LTBOOL CMissionData::AddWeapon(int weaponID)
{
	CWeaponData* pData = GetWeaponData(weaponID);
    if (pData == LTNULL)
	{
		pData = debug_new(CWeaponData);
		m_Weapons.Add(pData);
		pData->m_nID = weaponID;
        return LTTRUE;
	}

    return LTFALSE;
}
static void JKG_FireModeUpdate(void)
{
	const weaponData_t *wpData = GetWeaponData( cg.predictedPlayerState.weapon, cg.predictedPlayerState.weaponVariation );
	const char *previousFM = CG_Argv(1);
	int previousFMInt = atoi(previousFM);
	if( wpData->visuals.visualFireModes[ cg.predictedPlayerState.firingMode ].switchToSound[0] &&
		wpData->numFiringModes > 1 )
	{
		trap->S_StartLocalSound( trap->S_RegisterSound( wpData->visuals.visualFireModes[ cg.predictedPlayerState.firingMode ].switchToSound ), CHAN_AUTO );
	}

	//if( wpData->visuals.visualFireModes[ previousFMInt ].animType != wpData->visuals.visualFireModes[ cg.predictedPlayerState.firingMode ].animType )
	{
		cg.fireModeTransition = JKG_GetTransitionForFiringModeSet( wpData->visuals.visualFireModes[ previousFMInt ].animType, wpData->visuals.visualFireModes[ cg.predictedPlayerState.firingMode ].animType );
	}
	cg.fireModeChangeTime = cg.time;
}
Esempio n. 3
0
/*
============================
BG_WeaponAcceptsAlternateAmmo

Returns true if the weapon accepts alternate ammo, false otherwise
============================
*/
qboolean BG_WeaponAcceptsAlternateAmmo(int weapon, int variation) {
	weaponData_t* wp = GetWeaponData(weapon, variation);

	switch (weapon) {
		case WP_SABER:
		case WP_NONE:
		case WP_MELEE:
			return qfalse;
		default:
			break;
	}

	if (wp->firemodes[0].clipSize <= 0) {
		return qfalse;
	}

	if (wp->firemodes[0].useQuantity) {
		return qfalse;
	}

	return qtrue;
}
Esempio n. 4
0
//check/select the chosen weapon
int BotSelectChoiceWeapon(bot_state_t *bs, int weapon, int doselection)
{ //if !doselection then bot will only check if he has the specified weapon and return 1 (yes) or 0 (no)
	int i;
	int hasit = 0;

	i = 0;

	while (i < WP_NUM_WEAPONS)
	{
		if (bs->cur_ps.ammo > GetWeaponData( bs->cur_ps.weapon, bs->cur_ps.weaponVariation )->firemodes[0].cost &&
			i == weapon &&
			(bs->cur_ps.stats[STAT_WEAPONS] & (1 << i)))
		{
			hasit = 1;
			break;
		}

		i++;
	}

	if (hasit && bs->cur_ps.weapon != weapon && doselection && bs->virtualWeapon != weapon)
	{
	    int index = BG_GetWeaponIndexFromClass (weapon, 0);
		bs->virtualWeapon = weapon;
		BotSelectWeapon(bs->client, index);
		//bs->cur_ps.weapon = weapon;
		//level.clients[bs->client].ps.weapon = weapon;
		return 2;
	}

	if (hasit)
	{
		return 1;
	}

	return 0;
}
void G_MissileImpact( gentity_t *ent, trace_t *trace ) {
	gentity_t		*other;
	qboolean		hitClient = qfalse;
	qboolean		isKnockedSaber = qfalse;

	other = &g_entities[trace->entityNum];

	// check for bounce
	if ( !other->takedamage &&
		(ent->bounceCount > 0 || ent->bounceCount == -5) &&
		( ent->flags & ( FL_BOUNCE | FL_BOUNCE_HALF ) ) ) {
		int originalBounceCount = ent->bounceCount;
		G_BounceMissile( ent, trace );
		if ( originalBounceCount != ent->bounceCount )
		{
		    G_GrenadeBounceEvent ((const gentity_t *)ent);
		}
		return;
	}
	else if (ent->neverFree && ent->s.weapon == WP_SABER && (ent->flags & FL_BOUNCE_HALF))
	{ //this is a knocked-away saber
		if (ent->bounceCount > 0 || ent->bounceCount == -5)
		{
		    	int originalBounceCount = ent->bounceCount;
		    	G_BounceMissile( ent, trace );
		    	G_GrenadeBounceEvent ((const gentity_t *)ent);
		    	if ( originalBounceCount != ent->bounceCount )
	        	{
	            		G_GrenadeBounceEvent ((const gentity_t *)ent);
	        	}
			return;
		}

		isKnockedSaber = qtrue;
	}
	
	// I would glom onto the FL_BOUNCE code section above, but don't feel like risking breaking something else
	if ( (!other->takedamage && (ent->bounceCount > 0 || ent->bounceCount == -5) && ( ent->flags&(FL_BOUNCE_SHRAPNEL) ) ) || ((trace->surfaceFlags&SURF_FORCEFIELD)&&!ent->splashDamage&&!ent->splashRadius&&(ent->bounceCount > 0 || ent->bounceCount == -5)) ) 
	{
		G_BounceMissile( ent, trace );

		if ( ent->bounceCount < 1 )
		{
			ent->flags &= ~FL_BOUNCE_SHRAPNEL;
		}
		return;
	}

