweapon = w_getbestweapon(e);
164         wep.colormap = e.colormap;
165         if (e.switchweapon != e.weapon)
166                 e.cnt = e.weapon;
167         self = e;
168 };
169
170 // switch between weapons
171 void(float imp) W_SwitchWeapon
172 {
173         weapon_hasammo = TRUE;
174         if (!client_hasweapon(self, imp, TRUE))
175         {
176                 if (!weapon_hasammo)
177                         sprint(self, "You don't have any ammo for that weapon\n");
178                 else
179                         sprint(self, "You don't own that weapon\n");
180         }
181         else
182         {
183                 self.cnt = self.weapon;
184                 self.switchweapon = imp;
185         }
186 };
187
188 // next weapon
189 void() W_NextWeapon =
190 {
191         local float weaponwant, maxtries;
192
193         maxtries = WEP_LAST;
194
195         weaponwant = self.switchweapon + 1;
196         if (weaponwant < WEP_FIRST)
197                 weaponwant = WEP_LAST;
198         if (weaponwant > WEP_LAST)
199                 weaponwant = WEP_FIRST;
200         weapon_hasammo = TRUE;
201         while(!client_hasweapon(self, weaponwant, TRUE))
202         {
203                 if(!maxtries)
204                         return;
205                 
206                 maxtries -= 1;
207                 weaponwant = weaponwant + 1;
208                 if (weaponwant < WEP_FIRST)
209                         weaponwant = WEP_LAST;
210                 if (weaponwant > WEP_LAST)
211                         weaponwant = WEP_FIRST;
212         }
213         self.cnt = self.weapon;
214         self.switchweapon = weaponwant;
215 };
216
217 // prev weapon
218 void() W_PreviousWeapon =
219 {
220         local float weaponwant, maxtries;
221
222         maxtries = WEP_LAST;
223         
224         weaponwant = self.switchweapon - 1;
225         if (weaponwant < WEP_FIRST)
226                 weaponwant = WEP_LAST;
227         if (weaponwant > WEP_LAST)
228                 weaponwant = WEP_FIRST;
229         weapon_hasammo = TRUE;
230         while(!client_hasweapon(self, weaponwant, TRUE))
231         {
232                 if(!maxtries)
233                         return;
234                         
235                 maxtries -= 1;
236                 weaponwant = weaponwant - 1;
237                 if (weaponwant < WEP_FIRST)
238                         weaponwant = WEP_LAST;
239                 if (weaponwant > WEP_LAST)
240                         weaponwant = WEP_FIRST;
241         }
242         self.cnt = self.weapon;
243         self.switchweapon = weaponwant;
244 };
245
246 // Bringed back weapon frame
247 void() W_WeaponFrame =
248 {
249         if (!self.weaponentity || self.health < 1)
250                 return; // Dead player can't use weapons and injure impulse commands
251
252         if(!self.switchweapon)
253         {
254                 self.weapon = 0;
255                 self.weaponentity.state = 0;
256                 return;
257         }
258                 
259         makevectors(self.v_angle);
260
261         // Change weapon
262         if (self.weapon != self.switchweapon)
263         {
264                 if (self.weaponentity.state == WS_CLEAR)
265                 {
266                         self.weaponentity.state = WS_RAISE;
267                         weapon_action(self.switchweapon, WR_SETUP);
268                         // VorteX: add player model weapon select frame here
269                         // setcustomframe(PlayerWeaponRaise);
270                         weapon_action(self.weapon, WR_UPDATECOUNTS);
271                         weapon_action(self.weapon, WR_RAISE);
272                 }
273                 else if (self.weaponentity.state == WS_READY)
274                 {
275                         sound (self, CHAN_WEAPON, "weapons/weapon_switch.ogg", 1, ATTN_NORM);
276                         self.weaponentity.state = WS_DROP;
277                         // VorteX: add player model weapon deselect frame here
278                         // setcustomframe(PlayerWeaponDrop);
279                         weapon_action(self.weapon, WR_DROP);
280                 }
281         }
282
283         if (self.button0)
284                 weapon_action(self.weapon, WR_FIRE1);
285         if (self.button3)
286                 weapon_action(self.weapon, WR_FIRE2);
287
288         // do weapon think
289         if (time >= self.weapon_nextthink)
290                 if (self.weapon_nextthink > 0)
291                         self.weapon_think();
292
293         // weapon bobbing and script actions
294         local float bobintensity, q1pitching, framespeed, diff;
295         local vector vel, realorg, layer1, boblayer;
296
297         bobintensity = cvar("g_viewweapon_bobintensity"); // weapon bob intensity
298         q1pitching = fabs(cvar("g_viewweapon_q1pitching")); // q1 style of "bob" when looking up and down
299
300         realorg = self.weaponentity.origin + self.weaponentity.view_ofs;
301         realorg = realorg - self.weaponentity.finaldest; // finaldest is last bob position
302
303         // VorteX: actually this is needed for weapon screen offset
304         if (q1pitching)
305         {
306                 self.weaponentity.view_ofs_x = q1pitching*bound(-5.5, self.v_angle_x/45, 5.5);
307                 self.weaponentity.view_ofs_z = q1pitching*bound(-1.5, self.v_angle_x/60, 1.5);
308         }
309
310         // weapon origin interpolation, layer 1
311         if (realorg != self.weaponentity.pos1)
312         {
313                 framespeed = frametime*self.weaponentity.lip*10; // lip is speed of origin changing (of layer1)
314                 diff = vlen(realorg - self.weaponentity.pos1);
315                 // VorteX: add speed modifier (haste)?
