valve/src/shared/w_crossbow.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.
*/
/*QUAKED weapon_crossbow (0 0 1) (-16 -16 0) (16 16 32)
"model" "models/w_crossbow.mdl"
HALF-LIFE (1998) ENTITY
Crossbow Weapon
*/
enum
{
CROSSBOW_IDLE1,
CROSSBOW_IDLE2,
CROSSBOW_FIDGET1,
CROSSBOW_FIDGET2,
CROSSBOW_FIRE1,
CROSSBOW_FIRE2,
CROSSBOW_FIRE3,
CROSSBOW_RELOAD,
CROSSBOW_DRAW1,
CROSSBOW_DRAW2,
CROSSBOW_HOLSTER1,
CROSSBOW_HOLSTER2
};
void
w_crossbow_precache(void)
{
#ifdef SERVER
Sound_Precache("weapon_crossbow.fire");
Sound_Precache("weapon_crossbow.empty");
Sound_Precache("weapon_crossbow.hit");
Sound_Precache("weapon_crossbow.hitbody");
Sound_Precache("weapon_crossbow.reload");
precache_model("models/crossbow_bolt.mdl");
precache_model("models/w_crossbow.mdl");
#else
precache_model("models/v_crossbow.mdl");
precache_model("models/p_crossbow.mdl");
#endif
}
void
w_crossbow_updateammo(player pl)
{
Weapons_UpdateAmmo(pl, pl.crossbow_mag, pl.ammo_bolt, -1);
}
string
w_crossbow_wmodel(void)
{
return "models/w_crossbow.mdl";
}
string
w_crossbow_pmodel(player pl)
{
return "models/p_crossbow.mdl";
}
string
w_crossbow_deathmsg(void)
{
return "";
}
int
w_crossbow_pickup(player pl, int new, int startammo)
{
#ifdef SERVER
if (new) {
pl.crossbow_mag = 5;
return (1);
}
if (pl.ammo_bolt < MAX_A_BOLT) {
pl.ammo_bolt = bound(0, pl.ammo_bolt + 5, MAX_A_BOLT);
} else {
if (!new)
return (0);
}
#endif
return (1);
}
void
w_crossbow_draw(player pl)
{
Weapons_SetModel("models/v_crossbow.mdl");
if (pl.crossbow_mag <= 0)
Weapons_ViewAnimation(pl, CROSSBOW_DRAW2);
else
Weapons_ViewAnimation(pl, CROSSBOW_DRAW1);
}
void
w_crossbow_holster(player pl)
{
Weapons_ViewAnimation(pl, CROSSBOW_HOLSTER1);
}
#ifdef SERVER
void Crossbolt_Touch(void) {
/* explode mode, multiplayer */
if (self.weapon) {
float dmg = Skill_GetValue("plr_xbow_bolt_monster", 50);
FX_Explosion(self.origin);
Damage_Radius(self.origin, self.owner, dmg, dmg * 2.5f, TRUE, WEAPON_CROSSBOW);
if (random() < 0.5) {
sound(self, 1, "weapons/explode3.wav", 1.0f, ATTN_NORM);
} else {
sound(self, 1, "weapons/explode4.wav", 1.0f, ATTN_NORM);
}
remove(self);
return;
}
/* walls, etc. */
if (other.takedamage != DAMAGE_YES) {
FX_Spark(self.origin, trace_plane_normal);
Sound_Play(self, 1, "weapon_crossbow.hit");
/* disappear bolt after ~ 10 seconds */
self.velocity = [0,0,0];
self.movetype = MOVETYPE_NONE;
self.solid = SOLID_NOT;
self.think = Util_Destroy;
self.nextthink = time + 15.0f;
makevectors(self.angles);
setorigin(self, self.origin + v_forward * -16);
return;
}
/* anything else that can take damage */
Damage_Apply(other, self.owner, Skill_GetValue("plr_xbow_bolt_monster", 50), WEAPON_CROSSBOW, DMG_BLUNT);
Sound_Play(self, 1, "weapon_crossbow.hitbody");
if (other.iBleeds == FALSE) {
FX_Spark(self.origin, trace_plane_normal);
} else {
FX_Blood(self.origin, [1,0,0]);
}
/* disappear... immediately */
remove(self);
}
