nuclide/src/shared/cstrike.old/weaponc4bomb.c

260 lines
7.1 KiB
C
Executable File

/*
* Copyright (c) 2016-2019 Marco Hladik <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.
*/
#ifdef SSQC
.float fBombProgress;
#else
int iBombProgress;
#endif
// Weapon Info
weaponinfo_t wptC4BOMB = {
WEAPON_C4BOMB, // Identifier
SLOT_C4BOMB,
0, // Price
EXPLOSIVE_C4, // Caliber ID
1.0, // Max Player Speed
0, // Bullets Per Shot
0, // Clip/MagSize
500, // Damage
1, // Penetration Multiplier
64, // Bullet Range
1, // Range Modifier
TYPE_AUTO,
0.0, // Attack-Delay
0.0, // Reload-Delay
iNull, // Caliber Pointer
iNull, // Clip Pointer
1, // Accuracy Divisor
1, // Accuracy Offset
1, // Max Inaccuracy
8, // Minimum Crosshair Distance
4, // Crosshair Movement Delta
1.0, // Armor penetration ratio
ATYPE_C4, // Animation Type
FALSE
};
// Anim Table
enum {
ANIM_C4_IDLE,
ANIM_C4_DRAW,
ANIM_C4_DROP,
ANIM_C4_ENTERCODE
};
#ifdef SSQC
var float fBeepTime; // Used for the beeping sounds that last 1.5 seconds
var float fDefuseProgress; // Used to track... the progress
static void WeaponC4BOMB_Use( void ) {
if ( eActivator.team != TEAM_CT ) {
return;
}
// On first use, play defusing sound
if ( self.eUser == world ) {
sound( self, CHAN_VOICE, "weapons/c4_disarm.wav", 1.0, ATTN_NORM );
}
// Takes 10 seconds to defuse that thing!
if ( fDefuseProgress > 10 ) {
sound( self, CHAN_VOICE, "weapons/c4_disarmed.wav", 1.0, ATTN_NORM );
/* In Bomb Defusal, all Counter-Terrorists receive $3600 if
* they won by defusing the bomb. */
Rules_RoundOver( TEAM_CT, 3600, TRUE );
Radio_BroadcastMessage( RADIO_BOMBDEF );
eActivator.fProgressBar = 0;
iBombPlanted = FALSE;
fBeepTime = 0;
fDefuseProgress = 0;
remove( self );
return;
}
// If the user has the right equipment, make 10 seconds pass twice as fast
if ( eActivator.iEquipment & EQUIPMENT_DEFUSALKIT ) {
fDefuseProgress += 0.02;
} else {
fDefuseProgress += 0.01;
}
eActivator.gflags |= GF_USE_RELEASED;
eActivator.fProgressBar = fDefuseProgress * 0.1;
// Make sure WeaponC4BOMB_Think knows who the user is
self.eUser = eActivator;
}
static void WeaponC4BOMB_Think( void ) {
// If the guy who started using us stopped using us, reset the defuser counter
if ( ( self.eUser != world ) /*&& ( self.eUser.button5 == FALSE )*/ ) {
self.eUser.fProgressBar = 0;
self.eUser = world;
fDefuseProgress = 0;
}
// If our time has passed, explode
if ( self.fAttackFinished < time ) {
/* In Bomb Defusal, all Terrorists receive $3500
* if they won by detonating the bomb. */
Rules_RoundOver( TEAM_T, 3500, FALSE );
// Make it explode and hurt things
Damage_Radius( self.origin, self, 500, 1024, FALSE );
sound( self, CHAN_VOICE, "weapons/c4_explode1.wav", 1.0, ATTN_NONE );
// Trigger all targets
entity eBombChain = findradius( self.origin, iBombRadius );
while ( eBombChain ) {
if ( ( eBombChain.classname == "func_bomb_target" ) ) {
CBaseTrigger targetty = (CBaseTrigger)eBombChain;
targetty.UseTargets();
}
eBombChain = eBombChain.chain;
}
fBeepTime = 0;
fDefuseProgress = 0;
iBombPlanted = FALSE;
remove( self );
return;
}
// Only play sounds every once in a while
if ( fBeepTime > time ) {
