rewolf/src/shared/w_shotgun.qc

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/*
* Copyright (c) 2016-2020 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
{
SHOTGUN_DRAW, // 0.909091f
SHOTGUN_IDLE, // 2.0f
SHOTGUN_FIDGET, // 2.0f
SHOTGUN_SHOOT1, // 0.846154f
SHOTGUN_SHOOT2, // 0.846154f
SHOTGUN_SHOOT3, // 0.846154f
SHOTGUN_SHOOT4, // 0.846154f
SHOTGUN_CUSTOMIZE // 2.25f
};
enum
{
SMENU_NONE,
SMENU_SHELLS,
SMENU_SPREAD
};
enum
{
SPREAD_RIOT,
SPREAD_SHOT,
SPREAD_RIFLE
};
#ifdef CLIENT
string gsmodes[] = {
"RIOTGUN",
"SHOTGUN",
"RIFLE"
};
#endif
void
w_shotgun_draw(player pl)
{
pl.menu_active = 0;
Weapons_SetModel("models/v_shotgun.mdl");
Weapons_SetGeomset("geomset 1 1\n");
Weapons_ViewAnimation(pl, SHOTGUN_DRAW);
}
void
w_shotgun_holster(player pl)
{
Weapons_ViewAnimation(pl, SHOTGUN_DRAW);
}
void
w_shotgun_primary(player pl)
{
vector src;
if (pl.gflags & GF_SEMI_TOGGLED)
return;
if (pl.menu_active > 0) {
pl.menu_active = 0;
pl.gflags |= GF_SEMI_TOGGLED;
Weapons_ViewAnimation(pl, SHOTGUN_CUSTOMIZE);
pl.w_attack_next = 2.25f;
pl.w_idle_next = 2.25f;
return;
}
if ((pl.ammo_buckshot - pl.shotgun_shells) < 0)
return;
if (pl.w_attack_next)
return;
src = Weapons_GetCameraPos(pl);
pl.velocity += v_forward * -128;
#ifdef SERVER
vector spread = [0.1,0.05];
int pellets;
switch (pl.shotgun_spread) {
case SPREAD_RIOT:
spread = [0.1,0.1];
break;
case SPREAD_RIFLE:
spread = [0.05,0.05];
break;
default:
spread = [0.1,0.05];
}
pellets = pl.shotgun_shells * 4;
TraceAttack_FireBulletsWithDecal(pellets, src, 5, spread, WEAPON_SHOTGUN, "Impact.BigShot");
Sound_Play(pl, CHAN_WEAPON, "weapon_shotgun.fire");
#else
View_SetMuzzleflash(MUZZLE_SMALL);
#endif
Weapons_ViewPunchAngle(pl, [-5,0,0]);
int r = floor(pseudorandom() * 4.0);
switch (r) {
case 0:
Weapons_ViewAnimation(pl, SHOTGUN_SHOOT1);
break;
case 1:
Weapons_ViewAnimation(pl, SHOTGUN_SHOOT2);
break;
case 2:
Weapons_ViewAnimation(pl, SHOTGUN_SHOOT3);
break;
default:
Weapons_ViewAnimation(pl, SHOTGUN_SHOOT4);
}
pl.ammo_buckshot -= pl.shotgun_shells;
pl.w_attack_next = 0.846154f;
pl.w_idle_next = 2.5f;
}
void
w_shotgun_secondary(player pl)
{
if (pl.w_attack_next)
return;
if (pl.gflags & GF_SEMI_TOGGLED)
return;
/* activate menu */
if (pl.menu_active <= 0) {
pl.menu_active = 1;
} else {
if (pl.menu_active == 1) {
pl.menu_active = 2;
} else {
pl.menu_active = 1;
}
}
pl.gflags |= GF_SEMI_TOGGLED;
}
void
w_shotgun_release(player pl)
{
if (pl.w_idle_next)
return;
int r = (float)input_sequence % 5;
switch (r) {
case 0:
case 1:
case 2:
case 3:
Weapons_ViewAnimation(pl, SHOTGUN_IDLE);
pl.w_idle_next = 10.0f;
break;
default:
Weapons_ViewAnimation(pl, SHOTGUN_FIDGET);
pl.w_idle_next = 2.0f;
}
}
void
w_shotgun_updateammo(player pl)
{
Weapons_UpdateAmmo(pl, -1, pl.ammo_buckshot, -1);
}
string
w_shotgun_wmodel(void)
{
return "models/w_shotgun.mdl";
}
string
w_shotgun_pmodel(player pl)
{
return "models/p_shotgun.mdl";
}
string
w_shotgun_deathmsg(void)
{
return "";
}
float
w_shotgun_aimanim(player pl)
{
return (0);
}
int
