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📄 p_weapon.pas

📁 delphi编的不错的贪吃蛇
💻 PAS
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A generic function to handle the basics of weapon thinking
================
*}
const
  FRAME_FIRE_FIRST	 = (FRAME_ACTIVATE_LAST + 1);
  FRAME_IDLE_FIRST	 = (FRAME_FIRE_LAST + 1);
  FRAME_DEACTIVATE_FIRST = (FRAME_IDLE_LAST + 1);

// (GAME <> CTF)
{$IFDEF CTF}  
procedure static void Weapon_Generic2 (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));
var
  n : integer;
begin
  if (ent.deadflag) OR (ent.s.modelindex <> 255) then // VWep animations screw up corpses
    Exit;

  if (ent.client.weaponstate = WEAPON_DROPPING) then
  begin
    if (ent.client.ps.gunframe = FRAME_DEACTIVATE_LAST)
    then begin
      ChangeWeapon (ent);
      Exit;
    end
    else begin
    if ((FRAME_DEACTIVATE_LAST - ent.client.ps.gunframe) = 4) then
    begin
      ent.client.anim_priority := ANIM_REVERSE;
      if ((ent.client.ps.pmove.pm_flags AND PMF_DUCKED) <> 0)
      then begin
        ent.s.frame := FRAME_crpain4+1;
        ent.client.anim_end := FRAME_crpain1;
      end
      else begin
        ent.s.frame := FRAME_pain304+1;
        ent.client.anim_end := FRAME_pain301;
      end;
    end;
    end;//else

    ent.client.ps.gunframe++;
    Exit;
  end;

  if (ent.client.weaponstate = WEAPON_ACTIVATING) then
  begin
    if (ent.client.ps.gunframe = FRAME_ACTIVATE_LAST OR instantweap->value) then
    begin
      ent.client.weaponstate := WEAPON_READY;
      ent.client.ps.gunframe := FRAME_IDLE_FIRST;
      // we go recursive here to instant ready the weapon
      Weapon_Generic2 (ent, FRAME_ACTIVATE_LAST, FRAME_FIRE_LAST,
                       FRAME_IDLE_LAST, FRAME_DEACTIVATE_LAST, pause_frames,
                       fire_frames, fire);
      Exit;
    end;

    ent.client.ps.gunframe++;
    Exit;
  end;

//  if ((ent->client->newweapon) && (ent->client->weaponstate != WEAPON_FIRING)) then
  if ((ent.client.newweapon) AND (ent.client.weaponstate <> WEAPON_FIRING)) then
  begin
    ent.client.weaponstate := WEAPON_DROPPING;
    if (instantweap.value)
    then
      ChangeWeapon(ent);
      Exit;
    end
    else
      ent.client.ps.gunframe := FRAME_DEACTIVATE_FIRST;

    if ((FRAME_DEACTIVATE_LAST - FRAME_DEACTIVATE_FIRST) < 4) then
    begin
      ent.client.anim_priority := ANIM_REVERSE;
      if ((ent.client.ps.pmove.pm_flags AND PMF_DUCKED) <> 0)
      then begin
        ent.s.frame := FRAME_crpain4+1;
        ent.client.anim_end := FRAME_crpain1;
      end
      else begin
        ent.s.frame := FRAME_pain304+1;
        ent.client.anim_end := FRAME_pain301;
      end;
    end;
    Exit;
  end;

  if (ent.client.weaponstate = WEAPON_READY) then
  begin
//    if ( ((ent.client.latched_buttons|ent.client.buttons) & BUTTON_ATTACK) )
    if ( ((ent.client.latched_buttons OR ent.client.buttons) AND BUTTON_ATTACK) <> 0 )
    then begin
      ent.client.latched_buttons := ent.client.latched_buttons AND (NOT BUTTON_ATTACK);
      if ( (!ent.client.ammo_index) OR
           (ent.client.pers.inventory[ent.client.ammo_index] >= ent.client.pers.weapon.quantity) )
      then begin
        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 AND PMF_DUCKED) <> 0)
        then begin
          ent.s.frame := FRAME_crattak1-1;
          ent.client.anim_end := FRAME_crattak9;
        end
        else begin
          ent.s.frame := FRAME_attack1-1;
          ent.client.anim_end := FRAME_attack8;
        end;
      end
      else begin
        if (level.time >= ent.pain_debounce_time) then
        begin
          gi.sound(ent, CHAN_VOICE, gi.soundindex('weapons/noammo.wav'), 1, ATTN_NORM, 0);
          ent.pain_debounce_time := level.time + 1;
        end;
        NoAmmoWeaponChange (ent);
      end;//else
    end
    else begin
      if (ent.client.ps.gunframe = FRAME_IDLE_LAST) then
      begin
        ent.client.ps.gunframe := FRAME_IDLE_FIRST;
        Exit;
      end;

