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[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 <= 0)
250                 return; // Dead player can't use weapons and injure impulse commands
251
252         makevectors(self.v_angle);
253
254         // Change weapon
255         if (self.weapon != self.switchweapon)
256         {
257                 if (self.weaponentity.state == WS_CLEAR)
258                 {
259                         self.weaponentity.state = WS_RAISE;
260                         weapon_action(self.switchweapon, WR_SETUP);
261                         // VorteX: add player model weapon select frame here
262                         // setcustomframe(PlayerWeaponRaise);
263                         weapon_action(self.weapon, WR_UPDATECOUNTS);
264                         weapon_action(self.weapon, WR_RAISE);
265                 }
266                 else if (self.weaponentity.state == WS_READY)
267                 {
268                         sound (self, CHAN_WEAPON, "weapons/weapon_switch.ogg", 1, ATTN_NORM);
269                         self.weaponentity.state = WS_DROP;
270                         // VorteX: add player model weapon deselect frame here
271                         // setcustomframe(PlayerWeaponDrop);
272                         weapon_action(self.weapon, WR_DROP);
273                 }
274         }
275
276         if (self.button0)
277                 weapon_action(self.weapon, WR_FIRE1);
278         if (self.button3)
279                 weapon_action(self.weapon, WR_FIRE2);
280
281         // do weapon think
282         if (time >= self.weapon_nextthink)
283                 if (self.weapon_nextthink > 0)
284                         self.weapon_think();
285
286         // weapon bobbing and script actions
287         local float bobintensity, q1pitching, framespeed, diff;
288         local vector vel, realorg, layer1, boblayer;
289
290         bobintensity = cvar("g_viewweapon_bobintensity"); // weapon bob intensity
291         q1pitching = fabs(cvar("g_viewweapon_q1pitching")); // q1 style of "bob" when looking up and down
292
293         realorg = self.weaponentity.origin + self.weaponentity.view_ofs;
294         realorg = realorg - self.weaponentity.finaldest; // finaldest is last bob position
295
296         // VorteX: actually this is needed for weapon screen offset
297         if (q1pitching)
298         {
299                 self.weaponentity.view_ofs_x = q1pitching*bound(-5.5, self.v_angle_x/45, 5.5);
300                 self.weaponentity.view_ofs_z = q1pitching*bound(-1.5, self.v_angle_x/60, 1.5);
301         }
302
303         // weapon origin interpolation, layer 1
304         if (realorg != self.weaponentity.pos1)
305         {
306                 framespeed = frametime*self.weaponentity.lip*10; // lip is speed of origin changing (of layer1)
307                 diff = vlen(realorg - self.weaponentity.pos1);
308                 // VorteX: add speed modifier (haste)?
309                 layer1 = frametime*10*self.weaponentity.lip*normalize(self.weaponentity.pos1 - realorg);
310                 if (diff <= vlen(layer1))
311                         layer1 = normalize(self.weaponentity.pos1 - realorg)*diff;
312         }
313
314         // weapon bobbing (q3-style)
315         if (self.flags & FL_ONGROUND && self.waterlevel < 2)
316         {
317                 // VorteX: only xy velocity matters
318                 vel_x = self.velocity_x;
319                 vel_y = self.velocity_y;
320                 framespeed = vlen(vel);
321                 // Y axis
322                 diff = bobintensity*framespeed/300;
323                 self.weaponentity.destvec_y = self.weaponentity.destvec_y + frametime*10;
324                 boblayer_y = diff*cos(self.weaponentity.destvec_y + 90);
325                 // Z axis
326                 diff = bobintensity*framespeed/540;
327                 self.weaponentity.destvec_z = self.weaponentity.destvec_z + frametime*20;
328                 boblayer_z = diff*cos(self.weaponentity.destvec_z);
329                 self.weaponentity.finaldest = boblayer;
330         }
331         else if (self.waterlevel > 0)
332         {// swim, all velocity matters
333                 // X axis
334                 framespeed = vlen(self.velocity);
335                 diff = bobintensity*framespeed/100;
336                 self.weaponentity.destvec_x = self.weaponentity.destvec_x + frametime*6;
337                 boblayer_x = diff*cos(self.weaponentity.destvec_x);
338                 self.weaponentity.finaldest = boblayer;
339         }
340         else
341                 self.weaponentity.finaldest = '0 0 0';
342         self.weaponentity.origin = realorg + boblayer + layer1 - self.weaponentity.view_ofs;
343 };