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Diffstat (limited to 'src/jake2/game/GamePWeapon.java')
-rw-r--r-- | src/jake2/game/GamePWeapon.java | 1437 |
1 files changed, 1437 insertions, 0 deletions
diff --git a/src/jake2/game/GamePWeapon.java b/src/jake2/game/GamePWeapon.java new file mode 100644 index 0000000..7d845f0 --- /dev/null +++ b/src/jake2/game/GamePWeapon.java @@ -0,0 +1,1437 @@ +/* +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. + +*/ + +// Created on 16.11.2003 by RST. +// $Id: GamePWeapon.java,v 1.1 2004-07-07 19:59:00 hzi Exp $ + +package jake2.game; + +import jake2.util.*; +import jake2.util.*; + +public class GamePWeapon extends M_Player { + + static boolean is_quad; + static byte is_silenced; + + static void P_ProjectSource( + gclient_t client, + float[] point, + float[] distance, + float[] forward, + float[] right, + float[] result) { + float[] _distance= { 0, 0, 0 }; + + Math3D.VectorCopy(distance, _distance); + if (client.pers.hand == LEFT_HANDED) + _distance[1] *= -1; + else if (client.pers.hand == CENTER_HANDED) + _distance[1]= 0; + Math3D.G_ProjectSource(point, _distance, forward, right, result); + } + + static EntInteractAdapter Pickup_Weapon= new EntInteractAdapter() { + public boolean interact(edict_t ent, edict_t other) { + int index; + gitem_t ammo; + + index= ITEM_INDEX(ent.item); + + if ((((int) (dmflags.value) & DF_WEAPONS_STAY) != 0 || coop.value != 0) + && 0 != other.client.pers.inventory[index]) { + if (0 == (ent.spawnflags & (DROPPED_ITEM | DROPPED_PLAYER_ITEM))) + return false; // leave the weapon for others to pickup + } + + other.client.pers.inventory[index]++; + + if (0 == (ent.spawnflags & DROPPED_ITEM)) { + // give them some ammo with it + ammo= FindItem(ent.item.ammo); + if (((int) dmflags.value & DF_INFINITE_AMMO) != 0) + Add_Ammo(other, ammo, 1000); + else + Add_Ammo(other, ammo, ammo.quantity); + + if (0 == (ent.spawnflags & DROPPED_PLAYER_ITEM)) { + if (deathmatch.value != 0) { + if (((int) (dmflags.value) & DF_WEAPONS_STAY) != 0) + ent.flags |= FL_RESPAWN; + else + SetRespawn(ent, 30); + } + if (coop.value != 0) + ent.flags |= FL_RESPAWN; + } + } + + if (other.client.pers.weapon != ent.item + && (other.client.pers.inventory[index] == 1) + && (0 == 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 + =============== + */ + static void ChangeWeapon(edict_t ent) { + int i; + + if (ent.client.grenade_time != 0) { + 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 != null) + i= ((ent.client.pers.weapon.weapmodel & 0xff) << 8); + else + i= 0; + //ent.s.skinnum = (ent - g_edicts - 1) | i; + ent.s.skinnum= (ent.index - 1) | i; + } + + if (ent.client.pers.weapon != null && ent.client.pers.weapon.ammo != null) + ent.client.ammo_index= ITEM_INDEX(FindItem(ent.client.pers.weapon.ammo)); + else + ent.client.ammo_index= 0; + + if (ent.client.pers.weapon == null) { // 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) != 0) { + ent.s.frame= FRAME_crpain1; + ent.client.anim_end= FRAME_crpain4; + } else { + ent.s.frame= FRAME_pain301; + ent.client.anim_end= FRAME_pain304; + + } + } + + /* + ================= + NoAmmoWeaponChange + ================= + */ + static void NoAmmoWeaponChange(edict_t ent) { + if (0 != ent.client.pers.inventory[ITEM_INDEX(FindItem("slugs"))] + && 0 != ent.client.pers.inventory[ITEM_INDEX(FindItem("railgun"))]) { + ent.client.newweapon= FindItem("railgun"); + return; + } + if (0 != ent.client.pers.inventory[ITEM_INDEX(FindItem("cells"))] + && 0 != ent.client.pers.inventory[ITEM_INDEX(FindItem("hyperblaster"))]) { + ent.client.newweapon= FindItem("hyperblaster"); + return; + } + if (0 != ent.client.pers.inventory[ITEM_INDEX(FindItem("bullets"))] + && 0 != ent.client.pers.inventory[ITEM_INDEX(FindItem("chaingun"))]) { + ent.client.newweapon= FindItem("chaingun"); + return; + } + if (0 != ent.client.pers.inventory[ITEM_INDEX(FindItem("bullets"))] + && 0 != ent.client.pers.inventory[ITEM_INDEX(FindItem("machinegun"))]) { + ent.client.newweapon= FindItem("machinegun"); + return; + } + if (ent.client.pers.inventory[ITEM_INDEX(FindItem("shells"))] > 1 + && 0 != ent.client.pers.inventory[ITEM_INDEX(FindItem("super shotgun"))]) { + ent.client.newweapon= FindItem("super shotgun"); + return; + } + if (0 != ent.client.pers.inventory[ITEM_INDEX(FindItem("shells"))] + && 0 != 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 + ================= + */ + static 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 (null != ent.client.pers.weapon && null != ent.client.pers.weapon.weaponthink) { + is_quad= (ent.client.quad_framenum > level.framenum); + if (ent.client.silencer_shots != 0) + is_silenced= (byte) MZ_SILENCED; + else + is_silenced= 0; + ent.client.pers.weapon.weaponthink.think(ent); + } + } + + /* + ================ + Use_Weapon + + Make the weapon ready if there is ammo + ================ + */ + static ItemUseAdapter Use_Weapon= new ItemUseAdapter() { + + public void use(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 != null && 0 == g_select_empty.value && 0 == (item.flags & IT_AMMO)) { + ammo_item= FindItem(item.ammo); + ammo_index= ITEM_INDEX(ammo_item); + + if (0 == ent.client.pers.inventory[ammo_index]) { + gi.cprintf(ent, PRINT_HIGH, "No " + ammo_item.pickup_name + " for " + ".\n"); + return; + } + + if (ent.client.pers.inventory[ammo_index] < item.quantity) { + gi.cprintf( + ent, + PRINT_HIGH, + "Not enough " + ammo_item.pickup_name + " for " + item.pickup_name + ".\n"); + return; + } + } + + // change to this weapon when down + ent.client.newweapon= item; + } + }; + + /* + ================ + Drop_Weapon + ================ + */ + + static ItemDropAdapter Drop_Weapon= new ItemDropAdapter() { + public void drop(edict_t ent, gitem_t item) { + int index; + + if (0 != ((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)) { + gi.cprintf(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 + ================ + */ + + static 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[], + EntThinkAdapter fire) { + int FRAME_FIRE_FIRST= (FRAME_ACTIVATE_LAST + 1); + int FRAME_IDLE_FIRST= (FRAME_FIRE_LAST + 1); + int FRAME_DEACTIVATE_FIRST= (FRAME_IDLE_LAST + 1); + + int n; + + if (ent.deadflag != 0 || 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) != 0) { + 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 != null) && (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) != 0) { + 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) != 0) { + ent.client.latched_buttons &= ~BUTTON_ATTACK; + if ((0 != 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) != 0) { + 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 != null) { + for (n= 0; pause_frames[n] != 0; n++) { + if (ent.client.ps.gunframe == pause_frames[n]) { + if ((Lib.rand() & 15) != 0) + return; + } + } + } + + ent.client.ps.gunframe++; + return; + } + } + + if (ent.client.weaponstate == WEAPON_FIRING) { + for (n= 0; fire_frames[n] != 0; 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.think(ent); + break; + } + } + + if (0 == fire_frames[n]) + ent.client.ps.gunframe++; + + if (ent.client.ps.gunframe == FRAME_IDLE_FIRST + 1) + ent.client.weaponstate= WEAPON_READY; + } + } + + /* + ====================================================================== + + GRENADE + + ====================================================================== + */ + + static void weapon_grenade_fire(edict_t ent, boolean held) { + float[] offset= { 0, 0, 0 }; + float[] forward= { 0, 0, 0 }, right= { 0, 0, 0 }; + float[] start= { 0, 0, 0 }; + int damage= 125; + float timer; + int speed; + float radius; + + radius= damage + 40; + if (is_quad) + damage *= 4; + + Math3D.VectorSet(offset, 8, 8, ent.viewheight - 8); + Math3D.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= + (int) (GRENADE_MINSPEED + + (GRENADE_TIMER - timer) * ((GRENADE_MAXSPEED - GRENADE_MINSPEED) / GRENADE_TIMER)); + Fire.fire_grenade2(ent, start, forward, damage, speed, timer, radius, held); + + if (0 == ((int) dmflags.value & DF_INFINITE_AMMO)) + ent.client.pers.inventory[ent.client.ammo_index]--; + + ent.client.grenade_time= level.time + 1.0f; + + if (ent.deadflag != 0 || ent.s.modelindex != 255) // VWep animations screw up corpses + { + return; + } + + if (ent.health <= 0) + return; + + if ((ent.client.ps.pmove.pm_flags & PMF_DUCKED) != 0) { + 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; + } + } + + static EntThinkAdapter Weapon_Grenade= new EntThinkAdapter() { + + public boolean think(edict_t ent) { + if ((ent.client.newweapon != null) && (ent.client.weaponstate == WEAPON_READY)) { + ChangeWeapon(ent); + return true; + } + + if (ent.client.weaponstate == WEAPON_ACTIVATING) { + ent.client.weaponstate= WEAPON_READY; + ent.client.ps.gunframe= 16; + return true; + } + + if (ent.client.weaponstate == WEAPON_READY) { + if (((ent.client.latched_buttons | ent.client.buttons) & BUTTON_ATTACK) != 0) { + ent.client.latched_buttons &= ~BUTTON_ATTACK; + if (0 != 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 true; + } + + if ((ent.client.ps.gunframe == 29) + || (ent.client.ps.gunframe == 34) + || (ent.client.ps.gunframe == 39) + || (ent.client.ps.gunframe == 48)) { + if ((Lib.rand() & 15) != 0) + return true; + } + + if (++ent.client.ps.gunframe > 48) + ent.client.ps.gunframe= 16; + return true; + } + + 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 (0 == ent.client.grenade_time) { + ent.client.grenade_time= level.time + GRENADE_TIMER + 0.2f; + 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) != 0) + return true; + + 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 true; + } + } + } + + 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 true; + + ent.client.ps.gunframe++; + + if (ent.client.ps.gunframe == 16) { + ent.client.grenade_time= 0; + ent.client.weaponstate= WEAPON_READY; + } + } + return true; + } + }; + + /* + ====================================================================== + + GRENADE LAUNCHER + + ====================================================================== + */ + + static EntThinkAdapter weapon_grenadelauncher_fire= new EntThinkAdapter() { + + public boolean