hexen2-data1-hc/purifier.hc

472 lines
10 KiB
C++
Raw Normal View History

1997-11-11 00:00:00 +00:00
/*
* $Header: /H3/game/hcode/purifier.hc 63 8/26/97 7:38a Mgummelt $
*/
/*
==============================================================================
Q:\art\models\weapons\purifier\final\purifier.hc
==============================================================================
*/
// For building the model
$cd Q:\art\models\weapons\purifier\final
$origin 0 0 0
$base BASE skin
$skin skin
$flags 0
//
$frame Rootpose
//
$frame 1Lshot1 1Lshot2 1Lshot3
//
$frame 1Rshot1 1Rshot2 1Rshot3
//
$frame 2Lshot1 2Lshot2 2Lshot3
//
$frame 2Rshot1 2Rshot2 2Rshot3
//
$frame 3Rshot1 3Rshot2 3Rshot3
//
$frame bigshot1 bigshot2 bigshot3 bigshot4 bigshot5
$frame bigshot6 bigshot7 bigshot8 bigshot9
//
$frame select1 select2 select3 select4 select5
$frame select6 select7 select8 select9 select10
$frame select11 select12
//==================================================================
void purifier_ready (void);
void pmissile_gone(void)
{
sound (self, CHAN_VOICE, "misc/null.wav", 1, ATTN_NORM);
sound (self, CHAN_WEAPON, "misc/null.wav", 1, ATTN_NORM);
remove(self);
}
/*
============
pmissile_touch - missile1 hit something. Hurt it
============
*/
void pmissile_touch (void)
{
float damg;
if (other == self.owner)
return; // don't explode on owner
if (pointcontents(self.origin) == CONTENT_SKY)
{
pmissile_gone();
return;
}
damg = random(15,25);
if (other.health)
T_Damage (other, self, self.owner, damg );
sound (self, CHAN_BODY, "weapons/expsmall.wav", 1, ATTN_NORM);
self.origin = self.origin - 8*normalize(self.velocity);
CreateFireCircle(self.origin - (v_forward * 8));
self.effects = EF_NODRAW;
self.solid = SOLID_NOT;
self.nextthink = time + .5; // So explosion sound can finish out
self.think = pmissile_gone;
}
/*
============
smokering_run - the life and death of a smoke ring FIXME: this should be done client side
============
*/
void smokering_run(void)
{
self.scale += 0.12;
self.nextthink = time + HX_FRAME_TIME + random(HX_FRAME_TIME);
self.think = smokering_run;
if ((self.lifetime - time) < .30)
self.skin = 4;
else if ((self.lifetime - time) < .60)
self.skin = 3;
else if ((self.lifetime - time) < .90)
self.skin = 2;
else if ((self.lifetime - time) < 1.20)
self.skin = 1;
else
self.skin = 0;
if (self.lifetime < time)
remove(self);
}
/*
============
pmissile2_touch - missile2 hit something. Hurt it bad
============
*/
void pmissile2_touch (void)
{
float damg;
if (other == self.owner)
return; // don't explode on owner
if (pointcontents(self.origin) == CONTENT_SKY)
{
pmissile_gone();
return;
}
// don't do radius damage to the other, because all the damage
// was done in the impact
damg = random(150,200);
if (other.health)
T_Damage (other, self, self.owner, damg );
damg = random(120,160);
T_RadiusDamage (self, self.owner, damg, other);
sound (self, CHAN_BODY, "weapons/exphuge.wav", 1, ATTN_NORM);
self.origin = self.origin - 8*normalize(self.velocity);
self.effects = EF_NODRAW;
self.solid = SOLID_NOT;
CreateExplosion29(self.origin - (v_forward * 8));
self.nextthink = time + .5;
self.think = pmissile_gone;
}
/*
============
pmissile2_puff - create smoke ring behind missile
============
*/
void pmissile2_puff(void)
