valve/src/shared/w_tripmine.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_tripmine (0 0 1) (-16 -16 0) (16 16 32)
"model" "models/v_tripmine.mdl"
HALF-LIFE (1998) ENTITY
Tripmine Weapon
*/
enum
{
TRIPMINE_IDLE1,
TRIPMINE_IDLE2,
TRIPMINE_FIRE1,
TRIPMINE_FIRE2,
TRIPMINE_FIDGET,
TRIPMINE_HOLSTER,
TRIPMINE_DRAW,
TRIPMINE_WORLD,
TRIPMINE_GROUND,
};
/* MONSTER_TRIPMINE SEGMENT
*
* Because not being able to place it around levels would be boring.
* Some maps, such as subtransit and a few singleplayer chapters have this. */
#ifdef SERVER
class monster_tripmine:NSMonster
{
int m_iDist;
void(void) monster_tripmine;
virtual float(entity, float) SendEntity;
virtual void(int) Trip;
virtual void(void) Damaged;
virtual void(void) Ready;
virtual void(void) Respawn;
};
float
monster_tripmine::SendEntity(entity pvsent, float flags)
{
WriteByte(MSG_ENTITY, ENT_TRIPMINE);
WriteCoord(MSG_ENTITY, origin[0]);
WriteCoord(MSG_ENTITY, origin[1]);
WriteCoord(MSG_ENTITY, origin[2]);
WriteCoord(MSG_ENTITY, angles[0]);
WriteCoord(MSG_ENTITY, angles[1]);
WriteCoord(MSG_ENTITY, angles[2]);
WriteByte(MSG_ENTITY, health);
WriteShort(MSG_ENTITY, modelindex);
return (1);
}
void
monster_tripmine::Trip(int walkthrough)
{
float dmg;
if (!walkthrough) {
real_owner = g_dmg_eAttacker;
}
/* This is to prevent infinite loops in Damage_Radius */
Death =
Pain = __NULL__;
takedamage = DAMAGE_NO;
dmg = Skill_GetValue("plr_tripmine", 150);
FX_Explosion(origin);
Damage_Radius(origin, real_owner, dmg, dmg * 2.5f, TRUE, WEAPON_TRIPMINE);
sound(this, CHAN_WEAPON, sprintf("weapons/explode%d.wav", floor(random() * 2) + 3), 1, ATTN_NORM);
remove(this);
}
void
monster_tripmine::Damaged(void)
{
Trip(0);
}
void
monster_tripmine::Ready(void)
{
makevectors(angles);
traceline(origin, origin + v_forward * 2048, FALSE, this);
SetSolid(SOLID_BBOX);
/* first time we're marked as ready, we play a sound and set the distance */
if (!health) {
SendFlags = -1;
health = 1;
Death =
Pain = Damaged;
takedamage = DAMAGE_YES;
m_iDist = (int)trace_plane_dist;
Sound_Play(this, CHAN_WEAPON, "weapon_tripmine.activate");
}
if ((int)trace_plane_dist != m_iDist) {
Trip(1);
}
nextthink = time;
}
void
monster_tripmine::Respawn(void)
{
SetModel("models/v_tripmine.mdl");
SetSolid(SOLID_NOT);
SetMovetype(MOVETYPE_NONE);
SetSize([-8,-8,-8], [8,8,8]);
SetOrigin(origin);
SendFlags = 1; /* force update */
/* ready in 4 seconds flat */
think = Ready;
/* fast beam */
if (spawnflags & 1) {
nextthink = time;
} else {
nextthink = time + 4.0f;
}
}
void
monster_tripmine::monster_tripmine(void)
{
Respawn();
}
#else
class csitem_tripmine
{
int m_iActive;
void(void) csitem_tripmine;
virtual float(void) predraw;
};
float csitem_tripmine::predraw(void)
{
if (m_iActive) {
makevectors(angles);
traceline(origin, origin + v_forward * 8196, FALSE, this);
trailparticles(BEAM_TRIPMINE, this, origin, trace_endpos);
}
addentity(this);
return PREDRAW_NEXT;
}
void
csitem_tripmine::csitem_tripmine(void)
{
solid = SOLID_BBOX;
movetype = MOVETYPE_NONE;
drawmask = MASK_ENGINE;
frame = TRIPMINE_WORLD;
m_iActive = FALSE;
}
void w_tripmine_parse(void)
{
csitem_tripmine tm = (csitem_tripmine)self;
spawnfunc_csitem_tripmine();
tm.origin[0] = readcoord();
tm.origin[1] = readcoord();
tm.origin[2] = readcoord();
tm.angles[0] = readcoord();
tm.angles[1] = readcoord();
tm.angles[2] = readcoord();
tm.m_iActive = readbyte();
tm.modelindex = readshort();
setcustomskin(tm, "", "geomset 0 2\ngeomset 1 2\n");
setorigin(tm, tm.origin);
setsize(tm, [-8,-8,-8], [8,8,8]);
}
#endif
/* The WEAPON_TRIPMINE code
*
* Here is where the actual 'weapon' logic happens that the player itself
* runs. It obviously won't work without MONSTER_TRIPMINE */
void w_tripmine_precache(void)
{
#ifdef SERVER
Sound_Precache("weapon_tripmine.deploy");
Sound_Precache("weapon_tripmine.charge");
Sound_Precache("weapon_tripmine.activate");
precache_model("models/v_tripmine.mdl");
#else
