hunger/src/shared/w_sniper.qc

358 lines
6.2 KiB
Plaintext

/*
* Copyright (c) 2016-2021 Marco Hladik <marco@icculus.org>
* Copyright (c) 2019-2020 Gethyn ThomasQuail <xylemon@posteo.net>
*
* 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_IDLE1,
SNIPER_UNUSED1,
SNIPER_FIRE1,
SNIPER_DRAW,
SNIPER_HOLSTER,
SNIPER_IDLE2
};
void
w_sniper_precache(void)
{
#ifdef SERVER
Sound_Precache("weapon_sniper.fire");
Sound_Precache("weapon_sniper.reload");
#endif
precache_model("models/v_tfc_sniper.mdl");
precache_model("models/w_isotopebox.mdl");
precache_model("models/p_sniper.mdl");
}
int
w_sniper_pickup(int new, int startammo)
{
#ifdef SERVER
player pl = (player)self;
if (new) {
pl.sniper_mag = 5;
} else {
if (pl.ammo_sniper < MAX_A_SNIPER) {
pl.ammo_sniper = bound(0, pl.ammo_sniper + 5, MAX_A_SNIPER);
} else {
return FALSE;
}
}
#endif
return TRUE;
}
void
w_sniper_updateammo(player pl)
{
Weapons_UpdateAmmo(pl, pl.sniper_mag, pl.ammo_sniper, -1);
}
string
w_sniper_wmodel(void)
{
return "models/w_isotopebox.mdl";
}
string
w_sniper_pmodel(void)
{
return "models/p_sniper.mdl";
}
string
w_sniper_deathmsg(void)
{
return "%s was taken out by %s's Sniper.";
}
void
w_sniper_draw(void)
{
player pl = (player)self;
pl.mode_tempstate = 0;
#ifdef CLIENT
Weapons_SetModel("models/v_tfc_sniper.mdl");
Weapons_ViewAnimation(SNIPER_DRAW);
#endif
}
void
w_sniper_holster(void)
{
#ifdef CLIENT
Weapons_ViewAnimation(SNIPER_HOLSTER);
#endif
}
void
w_sniper_release(void)
{
player pl = (player)self;
/* auto-reload if need be */
if (pl.w_attack_next <= 0.0)
if (pl.sniper_mag == 0 && pl.ammo_sniper > 0) {
Weapons_Reload();
return;
}
if (pl.w_idle_next > 0.0) {
return;
}
if (pl.mode_tempstate == 1) {
Weapons_ViewAnimation(SNIPER_DRAW);
pl.mode_tempstate = 0;
pl.w_attack_next = 0.0f;
pl.w_idle_next = 15.0f;
return;
}
int r = floor(random(0,2));
switch (r) {
case 0:
Weapons_ViewAnimation(SNIPER_IDLE1);
pl.w_idle_next = 3.0f;
break;
case 1:
Weapons_ViewAnimation(SNIPER_IDLE2);
pl.w_idle_next = 2.0f;
break;
}
pl.w_idle_next = 15.0f;
}
void
w_sniper_primary(void)
{
player pl = (player)self;
if (pl.w_attack_next > 0.0) {
return;
}
/* Ammo check */
if (pl.sniper_mag <= 0) {
return;
}
pl.sniper_mag--;
/* Actual firing */
#ifdef CLIENT
View_SetMuzzleflash(MUZZLE_SMALL);
Weapons_ViewPunchAngle([-20,0,0]);
Weapons_ViewAnimation(SNIPER_FIRE1);
#else
TraceAttack_FireBullets(1, pl.origin + pl.view_ofs, 40, [0.008, 0.008], WEAPON_SNIPER);
Sound_Play(pl, CHAN_WEAPON, "weapon_sniper.fire");
#endif
/* Simple toggle of fovs */
if (pl.viewzoom == 1.0f) {
pl.w_attack_next = 0.1f;
} else {
pl.w_attack_next = 1.0f;
}
pl.w_idle_next = 10.0f;
}
void
w_sniper_secondary(void)
{
player pl = (player)self;
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_sniper_reload(void)
{
player pl = (player)self;
if (pl.w_attack_next) {
w_sniper_release();
return;
}
if (pl.sniper_mag >= 5) {
return;
}
if (pl.ammo_sniper <= 0) {
return;
}
#ifdef CLIENT
Weapons_ViewAnimation(SNIPER_HOLSTER);
#else
Sound_Play(pl, CHAN_WEAPON, "weapon_sniper.reload");
Weapons_ReloadWeapon(pl, player::sniper_mag, player::ammo_sniper, 5);
#endif
pl.mode_tempstate = 1;
pl.w_attack_next = 2.5f;
pl.w_idle_next = 2.0f;
}
void
w_sniper_crosshair(void)
{
#ifdef CLIENT
player pl = (player)self;
static vector cross_pos;
vector aicon_pos;
if (pl.viewzoom < 1.0f) {
drawfill(
g_hudmins,
g_hudres,
[0,0.2,0],
1.0f,
DRAWFLAG_ADDITIVE
);
cross_pos = g_hudmins + (g_hudres / 2) + [-128,-104];
drawpic(
cross_pos,
"sprites/nmxhair2.spr_0.tga",
[256,208],
[1,1,1],
1.0f,
DRAWFLAG_NORMAL
);
} else {
cross_pos = g_hudmins + (g_hudres / 2) + [-12,-12];
drawsubpic(
cross_pos,
[24,24],
"sprites/crosshairs.spr_0.tga",
[48/128,0],
[24/128,24/128],
[1,1,1],
1.0f,
DRAWFLAG_NORMAL
);
}
HUD_DrawAmmo1();
HUD_DrawAmmo2();
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,
pSeat->m_flAmmo2Alpha,
DRAWFLAG_ADDITIVE
);
#endif
}
float
w_sniper_aimanim(void)
{
return w_crossbow_aimanim();
}
void
w_sniper_hudpic(int selected, vector pos, float a)
{
#ifdef CLIENT
player pl = (player)self;
vector hud_col;
if (pl.sniper_mag == 0 && pl.ammo_sniper == 0)
hud_col = [1,0,0];
else
hud_col = g_hud_color;
HUD_DrawAmmoBar(pos, pl.ammo_sniper, MAX_A_SNIPER, a);
if (selected) {
drawsubpic(
pos,
[170,45],
"sprites/tfchud02.spr_0.tga",
[0,45/256],
[170/256,45/256],
hud_col,
a,
DRAWFLAG_ADDITIVE
);
} else {
drawsubpic(
pos,
[170,45],
"sprites/tfchud01.spr_0.tga",
[0,45/256],
[170/256,45/256],
hud_col,
a,
DRAWFLAG_ADDITIVE
);
}
#endif
}
weapon_t w_sniper =
{
.name = "sniper",
.id = ITEM_SNIPER,
.slot = 2,
.slot_pos = 3,
.draw = w_sniper_draw,
.holster = w_sniper_holster,
.primary = w_sniper_primary,
.secondary = w_sniper_secondary,
.reload = w_sniper_reload,
.release = w_sniper_release,
.crosshair = w_sniper_crosshair,
.precache = w_sniper_precache,
.pickup = w_sniper_pickup,
.updateammo = w_sniper_updateammo,
.wmodel = w_sniper_wmodel,
.pmodel = w_sniper_pmodel,
.deathmsg = w_sniper_deathmsg,
.aimanim = w_sniper_aimanim,
.hudpic = w_sniper_hudpic
};
/* pickups */
#ifdef SERVER
void
weapon_einar1(void)
{
Weapons_InitItem(WEAPON_SNIPER);
}
#endif