cstrike/src/shared/item_c4bomb.qc

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/*
* Copyright (c) 2016-2021 Marco Cawthorne <marco@icculus.org>
*
* Permission to use, copy, modify, and distribute this software for any
* purpose with or without fee is hereby granted, provided that the above
* copyright notice and this permission notice appear in all copies.
*
* THE SOFTWARE IS PROVIDED "AS IS" AND THE AUTHOR DISCLAIMS ALL WARRANTIES
* WITH REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF
* MERCHANTABILITY AND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR
* ANY SPECIAL, DIRECT, INDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES
* WHATSOEVER RESULTING FROM LOSS OF MIND, USE, DATA OR PROFITS, WHETHER
* IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER TORTIOUS ACTION, ARISING
* OUT OF OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOFTWARE.
*/
class item_c4:NSRenderableEntity
{
#ifdef SERVER
entity m_eUser;
float m_flBeepTime;
float m_flExplodeTime;
float m_flDefusalState;
#endif
#ifdef SERVER
void item_c4(void);
virtual void Spawned(void);
virtual float SendEntity(entity, float);
virtual void ClearProgress(void);
virtual void OnPlayerUse(void);
virtual void Logic(void);
virtual void OnRemoveEntity(void);
#endif
#ifdef CLIENT
void item_c4(void);
virtual void DrawLED(void);
virtual float predraw(void);
#endif
};
void
item_c4::item_c4(void)
{
#ifdef SERVER
m_eUser = __NULL__;
m_flBeepTime = 0.0f;
m_flExplodeTime = 0.0f;
m_flDefusalState = 0.0f;
#endif
}
#ifdef SERVER
float
item_c4::SendEntity(entity pvsent, float flags)
{
WriteByte(MSG_ENTITY, ENT_C4BOMB);
WriteCoord(MSG_ENTITY, origin[0]);
WriteCoord(MSG_ENTITY, origin[1]);
WriteCoord(MSG_ENTITY, origin[2]);
WriteCoord(MSG_ENTITY, angles[0]);
WriteCoord(MSG_ENTITY, angles[1]);
WriteCoord(MSG_ENTITY, angles[2]);
WriteShort(MSG_ENTITY, modelindex);
return (1);
}
void
item_c4::ClearProgress(void)
{
if (m_eUser != world) {
player pl = (player)m_eUser;
pl.progress = 0.0f;
pl.flags &= ~FL_FROZEN;
}
}
void
item_c4::OnPlayerUse(void)
{
player pl = (player)eActivator;
/* obvious check */
if (pl.team != TEAM_CT) {
return;
}
/* don't allow anyone else to hijack. */
if (m_eUser == world) {
m_eUser = eActivator;
StartSoundDef("weapon_c4bomb.disarm", CHAN_ITEM, true);
}
}
void
item_c4::Logic(void)
{
CSMultiplayerRules rules = (CSMultiplayerRules)g_grMode;
/* check if we're being used */
if (m_eUser != world) {
player pl = (player)m_eUser;
/* we need to check if the user has changed every frame. */
if (!m_eUser.button5) {
ClearProgress();
/* clear user */
m_eUser = world;
m_flDefusalState = 0.0f;
g_cs_bombbeingdefused = FALSE;
} else {
/* defusal kit always cuts the time in half */
if (pl.g_items & ITEM_DEFUSAL)
m_flDefusalState += (frametime * 2);
else
m_flDefusalState += frametime;
/* tracked stat */
pl.progress = m_flDefusalState;
pl.flags |= FL_FROZEN;
g_cs_bombbeingdefused = TRUE;
}
}
if (m_flDefusalState > 10.0f) {
StartSoundDef("weapon_c4bomb.disarmed", CHAN_VOICE, true);
rules.RoundOver(TEAM_CT, 3600, TRUE);
Radio_BroadcastMessage(RADIO_BOMBDEF);
Destroy();
return;
}
/* if our time has passed, explode */
if (m_flExplodeTime < time) {
float bestDist = 9999.0f;
NSEntity bestTarget = __NULL__;
/* In Bomb Defusal, all Terrorists receive $3500
* if they won by detonating the bomb. */
rules.RoundOver(TEAM_T, 3500, FALSE);
Damage_Radius(origin, this.real_owner, 500, g_cstrike_bombradius, false, WEAPON_C4BOMB);