{
entity smokering;
// Not using it till we get the smoke animation in
smokering = spawn ();
smokering.owner = self;
smokering.movetype = MOVETYPE_FLYMISSILE;
smokering.solid = SOLID_BBOX;
smokering.classname = "puffring";
// set missile speed
smokering.angles = self.angles + '0 0 90';
// set missile duration
setmodel (smokering, "models/ring.mdl");
setsize (smokering, '0 0 0', '0 0 0');
smokering.drawflags(+)DRF_TRANSLUCENT;
smokering.origin = self.origin;
smokering.velocity_z = 15;
smokering.nextthink = time + .01;
smokering.think = smokering_run;
smokering.lifetime = time + 1.2;
smokering.drawflags(+)SCALE_ORIGIN_CENTER;
smokering.scale =1;
smokering.owner = self;
self.nextthink = time + .15;
self.think = pmissile2_puff;
if(time>self.lifetime - 1.7) //Don't start tracking until it's been in the world 1/3 of a second
{
HomeThink();
self.angles=vectoangles(self.velocity);
}
if (self.lifetime < time) // Kill missile if it's time is up
pmissile_gone();
}
/*
============
launch_pmissile2 - create and launch power up missile
============
*/
void launch_pmissile2 (void)
{
local entity missile;
missile = spawn ();
missile.owner = self;
missile.movetype = MOVETYPE_FLYMISSILE;
missile.solid = SOLID_BBOX;
missile.frags=TRUE;
missile.classname = "purimissile";
// set missile speed
makevectors (self.v_angle);
missile.velocity = normalize(v_forward);
missile.velocity = missile.velocity * 1000;
missile.touch = pmissile2_touch;
missile.angles = vectoangles(missile.velocity);
sound (self, CHAN_VOICE, "paladin/purfireb.wav", 1, ATTN_NORM);
setmodel (missile, "models/drgnball.mdl");
setsize (missile, '0 0 0', '0 0 0');
setorigin (missile, self.origin + v_forward*10 + v_right * 1 + v_up * 40);
missile.effects=EF_BRIGHTLIGHT;
missile.nextthink = time + .15;
missile.think = pmissile2_puff;
missile.lifetime = time + 2;
//Homing stuff-------------------
missile.veer=FALSE; //No random wandering
missile.turn_time=3;//Lower the number, tighter the turn
missile.speed=1000; //Speed
missile.ideal_yaw=TRUE;//Only track things in front
//End homing stuff-------------------
self.greenmana -= 8;
self.bluemana -= 8;
}
/*
============
purifier_tomefire - firing animation when in power up mode
============
*/
void purifier_tomefire (void)
{
self.wfs = advanceweaponframe($bigshot1,$bigshot9);
self.th_weapon=purifier_tomefire;
if(self.weaponframe==$bigshot2)
{
self.punchangle_x= -4;
launch_pmissile2 ();
self.attack_finished = time + 0.5;
}
else if(self.wfs==WF_CYCLE_WRAPPED)
purifier_ready();
}
/*
============
launch_pmissile1 - create and launch normal missile
============
*/
void launch_pmissile1 (void)
{
local entity missile;
missile = spawn ();
missile.owner = self;
missile.movetype = MOVETYPE_FLYMISSILE;
missile.solid = SOLID_BBOX;
missile.classname = "purimissile";
// set missile speed
makevectors (self.v_angle);
missile.velocity = normalize(v_forward);
missile.velocity = missile.velocity * 1000;
missile.touch = pmissile_touch;
missile.angles = vectoangles(missile.velocity);
// set missile duration
setmodel (missile, "models/purfir1.mdl");
setsize (missile, '0 0 0', '0 0 0');
if ((self.cnt==1) || (self.cnt==3))
setorigin (missile, self.origin + self.proj_ofs + v_forward*6 + v_right * 10 );
else if ((self.cnt==0) || (self.cnt==2))
