/*** * * 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 "gamerules.h" void FindHullIntersection(const Vector &vecSrc, TraceResult &tr, float *mins, float *maxs, edict_t *pEntity); #define PIPEWRENCH_BODYHIT_VOLUME 128 #define PIPEWRENCH_WALLHIT_VOLUME 512 #define PIPEWRENCH_ATTACK2_MIN_DAMAGE 45 #define PIPEWRENCH_ATTACK2_MAX_DAMAGE 200 #define PIPEWRENCH_ATTACK2_MAX_DAMAGE_HOLD_TIME 4 LINK_ENTITY_TO_CLASS(weapon_pipewrench, CPipeWrench); enum pwrench_e { PIPEWRENCH_IDLE1 = 0, PIPEWRENCH_IDLE2, PIPEWRENCH_IDLE3, PIPEWRENCH_DRAW, PIPEWRENCH_HOLSTER, PIPEWRENCH_ATTACK1HIT, PIPEWRENCH_ATTACK1MISS, PIPEWRENCH_ATTACK2HIT, PIPEWRENCH_ATTACK2MISS, PIPEWRENCH_ATTACK3HIT, PIPEWRENCH_ATTACK3MISS, PIPEWRENCH_ATTACKBIGWIND, PIPEWRENCH_ATTACKBIGHIT, PIPEWRENCH_ATTACKBIGMISS, PIPEWRENCH_ATTACKBIGLOOP, }; void CPipeWrench::Spawn() { Precache(); m_iId = WEAPON_PIPEWRENCH; SET_MODEL(ENT(pev), "models/w_pipe_wrench.mdl"); m_iClip = -1; m_iFirestate = FIRESTATE_NONE; FallInit();// get ready to fall down. } void CPipeWrench::Precache(void) { PRECACHE_MODEL("models/v_pipe_wrench.mdl"); PRECACHE_MODEL("models/w_pipe_wrench.mdl"); PRECACHE_MODEL("models/p_pipe_wrench.mdl"); PRECACHE_SOUND("weapons/pwrench_hit1.wav"); PRECACHE_SOUND("weapons/pwrench_hit2.wav"); PRECACHE_SOUND("weapons/pwrench_hitbod1.wav"); PRECACHE_SOUND("weapons/pwrench_hitbod2.wav"); PRECACHE_SOUND("weapons/pwrench_hitbod3.wav"); PRECACHE_SOUND("weapons/pwrench_miss1.wav"); PRECACHE_SOUND("weapons/pwrench_big_hitbod1.wav"); PRECACHE_SOUND("weapons/pwrench_big_hitbod2.wav"); PRECACHE_SOUND("weapons/pwrench_big_miss.wav"); m_usPWrench = PRECACHE_EVENT(1, "events/pipewrench.sc"); } int CPipeWrench::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 = 1; p->iId = WEAPON_PIPEWRENCH; p->iWeight = PIPEWRENCH_WEIGHT; return 1; } BOOL CPipeWrench::Deploy() { m_iFirestate = FIRESTATE_NONE; return DefaultDeploy("models/v_pipe_wrench.mdl", "models/p_pipe_wrench.mdl", PIPEWRENCH_DRAW, "pipewrench"); } void CPipeWrench::Holster(int skiplocal /* = 0 */) { m_iFirestate = FIRESTATE_NONE; m_pPlayer->m_flNextAttack = UTIL_WeaponTimeBase() + 0.5; SendWeaponAnim(PIPEWRENCH_HOLSTER); } void CPipeWrench::PrimaryAttack() { if (!Swing(1, TRUE)) { SetThink(&CPipeWrench::SwingAgain); pev->nextthink = gpGlobals->time + 0.1; } } void CPipeWrench::SecondaryAttack(void) { if (m_iFirestate != FIRESTATE_NONE) return; m_iFirestate = FIRESTATE_WINDUP; SendWeaponAnim(PIPEWRENCH_ATTACKBIGWIND); m_flNextPrimaryAttack = m_flNextSecondaryAttack = GetNextAttackDelay(1.0f); pev->nextthink = UTIL_WeaponTimeBase() + 1.0f; ALERT( at_console, "CPipeWrench::SecondaryAttack\n" ); } void CPipeWrench::ItemPostFrame(void) { if (!