game-source/paroxysm/quakeworld/sectrig.qc

831 lines
21 KiB
C++

// + POX moved prototypes from weapons.qc for use here
void(float shotcount, vector dir, vector spread) FireBullets2;
void(float damage) spawn_touchblood;
void() muzzleflash;
void (entity targ, entity inflictor, entity attacker, float damage) T_Damage;
void () player_run;
void(entity bomb, entity attacker, float rad, entity ignore, string dtype) T_RadiusDamage;
void(vector org, float damage) SpawnBlood;
void() SuperDamageSound;
float SECOND_TRIGGER = 15; // Impulse constant for second trigger (more readable than 15)
void(vector org) launch_shrapnel; //Predeclare
void() player_shot1;
void() player_gshot1;
void() player_plasma1;
void() player_plasma2;
void() player_mplasma1;
void() player_nail1;
void() player_rocket1;
void() player_rocketload1;
void() player_grenade1;
void() player_reshot1;
void() player_tshot1;
void() player_shrap1;
void() player_axe1;
void() player_axeb1;
void() player_axec1;
void() player_axed1;
//Some nitty-gritty from weapons.qc ...
float() crandom =
{
return 2 * (random() - 0.5);
};
vector() wall_velocity =
{
local vector vel;
vel = normalize (self.velocity);
vel = normalize(vel + v_up*(random()- 0.5) + v_right*(random()- 0.5));
vel = vel + 2*trace_plane_normal;
vel = vel * 200;
return vel;
};
/*
================
Triple Barrel Shot for T-shot
Close Range Gibber - long range spread
================
*/
void() W_FireTShot =
{
local vector dir;
sound (self ,CHAN_WEAPON, "weapons/ts3fire.wav", 1, ATTN_NORM);
msg_entity = self;
WriteByte (MSG_ONE, SVC_BIGKICK);
//Added weapon kickback (as long as you're not in mid air)
if (self.flags & FL_ONGROUND)
self.velocity = self.velocity + v_forward* -80;
self.currentammo = self.ammo_shells = self.ammo_shells - 3;
dir = aim (self, 100000);
//POX - 1.01b2 - increased spread, reduced amount
//POX - 1.1 - made FireBullets2 (twice the damge, half the pellets + 1 :)
FireBullets2 (12, dir, '0.16 0.1 0'); //make priming this thing worth while!
};
//=================================================================================
//Start MegaPlasmaBurst - Used by PlasmaGun's Second Trigger
//=================================================================================
void() T_MplasmaTouch =
{
local float damg;
if (other == self.owner)
return; // don't explode on owner
if (self.voided) {
return;
}
self.voided = 1;
if (pointcontents(self.origin) == CONTENT_SKY) {
remove(self);
return;
}
damg = 120 + random()*20;
T_RadiusDamage (self, self.owner, damg, world, "megaplasma");
sound (self, CHAN_WEAPON, "weapons/mplasex.wav", 1, ATTN_NORM);
self.origin = self.origin - 8*normalize(self.velocity);
WriteByte (MSG_MULTICAST, SVC_TEMPENTITY);
WriteByte (MSG_MULTICAST, TE_EXPLOSION);
WriteCoord (MSG_MULTICAST, self.origin_x);
WriteCoord (MSG_MULTICAST, self.origin_y);
WriteCoord (MSG_MULTICAST, self.origin_z);
multicast (self.origin, MULTICAST_PHS);
remove(self);
};
//launch_megaplasma
void() launch_megaplasma =
{
local vector dir;
self.currentammo = self.ammo_cells = self.ammo_cells - 9;
sound (self, CHAN_WEAPON, "weapons/mplasma.wav", 1, ATTN_NORM);
msg_entity = self;
WriteByte (MSG_ONE, SVC_BIGKICK);
