/*** * * 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 "weapons.h" #include "gamerules.h" #include "player.h" #include "skill.h" #include "effects.h" #include "customentity.h" #if !CLIENT_DLL #include "grapple_tonguetip.h" #endif LINK_ENTITY_TO_CLASS( weapon_grapple, CBarnacleGrapple ) enum bgrap_e { BGRAPPLE_BREATHE = 0, BGRAPPLE_LONGIDLE, BGRAPPLE_SHORTIDLE, BGRAPPLE_COUGH, BGRAPPLE_DOWN, BGRAPPLE_UP, BGRAPPLE_FIRE, BGRAPPLE_FIREWAITING, BGRAPPLE_FIREREACHED, BGRAPPLE_FIRETRAVEL, BGRAPPLE_FIRERELEASE }; void CBarnacleGrapple::Precache( void ) { PRECACHE_MODEL( "models/v_bgrap.mdl" ); PRECACHE_MODEL( "models/w_bgrap.mdl" ); PRECACHE_MODEL( "models/p_bgrap.mdl" ); PRECACHE_SOUND( "weapons/bgrapple_release.wav" ); PRECACHE_SOUND( "weapons/bgrapple_impact.wav" ); PRECACHE_SOUND( "weapons/bgrapple_fire.wav" ); PRECACHE_SOUND( "weapons/bgrapple_cough.wav" ); PRECACHE_SOUND( "weapons/bgrapple_pull.wav" ); PRECACHE_SOUND( "weapons/bgrapple_wait.wav" ); PRECACHE_SOUND( "weapons/alienweap_draw.wav" ); PRECACHE_SOUND( "barnacle/bcl_chew1.wav" ); PRECACHE_SOUND( "barnacle/bcl_chew2.wav" ); PRECACHE_SOUND( "barnacle/bcl_chew3.wav" ); PRECACHE_MODEL( "sprites/tongue.spr" ); UTIL_PrecacheOther( "grapple_tip" ); } void CBarnacleGrapple::Spawn( void ) { Precache(); m_iId = WEAPON_GRAPPLE; SET_MODEL( ENT(pev), "models/w_bgrap.mdl" ); m_pTip = NULL; m_bGrappling = FALSE; m_iClip = -1; FallInit(); } int CBarnacleGrapple::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 = 3; p->iId = m_iId = WEAPON_GRAPPLE; p->iWeight = GRAPPLE_WEIGHT; return 1; } int CBarnacleGrapple::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 CBarnacleGrapple::Deploy() { int r = DefaultDeploy("models/v_bgrap.mdl", "models/p_bgrap.mdl", BGRAPPLE_UP, "gauss" ); m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 1.1; return r; } void CBarnacleGrapple::Holster( int skiplocal /* = 0 */ ) { m_pPlayer->m_flNextAttack = gpGlobals->time + 0.5; if( m_fireState != OFF ) EndAttack(); SendWeaponAnim( BGRAPPLE_DOWN ); } void CBarnacleGrapple::WeaponIdle( void ) { ResetEmptySound(); if( m_flTimeWeaponIdle > UTIL_WeaponTimeBase() ) return; if( m_fireState != OFF ) { EndAttack(); return; } m_bMissed = FALSE; const float flNextIdle = RANDOM_FLOAT( 0.0, 1.0 ); int iAnim; if( flNextIdle <= 0.5 ) { iAnim = BGRAPPLE_LONGIDLE; m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 10.0; } else if( flNextIdle > 0.95 ) { EMIT_SOUND_DYN( ENT(m_pPlayer->pev), CHAN_STATIC, "weapons/bgrapple_cough.wav", VOL_NORM, ATTN_NORM, 0, PITCH_NORM ); iAnim = BGRAPPLE_COUGH; m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 4.6; } else { iAnim = BGRAPPLE_BREATHE; m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 2.566; } SendWeaponAnim( iAnim ); } void CBarnacleGrapple::PrimaryAttack( void ) { if( m_bMissed ) { m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 0.1; return; } UTIL_MakeVectors( m_pPlayer->pev->v_angle + m_pPlayer->pev->punchangle ); #if !CLIENT_DLL if( m_pTip ) { if( m_pTip->IsStuck() ) { CBaseEntity* pTarget = m_pTip->GetGrappleTarget(); if( !pTarget ) { EndAttack(); return; } if( m_pTip->GetGrappleType() > GRAPPLE_SMALL ) { m_pPlayer->pev->movetype = MOVETYPE_FLY; m_pPlayer->pev->flags |= FL_IMMUNE_SLIME; //Tells the physics code that the player is not on a ladder - Solokiller } if( m_bMomentaryStuck ) { SendWeaponAnim( BGRAPPLE_FIRETRAVEL ); EMIT_SOUND_DYN( ENT(m_pPlayer->pev), CHAN_STATIC, "weapons/bgrapple_impact.wav", 