(m_pPlayer->pev->button & IN_ATTACK)) { m_flLastFireTime = 0.0f; } if (m_iFirestate != FIRESTATE_NONE) { // Set primary attack flag off, in case the player is thinking of doing a primary // attack while the secondary attack sequence is incomplete. m_pPlayer->pev->button &= ~IN_ATTACK; if (CanAttack(m_flNextSecondaryAttack, gpGlobals->time, UseDecrement())) { switch (m_iFirestate) { case FIRESTATE_WINDUP: { ALERT(at_console, "CPipeWrench::FIRESTATE_WINDUP\n"); m_iFirestate = FIRESTATE_WINDLOOP; SendWeaponAnim(PIPEWRENCH_ATTACKBIGLOOP); m_flHoldStartTime = gpGlobals->time; m_flNextPrimaryAttack = m_flNextSecondaryAttack = GetNextAttackDelay(0.01f); pev->nextthink = UTIL_WeaponTimeBase() + 0.01f; } break; case FIRESTATE_WINDLOOP: { ALERT(at_console, "CPipeWrench::FIRESTATE_WINDLOOP\n"); if (!(m_pPlayer->pev->button & IN_ATTACK2)) { ALERT(at_console, "Releasing CPipeWrench\n"); m_iFirestate = FIRESTATE_BIGHIT; } else { ALERT(at_console, "Holding CPipeWrench\n"); SendWeaponAnim(PIPEWRENCH_ATTACKBIGLOOP); } m_flNextPrimaryAttack = m_flNextSecondaryAttack = GetNextAttackDelay(0.01f); } break; case FIRESTATE_BIGHIT: { ALERT(at_console, "CPipeWrench::FIRESTATE_BIGHIT\n"); Swing(1, FALSE); m_iFirestate = FIRESTATE_NONE; m_flHoldStartTime = 0.0f; m_pPlayer->pev->button &= ~IN_ATTACK2; } break; } } return; } if ((m_pPlayer->pev->button & IN_ATTACK2) && CanAttack(m_flNextSecondaryAttack, gpGlobals->time, UseDecrement())) { #ifndef CLIENT_DLL m_pPlayer->TabulateAmmo(); #endif SecondaryAttack(); m_pPlayer->pev->button &= ~IN_ATTACK2; } else if ((m_pPlayer->pev->button & IN_ATTACK) && CanAttack(m_flNextPrimaryAttack, gpGlobals->time, UseDecrement())) { #ifndef CLIENT_DLL m_pPlayer->TabulateAmmo(); #endif PrimaryAttack(); m_pPlayer->pev->button &= ~IN_ATTACK; } else if (!(m_pPlayer->pev->button & (IN_ATTACK | IN_ATTACK2))) { // no fire buttons down WeaponIdle(); return; } // catch all if (ShouldWeaponIdle()) { WeaponIdle(); } } void CPipeWrench::Smack() { DecalGunshot(&m_trHit, BULLET_PLAYER_CROWBAR); } void CPipeWrench::SwingAgain(void) { Swing(0, TRUE); } #define clamp( val, min, max ) ( ((val) > (max)) ? (max) : ( ((val) < (min)) ? (min) : (val) ) ) int CPipeWrench::Swing(int fFirst, BOOL fIsPrimary) { int fDidHit = FALSE; TraceResult tr; UTIL_MakeVectors(m_pPlayer->pev->v_angle); Vector vecSrc = m_pPlayer->GetGunPosition(); Vector vecEnd = vecSrc + gpGlobals->v_forward * 32; UTIL_TraceLine(vecSrc, vecEnd, dont_ignore_monsters, ENT(m_pPlayer->pev), &tr); #ifndef CLIENT_DLL if (tr.flFraction >= 1.0) { UTIL_TraceHull(vecSrc, vecEnd, dont_ignore_monsters, head_hull, ENT(m_pPlayer->pev), &tr); if (tr.flFraction < 1.0) { // Calculate the point of intersection of the line (or hull) and the object we hit // This is and approximation of the "best" intersection CBaseEntity *pHit = CBaseEntity::Instance(tr.pHit); if (!pHit || pHit->IsBSPModel()) FindHullIntersection(vecSrc, tr, VEC_DUCK_HULL_MIN, VEC_DUCK_HULL_MAX, m_pPlayer->edict()); vecEnd = tr.vecEndPos; // This is the point on the actual surface (the hull could have hit space) } } #endif