prozac-qfcc/pyro.qc

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2001-07-17 05:58:10 +00:00
/*
PYRO.QC
TeamFortress v2.5 31/10/96
*/
/*==============================================
Weapons and functions for the PYRO class and
associated weaponry
==============================================*/
void() NapalmGrenadeTouch;
//WK Extern
float (entity foobar) IsBuilding;
void (vector org, entity shooter) NapalmGrenadeLaunch ;
void() Napalm_touch;
float (string id_flame) RemoveFlameFromQueue;
#define DAMAGE_TIME 3
//** different types of flames (decreasing priority)
// 1 : burning flames making light and damage (1 per players or monsters)
// 2 : exploding flames (grenade)
// 3 : burning flames (players, monsters)
// 4 : world flames (on ground)
// create a flame of a given type, maintaining the count for each type
entity (string type, entity p_owner) FlameSpawn =
{
if (type != "1")
return world;
num_world_flames = num_world_flames + 1;
/*
db1 = ftos(num_world_flames);
RPrint("num_world_flames : ");
RPrint(db1);
RPrint("\n");
*/
while (num_world_flames > #FLAME_MAXWORLDNUM)
{
if (!(RemoveFlameFromQueue(type)))
{
// RPrint("Create flame failed: too many\n");
return;
}
}
newmis = spawn();
// to keep track of the number of each type of flames
if (type == "1")
{
newmis.movetype = #MOVETYPE_FLYMISSILE;
newmis.solid = #SOLID_BBOX;
newmis.effects = #EF_DIMLIGHT;
newmis.flame_id = "1";
setmodel (newmis, "progs/flame2.mdl");
setsize (newmis, '0 0 0', '0 0 0');
}
else if (type == "2")
{
newmis.movetype = #MOVETYPE_BOUNCE;
newmis.solid = #SOLID_BBOX;
newmis.flame_id = "2";
setmodel (newmis, "progs/flame2.mdl");
newmis.frame=1;
setsize (newmis, '0 0 0', '0 0 0');
}
else if (type == "3")
{
newmis.movetype = #MOVETYPE_FLYMISSILE;
newmis.solid = #SOLID_BBOX;
newmis.flame_id = "3";
setmodel (newmis, "progs/flame2.mdl");
setsize (newmis, '0 0 0', '0 0 0');
}
else if (type == "4")
{
newmis.movetype = #MOVETYPE_FLYMISSILE;
newmis.solid = #SOLID_BBOX;
newmis.flame_id = "4";
setmodel (newmis, "progs/flame2.mdl");
newmis.frame=1;
setsize (newmis, '0 0 0', '0 0 0');
}
newmis.owner = p_owner;
return newmis;
};
// destroy a given flame, maintaining counters and links in the queue
void (entity this) FlameDestroy =
{
// local string db1;
num_world_flames = num_world_flames - 1;
/*
db1 = ftos(num_world_flames);
RPrint("num_world_flames : ");
RPrint(db1);
RPrint("\n");
*/
remove(this);
};
float (string id_flame) RemoveFlameFromQueue =
{
local entity tmp;
// local string db1;
if (num_world_flames < #FLAME_MAXWORLDNUM)
{
RPrint("ERROR in RemoveFlameFromQueue\n");
return;
}
/*
db1 = ftos(num_world_flames);
RPrint("num_world_flames : ");
RPrint(db1);
RPrint("\n");
*/
num_world_flames = num_world_flames - 1;
tmp = find(world, flame_id, "4");
if (!tmp)
{
if (id_flame == "4") // if priority not high enough, don't continue
return #FALSE;
tmp = find(world, flame_id, "3");
if (!tmp)
{
if (id_flame == "3")
return #FALSE;
tmp = find(world, flame_id, "2");
if (!tmp)
{
if (id_flame == "2")
return #FALSE;
tmp = find(world, flame_id, "1");
if (!tmp)
{
// oh shit, no flames found!