StartSoundDef("weapon_c4bomb.explode", CHAN_VOICE, true);
for (entity e = world; (e = find(e, ::classname, "func_bomb_target"));) {
float dist = vlen(origin - e.origin);
if (dist < bestDist) {
bestDist = dist;
bestTarget = (NSEntity)e;
}
}
/* Found it. */
if (bestTarget) {
bestTarget.UseTargets(this, TRIG_TOGGLE, 0.0f);
}
Destroy();
return;
}
if (m_flBeepTime > time) {
return;
}
m_flBeepTime = time + 1.5;
if (m_flExplodeTime - time < 5) {
StartSoundDef("weapon_c4bomb.beep5", CHAN_VOICE, true);
} else if (m_flExplodeTime - time < 10) {
StartSoundDef("weapon_c4bomb.beep4", CHAN_VOICE, true);
} else if (m_flExplodeTime - time < 20) {
StartSoundDef("weapon_c4bomb.beep3", CHAN_VOICE, true);
} else if (m_flExplodeTime - time < 30) {
StartSoundDef("weapon_c4bomb.beep2", CHAN_VOICE, true);
} else {
StartSoundDef("weapon_c4bomb.beep1", CHAN_VOICE, true);
}
}
void
item_c4::OnRemoveEntity(void)
{
ClearProgress();
m_flBeepTime = 0.0f;
m_flDefusalState = 0;
g_cs_bombbeingdefused = FALSE;
g_cs_bombplanted = false;
}
void
item_c4::Spawned(void)
{
super::Spawned();
/* throw this in with the other temporary round entities */
classname = "remove_me";
SetMovetype(MOVETYPE_NONE);
SetSolid(SOLID_BBOX);
SetModel("models/w_c4.mdl");
SetSize([-6,-6,0], [6,6,6]);
customphysics = Logic;
PlayerUse = OnPlayerUse;
m_flExplodeTime = time + 45.0f;
StartSoundDef("weapon_c4bomb.plant", CHAN_WEAPON, true);
}
void
C4Bomb_Plant(NSClientPlayer planter)
{
item_c4 bomb = spawn(item_c4);
bomb.Spawned();
bomb.real_owner = planter;
/* place directly below */
traceline(planter.origin, planter.origin + [0,0,-64], FALSE, planter);
setorigin(bomb, trace_endpos);
bomb.SendFlags = -1;
/* push the player out if we're on top */
setorigin_safe(planter, planter.origin);
Radio_BroadcastMessage(RADIO_BOMBPL);
CSBot_BombPlantedNotify();
g_cs_bombplanted = TRUE;
}
#endif
#ifdef CLIENT
void
item_c4::DrawLED(void)
{
vector cameraPos = g_view.GetCameraOrigin();
float ledAlpha = 1.0 - (time - floor(time));
if (ledAlpha > 0.0f) {
vector ledPos = GetOrigin() + [0,0,8];
vector ledSize = [16,16];
/* Scale the glow somewhat with the players distance */
ledSize *= bound(1, vlen(cameraPos - origin) / 256, 4);
/* Nudge this slightly towards the camera */
makevectors(vectoangles(ledPos - cameraPos));
ledPos += (v_forward * -16);
/* Project it, always facing the player */
makevectors(g_view.GetCameraAngle());
R_BeginPolygon(g_c4bombled_spr, 1, 0);
R_PolygonVertex(ledPos + v_right * ledSize[0] - v_up * ledSize[1],
[1,1], [1,1,1] * ledAlpha, 1.0f);
R_PolygonVertex(ledPos - v_right * ledSize[0] - v_up * ledSize[1],
[0,1], [1,1,1] * ledAlpha, 1.0f);
R_PolygonVertex(ledPos - v_right * ledSize[0] + v_up * ledSize[1],
[0,0], [1,1,1] * ledAlpha, 1.0f);
R_PolygonVertex(ledPos + v_right * ledSize[0] + v_up * ledSize[1],
[1,0], [1,1,1] * ledAlpha, 1.0f);
R_EndPolygon();
}
}
float
item_c4::predraw(void)
{
DrawLED();
addentity(this);
return PREDRAW_NEXT;
}
void
w_c4bomb_parse(void)
{
item_c4 tm = (item_c4)self;
spawnfunc_item_c4();
g_c4bombled_spr = spriteframe("sprites/ledglow.spr", 0, 0.0f);
tm.origin[0] = readcoord();
tm.origin[1] = readcoord();
tm.origin[2] = readcoord();
tm.angles[0] = readcoord();
tm.angles[1] = readcoord();
tm.angles[2] = readcoord();
tm.modelindex = readshort();
setorigin(tm, tm.origin);
setsize(tm, [-6,-6,0], [6,6,6]);
tm.solid = SOLID_BBOX;
tm.movetype = MOVETYPE_NONE;
tm.drawmask = MASK_ENGINE;
}
#endif