316                 layer1 = frametime*10*self.weaponentity.lip*normalize(self.weaponentity.pos1 - realorg);
317                 if (diff <= vlen(layer1))
318                         layer1 = normalize(self.weaponentity.pos1 - realorg)*diff;
319         }
320
321         // weapon bobbing (q3-style)
322         if (self.flags & FL_ONGROUND && self.waterlevel < 2)
323         {
324                 // VorteX: only xy velocity matters
325                 vel_x = self.velocity_x;
326                 vel_y = self.velocity_y;
327                 framespeed = vlen(vel);
328                 // Y axis
329                 diff = bobintensity*framespeed/300;
330                 self.weaponentity.destvec_y = self.weaponentity.destvec_y + frametime*10;
331                 boblayer_y = diff*cos(self.weaponentity.destvec_y + 90);
332                 // Z axis
333                 diff = bobintensity*framespeed/540;
334                 self.weaponentity.destvec_z = self.weaponentity.destvec_z + frametime*20;
335                 boblayer_z = diff*cos(self.weaponentity.destvec_z);
336                 self.weaponentity.finaldest = boblayer;
337         }
338         else if (self.waterlevel > 0)
339         {// swim, all velocity matters
340                 // X axis
341                 framespeed = vlen(self.velocity);
342                 diff = bobintensity*framespeed/100;
343                 self.weaponentity.destvec_x = self.weaponentity.destvec_x + frametime*6;
344                 boblayer_x = diff*cos(self.weaponentity.destvec_x);
345                 self.weaponentity.finaldest = boblayer;
346         }
347         else
348                 self.weaponentity.finaldest = '0 0 0';
349         self.weaponentity.origin = realorg + boblayer + layer1 - self.weaponentity.view_ofs;
350 };
351
352 float nixnex_weapon;
353 float nixnex_nextchange;
354 float nixnex_nextweapon;
355 .float nixnex_lastchange_id;
356 .float nixnex_lastinfotime;
357 .float nixnex_nextincr;
358
359 void Nixnex_ChooseNextWeapon()
360 {
361         float numberof, id;
362         numberof = WEP_LAST - WEP_FIRST; // all but the current one
363         if(cvar("g_nixnex_with_laser"))
364                 numberof = numberof - 1;
365         id = WEP_FIRST + ceil(random() * numberof) - 1;
366
367         if(cvar("g_nixnex_with_laser")) // skip the laser if needed
368                 id = id + 1;
369         
370         if(id >= nixnex_weapon) // skip the current weapon
371                 id = id + 1;
372         
373         if(id < WEP_FIRST) // can't happen, but to be sure...
