gearbox/src/shared/w_sniperrifle.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.
*/
enum
{
SNIPER_DRAW,
SNIPER_IDLE1,
SNIPER_FIRE1,
SNIPER_FIRE2,
SNIPER_RELOAD1,
SNIPER_RELOAD2,
SNIPER_RELOAD3,
SNIPER_IDLE2,
SNIPER_HOLSTER,
SNIPER_DRAW
};
void
w_sniperrifle_precache(void)
{
#ifdef SERVER
precache_model("models/w_m40a1.mdl");
precache_sound("weapons/sniper_fire.wav");
#else
precache_model("models/v_m40a1.mdl");
precache_model("models/p_m40a1.mdl");
#endif
}
int
w_sniperrifle_pickup(player pl, int new, int startammo)
{
#ifdef SERVER
int addAmmo = (startammo == -1) ? 5 : startammo;
if (new) {
pl.sniper_mag = addAmmo;
} else {
if (pl.ammo_762 < MAX_A_762) {
pl.ammo_762 = bound(0, pl.ammo_762 + addAmmo, MAX_A_762);
} else {
return (0);
}
}
#endif
return (1);
}
void
w_sniperrifle_updateammo(player pl)
{
Weapons_UpdateAmmo(pl, pl.sniper_mag, pl.ammo_762, -1);
}
string
w_sniperrifle_wmodel(void)
{
return "models/w_m40a1.mdl";
}
string
w_sniperrifle_pmodel(player pl)
{
return "models/p_m40a1.mdl";
}
string
w_sniperrifle_deathmsg(void)
{
return "";
}
void
w_sniperrifle_draw(player pl)
{
Weapons_SetModel("models/v_m40a1.mdl");
Weapons_ViewAnimation(pl, SNIPER_DRAW);
}
void
w_sniperrifle_holster(player pl)
{
Weapons_ViewAnimation(pl, SNIPER_HOLSTER);
}
void
w_sniperrifle_primary(player pl)
{
if (pl.w_attack_next > 0.0)
return;
if (pl.sniper_mag <= 0)
return;
pl.sniper_mag--;
Weapons_ViewPunchAngle(pl, [-10,0,0]);
if (pl.sniper_mag) {
Weapons_ViewAnimation(pl, SNIPER_FIRE1);
} else {
Weapons_ViewAnimation(pl, SNIPER_FIRE2);
}
#ifdef SERVER
if (pl.viewzoom != 1.0)
TraceAttack_FireBullets(1, pl.origin + pl.view_ofs, 65, [0, 0], WEAPON_SNIPERRIFLE);
else
TraceAttack_FireBullets(1, pl.origin + pl.view_ofs, 65, [0.05, 0.05], WEAPON_SNIPERRIFLE);
sound(pl, CHAN_WEAPON, "weapons/sniper_fire.wav", 1, ATTN_NORM);
#else
View_SetMuzzleflash(MUZZLE_SMALL);
#endif
pl.w_attack_next = 1.75f;
pl.w_idle_next = 10.0f;
}
void
w_sniperrifle_secondary(player pl)
{
if (pl.w_attack_next > 0.0) {
return;
}
/* Simple toggle of fovs */
if (pl.viewzoom == 1.0f) {
pl.viewzoom = 0.25f;
} else {
pl.viewzoom = 1.0f;
}
pl.w_attack_next = 0.5f;
}
void
w_sniperrifle_reload(player pl)
{
if (pl.w_attack_next > 0.0) {
return;
}
if (pl.sniper_mag >= 5) {
return;
}
if (pl.ammo_762 <= 0) {
return;
}
/* Audio-Visual bit */
/* TODO has a couple reloading states */
Weapons_ViewAnimation(pl, SNIPER_RELOAD3);
#ifdef SERVER
static void w_sniperrifle_reload_done(void) {
player pl = (player)self;
Weapons_ReloadWeapon(pl, player::sniper_mag, player::ammo_762, 5);
}
pl.think = w_sniperrifle_reload_done;
pl.nextthink = time + 2.3f;
#endif
pl.w_attack_next = 2.3f;
pl.w_idle_next = 10.0f;
}
void
w_sniperrifle_release(player pl)
{
/* auto-reload if need be */
if (pl.w_attack_next <= 0.0)
if (pl.sniper_mag == 0 && pl.ammo_762 > 0) {
Weapons_Reload(pl);
return;
}
if (pl.w_idle_next > 0.0) {
return;
}
int r = (float)input_sequence % 2;
if (r == 1) {
Weapons_ViewAnimation(pl, SNIPER_IDLE1);
} else {
Weapons_ViewAnimation(pl, SNIPER_IDLE2);
}
pl.w_idle_next = 15.0f;
}
void
w_sniperrifle_crosshair(player pl)
{
#ifdef CLIENT
if (pl.viewzoom == 1.0f) {
Cross_DrawSub(
g_ofch1_spr,
[24,24],
[0,48/72],
[24/72, 24/72]
);
} else {
Cross_Draw(
g_ofch2_spr,
[256,256]
);
}
HUD_DrawAmmo1();
HUD_DrawAmmo2();
vector aicon_pos = g_hudmins + [g_hudres[0] - 48, g_hudres[1] - 42];
drawsubpic(aicon_pos, [24,24], "sprites/640hud7.spr_0.tga", [24/256,72/128], [24/256, 24/128], g_hud_color, pSeatLocal->m_flAmmo2Alpha, DRAWFLAG_ADDITIVE);
#endif
}
float
w_sniperrifle_aimanim(player pl)
{
return self.flags & FL_CROUCHING ? ANIM_CR_AIMPYTHON : ANIM_AIMPYTHON;
}
int
w_sniperrifle_isempty(player pl)
{
if (pl.sniper_mag <= 0 && pl.ammo_762 <= 0)
return 1;
return 0;
}
void
w_sniperrifle_hudpic(player pl, int s, vector pos, float a)
{
#ifdef CLIENT
vector hud_col;
if (w_sniperrifle_isempty(pl))
hud_col = [1,0,0];
else
hud_col = g_hud_color;
HUD_DrawAmmoBar(pos, pl.ammo_762, MAX_A_762, a);
if (s) {
drawsubpic(pos, [170,45], g_ofhud4_spr, [0,135/256], [170/256,45/256], hud_col, a, DRAWFLAG_ADDITIVE);
} else {
drawsubpic(pos, [170,45], g_ofhud3_spr, [0,135/256], [170/256,45/256], hud_col, a, DRAWFLAG_ADDITIVE);
}
#endif
}
weapon_t w_sniperrifle =
{
.name = "sniperrifle",
.id = ITEM_SNIPERRIFLE,
.slot = 5,
.slot_pos = 2,
.draw = w_sniperrifle_draw,
.holster = w_sniperrifle_holster,
.primary = w_sniperrifle_primary,
.secondary = w_sniperrifle_secondary,
.reload = w_sniperrifle_reload,
.release = w_sniperrifle_release,
.postdraw = w_sniperrifle_crosshair,
.precache = w_sniperrifle_precache,
.pickup = w_sniperrifle_pickup,
.updateammo = w_sniperrifle_updateammo,
.wmodel = w_sniperrifle_wmodel,
.pmodel = w_sniperrifle_pmodel,
.deathmsg = w_sniperrifle_deathmsg,
.aimanim = w_sniperrifle_aimanim,
.hudpic = w_sniperrifle_hudpic,
.isempty = w_sniperrifle_isempty
};