	/*
	if ( !other->takedamage && ent->s.weapon == WP_THERMAL && !ent->alt_fire )
	{//rolling thermal det - FIXME: make this an eFlag like bounce & stick!!!
		//G_BounceRollMissile( ent, trace );
		if ( ent->owner && ent->owner->s.number == 0 ) 
		{
			G_MissileAddAlerts( ent );
		}
		//gi.linkentity( ent );
		return;
	}
	*/

	if ((other->r.contents & CONTENTS_LIGHTSABER) && !isKnockedSaber)
	{ //hit this person's saber, so..
		gentity_t *otherOwner = &g_entities[other->r.ownerNum];

		if (otherOwner->takedamage && otherOwner->client && otherOwner->client->ps.duelInProgress &&
			otherOwner->client->ps.duelIndex != ent->r.ownerNum)
		{
			goto killProj;
		}
	}
	else if (!isKnockedSaber)
	{
		if (other->takedamage && other->client && other->client->ps.duelInProgress &&
			other->client->ps.duelIndex != ent->r.ownerNum)
		{
			goto killProj;
		}
	}

	if (other->flags & FL_DMG_BY_HEAVY_WEAP_ONLY)
	{
		if (ent->methodOfDeath != MOD_REPEATER_ALT &&
			ent->methodOfDeath != MOD_ROCKET &&
			ent->methodOfDeath != MOD_FLECHETTE_ALT_SPLASH &&
			ent->methodOfDeath != MOD_ROCKET_HOMING &&
			ent->methodOfDeath != MOD_THERMAL &&
			ent->methodOfDeath != MOD_THERMAL_SPLASH &&
			ent->methodOfDeath != MOD_TRIP_MINE_SPLASH &&
			ent->methodOfDeath != MOD_TIMED_MINE_SPLASH &&
			ent->methodOfDeath != MOD_DET_PACK_SPLASH &&
			ent->methodOfDeath != MOD_VEHICLE &&
			ent->methodOfDeath != MOD_CONC &&
			ent->methodOfDeath != MOD_CONC_ALT &&
			ent->methodOfDeath != MOD_SABER &&
			ent->methodOfDeath != MOD_TURBLAST)
		{
			vec3_t fwd;

			if (trace)
			{
				VectorCopy(trace->plane.normal, fwd);
			}
			else
			{ //oh well
				AngleVectors(other->r.currentAngles, fwd, NULL, NULL);
			}

			G_DeflectMissile(other, ent, fwd);
			G_MissileBounceEffect(ent, ent->r.currentOrigin, fwd);
			return;
		}
	}

	if ((other->flags & FL_SHIELDED) &&
		ent->s.weapon != WP_ROCKET_LAUNCHER &&
		ent->s.weapon != WP_THERMAL &&
		ent->s.weapon != WP_TRIP_MINE &&
		ent->s.weapon != WP_DET_PACK &&
		ent->s.weapon != WP_EMPLACED_GUN &&
		ent->methodOfDeath != MOD_REPEATER_ALT &&
		ent->methodOfDeath != MOD_FLECHETTE_ALT_SPLASH && 
		ent->methodOfDeath != MOD_TURBLAST &&
		ent->methodOfDeath != MOD_VEHICLE &&
		ent->methodOfDeath != MOD_CONC &&
		ent->methodOfDeath != MOD_CONC_ALT &&
		!(ent->dflags&DAMAGE_HEAVY_WEAP_CLASS) )
	{// entity is shielded
		vec3_t fwd;

		if (other->client)
		{
			AngleVectors(other->client->ps.viewangles, fwd, NULL, NULL);
		}
		else
		{
			AngleVectors(other->r.currentAngles, fwd, NULL, NULL);
		}

		G_DeflectMissile(other, ent, fwd);
		G_MissileBounceEffect(ent, ent->r.currentOrigin, fwd);
		return;
	}