// the queue must be wrong
RPrint("\n\nRemoveFlameFromQueue():BOOM!\n");
RPrint("!! please report this bug !!\n");
return #FALSE;
}
}
}
}
/*
RPrint("flame removed: flame_id: ");
RPrint(id_flame);
RPrint("\n");
*/
/*
if (tmp.effects == #EF_DIMLIGHT)
{
RPrint("** error: this flame should not be removed **\n");
}
*/
remove(tmp);
return #TRUE;
};
void() Remove=
{
FlameDestroy(self);
};
// function used by the flames spawned when the grenade explode : killed in water or when stopped
void() NapalmGrenadeFollow =
{
traceline(self.origin,self.origin,#TRUE,self);
//WK Bugfix
if (self.enemy.waterlevel > 1)
{
sound (self, #CHAN_VOICE, "misc/vapeur2.wav", 1, #ATTN_NORM);
FlameDestroy(self);
}
if (self.velocity == '0 0 0')
FlameDestroy(self);
self.nextthink = time + 0.1;
// self.think = NapalmGrenadeFollow;
};
void() NapalmGrenadeTouch =
{
sound (self, #CHAN_WEAPON, "weapons/bounce.wav", 1, #ATTN_NORM); // bounce sound
if (self.velocity == '0 0 0')
self.avelocity = '0 0 0';
};
void() NapalmGrenadeExplode =
{
local float i;
sound (self, #CHAN_AUTO, "weapons/flmgrexp.wav", 1, #ATTN_NORM); // bounce sound
// Launch flames
traceline(self.origin,self.origin,#TRUE,self);
if (trace_inwater == #TRUE)
{
dremove(self);
return;
}
#ifdef DEMO_STUFF
// Remove any camera's locks on this missile
if (self.enemy)
CamProjectileLockOff();
#endif
local entity head;
// do an incendiary-cannon explosion instead
self.effects = self.effects | #EF_BRIGHTLIGHT;
// don't do radius damage to the other, because all the damage
// was done in the impact
head = findradius(self.origin, 140);
while (head)
{
if (head.takedamage)
{
deathmsg = #DMSG_FLAME;
TF_T_Damage (head, self, self.owner, 120, #TF_TD_NOTTEAM, #TF_TD_FIRE);
// set 'em on fire
other = head; // i can't believe this works!
Napalm_touch();
if (other.classname == "player")
stuffcmd(other, "bf\nbf\n");
}
head = head.chain;
}
WriteByte (#MSG_BROADCAST, #SVC_TEMPENTITY);
WriteByte (#MSG_BROADCAST, #TE_EXPLOSION);
WriteCoord (#MSG_BROADCAST, self.origin_x);
WriteCoord (#MSG_BROADCAST, self.origin_y);
WriteCoord (#MSG_BROADCAST, self.origin_z);
#ifdef QUAKE_WORLD
multicast (self.origin, #MULTICAST_PHS);
dremove(self);
#else
BecomeExplosion ();
#endif
};
//=========================================================================
// Launch a flame foe the grenade explosion
void (vector org, entity shooter) NapalmGrenadeLaunch =
{
local float xdir,ydir,zdir, spin;
xdir = 150 * random() - 75;
ydir = 150 * random() - 75;
zdir = 40 * random();
newmis = FlameSpawn ("2", shooter);
if (newmis == world)
return;
self.touch = SUB_Null;
newmis.classname = "fire";
newmis.touch = Napalm_touch;
newmis.think = NapalmGrenadeFollow;
newmis.nextthink = time + 0.1;
newmis.enemy = shooter.owner;
newmis.velocity_x = xdir * 2;
newmis.velocity_y = ydir * 2;
newmis.velocity_z = zdir * 15;
spin = (random() * 10) / 2;
if (spin <= 0)
newmis.avelocity='250 300 400';
if (spin == 1)
newmis.avelocity='400 250 300';
if (spin == 2)
newmis.avelocity='300 400 250';
if (spin == 3)
newmis.avelocity='300 300 300';
if (spin >= 4)
newmis.avelocity='400 250 400';
setorigin (newmis, org);
setsize (newmis, #VEC_ORIGIN, #VEC_ORIGIN);
};
void() OnPlayerFlame_touch;
void() FlameFollow =
{
local vector dir,vtemp,boundsize;
local float damage;
vtemp = self.enemy.absmin;
boundsize = self.enemy.size;