0.98, ATTN_NORM, 0, 125 ); if( pTarget->IsPlayer() ) { EMIT_SOUND_DYN( ENT(pTarget->pev), CHAN_STATIC,"weapons/bgrapple_impact.wav", 0.98, ATTN_NORM, 0, 125 ); } m_bMomentaryStuck = FALSE; } switch( m_pTip->GetGrappleType() ) { case GRAPPLE_NOT_A_TARGET: break; case GRAPPLE_SMALL: //pTarget->BarnacleVictimGrabbed( this ); m_pTip->pev->origin = pTarget->Center(); pTarget->pev->velocity = pTarget->pev->velocity + ( m_pPlayer->pev->origin - pTarget->pev->origin ); if( pTarget->pev->velocity.Length() > 450.0 ) { pTarget->pev->velocity = pTarget->pev->velocity.Normalize() * 450.0; } break; case GRAPPLE_MEDIUM: case GRAPPLE_LARGE: case GRAPPLE_FIXED: //pTarget->BarnacleVictimGrabbed( this ); if( m_pTip->GetGrappleType() != GRAPPLE_FIXED ) UTIL_SetOrigin( m_pTip->pev, pTarget->Center() ); m_pPlayer->pev->velocity = m_pPlayer->pev->velocity + ( m_pTip->pev->origin - m_pPlayer->pev->origin ); if( m_pPlayer->pev->velocity.Length() > 450.0 ) { m_pPlayer->pev->velocity = m_pPlayer->pev->velocity.Normalize() * 450.0; Vector vecPitch = UTIL_VecToAngles( m_pPlayer->pev->velocity ); if( (vecPitch.x > 55.0 && vecPitch.x < 205.0) || vecPitch.x < -55.0 ) { m_bGrappling = FALSE; m_pPlayer->SetAnimation( PLAYER_IDLE ); } else { if (!m_bGrappling) EMIT_SOUND_DYN( ENT( m_pPlayer->pev ), CHAN_WEAPON, "weapons/bgrapple_pull.wav", 0.98, ATTN_NORM, 0, 125 ); m_bGrappling = TRUE; m_pPlayer->m_afPhysicsFlags |= PFLAG_LATCHING; } } else { m_bGrappling = FALSE; m_pPlayer->SetAnimation( PLAYER_IDLE ); } break; } } if( m_pTip->HasMissed() ) { EMIT_SOUND_DYN( ENT(m_pPlayer->pev), CHAN_WEAPON, "weapons/bgrapple_release.wav", 0.98, ATTN_NORM, 0, 125 ); EndAttack(); return; } } #endif if( m_fireState != OFF ) { m_pPlayer->m_iWeaponVolume = 450; if( m_flShootTime != 0.0 && gpGlobals->time > m_flShootTime ) { SendWeaponAnim( BGRAPPLE_FIREWAITING ); Vector vecPunchAngle = m_pPlayer->pev->punchangle; vecPunchAngle.x += 2.0; m_pPlayer->pev->punchangle = vecPunchAngle; Fire( m_pPlayer->GetGunPosition(), gpGlobals->v_forward ); EMIT_SOUND_DYN( ENT(m_pPlayer->pev), CHAN_WEAPON, "weapons/bgrapple_pull.wav", 0.98, ATTN_NORM, 0, 125 ); m_flShootTime = 0; } } else { m_bMomentaryStuck = TRUE; SendWeaponAnim( BGRAPPLE_FIRE ); m_pPlayer->m_iWeaponVolume = 450; m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 0.1; #if !CLIENT_DLL if( g_pGameRules->IsMultiplayer() ) { m_flShootTime = gpGlobals->time; } else { m_flShootTime = gpGlobals->time + 0.35; } #endif EMIT_SOUND_DYN( ENT(m_pPlayer->pev), CHAN_WEAPON, "weapons/bgrapple_fire.wav", 0.98, ATTN_NORM, 0, 125 ); m_fireState = CHARGE; } if( !m_pTip ) { m_flNextPrimaryAttack = UTIL_WeaponTimeBase() + 0.1; return; } #if !CLIENT_DLL if( m_pTip->GetGrappleType() != GRAPPLE_FIXED && m_pTip->IsStuck() ) { UTIL_MakeVectors( m_pPlayer->pev->v_angle ); Vector vecSrc = m_pPlayer->GetGunPosition(); Vector vecEnd = vecSrc + gpGlobals->v_forward * 16.0; TraceResult tr; UTIL_TraceLine( vecSrc, vecEnd, dont_ignore_monsters, m_pPlayer->edict(), &tr ); if( tr.flFraction >= 1.0 ) { UTIL_TraceHull( vecSrc, vecEnd, dont_ignore_monsters, head_hull, m_pPlayer->edict(), &tr ); if( tr.flFraction < 1.0 ) { CBaseEntity* pHit = Instance( tr.pHit ); /* if( !pHit ) pHit = CWorld::GetInstance(); if( !pHit ) { FindHullIntersection( vecSrc, tr, VEC_DUCK_HULL_MIN, VEC_DUCK_HULL_MAX, m_pPlayer ); } */ } } if( tr.flFraction < 1.0 ) { CBaseEntity* pHit = Instance( tr.pHit ); /* if( !pHit ) pHit = CWorld::GetInstance(); */ m_pPlayer->SetAnimation( PLAYER_ATTACK1 ); if( pHit ) { if( m_pTip ) { bool bValidTarget = FALSE; #if !CLIENT_DLL if( pHit->IsPlayer() ) { m_pTip->SetGrappleTarget( pHit ); bValidTarget = TRUE; } else if( m_pTip->CheckTarget( pHit ) != GRAPPLE_NOT_A_TARGET ) { bValidTarget = TRUE; } #endif if( bValidTarget ) { if( m_flDamageTime + 0.5 < gpGlobals->time ) { #if !CLIENT_DLL ClearMultiDamage(); float flDamage = gSkillData.plrDmgGrapple; if( g_pGameRules->IsMultiplayer() ) { flDamage *= 2; } pHit->TraceAttack( m_pPlayer->pev, flDamage, gpGlobals->v_forward, &tr, DMG_CLUB ); ApplyMultiDamage( m_pPlayer->pev, m_pPlayer->pev ); #endif m_flDamageTime = gpGlobals->time; const char* pszSample; switch( RANDOM_LONG( 0, 2 ) ) { default: case 0: pszSample = "barnacle/bcl_chew1.wav"; break; case 1: pszSample = "barnacle/bcl_chew2.wav"; break; case 2: pszSample = "barnacle/bcl_chew3.wav"; break; } EMIT_SOUND_DYN(ENT(m_pPlayer->pev), CHAN_VOICE, pszSample, VOL_NORM, ATTN_NORM, 0, 125 ); } } } } } } #endif //TODO: CTF support - Solokiller /* if( g_pGameRules->IsMultiplayer() && g_pGameRules->IsCTF() ) { m_flNextPrimaryAttack = gpGlobals->time; } else */ { m_flNextPrimaryAttack = UTIL_WeaponTimeBase() + 0.01; } } void CBarnacleGrapple::Fire( Vector vecOrigin, Vector vecDir ) { #if !CLIENT_DLL Vector vecSrc = vecOrigin; Vector vecEnd = vecSrc + vecDir * 2048.0; TraceResult tr; UTIL_TraceLine( vecSrc, vecEnd, dont_ignore_monsters, m_pPlayer->edict(), &tr ); if( !tr.fAllSolid ) { CBaseEntity* pHit = Instance( tr.pHit ); /* if( !pHit ) pHit = CWorld::GetInstance(); */ if( pHit ) { UpdateEffect(); m_flDamageTime = gpGlobals->time; } } #endif } void CBarnacleGrapple::EndAttack( void ) { m_fireState = OFF; SendWeaponAnim( BGRAPPLE_FIRERELEASE ); EMIT_SOUND(ENT(pev), CHAN_WEAPON, "weapons/bgrapple_release.wav", 1, ATTN_NORM); EMIT_SOUND_DYN( ENT( m_pPlayer->pev ), CHAN_WEAPON, "weapons/bgrapple_pull.wav", 0.0, ATTN_NONE, SND_STOP, 100 ); m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 0.9; m_flNextPrimaryAttack = UTIL_WeaponTimeBase() + 0.01; DestroyEffect(); if( m_bGrappling && m_pPlayer->IsAlive() ) { m_pPlayer->SetAnimation( PLAYER_IDLE ); } m_pPlayer->pev->movetype = MOVETYPE_WALK; m_pPlayer->pev->flags &= ~(FL_IMMUNE_SLIME); m_pPlayer->m_afPhysicsFlags &= ~PFLAG_LATCHING; } void CBarnacleGrapple::CreateEffect( void ) { #if !CLIENT_DLL DestroyEffect(); m_pTip = GetClassPtr((CBarnacleGrappleTip *)NULL); m_pTip->Spawn(); UTIL_MakeVectors( m_pPlayer->pev->v_angle ); Vector vecOrigin = m_pPlayer->GetGunPosition() + gpGlobals->v_forward * 16.0 + gpGlobals->v_right * 8.0 + gpGlobals->v_up * -8.0; Vector vecAngles = m_pPlayer->pev->v_angle; vecAngles.x = -vecAngles.x; m_pTip->SetPosition( vecOrigin, vecAngles, m_pPlayer ); if( !m_pBeam ) { m_pBeam = CBeam::BeamCreate( "sprites/tongue.spr", 16 ); m_pBeam->EntsInit( m_pTip->entindex(), m_pPlayer->entindex() ); m_pBeam->SetFlags( BEAM_FSOLID ); m_pBeam->SetBrightness( 100.0 ); m_pBeam->SetEndAttachment( 1 ); m_pBeam->pev->spawnflags |= SF_BEAM_TEMPORARY; } #endif } void CBarnacleGrapple::UpdateEffect( void ) { #if !CLIENT_DLL if( !m_pBeam || !m_pTip ) CreateEffect(); #endif } void CBarnacleGrapple::DestroyEffect( void ) { if( m_pBeam ) { UTIL_Remove( m_pBeam ); m_pBeam = NULL; } #if !CLIENT_DLL if( m_pTip ) { m_pTip->Killed( NULL, GIB_NEVER ); m_pTip = NULL; } #endif }