/*** * * 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. * ****/ #if !defined( OEM_BUILD ) && !defined( HLDEMO_BUILD ) #include "extdll.h" #include "util.h" #include "cbase.h" #include "monsters.h" #include "weapons.h" #include "nodes.h" #include "player.h" #include "gamerules.h" #ifndef CLIENT_DLL #define BOLT_AIR_VELOCITY 150 #define BOLT_WATER_VELOCITY 50 // UNDONE: Save/restore this? Don't forget to set classname and LINK_ENTITY_TO_CLASS() // // OVERLOADS SOME ENTVARS: // // speed - the ideal magnitude of my velocity class CBowBolt : public CBaseEntity { void Spawn( void ); void Precache( void ); int Classify ( void ); void EXPORT BubbleThink( void ); void EXPORT BoltTouch( CBaseEntity *pOther ); void EXPORT ExplodeThink( void ); int m_iTrail; public: static CBowBolt *BoltCreate( void ); }; LINK_ENTITY_TO_CLASS( bow_bolt, CBowBolt ); CBowBolt *CBowBolt::BoltCreate( void ) { // Create a new entity with CCrossbowBolt private data CBowBolt *pBolt = GetClassPtr( (CBowBolt *)NULL ); pBolt->pev->classname = MAKE_STRING("bolt"); pBolt->Spawn(); return pBolt; } void CBowBolt::Spawn( ) { Precache( ); pev->movetype = MOVETYPE_FLY; pev->solid = SOLID_BBOX; pev->gravity = 0.5; SET_MODEL(ENT(pev), "models/bow_bolt.mdl"); UTIL_SetOrigin( pev, pev->origin ); UTIL_SetSize(pev, Vector(0, 0, 0), Vector(0, 0, 0)); SetTouch( &CBowBolt::BoltTouch ); SetThink( &CBowBolt::BubbleThink ); pev->nextthink = gpGlobals->time + 0.2f; } void CBowBolt::Precache( ) { PRECACHE_MODEL ("models/bow_bolt.mdl"); PRECACHE_SOUND("weapons/bow_hitbod1.wav"); PRECACHE_SOUND("weapons/bow_hitbod2.wav"); //PRECACHE_SOUND("weapons/bow_fly1.wav"); PRECACHE_SOUND("weapons/bow_hit1.wav"); PRECACHE_SOUND("weapons/arrow.wav"); PRECACHE_SOUND("fvox/beep.wav"); m_iTrail = PRECACHE_MODEL("sprites/streak.spr"); } int CBowBolt :: Classify ( void ) { return CLASS_NONE; } void CBowBolt::BoltTouch( CBaseEntity *pOther ) { SetTouch( NULL ); SetThink( NULL ); if (pOther->pev->takedamage) { TraceResult tr = UTIL_GetGlobalTrace( ); entvars_t *pevOwner; pevOwner = VARS( pev->owner ); // UNDONE: this needs to call TraceAttack instead ClearMultiDamage( ); pOther->TraceAttack(pevOwner, gSkillData.plrDmgBow, pev->velocity.Normalize(), &tr, DMG_BULLET | DMG_ALWAYSGIB ); ApplyMultiDamage( pev, pevOwner ); pev->velocity = Vector( 0, 0, 0 ); // play body "errgh" sound switch( RANDOM_LONG(0,1) ) { case 0: EMIT_SOUND(ENT(pev), CHAN_BODY, "weapons/bow_hitbod1.wav", 1, ATTN_NORM); break; case 1: EMIT_SOUND(ENT(pev), CHAN_BODY, "weapons/bow_hitbod2.wav", 1, ATTN_NORM); break; } if ( !g_pGameRules->IsMultiplayer() ) { Killed( pev, GIB_ALWAYS ); //Smokey ;D } UTIL_Remove( this ); } else { EMIT_SOUND_DYN(ENT(pev), CHAN_BODY, "weapons/bow_hit1.wav", RANDOM_FLOAT(0.95, 