gearbox/src/shared/w_displacer.qc

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/*
* Copyright (c) 2016-2021 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.
*/
/*QUAKED weapon_displacer (0 0 1) (-16 -16 0) (16 16 32)
"model" "models/w_displacer.mdl"
HALF-LIFE: OPPOSING FORCE (1999) ENTITY
Displacer Weapon
*/
enum
{
DISP_IDLE1,
DISP_IDLE2,
DISP_SPINUP,
DISP_SPIN,
DISP_FIRE,
DISP_DRAW,
DISP_HOLSTER
};
#ifdef SERVER
entity Spawn_SelectRandom(string);
#endif
void
w_displacer_precache(void)
{
#ifdef SERVER
precache_sound("weapons/displacer_impact.wav");
precache_sound("weapons/displacer_fire.wav");
precache_sound("weapons/displacer_self.wav");
precache_sound("weapons/displacer_spin.wav");
precache_sound("weapons/displacer_spin2.wav");
precache_sound("weapons/displacer_start.wav");
precache_sound("weapons/displacer_teleport.wav");
precache_sound("weapons/displacer_teleport_player.wav");
precache_model("models/w_displacer.mdl");
precache_model("sprites/exit1.spr");
#else
precache_model("models/v_displacer.mdl");
precache_model("models/p_displacer.mdl");
#endif
}
void
w_displacer_updateammo(player pl)
{
Weapons_UpdateAmmo(pl, -1, pl.ammo_uranium, -1);
}
string
w_displacer_wmodel(void)
{
return "models/w_displacer.mdl";
}
string
w_displacer_pmodel(void)
{
return "models/p_displacer.mdl";
}
string
w_displacer_deathmsg(void)
{
return "%s was assaulted by %s's Displacer.";
}
int
w_displacer_pickup(int new, int startammo)
{
#ifdef SERVER
player pl = (player)self;
if (pl.ammo_uranium < MAX_A_URANIUM) {
pl.ammo_uranium = bound(0, pl.ammo_uranium + 40, MAX_A_URANIUM);
} else {
return FALSE;
}
#endif
return TRUE;
}
void
w_displacer_draw(void)
{
#ifdef CLIENT
Weapons_SetModel("models/v_displacer.mdl");
Weapons_ViewAnimation(DISP_DRAW);
#endif
}
void
w_displacer_holster(void)
{
#ifdef CLIENT
Weapons_ViewAnimation(DISP_HOLSTER);
#endif
}
void
w_displacer_teleport(entity target)
{
#ifdef SERVER
player pl = (player)target;
/* TODO, 250 damage */
Weapons_PlaySound(pl, CHAN_WEAPON, "weapons/displacer_teleport.wav", 1, ATTN_NORM);
/* FIXME: This will teleport upon your standard spawn positions
* in other game modes, such as CTF (your team spawns), no clue
* about singleplayer */
entity spot = Spawn_SelectRandom("info_player_deathmatch");
setorigin(pl, spot.origin);
#endif
}
void
w_displacer_fireball(void)
{
#ifdef SERVER
player pl = (player)self;
static void displacerball_touch(void)
{
if (other.flags & FL_CLIENT) {
w_displacer_teleport(other);
}
Damage_Radius(self.origin, self.owner, 250, 250 * 2.5f, TRUE, WEAPON_DISPLACER);
sound(self, 1, "weapons/displacer_impact.wav", 1, ATTN_NORM);
remove(self);
}
static void displacerball_animate(void)
{
self.frame++;
if (self.frame > 25)
self.frame = 0;
self.nextthink = time + 0.1f;
}
Weapons_MakeVectors();
entity ball = spawn();
setmodel(ball, "sprites/exit1.spr");
setorigin(ball, Weapons_GetCameraPos() + (v_forward * 16));
ball.owner = self;
ball.velocity = v_forward * 500;
ball.movetype = MOVETYPE_FLYMISSILE;
ball.solid = SOLID_BBOX;
ball.angles = vectoangles(ball.velocity);
ball.touch = displacerball_touch;
ball.effects = EF_ADDITIVE;
ball.think = displacerball_animate;
ball.nextthink = time + 0.1f;
setsize(ball, [0,0,0], [0,0,0]);
sound(pl, CHAN_WEAPON, "weapons/displacer_fire.wav", 1, ATTN_NORM);
#endif
}
void
w_displacer_release(void)
{
player pl = (player)self;