PLAYBACK_EVENT_FULL(FEV_NOTHOST, m_pPlayer->edict(), m_usPWrench, 0.0, (float *)&g_vecZero, (float *)&g_vecZero, 0, 0, fIsPrimary, 0.0, 0, 0.0); if (tr.flFraction >= 1.0) { // miss m_flNextPrimaryAttack = m_flNextSecondaryAttack = (fIsPrimary) ? GetNextAttackDelay(0.35f) : GetNextAttackDelay(1.0f); // player "shoot" animation m_pPlayer->SetAnimation(PLAYER_ATTACK1); } else { if (fIsPrimary) { switch (((m_iSwing++) % 2) + 1) { case 0: SendWeaponAnim(PIPEWRENCH_ATTACK1HIT); break; case 1: SendWeaponAnim(PIPEWRENCH_ATTACK2HIT); break; case 2: SendWeaponAnim(PIPEWRENCH_ATTACK3HIT); break; } } else { SendWeaponAnim(PIPEWRENCH_ATTACKBIGHIT); m_pPlayer->pev->punchangle.x = -5; } // player "shoot" animation m_pPlayer->SetAnimation(PLAYER_ATTACK1); #ifndef CLIENT_DLL // hit fDidHit = TRUE; CBaseEntity *pEntity = CBaseEntity::Instance(tr.pHit); ClearMultiDamage(); float flDamage; if (!fIsPrimary) { float flRealDamage, flTotalDamageSpan; float flRealHoldTimeDelta, flNormHoldTimeDelta; float flNormHoldTimeProp; // Get the total damge to be dealt with, excluding the starting minimum. flTotalDamageSpan = PIPEWRENCH_ATTACK2_MAX_DAMAGE - PIPEWRENCH_ATTACK2_MIN_DAMAGE; // Get the time delta since we hold the secondary attack button. flRealHoldTimeDelta = clamp(gpGlobals->time - m_flHoldStartTime, 0, PIPEWRENCH_ATTACK2_MAX_DAMAGE_HOLD_TIME); // Normalize the value, between 0. and 1.0 flNormHoldTimeProp = clamp(flRealHoldTimeDelta / PIPEWRENCH_ATTACK2_MAX_DAMAGE_HOLD_TIME, 0.0f, 1.0f); // Establish a proportion between normalized value and total hold time // for maximum damage. flNormHoldTimeDelta = flNormHoldTimeProp * PIPEWRENCH_ATTACK2_MAX_DAMAGE_HOLD_TIME; // Convert the computed proportion relative to maximum hold time, to damage. flRealDamage = (flTotalDamageSpan * flNormHoldTimeDelta) / PIPEWRENCH_ATTACK2_MAX_DAMAGE_HOLD_TIME; // Add the desired extra damage to the minimum. flDamage = PIPEWRENCH_ATTACK2_MIN_DAMAGE + flRealDamage; // Clamp the new desired damage value between min and max. flDamage = clamp(flDamage, PIPEWRENCH_ATTACK2_MIN_DAMAGE, PIPEWRENCH_ATTACK2_MAX_DAMAGE); } else { if ((m_flNextPrimaryAttack + 1 < UTIL_WeaponTimeBase()) || g_pGameRules->IsMultiplayer()) { // first swing does full damage flDamage = gSkillData.plrDmgPWrench; } else { // subsequent swings do half flDamage = gSkillData.plrDmgPWrench / 2; } } ALERT(at_console, "PipeWrench damage: %f\n", flDamage); // Send trace attack to player. pEntity->TraceAttack(m_pPlayer->pev, flDamage, gpGlobals->v_forward, &tr, DMG_CLUB); ApplyMultiDamage(m_pPlayer->pev, m_pPlayer->pev); // play thwack, smack, or dong sound float flVol = 1.0; int fHitWorld = TRUE; if (pEntity) { if (pEntity->Classify() != CLASS_NONE && pEntity->Classify() != CLASS_MACHINE) { // play thwack or smack sound if (fIsPrimary) { // Primary attack body hit sound. switch (RANDOM_LONG(0, 2)) { case 0: EMIT_SOUND(ENT(m_pPlayer->pev), CHAN_ITEM, "weapons/pwrench_hitbod1.wav", 1, ATTN_NORM); break; case 1: EMIT_SOUND(ENT(m_pPlayer->pev), CHAN_ITEM, "weapons/pwrench_hitbod2.wav", 1, ATTN_NORM); break; case 2: EMIT_SOUND(ENT(m_pPlayer->pev), CHAN_ITEM, "weapons/pwrench_hitbod3.wav", 1, ATTN_NORM); break; } } else { // Secondary attack body hit sound. switch (RANDOM_LONG(0, 1)) { case 0: EMIT_SOUND(ENT(m_pPlayer->pev), CHAN_ITEM, "weapons/pwrench_big_hitbod1.wav", 1, ATTN_NORM); break; case 1: EMIT_SOUND(ENT(m_pPlayer->pev), CHAN_ITEM, "weapons/pwrench_big_hitbod2.wav", 1, ATTN_NORM); break; } } m_pPlayer->m_iWeaponVolume = PIPEWRENCH_BODYHIT_VOLUME; if (!pEntity->IsAlive()) return TRUE; else flVol = 0.1; fHitWorld = FALSE; } } // play texture hit sound // UNDONE: Calculate the correct point of intersection when we hit with the hull instead of the line if (fHitWorld) { float fvolbar = TEXTURETYPE_PlaySound(&tr, vecSrc, vecSrc + (vecEnd - vecSrc) * 2, BULLET_PLAYER_CROWBAR); if (g_pGameRules->IsMultiplayer()) { // override the volume here, cause we don't play texture sounds in multiplayer, // and fvolbar is going to be 0 from the above call. fvolbar = 1; } // also play crowbar strike // // Shared between both primary and secondary attack. // switch (RANDOM_LONG(0, 1)) { case 0: EMIT_SOUND_DYN(ENT(m_pPlayer->pev), CHAN_ITEM, "weapons/pwrench_hit1.wav", fvolbar, ATTN_NORM, 0, 98 + RANDOM_LONG(0, 3)); break; case 1: EMIT_SOUND_DYN(ENT(m_pPlayer->pev), CHAN_ITEM, "weapons/pwrench_hit1.wav", fvolbar, ATTN_NORM, 0, 98 + RANDOM_LONG(0, 3)); break; } // delay the decal a bit m_trHit = tr; } m_pPlayer->m_iWeaponVolume = flVol * PIPEWRENCH_WALLHIT_VOLUME; #endif m_flNextPrimaryAttack = m_flNextSecondaryAttack = (fIsPrimary) ? GetNextAttackDelay(0.5f) : GetNextAttackDelay(1.0f); SetThink(&CPipeWrench::Smack); pev->nextthink = UTIL_WeaponTimeBase() + 0.2; } return fDidHit; } void CPipeWrench::WindUp(void) { SendWeaponAnim(PIPEWRENCH_ATTACKBIGWIND); SetThink(&CPipeWrench::WindLoop); m_flNextSecondaryAttack = GetNextAttackDelay(1.0f); pev->nextthink = UTIL_WeaponTimeBase() + 1.0f; } void CPipeWrench::WindLoop(void) { if (m_flNextSecondaryAttack < UTIL_WeaponTimeBase() && !(m_pPlayer->pev->button & IN_ATTACK2)) { if (!Swing(1, FALSE)) { SetThink(&CPipeWrench::SwingAgain2); pev->nextthink = UTIL_WeaponTimeBase() + 0.1f; } return; } SendWeaponAnim( PIPEWRENCH_ATTACKBIGLOOP ); pev->nextthink = UTIL_WeaponTimeBase() + 0.1f; } void CPipeWrench::SwingAgain2(void) { Swing(0, FALSE); } //========================================================= // Purpose: //========================================================= BOOL CPipeWrench::CanAttack(float attack_time, float curtime, BOOL isPredicted) { #if defined( CLIENT_WEAPONS ) if (!isPredicted) #else if (1) #endif { return (attack_time <= curtime) ? TRUE : FALSE; } else { return (attack_time <= 0.0) ? TRUE : FALSE; } }