dmc/src/shared/w_plasma_rifle.qc

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/*
* Copyright (c) 2023 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.
*/
/*QUAKED weapon_crossbow (0 0 1) (-16 -16 0) (16 16 32)
"model" "models/g_light.mdl"
HALF-LIFE (1998) ENTITY
Crossbow Weapon
*/
#ifdef CLIENT
#define LIGHTNINGBEAM_COUNT 16
string g_lightning_beamtex;
static float lightning_jitlut[BEAM_COUNT] = {
0.000000,
0.195090,
0.382683,
0.555570,
0.707106,
0.831469,
0.923879,
0.980785,
1.000000,
0.980786,
0.923880,
0.831471,
0.707108,
0.555572,
0.382685,
0.000000,
};
void
w_plasma_rifle_renderbeam(string spriteFrame, vector startOrg, vector endOrg, float beamWidth, float beamAmp, vector colorTint, float timeScale, float seedValue)
{
#if 1
vector vecPlayer;
NSClientPlayer pl;
#define RANDOMNUM seedValue
int s = (float)getproperty(VF_ACTIVESEAT);
pSeat = &g_seats[s];
pl = (NSClientPlayer)pSeat->m_ePlayer;
vecPlayer = pl.GetEyePos();
if (spriteFrame) {
float last_progression = 0.0f;
makevectors(g_view.GetCameraAngle());
setproperty(VF_ORIGIN, vecPlayer);
R_BeginPolygon(spriteFrame, DRAWFLAG_ADDITIVE, 0);
for (float i = 0; i < LIGHTNINGBEAM_COUNT; i++) {
float progression = (i / (LIGHTNINGBEAM_COUNT-1));
vector point;
vector jitter;
float a = 1.0f;
/* our steps from a - b */
point[0] = Math_Lerp(startOrg[0], endOrg[0], progression);
point[1] = Math_Lerp(startOrg[1], endOrg[1], progression);
point[2] = Math_Lerp(startOrg[2], endOrg[2], progression);
/* get the direction the beam is 'looking' */
makevectors(vectoangles(endOrg - startOrg));
/* nudge it a lil bit up/down left/right from its trajectory */
/* these are all randomly chosen constants */
jitter = v_right * (pseudorand((timeScale * time) + i + RANDOMNUM) - 0.5);
jitter += v_up * (pseudorand((timeScale * time) + i + 64.12 + RANDOMNUM) - 0.5);
jitter += v_right * (pseudorand(100 + ((timeScale*2) * time) + i + RANDOMNUM) - 0.5);
jitter += v_up * (pseudorand(100 + ((timeScale*2) * time) + i + 25.4 + RANDOMNUM) - 0.5);
jitter *= beamAmp;
/* start/end points get less jittery the closer we get*/
jitter *= lightning_jitlut[i];
/* apply jitter */
point += jitter;
R_PolygonVertex(point, [1, 0], colorTint, a);
if (autocvar(cl_showoff, 0))
dynamiclight_add(point, 150, [0.25, 0.25, 1.0]);
last_progression = progression;
}
R_EndPolygonRibbon(beamWidth, [-1,0]);
}
#else
vector vecPlayer;
NSClientPlayer pl;
int s = (float)getproperty(VF_ACTIVESEAT);
pSeat = &g_seats[s];
pl = (NSClientPlayer)pSeat->m_ePlayer;
vecPlayer = pl.GetEyePos();
makevectors(g_view.GetCameraAngle());
setproperty(VF_ORIGIN, vecPlayer);
R_BeginPolygon(spriteFrame, DRAWFLAG_ADDITIVE, 0);
R_PolygonVertex(startOrg, [1, 0], colorTint, 1.0);
R_PolygonVertex(endOrg, [1, 0], colorTint, 1.0);
R_EndPolygonRibbon(4, [-1,0]);
#endif
}
#endif
enum
{
LIGHTNING_IDLE,
LIGHTNING_SHOOT,
};
void
w_plasma_rifle_precache(void)
{
#ifdef SERVER
Sound_Precache("weapon_lightning.start");
Sound_Precache("weapon_lightning.shaft");
