/*** * * Copyright (c) 1996-2002, Valve LLC. All rights reserved. * * This product contains software technology licensed from Id * Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc. * All Rights Reserved. * * Use, distribution, and modification of this source code and/or resulting * object code is restricted to non-commercial enhancements to products from * Valve LLC. All other use, distribution, or modification is prohibited * without written permission from Valve LLC. * ****/ #include "extdll.h" #include "util.h" #include "cbase.h" #include "monsters.h" #include "weapons.h" #include "nodes.h" #include "player.h" #include "gamerules.h" #define CROWBAR_BODYHIT_VOLUME 128 #define CROWBAR_WALLHIT_VOLUME 512 LINK_ENTITY_TO_CLASS( weapon_heaterpipe, CCrowbar ) enum crowbar_e { CROWBAR_IDLE = 0, CROWBAR_DRAW, CROWBAR_HOLSTER, CROWBAR_ATTACK1HIT, CROWBAR_ATTACK1MISS, CROWBAR_ATTACK2MISS, CROWBAR_ATTACK2HIT, CROWBAR_ATTACK3MISS, #ifndef CROWBAR_IDLE_ANIM CROWBAR_ATTACK3HIT #else CROWBAR_ATTACK3HIT, CROWBAR_IDLE2, CROWBAR_IDLE3 #endif }; void CCrowbar::Spawn() { Precache(); m_iId = WEAPON_CROWBAR; SET_MODEL( ENT( pev ), "models/w_heaterpipe.mdl" ); m_iClip = -1; FallInit();// get ready to fall down. } void CCrowbar::Precache( void ) { PRECACHE_MODEL( "models/v_heaterpipe.mdl" ); PRECACHE_MODEL( "models/w_heaterpipe.mdl" ); PRECACHE_MODEL( "models/p_heaterpipe.mdl" ); PRECACHE_SOUND( "weapons/pipe_hit1.wav" ); PRECACHE_SOUND( "weapons/pipe_hit2.wav" ); PRECACHE_SOUND( "weapons/cbar_hitbod1.wav" ); PRECACHE_SOUND( "weapons/cbar_hitbod2.wav" ); PRECACHE_SOUND( "weapons/cbar_hitbod3.wav" ); PRECACHE_SOUND( "weapons/pipe_miss.wav" ); PRECACHE_SOUND( "player/pl_breathe.wav" ); } int CCrowbar::GetItemInfo( ItemInfo *p ) { p->pszName = STRING( pev->classname ); p->pszAmmo1 = NULL; p->iMaxAmmo1 = -1; p->pszAmmo2 = NULL; p->iMaxAmmo2 = -1; p->iMaxClip = WEAPON_NOCLIP; p->iSlot = 0; p->iPosition = 0; p->iId = m_iId = WEAPON_CROWBAR; p->iWeight = CROWBAR_WEIGHT; return 1; } int CCrowbar::AddToPlayer( CBasePlayer *pPlayer ) { if( CBasePlayerWeapon::AddToPlayer( pPlayer ) ) { MESSAGE_BEGIN( MSG_ONE, gmsgWeapPickup, NULL, pPlayer->pev ); WRITE_BYTE( m_iId ); MESSAGE_END(); return TRUE; } return FALSE; } BOOL CCrowbar::Deploy() { return DefaultDeploy( "models/v_heaterpipe.mdl", "models/p_heaterpipe.mdl", CROWBAR_DRAW, "crowbar" ); } void CCrowbar::Holster( int skiplocal /* = 0 */ ) { m_pPlayer->m_flNextAttack = UTIL_WeaponTimeBase() + 0.5; SendWeaponAnim( CROWBAR_HOLSTER ); } void FindHullIntersection( const Vector &vecSrc, TraceResult &tr, float *mins, float *maxs, edict_t *pEntity ) { int i, j, k; float distance; float *minmaxs[2] = {mins, maxs}; TraceResult tmpTrace; Vector vecHullEnd = tr.vecEndPos; Vector vecEnd; distance = 1e6f; vecHullEnd = vecSrc + ( ( vecHullEnd - vecSrc ) * 2 ); UTIL_TraceLine( vecSrc, vecHullEnd, dont_ignore_monsters, pEntity, &tmpTrace ); if( tmpTrace.flFraction < 1.0 ) { tr = tmpTrace; return; } for( i = 0; i < 2; i++ ) { for( j = 0; j < 2; j++ ) { for( k = 0; k < 2; k++ ) { vecEnd.x = vecHullEnd.x + minmaxs[i][0]; vecEnd.y = vecHullEnd.y + minmaxs[j][1]; vecEnd.z = vecHullEnd.z + minmaxs[k][2]; UTIL_TraceLine( vecSrc, vecEnd, dont_ignore_monsters, pEntity, &tmpTrace ); if( tmpTrace.flFraction < 1.0 ) { float thisDistance = ( tmpTrace.vecEndPos - vecSrc ).Length(); if( thisDistance < distance ) { tr = tmpTrace; distance = thisDistance; } } } } } } void CCrowbar::PrimaryAttack() { if( m_flNextPrimaryAttack + 1 <= UTIL_WeaponTimeBase() ) { m_iSwing = Q_max( 0, m_iSwing - static_cast( ( UTIL_WeaponTimeBase() - m_flNextPrimaryAttack ) * 5.0f ) ); } Swing(); ++m_iSwing; } void CCrowbar::Smack() { DecalGunshot( &m_trHit, BULLET_PLAYER_CROWBAR ); } void CCrowbar::Swing() { TraceResult tr; float flVol; UTIL_MakeVectors( m_pPlayer->pev->v_angle ); Vector vecSrc = m_pPlayer->GetGunPosition(); Vector vecEnd = vecSrc + gpGlobals->v_forward * 32; UTIL_TraceLine( vecSrc, vecEnd, dont_ignore_monsters, ENT( m_pPlayer->pev ), &tr ); #ifndef CLIENT_DLL if( tr.flFraction >= 1.0 ) { UTIL_TraceHull( vecSrc, vecEnd, dont_ignore_monsters, head_hull, ENT( m_pPlayer->pev ), &tr ); if( tr.flFraction < 1.0 ) { // Calculate the point of intersection of the line (or hull) and the object we hit // This is and approximation of the "best" intersection CBaseEntity *pHit = CBaseEntity::Instance( tr.pHit ); if( !pHit || pHit->IsBSPModel() ) FindHullIntersection( vecSrc, tr, VEC_DUCK_HULL_MIN, VEC_DUCK_HULL_MAX, m_pPlayer->edict() ); vecEnd = tr.vecEndPos; // This is the point on the actual surface (the hull could have hit space) } } #endif if( m_iSwing > 4 && m_flNextBreathSoundTime <= UTIL_WeaponTimeBase() ) { flVol = Q_min( 1.0f, static_cast( m_iSwing - 3 ) * 0.2 ); EMIT_SOUND( ENT( m_pPlayer->pev ), CHAN_BODY, "player/pl_breathe.wav", flVol, ATTN_NORM ); m_flNextBreathSoundTime = UTIL_WeaponTimeBase() + 1.2f; } if( tr.flFraction >= 1.0 ) { // miss switch( ( m_iSwing++ ) % 3 ) { case 0: SendWeaponAnim( CROWBAR_ATTACK1MISS ); break; case 1: SendWeaponAnim( CROWBAR_ATTACK2MISS ); break; case 2: SendWeaponAnim( CROWBAR_ATTACK3MISS ); break; } m_flNextPrimaryAttack = ( static_cast( m_iSwing ) * 0.03f ) + UTIL_WeaponTimeBase() + 0.5f; EMIT_SOUND_DYN( ENT( m_pPlayer->pev ), CHAN_WEAPON, "weapons/pipe_miss.wav", 1, ATTN_NORM, 0, 94 + RANDOM_LONG( 0, 0xF ) ); #ifdef CROWBAR_IDLE_ANIM m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + UTIL_SharedRandomFloat( m_pPlayer->random_seed, 10, 15 ); #endif // player "shoot" animation m_pPlayer->SetAnimation( PLAYER_ATTACK1 ); } else { switch( ( m_iSwing++ ) % 3 ) { case 0: SendWeaponAnim( CROWBAR_ATTACK1HIT ); break; case 1: SendWeaponAnim( CROWBAR_ATTACK2HIT ); break; case 2: SendWeaponAnim( CROWBAR_ATTACK3HIT ); break; } // player "shoot" animation m_pPlayer->SetAnimation( PLAYER_ATTACK1 ); #ifndef CLIENT_DLL // hit CBaseEntity *pEntity = CBaseEntity::Instance( tr.pHit ); // play thwack, smack, or dong sound flVol = 1.0; int fHitWorld = TRUE; m_flNextPrimaryAttack = ( static_cast( m_iSwing ) * 0.03f ) + UTIL_WeaponTimeBase() + 0.3f; if( pEntity ) { ClearMultiDamage(); float flDmg = Q_max( 1.0f, gSkillData.plrDmgCrowbar - ( static_cast( m_iSwing ) * 0.5f ) ); pEntity->TraceAttack( m_pPlayer->pev, flDmg, gpGlobals->v_forward, &tr, DMG_CLUB ); ApplyMultiDamage( m_pPlayer->pev, m_pPlayer->pev ); if( pEntity->Classify() != CLASS_NONE && pEntity->Classify() != CLASS_MACHINE ) { // play thwack or smack sound switch( RANDOM_LONG( 0, 2 ) ) { case 0: EMIT_SOUND( ENT( m_pPlayer->pev ), CHAN_ITEM, "weapons/cbar_hitbod1.wav", 1, ATTN_NORM ); break; case 1: EMIT_SOUND( ENT( m_pPlayer->pev ), CHAN_ITEM, "weapons/cbar_hitbod2.wav", 1, ATTN_NORM ); break; case 2: EMIT_SOUND( ENT( m_pPlayer->pev ), CHAN_ITEM, "weapons/cbar_hitbod3.wav", 1, ATTN_NORM ); break; } m_pPlayer->m_iWeaponVolume = CROWBAR_BODYHIT_VOLUME; if( !pEntity->IsAlive() ) return; else flVol = 0.1; fHitWorld = FALSE; } } // play texture hit sound // UNDONE: Calculate the correct point of intersection when we hit with the hull instead of the line if( fHitWorld ) { float fvolbar = TEXTURETYPE_PlaySound( &tr, vecSrc, vecSrc + ( vecEnd - vecSrc ) * 2, BULLET_PLAYER_CROWBAR ); if( g_pGameRules->IsMultiplayer() ) { // override the volume here, cause we don't play texture sounds in multiplayer, // and fvolbar is going to be 0 from the above call. fvolbar = 1; } // also play crowbar strike switch( RANDOM_LONG( 0, 1 ) ) { case 0: EMIT_SOUND_DYN( ENT( m_pPlayer->pev ), CHAN_ITEM, "weapons/pipe_hit1.wav", fvolbar, ATTN_NORM, 0, 98 + RANDOM_LONG( 0, 3 ) ); break; case 1: EMIT_SOUND_DYN( ENT( m_pPlayer->pev ), CHAN_ITEM, "weapons/pipe_hit2.wav", fvolbar, ATTN_NORM, 0, 98 + RANDOM_LONG( 0, 3 ) ); break; } // delay the decal a bit m_trHit = tr; } m_pPlayer->m_iWeaponVolume = (int)( flVol * CROWBAR_WALLHIT_VOLUME ); SetThink( &CCrowbar::Smack ); pev->nextthink = UTIL_WeaponTimeBase() + 0.1f; #endif } #ifdef CROWBAR_IDLE_ANIM m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + UTIL_SharedRandomFloat( m_pPlayer->random_seed, 10, 15 ); #endif } #ifdef CROWBAR_IDLE_ANIM void CCrowbar::WeaponIdle( void ) { if( m_flTimeWeaponIdle < UTIL_WeaponTimeBase() ) { int iAnim; float flRand = UTIL_SharedRandomFloat( m_pPlayer->random_seed, 0, 1 ); if( flRand > 0.9 ) { iAnim = CROWBAR_IDLE2; m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 160.0 / 30.0; } else { if( flRand > 0.5 ) { iAnim = CROWBAR_IDLE; m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 70.0 / 30.0; } else { iAnim = CROWBAR_IDLE3; m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 160.0 / 30.0; } } SendWeaponAnim( iAnim ); } } #endif