nuclide/Source/shared/valve/w_snark.c

270 lines
5.2 KiB
C

/***
*
* Copyright (c) 2016-2019 Marco 'eukara' Hladik. All rights reserved.
*
* See the file LICENSE attached with the sources for usage details.
*
****/
enum
{
SNARK_IDLE,
SNARK_FIDGET1,
SNARK_FIDGET2,
SNARK_HOLSTER,
SNARK_DRAW,
SNARK_THROW
};
void w_snark_pickup(void)
{
#ifdef SSQC
player pl = (player)self;
pl.ammo_snark = bound(0, pl.ammo_snark + 5, 10);
#endif
}
void w_snark_draw(void)
{
#ifdef CSQC
Weapons_ViewAnimation(SNARK_DRAW);
#else
player pl = (player)self;
Weapons_UpdateAmmo(pl, __NULL__, pl.ammo_snark, __NULL__);
#endif
}
void w_snark_holster(void)
{
}
#ifdef SSQC
void w_snark_deploy(void)
{
static void snark_ai(void)
{
input_movevalues = [250,0,0];
input_buttons = 0;
input_impulse = 0;
input_angles = self.angles;
input_timelength = frametime;
if (self.health <= 0) {
return;
}
if (self.weapon <= 0.0 && self.aiment == __NULL__) {
float shortest = 999999;
for (entity ef = world; (ef = find(ef, classname, "player"));) {
float len = vlen(ef.origin - self.origin);
if (len < shortest && ef.health > 0) {
self.owner = __NULL__;
self.aiment = ef;
shortest = len;
setsize(self, [-16,-16,0],[16,16,32]);
}
}
}
if (self.aiment) {
self.angles = input_angles = vectoangles(self.aiment.origin - self.origin);
}
if (self.aiment && self.weapon <= 0.0) {
self.weapon = 0.5f + random();
sound(self, CHAN_VOICE, sprintf("squeek/sqk_hunt%d.wav",floor(random(1,4))), 1.0, ATTN_NORM);
input_buttons = 2;
Damage_Apply(self, world, 1, self.origin, TRUE);
makevectors(self.angles);
traceline(self.origin, self.origin + (v_forward * 128), 0, self);
if (trace_ent.classname == "player") {
float pit = 100 + random(0,10);
sound(self, CHAN_BODY, "squeek/sqk_deploy1.wav", 1.0, ATTN_NORM, pit);
Damage_Apply(trace_ent, self, 10, trace_endpos, FALSE);
}
if (self.aiment.health <= 0) {
self.aiment = __NULL__;
}
}
self.weapon -= frametime;
runstandardplayerphysics(self);
}
static void snark_die(int i) {
sound(self, CHAN_VOICE, "squeek/sqk_die1.wav", 1.0, ATTN_NORM);
sound(self, CHAN_BODY, "squeek/sqk_blast1.wav", 1.0, ATTN_NORM);
self.customphysics = __NULL__;
remove(self);
}
static void snark_pain(int i) { }
entity snark = spawn();
snark.owner = self;
setmodel(snark, "models/w_squeak.mdl");
makevectors(self.v_angle);
setorigin(snark, self.origin + v_forward * 32);
snark.solid = SOLID_BBOX;
snark.movetype = MOVETYPE_WALK;
snark.frame = 3; /* running like crazy. */
snark.customphysics = snark_ai;
snark.angles = self.angles;
snark.health = 30;
snark.vPain = snark_pain;
snark.takedamage = DAMAGE_YES;
snark.aiment = __NULL__;
snark.vDeath = snark_die;
snark.weapon = 3.0f;
}
#endif
void w_snark_primary(void)
{
player pl = (player)self;
if (pl.w_attack_next > 0.0) {
return;
}
/* Ammo check */
#ifdef CSQC
if (pl.a_ammo2 <= 0) {
return;
}
#else
if (pl.ammo_snark <= 0) {
return;
}
#endif
/* Audio-Visual Bit */
#ifdef CSQC
Weapons_ViewAnimation(SNARK_THROW);
pl.a_ammo2--;
#else
w_snark_deploy();
pl.ammo_snark--;
Weapons_UpdateAmmo(pl, __NULL__, pl.ammo_snark, __NULL__);
if (pl.a_ammo2 <= 0) {
Weapons_RemoveItem(pl, WEAPON_SNARK);
}
#endif
pl.w_idle_next = 1.0f;
pl.w_attack_next = 0.25f;
}
void w_snark_secondary(void)
{
}
void w_snark_reload(void)
{
}
void w_snark_release(void)
{
int r;
player pl = (player)self;
if (pl.w_idle_next > 0.0) {
return;
}
r = floor(random(0,3));
switch (r) {
case 0:
Weapons_ViewAnimation(SNARK_IDLE);
pl.w_idle_next = 1.875f;
break;
case 1:
Weapons_ViewAnimation(SNARK_FIDGET1);
pl.w_idle_next = 4.375f;
break;
default:
Weapons_ViewAnimation(SNARK_FIDGET2);
pl.w_idle_next = 5.0f;
break;
}
}
void w_snark_precache(void)
{
precache_model("models/w_squeak.mdl");
precache_model("models/p_squeak.mdl");
precache_model("models/v_squeak.mdl");
precache_sound("squeek/sqk_deploy1.wav");
precache_sound("squeek/sqk_die1.wav");
precache_sound("squeek/sqk_blast1.wav");
precache_sound("squeek/sqk_hunt1.wav");
precache_sound("squeek/sqk_hunt2.wav");
precache_sound("squeek/sqk_hunt3.wav");
}
string w_snark_vmodel(void)
{
return "models/v_squeak.mdl";
}
string w_snark_wmodel(void)
{
return "models/w_sqknest.mdl";
}
string w_snark_pmodel(void)
{
return "models/p_squeak.mdl";
}
string w_snark_deathmsg(void)
{
return "";
}
float w_snark_aimanim(void)
{
return self.flags & FL_CROUCHING ? ANIM_CR_AIMSQUEAK : ANIM_AIMSQUEAK;
}
void w_snark_hud(void)
{
#ifdef CSQC
HUD_DrawAmmo2();
#endif
}
void w_snark_hudpic(int s, vector pos)
{
#ifdef CSQC
if (s) {
drawsubpic(pos, [170,45], "sprites/640hud6.spr_0.tga", [0,135/256], [170/256,45/256], g_hud_color, 1, DRAWFLAG_ADDITIVE);
} else {
drawsubpic(pos, [170,45], "sprites/640hud3.spr_0.tga", [0,135/256], [170/256,45/256], g_hud_color, 1, DRAWFLAG_ADDITIVE);
}
#endif
}
weapon_t w_snark =
{
ITEM_SNARK,
4,
3,
w_snark_draw,
w_snark_holster,
w_snark_primary,
w_snark_secondary,
w_snark_reload,
w_snark_release,
w_snark_hud,
w_snark_precache,
w_snark_pickup,
w_snark_vmodel,
w_snark_wmodel,
w_snark_pmodel,
w_snark_deathmsg,
w_snark_aimanim,
w_snark_hudpic
};
#ifdef SSQC
void weapon_snark(void) {
Weapons_InitItem(WEAPON_SNARK);
}
#endif