/*** * * 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 2000 #define BOLT_WATER_VELOCITY 1000 extern BOOL gPhysicsInterfaceInitialized; // 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 CCrossbowBolt : 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 CCrossbowBolt *BoltCreate( void ); }; LINK_ENTITY_TO_CLASS( crossbow_bolt, CCrossbowBolt ) CCrossbowBolt *CCrossbowBolt::BoltCreate( void ) { // Create a new entity with CCrossbowBolt private data CCrossbowBolt *pBolt = GetClassPtr( (CCrossbowBolt *)NULL ); pBolt->pev->classname = MAKE_STRING( "crossbow_bolt" ); // g-cont. enable save\restore pBolt->Spawn(); return pBolt; } void CCrossbowBolt::Spawn() { Precache(); pev->movetype = MOVETYPE_FLY; pev->solid = SOLID_BBOX; pev->gravity = 0.5f; SET_MODEL( ENT( pev ), "models/crossbow_bolt.mdl" ); // UTIL_SetOrigin( this, pev->origin ); UTIL_SetSize( pev, Vector( 0, 0, 0 ), Vector( 0, 0, 0 ) ); SetTouch( &CCrossbowBolt::BoltTouch ); SetThink( &CCrossbowBolt::BubbleThink ); SetNextThink( 0.2f ); } void CCrossbowBolt::Precache() { PRECACHE_MODEL( "models/crossbow_bolt.mdl" ); PRECACHE_SOUND( "weapons/xbow_hitbod1.wav" ); PRECACHE_SOUND( "weapons/xbow_hitbod2.wav" ); PRECACHE_SOUND( "weapons/xbow_fly1.wav" ); PRECACHE_SOUND( "weapons/xbow_hit1.wav" ); PRECACHE_SOUND( "fvox/beep.wav" ); m_iTrail = PRECACHE_MODEL( "sprites/streak.spr" ); } int CCrossbowBolt::Classify( void ) { return CLASS_NONE; } void CCrossbowBolt::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(); if( pOther->IsPlayer() ) { pOther->TraceAttack( pevOwner, gSkillData.plrDmgCrossbowClient, pev->velocity.Normalize(), &tr, DMG_NEVERGIB ); } else { pOther->TraceAttack( pevOwner, gSkillData.plrDmgCrossbowMonster, pev->velocity.Normalize(), &tr, DMG_BULLET | DMG_NEVERGIB ); } ApplyMultiDamage( pev, pevOwner ); pev->velocity = Vector( 0, 0, 0 ); // play body "thwack" sound switch( RANDOM_LONG( 0, 1 ) ) { case 0: EMIT_SOUND( ENT( pev ), CHAN_BODY, "weapons/xbow_hitbod1.wav", 1, ATTN_NORM ); break; case 1: EMIT_SOUND( ENT( pev ), CHAN_BODY, "weapons/xbow_hitbod2.wav", 1, ATTN_NORM ); break; } if( !g_pGameRules->IsMultiplayer() ) { Killed( pev, GIB_NEVER ); } } else { EMIT_SOUND_DYN( ENT( pev ), CHAN_BODY, "weapons/xbow_hit1.wav", RANDOM_FLOAT( 0.95f, 1.0f ), ATTN_NORM, 0, 98 + RANDOM_LONG( 0, 7 ) ); SetThink(&CCrossbowBolt:: SUB_Remove ); SetNextThink( 0 );// 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( this, pev->origin - vecDir * 12.0f ); 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 ); SetNextThink( 10.0f ); } else if( pOther->pev->movetype == MOVETYPE_PUSH || pOther->pev->movetype == MOVETYPE_PUSHSTEP ) { Vector vecDir = pev->velocity.Normalize(); // UTIL_SetOrigin( this, pev->origin - vecDir * 12.0f ); pev->angles = UTIL_VecToAngles( vecDir ); pev->solid = SOLID_NOT; pev->velocity = Vector( 0, 0, 0 ); pev->avelocity.z = 0; pev->angles.z = RANDOM_LONG( 0, 360 ); SetNextThink( 10.0f ); if (gPhysicsInterfaceInitialized) { // g-cont. Setup movewith feature pev->movetype = MOVETYPE_COMPOUND; // set movewith type pev->aiment = ENT( pOther->pev ); // set parent } } if( UTIL_PointContents( pev->origin ) != CONTENTS_WATER ) { UTIL_Sparks( pev->origin ); } } if( g_pGameRules->IsMultiplayer() ) { SetThink( &CCrossbowBolt::ExplodeThink ); SetNextThink( 0.1f ); } } void CCrossbowBolt::BubbleThink( void ) { SetNextThink( 0.1f ); if (pev->waterlevel == 0 || pev->watertype <= CONTENT_FLYFIELD) return; UTIL_BubbleTrail( pev->origin - pev->velocity * 0.1f, pev->origin, 1 ); } void CCrossbowBolt::ExplodeThink( void ) { int iContents = UTIL_PointContents( pev->origin ); int iScale; pev->dmg = 200; iScale = 50; 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 crossbow_e { CROSSBOW_IDLE, CROSSBOW_FIDGET, CROSSBOW_FIRE, CROSSBOW_FIRE2, CROSSBOW_FIRE3, CROSSBOW_RELOAD, CROSSBOW_DRAW, CROSSBOW_HOLSTER, }; LINK_ENTITY_TO_CLASS( weapon_crossbow, CCrossbow ) void CCrossbow::Spawn() { Precache(); m_iId = WEAPON_CROSSBOW; SET_MODEL( ENT( pev ), "models/w_crossbow.mdl" ); NowZooming = FALSE; ZoomStopped = TRUE; m_iDefaultAmmo = CROSSBOW_DEFAULT_GIVE; FallInit();// get ready to fall down. } int CCrossbow::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 CCrossbow::Precache( void ) { PRECACHE_MODEL( "models/w_crossbow.mdl" ); PRECACHE_MODEL( "models/v_crossbow.mdl" ); PRECACHE_MODEL( "models/p_crossbow.mdl" ); PRECACHE_SOUND( "weapons/arrow6_fire.wav" ); PRECACHE_SOUND( "weapons/arrow6_reload.wav" ); PRECACHE_SOUND( "weapons/arrow6_drawback.wav" ); PRECACHE_SOUND( "weapons/xbow_reload1.wav" ); UTIL_PrecacheOther( "crossbow_bolt" ); m_usCrossbow = PRECACHE_EVENT( 1, "events/crossbow1.sc" ); m_usCrossbow2 = PRECACHE_EVENT( 1, "events/crossbow2.sc" ); } int CCrossbow::GetItemInfo( ItemInfo *p ) { p->pszName = STRING( pev->classname ); p->pszAmmo1 = "bolts"; p->iMaxAmmo1 = BOLT_MAX_CARRY; p->pszAmmo2 = NULL; p->iMaxAmmo2 = -1; p->iMaxClip = CROSSBOW_MAX_CLIP; p->iSlot = 3; p->iPosition = 1; p->iId = WEAPON_CROSSBOW; p->iFlags = 0; p->iWeight = CROSSBOW_WEIGHT; p->weaponName = "Crossbow"; return 1; } BOOL CCrossbow::Deploy() { return DefaultDeploy( "models/v_crossbow.mdl", "models/p_crossbow.mdl", CROSSBOW_DRAW, "bow" ); SetThink(&CCrossbow::ZoomThink); pev->nextthink = gpGlobals->time + 0.1f; } void CCrossbow::Holster( int skiplocal /* = 0 */ ) { m_fInReload = FALSE;// cancel any reload in progress. if( m_fInZoom ) { SecondaryAttack(); } m_pPlayer->m_flNextAttack = UTIL_WeaponTimeBase() + 0.5f; SendWeaponAnim( CROSSBOW_HOLSTER ); } void CCrossbow::PrimaryAttack( void ) { #ifdef CLIENT_DLL if( m_fInZoom && bIsMultiplayer() ) #else if( m_fInZoom && g_pGameRules->IsMultiplayer() ) #endif { FireSniperBolt(); return; } FireBolt(); } // this function only gets called in multiplayer void CCrossbow::FireSniperBolt() { m_flNextPrimaryAttack = GetNextAttackDelay( 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, 0.0f, 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 * 2.0f; 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 CCrossbow::FireBolt() { 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( flags, m_pPlayer->edict(), m_usCrossbow, 0.0f, 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; #ifndef CLIENT_DLL Vector vecSrc = m_pPlayer->GetGunPosition() - gpGlobals->v_up * 2.0f; Vector vecDir = gpGlobals->v_forward; CCrossbowBolt *pBolt = CCrossbowBolt::BoltCreate(); pBolt->pev->origin = vecSrc; pBolt->pev->angles = anglesAim; pBolt->pev->owner = m_pPlayer->edict(); if (m_pPlayer->pev->waterlevel == 3 && m_pPlayer->pev->watertype > CONTENT_FLYFIELD) { 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 = 10.0f; #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 = GetNextAttackDelay( 2.0f ); m_flNextSecondaryAttack = UTIL_WeaponTimeBase() + 2.0f; 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; } SetNextThink( 0.1f ); m_flNextSecondaryAttack = UTIL_WeaponTimeBase() + 1.0f; } void CCrossbow::Reload( void ) { if( m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] <= 0 || m_iClip == CROSSBOW_MAX_CLIP ) return; if( m_pPlayer->pev->fov != 0 ) { SecondaryAttack(); } if( DefaultReload( CROSSBOW_MAX_CLIP, CROSSBOW_RELOAD, 4.5f ) ) { EMIT_SOUND_DYN( ENT( m_pPlayer->pev ), CHAN_ITEM, "weapons/xbow_reload1.wav", RANDOM_FLOAT( 0.95f, 1.0f ), ATTN_NORM, 0, 93 + RANDOM_LONG( 0, 0xF ) ); } } void CCrossbow::ZoomThink() { // DrM-|ckt der Spieler den zweiten Feuerknopf? if (m_pPlayer->m_afButtonPressed & IN_ATTACK2) { // DrM-|ckt er auch den ersten Feuerknopf? if( m_pPlayer->m_afButtonPressed & IN_ATTACK ) { // Wenn ja, FEUER! PrimaryAttack(); } // Wenn wir gerade nicht zoomen, und das zoomen nicht // von einem frM-|heren zoomen gestoppt wurde, dann zoom if( ( NowZooming == false ) && ( ZoomStopped == false ) ) { NowZooming = true; } // dere das FOV, wenn wir gerade zoomen if( ( NowZooming == true ) && ( ZoomStopped == false ) ) { // Wenn das FOV grM-_er als 10 ist, dann dezimiere es if( m_pPlayer->m_iFOV > 10 ) { // Das hier kannst du ver dern, um die Zoomgeschwindigkeit // deinem Geschmack anzupassen m_pPlayer->m_iFOV--; m_pPlayer->m_iFOV--; } else { // Wenn das FOV schon 10 ist, dann h auf mit zoomen ZoomStopped = true; } } // Wenn wir nicht im Zoom sind, aber ZoomStopped ist wahr, dann setz das FOV zurM-|ck if( ( NowZooming == false ) && ( ZoomStopped == true ) ) { m_pPlayer->m_iFOV = 90; NowZooming = false; ZoomStopped = false; pev->nextthink = gpGlobals->time + 0.25f; return; } } // Falls der 2. Feuerknopf nicht gedrM-|ckt ist else { // Der Spieler hat den Knopf losgelassen // Stopp zoomen und setzt ZoomStopped if( ( NowZooming == true ) && ( ZoomStopped == false ) ) { NowZooming = false; ZoomStopped = true; } // Falls der Zoom das Ende erreicht hat // und automatisch gestoppt wird if( ( NowZooming == true ) && ( ZoomStopped == true ) ) { NowZooming = false; ZoomStopped = true; } } // Stell den n hsten Durchlauf ein pev->nextthink = gpGlobals->time + 0.05f; } void CCrossbow::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( CROSSBOW_IDLE ); m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + UTIL_SharedRandomFloat( m_pPlayer->random_seed, 10, 15 ); } else { if( m_iClip ) { SendWeaponAnim( CROSSBOW_FIDGET ); m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 90.0f / 30.0f; } m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + UTIL_SharedRandomFloat( m_pPlayer->random_seed, 10, 15 ); } } } class CCrossbowAmmo : 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_CROSSBOWCLIP_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_crossbow, CCrossbowAmmo ) #endif