self.solid = #SOLID_NOT;
self.movetype = #MOVETYPE_NONE;
// if no flames, remove itself
if (self.enemy.numflames == 0)
{
FlameDestroy(self);
return;
}
if (self.enemy.health < 1)
{
deathmsg = #DMSG_FLAME;
T_RadiusDamage(self,self,10,self);
self.enemy.numflames = 0;
FlameDestroy(self);
return;
}
if (self.enemy.armorclass & #AT_SAVEFIRE)
{
// if ((random()*100) < self.enemy.armorvalue)
if (self.enemy.armorvalue > 0)
{
self.health = 0;
}
}
if (self.health < 1)
{
// only remove the flame if it is not the master flame, or if it is the last flame
if (self.effects != #EF_DIMLIGHT || self.enemy.numflames <= 1)
{
self.enemy.numflames = self.enemy.numflames - 1;
self.enemy.numflames = 0;
FlameDestroy(self);
return;
}
}
self.health = self.health - 1;
#ifndef QUAKE_WORLD
dir_x = (random() * boundsize_x/2)+boundsize_x/4;
dir_y = (random() * boundsize_y/2)+boundsize_y/4;
dir_z = (random() * boundsize_z/3)+boundsize_z/2;
vtemp = vtemp + dir;
setorigin(self, vtemp);
#else
// if player is moving too fast, hide flames
if (vlen(self.enemy.velocity) < 50)
{
dir_x = (random() * boundsize_x/2)+boundsize_x/4;
dir_y = (random() * boundsize_y/2)+boundsize_y/4;
dir_z = (random() * boundsize_z/3)+boundsize_z/2;
vtemp = vtemp + dir;
setorigin(self, vtemp);
if (self.model != "progs/flame2.mdl")
{
self.model = "progs/flame2.mdl";
setmodel(self, self.model);
}
}
else if (self.model == "progs/flame2.mdl")
{
self.model = string_null;
setmodel(self, self.model);
}
#endif
//traceline(self.origin,self.origin,#TRUE,self);
//WK Bugfix
if (self.enemy.waterlevel > 1)
{
sound (self, #CHAN_VOICE, "misc/vapeur2.wav", 1, #ATTN_NORM);
self.enemy.numflames = self.enemy.numflames - 1;
FlameDestroy(self);
return;
}
self.nextthink = time + 0.1;
if (self.effects == #EF_DIMLIGHT && self.heat >= #DAMAGE_TIME)
{
damage = self.enemy.numflames * 0.3 * #DAMAGE_TIME;
if (damage < 1)
damage = 1;
self.heat = 1;
deathmsg = #DMSG_FLAME;
TF_T_Damage(self.enemy, self, self.owner, damage, #TF_TD_NOTTEAM, #TF_TD_FIRE);
}
else if (self.effects == #EF_DIMLIGHT)
{
self.heat = self.heat + 1;
}
};
// OnPlayerflame : no damage if enemy not dead, spawn flames if touched
void() OnPlayerFlame_touch =
{
local entity flame;
local vector vtemp;
if (other != world && other.health > 0 && other != self.enemy)
{
if (other.numflames >= #FLAME_MAXPLYRFLAMES)
return;
if (other.classname == "player")
{
if ((teamplay & #TEAMPLAY_NOEXPLOSIVE) && Teammate(other.team_no, self.owner.team_no))
return;
CenterPrint(other,"You are on fire!\n");
stuffcmd (other,"bf\n");
}
if (other.numflames < #FLAME_NUMLIGHTS)
{
flame = FlameSpawn ("1", other);
sound (flame, #CHAN_VOICE, "ambience/fire1.wav", 1, #ATTN_NORM);
}
else
{
flame = FlameSpawn ("3", other);
if (flame == world)
return;
}
flame.classname = "fire";
flame.health = #FLAME_PLYRMAXTIME;
other.numflames = other.numflames + 1;
flame.velocity = other.velocity;
flame.enemy = other;
flame.touch = OnPlayerFlame_touch;
flame.owner = self.owner;
vtemp = self.origin;
setorigin(flame, vtemp);
flame.nextthink = time + 0.1;
flame.think = FlameFollow;
}
};
// worldflame : lot of damage, spawn flames if touched
void() WorldFlame_touch =
{
local entity flame;
local vector dir,vtemp;
deathmsg = #DMSG_FLAME;
TF_T_Damage(other, self, self.enemy, 2, #TF_TD_NOTTEAM, #TF_TD_FIRE);
if (other != world && other.solid != #SOLID_TRIGGER && other.health > 0)
