hexen2-siege-hc/vorpal.hc

379 lines
8.1 KiB
C++

/*
* $Header: /HexenWorld/Siege/vorpal.hc 17 5/25/98 1:39p Mgummelt $
*/
/*
==============================================================================
Q:\art\models\weapons\vorpal\final\vorpal.hc
==============================================================================
*/
// For building the model
$cd Q:\art\models\weapons\vorpal\final
$origin 0 0 0
$base BASE skin
$skin skin
$flags 0
$frame SwdRoot
//
// FRAME 2 - 23
$frame 2ndSwd1 2ndSwd2 2ndSwd3 2ndSwd4 2ndSwd5
$frame 2ndSwd9 2ndSwd10
$frame 2ndSwd11 2ndSwd13 2ndSwd14 2ndSwd15
$frame 2ndSwd16 2ndSwd18 2ndSwd19 2ndSwd21
$frame 2ndSwd22 2ndSwd23 2ndSwd24 2ndSwd25 2ndSwd26
$frame 2ndSwd27 2ndSwd28
//
// FRAME 24 - 36
$frame 3rdSwd1 3rdSwd2
$frame 3rdSwd9
$frame 3rdSwd11 3rdSwd12 3rdSwd13 3rdSwd14 3rdSwd15
$frame 3rdSwd16 3rdSwd17
$frame 3rdSwd22 3rdSwd23 3rdSwd24
// FRAME 113 - 131
$frame 6thSwd13 6thSwd14 6thSwd15
$frame 6thSwd16 6thSwd17
float VORP_BASE_DAMAGE = 15;
float VORP_ADD_DAMAGE = 10;
float VORP_PWR_BASE_DAMAGE = 50;
float VORP_PWR_ADD_DAMAGE = 30;
float VORP_RADIUS = 150;
float VORP_PUSH = 5;
/*
============
Smite that which is directly in front of you
============
*/
void vorpal_melee (void)
{
vector source;
vector org,dir;
float damg;
float inertia;
makevectors (self.v_angle);
source = self.origin+self.proj_ofs;
traceline (source, source + v_forward*64, FALSE, self); // Straight in front
self.enemy = world;
if (trace_fraction == 1.0) // Anything right in front ?
{
traceline (source, source + v_forward*88 - (v_up * 30), FALSE, self); // 30 down
if (trace_fraction == 1.0)
{
traceline (source, source + v_forward*88 + v_up * 30, FALSE, self); // 30 up
if (trace_fraction == 1.0)
return;
}
}
org = trace_endpos + (v_forward * 2);
if (trace_ent.takedamage) // It can be hurt
{
SpawnPuff (org, '0 0 0', 20,trace_ent);
self.enemy = trace_ent;
if(!trace_ent.mass)
inertia=1;
else if(trace_ent.mass<=5)
inertia=trace_ent.mass;
else
inertia=trace_ent.mass/10;
damg = (18 + random(7))*melee_dmg_mod_for_strength(self.strength);
if(self.flags2&FL2_EXCALIBUR)
damg*=random(2) + 3;//owch!
if(trace_ent.thingtype!=THINGTYPE_FLESH)
damg/=2;
org = trace_endpos + (v_forward * -1);
if (!MetalHitSound(trace_ent.thingtype))
sound (self, CHAN_WEAPON, "weapons/vorpht1.wav", 1, ATTN_NORM);
dir = trace_ent.origin - self.origin;
if(trace_ent.solid!=SOLID_BSP&&trace_ent.movetype!=MOVETYPE_PUSH)
{
trace_ent.velocity = dir * VORP_PUSH*(1/inertia);
if(trace_ent.movetype==MOVETYPE_FLY)
{
if(trace_ent.flags&FL_ONGROUND)
trace_ent.velocity_z=80/inertia;
}
else
trace_ent.velocity_z = 80/inertia;
trace_ent.flags (-) FL_ONGROUND;
}
T_Damage (trace_ent, self, self, damg);
}
else // hit wall
{
sound (self, CHAN_WEAPON, "weapons/vorpht2.wav", 1, ATTN_NORM);
org = trace_endpos + (v_forward * -1);
org += '0 0 10';
CreateWhiteSmoke(org,'0 0 2',HX_FRAME_TIME);
}
}
/*
============
Deflect missiles
============
*/
/*
void vorpal_downmissile (void)
{
vector source,dir;
entity victim;
float chance;
entity hold;
if (!self.artifact_active & ART_TOMEOFPOWER)
return;
victim = findradius( self.origin, 150);
while(victim)
{
if ((victim.movetype == MOVETYPE_FLYMISSILE) && (victim.owner != self))
{
victim.owner = self;
chance = random();
dir = victim.origin + (v_forward * -1);
CreateLittleWhiteFlash(dir);
sound (self, CHAN_WEAPON, "weapons/vorpturn.wav", 1, ATTN_NORM);
if (chance < 0.9) // Deflect it
{
victim.v_angle = self.v_angle + randomv('-180 -180 -180', '180 180 180');
makevectors (victim.v_angle);
victim.velocity = v_forward * 1000;
}
else // reflect missile
victim.velocity = '0 0 0' - victim.velocity;
}
victim = victim.chain;
}
}
*/
/*
============
Fire Vorpal sword in normal mode
============
*/
void vorpal_normal_fire (void)
{
entity victim;
float damg,damage_flg;
vorpal_melee ();
return;
damage_flg = 0;
