nuclide/Source/Shared/WeaponC4Bomb.c

211 lines
5.9 KiB
C

/*
OpenCS Project
Copyright (C) 2016, 2017 Marco "eukara" Hladik
This program is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License
as published by the Free Software Foundation; either version 2
of the License, or (at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
See the GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to the Free Software
Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*/
#ifdef SSQC
.float fBombProgress;
#else
int iBombProgress;
#endif
// Weapon Info
weaponinfo_t wptC4BOMB = {
WEAPON_C4BOMB, // Identifier
SLOT_GRENADE,
0, // Price
CALIBER_50AE, // Caliber ID
1.0, // Max Player Speed
0, // Bullets Per Shot
0, // Clip/MagSize
500, // Damage
1, // Penetration Multiplier
64, // Bullet Range
1, // Range Modifier
TYPE_AUTO,
0.0, // Attack-Delay
0.0, // Reload-Delay
iAmmo_9MM, // Caliber Pointer
iAmmo_9MM, // Clip Pointer
1, // Accuracy Divisor
1, // Accuracy Offset
1, // Max Inaccuracy
8,
4
};
// Anim Table
enum {
ANIM_C4_IDLE,
ANIM_C4_DRAW,
ANIM_C4_DROP,
ANIM_C4_ENTERCODE
};
#ifdef SSQC
void WeaponC4BOMB_Drop( vector vBombPos ) {
static float fBeepTime; // Used for the beeping sounds that last 1.5 seconds
static float fDefuseProgress; // Used to track... the progress
static void C4BombThink( void ) {
// If the guy who started using us stopped using us, reset the defuser counter
if ( ( self.eUser != world ) && ( self.eUser.button6 == FALSE ) ) {
self.eUser.fProgressBar = 0;
self.eUser = world;
fDefuseProgress = 0;
}
// If our time has passed, explode
if ( self.fAttackFinished < time ) {
Rules_RoundOver( TEAM_T, 3500, FALSE );
sound( self, CHAN_VOICE, "weapons/c4_explode1.wav", 1.0, ATTN_NONE );
Damage_Radius( self.origin, self.owner, 500, 1024 );
remove( self );
iBombPlanted = FALSE;
return;
}
// Only play sounds every once in a while
if ( fBeepTime > time ) {
return;
}
fBeepTime = time + 1.5;
if ( self.fAttackFinished - time < 2 ) {
sound( self, CHAN_VOICE, "weapons/c4_beep5.wav", 1.0, ATTN_NONE );
} else if ( self.fAttackFinished - time < 5 ) {
sound( self, CHAN_VOICE, "weapons/c4_beep5.wav", 1.0, ATTN_NORM );
} else if ( self.fAttackFinished - time < 10 ) {
sound( self, CHAN_VOICE, "weapons/c4_beep4.wav", 1.0, ATTN_NORM );
} else if ( self.fAttackFinished - time < 20 ) {
sound( self, CHAN_VOICE, "weapons/c4_beep3.wav", 1.0, ATTN_NORM );
} else if ( self.fAttackFinished - time < 30 ) {
sound( self, CHAN_VOICE, "weapons/c4_beep2.wav", 1.0, ATTN_NORM );
} else {
sound( self, CHAN_VOICE, "weapons/c4_beep1.wav", 1.0, ATTN_NORM );
}
}
static void C4BombUse( void ) {
/*if ( eActivator.team != TEAM_CT ) {
return;
}*/
// On first use, play defusing sound
if ( self.eUser == world ) {
sound( self, CHAN_VOICE, "weapons/c4_disarm.wav", 1.0, ATTN_NORM );
}
// Takes 10 seconds to defuse that thing!
if ( fDefuseProgress > 10 ) {
sound( self, CHAN_VOICE, "weapons/c4_disarmed.wav", 1.0, ATTN_NORM );
Rules_RoundOver( TEAM_CT, 3500, TRUE );
Radio_BroadcastMessage( RADIO_BOMBDEF );
eActivator.fProgressBar = 0;
iBombPlanted = FALSE;
remove( self );
return;
}
// If the user has for the right equipment, make 10 seconds pass twice as fast
if ( eActivator.iEquipment & EQUIPMENT_DEFUSALKIT ) {
fDefuseProgress += ( frametime * 2 );
} else {
fDefuseProgress += frametime;
}
eActivator.fProgressBar = (fDefuseProgress * 0.1);
// Makesure C4BombThink knows who the user is
self.eUser = eActivator;
}
// Do all the dirty entspawning stuff
entity eBomb = spawn();
eBomb.classname = "c4bomb";
setorigin( eBomb, vBombPos );
setmodel( eBomb, "models/w_c4.mdl" );
eBomb.solid = SOLID_BBOX;
eBomb.customphysics = C4BombThink;
eBomb.fAttackFinished = time + autocvar_mp_c4timer;
eBomb.vUse = C4BombUse;
eBomb.iUsable = TRUE;
sound( eBomb, CHAN_WEAPON, "weapons/c4_plant.wav", 1.0, ATTN_IDLE );
// Broadcast the bomb state
Radio_BroadcastMessage( RADIO_BOMBPL );
iBombPlanted = TRUE;
// Tell the bomb-planter to get rid of the weapon!
self.fSlotGrenade = self.fSlotGrenade - WEAPON_C4BOMB;
Weapon_SwitchBest();
}
#endif
void WeaponC4BOMB_Draw( void ) {
#ifdef SSQC
Client_SendEvent( self, EV_WEAPON_DRAW );
#else
View_PlayAnimation( ANIM_C4_DRAW );
#endif
}
void WeaponC4BOMB_Release( void ) {
#ifdef SSQC
self.fBombProgress = 0;
#else
View_PlayAnimation( ANIM_C4_IDLE );
iBombProgress = 0;
#endif
}
void WeaponC4BOMB_PrimaryFire( void ) {
#ifdef SSQC
makevectors( self.v_angle );
traceline( self.origin + self.view_ofs, self.origin + self.view_ofs + ( v_forward * 64 ), FALSE, self );
// If we aren't aiming at a place or look in the wrong location... stop it
if ( trace_fraction == 1 || self.fInBombZone == FALSE ) {
WeaponC4BOMB_Release();
self.fAttackFinished = time + 1.0;
return;
}
// Play the sequence at the start
if ( self.fBombProgress == 0 ) {
Client_SendEvent( self, EV_WEAPON_PRIMARYATTACK );
}
// Add onto the planting-time thing
self.fBombProgress += frametime;
// 3 seconds have passed, plant the bomb
if ( self.fBombProgress >= 3.0 ) {
WeaponC4BOMB_Drop( trace_endpos );
}
#else
View_PlayAnimation( ANIM_C4_ENTERCODE );
Sound_Delayed( "weapons/c4_click.wav", 1.0, 1.18 );
Sound_Delayed( "weapons/c4_click.wav", 1.0, 1.42 );
Sound_Delayed( "weapons/c4_click.wav", 1.0, 1.63 );
Sound_Delayed( "weapons/c4_click.wav", 1.0, 1.88 );
Sound_Delayed( "weapons/c4_click.wav", 1.0, 2.12 );
Sound_Delayed( "weapons/c4_click.wav", 1.0, 2.36 );
Sound_Delayed( "weapons/c4_click.wav", 1.0, 2.55 );
#endif
}