//Added weapon kickback (as long as you're not in mid air)
if (self.flags & FL_ONGROUND)
self.velocity = self.velocity + v_forward* -270;
newmis = spawn ();
newmis.voided = 0;
newmis.owner = self;
newmis.movetype = MOVETYPE_FLYMISSILE;
newmis.solid = SOLID_BBOX;
newmis.classname = "megaplasma";
newmis.effects = newmis.effects | EF_BLUE;
// set speed
dir = aim ( self, 1000 );
newmis.velocity = dir * 0.01;
newmis.avelocity = '300 300 300';
newmis.angles = vectoangles(newmis.velocity);
newmis.velocity = normalize(newmis.velocity);
newmis.velocity = newmis.velocity * 950;
newmis.touch = T_MplasmaTouch;
// set duration
newmis.think = SUB_Remove;
newmis.nextthink = time + 5;
setmodel (newmis, "progs/plasma.mdl");
setsize (newmis, '0 0 0', '0 0 0');
setorigin (newmis, self.origin + v_forward*12 + '0 0 12');
};
//End MegaPlasmaBurst
//=================================================================================
//=============================================================================
//
// START PumkinBall CODE - Used by SuperShotgun's Second Trigger (Impact Grenades)
//
//=============================================================================
void() T_PballTouch =
{
local float damg;
if (other == self.owner)
return; // don't explode on owner
if (self.voided) {
return;
}
self.voided = 1;
if (pointcontents(self.origin) == CONTENT_SKY)
{
remove(self);
return;
}
damg = 100 + random()*20;
T_RadiusDamage (self, self.owner, damg, world, "impactgrenade");
// sound (self, CHAN_WEAPON, "weapons/r_exp3.wav", 1, ATTN_NORM);
self.origin = self.origin - 8*normalize(self.velocity);
WriteByte (MSG_MULTICAST, SVC_TEMPENTITY);
WriteByte (MSG_MULTICAST, TE_EXPLOSION);
WriteCoord (MSG_MULTICAST, self.origin_x);
WriteCoord (MSG_MULTICAST, self.origin_y);
WriteCoord (MSG_MULTICAST, self.origin_z);
multicast (self.origin, MULTICAST_PHS);
remove(self);
};
/*
================
W_FirePball
================
*/
void() W_FirePball =
{
self.currentammo = self.ammo_rockets = self.ammo_rockets - 1;
sound (self, CHAN_AUTO, "weapons/gren2.wav", 1, ATTN_NORM);
msg_entity = self;
WriteByte (MSG_ONE, SVC_BIGKICK);
//Added weapon kickback (as long as you're not in mid air)
if (self.flags & FL_ONGROUND)
self.velocity = self.velocity + v_forward* -150;
newmis = spawn ();
newmis.voided = 0;
newmis.owner = self;
newmis.movetype = MOVETYPE_TOSS;
newmis.solid = SOLID_BBOX;
newmis.classname = "impactgrenade";
// set newmis speed
makevectors (self.v_angle);
newmis.velocity = v_forward*700 + v_up * 200 + crandom()*v_right*10 + crandom()*v_up*10;
newmis.angles = vectoangles(newmis.velocity);
newmis.touch = T_PballTouch;
// set newmis duration
newmis.think = SUB_Remove;
newmis.nextthink = time + 5;
setmodel (newmis, "progs/grenade.mdl");
setsize (newmis, '0 0 0', '0 0 0');
setorigin (newmis, self.origin + v_forward*4);
};
// END PumkinBall CODE
//=============================================================================
//=============================================================================
//
// START MINE CODE (based on hipnotic's proximity mine - uh... hacked to death)
// Used for the Grenade Launcher's Second Trigger
// This is some laughable, sick code
// But it works.