setorigin (missile, self.origin +self.proj_ofs + v_forward*6 - v_right * 10);
sound (self, CHAN_WEAPON, "paladin/purfire.wav", 1, ATTN_NORM);
self.cnt += 1;
if (self.cnt > 3)
self.cnt =0;
missile.drawflags=MLS_ABSLIGHT;
missile.abslight=1;
missile.nextthink = time + 2.5;
missile.think = pmissile_gone;
self.greenmana -= 1;
self.bluemana -= 1;
}
/*
============
purifier_rapidfire? - different rapid fire animations
============
*/
void purifier_rapidfire2R (void)
{
self.wfs = advanceweaponframe($2Rshot1,$2Rshot3);
self.th_weapon=purifier_rapidfire2R;
if (self.weaponframe == $2Rshot3)
self.punchangle_x= random(-3);
if (self.attack_finished <= time&&self.button0)
launch_pmissile1();
if (self.wfs==WF_CYCLE_WRAPPED)
purifier_ready();
}
void purifier_rapidfire2L (void)
{
self.wfs = advanceweaponframe($2Lshot1,$2Lshot3);
self.th_weapon=purifier_rapidfire2L;
if (self.weaponframe == $1Lshot3)
self.punchangle_x= random(-3);
if (self.attack_finished <= time&&self.button0)
launch_pmissile1();
if (self.wfs==WF_CYCLE_WRAPPED)
purifier_ready();
}
void purifier_rapidfire1R (void)
{
self.wfs = advanceweaponframe($1Rshot1,$1Rshot3);
self.th_weapon=purifier_rapidfire1R;
if (self.weaponframe == $1Rshot3)
self.punchangle_x= random(-3);
if (self.attack_finished <= time&&self.button0)
launch_pmissile1();
if (self.wfs==WF_CYCLE_WRAPPED)
purifier_ready();
}
void purifier_rapidfire1L (void)
{
self.wfs = advanceweaponframe($1Lshot1,$1Lshot3);
self.th_weapon=purifier_rapidfire1L;
if (self.weaponframe == $1Lshot3)
self.punchangle_x= random(-3);
if (self.attack_finished <= time&&self.button0)
launch_pmissile1();
if (self.wfs==WF_CYCLE_WRAPPED)
purifier_ready();
}
/*
============
purifier_rapidfire - choose which rapid fire animation to use
============
*/
void purifier_rapidfire (void)
{
if (self.counter ==0)
purifier_rapidfire1L();
else if (self.counter ==1)
purifier_rapidfire1R();
else if (self.counter ==2)
purifier_rapidfire2L();
else if (self.counter ==3)
purifier_rapidfire2R();
self.counter += 1;
self.attack_finished = time + .14;
if (self.counter > 3)
self.counter =0;
}
/*
============
purifier_fire - shoot purifier.
============
*/
void() pal_purifier_fire =
{
if ((self.artifact_active & ART_TOMEOFPOWER) &&
(self.greenmana >= 8) && (self.bluemana >= 8))
purifier_tomefire();
else if ((self.greenmana >= 2) && (self.bluemana >= 2))
purifier_rapidfire();
self.nextthink=time;
};
/*
============
purifier_ready - just sit there until fired
============
*/
void purifier_ready (void)
{
self.weaponframe = $Rootpose;
self.wfs = $Rootpose;
self.th_weapon=purifier_ready;
}
/*
============
purifier_deselect - purifier was just unchosen. Remove from view
============
*/
void purifier_deselect (void)
{
self.wfs = advanceweaponframe($Select12,$Select1);
self.th_weapon=purifier_deselect;
self.oldweapon = IT_WEAPON4;
if (self.wfs == WF_LAST_FRAME)
W_SetCurrentAmmo();
}
/*
============
purifier_select - purifier was just chosen. Bring into view
============
*/
void purifier_select (void)
{
self.wfs = advanceweaponframe($select1,$select12);
self.weaponmodel = "models/purifier.mdl";
self.th_weapon=purifier_select;
self.counter = 0;
if (self.wfs==WF_CYCLE_WRAPPED)
{
self.attack_finished = time - 1;
purifier_ready();
}
}