cstrike/src/shared/item_c4bomb.qc

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/*
* Copyright (c) 2016-2020 Marco Hladik <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:CBaseEntity
{
#ifdef SERVER
entity m_eUser;
float m_flBeepTime;
float m_flExplodeTime;
float m_flDefusalState;
#endif
#ifdef CLIENT
float m_flAlpha;
#endif
#ifdef SERVER
void(void) item_c4;
virtual float(entity, float) SendEntity;
virtual void(void) ClearProgress;
virtual void(void) OnPlayerUse;
virtual void(void) Logic;
#endif
#ifdef CLIENT
void(void) item_c4;
virtual void(void) DrawLED;
virtual float(void) predraw;
#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 TRUE;
}
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;
sound(this, CHAN_ITEM, "weapons/c4_disarm.wav", 1.0, ATTN_NONE);
}
}
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;
} 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;
}
}
if (m_flDefusalState > 10.0f) {
ClearProgress();
sound(this, CHAN_VOICE, "weapons/c4_disarmed.wav", 1.0, ATTN_NORM);
rules.RoundOver(TEAM_CT, 3600, TRUE);
Radio_BroadcastMessage(RADIO_BOMBDEF);
m_flBeepTime = 0.0f;
m_flDefusalState = 0;
remove(this);
return;
}
/* if our time has passed, explode */
if (m_flExplodeTime < time) {
ClearProgress();
/* In Bomb Defusal, all Terrorists receive $3500
* if they won by detonating the bomb. */
rules.RoundOver(TEAM_T, 3500, FALSE);
Damage_Radius(origin, this.owner, 500, g_cstrike_bombradius, FALSE, WEAPON_C4BOMB);
Sound_Play(this, CHAN_VOICE, "weapon_c4bomb.explode");
for (entity e = world; (e = find(e, ::classname, "func_bomb_target"));) {
CBaseTrigger trigger = (CBaseTrigger)e;
if (trigger.Trigger != __NULL__) {
trigger.Trigger(this, TRIG_TOGGLE);
}
}
m_flBeepTime = 0.0f;
m_flDefusalState = 0;
remove(this);
return;
}
if (m_flBeepTime > time) {
return;
}
m_flBeepTime = time + 1.5;
if (m_flExplodeTime - time < 2) {
sound(this, CHAN_VOICE, "weapons/c4_beep5.wav", 1.0, ATTN_NONE);
} else if (m_flExplodeTime - time < 5) {
sound(this, CHAN_VOICE, "weapons/c4_beep5.wav", 1.0, ATTN_NORM);
} else if (m_flExplodeTime - time < 10) {
sound(this, CHAN_VOICE, "weapons/c4_beep4.wav", 1.0, ATTN_NORM);
} else if (m_flExplodeTime - time < 20) {
sound(this, CHAN_VOICE, "weapons/c4_beep3.wav", 1.0, ATTN_NORM);
} else if (m_flExplodeTime - time < 30) {
sound(this, CHAN_VOICE, "weapons/c4_beep2.wav", 1.0, ATTN_NORM);
} else {
sound(this, CHAN_VOICE, "weapons/c4_beep1.wav", 1.0, ATTN_NORM);
}
}
void
item_c4::item_c4(void)
{
/* 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;
Sound_Play(this, CHAN_WEAPON, "weapon_c4bomb.plant");
}
void
C4Bomb_Plant(base_player planter)
{
item_c4 bomb = spawn(item_c4);
bomb.owner = planter;
/* place directly below */
traceline(planter.origin, planter.origin + [0,0,-64], FALSE, planter);
setorigin(bomb, trace_endpos);
bomb.SendFlags = -1;
Radio_BroadcastMessage(RADIO_BOMBPL);
g_cs_bombplanted = TRUE;
}
#endif
#ifdef CLIENT
void
item_c4::DrawLED(void)
{
vector vecPlayer;
int s = (float)getproperty(VF_ACTIVESEAT);
pSeat = &g_seats[s];
vecPlayer = pSeat->m_vecPredictedOrigin;
m_flAlpha -= frametime;
if (m_flAlpha <= 0.0f)
m_flAlpha = 1.0f;
if (m_flAlpha > 0) {
vector forg;
vector fsize;
float falpha;
/* Scale the glow somewhat with the players distance */
fsize = [16,16];
fsize *= bound(1, vlen(vecPlayer - origin) / 256, 4);
/* Fade out when the player is starting to move away */
falpha = 1 - bound(0, vlen(vecPlayer - origin) / 1024, 1);
falpha *= m_flAlpha;
/* Nudge this slightly towards the camera */
makevectors(vectoangles(origin - vecPlayer));
forg = (origin + [0,0,8]) + (v_forward * -16);
/* Project it, always facing the player */
makevectors(view_angles);
R_BeginPolygon(g_c4bombled_spr, 1, 0);
R_PolygonVertex(forg + v_right * fsize[0] - v_up * fsize[1],
[1,1], [1,1,1], falpha);
R_PolygonVertex(forg - v_right * fsize[0] - v_up * fsize[1],
[0,1], [1,1,1], falpha);
R_PolygonVertex(forg - v_right * fsize[0] + v_up * fsize[1],
[0,0], [1,1,1], falpha);
R_PolygonVertex(forg + v_right * fsize[0] + v_up * fsize[1],
[1,0], [1,1,1], falpha);
R_EndPolygon();
}
}
float
item_c4::predraw(void)
{
DrawLED();
addentity(this);
return PREDRAW_NEXT;
}
void
item_c4::item_c4(void)
{
solid = SOLID_BBOX;
movetype = MOVETYPE_NONE;
drawmask = MASK_ENGINE;
}
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]);
}
#endif