#endif
void
w_crossbow_primary(player pl)
{
if (pl.w_attack_next > 0.0)
return;
if (pl.gflags & GF_SEMI_TOGGLED)
return;
/* ammo check */
if ((pl.crossbow_mag <= 0i) ? true : false) {
#ifdef SERVER
Sound_Play(pl, CHAN_AUTO, "weapon_crossbow.empty");
#endif
pl.gflags |= GF_SEMI_TOGGLED;
return;
}
pl.crossbow_mag--;
#ifndef CLIENT
HLGameRules rules = (HLGameRules) g_grMode;
Weapons_MakeVectors(pl);
/* multiplayer uses hitscan when zoomed in */
if (rules.IsMultiplayer() == true && pl.viewzoom < 1.0) {
vector src, dest;
src = pl.origin + pl.view_ofs;
dest = src + v_forward * 4096;
traceline(src, dest, MOVE_LAGGED, pl);
if (trace_ent.takedamage == DAMAGE_YES)
Damage_Apply(trace_ent, pl, Skill_GetValue("plr_xbow_bolt_monster", 50), WEAPON_CROSSBOW, DMG_BLUNT);
if (other.iBleeds == FALSE)
FX_Spark(trace_endpos, trace_plane_normal);
else
FX_Blood(trace_endpos, [1,0,0]);
/* fake bolt */
if (trace_ent == world) {
NSRenderableEntity bolt_used = spawn(NSRenderableEntity);
bolt_used.SetSolid(SOLID_NOT);
bolt_used.SetMovetype(MOVETYPE_NONE);
bolt_used.SetModel("models/crossbow_bolt.mdl");
bolt_used.SetSize([0,0,0], [0,0,0]);
bolt_used.SetAngles(pl.v_angle);
bolt_used.SetOrigin(trace_endpos + v_forward * -16);
bolt_used.think = Util_Destroy;
bolt_used.nextthink = time + 10.0f;
}
} else {
entity bolt = spawn();
setmodel(bolt, "models/crossbow_bolt.mdl");
setorigin(bolt, Weapons_GetCameraPos(pl) + (v_forward * 16));
bolt.owner = pl;
bolt.velocity = v_forward * 2000;
bolt.movetype = MOVETYPE_FLYMISSILE;
bolt.solid = SOLID_BBOX;
//bolt.flags |= FL_LAGGEDMOVE;
bolt.gravity = 0.5f;
bolt.angles = vectoangles(bolt.velocity);
bolt.avelocity[2] = 10;
bolt.touch = Crossbolt_Touch;
/* zoomed out = explosive */
if (rules.IsMultiplayer() == true)
bolt.weapon = 1;
setsize(bolt, [0,0,0], [0,0,0]);
}
if (pl.crossbow_mag > 0) {
Sound_Play(pl, 8, "weapon_crossbow.hitbody");
}
Sound_Play(pl, CHAN_WEAPON, "weapon_crossbow.fire");
#endif
if (pl.crossbow_mag) {
Weapons_ViewAnimation(pl, CROSSBOW_FIRE1);
} else {
Weapons_ViewAnimation(pl, CROSSBOW_FIRE3);
}
if (pl.flags & FL_CROUCHING)
Animation_PlayerTop(pl, ANIM_CR_SHOOTBOW, 0.25f);
else
Animation_PlayerTop(pl, ANIM_SHOOTBOW, 0.25f);
Weapons_ViewPunchAngle(pl, [-2,0,0]);
pl.w_attack_next = 0.75f;
pl.w_idle_next = 10.0f;
}
void
w_crossbow_secondary(player pl)
{
if (pl.w_attack_next) {
return;
}
/* Simple toggle of fovs */
if (pl.viewzoom == 1.0f) {
pl.viewzoom = 0.2f;
} else {
pl.viewzoom = 1.0f;
}
pl.w_attack_next = 0.5f;
}
void
w_crossbow_reload(player pl)
{
NSTimer reload = __NULL__;
if (pl.w_attack_next > 0.0) {
return;
}
if (pl.ammo_bolt <= 0) {
return;
}
if (pl.crossbow_mag >= 5) {
return;
}
/* undo our zoom */
pl.viewzoom = 1.0f;
#ifdef SERVER
static void w_crossbow_reload_done(void) {
player pl = (player)self;
Weapons_ReloadWeapon(pl, player::crossbow_mag, player::ammo_bolt, 5);
}
reload.TemporaryTimer(pl, w_crossbow_reload_done, 4.4f, false);
