valve/src/shared/w_rpg.qc

400 lines
8.1 KiB
Plaintext

/*
* 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_rpg (0 0 1) (-16 -16 0) (16 16 32)
"model" "models/w_rpg.mdl"
HALF-LIFE (1998) ENTITY
RPG Weapon
*/
enum
{
RPG_IDLE,
RPG_FIDGET,
RPG_RELOAD,
RPG_FIRE2,
RPG_HOLSTER1,
RPG_DRAW1,
RPG_HOLSTER2,
RPG_DRAW_UL,
RPG_IDLE_UL,
RPG_FIDGET_UL,
};
void w_rpg_precache(void)
{
#ifdef SERVER
Sound_Precache("weapon_rpg.shoot");
Sound_Precache("weapon_rpg.empty");
precache_model("models/w_rpg.mdl");
precache_model("models/rpgrocket.mdl");
#else
precache_model("models/v_rpg.mdl");
precache_model("models/p_rpg.mdl");
precache_model("sprites/laserdot.spr");
#endif
}
void w_rpg_updateammo(player pl)
{
Weapons_UpdateAmmo(pl, pl.rpg_mag, pl.ammo_rocket, -1);
}
string w_rpg_wmodel(void)
{
return "models/w_rpg.mdl";
}
string w_rpg_pmodel(player pl)
{
return "models/p_rpg.mdl";
}
string w_rpg_deathmsg(void)
{
return "";
}
int w_rpg_pickup(player pl, int new, int startammo)
{
#ifdef SERVER
if (new) {
pl.rpg_mag = 1;
return (1);
}
if (pl.ammo_rocket < MAX_A_ROCKET) {
pl.ammo_rocket = bound(0, pl.ammo_rocket + 1, MAX_A_ROCKET);
} else {
if (!new)
return (0);
}
#endif
return (1);
}
void w_rpg_draw(player pl)
{
Weapons_SetModel("models/v_rpg.mdl");
Weapons_ViewAnimation(pl, RPG_DRAW1);
pl.ammo_rpg_state = 1;
}
void w_rpg_holster(player pl)
{
}
void w_rpg_primary(player pl)
{
if (pl.w_attack_next > 0.0)
return;
if (pl.gflags & GF_SEMI_TOGGLED)
return;
/* ammo check */
if ((pl.rpg_mag <= 0i) ? true : false) {
#ifdef SERVER
Sound_Play(pl, CHAN_AUTO, "weapon_rpg.empty");
#endif
pl.gflags |= GF_SEMI_TOGGLED;
return;
}
pl.rpg_mag--;
#ifdef SERVER
static void Rocket_Touch(void) {
float dmg = Skill_GetValue("plr_rpg", 100);
FX_Explosion(self.origin);
Damage_Radius(self.origin, self.owner, dmg, dmg * 2.5f, TRUE, WEAPON_RPG);
sound(self, CHAN_WEAPON, sprintf("weapons/explode%d.wav", floor(random() * 2) + 3), 1, ATTN_NORM);
remove(self);
}
static void Rocket_BuildSpeed(void){
/* Calculate new direction */
if (self.weapon) {
makevectors(self.owner.v_angle);
traceline(self.owner.origin, self.owner.origin + v_forward * 8096, FALSE, self.owner);
self.angles = vectoangles(trace_endpos - self.origin);
}
/* Increase speed towards it */
makevectors(self.angles);
self.velocity += (v_forward * 2000) * frametime;
self.nextthink = time;
}
Weapons_MakeVectors(pl);
entity rocket = spawn();
setmodel(rocket, "models/rpgrocket.mdl");
setorigin(rocket, Weapons_GetCameraPos(pl) + (v_forward * 16));
rocket.owner = pl;
rocket.movetype = MOVETYPE_FLY;
rocket.solid = SOLID_BBOX;
//bolt.flags |= FL_LAGGEDMOVE;
rocket.gravity = 0.5f;
rocket.velocity = (pl.WaterLevel() >= WATERLEVEL_SUBMERGED) ? (v_forward * 100): (v_forward * 250);
rocket.angles = vectoangles(rocket.velocity);
rocket.avelocity[2] = 10;
rocket.touch = Rocket_Touch;
rocket.think = Rocket_BuildSpeed;
rocket.nextthink = time + 0.15f;
rocket.traileffectnum = particleeffectnum("weapon_rpg.trail");
if (pl.ammo_rpg_state > 0) {
rocket.weapon = 1;
}
setsize(rocket, [0,0,0], [0,0,0]);
Sound_Play(pl, CHAN_WEAPON, "weapon_rpg.shoot");
#endif
Weapons_ViewAnimation(pl, RPG_FIRE2);
Weapons_ViewPunchAngle(pl, [-10,0,0]);
if (pl.flags & FL_CROUCHING)
Animation_PlayerTop(pl, ANIM_CR_SHOOTRPG, 0.43f);
else
Animation_PlayerTop(pl, ANIM_SHOOTRPG, 0.43f);
pl.w_attack_next =
pl.w_idle_next = 2.5f;
}
void w_rpg_reload(player pl)
{
if (pl.w_attack_next > 0) {
return;
}
/* Ammo check */
if (pl.rpg_mag >= 1) {
return;
}
if (pl.ammo_rocket <= 0) {
return;
}
Weapons_ViewAnimation(pl, RPG_RELOAD);
/* Audio-Visual Bit */