//
//=============================================================================
void() M_DamExplode =
{
if (self.voided)
return;
self.voided = 1;
T_RadiusDamage (self, self.owner, 95, world, "mine");
WriteByte (MSG_MULTICAST, SVC_TEMPENTITY);
WriteByte (MSG_MULTICAST, TE_EXPLOSION);
WriteCoord (MSG_MULTICAST, self.origin_x);
WriteCoord (MSG_MULTICAST, self.origin_y);
WriteCoord (MSG_MULTICAST, self.origin_z);
multicast (self.origin, MULTICAST_PHS);
remove (self);
};
/*
================
MineExplode
================
*/
//explode immediately! (for doors, plats and breakable objects
void() MineImExplode =
{
self.takedamage = DAMAGE_NO;
self.deathtype = "mine";
self.owner = self.lastowner;
M_DamExplode();
};
void() MineExplode =
{
self.takedamage = DAMAGE_NO;
self.deathtype = "mine";
self.nextthink = time + random()*0.15; //gives a more organic explosion when multiple mines explode at once
self.owner = self.lastowner;
self.think = M_DamExplode;
};
/*
================
MineTouch
================
*/
void() MineTouch =
{
if (other == self)
return;
if (other.solid == SOLID_TRIGGER) {
sound (self, CHAN_AUTO, "weapons/bounce.wav", 1, ATTN_NORM);
return;
}
if (other.classname == "grenade") {
sound (self, CHAN_AUTO, "weapons/bounce2.wav", 1, ATTN_NORM);
self.nextthink = time + 1;
return;
}
if (other.classname == "mine") {
sound (self, CHAN_AUTO, "weapons/bounce2.wav", 1, ATTN_NORM);
self.nextthink = time + 1;
return;
}
if (other.classname == "minearm") {
sound (self, CHAN_AUTO, "weapons/bounce2.wav", 1, ATTN_NORM);
self.nextthink = time + 1;
return;
}
if (other.classname == "minearmed") {
sound (self, CHAN_AUTO, "weapons/bounce.wav", 1, ATTN_NORM);
self.classname = "minearm";
self.nextthink = time + 1;
return;
}
if (other.classname == "player") {
sound (self, CHAN_BODY, "weapons/minedet.wav", 1, ATTN_NORM);
MineExplode();
self.nextthink = time + 0.4;
return;
}
if (other.takedamage == DAMAGE_AIM) {
MineExplode();
self.think();
return;
}
self.movetype = MOVETYPE_NONE;
self.classname = "minearm";
self.spawnmaster = other;
self.nextthink = time + 0.1;
};
/*
================
MineArm
================
*/
void() MineArm =
{
local entity head;
local float detonate;
if (self.classname == "minearm") {
sound (self, CHAN_WEAPON, "weapons/armed.wav", 1, ATTN_NORM);
setsize (self, '-3 -3 -3', '3 3 3');
self.owner = world;
self.takedamage = DAMAGE_YES;
self.skin = 1;
self.classname = "minearmed";
muzzleflash(); //Will this work?
}
if ((time > self.delay) || (self.spawnmaster.no_obj == TRUE))
{
sound (self, CHAN_BODY, "weapons/minedet.wav", 1, ATTN_NORM);
MineImExplode();
//self.nextthink = time + 0.4;
return;
}
// No click or delay when velocity triggers mine (so they don't float when doors open)
// Although the 'organic' explosion' part in the detonate code might leave it hanging...
if (vlen(self.spawnmaster.velocity) > 0)
{
MineImExplode();
return;
}
// Mines explode on touch, but for some reason most monsters don't detonate them (?)
// So had to use a findradius function to look for monsters, it's a small radius though
// Ogres still don't always detonate mines (?)
head = findradius(self.origin, 39);
detonate = 0;
if (self.health < 0)
detonate = 1;
while (head) {
if ((head != self) && (head.health > 0) && ((head.flags & (FL_CLIENT|FL_MONSTER)) || (head.classname == "bot")) && (head.classname!=self.classname))
detonate = 1;
traceline(self.origin, head.origin, TRUE, self);
if (trace_fraction != 1.0)
detonate = 0;
if (detonate==1) {
sound (self, CHAN_BODY, "weapons/minedet.wav", 1, ATTN_NORM);
MineExplode();
self.nextthink = time + 0.25;
return;
}
head = head.chain;
}
self.nextthink = time + 0.1;
};
/*
================
W_FireMine
================
*/
void() W_FireMine =
{
self.currentammo = self.ammo_rockets = self.ammo_rockets - 1;
sound (self, CHAN_AUTO, "weapons/gren.wav", 1, ATTN_NORM);
msg_entity = self;
WriteByte (MSG_ONE, SVC_SMALLKICK);
//Added weapon kickback (as long as you're not in mid air)
if (self.flags & FL_ONGROUND)
self.velocity = self.velocity + v_forward* -100;
newmis = spawn ();
newmis.voided = 0;
newmis.owner = self;
newmis.lastowner = self;
newmis.movetype = MOVETYPE_TOSS;
newmis.solid = SOLID_BBOX;
newmis.classname = "mine";
newmis.takedamage = DAMAGE_NO;
newmis.health = 1;
//POX v1.2 - mines don't bleed....
