nuclide/src/shared/hunger/w_spanner.c

241 lines
4.7 KiB
C

/*
* Copyright (c) 2016-2019 Marco Hladik <marco@icculus.org>
* Copyright (c) 2019 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
{
SPAN_IDLE,
SPAN_ATTACK1,
SPAN_ATTACK2,
SPAN_UNUSED,
SPAN_DRAW,
SPAN_HOLSTER
};
void
w_spanner_precache(void)
{
precache_sound("weapons/cbar_miss1.wav");
precache_sound("weapons/cbar_hit1.wav");
precache_sound("weapons/cbar_hit2.wav");
precache_sound("weapons/cbar_hitbod1.wav");
precache_sound("weapons/cbar_hitbod2.wav");
precache_sound("weapons/cbar_hitbod3.wav");
precache_model("models/v_tfc_spanner.mdl");
precache_model("models/backpack.mdl");
precache_model("models/p_spanner.mdl");
}
void
w_spanner_updateammo(player pl)
{
#ifdef SSQC
Weapons_UpdateAmmo(pl, -1, -1, -1);
#endif
}
string
w_spanner_wmodel(void)
{
return "models/backpack.mdl";
}
string
w_spanner_pmodel(void)
{
return "models/p_spanner.mdl";
}
string
w_spanner_deathmsg(void)
{
return "%s was assaulted by %s's Crowbar.";
}
void
w_spanner_draw(void)
{
Weapons_SetModel("models/v_tfc_spanner.mdl");
Weapons_ViewAnimation(SPAN_DRAW);
}
void
w_spanner_holster(void)
{
Weapons_ViewAnimation(SPAN_HOLSTER);
}
void
w_spanner_primary(void)
{
int anim = 0;
int r;
vector src;
player pl = (player)self;
if (pl.w_attack_next) {
return;
}
Weapons_MakeVectors();
src = pl.origin + pl.view_ofs;
traceline(src, src + (v_forward * 32), FALSE, pl);
if (trace_fraction >= 1.0) {
pl.w_attack_next = 0.375f;
} else {
pl.w_attack_next = 0.20f;
}
pl.w_idle_next = 2.5f;
#ifdef CSQC
if (random() < 0.5) {
Weapons_ViewAnimation(SPAN_ATTACK1);
} else {
Weapons_ViewAnimation(SPAN_ATTACK2);
}
#else
if (pl.flags & FL_CROUCHING) {
Animation_PlayerTopTemp(ANIM_SHOOTCROWBAR, 0.5f);
} else {
Animation_PlayerTopTemp(ANIM_CR_SHOOTCROWBAR, 0.42f);
}
sound(pl, CHAN_WEAPON, "weapons/cbar_miss1.wav", 1, ATTN_NORM);
if (trace_fraction >= 1.0) {
return;
}
/* don't bother with decals, we got squibs */
if (trace_ent.iBleeds) {
Effect_CreateBlood(trace_endpos, [0,0,0]);
} else {
Effect_Impact(IMPACT_MELEE, trace_endpos, trace_plane_normal);
}
if (trace_ent.takedamage) {
Damage_Apply(trace_ent, self, 10, WEAPON_SPANNER, DMG_BLUNT );
if (!trace_ent.iBleeds) {
return;
}
r = floor(random(0,3));
switch (r) {
case 0:
sound(pl, 8, "weapons/cbar_hitbod1.wav", 1, ATTN_NORM);
break;
case 1:
sound(pl, 8, "weapons/cbar_hitbod2.wav", 1, ATTN_NORM);
break;
case 2:
sound(pl, 8, "weapons/cbar_hitbod3.wav", 1, ATTN_NORM);
break;
}
} else {
if (random() < 0.5) {
sound(pl, 8, "weapons/cbar_hit1.wav", 1, ATTN_NORM);
} else {
sound(pl, 8, "weapons/cbar_hit2.wav", 1, ATTN_NORM);
}
}
#endif
}
void
w_spanner_release(void)
{
player pl = (player)self;
if (pl.w_idle_next) {
return;
}
Weapons_ViewAnimation(SPAN_IDLE);
pl.w_idle_next = 15.0f;
}
float
w_spanner_aimanim(void)
{
return self.flags & FL_CROUCHING ? ANIM_CR_AIMCROWBAR : ANIM_AIMCROWBAR;
}
void
w_spanner_hudpic(int selected, vector pos)
{
#ifdef CSQC
if (selected) {
drawsubpic(
pos,
[170,45],
"sprites/tfchud04.spr_0.tga",
[0,180/256],
[170/256,45/256],
g_hud_color,
1.0f,
DRAWFLAG_ADDITIVE
);
} else {
drawsubpic(
pos,
[170,45],
"sprites/tfchud03.spr_0.tga",
[0,135/256],
[170/256,45/256],
g_hud_color,
1.0f,
DRAWFLAG_ADDITIVE
);
}
#endif
}
weapon_t w_spanner =
{
.id = ITEM_SPANNER,
.slot = 0,
.slot_pos = 2,
.ki_spr = "sprites/tfc_dmsg.spr_0.tga",
.ki_size = [48,16],
.ki_xy = [0,48],
.draw = w_spanner_draw,
.holster = w_spanner_holster,
.primary = w_spanner_primary,
.secondary = __NULL__,
.reload = __NULL__,
.release = w_spanner_release,
.crosshair = __NULL__,
.precache = w_spanner_precache,
.pickup = __NULL__,
.updateammo = w_spanner_updateammo,
.wmodel = w_spanner_wmodel,
.pmodel = w_spanner_pmodel,
.deathmsg = w_spanner_deathmsg,
.aimanim = w_spanner_aimanim,
.hudpic = w_spanner_hudpic
};
/* entity definitions for pickups */
#ifdef SSQC
void
weapon_th_spanner(void)
{
Weapons_InitItem(WEAPON_SPANNER);
}
#endif