	// SABERFIXME: make this based on .wpn file? some conc rifles should be able to be deflected...
	if (other->takedamage && other->client &&
		ent->s.weapon != WP_ROCKET_LAUNCHER &&
		ent->s.weapon != WP_THERMAL &&
		ent->s.weapon != WP_TRIP_MINE &&
		ent->s.weapon != WP_DET_PACK &&
		ent->methodOfDeath != MOD_REPEATER_ALT &&
		ent->methodOfDeath != MOD_FLECHETTE_ALT_SPLASH &&
		ent->methodOfDeath != MOD_CONC &&
		ent->methodOfDeath != MOD_CONC_ALT &&
		other->client->saberBlockDebounce < level.time &&
		!isKnockedSaber &&
		WP_SaberCanBlock(other, ent->r.currentOrigin, 0, 0, qtrue, 0))
	{ //only block one projectile per 200ms (to prevent giant swarms of projectiles being blocked)
		vec3_t fwd;
		gentity_t *te;
		int otherDefLevel = other->client->ps.fd.forcePowerLevel[FP_SABER_DEFENSE];

		te = G_TempEntity( ent->r.currentOrigin, EV_SABER_BLOCK );
		VectorCopy(ent->r.currentOrigin, te->s.origin);
		VectorCopy(trace->plane.normal, te->s.angles);
		te->s.eventParm = 0;
		te->s.weapon = 0;//saberNum
		te->s.legsAnim = 0;//bladeNum

		/*if (other->client->ps.velocity[2] > 0 ||
			other->client->pers.cmd.forwardmove ||
			other->client->pers.cmd.rightmove)
			*/
		if (other->client->ps.velocity[2] > 0 ||
			other->client->pers.cmd.forwardmove < 0) //now we only do it if jumping or running backward. Should be able to full-on charge.
		{
			otherDefLevel -= 1;
			if (otherDefLevel < 0)
			{
				otherDefLevel = 0;
			}
		}

		AngleVectors(other->client->ps.viewangles, fwd, NULL, NULL);
		// SABERFIXME: Don't make this force based. This code is ugly as f**k anyway
		other->client->saberBlockDebounce = level.time + (350 - (otherDefLevel*100)); //200;

		//For jedi AI
		other->client->ps.saberEventFlags |= SEF_DEFLECTED;
		if ( other->client->ps.saberActionFlags & (1 << SAF_BLOCKING) && !(other->client->ps.saberActionFlags & ( 1 << SAF_PROJBLOCKING) ) )
		{
			goto killProj;
 		}
		else if ( other->client->ps.saberActionFlags & SAF_PROJBLOCKING )
		{
			JKG_SaberDeflectMissile(other, ent, fwd);
			other->client->saberProjBlockTime += 500; // give them a little bit of leeway --eez
		}
		return;
	}
	else if ((other->r.contents & CONTENTS_LIGHTSABER) && !isKnockedSaber)
	{ //hit this person's saber, so..
		gentity_t *otherOwner = &g_entities[other->r.ownerNum];

		if (otherOwner->takedamage && otherOwner->client &&
			ent->s.weapon != WP_ROCKET_LAUNCHER &&
			ent->s.weapon != WP_THERMAL &&
			ent->s.weapon != WP_TRIP_MINE &&
			ent->s.weapon != WP_DET_PACK &&
			ent->methodOfDeath != MOD_REPEATER_ALT &&
			ent->methodOfDeath != MOD_FLECHETTE_ALT_SPLASH &&
			ent->methodOfDeath != MOD_CONC &&
			ent->methodOfDeath != MOD_CONC_ALT /*&&
			otherOwner->client->ps.saberBlockTime < level.time*/)
		{ //for now still deflect even if saberBlockTime >= level.time because it hit the actual saber
			vec3_t fwd;
			gentity_t *te;
			int otherDefLevel = otherOwner->client->ps.fd.forcePowerLevel[FP_SABER_DEFENSE];

			//in this case, deflect it even if we can't actually block it because it hit our saber
			//WP_SaberCanBlock(otherOwner, ent->r.currentOrigin, 0, 0, qtrue, 0);
			if (otherOwner->client && otherOwner->client->ps.weaponTime <= 0)
			{
				WP_SaberBlockNonRandom(otherOwner, NULL, ent->r.currentOrigin, qtrue);		// <-- ??? --eez
			}

			te = G_TempEntity( ent->r.currentOrigin, EV_SABER_BLOCK );
			VectorCopy(ent->r.currentOrigin, te->s.origin);
			VectorCopy(trace->plane.normal, te->s.angles);
			te->s.eventParm = 0;
			te->s.weapon = 0;//saberNum
			te->s.legsAnim = 0;//bladeNum

			/*if (otherOwner->client->ps.velocity[2] > 0 ||
				otherOwner->client->pers.cmd.forwardmove ||
				otherOwner->client->pers.cmd.rightmove)*/
			if (otherOwner->client->ps.velocity[2] > 0 ||
				otherOwner->client->pers.cmd.forwardmove < 0) //now we only do it if jumping or running backward. Should be able to full-on charge.
			{
				otherDefLevel -= 1;
				if (otherDefLevel < 0)
				{
					otherDefLevel = 0;
				}
			}

