quakec/source/server/weapons/ray_gun.qc
2023-01-17 18:47:31 -05:00

207 lines
4.6 KiB
C++

/*
server/weapons/ray_gun.qc
Core logic for the Ray Gun special weapon.
Modified from Unofficial Patch implementation.
Copyright (C) 2021-2022 NZ:P Team
This program is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License
as published by the Free Software Foundation; either version 2
of the License, or (at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
See the GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to:
Free Software Foundation, Inc.
59 Temple Place - Suite 330
Boston, MA 02111-1307, USA
*/
//
// Ray_BeamExplode(direct_impact)
// Calculates damage values, calls for an explosion, and
// plays the light effects for the Ray Beam detonation.
// ---
// direct_impact: Denotes whether or not the Beam collided
// with a Monster or if it hit something else (the world).
//
void(float direct_impact) Ray_BeamExplode =
{
float raybeam_damage_min;
float raybeam_damage_max;
float raybeam_damage_radius = 64;
// Direct shots to the Zombie always deals the same
// amount of damage, regardless of PaP status.
if (direct_impact == true) {
raybeam_damage_min = 1000;
raybeam_damage_max = 1000;
} else if (IsPapWeapon(self.weapon)) {
raybeam_damage_min = 300;
raybeam_damage_max = 2000;
} else {
raybeam_damage_min = 300;
raybeam_damage_max = 1800;
}
// Apply the Damage.
DamgageExplode(self, self.owner, raybeam_damage_max,
raybeam_damage_min, raybeam_damage_radius);
// Spawn Effects
#ifdef PC
// Determine color of the beam
vector raybeam_color;
if (IsPapWeapon(self.weapon)) raybeam_color = '1 0 0';
else raybeam_color = '0 1 0';
te_customflash(self.origin, raybeam_damage_radius, 300,
raybeam_color);
#else
WriteByte (MSG_BROADCAST, SVC_TEMPENTITY);
#ifdef HANDHELD
if (self.effects & EF_RAYGREEN)
WriteByte (MSG_BROADCAST, TE_RAYSPLASHGREEN);
else
WriteByte (MSG_BROADCAST, TE_RAYSPLASHRED);
#else
WriteByte (MSG_BROADCAST, TE_EXPLOSION);
#endif // HANDHELD
WriteCoord (MSG_BROADCAST, self.origin_x);
WriteCoord (MSG_BROADCAST, self.origin_y);
WriteCoord (MSG_BROADCAST, self.origin_z);
#endif // PC
// Cleanup
SUB_Remove ();
};
//
// Ray_VelocityIncrease()
// Constant think function to speed up the Beam gradually.
//
void() Ray_VelocityIncrease =
{
self.velocity *= 1.5;
self.nextthink = time + 0.1;
}
//
// Ray_Impact()
// When something touches the Beam, check it's validity for
// being used to set up the explosion.
//
void() Ray_Impact =
{
if (!other.solid || other.solid == SOLID_TRIGGER)
if (other != world)
return;
if (other == self.owner)
return;
float direct_impact;
if (other.flags & FL_MONSTER)
direct_impact = true;
else
direct_impact = false;
Ray_BeamExplode(direct_impact);
};
//
// W_FireRay()
// Called by weapon_core for the Ray firetype. Sets up the
// beam/missile and prepares it for impact and force forward.
//
void() W_FireRay =
{
// Initially define the beam.
entity porter;
porter = spawn();
porter.owner = self;
porter.movetype = MOVETYPE_FLY;
porter.weapon = self.weapon;
porter.solid = SOLID_BBOX;
// Start initial velocity projection.
makevectors(self.v_angle);
porter.velocity = v_forward*2000;
porter.avelocity = '0 0 0';
// Make sure our angle is always FORWARD
porter.angles = vectoangles(porter.velocity);
porter.angles_z += (porter.angles_z + 180 < 360)? 180 : -180;
porter.angles = vectoangles(v_forward);
porter.v_angle = '0 0 200';
// Prepare for Impact and Force forward.
porter.touch = Ray_Impact;
porter.think = Ray_VelocityIncrease;
porter.nextthink = time + 0.1;
// Set model.
setmodel(porter, "models/misc/raybeam.mdl");
setsize(porter, '0 0 0', '0 0 0');
// Prepare trail effects.
if (IsPapWeapon(porter.weapon)) {
#ifdef HANDHELD
porter.effects = EF_RAYRED;
#endif // HANDHELD
#ifdef QUAKESPASM
porter.effects = EF_RED;
#endif // QUAKESPASM
#ifdef PC
Light_Custom(porter, false, 75, 2, 0.25, 0.25);
#endif // PC
} else {
#ifdef HANDHELD
porter.effects = EF_RAYGREEN;
#endif // HANDHELD
#ifdef QUAKESPASM
porter.effects = EF_GREEN;
#endif // QUAKESPASM
#ifdef PC
Light_Custom(porter, false, 75, 0.25, 2, 0.25);
#endif // PC
}
// final setup!
porter.origin = self.origin + self.view_ofs;
porter.origin += v_forward * 0;
setorigin(porter, porter.origin);
self.animend = ReturnWeaponModel;
self.callfuncat = 0;
}