nuclide/Source/shared/valve/w_shotgun.c

296 lines
5.9 KiB
C

/***
*
* Copyright (c) 2016-2019 Marco 'eukara' Hladik. All rights reserved.
*
* See the file LICENSE attached with the sources for usage details.
*
****/
enum
{
SHOTGUN_IDLE1,
SHOTGUN_FIRE1,
SHOTGUN_FIRE2,
SHOTGUN_RELOAD,
SHOTGUN_PUMP,
SHOTGUN_START_RELOAD,
SHOTGUN_DRAW,
SHOTGUN_HOLSTER,
SHOTGUN_IDLE2,
SHOTGUN_IDLE3
};
enum
{
SHOTTY_IDLE,
SHOTTY_RELOAD_START,
SHOTTY_RELOAD,
SHOTTY_RELOAD_END
};
void w_shotgun_precache(void)
{
precache_model("models/v_shotgun.mdl");
precache_model("models/w_shotgun.mdl");
precache_model("models/p_shotgun.mdl");
precache_sound("weapons/sbarrel1.wav");
precache_sound("weapons/dbarrel1.wav");
precache_sound("weapons/reload3.wav");
precache_sound("weapons/scock1.wav");
}
void w_shotgun_updateammo(player pl)
{
#ifdef SSQC
Weapons_UpdateAmmo(pl, pl.shotgun_mag, pl.ammo_buckshot, __NULL__);
#endif
}
string w_shotgun_wmodel(void)
{
return "models/w_shotgun.mdl";
}
string w_shotgun_pmodel(void)
{
return "models/p_shotgun.mdl";
}
string w_shotgun_deathmsg(void)
{
return "";
}
void w_shotgun_pickup(void)
{
#ifdef SSQC
player pl = (player)self;
pl.shotgun_mag = bound(0, pl.shotgun_mag + 8, 8);
#endif
}
void w_shotgun_draw(void)
{
Weapons_SetModel("models/v_shotgun.mdl");
Weapons_ViewAnimation(SHOTGUN_DRAW);
#ifdef SSQC
player pl = (player)self;
Weapons_UpdateAmmo(pl, pl.shotgun_mag, pl.ammo_buckshot, __NULL__);
#endif
}
void w_shotgun_holster(void)
{
Weapons_ViewAnimation(SHOTGUN_HOLSTER);
}
void w_shotgun_primary(void)
{
player pl = (player)self;
if (pl.w_attack_next) {
return;
}
if (pl.a_ammo3 > SHOTTY_IDLE) {
return;
}
/* Ammo check */
#ifdef SSQC
if (pl.shotgun_mag <= 0) {
return;
}
#else
if (pl.a_ammo1 <= 0) {
return;
}
#endif
#ifdef SSQC
/* Singleplayer is more accurate */
if (cvar("sv_playerslots") == 1) {
TraceAttack_FireBullets(6, pl.origin + pl.view_ofs, 5, [0.08716,0.08716]);
} else {
TraceAttack_FireBullets(4, pl.origin + pl.view_ofs, 5, [0.08716,0.04362]);
}
Weapons_PlaySound(pl, CHAN_WEAPON, "weapons/sbarrel1.wav", 1, ATTN_NORM);
pl.shotgun_mag--;
Weapons_UpdateAmmo(pl, pl.shotgun_mag, pl.ammo_buckshot, __NULL__);
#else
Weapons_ViewPunchAngle([-5,0,0]);
pl.a_ammo1--;
#endif
Weapons_ViewAnimation(SHOTGUN_FIRE1);
pl.w_attack_next = 0.75;
pl.w_idle_next = 2.5f;
}
void w_shotgun_secondary(void)
{
player pl = (player)self;
if (pl.w_attack_next) {
return;
}
if (pl.a_ammo3 > SHOTTY_IDLE) {
return;
}
/* Ammo check */
#ifdef CSQC
if (pl.a_ammo1 <= 1) {
return;
}
#else
if (pl.shotgun_mag <= 1) {
return;
}
#endif
#ifdef SSQC
/* Singleplayer is more accurate */
if (cvar("sv_playerslots") == 1) {
TraceAttack_FireBullets(12, pl.origin + pl.view_ofs, 5, [0.08716,0.08716]);
} else {
TraceAttack_FireBullets(8, pl.origin + pl.view_ofs, 5, [0.17365,0.04362]);
}
Weapons_PlaySound(pl, CHAN_WEAPON, "weapons/dbarrel1.wav", 1, ATTN_NORM);
pl.shotgun_mag -= 2;