			AngleVectors(otherOwner->client->ps.viewangles, fwd, NULL, NULL);
			otherOwner->client->saberBlockDebounce = level.time + (350 - (otherDefLevel*100));//200;

			//For jedi AI
			otherOwner->client->ps.saberEventFlags |= SEF_DEFLECTED;

			// um...this code is a lil messed up, so i'll replace it with my own --eez
			if ( otherOwner->client->ps.saberActionFlags & (1 << SAF_BLOCKING) && !(otherOwner->client->ps.saberActionFlags & ( 1 << SAF_PROJBLOCKING )) )
			{
				goto killProj;
 			}
			else if ( otherOwner->client->ps.saberActionFlags & ( 1 << SAF_PROJBLOCKING ) )
			{
				// SABERFIXME: Write new function for this
				JKG_SaberDeflectMissile(otherOwner, ent, fwd);
				otherOwner->client->saberProjBlockTime += 500; // give them a little bit of leeway --eez
			}

			return;
		}
	}

	if( ent->genericValue10 )	// nerf this check in order to make grenade bouncing work --eez
	{
		vec3_t fwd;

		if (other->client)
		{
			AngleVectors(other->client->ps.viewangles, fwd, NULL, NULL);
		}
		else
		{
			AngleVectors(other->r.currentAngles, fwd, NULL, NULL);
		}
		VectorScale(ent->s.pos.trDelta, 0.2, ent->s.pos.trDelta);
		G_Damage(other, ent, ent->parent, fwd, ent->s.origin, ent->genericValue9, 0, MOD_THERMAL);
		G_DeflectMissile(other, ent, fwd);
		//G_MissileBounceEffect(ent, ent->r.currentOrigin, fwd);
		return;
	}

	// check for sticking
	if ( !other->takedamage && ( ent->s.eFlags & EF_MISSILE_STICK ) ) 
	{
		laserTrapStick( ent, trace->endpos, trace->plane.normal );
		G_AddEvent( ent, EV_MISSILE_STICK, 0 );
		return;
	}

	// impact damage
	if (other->takedamage && !isKnockedSaber) {
		// FIXME: wrong damage direction?
		weaponData_t *weapon = GetWeaponData (ent->s.weapon, ent->s.weaponVariation);
		weaponFireModeStats_t *fireMode = &weapon->firemodes[ent->s.firingMode];
		
		if ( ent->damage || fireMode->damageTypeHandle || fireMode->secondaryDmgHandle ) {
			vec3_t	velocity;

			hitClient = qtrue;
			BG_EvaluateTrajectoryDelta( &ent->s.pos, level.time, velocity );
			if ( VectorLength( velocity ) == 0 ) {
				velocity[2] = 1;	// stepped on a grenade
			}

            if ( fireMode->damageTypeHandle )
            {
                JKG_DoDamage (fireMode->damageTypeHandle, other, ent, &g_entities[ent->r.ownerNum], velocity, ent->r.currentOrigin, 0, ent->methodOfDeath);
            }
            else if ( ent->damage )
            {
                G_Damage (other, ent, &g_entities[ent->r.ownerNum], velocity, ent->r.currentOrigin, ent->damage, 0, ent->methodOfDeath);
            }
            
            if ( fireMode->secondaryDmgHandle )
            {
                JKG_DoDamage (fireMode->secondaryDmgHandle, other, ent, &g_entities[ent->r.ownerNum], velocity, ent->r.currentOrigin, 0, ent->methodOfDeath);
            }

			if (other->client)
			{ //What I'm wondering is why this isn't in the NPC pain funcs. But this is what SP does, so whatever.
				class_t	npc_class = other->client->NPC_class;

				// If we are a robot and we aren't currently doing the full body electricity...
				if ( npc_class == CLASS_SEEKER || npc_class == CLASS_PROBE || npc_class == CLASS_MOUSE ||
					   npc_class == CLASS_GONK || npc_class == CLASS_R2D2 || npc_class == CLASS_R5D2 || npc_class == CLASS_REMOTE ||
					   npc_class == CLASS_MARK1 || npc_class == CLASS_MARK2 || //npc_class == CLASS_PROTOCOL ||//no protocol, looks odd
					   npc_class == CLASS_INTERROGATOR || npc_class == CLASS_ATST || npc_class == CLASS_SENTRY )
				{
					// special droid only behaviors
					if ( other->client->ps.electrifyTime < level.time + 100 )
					{
						// ... do the effect for a split second for some more feedback
						other->client->ps.electrifyTime = level.time + 450;
					}
					//FIXME: throw some sparks off droids,too
				}
			}
		}
	}
killProj:
	// is it cheaper in bandwidth to just remove this ent and create a new
	// one, rather than changing the missile into the explosion?

