/*** * * Copyright (c) 1996-2001, 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 "shake.h" #include "gamerules.h" #include "crossbow.h" extern int gmsgScope; enum cmlwbr_e { CMLWBR_IDLE1 = 0, // drawn CMLWBR_IDLE2, // undrawn CMLWBR_FIDGET1, // drawn CMLWBR_FIDGET2, // undrawn CMLWBR_FIRE1, CMLWBR_RELOAD, // drawn CMLWBR_DRAWBACK, CMLWBR_UNDRAW, CMLWBR_DRAW1, // drawn CMLWBR_DRAW2, // undrawn CMLWBR_HOLSTER1, // drawn CMLWBR_HOLSTER2, // undrawn }; LINK_ENTITY_TO_CLASS(weapon_cmlwbr, CCmlwbr); void CCmlwbr::Spawn() { Precache(); m_iId = WEAPON_CMLWBR; SET_MODEL(ENT(pev), "models/w_crossbow.mdl"); m_iDefaultAmmo = CMLWBR_DEFAULT_GIVE; SetDrawn( FALSE ); m_fInSpecialReload = 0; FallInit();// get ready to fall down. } int CCmlwbr::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 CCmlwbr::Precache(void) { PRECACHE_MODEL("models/w_crossbow.mdl"); PRECACHE_MODEL("models/v_cmlwbr.mdl"); PRECACHE_MODEL("models/p_cmlwbr.mdl"); PRECACHE_SOUND("weapons/cmlwbr_drawback.wav"); PRECACHE_SOUND("weapons/cmlwbr_fire.wav"); PRECACHE_SOUND("weapons/cmlwbr_reload.wav"); PRECACHE_SOUND("weapons/cmlwbr_undraw.wav"); PRECACHE_SOUND("weapons/cmlwbr_zoom.wav"); PRECACHE_SOUND("weapons/xbow_fire1.wav"); PRECACHE_SOUND("weapons/xbow_reload1.wav"); UTIL_PrecacheOther("crossbow_bolt"); m_usReload = PRECACHE_EVENT(1, "events/reload.sc"); m_usCmlwbr = PRECACHE_EVENT(1, "events/cmlwbr.sc"); } int CCmlwbr::GetItemInfo(ItemInfo *p) { p->pszName = STRING(pev->classname); p->pszAmmo1 = "bolts"; p->iMaxAmmo1 = BOLT_MAX_CARRY; p->pszAmmo2 = NULL; p->iMaxAmmo2 = -1; p->iMaxClip = CMLWBR_MAX_CLIP; p->iSlot = 2; p->iPosition = 1; p->iId = WEAPON_CMLWBR; p->iFlags = 0; p->iWeight = CMLWBR_WEIGHT; return 1; } BOOL CCmlwbr::Deploy() { m_pPlayer->m_flNextAttack = UTIL_WeaponTimeBase() + 0.6f; if (IsDrawn()) return DefaultDeploy("models/v_cmlwbr.mdl", "models/p_cmlwbr.mdl", CMLWBR_DRAW1, "bow"); return DefaultDeploy("models/v_cmlwbr.mdl", "models/p_cmlwbr.mdl", CMLWBR_DRAW2, "bow"); } void CCmlwbr::Holster(int skiplocal /* = 0 */) { m_fInReload = FALSE;// cancel any reload in progress. if (m_fInZoom) { ZoomOut(); } m_pPlayer->m_flNextAttack = UTIL_WeaponTimeBase() + 0.5; if (IsDrawn()) SendWeaponAnim(CMLWBR_HOLSTER1); else SendWeaponAnim(CMLWBR_HOLSTER2); m_fInSpecialReload = 0; STOP_SOUND(ENT(m_pPlayer->pev), CHAN_ITEM, "weapons/cmlwbr_reload.wav"); STOP_SOUND(ENT(m_pPlayer->pev), CHAN_ITEM, "weapons/cmlwbr_zoom.wav"); STOP_SOUND(ENT(m_pPlayer->pev), CHAN_ITEM, "weapons/cmlwbr_drawback.wav"); STOP_SOUND(ENT(m_pPlayer->pev), CHAN_ITEM, "weapons/cmlwbr_undraw.wav"); } void