{
if (other.numflames >= #FLAME_MAXPLYRFLAMES)
return;
if (other.classname == "player")
{
if ((teamplay & #TEAMPLAY_NOEXPLOSIVE) && Teammate(other.team_no, self.owner.team_no))
return;
CenterPrint(other,"You are on fire!\n");
stuffcmd (other,"bf\n");
}
if (other.numflames < #FLAME_NUMLIGHTS)
{
flame = FlameSpawn ("1", other);
sound (flame,#CHAN_VOICE, "ambience/fire1.wav", 1, #ATTN_NORM);
}
else
{
flame = FlameSpawn ("3", other);
if (flame == world)
return;
}
flame.classname = "fire";
flame.health = 0;
other.numflames=other.numflames + 1;
flame.velocity = other.velocity;
flame.enemy = other;
flame.touch = OnPlayerFlame_touch;
flame.owner = self.owner;
vtemp = self.origin + '0 0 10';
setorigin(flame, vtemp);
flame.nextthink = time + 0.15;
flame.think = FlameFollow;
}
};
//Like the flamethrower touch, but it doesn't light them on fire
void() Boot_Flamer_stream_touch =
{
deathmsg = #DMSG_HOVER;
//WK Sweep for mines at point of contact
GuerillaMineSweep(self.origin);
//WK if (other.takedamage && other.classname == "player")
if (other.takedamage)
TF_T_Damage(other,self,self.owner, 40, #TF_TD_NOTTEAM, #TF_TD_FIRE);
remove(self);
};
// first touch : direct touch with the flamer stream or flame from grenade
void() Flamer_stream_touch =
{
local entity flame;
local vector dir,vtemp;
if (other.classname == "fire")
return;
//WK Sweep for mines at point of contact
GuerillaMineSweep(self.origin);
if (other != world)
{
if (other.takedamage == #DAMAGE_AIM && other.health > 0)
{
deathmsg = #DMSG_FLAME;
TF_T_Damage(other,self,self.owner, 15, #TF_TD_NOTTEAM, #TF_TD_FIRE);
if (other.numflames >= #FLAME_MAXPLYRFLAMES)
return;
if (other.armorclass & #AT_SAVEFIRE)
{
// if ((random()*100) < other.armorvalue)
if (other.armorvalue > 0)
{
return;
}
}
if (other.classname == "player")
{
if ((teamplay & #TEAMPLAY_NOEXPLOSIVE) && Teammate(other.team_no, self.owner.team_no))
return;
CenterPrint(other,"You are on fire!\n");
stuffcmd (other,"bf\n");
}
if (other.numflames < #FLAME_NUMLIGHTS)
{
flame = FlameSpawn("1", other);
sound (flame,#CHAN_VOICE, "ambience/fire1.wav", 1, #ATTN_NORM);
}
else
{
flame = FlameSpawn("3", other);
if (flame == world)
return;
}
flame.classname = "fire";
flame.health = #FLAME_PLYRMAXTIME;
other.numflames=other.numflames + 1;
flame.velocity = other.velocity;
flame.enemy = other;
flame.touch = OnPlayerFlame_touch;
flame.owner = self.owner;
vtemp=self.origin;
setorigin(flame , vtemp);
flame.nextthink = time + 0.1;
flame.think = FlameFollow;
}
}
else
{
if (random() < #FLAME_BURNRATIO)
{
remove(self);
return;
}
flame = FlameSpawn("4", other);
if (flame != world)
{
flame.touch = WorldFlame_touch;
flame.classname = "fire";
vtemp=self.origin + '0 0 10';
setorigin(flame , vtemp);
flame.nextthink = time + #FLAME_MAXBURNTIME;
flame.think = Remove;
flame.enemy = self.owner;
}
remove(self);
}
};
void() Napalm_touch =
{
local entity flame;
local vector dir,vtemp;
if (other.classname == "fire")
return;
if (other != world)
{
if (other.takedamage == #DAMAGE_AIM && other.health > 0)
{
deathmsg = #DMSG_FLAME;
TF_T_Damage(other, self, self.owner, 6, #TF_TD_NOTTEAM, #TF_TD_FIRE);
if (other.numflames >= #FLAME_MAXPLYRFLAMES)
return;
if (other.armorclass & #AT_SAVEFIRE && other.armorvalue > 0)
return;
if (other.classname == "player")
{