374         {
375                 dprint("Won't happen (id < WEP_FIRST)\n");
376                 id = WEP_FIRST;
377         }
378         if(id > WEP_LAST) // either
379         {
380                 dprint("Won't happen (id > WEP_LAST)\n");
381                 id = WEP_LAST;
382         }
383
384         nixnex_nextweapon = id;
385 }
386
387 string W_Name(float weaponid)
388 {
389         if(weaponid == WEP_LASER)             return "Laser";
390         if(weaponid == WEP_UZI)               return "Machine Gun";
391         if(weaponid == WEP_SHOTGUN)           return "Shotgun";
392         if(weaponid == WEP_GRENADE_LAUNCHER)  return "Mortar";
393         if(weaponid == WEP_ELECTRO)           return "Electro";
394         if(weaponid == WEP_NEX)               return "Nex";
395         if(weaponid == WEP_HAGAR)             return "Hagar";
396         if(weaponid == WEP_ROCKET_LAUNCHER)   return "Rocket Launcher";
397         if(weaponid == WEP_CRYLINK)           return "Crylink";
398         return "@!#%'n Tuba";
399 }
400
401 void Nixnex_GiveCurrentWeapon()
402 {
403         float dt;
404         if(cvar("g_nixnex"))
405         {
406                 if(!nixnex_nextweapon)
407                         Nixnex_ChooseNextWeapon();
408
409                 dt = ceil(nixnex_nextchange - time);
410
411                 if(dt <= 0)
412                 {
413                         nixnex_weapon = nixnex_nextweapon;
414                         nixnex_nextweapon = 0;
415                         nixnex_nextchange = time + cvar("g_balance_nixnex_roundtime");
416                 }
417
418                 if(nixnex_nextchange != self.nixnex_lastchange_id) // this shall only be called once per round!
419                 {
420                         self.nixnex_lastchange_id = nixnex_nextchange;
421                         if (cvar("g_use_ammunition"))
422                         {
423                                 self.ammo_shells = cvar("g_balance_nixnex_ammo_shells");
424                                 self.ammo_nails = cvar("g_balance_nixnex_ammo_nails");
425                                 self.ammo_rockets = cvar("g_balance_nixnex_ammo_rockets");
426                                 self.ammo_cells = cvar("g_balance_nixnex_ammo_cells");
427                         }
428                         else
429                         {
430                                 self.ammo_shells = 999;
431                                 self.ammo_nails = 999;
432                                 self.ammo_rockets = 999;
433                                 self.ammo_cells = 999;
434                         }
435                         self.nixnex_nextincr = time + cvar("g_balance_nixnex_incrtime");
436                         if(dt >= 1 && dt <= 5)
437                                 self.nixnex_lastinfotime = -42;
438                         else
439                                 centerprint(self, strcat("\n\n^2Active weapon: ^3", W_Name(nixnex_weapon), "\n"));
440                 }
441                 if(self.nixnex_lastinfotime != dt)
442                 {
443                         self.nixnex_lastinfotime = dt; // initial value 0 should count as "not seen"
444                         if(dt >= 1 && dt <= 5)
445                                 centerprint(self, strcat("^3", ftos(dt), "^2 seconds until weapon change...\n\nNext weapon: ^3", W_Name(nixnex_nextweapon), "\n"));
446                 }
447
448                 if(cvar("g_use_ammunition") && time > self.nixnex_nextincr)
449                 {
450                         self.ammo_shells = self.ammo_shells + cvar("g_balance_nixnex_ammoincr_shells");
451                         self.ammo_nails = self.ammo_nails + cvar("g_balance_nixnex_ammoincr_nails");
452                         self.ammo_rockets = self.ammo_rockets + cvar("g_balance_nixnex_ammoincr_rockets");
453                         self.ammo_cells = self.ammo_cells + cvar("g_balance_nixnex_ammoincr_cells");
454                         weapon_action(self.weapon, WR_UPDATECOUNTS);
455                         self.nixnex_nextincr = time + cvar("g_balance_nixnex_incrtime");
456                 }
457
458                 self.items = self.items - (self.items & (IT_LASER | IT_SHOTGUN | IT_UZI | IT_GRENADE_LAUNCHER | IT_ELECTRO | IT_CRYLINK | IT_NEX | IT_HAGAR | IT_ROCKET_LAUNCHER));
459                 if(cvar("g_nixnex_with_laser"))
460                         self.items = self.items + IT_LASER;
461                 self.items = self.items - (self.items & weapon_translateindextoflag(nixnex_weapon)) + weapon_translateindextoflag(nixnex_weapon);
462
463                 if(self.switchweapon != nixnex_weapon)
464                         if(!client_hasweapon(self, self.switchweapon, TRUE))
465                                 if(client_hasweapon(self, nixnex_weapon, TRUE))
466                                         W_SwitchWeapon(nixnex_weapon);
467         }
468 }
469