think(edict_t ent) { + float[] offset= { 0, 0, 0 }; + float[] forward= { 0, 0, 0 }, right= { 0, 0, 0 }; + float[] start= { 0, 0, 0 }; + int damage= 120; + float radius; + + radius= damage + 40; + if (is_quad) + damage *= 4; + + Math3D.VectorSet(offset, 8, 8, ent.viewheight - 8); + Math3D.AngleVectors(ent.client.v_angle, forward, right, null); + P_ProjectSource(ent.client, ent.s.origin, offset, forward, right, start); + + Math3D.VectorScale(forward, -2, ent.client.kick_origin); + ent.client.kick_angles[0]= -1; + + Fire.fire_grenade(ent, start, forward, damage, 600, 2.5f, radius); + + gi.WriteByte(svc_muzzleflash); + //gi.WriteShort(ent - g_edicts); + gi.WriteShort(ent.index); + gi.WriteByte(MZ_GRENADE | is_silenced); + gi.multicast(ent.s.origin, MULTICAST_PVS); + + ent.client.ps.gunframe++; + + PlayerNoise(ent, start, PNOISE_WEAPON); + + if (0 == ((int) dmflags.value & DF_INFINITE_AMMO)) + ent.client.pers.inventory[ent.client.ammo_index]--; + + return true; + } + }; + + static EntThinkAdapter Weapon_GrenadeLauncher= new EntThinkAdapter() { + + public boolean think(edict_t ent) { + + int pause_frames[]= { 34, 51, 59, 0 }; + int fire_frames[]= { 6, 0 }; + + Weapon_Generic( + ent, + 5, + 16, + 59, + 64, + pause_frames, + fire_frames, + weapon_grenadelauncher_fire); + return true; + } + }; + + /* + ====================================================================== + + ROCKET + + ====================================================================== + */ + + static EntThinkAdapter Weapon_RocketLauncher_Fire= new EntThinkAdapter() { + + public boolean think(edict_t ent) { + + float[] offset= { 0, 0, 0 }, start= { 0, 0, 0 }; + float[] forward= { 0, 0, 0 }, right= { 0, 0, 0 }; + int damage; + float damage_radius; + int radius_damage; + + damage= 100 + (int) (Lib.random() * 20.0); + radius_damage= 120; + damage_radius= 120; + if (is_quad) { + damage *= 4; + radius_damage *= 4; + } + + Math3D.AngleVectors(ent.client.v_angle, forward, right, null); + + Math3D.VectorScale(forward, -2, ent.client.kick_origin); + ent.client.kick_angles[0]= -1; + + Math3D.VectorSet(offset, 8, 8, ent.viewheight - 8); + P_ProjectSource(ent.client, ent.s.origin, offset, forward, right, start); + Fire.fire_rocket(ent, start, forward, damage, 650, damage_radius, radius_damage); + + // send muzzle flash + gi.WriteByte(svc_muzzleflash); + //gi.WriteShort(ent - g_edicts); + gi.WriteShort(ent.index); + gi.WriteByte(MZ_ROCKET | is_silenced); + gi.multicast(ent.s.origin, MULTICAST_PVS); + + ent.client.ps.gunframe++; + + PlayerNoise(ent, start, PNOISE_WEAPON); + + if (0 == ((int) dmflags.value & DF_INFINITE_AMMO)) + ent.client.pers.inventory[ent.client.ammo_index]--; + + return true; + } + }; + + static EntThinkAdapter Weapon_RocketLauncher= new EntThinkAdapter() { + + public boolean think(edict_t ent) { + + int pause_frames[]= { 25, 33, 42, 50, 0 }; + int fire_frames[]= { 5, 0 }; + + Weapon_Generic( + ent, + 4, + 12, + 50, + 54, + pause_frames, + fire_frames, + Weapon_RocketLauncher_Fire); + return true; + } + }; + + /* + ====================================================================== + + BLASTER / HYPERBLASTER + + ====================================================================== + */ + + static void Blaster_Fire( + edict_t ent, + float[] g_offset, + int damage, + boolean hyper, + int effect) { + float[] forward= { 0, 0, 0 }, right= { 0, 0, 