1.0), ATTN_NORM, 0, 98 + RANDOM_LONG(0,7)); SetThink( &CBaseEntity::SUB_Remove ); pev->nextthink = gpGlobals->time;// this will get changed below if the bolt is allowed to stick in what it hit. if ( FClassnameIs( pOther->pev, "worldspawn" ) ) { // if what we hit is static architecture, can stay around for a while. Vector vecDir = pev->velocity.Normalize( ); UTIL_SetOrigin( pev, pev->origin - vecDir * 12 ); pev->angles = UTIL_VecToAngles( vecDir ); pev->solid = SOLID_NOT; pev->movetype = MOVETYPE_FLY; pev->velocity = Vector( 0, 0, 0 ); pev->avelocity.z = 0; pev->angles.z = RANDOM_LONG(0,360); pev->nextthink = gpGlobals->time + 10.0f; } if (UTIL_PointContents(pev->origin) != CONTENTS_WATER) { UTIL_Sparks( pev->origin ); } } } void CBowBolt::BubbleThink( void ) { pev->nextthink = gpGlobals->time + 0.1f; if (pev->waterlevel == 0) return; UTIL_BubbleTrail( pev->origin - pev->velocity * 0.1f, pev->origin, 20 ); } void CBowBolt::ExplodeThink( void ) { int iContents = UTIL_PointContents ( pev->origin ); int iScale; pev->dmg = 40; iScale = 10; MESSAGE_BEGIN( MSG_PVS, SVC_TEMPENTITY, pev->origin ); WRITE_BYTE( TE_EXPLOSION); WRITE_COORD( pev->origin.x ); WRITE_COORD( pev->origin.y ); WRITE_COORD( pev->origin.z ); if (iContents != CONTENTS_WATER) { WRITE_SHORT( g_sModelIndexFireball ); } else { WRITE_SHORT( g_sModelIndexWExplosion ); } WRITE_BYTE( iScale ); // scale * 10 WRITE_BYTE( 15 ); // framerate WRITE_BYTE( TE_EXPLFLAG_NONE ); MESSAGE_END(); entvars_t *pevOwner; if ( pev->owner ) pevOwner = VARS( pev->owner ); else pevOwner = NULL; pev->owner = NULL; // can't traceline attack owner if this is set ::RadiusDamage( pev->origin, pev, pevOwner, pev->dmg, 128, CLASS_NONE, DMG_BLAST | DMG_ALWAYSGIB ); UTIL_Remove(this); } #endif enum bow_e { // Do this Link BOW_IDLE1 = 0, // full BOW_IDLE2, // empty BOW_FIDGET1, // full BOW_FIDGET2, // empty BOW_FIRE1, // full BOW_FIRE2, // reload BOW_FIRE3, // empty BOW_RELOAD, // from empty BOW_DRAW1, // full BOW_DRAW2, // empty BOW_HOLSTER1, // full BOW_HOLSTER2, // empty }; LINK_ENTITY_TO_CLASS( weapon_bow, CBow ); void CBow::Spawn( ) { Precache( ); m_iId = WEAPON_BOW; SET_MODEL(ENT(pev), "models/w_bow.mdl"); m_iDefaultAmmo = BOW_DEFAULT_GIVE; FallInit();// get ready to fall down. } int CBow::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; } void CBow::Precache( void ) { PRECACHE_MODEL("models/w_bow.mdl"); PRECACHE_MODEL("models/v_bow.mdl"); PRECACHE_MODEL("models/p_bow.mdl"); //PRECACHE_SOUND("weapons/xbow_fire1.wav"); //PRECACHE_SOUND("weapons/xbow_reload1.wav"); UTIL_PrecacheOther( "bow_bolt" ); m_usBow = PRECACHE_EVENT( 1, "events/bow.sc" ); //m_usCrossbow2 = PRECACHE_EVENT( 1, "events/crossbow2.sc" ); } int CBow::GetItemInfo(ItemInfo *p) { p->pszName = STRING(pev->classname); p->pszAmmo1 = "arrows"; p->iMaxAmmo1 = BOW_MAX_CARRY; p->pszAmmo2 = NULL; p->iMaxAmmo2 = -1; p->iMaxClip = BOW_MAX_CLIP; p->iSlot = 2; p->iPosition = 4; p->iId = WEAPON_BOW; p->iFlags = 0; p->iWeight = BOW_WEIGHT; return 1; } BOOL CBow::Deploy( ) { if (m_iClip) return DefaultDeploy( "models/v_bow.mdl", "models/p_bow.mdl", BOW_DRAW1, "bow" ); return DefaultDeploy( "models/v_bow.mdl", "models/p_bow.mdl", BOW_DRAW2, "bow" ); } void CBow::Holster( int skiplocal /* = 0 */ ) { m_fInReload = FALSE;// cancel any reload in progress. /*if ( m_fInZoom ) { SecondaryAttack( ); }*/ m_pPlayer->m_flNextAttack = UTIL_WeaponTimeBase() + 0.5f; if (m_iClip) SendWeaponAnim( BOW_HOLSTER1 ); else SendWeaponAnim( BOW_HOLSTER2 ); } void CBow::PrimaryAttack( void ) { FireBolt(); } // this function only gets called in multiplayer /*void CCrossbow::FireSniperBolt() { m_flNextPrimaryAttack = UTIL_WeaponTimeBase() + 0.75f; if (m_iClip == 0) { PlayEmptySound( ); return; } TraceResult tr; m_pPlayer->m_iWeaponVolume = QUIET_GUN_VOLUME; m_iClip--; int flags; #if defined( CLIENT_WEAPONS ) flags = FEV_NOTHOST; #else flags = 0; #endif PLAYBACK_EVENT_FULL( flags, m_pPlayer->edict(), m_usCrossbow2, 0.0, g_vecZero, g_vecZero, 0, 0, m_iClip, m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType], 0, 0 ); // player "shoot" animation m_pPlayer->SetAnimation( PLAYER_ATTACK1 ); Vector anglesAim = m_pPlayer->pev->v_angle + m_pPlayer->pev->punchangle; UTIL_MakeVectors( anglesAim ); Vector vecSrc = m_pPlayer->GetGunPosition( ) - gpGlobals->v_up * 2; Vector vecDir = gpGlobals->v_forward; UTIL_TraceLine(vecSrc, vecSrc + vecDir * 8192, dont_ignore_monsters, m_pPlayer->edict(), &tr); #ifndef CLIENT_DLL if ( tr.pHit->v.takedamage ) { ClearMultiDamage( ); CBaseEntity::Instance(tr.pHit)->TraceAttack(m_pPlayer->pev, 120, vecDir, &tr, DMG_BULLET | DMG_NEVERGIB ); ApplyMultiDamage( pev, m_pPlayer->pev ); } #endif }*/ void CBow::FireBolt() { TraceResult tr; if (m_iClip == 0) { PlayEmptySound( ); return; } m_pPlayer->m_iWeaponVolume = NORMAL_GUN_VOLUME; //m_iClip--; m_pPlayer->m_rgAmmo[ m_iPrimaryAmmoType ]--; int flags; #if defined( CLIENT_WEAPONS ) flags = FEV_NOTHOST; #else flags = 0; #endif PLAYBACK_EVENT_FULL( flags, m_pPlayer->edict(), m_usBow, 0.0, g_vecZero, g_vecZero, 0, 0, m_iClip, m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType], 0, 0 ); // player "shoot" animation m_pPlayer->SetAnimation( PLAYER_ATTACK1 ); Vector anglesAim = m_pPlayer->pev->v_angle + m_pPlayer->pev->punchangle; UTIL_MakeVectors( anglesAim ); anglesAim.x = -anglesAim.x; Vector vecSrc = m_pPlayer->GetGunPosition( ) - gpGlobals->v_up * 2; Vector vecDir = gpGlobals->v_forward; #ifndef CLIENT_DLL CBowBolt *pBolt = CBowBolt::BoltCreate(); pBolt->pev->origin = vecSrc; pBolt->pev->angles = anglesAim; pBolt->pev->owner = m_pPlayer->edict(); if (m_pPlayer->pev->waterlevel == 3) { pBolt->pev->velocity = vecDir * BOLT_WATER_VELOCITY; pBolt->pev->speed = BOLT_WATER_VELOCITY; } else { pBolt->pev->velocity = vecDir * BOLT_AIR_VELOCITY; pBolt->pev->speed = BOLT_AIR_VELOCITY; } pBolt->pev->avelocity.z = 10; #endif if (!m_iClip && m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] <= 0) // HEV suit - indicate out of ammo condition m_pPlayer->SetSuitUpdate("!HEV_AMO0", FALSE, 0); m_flNextPrimaryAttack = UTIL_WeaponTimeBase() + 0.75f; m_flNextSecondaryAttack = UTIL_WeaponTimeBase() + 0.75f; if (m_iClip != 0) m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 5.0f; else m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 0.75f; } /*void CCrossbow::SecondaryAttack() { if ( m_pPlayer->pev->fov != 0 ) { m_pPlayer->pev->fov = m_pPlayer->m_iFOV = 0; // 0 means reset to default fov m_fInZoom = 0; } else if ( m_pPlayer->pev->fov != 20 ) { m_pPlayer->pev->fov = m_pPlayer->m_iFOV = 20; m_fInZoom = 1; } pev->nextthink = UTIL_WeaponTimeBase() + 0.1f; m_flNextSecondaryAttack = UTIL_WeaponTimeBase() + 1.0f; }*/ /*void CCrossbow::Reload( void ) { if ( m_pPlayer->ammo_bolts <= 0 ) return; if ( DefaultReload( 5, BOW_RELOAD, 4.5 ) ) { EMIT_SOUND_DYN(ENT(m_pPlayer->pev), CHAN_ITEM, "weapons/xbow_reload1.wav", RANDOM_FLOAT(0.95, 1.0), ATTN_NORM, 0, 93 + RANDOM_LONG(0,0xF)); } }*/ void CBow::WeaponIdle( void ) { m_pPlayer->GetAutoaimVector( AUTOAIM_2DEGREES ); // get the autoaim vector but ignore it; used for autoaim crosshair in DM ResetEmptySound( ); if ( m_flTimeWeaponIdle < UTIL_WeaponTimeBase() ) { float flRand = UTIL_SharedRandomFloat( m_pPlayer->random_seed, 0, 1 ); if (flRand <= 0.75f) { if (m_iClip) { SendWeaponAnim( BOW_IDLE1 ); } else { SendWeaponAnim( BOW_IDLE2 ); } m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + UTIL_SharedRandomFloat( m_pPlayer->random_seed, 10, 15 ); } else { if (m_iClip) { SendWeaponAnim( BOW_FIDGET1 ); m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 90.0f / 30.0f; } else { SendWeaponAnim( BOW_FIDGET2 ); m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 80.0f / 30.0f; } } } } class CBowAmmo : public CBasePlayerAmmo { void Spawn( void ) { Precache( ); SET_MODEL(ENT(pev), "models/w_bow_clip.mdl"); CBasePlayerAmmo::Spawn( ); } void Precache( void ) { PRECACHE_MODEL ("models/w_bow_clip.mdl"); PRECACHE_SOUND("items/9mmclip1.wav"); } BOOL AddAmmo( CBaseEntity *pOther ) { if (pOther->GiveAmmo( 30, "arrows", BOW_MAX_CARRY ) != -1) { EMIT_SOUND(ENT(pev), CHAN_ITEM, "items/9mmclip1.wav", 1, ATTN_NORM); return TRUE; } return FALSE; } }; LINK_ENTITY_TO_CLASS( ammo_bow, CBowAmmo ); #endif