CCmlwbr::PrimaryAttack(void) { if (!IsDrawn() || (m_fInSpecialReload != 0)) return; FireBolt(); } void CCmlwbr::FireBolt() { #ifndef CLIENT_DLL //ALERT(at_console, "FireBolt\n"); #endif TraceResult tr; if (m_iClip == 0) { PlayEmptySound(); return; } 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(0, m_pPlayer->edict(), m_usCmlwbr, 0.0, (float *)&g_vecZero, (float *)&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 CCrossbowBolt *pBolt = CCrossbowBolt::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 m_flNextPrimaryAttack = m_flNextSecondaryAttack = GetNextAttackDelay(0.6f); m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 0.5f; // Undraw. SetDrawn(FALSE); } void CCmlwbr::SecondaryAttack() { if (!IsDrawn() || (m_fInSpecialReload != 0)) return; ToggleZoom(); pev->nextthink = UTIL_WeaponTimeBase() + 0.1; // m_flNextSecondaryAttack = UTIL_WeaponTimeBase() + 1.0; m_flNextSecondaryAttack = UTIL_WeaponTimeBase() + 0.5; } void CCmlwbr::Reload(void) { if (m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] <= 0 || m_iClip == CMLWBR_MAX_CLIP) return; // don't reload until recoil is done if (m_flNextPrimaryAttack > UTIL_WeaponTimeBase()) return; #ifndef CLIENT_DLL //ALERT(at_console, "RELOAD\n"); #endif if (m_pPlayer->pev->fov != 0) { ZoomOut(); } if (m_fInAttack != 0) { m_fInSpecialReload = 1; } if (m_fInSpecialReload == 0) { Undraw(); m_fInSpecialReload = 1; } else if (m_fInSpecialReload == 1) { if (m_flTimeWeaponIdle > UTIL_WeaponTimeBase()) return; DoReload(); m_fInSpecialReload = 0; } } void CCmlwbr::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()) { if (m_iClip == 0 && m_fInSpecialReload == 0 && m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType]) { Reload(); } else { if (m_fInSpecialReload != 0 && m_iClip != CMLWBR_MAX_CLIP) { Reload(); } else if(!IsDrawn()) { DrawBack(); } else { int iAnim; float flRand = UTIL_SharedRandomFloat(m_pPlayer->random_seed, 0, 1); if (flRand <= 0.75) { if (m_iClip) { iAnim = CMLWBR_IDLE1; m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 93.0 / 30.0; } else { iAnim = CMLWBR_IDLE2; m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 93.0 / 30.0; } } else { if (m_iClip) { iAnim = CMLWBR_FIDGET1; m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 90.0 / 30.0; } else { iAnim = CMLWBR_FIDGET2; m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 80.0 / 30.0; } } SendWeaponAnim(iAnim, UseDecrement()); } } } } BOOL CCmlwbr::ShouldWeaponIdle(void) { return (!IsDrawn() || m_fInSpecialReload != 0); } BOOL CCmlwbr::IsDrawn(void) { return (m_fInAttack == 0); } void CCmlwbr::SetDrawn(BOOL bDrawn) { m_fInAttack = (bDrawn) ? 