0 }; + float[] start= { 0, 0, 0 }; + float[] offset= { 0, 0, 0 }; + + if (is_quad) + damage *= 4; + Math3D.AngleVectors(ent.client.v_angle, forward, right, null); + Math3D.VectorSet(offset, 24, 8, ent.viewheight - 8); + Math3D.VectorAdd(offset, g_offset, offset); + P_ProjectSource(ent.client, ent.s.origin, offset, forward, right, start); + + Math3D.VectorScale(forward, -2, ent.client.kick_origin); + ent.client.kick_angles[0]= -1; + + Fire.fire_blaster(ent, start, forward, damage, 1000, effect, hyper); + + // send muzzle flash + gi.WriteByte(svc_muzzleflash); + //gi.WriteShort(ent - g_edicts); + gi.WriteShort(ent.index); + 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); + } + + static EntThinkAdapter Weapon_Blaster_Fire= new EntThinkAdapter() { + + public boolean think(edict_t ent) { + + int damage; + + if (deathmatch.value != 0) + damage= 15; + else + damage= 10; + Blaster_Fire(ent, vec3_origin, damage, false, EF_BLASTER); + ent.client.ps.gunframe++; + return true; + } + }; + + static EntThinkAdapter Weapon_Blaster= new EntThinkAdapter() { + + public boolean think(edict_t ent) { + + int pause_frames[]= { 19, 32, 0 }; + int fire_frames[]= { 5, 0 }; + + Weapon_Generic(ent, 4, 8, 52, 55, pause_frames, fire_frames, Weapon_Blaster_Fire); + return true; + } + }; + + static EntThinkAdapter Weapon_HyperBlaster_Fire= new EntThinkAdapter() { + + public boolean think(edict_t ent) { + float rotation; + float[] offset= { 0, 0, 0 }; + int effect; + int damage; + + ent.client.weapon_sound= gi.soundindex("weapons/hyprbl1a.wav"); + + if (0 == (ent.client.buttons & BUTTON_ATTACK)) { + ent.client.ps.gunframe++; + } else { + if (0 == 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= (float) ((ent.client.ps.gunframe - 5) * 2 * Math.PI / 6); + offset[0]= (float) (-4 * Math.sin(rotation)); + offset[1]= 0f; + offset[2]= (float) (4 * Math.cos(rotation)); + + if ((ent.client.ps.gunframe == 6) || (ent.client.ps.gunframe == 9)) + effect= EF_HYPERBLASTER; + else + effect= 0; + if (deathmatch.value != 0) + damage= 15; + else + damage= 20; + Blaster_Fire(ent, offset, damage, true, effect); + if (0 == ((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) != 0) { + 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 + && 0 != 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; + } + + return true; + + } + }; + + static EntThinkAdapter Weapon_HyperBlaster= new EntThinkAdapter() { + public boolean think(edict_t ent) { + + int pause_frames[]= { 0 }; + int fire_frames[]= { 6, 7, 8, 9, 10, 11, 0 }; + + Weapon_Generic(ent, 5, 20, 49, 53, pause_frames, fire_frames, Weapon_HyperBlaster_Fire); + return true; + } + }; + + /* + ====================================================================== + + MACHINEGUN / CHAINGUN + + ====================================================================== + */ + + static EntThinkAdapter Machinegun_Fire= new EntThinkAdapter() { + + public boolean think(edict_t ent) { + + int i; + float[] start= { 0, 0, 0 }; + float[] forward= { 0, 0, 0 }, right= { 0, 0, 0 }; + float[] angles= { 0, 0, 0 }; + int damage= 8; + int kick= 2; + float[] offset= { 0, 0, 0 }; + + if (0 == (ent.client.buttons & BUTTON_ATTACK)) { + ent.client.machinegun_shots= 0; + ent.client.ps.gunframe++; + return true; + } + + 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 true; + } + + if (is_quad) { + damage *= 4; + kick *= 