321 lines
6.1 KiB
C++
321 lines
6.1 KiB
C++
/*
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* Copyright (c) 2016-2021 Marco Cawthorne <marco@icculus.org>
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*
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* Permission to use, copy, modify, and distribute this software for any
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* purpose with or without fee is hereby granted, provided that the above
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* copyright notice and this permission notice appear in all copies.
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*
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* THE SOFTWARE IS PROVIDED "AS IS" AND THE AUTHOR DISCLAIMS ALL WARRANTIES
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* WITH REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF
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* MERCHANTABILITY AND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR
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* ANY SPECIAL, DIRECT, INDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES
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* WHATSOEVER RESULTING FROM LOSS OF MIND, USE, DATA OR PROFITS, WHETHER
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* IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER TORTIOUS ACTION, ARISING
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* OUT OF OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOFTWARE.
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*/
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enum
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{
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RPG_IDLE,
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RPG_DRAW,
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RPG_FIRE,
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RPG_RELOAD,
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RPG_UP_TO_DOWN,
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RPG_DOWN_TO_UP,
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RPG_DOWN_IDLE
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};
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void w_rpg_precache(void)
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{
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#ifdef SERVER
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Sound_Precache("weapon_rpg.shoot");
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Sound_Precache("weapon_rpg.empty");
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precache_model("models/w_rpg.mdl");
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precache_model("models/rpgrocket.mdl");
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Sound_Precache("fx.explosion");
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#else
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precache_model("models/weapons/v_rpg.mdl");
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precache_model("models/p_rpg.mdl");
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precache_model("sprites/laserdot.spr");
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#endif
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}
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void w_rpg_updateammo(player pl)
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{
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Weapons_UpdateAmmo(pl, pl.rpg_mag, pl.ammo_rocket, -1);
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}
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string w_rpg_wmodel(void)
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{
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return "models/w_rpg.mdl";
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}
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string w_rpg_pmodel(player pl)
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{
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return "models/p_rpg.mdl";
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}
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string w_rpg_deathmsg(void)
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{
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return "";
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}
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int w_rpg_pickup(player pl, int new, int startammo)
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{
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#ifdef SERVER
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int addAmmo = (startammo == -1) ? 2 : startammo;
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if (new) {
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if (addAmmo > 1) {
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pl.rpg_mag = 1;
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pl.ammo_rocket = bound(0, pl.ammo_rocket + 1, MAX_A_ROCKET);
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} else {
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pl.rpg_mag = addAmmo;
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}
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return (1);
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}
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if (pl.ammo_rocket < MAX_A_ROCKET) {
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pl.ammo_rocket = bound(0, pl.ammo_rocket + 2, MAX_A_ROCKET);
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} else {
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if (!new)
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return (0);
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}
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#endif
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return (1);
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}
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void w_rpg_draw(player pl)
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{
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Weapons_SetModel("models/weapons/v_rpg.mdl");
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Weapons_ViewAnimation(pl, RPG_DRAW);
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pl.ammo_rpg_state = 1;
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pl.w_idle_next = 1.13f;
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}
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void w_rpg_holster(player pl)
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{
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}
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void w_rpg_primary(player pl)
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{
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if (pl.w_attack_next > 0.0)
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return;
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if (pl.gflags & GF_SEMI_TOGGLED)
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return;
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/* ammo check */
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if ((pl.rpg_mag <= 0i) ? true : false) {
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#ifdef SERVER
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Sound_Play(pl, CHAN_AUTO, "weapon_rpg.empty");
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#endif
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pl.gflags |= GF_SEMI_TOGGLED;
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return;
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}
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pl.rpg_mag--;
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#ifdef SERVER
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if (pl.ammo_rpg_state > 0) {
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NSProjectile_SpawnDef("projectile_rocket_homing", pl);
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} else {
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NSProjectile_SpawnDef("projectile_rocket", pl);
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}
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Sound_Play(pl, CHAN_WEAPON, "weapon_rpg.shoot");
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#endif
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Weapons_ViewAnimation(pl, RPG_FIRE);
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Weapons_ViewPunchAngle(pl, [-10,0,0]);
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if (pl.flags & FL_CROUCHING)
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Animation_PlayerTop(pl, ANIM_CR_SHOOTRPG, 0.43f);
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else
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Animation_PlayerTop(pl, ANIM_SHOOTRPG, 0.43f);
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pl.w_attack_next =
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pl.w_idle_next = 1.16f;
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}
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void w_rpg_reload(player pl)
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{
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if (pl.w_attack_next > 0) {
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return;
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}
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/* Ammo check */
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if (pl.rpg_mag >= 1) {
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return;
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}
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if (pl.ammo_rocket <= 0) {
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return;
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}
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Weapons_ViewAnimation(pl, RPG_RELOAD);
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/* Audio-Visual Bit */
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#ifdef SERVER
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static void w_rpg_reload_done(void) {