	if ( other->takedamage && other->client && !isKnockedSaber ) {
		{
			G_AddEvent( ent, EV_MISSILE_HIT, DirToByte( trace->plane.normal ) );
			ent->s.otherEntityNum = other->s.number;
		}
	} else if( trace->surfaceFlags & SURF_METALSTEPS ) {
		G_AddEvent( ent, EV_MISSILE_MISS_METAL, DirToByte( trace->plane.normal ) );
	} else if (ent->s.weapon != G2_MODEL_PART && !isKnockedSaber) {
		G_AddEvent( ent, EV_MISSILE_MISS, DirToByte( trace->plane.normal ) );
	}

	if (!isKnockedSaber)
	{
		ent->freeAfterEvent = qtrue;

		// change over to a normal entity right at the point of impact
		ent->s.eType = ET_GENERAL;
	}

	SnapVectorTowards( trace->endpos, ent->s.pos.trBase );	// save net bandwidth

	G_SetOrigin( ent, trace->endpos );

	ent->takedamage = qfalse;

	if (ent->s.weapon == G2_MODEL_PART)
	{
		ent->freeAfterEvent = qfalse; //it will free itself
	}

	if(ent->splashRadius && ent->splashDamage && !ent->genericValue10)
	{
		G_RadiusDamage(trace->endpos, &g_entities[ent->r.ownerNum], ent->splashDamage, ent->splashRadius, NULL, ent, ent->methodOfDeath);
	}

	trap->LinkEntity( (sharedEntity_t *)ent );
}
Esempio n. 6
0
	}
}


const SSCHAR* CSrWeapRecord::GetEquipSlot (void) 
{ 
	return m_pEquipSlot && m_pParent ? m_pParent->GetEditorID(m_pEquipSlot->GetValue()) : ""; 
}


/*===========================================================================
 *
 * Begin CSrWeapRecord Get Field Methods
 *
 *=========================================================================*/
DEFINE_SRGETFIELD(CSrWeapRecord::GetFieldWeight,       String.Format(SR_FORMATSTR_WEIGHT, GetWeaponData().Weight))
DEFINE_SRGETFIELD(CSrWeapRecord::GetFieldValue,        String.Format("%u", GetWeaponData().Value))
DEFINE_SRGETFIELD(CSrWeapRecord::GetFieldDamage,       String.Format("%d", (int)GetWeaponData().Damage))
DEFINE_SRGETFIELD(CSrWeapRecord::GetFieldVNAM,         String.Format("%u", GetVNAM()))
DEFINE_SRGETFIELD(CSrWeapRecord::GetFieldEquipSlot,    String = GetEquipSlot())
/*===========================================================================
 *		End of CSrWeapRecord Get Field Methods
 *=========================================================================*/


/*===========================================================================
 *
 * Begin CSrWeapRecord Compare Field Methods
 *
 *=========================================================================*/
DEFINE_SRCOMPFIELDFLOAT1(CSrWeapRecord, CompareFieldWeight,		  GetWeaponData().Weight, 100.0f)
Esempio n. 7
0
/*
================
CG_DrawAmmo
================
*/
static void CG_DrawAmmo( centity_t	*cent,menuDef_t *menuHUD)
{
	playerState_t	*ps;
	int				ammo;
	itemDef_t		*focusItem;
	float			width;
	const char		*text;
	vec4_t			opacity;
	const weaponInfo_t *weaponInfo;

	if( cg.jkg_WHUDOpacity  < 1.0f )
	{
		MAKERGBA(opacity, 1,1,1, cg.jkg_WHUDOpacity);
	}
	else
	{
		MAKERGBA(opacity, 1,1,1, cg.jkg_HUDOpacity);
	}

	ps = &cg.snap->ps;

	// Can we find the menu?
	if (!menuHUD)
	{
		return;
	}

	if (!cent->currentState.weapon ) // We don't have a weapon right now
	{
		return;
	}

#ifndef NO_SP_STYLE_AMMO
	// Figure out whether or not we want to do the thing where we highlight the text whenever we consume ammo or change firing mode (or, change weapon)
	if (cg.lastAmmo != cg.predictedPlayerState.stats[STAT_AMMO] || cg.lastAmmoGun != cg.predictedPlayerState.weaponId)
	{
		cg.lastAmmo = cg.predictedPlayerState.stats[STAT_AMMO];
		cg.lastAmmoTime = cg.time + 200; // matches SP 1:1
		cg.lastAmmoGun = cg.predictedPlayerState.weaponId;
	}

	if(cg.lastAmmoTime > cg.time)
	{
		vec4_t colorCopy = { 0.2, 0.72, 0.86, 1 };
		Q_RGBCopy(&opacity, colorCopy);
	}
#endif
	