#ifdef SERVER
static void w_rpg_reload_done(void) {
player pl = (player)self;
Weapons_ReloadWeapon(pl, player::rpg_mag, player::ammo_rocket, 1);
}
pl.think = w_rpg_reload_done;
pl.nextthink = time + 2.15f;
#endif
pl.w_attack_next = 2.25f;
pl.w_idle_next = 10.0f;
}
void w_rpg_release(player pl)
{
/* auto-reload if need be */
if (pl.w_attack_next <= 0.0)
if (pl.rpg_mag == 0 && pl.ammo_rocket > 0) {
Weapons_Reload(pl);
return;
}
if (pl.w_idle_next > 0.0) {
return;
}
int r = floor(pseudorandom() * 3.0f);
if (pl.rpg_mag > 0) {
if (r == 1) {
Weapons_ViewAnimation(pl, RPG_FIDGET);
} else {
Weapons_ViewAnimation(pl, RPG_IDLE);
}
} else {
if (r == 1) {
Weapons_ViewAnimation(pl, RPG_FIDGET_UL);
} else {
Weapons_ViewAnimation(pl, RPG_IDLE_UL);
}
}
}
void w_rpg_secondary(player pl)
{
if (pl.w_attack_next > 0.0) {
return;
}
/* toggle laser */
pl.ammo_rpg_state = 1 - pl.ammo_rpg_state;
pl.w_attack_next = 0.25f;
w_rpg_release(pl);
}
float w_rpg_aimanim(player pl)
{
return pl.flags & FL_CROUCHING ? ANIM_CR_AIMRPG : ANIM_AIMRPG;
}
void w_rpg_hudpic(player pl, int selected, vector pos, float a)
{
#ifdef CLIENT
vector hud_col;
if (pl.rpg_mag == 0 && pl.ammo_rocket == 0)
hud_col = [1,0,0];
else
hud_col = g_hud_color;
if (selected) {
drawsubpic(pos, [170,45], g_hud5_spr, [0,45/256], [170/256,45/256], hud_col, a, DRAWFLAG_ADDITIVE);
} else {
drawsubpic(pos, [170,45], g_hud2_spr, [0,45/256], [170/256,45/256], hud_col, a, DRAWFLAG_ADDITIVE);
}
HUD_DrawAmmoBar(pos, pl.ammo_rocket, MAX_A_ROCKET, a);
#endif
}
void w_rpg_hud(player pl)
{
#ifdef CLIENT
vector cross_pos;
vector laser_pos;
vector aicon_pos;
/* crosshair/laser */
if (pl.ammo_rpg_state == 1) {
float lerp;
vector jitter = [0.0f, 0.0f, 0.0f];
Weapons_MakeVectors(pl);
vector src = pl.origin + pl.view_ofs;
traceline(src, src + (v_forward * 256), FALSE, pl);
lerp = Math_Lerp(18,6, trace_fraction);
jitter[0] = (random(0,2) - 2) * (1 - trace_fraction);
jitter[1] = (random(0,2) - 2) * (1 - trace_fraction);
laser_pos = g_hudmins + (g_hudres / 2) + ([-lerp,-lerp] / 2);
cross_pos = g_hudmins + (g_hudres / 2) + [-12,-12];
drawsubpic(
laser_pos + jitter,
[lerp,lerp],
g_laser_spr,
[0,0],
[1.0, 1.0],
[1,1,1],
1.0f,
DRAWFLAG_ADDITIVE
);
drawsubpic(
cross_pos,
[24,24],
g_cross_spr,
[24/128,48/128],
[0.1875, 0.1875],
[1,1,1],
1.0f,
DRAWFLAG_NORMAL
);
} else {
cross_pos = g_hudmins + (g_hudres / 2) + [-12,-12];
drawsubpic(
cross_pos,
[24,24],
g_cross_spr,
[24/128,48/128],
[0.1875, 0.1875],
[1,1,1],
1.0f,
DRAWFLAG_NORMAL
);
}
/* ammo counters */
HUD_DrawAmmo1();
HUD_DrawAmmo2();
/* ammo icon */
aicon_pos = g_hudmins + [g_hudres[0] - 48, g_hudres[1] - 42];
drawsubpic(
aicon_pos,
[24,24],
"sprites/640hud7.spr_0.tga",
[120/256,72/128],
[24/256, 24/128],
g_hud_color,
pSeatLocal->m_flAmmo2Alpha,
DRAWFLAG_ADDITIVE
);
#endif
}
int
w_rpg_isempty(player pl)
{
if (pl.rpg_mag <= 0 && pl.ammo_rocket <= 0)
return 1;
return 0;
}
weapontype_t
w_rpg_type(player pl)
{
return WPNTYPE_RANGED;
}
weapon_t w_rpg =
{
.name = "rpg_rocket",
.id = ITEM_RPG,
.slot = 3,
.slot_pos = 0,
.weight = 20,
.draw = w_rpg_draw,
.holster = w_rpg_holster,
.primary = w_rpg_primary,
.secondary = w_rpg_secondary,
.reload = w_rpg_reload,
.release = w_rpg_release,
.postdraw = w_rpg_hud,
.precache = w_rpg_precache,
.pickup = w_rpg_pickup,
.updateammo = w_rpg_updateammo,
.wmodel = w_rpg_wmodel,
.pmodel = w_rpg_pmodel,
.deathmsg = w_rpg_deathmsg,
.aimanim = w_rpg_aimanim,
.isempty = w_rpg_isempty,
.type = w_rpg_type,
.hudpic = w_rpg_hudpic
};
#ifdef SERVER
void weapon_rpg(void) {
Weapons_InitItem(WEAPON_RPG);
}
#endif