4; + } + + for (i= 1; i < 3; i++) { + ent.client.kick_origin[i]= Lib.crandom() * 0.35f; + ent.client.kick_angles[i]= Lib.crandom() * 0.7f; + } + ent.client.kick_origin[0]= Lib.crandom() * 0.35f; + ent.client.kick_angles[0]= ent.client.machinegun_shots * -1.5f; + + // raise the gun as it is firing + if (0 == deathmatch.value) { + ent.client.machinegun_shots++; + if (ent.client.machinegun_shots > 9) + ent.client.machinegun_shots= 9; + } + + // get start / end positions + Math3D.VectorAdd(ent.client.v_angle, ent.client.kick_angles, angles); + Math3D.AngleVectors(angles, forward, right, null); + Math3D.VectorSet(offset, 0, 8, ent.viewheight - 8); + P_ProjectSource(ent.client, ent.s.origin, offset, forward, right, start); + Fire.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.WriteShort(ent.index); + gi.WriteByte(MZ_MACHINEGUN | is_silenced); + gi.multicast(ent.s.origin, MULTICAST_PVS); + + PlayerNoise(ent, start, PNOISE_WEAPON); + + if (0 == ((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) != 0) { + ent.s.frame= FRAME_crattak1 - (int) (Lib.random() + 0.25); + ent.client.anim_end= FRAME_crattak9; + } else { + ent.s.frame= FRAME_attack1 - (int) (Lib.random() + 0.25); + ent.client.anim_end= FRAME_attack8; + } + return true; + } + }; + + static EntThinkAdapter Weapon_Machinegun= new EntThinkAdapter() { + public boolean think(edict_t ent) { + + int pause_frames[]= { 23, 45, 0 }; + int fire_frames[]= { 4, 5, 0 }; + + Weapon_Generic(ent, 3, 5, 45, 49, pause_frames, fire_frames, Machinegun_Fire); + return true; + } + }; + + static EntThinkAdapter Chaingun_Fire= new EntThinkAdapter() { + + public boolean think(edict_t ent) { + + int i; + int shots; + float[] start= { 0, 0, 0 }; + float[] forward= { 0, 0, 0 }, right= { 0, 0, 0 }, up= { 0, 0, 0 }; + float r, u; + float[] offset= { 0, 0, 0 }; + int damage; + int kick= 2; + + if (deathmatch.value != 0) + 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) && 0 == (ent.client.buttons & BUTTON_ATTACK)) { + ent.client.ps.gunframe= 32; + ent.client.weapon_sound= 0; + return true; + } else if ( + (ent.client.ps.gunframe == 21) + && (ent.client.buttons & BUTTON_ATTACK) != 0 + && 0 != 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) != 0) { + 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) != 0) + 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 (0 == 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 true; + } + + if (is_quad) { + damage *= 4; + kick *= 4; + } + + for (i= 0; i < 3; i++) { + ent.client.kick_origin[i]= Lib.crandom() * 0.35f; + ent.client.kick_angles[i]= Lib.crandom() * 0.7f; + } + + for (i= 0; i < shots; i++) { + // get start / end positions + Math3D.AngleVectors(ent.client.v_angle, forward, right, up); + r= 7 + Lib.crandom() * 4; + u= Lib.crandom() * 4; + Math3D.VectorSet(offset, 0, r, u + ent.viewheight - 8); + P_ProjectSource(ent.client, ent.s.origin, offset, forward, right, start); + + Fire.