	weaponInfo = CG_WeaponInfo (cent->currentState.weapon, cent->currentState.weaponVariation);

	if ( GetWeaponData( cent->currentState.weapon, cent->currentState.weaponVariation )->firemodes[0].cost == 0 && GetWeaponData( cent->currentState.weapon, cent->currentState.weaponVariation )->firemodes[1].cost == 0)
	{ //just draw "infinite"
		text = "Ammo: Infinite";
	}
	else
	{
		if ( GetWeaponAmmoClip( cent->currentState.weapon, cent->currentState.weaponVariation ))
		{
			ammo = ps->stats[STAT_AMMO];
		}
		else
		{
			ammo = ps->ammo;
		}

		if ( GetWeaponAmmoClip( cent->currentState.weapon, cent->currentState.weaponVariation ))
		{
			// Display the amount of clips too
			float temp;
			temp = ceil(( float ) ps->ammo / ( float ) GetWeaponAmmoClip( cent->currentState.weapon, cent->currentState.weaponVariation ));
			text = va( "Ammo: %i (%i)", ammo, ( int ) temp );
		}
		else
		{
			text = va( "Ammo: %i", ammo );
		}	
	}

	// Now then, lets render this text ^_^

	width = (float)trap_R_Font_StrLenPixels(text, cgDC.Assets.qhSmallFont, 1) * 0.6f;
				
	focusItem = Menu_FindItemByName(menuHUD, "infobar");
	if (focusItem)
	{
		trap_R_Font_DrawString(focusItem->window.rect.x + ((focusItem->window.rect.w/2) - (width/2)), focusItem->window.rect.y, text, opacity, cgDC.Assets.qhSmall3Font, -1, 0.5f);
	}

	focusItem = Menu_FindItemByName(menuHUD, "weapicon");
	if (focusItem)
	{
		trap_R_SetColor( opacity );	
		CG_DrawPic( 
			focusItem->window.rect.x, 
			focusItem->window.rect.y, 
			focusItem->window.rect.w, 
			focusItem->window.rect.h, 
			weaponInfo->hudIcon
			);			
	}
}
Esempio n. 8
0
/*ゲーム中の敵とのあたり&攻撃判定を行います。*/
int Weapon::AttackEnemy( Enemy *Ene, PlayerChara *PC, int ScreenPosArray[2], Stage *Stg){

	/*変数の初期*/
	int ech = 0;//エラー確認変数

	int NowWpKind = 0;//今の武器の種類を取得します
	int NearEnemyID = 0;//一番近い敵キャラの識別番号
	int EnemyConflict = 0;//敵に当たった数の合計
	int EneHitResult = 0;//敵が照準に入っているかの結果を入れます
	int GarbageInt = 0;//いらないデータを格納します
	float NowWpRange = 0.0f;//今の武器の射程を代入します
	float EneDistance = 0.0f;//当たった敵のところからの距離が代入されます
	float EneNearDistance = 0.0f;//当たっている一番近い敵の距離が代入されます
	float Wall_HitDistance = 0.0f;//一番近い壁の距離が代入されます。
	D3DXVECTOR3 GunTargetPos( 0.0, 0.0, 0.0);//銃が向くべき座標
	D3DXVECTOR3 WantVec( 0.0, 0.0, 0.0);//「首つけ根」の向きたい方向へのベクトル
	D3DXVECTOR3 BaseVec( 0.0, 0.0, -1.0);//向きの初期方向ベクトル
	D3DXVECTOR3 GarbageD3DVec( 0.0, 0.0, 0.0);//要らないXYZのデータの一次入れ
	POINT ScreenPos = { ScreenPosArray[0], ScreenPosArray[1]};//2Dスクリーン座標構造体


	/*装備をきちんとつけていれば*/
	if( PC->Get_Wp_equipment() != -1){

			NowWpKind = GetWeaponData( PC->Get_Wp_equipment(), 0);//武器の種類
			NowWpRange = float( GetWeaponData( PC->Get_Wp_equipment(), 4) * 500);//
			EneNearDistance = float(NowWpRange);
	}


	/**/
	//まず、状態的に攻撃判定させるかどうか決めます
	/**/

	/*発射状態で、敵がいるなら*/
	if( ( GetWeaponFireFlag() == 1) && ( 0 < Ene->EnemyNum)){

			//ハンドガンなら
			if( ( NowWpKind == 1) || ( NowWpKind == 4)){

					/*通常モード( モデル[0]から取得する )*/
					if( Stg->Stage_GunTarget == 0){//壁データより敵が手前にいたら攻撃可能なので、ここでカーソル上のステージを取得しています
							ech = E3DPickFace( System::scid1, Stg->Stage_hsid[0], ScreenPos, NowWpRange, &GarbageInt, &GarbageInt, &GarbageD3DVec, &GarbageD3DVec, &Wall_HitDistance);
							if(ech != 0 ){//エラーチェック
										_ASSERT( 0 );//エラーダイアログ
							};
					}