precache_model("models/p_tripmine.mdl");
#endif
}
void w_tripmine_updateammo(player pl)
{
Weapons_UpdateAmmo(pl, -1, pl.ammo_tripmine, -1);
}
string w_tripmine_wmodel(void)
{
return "models/v_tripmine.mdl";
}
string w_tripmine_pmodel(player pl)
{
return "models/p_tripmine.mdl";
}
string w_tripmine_deathmsg(void)
{
return "";
}
int w_tripmine_pickup(player pl, int new, int startammo)
{
#ifdef SERVER
if (pl.ammo_tripmine < MAX_A_TRIPMINE) {
pl.ammo_tripmine = bound(0, pl.ammo_tripmine + 1, MAX_A_TRIPMINE);
} else {
if (!new)
return (0);
}
#endif
return (1);
}
void w_tripmine_draw(player pl)
{
Weapons_SetModel("models/v_tripmine.mdl");
Weapons_ViewAnimation(pl, TRIPMINE_DRAW);
}
void w_tripmine_holster(player pl)
{
}
void
w_tripmine_primary(player pl)
{
vector src;
if (pl.w_attack_next > 0.0) {
return;
}
if (pl.ammo_tripmine <= 0) {
return;
}
src = Weapons_GetCameraPos(pl);
Weapons_MakeVectors(pl);
traceline(src, src + v_forward * 64, FALSE, pl);
if (trace_fraction >= 1.0) {
return;
}
pl.ammo_tripmine--;
Weapons_ViewAnimation(pl, TRIPMINE_FIRE2);
if (pl.flags & FL_CROUCHING)
Animation_PlayerTop(pl, ANIM_CR_SHOOTTRIPMINE, 0.41f);
else
Animation_PlayerTop(pl, ANIM_SHOOTTRIPMINE, 0.5f);
#ifdef SERVER
vector ang = vectoangles(trace_plane_normal);
monster_tripmine mine = spawn(monster_tripmine, real_owner: pl, angles: ang, spawnflags: MSF_MULTIPLAYER);
mine.health = 0;
mine.SetOrigin(trace_endpos - (v_forward * 8));
Sound_Play(pl, CHAN_WEAPON, "weapon_tripmine.deploy");
Sound_Play(mine, CHAN_WEAPON, "weapon_tripmine.charge");
#endif
pl.a_ammo3 = 1;
pl.w_attack_next =
pl.w_idle_next = 0.5f;
}
void
w_tripmine_release(player pl)
{
if (pl.w_idle_next > 0.0) {
return;
}
if (pl.a_ammo3 == 1) {
Weapons_ViewAnimation(pl, TRIPMINE_DRAW);
#ifdef SERVER
if (pl.ammo_tripmine <= 0) {
Weapons_RemoveItem(pl, WEAPON_TRIPMINE);
}
#endif
pl.a_ammo3 = 0;
pl.w_attack_next = 0.5f;
pl.w_idle_next = 3.0f;
return;
}
int r = (float)input_sequence % 3.0f;
switch (r) {
case 1:
Weapons_ViewAnimation(pl, TRIPMINE_IDLE1);
pl.w_idle_next = 3.0f;
break;
case 2:
Weapons_ViewAnimation(pl, TRIPMINE_IDLE2);
pl.w_idle_next = 2.0f;
break;
default:
Weapons_ViewAnimation(pl, TRIPMINE_FIDGET);
pl.w_idle_next = 3.34f;
break;
}
}
float
w_tripmine_aimanim(player pl)
{
return pl.flags & FL_CROUCHING ? ANIM_CR_AIMTRIPMINE : ANIM_AIMTRIPMINE;
}
void
w_tripmine_hud(player pl)
{
#ifdef CLIENT
HUD_DrawAmmo2();
vector aicon_pos = g_hudmins + [g_hudres[0] - 48, g_hudres[1] - 42];
drawsubpic(aicon_pos, [24,24], g_hud7_spr, [120/256,96/128], [24/256, 24/128], g_hud_color, pSeatLocal->m_flAmmo2Alpha, DRAWFLAG_ADDITIVE);
#endif
}
void
w_tripmine_hudpic(player pl, int selected, vector pos, float a)
{
#ifdef CLIENT
if (selected) {
drawsubpic(pos, [170,45], g_hud6_spr, [0,90/256], [170/256,45/256], g_hud_color, a, DRAWFLAG_ADDITIVE);
} else {
drawsubpic(pos, [170,45], g_hud3_spr, [0,90/256], [170/256,45/256], g_hud_color, a, DRAWFLAG_ADDITIVE);
}
HUD_DrawAmmoBar(pos, pl.ammo_tripmine, MAX_A_TRIPMINE, a);
#endif
}
int
w_tripmine_isempty(player pl)
{
if (pl.ammo_tripmine <= 0)
return 1;
return 0;
}
weapontype_t
w_tripmine_type(player pl)
{
return WPNTYPE_CLOSE;
}
weapon_t w_tripmine =
{
.name = "tripmine",
.id = ITEM_TRIPMINE,
.slot = 4,
.slot_pos = 2,
.weight = -10,
.draw = w_tripmine_draw,
.holster = w_tripmine_holster,
.primary = w_tripmine_primary,
.secondary = __NULL__,
.reload = __NULL__,
.release = w_tripmine_release,
.postdraw = w_tripmine_hud,
.precache = w_tripmine_precache,
.pickup = w_tripmine_pickup,
.updateammo = w_tripmine_updateammo,
.wmodel = w_tripmine_wmodel,
.pmodel = w_tripmine_pmodel,
.deathmsg = w_tripmine_deathmsg,
.aimanim = w_tripmine_aimanim,
.isempty = w_tripmine_isempty,
.type = w_tripmine_type,
.hudpic = w_tripmine_hudpic
};
#ifdef SERVER
void
weapon_tripmine(void) {
item_pickup ip = (item_pickup)self;
Weapons_InitItem(WEAPON_TRIPMINE);
ip.SetBody(2);
ip.SetFrame(8);
}
#endif