      if (pause_frames) then
        for (n = 0; pause_frames[n]; n++)
          if (ent.client.ps.gunframe = pause_frames[n]) then
            if random(15) then
              Exit;

      ent.client.ps.gunframe++;
      Exit;
    end;//else
  end;//if

  if (ent.client.weaponstate = WEAPON_FIRING) then
  begin
    for (n = 0; fire_frames[n]; n++)
      if (ent.client.ps.gunframe = fire_frames[n]) then
      begin
//ZOID
        if (!CTFApplyStrengthSound(ent)) then
//ZOID
          if (ent.client.quad_framenum > level.framenum) then
            gi.sound(ent, CHAN_ITEM, gi.soundindex('items/damage3.wav'), 1, ATTN_NORM, 0);
//ZOID
        CTFApplyHasteSound(ent);
//ZOID

        fire (ent);
        Break;
      end;

    if (!fire_frames[n]) then
      ent.client.ps.gunframe++;

    if (ent.client.ps.gunframe = FRAME_IDLE_FIRST+1) then
      ent.client.weaponstate := WEAPON_READY;
  end;//if
end;//procedure onlyCTF

//ZOID
procedure 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))
begin
  int oldstate = ent->client->weaponstate;

  Weapon_Generic2 (ent, FRAME_ACTIVATE_LAST, FRAME_FIRE_LAST,
                   FRAME_IDLE_LAST, FRAME_DEACTIVATE_LAST, pause_frames,
                   fire_frames, fire);

  // run the weapon frame again if hasted
  if ((stricmp(ent.client.pers.weapon.pickup_name, 'Grapple') = 0) AND
     (ent.client.weaponstate = WEAPON_FIRING) then
    Exit;

(*	if ((CTFApplyHaste(ent) ||
		(Q_stricmp(ent->client->pers.weapon->pickup_name, "Grapple") == 0 &&
		ent->client->weaponstate != WEAPON_FIRING))
		&& oldstate == ent->client->weaponstate)*)

  if ( CTFApplyHaste(ent) OR
       ( (Q_stricmp(ent.client.pers.weapon.pickup_name, 'Grapple') = 0) AND
         (ent.client.weaponstate <> WEAPON_FIRING) )
     ) AND
     (oldstate = ent.client.weaponstate) then
    Weapon_Generic2 (ent, FRAME_ACTIVATE_LAST, FRAME_FIRE_LAST,
                     FRAME_IDLE_LAST, FRAME_DEACTIVATE_LAST, pause_frames,
                     fire_frames, fire);
end;//procedure onlyCTF
//ZOID
{$ELSE}
procedure 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));
var
  n : integer;
begin
  if (ent.deadflag) OR (ent.s.modelindex <> 255) then // VWep animations screw up corpses
     Exit;

  if (ent.client.weaponstate = WEAPON_DROPPING) then
  begin
    if (ent.client.ps.gunframe = FRAME_DEACTIVATE_LAST)
    then begin
      ChangeWeapon (ent);
      Exit;
    end
    else begin
      if ((FRAME_DEACTIVATE_LAST - ent.client.ps.gunframe) = 4) then
      begin
        ent.client.anim_priority := ANIM_REVERSE;
{Y}        if (ent.client.ps.pmove.pm_flags AND PMF_DUCKED) <> 0
        then begin
          ent.s.frame := FRAME_crpain4+1;
          ent.client.anim_end := FRAME_crpain1;
        end
        else begin
          ent.s.frame := FRAME_pain304+1;
          ent.client.anim_end := FRAME_pain301;
        end;
      end;
    end;//else

    ent.client.ps.gunframe++;
    Exit;
  end;

  if (ent.client.weaponstate = WEAPON_ACTIVATING) then
  begin
    if (ent.client.ps.gunframe = FRAME_ACTIVATE_LAST) then
    begin
      ent.client.weaponstate := WEAPON_READY;
      ent.client.ps.gunframe := FRAME_IDLE_FIRST;
      Exit;
    end;

    ent.client.ps.gunframe++;
    Exit;
  end;

  if (ent.client.newweapon) AND (ent.client.weaponstate <> WEAPON_FIRING) then
  begin
    ent.client.weaponstate := WEAPON_DROPPING;
    ent.client.ps.gunframe := FRAME_DEACTIVATE_FIRST;

    if ((FRAME_DEACTIVATE_LAST - FRAME_DEACTIVATE_FIRST) < 4) then
    begin
      ent.client.anim_priority := ANIM_REVERSE;
{Y}      if (ent.client.ps.pmove.pm_flags AND PMF_DUCKED) <> 0
      then begin
        ent.s.frame := FRAME_crpain4+1;
        ent.client.anim_end := FRAME_crpain1;
      end
      else begin
        ent.s.frame := FRAME_pain304+1;
        ent.client.anim_end := FRAME_pain301;
      end;
    end;
    Exit;
  end;