if (pl.w_idle_next > 0.0) {
return;
}
if (pl.mode_displacer == 1) {
Weapons_ViewAnimation(DISP_FIRE);
w_displacer_fireball();
pl.mode_displacer = 0;
pl.w_idle_next = pl.w_attack_next = 1.0f;
pl.ammo_uranium -= 20;
return;
} else if (pl.mode_displacer == 2) {
Weapons_ViewAnimation(DISP_FIRE);
w_displacer_teleport(pl);
pl.mode_displacer = 0;
pl.w_idle_next = pl.w_attack_next = 1.0f;
pl.ammo_uranium -= 60;
return;
}
int r = (float)input_sequence % 3;
if (r == 1) {
Weapons_ViewAnimation(DISP_IDLE1);
} else {
Weapons_ViewAnimation(DISP_IDLE2);
}
pl.w_idle_next = 3.0f;
}
void
w_displacer_primary(void)
{
player pl = (player)self;
if (pl.w_attack_next > 0.0) {
return;
}
/* ammo check */
if (pl.ammo_uranium < 20) {
return;
}
/* we're already in spinning mode */
if (pl.mode_displacer > 0) {
w_displacer_release();
return;
}
pl.mode_displacer = 1;
#ifdef CLIENT
Weapons_ViewAnimation(DISP_SPINUP);
#else
Weapons_PlaySound(pl, CHAN_WEAPON, "weapons/displacer_spin.wav", 1, ATTN_NORM);
#endif
pl.w_idle_next = pl.w_attack_next = 1.0f;
}
void
w_displacer_secondary(void)
{
player pl = (player)self;
if (pl.w_attack_next > 0.0) {
return;
}
if (pl.ammo_uranium < 60) {
return;
}
/* we're already in spinning mode */
if (pl.mode_displacer > 0) {
w_displacer_release();
return;
}
pl.mode_displacer = 2;
#ifdef CLIENT
Weapons_ViewAnimation(DISP_SPINUP);
#else
Weapons_PlaySound(pl, CHAN_WEAPON, "weapons/displacer_spin2.wav", 1, ATTN_NORM);
#endif
pl.w_idle_next = pl.w_attack_next = 1.0f;
}
float
w_displacer_aimanim(void)
{
return self.flags & FL_CROUCHING ? ANIM_CR_AIMSQUEAK : ANIM_AIMSQUEAK;
}
void
w_displacer_hud(void)
{
#ifdef CLIENT
vector cross_pos;
vector aicon_pos;
cross_pos = g_hudmins + (g_hudres / 2) + [-12,-12];
aicon_pos = g_hudmins + [g_hudres[0] - 48, g_hudres[1] - 42];
drawsubpic(
cross_pos,
[24,24],
"sprites/ofch1.spr_0.tga",
[48/72,0],
[24/72,24/72],
[1,1,1],
1,
DRAWFLAG_NORMAL
);
drawsubpic(
aicon_pos,
[24,24],
"sprites/640hud7.spr_0.tga",
[0,96/128], // was [24/256,72/128]... which makes 0 sense
[24/256, 24/128],
g_hud_color,
pSeat->m_flAmmo2Alpha,
DRAWFLAG_ADDITIVE
);
HUD_DrawAmmo2();
#endif
}
void
w_displacer_hudpic(int selected, vector pos, float a)
{
#ifdef CLIENT
player pl = (player)self;
vector hud_col;
if (pl.ammo_uranium == 0)
hud_col = [1,0,0];
else
hud_col = g_hud_color;
HUD_DrawAmmoBar(pos, pl.ammo_uranium, MAX_A_URANIUM, a);
if (selected) {
drawsubpic(
pos,
[170,45],
"sprites/640hudof02.spr_0.tga",
[0,180/256],
[170/256,45/256],
hud_col,
a,
DRAWFLAG_ADDITIVE
);
} else {
drawsubpic(
pos,
[170,45],
"sprites/640hudof01.spr_0.tga",
[0,180/256],
[170/256,45/256],
hud_col,
a,
DRAWFLAG_ADDITIVE
);
}
#endif
}
weapon_t w_displacer =
{
.name = "displacer",
.id = ITEM_DISPLACER,
.slot = 5,
.slot_pos = 1,
.draw = w_displacer_draw,
.holster = w_displacer_holster,
.primary = w_displacer_primary,
.secondary = w_displacer_secondary,
.reload = __NULL__,
.release = w_displacer_release,
.crosshair = w_displacer_hud,
.precache = w_displacer_precache,
.pickup = w_displacer_pickup,
.updateammo = w_displacer_updateammo,
.wmodel = w_displacer_wmodel,
.pmodel = w_displacer_pmodel,
.deathmsg = w_displacer_deathmsg,
.aimanim = w_displacer_aimanim,
.hudpic = w_displacer_hudpic
};
/* entity definitions for pickups */
#ifdef SERVER
void
weapon_displacer(void)
{
Weapons_InitItem(WEAPON_DISPLACER);
}
#endif