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📄 p_weapon.c

📁 Quake 2 Source code for students by Theerthan You can also download from idsoftwares.com
💻 C
📖 第 1 页 / 共 3 页
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					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);
}

/*
======================================================================

MACHINEGUN / CHAINGUN

======================================================================
*/

void Machinegun_Fire (edict_t *ent)
{
	int	i;
	vec3_t		start;
	vec3_t		forward, right;
	vec3_t		angles;

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