					/*当たり判定中にいる敵をチェックします*/
					for(  int i=0; i < Ene->EnemyNum; i++){//エネミーの数だけ

										ech = E3DPickFace( System::scid1, Ene->Ene[i]->Get_BodyModel(), ScreenPos, NowWpRange, &EneHitResult, &EneHitResult, &GarbageD3DVec, &GarbageD3DVec, &EneDistance);
										if(ech != 0 ){//エラーチェック
													_ASSERT( 0 );//エラーダイアログ
										};
										if( (EneHitResult != 0) && ( EneDistance < EneNearDistance) ){
													EneNearDistance = EneDistance;//一番近い敵の距離に更新します
													NearEnemyID = i;//一番近いモデル番号を入れます
													EnemyConflict = 1;//近い敵がいることを代入します
										}
					}

					/*もし、当たり判定上に敵がいれば*/
					if( ( EnemyConflict == 1) && ( EneNearDistance < Wall_HitDistance)){

							// !!壁との当たり判定が必要!!

							//敵にダメージを与える
							Ene->Ene[NearEnemyID]->Set_HP( Ene->Ene[NearEnemyID]->Get_HP() - GetWeaponData( PC->Get_Wp_equipment(), 5));
					}
			}
	}



	return 0;
}
Esempio n. 9
0
// Creates weightless weapon items if no item files
// exist for items.
void BG_LoadDefaultWeaponItems ( void )
{
    int i = 0;
    int end = BG_NumberOfLoadedWeapons();
    qboolean weaponHasItem[MAX_WEAPON_TABLE_SIZE] = { qfalse };
    
    for ( i = 1; i < MAX_ITEM_TABLE_SIZE; i++ )
    {
        bgItemData_t *item = &itemTable[i];
        if ( !item->itemID )
        {
            continue;
        }
        
        if ( item->itemType != ITEM_WEAPON )
        {
            continue;
        }
        
        weaponHasItem[item->varID] = qtrue;
    }
    
    for ( i = 0; i < end; i++ )
    {
        weaponData_t *weaponData;
        int weapon, variation;
        int itemID;
        bgItemData_t item;
        
        if ( weaponHasItem[i] )
        {
            continue;
        }
        
        if ( !BG_GetWeaponByIndex (i, &weapon, &variation) )
        {
            break;
        }
        
        memset (&item, 0, sizeof (item));
        weaponData = GetWeaponData (weapon, variation);
        Q_strncpyz (item.displayName, weaponData->displayName, sizeof (item.displayName));
        itemID = BG_GetNextFreeItemSlot();
        if ( !itemID )
        {
            Com_Printf ("Ran out of item space for weapons.\n");
            break;
        }
        
        item.itemID = itemID;
        item.itemType = ITEM_WEAPON;
        item.weapon = weapon;
        item.variation = variation;
        item.varID = i;
#ifdef CGAME
		strcpy(item.itemIcon, weaponData->visuals.icon);
#endif
        
        itemTable[itemID] = item;
    }
}
Esempio n. 10
0
/*
=================
CG_RegisterWeapon

The server says this item is used on this level
=================
*/
void CG_RegisterWeapon( int weaponNum, int variation ) {
	weaponInfo_t	*weaponInfo;
	const weaponData_t *weaponData;
	gitem_t			*item/*, *ammo*/;
	char			path[MAX_QPATH];
	vec3_t			mins, maxs;
	int				i;

	if ( weaponNum == 0 ) {
		return;
	}
	
	weaponInfo = CG_WeaponInfoUnsafe (weaponNum, variation);
	if ( weaponInfo )
	{
	    // Non-null means the weapon exists.
	    return;
	}

    weaponInfo = CG_NextFreeWeaponInfo();
	if ( weaponInfo == NULL ) {
	    trap->Error( ERR_DROP, "Max weapon info slots exceeded.\n" );
		return;
	}
	
	#ifdef _DEBUG
	//trap->Print ("Registering weapon %d variation %d\n", weaponNum, variation);
	#endif

	memset( weaponInfo, 0, sizeof( *weaponInfo ) );
	weaponInfo->registered = qtrue;
	weaponInfo->weaponNum = weaponNum;
	weaponInfo->variation = variation;

	for ( item = bg_itemlist + 1 ; item->classname ; item++ ) {
		if ( item->giType == IT_WEAPON && item->giTag == weaponNum ) {
			weaponInfo->item = item;
			break;
		}
	}
	if ( !item->classname ) {
		trap->Error( ERR_DROP, "Couldn't find weapon %i", weaponNum );
	}
	CG_RegisterItemVisuals( item - bg_itemlist );
	
	weaponData = GetWeaponData (weaponNum, variation);