Sound_Play(pl, CHAN_ITEM, "weapon_crossbow.reload");
#endif
Weapons_ViewAnimation(pl, CROSSBOW_RELOAD);
pl.w_attack_next = 4.5f;
pl.w_idle_next = 10.0f;
}
void
w_crossbow_release(player pl)
{
/* auto-reload if need be */
if (pl.w_attack_next <= 0.0)
if (pl.crossbow_mag == 0 && pl.ammo_bolt > 0) {
Weapons_Reload(pl);
return;
}
if (pl.w_idle_next > 0.0) {
return;
}
int r = floor(pseudorandom() * 2.0f);
if (r == 1) {
if (pl.crossbow_mag) {
Weapons_ViewAnimation(pl, CROSSBOW_IDLE1);
} else {
Weapons_ViewAnimation(pl, CROSSBOW_IDLE2);
}
} else {
if (pl.crossbow_mag) {
Weapons_ViewAnimation(pl, CROSSBOW_FIDGET1);
} else {
Weapons_ViewAnimation(pl, CROSSBOW_FIDGET2);
}
}
pl.w_idle_next = 3.0f;
}
void
w_crossbow_crosshair(player pl)
{
#ifdef CLIENT
vector cross_pos;
vector aicon_pos;
if (pl.viewzoom == 1) {
cross_pos = g_hudmins + (g_hudres / 2) + [-12,-12];
drawsubpic(
cross_pos,
[24,24],
g_cross_spr,
[72/128,0],
[0.1875, 0.1875],
[1,1,1],
1,
DRAWFLAG_NORMAL
);
} else {
cross_pos = g_hudmins + (g_hudres / 2) + [-52,-8];
drawsubpic(
cross_pos,
[104,16],
g_cross_spr,
[24/128,96/128],
[104/128, 16/128],
[1,1,1],
1,
DRAWFLAG_NORMAL
);
}
HUD_DrawAmmo1();
HUD_DrawAmmo2();
aicon_pos = g_hudmins + [g_hudres[0] - 48, g_hudres[1] - 42];
drawsubpic(
aicon_pos,
[24,24],
g_hud7_spr,
[96/256,72/128],
[24/256, 24/128],
g_hud_color,
pSeatLocal->m_flAmmo2Alpha,
DRAWFLAG_ADDITIVE
);
#endif
}
float
w_crossbow_aimanim(player pl)
{
return pl.flags & FL_CROUCHING ? ANIM_CR_AIMBOW : ANIM_AIMBOW;
}
void
w_crossbow_hudpic(player pl, int selected, vector pos, float a)
{
#ifdef CLIENT
vector hud_col;
if (pl.crossbow_mag == 0 && pl.ammo_bolt == 0)
hud_col = [1,0,0];
else
hud_col = g_hud_color;
if (selected) {
drawsubpic(
pos,
[170,45],
g_hud5_spr,
[0,0],
[170/256,45/256],
hud_col,
a,
DRAWFLAG_ADDITIVE
);
} else {
drawsubpic(
pos,
[170,45],
g_hud2_spr,
[0,0],
[170/256,45/256],
hud_col,
a,
DRAWFLAG_ADDITIVE
);
}
HUD_DrawAmmoBar(pos, pl.ammo_bolt, MAX_A_BOLT, a);
#endif
}
int
w_crossbow_isempty(player pl)
{
if (pl.crossbow_mag <= 0 && pl.ammo_bolt <= 0)
return 1;
return 0;
}
weapontype_t w_crossbow_type(player pl)
{
return WPNTYPE_RANGED;
}
weapon_t w_crossbow =
{
.name = "crossbow",
.id = ITEM_CROSSBOW,
.slot = 2,
.slot_pos = 2,
.weight = 10,
.draw = w_crossbow_draw,
.holster = w_crossbow_holster,
.primary = w_crossbow_primary,
.secondary = w_crossbow_secondary,
.reload = w_crossbow_reload,
.release = w_crossbow_release,
.postdraw = w_crossbow_crosshair,
.precache = w_crossbow_precache,
.pickup = w_crossbow_pickup,
.updateammo = w_crossbow_updateammo,
.wmodel = w_crossbow_wmodel,
.pmodel = w_crossbow_pmodel,
.deathmsg = w_crossbow_deathmsg,
.aimanim = w_crossbow_aimanim,
.isempty = w_crossbow_isempty,
.type = w_crossbow_type,
.hudpic = w_crossbow_hudpic
};
#ifdef SERVER
void
weapon_crossbow(void)
{
Weapons_InitItem(WEAPON_CROSSBOW);
}
#endif