if ((teamplay & #TEAMPLAY_NOEXPLOSIVE) && Teammate(other.team_no, self.owner.team_no))
return;
CenterPrint(other,"You are on fire!\n");
stuffcmd (other,"bf\n");
}
if (other.numflames < #FLAME_NUMLIGHTS) // = 0
{
flame = FlameSpawn("1", other);
sound (flame,#CHAN_VOICE, "ambience/fire1.wav", 1, #ATTN_NORM);
}
else
{
flame = FlameSpawn("3", other);
if (flame == world)
return;
}
flame.classname = "fire";
flame.health = #FLAME_PLYRMAXTIME;
other.numflames = other.numflames + 1;
flame.velocity = other.velocity;
flame.enemy = other;
flame.touch = OnPlayerFlame_touch;
flame.owner = self.owner;
vtemp=self.origin;
setorigin(flame , vtemp);
flame.nextthink = time + 0.1;
flame.think = FlameFollow;
}
}
else
{
flame = FlameSpawn("4", other);
if (flame != world)
{
flame.touch = WorldFlame_touch;
flame.classname = "fire";
vtemp=self.origin + '0 0 10';
setorigin(flame , vtemp);
flame.nextthink = time + #NAPALM_MAXBURNTIME;
flame.think = Remove;
flame.enemy = self.owner;
}
FlameDestroy(self);
}
};
// Player.qc declaration
void () DeathBubblesSpawn;
// Slightly varied version of DEATHBUBBLES
void(float num_bubbles, vector bub_origin) NewBubbles =
{
local entity bubble_spawner;
bubble_spawner = spawn();
setorigin (bubble_spawner, bub_origin);
bubble_spawner.movetype = #MOVETYPE_NONE;
bubble_spawner.solid = #SOLID_NOT;
bubble_spawner.nextthink = time + 0.1;
if (self.classname == "player")
bubble_spawner.owner = self;
else
bubble_spawner.owner = self.enemy;
bubble_spawner.think = DeathBubblesSpawn;
bubble_spawner.bubble_count = num_bubbles;
return;
};
void() W_FireFlame =
{
local entity flame;
local float rn;
if (self.waterlevel > 2)
{
makevectors (self.v_angle);
NewBubbles(2, self.origin+v_forward*64);
rn = random();
if (rn < 0.5)
sound (self, #CHAN_WEAPON, "misc/water1.wav", 1, #ATTN_NORM);
else
sound (self, #CHAN_WEAPON, "misc/water2.wav", 1, #ATTN_NORM);
return;
}
// Take away a cell
self.currentammo = self.ammo_cells = self.ammo_cells - 1;
sound (self, #CHAN_AUTO, "weapons/flmfire2.wav", 1, #ATTN_NORM);
flame = spawn ();
flame.owner = self;
flame.movetype = #MOVETYPE_FLYMISSILE;
flame.solid = #SOLID_BBOX;
flame.classname = "flamerflame";
// set flame speed
makevectors (self.v_angle);
flame.velocity = aim(self, 10000);
flame.velocity = flame.velocity * 600;
flame.touch = Flamer_stream_touch;
flame.think = s_explode1;
flame.nextthink = time + 0.15;
setmodel (flame, "progs/s_explod.spr");
setsize (flame, '0 0 0', '0 0 0');
setorigin (flame, self.origin + v_forward * 16 + '0 0 16');
};
/*======================
Touch function for incendiary cannon rockets
======================*/
void() T_IncendiaryTouch =
{
local float damg;
local float points;
local entity head;
local vector org;
if (other == self.owner)
return; // don't explode on owner
if (pointcontents(self.origin) == #CONTENT_SKY)
{
remove(self);
return;
}
self.effects = self.effects | #EF_BRIGHTLIGHT;
damg = 20 + random()*20;
if (other.health)
{
deathmsg = #DMSG_FLAME;
TF_T_Damage (other, self, self.owner, damg, #TF_TD_NOTTEAM, #TF_TD_FIRE);
}
// don't do radius damage to the other, because all the damage
// was done in the impact
head = findradius(self.origin, 180);
while (head)
{
if (head.takedamage)
{
deathmsg = #DMSG_FLAME;
TF_T_Damage (head, self, self.owner, 15, #TF_TD_NOTTEAM, #TF_TD_FIRE);
// set 'em on fire
other = head; // i can't believe this works!