precache_model("models/g_light.mdl");
#else
g_lightning_beamtex = spriteframe("sprites/lgtning.spr", 0, 0.0f);
precache_model("models/v_light.mdl");
precache_model("models/p_light.mdl");
#endif
}
void
w_plasma_rifle_updateammo(player pl)
{
Weapons_UpdateAmmo(pl, -1, pl.ammo_cells, -1);
}
string
w_plasma_rifle_wmodel(void)
{
return "models/g_light.mdl";
}
string
w_plasma_rifle_pmodel(player pl)
{
return "models/p_light.mdl";
}
string
w_plasma_rifle_deathmsg(void)
{
return "";
}
int
w_plasma_rifle_pickup(player pl, int new, int startammo)
{
#ifdef SERVER
if (pl.ammo_cells < MAX_A_CELLS) {
pl.ammo_cells = bound(0, pl.ammo_cells + 15, MAX_A_CELLS);
} else {
if (!new)
return (0);
}
#endif
return (1);
}
void
w_plasma_rifle_draw(player pl)
{
Weapons_SetModel("models/v_light.mdl");
Weapons_ViewAnimation(pl, LIGHTNING_IDLE);
}
void
w_plasma_rifle_primary(player pl)
{
if (pl.w_attack_next > 0.0)
return;
if (pl.ammo_cells <= 0) {
Weapons_SwitchBest(pl, 0);
return;
}
#if 1
pl.ammo_cells--;
#ifdef SERVER
{
if (pl.WaterLevel() > 1) {
// we're underwater... fry everyone (around us) */
float lightDmg = (float)pl.ammo_cells * 35.0f;
Damage_Radius(self.origin, self, lightDmg, lightDmg + 40, TRUE, WEAPON_LIGHTNING);
} else {
vector startPos = Weapons_GetCameraPos(pl);
Weapons_MakeVectors(pl);
traceline(startPos, startPos + v_forward * 600, MOVE_NORMAL, pl);
WriteByte(MSG_MULTICAST, SVC_TEMPENTITY);
WriteByte(MSG_MULTICAST, TE_LIGHTNING2);
WriteEntity(MSG_MULTICAST, pl);
WriteCoord(MSG_MULTICAST, startPos[0]);
WriteCoord(MSG_MULTICAST, startPos[1]);
WriteCoord(MSG_MULTICAST, startPos[2]);
WriteCoord(MSG_MULTICAST, trace_endpos[0]);
WriteCoord(MSG_MULTICAST, trace_endpos[1]);
WriteCoord(MSG_MULTICAST, trace_endpos[2]);
multicast(startPos, MULTICAST_PHS);
if (trace_ent.takedamage) {
Damage_Apply(trace_ent, pl, Skill_GetValue("plr_lightning", 30), WEAPON_LIGHTNING, DMG_BLUNT);
/* throw players into the air */
if (trace_ent.classname == "player") {
NSClientPlayer tp = (NSClientPlayer)trace_ent;
tp.SetVelocity(tp.GetVelocity() + [0, 0, 400]);
}
}
}
}
if (pl.HasQuadDamage()) {
Sound_Play(pl, CHAN_ITEM, "item_artifact_super_damage.attack");
}
if (!(pl.gflags & GF_EGONBEAM))
Sound_Play(pl, CHAN_WEAPON, "weapon_lightning.start");
else {
if (pl.m_lightningTime < time) {
Sound_Play(pl, CHAN_WEAPON, "weapon_lightning.shaft");
pl.m_lightningTime = time + 0.6f;
}
}
#endif
Weapons_ViewAnimation(pl, LIGHTNING_SHOOT);
Animation_PlayerTop(pl, (pl.flags & FL_CROUCHING) ? ANIM_CR_SHOOTGAUSS : ANIM_SHOOTGAUSS, 0.43f);
Weapons_ViewPunchAngle(pl, [-2,0,0]);
pl.w_attack_next = 0.1f;
pl.gflags |= GF_EGONBEAM;
#else
#ifdef SERVER
static float foo = 0;
Weapons_MakeVectors(pl);
NSPortal_Spawn(pl.origin, v_forward, pl, foo);
foo = 1 - foo;
#endif
Weapons_ViewAnimation(pl, LIGHTNING_SHOOT);
Animation_PlayerTop(pl, (pl.flags & FL_CROUCHING) ? ANIM_CR_SHOOTGAUSS : ANIM_SHOOTGAUSS, 0.43f);
Weapons_ViewPunchAngle(pl, [-2,0,0]);
pl.w_attack_next = 1.0f;