  if (ent.client.weaponstate = WEAPON_READY) then
  begin
//    if ( ((ent.client.latched_buttons OR ent.client.buttons) & BUTTON_ATTACK) )
    if ( ((ent.client.latched_buttons OR ent.client.buttons) AND BUTTON_ATTACK) <> 0 )
    then begin
      ent.client.latched_buttons := ent.client.latched_buttons AND (NOT BUTTON_ATTACK);
      if ( (!ent.client.ammo_index) OR
           (ent.client.pers.inventory[ent.client.ammo_index] >= ent.client.pers.weapon.quantity) )
      then begin
        ent.client.ps.gunframe := FRAME_FIRE_FIRST;
        ent.client.weaponstate := WEAPON_FIRING;

        // start the animation
        ent.client.anim_priority := ANIM_ATTACK;
{Y}        if (ent.client.ps.pmove.pm_flags AND PMF_DUCKED) <> 0
        then begin
          ent.s.frame := FRAME_crattak1-1;
          ent.client.anim_end := FRAME_crattak9;
        end
        else begin
          ent.s.frame := FRAME_attack1-1;
          ent.client.anim_end := FRAME_attack8;
        end;
      end
      else begin
        if (level.time >= ent.pain_debounce_time) then
        begin
          gi.sound(ent, CHAN_VOICE, gi.soundindex('weapons/noammo.wav'), 1, ATTN_NORM, 0);
          ent.pain_debounce_time = level.time + 1;
        end;
        NoAmmoWeaponChange (ent);
      end;//else
    end
    else begin
      if (ent.client.ps.gunframe = FRAME_IDLE_LAST) then
      begin
        ent.client.ps.gunframe := FRAME_IDLE_FIRST;
        Exit;
      end;

      if (pause_frames) then
{Y}        for (n = 0; pause_frames[n]; n++)
            if (ent.client.ps.gunframe = pause_frames[n]) then
              if random(15) then
                Exit;

      ent.client.ps.gunframe++;
      Exit;
    end;//else
  end;//if

  if (ent.client.weaponstate = WEAPON_FIRING) then
  begin
{Y}    for (n = 0; fire_frames[n]; n++)
        if (ent.client.ps.gunframe = fire_frames[n]) then
        begin
          if (ent.client.quad_framenum > level.framenum) then
            gi.sound(ent, CHAN_ITEM, gi.soundindex('items/damage3.wav'), 1, ATTN_NORM, 0);

          fire (ent);
          break;
        end;

    if (!fire_frames[n]) then
      ent.client.ps.gunframe++;

    if (ent.client.ps.gunframe = FRAME_IDLE_FIRST+1) then
      ent.client.weaponstate := WEAPON_READY;
  end;
end;//procedure onlyGAME
{$ENDIF}


{*
======================================================================

GRENADE

======================================================================
*}
const
  GRENADE_TIMER	   = 3.0;
  GRENADE_MINSPEED = 400;
  GRENADE_MAXSPEED = 800;

// (GAME <> CTF)
procedure weapon_grenade_fire (edict_t *ent, qboolean held);
var
  offset,
  forward_, right,
  start           : vec3_t;
  timer,
  radius          : float;

	int		damage = 125;
	int		speed;
begin
  radius := damage+40;
  if (is_quad) then
    damage := 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 ) ) then
  if ( (Trunc(dmflags.value) AND DF_INFINITE_AMMO) = 0 ) then
    ent.client.pers.inventory[ent.client.ammo_index]--;

  ent.client.grenade_time := level.time + 1.0;

  if (ent.deadflag OR (ent.s.modelindex <> 255)) then // VWep animations screw up corpses
    Exit;

{$IFNDEF CTF}  //onlyGAME
  if (ent.health <= 0) then
    Exit;
{$ENDIF}

  if ((ent.client.ps.pmove.pm_flags AND PMF_DUCKED) <> 0)
  then begin
    ent.client.anim_priority := ANIM_ATTACK;
    ent.s.frame := FRAME_crattak1-1;
    ent.client.anim_end := FRAME_crattak3;
  end
  else begin
    ent.client.anim_priority := ANIM_REVERSE;
    ent.s.frame := FRAME_wave08;
    ent.client.anim_end := FRAME_wave01;
  end;
end;//procedure (GAME <> CTF)

// (GAME=CTF)
procedure Weapon_Grenade (edict_t *ent);
begin
  if ((ent.client.newweapon) AND (ent.client.weaponstate = WEAPON_READY)) then
  begin
    ChangeWeapon (ent);
    Exit;
  end;

  if (ent.client.weaponstate = WEAPON_ACTIVATING) then
  begin
    ent.client.weaponstate := WEAPON_READY;
    ent.client.ps.gunframe := 16;
    Exit;
  end;

  if (ent.client.weaponstate = WEAPON_READY) then
  begin

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