Weapons_UpdateAmmo(pl, pl.shotgun_mag, pl.ammo_buckshot, __NULL__);
#else
Weapons_ViewPunchAngle([-10,0,0]);
pl.a_ammo1 -= 2;
#endif
Weapons_ViewAnimation(SHOTGUN_FIRE2);
pl.w_attack_next = 1.5f;
pl.w_idle_next = 2.5f;
}
void w_shotgun_reload(void)
{
player pl = (player)self;
#ifdef CSQC
if (pl.a_ammo1 >= 8) {
return;
}
if (pl.a_ammo2 <= 0) {
return;
}
#else
if (pl.shotgun_mag >= 8) {
return;
}
if (pl.ammo_buckshot <= 0) {
return;
}
#endif
if (pl.a_ammo3 > SHOTTY_IDLE) {
return;
}
pl.a_ammo3 = SHOTTY_RELOAD_START;
pl.w_idle_next = 0.0f;
}
void w_shotgun_release(void)
{
player pl = (player)self;
if (pl.w_idle_next > 0.0) {
return;
}
if (pl.a_ammo3 == SHOTTY_IDLE) {
int r = floor(random(0,3));
switch (r) {
case 0:
Weapons_ViewAnimation(SHOTGUN_IDLE1);
break;
case 1:
Weapons_ViewAnimation(SHOTGUN_IDLE2);
break;
case 2:
Weapons_ViewAnimation(SHOTGUN_IDLE3);
break;
}
pl.w_idle_next = 15.0f;
} else if (pl.a_ammo3 == SHOTTY_RELOAD_START) {
Weapons_ViewAnimation(SHOTGUN_START_RELOAD);
pl.a_ammo3 = SHOTTY_RELOAD;
pl.w_idle_next = 0.65f;
} else if (pl.a_ammo3 == SHOTTY_RELOAD) {
Weapons_ViewAnimation(SHOTGUN_RELOAD);
#ifdef CSQC
pl.a_ammo1++;
pl.a_ammo2--;
if (pl.a_ammo2 <= 0 || pl.a_ammo1 >= 8) {
pl.a_ammo3 = SHOTTY_RELOAD_END;
}
#else
pl.shotgun_mag++;
pl.ammo_buckshot--;
Weapons_UpdateAmmo(pl, pl.shotgun_mag, pl.ammo_buckshot, pl.a_ammo3);
sound(pl, CHAN_WEAPON, "weapons/reload3.wav", 1.0, ATTN_NORM);
if (pl.ammo_buckshot <= 0 || pl.shotgun_mag >= 8) {
pl.a_ammo3 = SHOTTY_RELOAD_END;
}
#endif
pl.w_idle_next = 0.5f;
} else if (pl.a_ammo3 == SHOTTY_RELOAD_END) {
Weapons_ViewAnimation(SHOTGUN_PUMP);
#ifdef SSQC
sound(pl, CHAN_WEAPON, "weapons/scock1.wav", 1.0, ATTN_NORM);
#endif
pl.a_ammo3 = SHOTTY_IDLE;
pl.w_idle_next = 10.0f;
pl.w_attack_next = 0.5f;
}
}
void w_shotgun_crosshair(void)
{
#ifdef CSQC
static vector cross_pos;
cross_pos = (video_res / 2) + [-12,-12];
drawsubpic(cross_pos, [24,24], "sprites/crosshairs.spr_0.tga", [48/128,24/128], [0.1875, 0.1875], [1,1,1], 1, DRAWFLAG_NORMAL);
HUD_DrawAmmo1();
HUD_DrawAmmo2();
#endif
}
float w_shotgun_aimanim(void)
{
return self.flags & FL_CROUCHING ? ANIM_CR_AIMSHOTGUN : ANIM_AIMSHOTGUN;
}
void w_shotgun_hudpic(int s, vector pos)
{
#ifdef CSQC
if (s) {
drawsubpic(pos, [170,45], "sprites/640hud4.spr_0.tga", [0,180/256], [170/256,45/256], g_hud_color, 1, DRAWFLAG_ADDITIVE);
} else {
drawsubpic(pos, [170,45], "sprites/640hud1.spr_0.tga", [0,180/256], [170/256,45/256], g_hud_color, 1, DRAWFLAG_ADDITIVE);
}
#endif
}
weapon_t w_shotgun =
{
ITEM_SHOTGUN,
2,
1,
w_shotgun_draw,
w_shotgun_holster,
w_shotgun_primary,
w_shotgun_secondary,
w_shotgun_reload,
w_shotgun_release,
w_shotgun_crosshair,
w_shotgun_precache,
w_shotgun_pickup,
w_shotgun_updateammo,
w_shotgun_wmodel,
w_shotgun_pmodel,
w_shotgun_deathmsg,
w_shotgun_aimanim,
w_shotgun_hudpic
};
#ifdef SSQC
void weapon_shotgun(void) {
Weapons_InitItem(WEAPON_SHOTGUN);
}
#endif