newmis.nobleed = TRUE;
// set missile speed
makevectors (self.v_angle);
if (self.v_angle_x) {
newmis.velocity = v_forward*600 + v_up * 200 + crandom()*v_right*10 + crandom()*v_up*10;
} else {
newmis.velocity = aim(self, 10000);
newmis.velocity = newmis.velocity * 600;
newmis.velocity_z = 200;
}
newmis.avelocity = '100 600 100';
newmis.angles = vectoangles(newmis.velocity);
newmis.touch = MineTouch;
// set missile duration
newmis.nextthink = time + 0.2;
newmis.delay = time + 60;
newmis.think = MineArm;
newmis.th_die = MineExplode;
setmodel (newmis, "progs/grenade.mdl");
setorigin (newmis, self.origin + v_forward*4);
setsize (newmis, '-1 -1 -1', '0 0 0');
};
// END MINE CODE
//=============================================================================
//=============================================================================
//
// Shrapnel Bomb - Nailgun Second Trigger (1 rocket + 30 nails, remotely detonated)
//
//=============================================================================
//----------------------------------------------------------
//These functions launch a single spike in a random direction
void() spikenal_touch =
{
if (pointcontents(self.origin) == CONTENT_SKY) {
remove(self);
return;
}
if (self.voided) {
return;
}
self.voided = 1;
if (other.solid == SOLID_TRIGGER)
return; // trigger field, do nothing
// hit something that bleeds
if (other.takedamage) {
spawn_touchblood (12);
other.deathtype = "shrapnel";
T_Damage (other, self, self.owner, 12);
remove(self);
}
else if (random() > 0.9) {
WriteByte (MSG_MULTICAST, SVC_TEMPENTITY);
WriteByte (MSG_MULTICAST, TE_SPIKE);
WriteCoord (MSG_MULTICAST, self.origin_x);
WriteCoord (MSG_MULTICAST, self.origin_y);
WriteCoord (MSG_MULTICAST, self.origin_z);
multicast (self.origin, MULTICAST_PHS);
remove(self);
}
};
//POX - Get a random vector for Shrapnel
vector() VelocityForShrapnel =
{
local vector v;
v_x = 200 * crandom();
v_y = 200 * crandom();
v_z = 200 * crandom();
if (random() > 0.5)
v_z = v_z - (v_z*2);
v = v * 6;
return v;
};
//POX - Shrapnel = fast, bouncy spikes with a short life
void(vector org) launch_shrapnel =
{
newmis = spawn ();
newmis.voided = 0;
newmis.owner = self.owner;
newmis.movetype = MOVETYPE_BOUNCE;
newmis.solid = SOLID_BBOX;
newmis.touch = spikenal_touch;
newmis.classname = "spikenal";
newmis.velocity = VelocityForShrapnel();
newmis.avelocity_x = random()*800;
newmis.avelocity_y = random()*800;
newmis.avelocity_z = random()*800;
newmis.think = SUB_Remove;
newmis.nextthink = time + 3;
setmodel (newmis, "progs/mwrub1.mdl");
setsize (newmis, VEC_ORIGIN, VEC_ORIGIN);
setorigin (newmis, org);
};
//----------------------------------------------------------
//and now the bomb code...