w_shotgun_pickup(player pl, int new, int startammo)
{
#ifdef SERVER
if (new) {
pl.shotgun_shells = 2;
pl.shotgun_spread = SPREAD_SHOT;
}
if (pl.ammo_buckshot < 90) {
pl.ammo_buckshot = bound(0, pl.ammo_buckshot + 16, 90);
} else {
return (0);
}
#endif
return (1);
}
void
w_shotgun_hud(player pl)
{
#ifdef CLIENT
vector pos;
pos = g_hudmins + [g_hudres[0] - 125, g_hudres[1] - 42];
for (int i = 0; i < 3; i++) {
drawpic(
pos,
"gfx/vgui/640_ammo_buckshot.tga",
[32,16],
[1,1,1],
1.0f,
DRAWFLAG_NORMAL
);
pos[1] += 8;
}
HUD_DrawAmmo2();
/* menu */
if (pl.menu_active > 0) {
vector col1, col2;
string shellstr, spreadstr;
col1 = col2 = [1,1,1];
switch (pl.menu_active) {
case SMENU_SHELLS:
col1 = [0,1,0];
break;
case SMENU_SPREAD:
col2 = [0,1,0];
break;
}
shellstr = sprintf("SHELLS: %i", pl.shotgun_shells);
spreadstr = sprintf("SPREAD: %s", gsmodes[pl.shotgun_spread]);
pos = g_hudmins + (g_hudres / 2) + [-48,-16];
drawfont = Font_GetID(FONT_20);
drawstring(pos, shellstr, [20,20], col1, 1.0f,
DRAWFLAG_ADDITIVE);
drawstring(pos + [0,24], spreadstr, [20,20], col2, 1.0f,
DRAWFLAG_ADDITIVE);
return;
}
/* crosshair */
pos = g_hudmins + (g_hudres / 2) + [-15,-15];
drawsubpic(
pos,
[31,31],
g_cross_spr,
[34/256,1/128],
[31/256, 31/128],
[1,1,1],
1.0f,
DRAWFLAG_NORMAL
);
#endif
}
void
w_shotgun_hudpic(player pl, int selected, vector pos, float a)
{
#ifdef CLIENT
drawpic(
pos,
"gfx/vgui/640_weapon_shotgun0.tga",
[170,43],
[1,1,1],
a,
DRAWFLAG_NORMAL
);
#endif
}
void
w_shotgun_precache(void)
{
precache_model("models/v_shotgun.mdl");
precache_model("models/w_shotgun.mdl");
precache_model("models/p_shotgun.mdl");
#ifdef SERVER
Sound_Precache("weapon_shotgun.fire");
#endif
}
weapon_t w_shotgun =
{
.name = "shotgun",
.id = ITEM_SHOTGUN,
.slot = 2,
.slot_pos = 0,
.draw = w_shotgun_draw,
.holster = w_shotgun_holster,
.primary = w_shotgun_primary,
.secondary = w_shotgun_secondary,
.reload = __NULL__,
.release = w_shotgun_release,
.postdraw = w_shotgun_hud,
.precache = w_shotgun_precache,
.pickup = w_shotgun_pickup,
.updateammo = w_shotgun_updateammo,
.wmodel = w_shotgun_wmodel,
.pmodel = w_shotgun_pmodel,
.deathmsg = w_shotgun_deathmsg,
.aimanim = w_shotgun_aimanim,
.type = gunman_wpntype_ranged,
.hudpic = w_shotgun_hudpic
};
#ifdef CLIENT
int
w_shotgun_hudforward(player pl)
{
if (pl.menu_active <= 0) {
return (1);
}
switch (pl.menu_active) {
case SMENU_SHELLS:
sendevent("w_shot_shell", "i", 1i);
break;
case SMENU_SPREAD:
sendevent("w_shot_spread", "i", 1i);
break;
}
return (0);
}
int
w_shotgun_hudback(player pl)
{
if (pl.menu_active <= 0) {
return (1);
}
switch (pl.menu_active) {
case SMENU_SHELLS:
sendevent("w_shot_shell", "i", -1i);
break;
case SMENU_SPREAD:
sendevent("w_shot_spread", "i", -1i);
break;
}
return (0);
}
#else
void
CSEv_w_shot_shell_i(int f)
{
player pl = (player)self;
pl.shotgun_shells = bound(1, pl.shotgun_shells + f, 4);
}
void
CSEv_w_shot_spread_i(int f)
{
player pl = (player)self;
pl.shotgun_spread = bound(SPREAD_RIOT, pl.shotgun_spread + f, SPREAD_RIFLE);
}
#endif