return;
}
fBeepTime = time + 1.5;
if ( self.fAttackFinished - time < 2 ) {
sound( self, CHAN_VOICE, "weapons/c4_beep5.wav", 1.0, ATTN_NONE );
} else if ( self.fAttackFinished - time < 5 ) {
sound( self, CHAN_VOICE, "weapons/c4_beep5.wav", 1.0, ATTN_NORM );
} else if ( self.fAttackFinished - time < 10 ) {
sound( self, CHAN_VOICE, "weapons/c4_beep4.wav", 1.0, ATTN_NORM );
} else if ( self.fAttackFinished - time < 20 ) {
sound( self, CHAN_VOICE, "weapons/c4_beep3.wav", 1.0, ATTN_NORM );
} else if ( self.fAttackFinished - time < 30 ) {
sound( self, CHAN_VOICE, "weapons/c4_beep2.wav", 1.0, ATTN_NORM );
} else {
sound( self, CHAN_VOICE, "weapons/c4_beep1.wav", 1.0, ATTN_NORM );
}
}
void WeaponC4BOMB_Drop( vector vBombPos, vector vNormal ) {
// Do all the dirty entspawning stuff
entity eBomb = spawn();
eBomb.classname = "c4bomb";
eBomb.solid = SOLID_BBOX;
setmodel( eBomb, "models/w_c4.mdl" );
setorigin( eBomb, vBombPos );
setsize( eBomb, '-6 -6 0', '6 6 6' );
eBomb.customphysics = WeaponC4BOMB_Think;
eBomb.fAttackFinished = time + autocvar_mp_c4timer;
eBomb.PlayerUse = WeaponC4BOMB_Use;
eBomb.owner = self;
// Align the bomb to the wall
vector vBombAngles = self.angles + '0 90 0';
vBombAngles[0] *= -1;
makevectors( vBombAngles );
vector vCoplanar = v_forward - ( v_forward * vNormal ) * vNormal;
eBomb.angles = vectoangles( vCoplanar, vNormal );
sound( eBomb, CHAN_WEAPON, "weapons/c4_plant.wav", 1.0, ATTN_IDLE );
// Broadcast the bomb state
Radio_BroadcastMessage( RADIO_BOMBPL );
iBombPlanted = TRUE;
// Tell the bomb-planter to get rid of the weapon!
self.fSlotC4Bomb = 0;
Weapon_SwitchBest();
//eprint( eBomb );
}
#endif
void WeaponC4BOMB_Draw( void ) {
#ifdef SSQC
Client_SendEvent( self, EV_WEAPON_DRAW );
#else
View_PlayAnimation( ANIM_C4_DRAW );
#endif
}
void WeaponC4BOMB_Release( void ) {
#ifdef SSQC
self.fBombProgress = 0;
#else
// TODO: This does not happen, yet
View_PlayAnimation( ANIM_C4_IDLE );
iBombProgress = 0;
#endif
}
void WeaponC4BOMB_PrimaryFire( void ) {
#ifdef SSQC
vector source;
source = self.origin + self.view_ofs;
makevectors( self.v_angle );
other = world;
/* Threshold */
float vel = vlen(self.velocity);
if (!(self.flags & FL_ONGROUND) || vel > 5) {
WeaponC4BOMB_Release();
return;
}
traceline(source, source + [0,0,-64], MOVE_OTHERONLY, self);
// If we aren't aiming at a place or look in the wrong location... stop it
if ( trace_fraction == 1 || self.fInBombZone == FALSE ) {
Animation_ReloadWeapon( self );
WeaponC4BOMB_Release();
self.fAttackFinished = time + 1.0;
return;
}
// Play the sequence at the start
if ( self.fBombProgress == 0 ) {
self.fBombProgress = time + 3.0f;
self.fAttackFinished = self.fBombProgress;
Client_SendEvent( self, EV_WEAPON_PRIMARYATTACK );
Animation_ShootWeapon( self );
}
// 3 seconds have passed, plant the bomb
if ( self.fBombProgress <= time ) {
self.fBombProgress = 0;
WeaponC4BOMB_Drop( trace_endpos, trace_plane_normal );
}
#else
/* Threshold */
float vel = vlen(self.velocity);
if (!(self.flags & FL_ONGROUND) || vel > 5) {
WeaponC4BOMB_Release();
return;
}
View_PlayAnimation( ANIM_C4_ENTERCODE );
#endif
}