void() ShrapnelExplode =
{
if (self.voided) {
return;
}
self.voided = 1;
// Toss the nails (this function is with the spike stuff since it uses the same touch)
launch_shrapnel(self.origin);
launch_shrapnel(self.origin);
launch_shrapnel(self.origin);
launch_shrapnel(self.origin);
launch_shrapnel(self.origin);
T_RadiusDamage (self, self.owner, 160, world, "shrapnel");
if (self.owner != world)
self.owner.shrap_detonate = FALSE; // Enable next launch
WriteByte (MSG_MULTICAST, SVC_TEMPENTITY);
WriteByte (MSG_MULTICAST, TE_EXPLOSION);
WriteCoord (MSG_MULTICAST, self.origin_x);
WriteCoord (MSG_MULTICAST, self.origin_y);
WriteCoord (MSG_MULTICAST, self.origin_z);
multicast (self.origin, MULTICAST_PHS);
remove (self);
};
void() ShrapnelDetonate =
{
sound (self, CHAN_BODY, "weapons/minedet.wav", 1, ATTN_NORM);
self.think = ShrapnelExplode;
self.nextthink = time + 0.1;
};
// Wait for a detonation impulse or time up
void() ShrapnelThink =
{
if (self.shrap_time < time)
ShrapnelDetonate();
if (self.owner == world)
return;
// Owner died so change to world and wait for detonate
if (self.owner.health <= 0) {
self.owner.shrap_detonate = FALSE;//Enable next launch
self.owner = world;
self.nextthink = self.shrap_time;
self.think = ShrapnelDetonate;
return;
}
if (self.owner.shrap_detonate == 2)
ShrapnelDetonate();
else
self.nextthink = time + 0.1;
};
void() ShrapnelTouch =
{
local float r;
r = random();
if (other == self.owner)
return; // don't explode on owner
if (other.takedamage == DAMAGE_AIM)
{
ShrapnelDetonate();
return;
}
//pick a bounce sound
if (r < 0.75)
sound (self, CHAN_VOICE, "weapons/bounce.wav", 1, ATTN_NORM);
else
sound (self, CHAN_VOICE, "weapons/bounce2.wav", 1, ATTN_NORM);
if (self.velocity == '0 0 0')
self.avelocity = '0 0 0';
};
// End shrapnel bomb
//=============================================================================
/*
================
W_FireShrapnel
================
*/
void() W_FireShrapnel =
{
self.ammo_rockets = self.ammo_rockets - 1;
self.currentammo = self.ammo_nails = self.ammo_nails - 30;
sound (self, CHAN_WEAPON, "weapons/gren2.wav", 1, ATTN_NORM);
msg_entity = self;
WriteByte (MSG_ONE, SVC_SMALLKICK);
//Added weapon kickback (as long as you're not in mid air)
if (self.flags & FL_ONGROUND)
self.velocity = self.velocity + v_forward* -115;
newmis = spawn ();
newmis.voided = 0;
newmis.owner = self;
newmis.movetype = MOVETYPE_BOUNCE;
newmis.solid = SOLID_BBOX;
newmis.classname = "shrapnel";
newmis.shrap_time = time + 120;
// set newmis speed
makevectors (self.v_angle);
if (self.v_angle_x) {
newmis.velocity = v_forward*600 + v_up * 200 + crandom()*v_right*10 + crandom()*v_up*10;
} else {
newmis.velocity = aim(self, 10000);
newmis.velocity = newmis.velocity * 600;
newmis.velocity_z = 200;
}
newmis.avelocity = '300 300 300';
newmis.angles = vectoangles(newmis.velocity);
newmis.touch = ShrapnelTouch;
// set newmis duration
newmis.nextthink = time + 0.1;
newmis.think = ShrapnelThink;
setmodel (newmis, "progs/grenade.mdl");
newmis.skin = 2;
setsize (newmis, '0 0 0', '0 0 0');
setorigin (newmis, self.origin);
};
/*
============
W_SecondTrigger
Second Trigger Impulses
POX v1.1 - seperated this from weapons.qc - cleaned it up a bit
============
*/
void() W_SecondTrigger =
{
// Don't fire during intermission
if (intermission_running)
return;
// check for NailGun's second Trigger
if (self.weapon == IT_SUPER_NAILGUN) {
if (!self.shrap_detonate) { // Check if a bomb is already set
// check for nails and rockets
if ((self.ammo_nails < 30) || (self.ammo_rockets < 1)) {
sound (self, CHAN_AUTO, "weapons/mfire1.wav", 1, ATTN_NORM);
sprint (self, PRINT_HIGH, "Not enough ammo...\n");
} else if (self.st_shrapnel < time) {
self.weaponframe = 0;
SuperDamageSound();
self.st_shrapnel = time + 0.1; // Allow a fast detonate
player_shrap1();
W_FireShrapnel();
self.shrap_detonate = TRUE;
} else {
sound (self, CHAN_AUTO, "weapons/mfire1.wav", 1, ATTN_NORM);
}
} else {
sound (self, CHAN_WEAPON, "weapons/shrapdet.wav", 1, ATTN_NORM);
SuperDamageSound();
self.st_shrapnel = time + 0.7; // Time out before next launch
self.shrap_detonate = 2; //Tell the bomb to blow!
