/*** * * 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 ); 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 = 0.5; SET_MODEL( ENT( pev ), "models/bolt.mdl" ); UTIL_SetOrigin( pev, pev->origin ); UTIL_SetSize( pev, Vector( 0, 0, 0 ), Vector( 0, 0, 0 ) ); SetTouch( &CCrossbowBolt::BoltTouch ); SetThink( &CCrossbowBolt::BubbleThink ); pev->nextthink = gpGlobals->time + 0.2; } void CCrossbowBolt::Precache() { PRECACHE_MODEL( "models/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" ); } 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.plrDmgBoltgun, pev->velocity.Normalize(), &tr, DMG_NEVERGIB ); } ApplyMultiDamage( pev, pevOwner ); UTIL_Remove(this); //remove! 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( 0.95, 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 + 0.5; } else if( pOther->pev->movetype == MOVETYPE_PUSH || pOther->pev->movetype == MOVETYPE_PUSHSTEP ) { Vector vecDir = pev->velocity.Normalize(); UTIL_SetOrigin( pev, pev->origin - vecDir * 12 ); 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 ); pev->nextthink = gpGlobals->time + 0.5; 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 ); } } } void CCrossbowBolt::BubbleThink( void ) { pev->nextthink = gpGlobals->time + 0.1; if( pev->waterlevel == 0 ) return; UTIL_BubbleTrail( pev->origin - pev->velocity * 0.1, pev->origin, 1 ); } #endif enum crossbow_e { CROSSBOW_IDLE1 = 0, // full CROSSBOW_IDLE2, // empty CROSSBOW_FIDGET1, // full CROSSBOW_FIDGET2, // empty CROSSBOW_FIRE1, // full CROSSBOW_FIRE2, // reload CROSSBOW_FIRE3, // empty CROSSBOW_RELOAD, // from empty CROSSBOW_DRAW1, // full CROSSBOW_DRAW2, // empty CROSSBOW_HOLSTER1, // full CROSSBOW_HOLSTER2 // empty }; LINK_ENTITY_TO_CLASS( weapon_boltgun, CCrossbow ); LINK_ENTITY_TO_CLASS( weapon_hornetgun, CCrossbow ); void CCrossbow::Spawn() { pev->classname = MAKE_STRING("weapon_boltgun"); Precache(); m_iId = WEAPON_BOLTGUN; SET_MODEL( ENT( pev ), "models/w_crossbow.mdl" ); m_iDefaultAmmo = BOLTGUN_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/xbow_reload1.wav" ); PRECACHE_SOUND( "weapons/boltgun1.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 = BOLTGUN_MAX_CARRY; p->pszAmmo2 = NULL; p->iMaxAmmo2 = -1; p->iMaxClip = BOLTGUN_MAX_CLIP; p->iSlot = 4; p->iPosition = 1; p->iId = WEAPON_BOLTGUN; p->iFlags = 0; p->iWeight = BOLTGUN_WEIGHT; return 1; } BOOL CCrossbow::Deploy() { if( m_iClip ) return DefaultDeploy( "models/v_crossbow.mdl", "models/p_crossbow.mdl", CROSSBOW_DRAW1, "bow" ); return DefaultDeploy( "models/v_crossbow.mdl", "models/p_crossbow.mdl", CROSSBOW_DRAW2, "bow" ); } void CCrossbow::Holster( int skiplocal /* = 0 */ ) { m_fInReload = FALSE;// cancel any reload in progress. m_pPlayer->m_flNextAttack = UTIL_WeaponTimeBase() + 0.5; if( m_iClip ) SendWeaponAnim( CROSSBOW_HOLSTER1 ); else SendWeaponAnim( CROSSBOW_HOLSTER2 ); } void CCrossbow::PrimaryAttack( void ) { FireBolt(); } 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, 0.0, (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 = UTIL_WeaponTimeBase() + 0.1; if( m_iClip != 0 ) m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 5.0; else m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 0.75; } void CCrossbow::Reload( void ) { if( m_pPlayer->ammo_bolts <= 0 ) return; if( DefaultReload( 30, CROSSBOW_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 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 <= 0.75 ) { if( m_iClip ) { SendWeaponAnim( CROSSBOW_IDLE1 ); } else { SendWeaponAnim( CROSSBOW_IDLE2 ); } m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + UTIL_SharedRandomFloat( m_pPlayer->random_seed, 10, 15 ); } else { if( m_iClip ) { SendWeaponAnim( CROSSBOW_FIDGET1 ); m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 90.0 / 30.0; } else { SendWeaponAnim( CROSSBOW_FIDGET2 ); m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 80.0 / 30.0; } 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_BOLTGUN_GIVE, "bolts", BOLTGUN_MAX_CARRY ) != -1 ) { EMIT_SOUND( ENT( pev ), CHAN_ITEM, "items/9mmclip1.wav", 1, ATTN_NORM ); return TRUE; } return FALSE; } }; LINK_ENTITY_TO_CLASS( ammo_boltgun, CCrossbowAmmo ) #endif