0 : 1; } void CCmlwbr::ToggleZoom(void) { if (m_pPlayer->pev->fov == 0) { ZoomIn(50); } else if (m_pPlayer->pev->fov == 50) { ZoomIn(25); } else { ZoomOut(); } } void CCmlwbr::ZoomIn(int iFOV) { m_pPlayer->pev->fov = m_pPlayer->m_iFOV = iFOV; m_fInZoom = 1; EMIT_SOUND(ENT(m_pPlayer->pev), CHAN_ITEM, "weapons/cmlwbr_zoom.wav", VOL_NORM, ATTN_NORM); #ifndef CLIENT_DLL MESSAGE_BEGIN(MSG_ONE, gmsgScope, NULL, m_pPlayer->pev); WRITE_BYTE(1); MESSAGE_END(); UTIL_ScreenFade(m_pPlayer, Vector(0, 0, 0), 0.1, 0.1, 255, FFADE_IN | FFADE_OUT); #endif } void CCmlwbr::ZoomOut(void) { m_pPlayer->pev->fov = m_pPlayer->m_iFOV = 0; m_fInZoom = 0; EMIT_SOUND(ENT(m_pPlayer->pev), CHAN_ITEM, "weapons/cmlwbr_zoom.wav", VOL_NORM, ATTN_NORM); #ifndef CLIENT_DLL MESSAGE_BEGIN(MSG_ONE, gmsgScope, NULL, m_pPlayer->pev); WRITE_BYTE(0); MESSAGE_END(); #endif } void CCmlwbr::DoReload() { if (DefaultReload(CMLWBR_MAX_CLIP, CMLWBR_RELOAD, 4.7)) // 4.7 { EMIT_SOUND_DYN(ENT(m_pPlayer->pev), CHAN_ITEM, "weapons/cmlwbr_reload.wav", RANDOM_FLOAT(0.95, 1.0), ATTN_NORM, 0, 93 + RANDOM_LONG(0, 0xF)); } SetDrawn(FALSE); m_flNextPrimaryAttack = GetNextAttackDelay(6.0); m_flNextSecondaryAttack = UTIL_WeaponTimeBase() + 4.8; } void CCmlwbr::DrawBack(void) { SendWeaponAnim(CMLWBR_DRAWBACK); EMIT_SOUND_DYN(ENT(m_pPlayer->pev), CHAN_ITEM, "weapons/cmlwbr_drawback.wav", RANDOM_FLOAT(0.95, 1.0), ATTN_NORM, 0, 93 + RANDOM_LONG(0, 0xF)); SetDrawn(TRUE); m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 1.3; m_flNextPrimaryAttack = m_flNextSecondaryAttack = GetNextAttackDelay(1.3); } void CCmlwbr::Undraw() { SendWeaponAnim(CMLWBR_UNDRAW); EMIT_SOUND_DYN(ENT(m_pPlayer->pev), CHAN_ITEM, "weapons/cmlwbr_undraw.wav", RANDOM_FLOAT(0.95, 1.0), ATTN_NORM, 0, 93 + RANDOM_LONG(0, 0xF)); SetDrawn(FALSE); m_pPlayer->m_flNextAttack = UTIL_WeaponTimeBase() + 1.4; m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 1.4; m_flNextPrimaryAttack = GetNextAttackDelay(1.4); m_flNextSecondaryAttack = UTIL_WeaponTimeBase() + 7.4; } class CCmlwbrAmmo : public CBasePlayerAmmo { void Spawn(void) { Precache(); SET_MODEL(ENT(pev), "models/w_crossbow_clip.mdl"); CBasePlayerAmmo::Spawn(); } void Precache(void) { PRECACHE_MODEL("models/w_crossbow_clip.mdl"); PRECACHE_SOUND("items/9mmclip1.wav"); } BOOL AddAmmo(CBaseEntity *pOther) { if (pOther->GiveAmmo(AMMO_CMLWBRCLIP_GIVE, "bolts", BOLT_MAX_CARRY) != -1) { EMIT_SOUND(ENT(pev), CHAN_ITEM, "items/9mmclip1.wav", 1, ATTN_NORM); return TRUE; } return FALSE; } }; LINK_ENTITY_TO_CLASS(ammo_bolts, CCmlwbrAmmo);