Opposing Force: Initial implementation of WEAPON_DISPLACER.

This commit is contained in:
Marco Cawthorne 2019-09-15 23:56:31 +02:00
parent 369faa60cf
commit f73a843ec0

View file

@ -25,6 +25,10 @@ enum
DISP_HOLSTER
};
#ifdef SSQC
entity Spawn_SelectRandom(string);
#endif
void
w_displacer_precache(void)
{
@ -45,7 +49,7 @@ void
w_displacer_updateammo(player pl)
{
#ifdef SSQC
Weapons_UpdateAmmo(pl, -1, -1, -1);
Weapons_UpdateAmmo(pl, -1, pl.ammo_uranium, -1);
#endif
}
@ -54,6 +58,7 @@ w_displacer_wmodel(void)
{
return "models/w_displacer.mdl";
}
string
w_displacer_pmodel(void)
{
@ -66,35 +71,204 @@ w_displacer_deathmsg(void)
return "%s was assaulted by %s's Displacer.";
}
int
w_displacer_pickup(int new)
{
#ifdef SSQC
player pl = (player)self;
if (pl.ammo_uranium < 100) {
pl.ammo_uranium = bound(0, pl.ammo_uranium + 40, 100);
} else {
return FALSE;
}
#endif
return TRUE;
}
void
w_displacer_draw(void)
{
#ifdef CSQC
Weapons_SetModel("models/v_displacer.mdl");
Weapons_ViewAnimation(DISP_DRAW);
#endif
}
void
w_displacer_holster(void)
{
#ifdef CSQC
Weapons_ViewAnimation(DISP_HOLSTER);
#endif
}
void
w_displacer_primary(void)
w_displacer_teleport(entity target)
{
/* TODO, 250 damage */
#ifdef SSQC
player pl = (player)target;
/* TODO, 250 damage */
Weapons_PlaySound(pl, CHAN_WEAPON, "weapons/displacer_teleport.wav", 1, ATTN_NORM);
/* FIXME: This will teleport upon your standard spawn positions
* in other game modes, such as CTF (your team spawns), no clue
* about singleplayer */
entity spot = Spawn_SelectRandom("info_player_deathmatch");
setorigin(pl, spot.origin);
#endif
}
void
w_displacer_secondary(void)
w_displacer_fireball(void)
{
/* TODO, self teleport */
player pl = (player)self;
static void displacerball_touch(void)
{
#ifdef SSQC
if (other.flags & FL_CLIENT) {
w_displacer_teleport(other);
}
Damage_Radius(self.origin, self.owner, 250, 250 * 2.5f, TRUE);
sound(self, 1, "weapons/displacer_impact.wav", 1, ATTN_NORM);
#endif
remove(self);
}
#ifdef CSQC
static float displacerball_predraw(void)
{
addentity(self);
return PREDRAW_NEXT;
}
#endif
Weapons_MakeVectors();
entity ball = spawn();
#ifdef CSQC
setmodel(ball, "sprites/exit1.spr");
ball.drawmask = MASK_ENGINE;
ball.predraw = displacerball_predraw;
#endif
setorigin(ball, Weapons_GetCameraPos() + (v_forward * 16));
ball.owner = self;
ball.velocity = v_forward * 500;
ball.movetype = MOVETYPE_FLYMISSILE;
ball.solid = SOLID_BBOX;
ball.angles = vectoangles(ball.velocity);
ball.touch = displacerball_touch;
setsize(ball, [0,0,0], [0,0,0]);
#ifdef SSQC
sound(pl, CHAN_WEAPON, "weapons/displacer_fire.wav", 1, ATTN_NORM);
#endif
}
void
w_displacer_release(void)
{
player pl = (player)self;
if (pl.w_idle_next > 0.0) {
return;
}
if (pl.a_ammo3 == 1) {
Weapons_ViewAnimation(DISP_FIRE);
w_displacer_fireball();
pl.a_ammo3 = 0;
pl.w_idle_next = pl.w_attack_next = 1.0f;
return;
} else if (pl.a_ammo3 == 2) {
Weapons_ViewAnimation(DISP_FIRE);
w_displacer_teleport(pl);
pl.a_ammo3 = 0;
pl.w_idle_next = pl.w_attack_next = 1.0f;
return;
}
if (random() < 0.5) {
Weapons_ViewAnimation(DISP_IDLE1);
} else {
Weapons_ViewAnimation(DISP_IDLE2);
}
pl.w_idle_next = 3.0f;
}
void
w_displacer_primary(void)
{
player pl = (player)self;
if (pl.w_attack_next > 0.0) {
return;
}
/* ammo check */
#ifdef CSQC
if (pl.a_ammo2 < 20) {
return;
}
#else
if (pl.ammo_uranium < 20) {
return;
}
#endif
/* we're already in spinning mode */
if (pl.a_ammo3 > 0) {
w_displacer_release();
return;
}
pl.a_ammo3 = 1;
#ifdef CSQC
Weapons_ViewAnimation(DISP_SPINUP);
#else
Weapons_PlaySound(pl, CHAN_WEAPON, "weapons/displacer_spin.wav", 1, ATTN_NORM);
#endif
pl.w_idle_next = pl.w_attack_next = 1.0f;
}
void
w_displacer_secondary(void)
{
player pl = (player)self;
if (pl.w_attack_next > 0.0) {
return;
}
/* ammo check */
#ifdef CSQC
if (pl.a_ammo2 < 60) {
return;
}
#else
if (pl.ammo_uranium < 60) {
return;
}
#endif
/* we're already in spinning mode */
if (pl.a_ammo3 > 0) {
w_displacer_release();
return;
}
pl.a_ammo3 = 2;
#ifdef CSQC
Weapons_ViewAnimation(DISP_SPINUP);
#else
Weapons_PlaySound(pl, CHAN_WEAPON, "weapons/displacer_spin2.wav", 1, ATTN_NORM);
#endif
pl.w_idle_next = pl.w_attack_next = 1.0f;
}
float
@ -103,6 +277,42 @@ w_displacer_aimanim(void)
return self.flags & FL_CROUCHING ? ANIM_CR_AIMSQUEAK : ANIM_AIMSQUEAK;
}
void
w_displacer_hud(void)
{
#ifdef CSQC
vector cross_pos;
vector aicon_pos;
cross_pos = (video_res / 2) + [-12,-12];
aicon_pos = video_mins + [video_res[0] - 48, video_res[1] - 42];
drawsubpic(
cross_pos,
[24,24],
"sprites/ofch1.spr_0.tga",
[48/72,0],
[24/72,24/72],
[1,1,1],
1,
DRAWFLAG_NORMAL
);
drawsubpic(
aicon_pos,
[24,24],
"sprites/640hud7.spr_0.tga",
[0,96/128], // was [24/256,72/128]... which makes 0 sense
[24/256, 24/128],
g_hud_color,
pSeat->ammo2_alpha,
DRAWFLAG_ADDITIVE
);
HUD_DrawAmmo2();
#endif
}
void
w_displacer_hudpic(int selected, vector pos)
{
@ -147,9 +357,9 @@ weapon_t w_displacer =
.secondary = w_displacer_secondary,
.reload = __NULL__,
.release = w_displacer_release,
.crosshair = __NULL__,
.crosshair = w_displacer_hud,
.precache = w_displacer_precache,
.pickup = __NULL__,
.pickup = w_displacer_pickup,
.updateammo = w_displacer_updateammo,
.wmodel = w_displacer_wmodel,
.pmodel = w_displacer_pmodel,