pl.gflags |= GF_EGONBEAM;
#endif
}
void
w_plasma_rifle_crosshair(player pl)
{
#ifdef CLIENT
vector aicon_pos;
HUD_DrawQuakeCrosshair();
HUD_DrawAmmo2();
aicon_pos = g_hudmins + [g_hudres[0] - 48, g_hudres[1] - 42];
drawsubpic(
aicon_pos,
[24,24],
g_hudlgammo,
[0, 0],
[24/24, 24/24],
g_hud_color,
pSeatLocal->m_flAmmo2Alpha,
DRAWFLAG_ADDITIVE
);
#endif
}
float
w_plasma_rifle_aimanim(player pl)
{
return pl.flags & FL_CROUCHING ? ANIM_CR_AIMGAUSS : ANIM_AIMGAUSS;
}
int
w_plasma_rifle_isempty(player pl)
{
if (pl.ammo_cells <= 0)
return 1;
return 0;
}
void
w_plasma_rifle_hudpic(player pl, int selected, vector pos, float a)
{
#ifdef CLIENT
vector hud_col;
if (w_plasma_rifle_isempty(pl))
hud_col = [1,0,0];
else
hud_col = g_hud_color;
if (selected) {
drawsubpic(pos, [170,45], g_hudlg_spr, [0,0], [1,0.625], hud_col, a, DRAWFLAG_ADDITIVE);
} else {
drawsubpic(pos, [170,45], g_hudlg_spr, [0,0], [1,0.625], hud_col, a, DRAWFLAG_ADDITIVE);
}
HUD_DrawAmmoBar(pos, pl.ammo_cells, MAX_A_CELLS, a);
#endif
}
weapontype_t
w_plasma_rifle_type(player pl)
{
return WPNTYPE_RANGED;
}
void
w_plasma_rifle_postdraw(player pl, int thirdperson)
{
#ifdef CLIENT
if (!(pl.gflags & GF_EGONBEAM))
return;
vector src;
vector endpos;
if (thirdperson) {
makevectors(pl.v_angle);
src = pl.origin;
endpos = pl.origin + (v_forward * 1024);
traceline(src, endpos, MOVE_NORMAL, pl);
//w_plasma_rifle_beamfx(gettaginfo(pl.p_model, 10), trace_endpos, pl);
w_plasma_rifle_renderbeam(g_lightning_beamtex, gettaginfo(pl.p_model, 10), trace_endpos, trace_fraction * 32, trace_fraction * 48.0, [1,1,1], 60.0f, 12516);
} else {
vector gunpos = gettaginfo(pSeat->m_eViewModel, 33);
src = pl.GetEyePos();
makevectors(view_angles);
gunpos += (v_up * -16) + (v_forward * 42);
endpos = src + v_forward * 1024;
traceline(src, endpos, FALSE, pl);
endpos = trace_endpos;
//w_plasma_rifle_beamfx(gunpos, endpos, pl);
w_plasma_rifle_renderbeam(g_lightning_beamtex, gunpos, endpos, trace_fraction * 32, trace_fraction * 48.0, [1,1,1], 60.0f, 125156);
}
int i = (cltime*10.0f) % 11.0f;
vector fsize = [32,32];
makevectors(view_angles);
trace_endpos += v_forward * -16; /* nudge towards our camera */
dynamiclight_add(trace_endpos, 128, [0.5, 0.5, 1.0]);
#endif
}
void
w_plasma_rifle_release(player pl)
{
pl.gflags &= ~GF_EGONBEAM;
}
weapon_t w_plasma_rifle =
{
.name = "lightning",
.id = ITEM_PLASMARIF,
.slot = 7,
.slot_pos = 2,
.weight = 1,
.draw = w_plasma_rifle_draw,
.holster = __NULL__,
.primary = w_plasma_rifle_primary,
.secondary = __NULL__,
.reload = __NULL__,
.release = w_plasma_rifle_release,
.postdraw = w_plasma_rifle_crosshair,
.precache = w_plasma_rifle_precache,
.pickup = w_plasma_rifle_pickup,
.updateammo = w_plasma_rifle_updateammo,
.wmodel = w_plasma_rifle_wmodel,
.pmodel = w_plasma_rifle_pmodel,
.deathmsg = w_plasma_rifle_deathmsg,
.aimanim = w_plasma_rifle_aimanim,
.isempty = w_plasma_rifle_isempty,
.type = w_plasma_rifle_type,
.hudpic = w_plasma_rifle_hudpic,
.predraw = w_plasma_rifle_postdraw
};