victim = findradius( self.origin, 100);
while(victim)
{ // Enemy would be the one that took direct melee damage so don't hurt him twice
if ((victim.health) && (victim!=self) && infront(victim))
{
traceline (self.origin + self.proj_ofs, (victim.absmin+victim.absmax)*0.5, FALSE, self); // 30 up
if (trace_ent == victim)
{
damage_flg = 1;
//sound (self, CHAN_WEAPON, "weapons/vorpblst.wav", 1, ATTN_NORM);
weapon_sound(self, "weapons/vorpblst.wav");
damg = (15 + random(10))*melee_dmg_mod_for_strength(self.strength);
if(victim.thingtype!=THINGTYPE_FLESH)
damg/=2;
T_Damage (victim, self, self, damg);
}
}
victim = victim.chain;
}
}
/*
============
Decide if vorpal sword is in Normal or Powerup mode
============
*/
void vorpal_fire (void)
{
vorpal_normal_fire();
}
/*
============
vorpal_ready - vorpal sword is in ready position
============
*/
void vorpal_ready (void)
{
self.weaponframe = $SwdRoot;
self.th_weapon=vorpal_ready;
}
/*
============
vorpal_twitch - vorpal sword twitches
============
*/
void vorpal_twitch (void)
{
self.wfs = advanceweaponframe($2ndSwd1,$2ndSwd28);
self.th_weapon = vorpal_twitch;
if (self.weaponframe == $2ndSwd11) // Frame 48
//sound (self, CHAN_WEAPON, "weapons/vorpswng.wav", 1, ATTN_NORM);
weapon_sound(self, "weapons/vorpswng.wav");
else if (self.weaponframe == $2ndSwd18) // Frame 55
//sound (self, CHAN_WEAPON, "weapons/vorpswng.wav", 1, ATTN_NORM);
weapon_sound(self, "weapons/vorpswng.wav");
if (self.wfs == WF_LAST_FRAME)
vorpal_ready();
}
// Rotate model around player
void moveswipe(void) [++0 .. 6]
{
vector org;
makevectors (self.owner.v_angle);
org = self.owner.origin + self.owner.view_ofs - '0 0 25';
setorigin (self, org);
self.angles = self.owner.v_angle;
self.angles_y += 180;
self.think = moveswipe;
thinktime self : HX_FRAME_TIME;
if (self.frame>5)
self.think = SUB_Remove;
}
void SpawnSwipe(void)
{
entity swipe;
vector org;
swipe = spawn ();
CreateEntityNew(swipe,ENT_SWIPE,"models/vorpswip.mdl",SUB_Null);
makevectors (self.v_angle);
swipe.angles = self.v_angle;
swipe.angles_y += 180;
org = self.origin + self.view_ofs - '0 0 25';
setorigin (swipe, org);
swipe.counter =0;
swipe.owner = self;
swipe.velocity = '0 0 0';
swipe.touch = SUB_Null;
swipe.drawflags(+)DRF_TRANSLUCENT;
swipe.think = moveswipe;
thinktime swipe : HX_FRAME_TIME;
}
void vorpal_a (void)
{
self.wfs = advanceweaponframe($3rdSwd1,$3rdSwd24);
self.th_weapon = vorpal_a;
if (self.weaponframe == $3rdSwd2) // Frame 80
{
if (self.artifact_active & ART_TOMEOFPOWER)
//sound (self, CHAN_WEAPON, "weapons/vorppwr.wav", 1, ATTN_NORM);
weapon_sound(self, "weapons/vorppwr.wav");
else
//sound (self, CHAN_WEAPON, "weapons/vorpswng.wav", 1, ATTN_NORM);
weapon_sound(self, "weapons/vorpswng.wav");
}
else if (self.weaponframe == $3rdSwd9) // Frame 84
vorpal_fire ();
if ((self.weaponframe == $3rdSwd9) && (self.bluemana>=2))
SpawnSwipe();
if (self.wfs == WF_LAST_FRAME)
self.th_weapon=vorpal_ready;
}
/*
============
vorpal_select - vorpal sword was just chosen
============
*/
void vorpal_select (void)
{
self.wfs = advanceweaponframe($2ndSwd5,$2ndSwd1);
if(self.flags2&FL2_EXCALIBUR)
self.weaponmodel = "models/v_excal.mdl";
else
self.weaponmodel = "models/vorpal.mdl";
self.th_weapon=vorpal_select;
self.last_attack=time;
if (self.wfs == WF_LAST_FRAME)
{
self.attack_finished = time - 1;
vorpal_twitch();
}
}
/*
============
vorpal_deselect - vorpal sword was just un-chosen
============
*/
void vorpal_deselect (void)
{
self.wfs = advanceweaponframe($6thSwd13,$6thSwd17);
self.th_weapon=vorpal_deselect;
if (self.wfs == WF_LAST_FRAME)
W_SetCurrentAmmo();
}
void pal_vorpal_fire(void)
{
float num_weap;
vorpal_a ();
num_weap=num_for_weap (self.weapon);
if(self.flags2&FL2_EXCALIBUR)
self.attack_finished = time+0.1;
else
self.attack_finished = time+rate_and_acc_for_weap[(self.playerclass - 1)*6+(num_weap - 1)*2];
}