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player pl = (player)self;
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Weapons_ReloadWeapon(pl, player::rpg_mag, player::ammo_rocket, 1);
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}
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pl.think = w_rpg_reload_done;
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pl.nextthink = time + 2.15f;
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#endif
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pl.w_attack_next = 1.70f;
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pl.w_idle_next = 1.70f;
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}
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void w_rpg_release(player pl)
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{
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/* auto-reload if need be */
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if (pl.w_attack_next <= 0.0)
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if (pl.rpg_mag == 0 && pl.ammo_rocket > 0) {
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Weapons_Reload(pl);
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return;
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}
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if (pl.w_idle_next > 0.0) {
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return;
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}
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Weapons_ViewAnimation(pl, RPG_IDLE);
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}
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void w_rpg_secondary(player pl)
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{
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if (pl.w_attack_next > 0.0) {
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return;
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}
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/* toggle laser */
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pl.ammo_rpg_state = 1 - pl.ammo_rpg_state;
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pl.w_attack_next = 0.25f;
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w_rpg_release(pl);
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}
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float w_rpg_aimanim(player pl)
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{
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return pl.flags & FL_CROUCHING ? ANIM_CR_AIMRPG : ANIM_AIMRPG;
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}
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void w_rpg_hudpic(player pl, int selected, vector pos, float a)
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{
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#ifdef CLIENT
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vector hud_col;
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if (pl.rpg_mag == 0 && pl.ammo_rocket == 0)
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hud_col = [1,0,0];
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else
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hud_col = g_hud_color;
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if (selected) {
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drawsubpic(
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pos,
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[128,64],
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"materials/Sprites/w_icons3",
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[0, 0.25],
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[128/256,64/256],
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hud_col,
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a,
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DRAWFLAG_ADDITIVE
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);
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} else {
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drawsubpic(
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pos,
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[128,64],
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"materials/Sprites/w_icons3",
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[0, 0.25],
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[128/256,64/256],
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hud_col,
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a,
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DRAWFLAG_ADDITIVE
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);
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}
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HUD_DrawAmmoBar(pos, pl.ammo_rocket, MAX_A_ROCKET, a);
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#endif
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}
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void w_rpg_hud(player pl)
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{
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#ifdef CLIENT
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vector laser_pos;
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vector aicon_pos;
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/* crosshair/laser */
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if (pl.ammo_rpg_state == 1) {
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float lerp;
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vector jitter = [0.0f, 0.0f, 0.0f];
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Weapons_MakeVectors(pl);
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vector src = pl.origin + pl.view_ofs;
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traceline(src, src + (v_forward * 256), FALSE, pl);
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lerp = Math_Lerp(18,6, trace_fraction);
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jitter[0] = (random(0,2) - 2) * (1 - trace_fraction);
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jitter[1] = (random(0,2) - 2) * (1 - trace_fraction);
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laser_pos = g_hudmins + (g_hudres / 2) + ([-lerp,-lerp] / 2);
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drawsubpic(
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laser_pos + jitter,
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[lerp,lerp],
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g_laser_spr,
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[0,0],
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[1.0, 1.0],
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[1,1,1],
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1.0f,
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DRAWFLAG_ADDITIVE
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);
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}
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vector pos = g_hudmins + [g_hudres[0] / 2, g_hudres[1] / 2];
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Font_DrawText_RGBA(pos + [-7, -14], "Q", g_hud_color, 1.0, FONT_HUD_CROSS);
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/* ammo counters */
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HUD_DrawAmmo1();
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HUD_DrawAmmo2();
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#endif
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}
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int
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w_rpg_isempty(player pl)
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{
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if (pl.rpg_mag <= 0 && pl.ammo_rocket <= 0)
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return 1;
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return 0;
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}
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weapontype_t
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w_rpg_type(player pl)
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{
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return WPNTYPE_RANGED;
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}
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weapon_t w_rpg =
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{
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.name = "rpg_rocket",
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.id = ITEM_RPG,
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.slot = 4,
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.slot_pos = 1,
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.weight = 20,
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.draw = w_rpg_draw,
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.holster = w_rpg_holster,
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.primary = w_rpg_primary,
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.secondary = w_rpg_secondary,
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.reload = w_rpg_reload,
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.release = w_rpg_release,
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.postdraw = w_rpg_hud,
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.precache = w_rpg_precache,
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.pickup = w_rpg_pickup,
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.updateammo = w_rpg_updateammo,
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.wmodel = w_rpg_wmodel,
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.pmodel = w_rpg_pmodel,
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.deathmsg = w_rpg_deathmsg,
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.aimanim = w_rpg_aimanim,
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.isempty = w_rpg_isempty,
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.type = w_rpg_type,
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.hudpic = w_rpg_hudpic
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};
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