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.WriteShort(ent.index); + gi.WriteByte((MZ_CHAINGUN1 + shots - 1) | is_silenced); + gi.multicast(ent.s.origin, MULTICAST_PVS); + + PlayerNoise(ent, start, PNOISE_WEAPON); + + if (0 == ((int) dmflags.value & DF_INFINITE_AMMO)) + ent.client.pers.inventory[ent.client.ammo_index] -= shots; + + return true; + } + }; + + static EntThinkAdapter Weapon_Chaingun= new EntThinkAdapter() { + public boolean think(edict_t ent) { + + int pause_frames[]= { 38, 43, 51, 61, 0 }; + 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); + return true; + } + }; + + /* + ====================================================================== + + SHOTGUN / SUPERSHOTGUN + + ====================================================================== + */ + + static EntThinkAdapter weapon_shotgun_fire= new EntThinkAdapter() { + + public boolean think(edict_t ent) { + + float[] start= { 0, 0, 0 }; + float[] forward= { 0, 0, 0 }, right= { 0, 0, 0 }; + float[] offset= { 0, 0, 0 }; + int damage= 4; + int kick= 8; + + if (ent.client.ps.gunframe == 9) { + ent.client.ps.gunframe++; + return true; + } + + Math3D.AngleVectors(ent.client.v_angle, forward, right, null); + + Math3D.VectorScale(forward, -2, ent.client.kick_origin); + ent.client.kick_angles[0]= -2; + + Math3D.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; + } + + if (deathmatch.value != 0) + Fire.fire_shotgun( + ent, + start, + forward, + damage, + kick, + 500, + 500, + DEFAULT_DEATHMATCH_SHOTGUN_COUNT, + MOD_SHOTGUN); + else + Fire.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.WriteShort(ent.index); + gi.WriteByte(MZ_SHOTGUN | is_silenced); + gi.multicast(ent.s.origin, MULTICAST_PVS); + + ent.client.ps.gunframe++; + PlayerNoise(ent, start, PNOISE_WEAPON); + + if (0 == ((int) dmflags.value & DF_INFINITE_AMMO)) + ent.client.pers.inventory[ent.client.ammo_index]--; + + return true; + } + }; + + static EntThinkAdapter Weapon_Shotgun= new EntThinkAdapter() { + public boolean think(edict_t ent) { + int pause_frames[]= { 22, 28, 34, 0 }; + int fire_frames[]= { 8, 9, 0 }; + + Weapon_Generic(ent, 7, 18, 36, 39, pause_frames, fire_frames, weapon_shotgun_fire); + return true; + } + }; + + static EntThinkAdapter weapon_supershotgun_fire= new EntThinkAdapter() { + + public boolean think(edict_t ent) { + + float[] start= { 0, 0, 0 }; + float[] forward= { 0, 0, 0 }, right= { 0, 0, 0 }; + float[] offset= { 0, 0, 0 }; + float[] v= { 0, 0, 0 }; + int damage= 6; + int kick= 12; + + Math3D.AngleVectors(ent.client.v_angle, forward, right, null); + + Math3D.VectorScale(forward, -2, ent.client.kick_origin); + ent.client.kick_angles[0]= -2; + + Math3D.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; + } + + v[PITCH]= ent.client.v_angle[PITCH]; + v[YAW]= ent.client.v_angle[YAW] - 5; + v[ROLL]= ent.client.v_angle[ROLL]; + Math3D.AngleVectors(v, forward, null, null); + Fire.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; + Math3D.AngleVectors(v, forward, null, null); + Fire.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.WriteShort(ent.index); + gi.WriteByte(MZ_SSHOTGUN | is_silenced); + gi.multicast(ent.s.origin, MULTICAST_PVS); + + ent.client.ps.gunframe++; + PlayerNoise(ent, start, PNOISE_WEAPON); + + if (0 == ((int) dmflags.value & DF_INFINITE_AMMO)) + ent.client.pers.inventory[ent.client.ammo_index] -= 2; + + return true; + } + }; + + static EntThinkAdapter Weapon_SuperShotgun= new EntThinkAdapter() { + public boolean think(edict_t ent) { + + int pause_frames[]= { 29, 42, 57, 0 }; + int fire_frames[]= { 7, 0 }; + + Weapon_Generic(ent, 6, 17, 57, 61, pause_frames, fire_frames, weapon_supershotgun_fire); + return true; + } + }; + + /* + ====================================================================== + + RAILGUN + + ====================================================================== + */ + static EntThinkAdapter weapon_railgun_fire= new EntThinkAdapter() { + + public boolean think(edict_t ent) { + + float[] start= { 0, 0, 0 }; + float[] forward= { 0, 0, 0 }, right= { 0, 0, 0 }; + float[] offset= { 0, 0, 0 }; + int damage; + int kick; + + if (deathmatch.value != 0) { // normal damage is too extreme in dm + damage= 100; + kick= 200; + } else { + damage= 150; + kick= 250; + } + + if (is_quad) { + damage *= 4; + kick *= 4; + } + + Math3D.AngleVectors(ent.client.v_angle, forward, right, null); + + Math3D.VectorScale(forward, -3, ent.client.kick_origin); + ent.client.kick_angles[0]= -3; + + Math3D.VectorSet(offset, 0, 7, ent.viewheight - 8); + P_ProjectSource(ent.client, ent.s.origin, offset, forward, right, start); + Fire.fire_rail(ent, start, forward, damage, kick); + + // send muzzle flash + gi.WriteByte(svc_muzzleflash); + //gi.WriteShort(ent - g_edicts); + gi.WriteShort(ent.index); + gi.WriteByte(MZ_RAILGUN | is_silenced); + gi.multicast(ent.s.origin, MULTICAST_PVS); + + ent.client.ps.gunframe++; + PlayerNoise(ent, start, PNOISE_WEAPON); + + if (0 == ((int) dmflags.value & DF_INFINITE_AMMO)) + ent.client.pers.inventory[ent.client.ammo_index]--; + + return true; + } + }; + + static EntThinkAdapter Weapon_Railgun= new EntThinkAdapter() { + + public boolean think(edict_t ent) { + + int pause_frames[]= { 56, 0 }; + int fire_frames[]= { 4, 0 }; + Weapon_Generic(ent, 3, 18, 56, 61, pause_frames, fire_frames, weapon_railgun_fire); + return true; + } + }; + + /* + ====================================================================== + + BFG10K + + ====================================================================== + */ + + static EntThinkAdapter weapon_bfg_fire= new EntThinkAdapter() { + + public boolean think(edict_t ent) { + + float[] offset= { 0, 0, 0 }, start= { 0, 0, 0 }; + float[] forward= { 0, 0, 0 }, right= { 0, 0, 0 }; + int damage; + float damage_radius= 1000; + + if (deathmatch.value != 0) + damage= 200; + else + damage= 500; + + if (ent.client.ps.gunframe == 9) { + // send muzzle flash + gi.WriteByte(svc_muzzleflash); + //gi.WriteShort(ent - g_edicts); + gi.WriteShort(ent.index); + gi.WriteByte(MZ_BFG | is_silenced); + gi.multicast(ent.s.origin, MULTICAST_PVS); + + ent.client.ps.gunframe++; + + PlayerNoise(ent, start, PNOISE_WEAPON); + return true; + } + + // 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 true; + } + + if (is_quad) + damage *= 4; + + Math3D.AngleVectors(ent.client.v_angle, forward, right, null); + + Math3D.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= Lib.crandom() * 8; + ent.client.v_dmg_time= level.time + DAMAGE_TIME; + + Math3D.VectorSet(offset, 8, 8, ent.viewheight - 8); + P_ProjectSource(ent.client, ent.s.origin, offset, forward, right, start); + Fire.fire_bfg(ent, start, forward, damage, 400, damage_radius); + + ent.client.ps.gunframe++; + + PlayerNoise(ent, start, PNOISE_WEAPON); + + if (0 == ((int) dmflags.value & DF_INFINITE_AMMO)) + ent.client.pers.inventory[ent.client.ammo_index] -= 50; + + return true; + } + }; + + static int pause_frames[]= { 39, 45, 50, 55, 0 }; + static int fire_frames[]= { 9, 17, 0 }; + + static EntThinkAdapter Weapon_BFG= new EntThinkAdapter() { + + public boolean think(edict_t ent) { + + Weapon_Generic(ent, 8, 32, 55, 58, pause_frames, fire_frames, weapon_bfg_fire); + return true; + } + }; +} |