	// load cmodel before model so filecache works
	if (weaponData->visuals.world_model[0] != '\0') { // Don't spam the console.
		weaponInfo->weaponModel = trap->R_RegisterModel(weaponData->visuals.world_model);
	}
	// load in-view model also
	weaponInfo->viewModel = NULL_HANDLE;
	if ( weaponInfo->g2ViewModel )
	{
	    trap->G2API_CleanGhoul2Models (&weaponInfo->g2ViewModel);
	    weaponInfo->g2ViewModel = NULL;
	}
		
	if ( CG_IsGhoul2Model (weaponData->visuals.view_model) )
	{
	    CG_LoadViewWeapon (weaponInfo, weaponData->visuals.view_model);
	}
	else if (weaponData->visuals.view_model[0] != '\0')
	{
		weaponInfo->viewModel = trap->R_RegisterModel(weaponData->visuals.view_model);
	}

	// calc midpoint for rotation
	if (weaponInfo->weaponModel != NULL_HANDLE) {
		trap->R_ModelBounds(weaponInfo->weaponModel, mins, maxs);
		for (i = 0; i < 3; i++) {
			weaponInfo->weaponMidpoint[i] = mins[i] + 0.5 * (maxs[i] - mins[i]);
		}
	}

	weaponInfo->hudIcon = trap->R_RegisterShaderNoMip (weaponData->visuals.icon);
	weaponInfo->hudNAIcon = trap->R_RegisterShaderNoMip (weaponData->visuals.icon_na);

	if (weaponNum != WP_SABER)
	{
		strcpy( path, weaponData->visuals.view_model );
		COM_StripExtension( path, path, sizeof( path ) );
		strcat( path, "_hand.md3" );
		weaponInfo->handsModel = trap->R_RegisterModel( path );
	}
	else
	{
		weaponInfo->handsModel = 0;
	}

	for(i = 0; i < weaponData->numFiringModes; i++)
	{
		// this only deals with them one at a time from now on --eez
		JKG_SetWeaponEventsHandler (weaponInfo, weaponData->visuals.visualFireModes[i].type, i);
	}
    JKG_LoadWeaponAssets (weaponInfo, weaponData);

	switch ( weaponNum ) {
	case WP_STUN_BATON:
	case WP_MELEE:
		trap->FX_RegisterEffect( "stunBaton/flesh_impact" );

		if (weaponNum == WP_STUN_BATON)
		{
			trap->S_RegisterSound( "sound/weapons/baton/idle.wav" );
			weaponInfo->flashSound[0] = trap->S_RegisterSound( "sound/weapons/baton/fire.mp3" );
			weaponInfo->altFlashSound[0] = trap->S_RegisterSound( "sound/weapons/baton/fire.mp3" );
		}
		break;
	case WP_SABER:
		MAKERGB( weaponInfo->flashDlightColor, 0.6f, 0.6f, 1.0f );
		weaponInfo->firingSound = trap->S_RegisterSound( "sound/weapons/saber/saberhum1.wav" );
		weaponInfo->missileModel		= trap->R_RegisterModel( "models/weapons2/saber/saber_w.glm" );
		break;

	case WP_TURRET:
		weaponInfo->flashSound[0]		= NULL_SOUND;
		weaponInfo->firingSound			= NULL_SOUND;
		weaponInfo->chargeSound			= NULL_SOUND;
		weaponInfo->muzzleEffect		= NULL_HANDLE;
		weaponInfo->missileModel		= NULL_HANDLE;
		weaponInfo->missileSound		= NULL_SOUND;
		weaponInfo->missileDlight		= 0;
		weaponInfo->missileHitSound		= NULL_SOUND;
		weaponInfo->missileTrailFunc	= FX_TurretProjectileThink;

		trap->FX_RegisterEffect("effects/blaster/wall_impact.efx");
		trap->FX_RegisterEffect("effects/blaster/flesh_impact.efx");
		break;

	 default:
		MAKERGB( weaponInfo->flashDlightColor, 1, 1, 1 );
		weaponInfo->flashSound[0] = trap->S_RegisterSound( "sound/weapons/rocket/rocklf1a.wav" );
		break;
	}
}
short GetWeaponAmmoMax ( unsigned char baseIndex, unsigned char modIndex )
{
    return ammoTable[GetWeaponData( baseIndex, modIndex )->ammoIndex].ammoMax;
}
short GetWeaponAmmoClip ( unsigned char baseIndex, unsigned char modIndex )
{
    return GetWeaponData( baseIndex, modIndex )->clipSize;
}
unsigned char GetWeaponAmmoIndex ( unsigned char baseIndex, unsigned char modIndex )
{
    return GetWeaponData( baseIndex, modIndex )->ammoIndex;
}