Napalm_touch();
if (other.classname == "player")
stuffcmd(other, "bf\nbf\n");
if (IsBuilding(other))
TF_T_Damage (head, self, self.owner, 35, #TF_TD_NOTTEAM, #TF_TD_FIRE);
}
head = head.chain;
}
// sound (self, #CHAN_WEAPON, "weapons/r_exp3.wav", 1, #ATTN_NORM);
self.origin = self.origin - 8*normalize(self.velocity);
#ifdef DEMO_STUFF
// Remove any camera's locks on this missile
if (self.enemy)
CamProjectileLockOff();
#endif
WriteByte (#MSG_BROADCAST, #SVC_TEMPENTITY);
WriteByte (#MSG_BROADCAST, #TE_EXPLOSION);
WriteCoord (#MSG_BROADCAST, self.origin_x);
WriteCoord (#MSG_BROADCAST, self.origin_y);
WriteCoord (#MSG_BROADCAST, self.origin_z);
#ifdef QUAKE_WORLD
multicast (self.origin, #MULTICAST_PHS);
if (other.classname == "force_field") //- OfN - Makes field explosion b4 removing it
FieldExplosion(other,self.origin,self);
dremove(self);
#else
BecomeExplosion ();
#endif
};
/*
================
W_FireIncendiaryCannon
================
*/
void() W_FireIncendiaryCannon =
{
if (self.ammo_rockets < 3)
return;
self.currentammo = self.ammo_rockets = self.ammo_rockets - 3;
sound (self, #CHAN_WEAPON, "weapons/sgun1.wav", 1, #ATTN_NORM);
KickPlayer(-3, self);
newmis = spawn ();
newmis.owner = self;
newmis.movetype = #MOVETYPE_FLYMISSILE;
newmis.solid = #SOLID_BBOX;
// set newmis speed
makevectors (self.v_angle);
newmis.velocity = aim(self, 1000);
newmis.velocity = newmis.velocity * 600;
newmis.angles = vectoangles(newmis.velocity);
newmis.touch = T_IncendiaryTouch;
//- OfN - For airfist
newmis.classname = "rocket";
// set newmis duration
newmis.nextthink = time + 5;
newmis.think = SUB_Remove;
newmis.weapon = #DMSG_INCENDIARY;
setmodel (newmis, "progs/missile.mdl");
setsize (newmis, '0 0 0', '0 0 0');
setorigin (newmis, self.origin + v_forward*8 + '0 0 16');
#ifdef DEMO_STUFF
// Have we got a live camera in projectile mode?
if (live_camera)
CamProjectileLockOn();
#endif
};
//=========================================================================
// Incendiary cannon selection function
void() TeamFortress_IncendiaryCannon =
{
if (!(self.weapons_carried & #WEAP_INCENDIARY))
return;
if (self.ammo_rockets < 3)
{
sprint (self, #PRINT_HIGH, "not enough ammo.\n");
return;
}
self.current_weapon = #WEAP_INCENDIARY;
W_SetCurrentAmmo();
};
// Flamethrower selection function
void() TeamFortress_FlameThrower =
{
if (!(self.weapons_carried & #WEAP_FLAMETHROWER))
return;
if (self.ammo_cells < 1)
{
sprint (self, #PRINT_HIGH, "not enough ammo.\n");
return;
}
self.current_weapon = #WEAP_FLAMETHROWER;
W_SetCurrentAmmo();
};