}
}
// check for t-shot prime
if (self.weapon == IT_TSHOT) {
if (self.prime_tshot == TRUE) { // already primed
SUB_Null ();
} else if (self.ammo_shells < 3) { // not enough ammo
SUB_Null ();
} else {
self.st_tshotload = time + 0.9; //give the reload a chance to happen
//make a reload sound!
sound (self, CHAN_WEAPON, "weapons/tsload.wav", 1, ATTN_NORM);
player_reshot1(); // play prime animation
self.prime_tshot = TRUE; //set the prime bit
}
}
// check for rhino reload
if (self.weapon == IT_ROCKET_LAUNCHER) {
if (self.reload_rocket == 0) { // already reloaded
SUB_Null ();
} else if (self.ammo_rockets < 1) { // if no rockets go away
SUB_Null ();
} else {
self.st_rocketload = time + 0.6; //give the reload a chance to happen
sound (self, CHAN_WEAPON, "weapons/rhinore.wav", 1, ATTN_NORM);
player_rocketload1(); //play reload animation
self.reload_rocket = 0; //reset reload bit
}
}
// check for Plasmagun second Trigger
if (self.weapon == IT_PLASMAGUN) {
if (self.ammo_cells < 9) { // check for cells
sound (self, CHAN_AUTO, "weapons/mfire2.wav", 1, ATTN_NORM);
} else {
if (self.st_mplasma < time) {
if (self.waterlevel > 1) { // explode under water
sound (self, CHAN_WEAPON, "weapons/mplasex.wav", 1, ATTN_NORM);
self.ammo_cells = 0;
W_SetCurrentAmmo ();
T_RadiusDamage (self, self, 250, world, "waterplasma");
return;
}
self.weaponframe = 0;
SuperDamageSound();
self.st_mplasma = time + 1.9;
player_mplasma1();
launch_megaplasma();
} else {
SUB_Null ();
}
}
}
// check for Super Shotgun second Trigger
if (self.weapon == IT_COMBOGUN) {
if (self.ammo_rockets < 1) { // check for rockets
self.items = self.items - ( self.items & (IT_SHELLS) );
self.items = self.items | IT_ROCKETS;
self.currentammo = self.ammo_rockets;
self.which_ammo = 1;
sound (self, CHAN_WEAPON, "weapons/mfire1.wav", 1, ATTN_NORM);
} else {
if (self.st_pball < time) {
self.items = self.items - ( self.items & (IT_SHELLS) );
self.items = self.items | IT_ROCKETS;
self.currentammo = self.ammo_rockets;
self.which_ammo = 1;
player_gshot1();
SuperDamageSound();
W_FirePball();
self.st_pball = time + 0.9;
} else {
sound (self, CHAN_WEAPON, "weapons/mfire1.wav", 1, ATTN_NORM);
}
}
}
// check for GrenadeLauncher second Trigger
if (self.weapon == IT_GRENADE_LAUNCHER) {
if (self.ammo_rockets < 1) { // check for rockets
sound (self, CHAN_WEAPON, "weapons/mfire1.wav", 1, ATTN_NORM);
} else {
if (self.st_mine < time) {
player_grenade1();
W_FireMine();
// big delay between refires helps keep the # of mines down in a deathmatch game
self.st_mine = time + 1.25;
} else {
sound (self, CHAN_WEAPON, "weapons/mfire1.wav", 1, ATTN_NORM);
}
}
}
self.impulse = 0;
};