/*** * * 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. * ****/ #include "extdll.h" #include "util.h" #include "cbase.h" #include "monsters.h" #include "weapons.h" #include "nodes.h" #include "player.h" #include "gamerules.h" #define CROWBAR_BODYHIT_VOLUME 128 #define CROWBAR_WALLHIT_VOLUME 512 LINK_ENTITY_TO_CLASS( weapon_kmedkit, CKMedKit ) enum kmedkit_e { KMEDKIT_IDLE1 = 0, KMEDKIT_IDLE2, KMEDKIT_LONGIDLE, KMEDKIT_LONGUSE, KMEDKIT_SHORTUSE, KMEDKIT_HOLSTER, KMEDKIT_DEPLOY }; void CKMedKit::Spawn() { Precache(); m_iId = WEAPON_KMEDKIT; SET_MODEL( ENT( pev ), "models/w_kmedkit.mdl" ); m_iDefaultAmmo = KMEDKIT_DEFAULT_GIVE; FallInit();// get ready to fall down. } void CKMedKit::Precache( void ) { PRECACHE_MODEL( "models/v_kmedkit.mdl" ); PRECACHE_MODEL( "models/w_kmedkit.mdl" ); PRECACHE_MODEL( "models/p_kmedkit.mdl" ); PRECACHE_SOUND( "weapons/kmedkit_miss.wav" ); PRECACHE_SOUND( "weapons/kmedkit_heal.wav" ); } int CKMedKit::GetItemInfo( ItemInfo *p ) { p->pszName = STRING( pev->classname ); p->pszAmmo1 = "katemedickit"; p->iMaxAmmo1 = KMEDKIT_MAX_CARRY; p->pszAmmo2 = NULL; p->iMaxAmmo2 = -1; p->iMaxClip = WEAPON_NOCLIP; p->iSlot = 0; p->iPosition = 2; p->iId = WEAPON_KMEDKIT; p->iWeight = KMEDKIT_WEIGHT; p->iFlags = ITEM_FLAG_SELECTONEMPTY | ITEM_FLAG_NOAUTORELOAD | ITEM_FLAG_NOAUTOSWITCHEMPTY; return 1; } int CKMedKit::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 CKMedKit::Deploy() { return DefaultDeploy( "models/v_kmedkit.mdl", "models/p_kmedkit.mdl", KMEDKIT_DEPLOY, "kmedkit" ); } void CKMedKit::Holster( int skiplocal /* = 0 */ ) { DefaultHolster( KMEDKIT_HOLSTER, 0.5 ); } extern void FindHullIntersection( const Vector &vecSrc, TraceResult &tr, float *mins, float *maxs, edict_t *pEntity ); /* void FindHullIntersection( const Vector &vecSrc, TraceResult &tr, float *mins, float *maxs, edict_t *pEntity ) { int i, j, k; float distance; float *minmaxs[2] = {mins, maxs}; TraceResult tmpTrace; Vector vecHullEnd = tr.vecEndPos; Vector vecEnd; distance = 1e6f; vecHullEnd = vecSrc + ( ( vecHullEnd - vecSrc ) * 2 ); UTIL_TraceLine( vecSrc, vecHullEnd, dont_ignore_monsters, pEntity, &tmpTrace ); if( tmpTrace.flFraction < 1.0 ) { tr = tmpTrace; return; } for( i = 0; i < 2; i++ ) { for( j = 0; j < 2; j++ ) { for( k = 0; k < 2; k++ ) { vecEnd.x = vecHullEnd.x + minmaxs[i][0]; vecEnd.y = vecHullEnd.y + minmaxs[j][1]; vecEnd.z = vecHullEnd.z + minmaxs[k][2]; UTIL_TraceLine( vecSrc, vecEnd, dont_ignore_monsters, pEntity, &tmpTrace ); if( tmpTrace.flFraction < 1.0 ) { float thisDistance = ( tmpTrace.vecEndPos - vecSrc ).Length(); if( thisDistance < distance ) { tr = tmpTrace; distance = thisDistance; } } } } } } */ void CKMedKit::PrimaryAttack() { if( m_pPlayer->m_bIsHolster ) { WeaponIdle(); return; } if( m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] > 0 ) { UseMedkit( 1 ); } else { EMIT_SOUND_DYN( ENT( m_pPlayer->pev ), CHAN_ITEM, "weapons/kmedkit_miss.wav", 1, ATTN_NORM, 0, 94 + RANDOM_LONG( 0, 15 ) ); m_flNextPrimaryAttack = gpGlobals->time + 0.5f; m_flNextSecondaryAttack = gpGlobals->time + 0.1f; } } void CKMedKit::SecondaryAttack() { if( m_pPlayer->m_bIsHolster ) { WeaponIdle(); return; } if( m_flNextPrimaryAttack <= UTIL_WeaponTimeBase() ) UseMedkit( 2 ); } void CKMedKit::UseMedkit( int fMode ) { 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 // player "shoot" animation m_pPlayer->SetAnimation( PLAYER_ATTACK1 ); if( tr.flFraction < 1.0 ) { CBaseEntity *pEntity = CBaseEntity::Instance( tr.pHit ); if( pEntity ) { if( FClassnameIs( ENT( pEntity->pev ), "monster_kate" ) ) { if( fMode == 2 ) { if( !m_bIsStateChanged ) { m_bIsStateChanged = TRUE; m_iState = 0; m_iKateHealth = pEntity->pev->health; SendWeaponAnim( KMEDKIT_LONGUSE, 0 ); SetThink( &CKMedKit::SayKateHealth ); pev->nextthink = gpGlobals->time + 0.1f; m_flTimeWeaponIdle = gpGlobals->time + 2.4f; } } else { if( pEntity->pev->health == gSkillData.kateHealth || pEntity->pev->dmg ) goto miss; SendWeaponAnim( KMEDKIT_SHORTUSE, 0 ); m_flTimeWeaponIdle = gpGlobals->time + 1.1f; pEntity->pev->health = gSkillData.healthkitCapacity + pEntity->pev->health; if( pEntity->pev->health > gSkillData.kateHealth ) pEntity->pev->health = gSkillData.kateHealth; SetThink( &CKMedKit::SayKateHealth ); pev->nextthink = gpGlobals->time + 1.5f; m_bIsStateChanged = TRUE; m_iState = 1; m_iKateHealth = pEntity->pev->health; --m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType]; EMIT_SOUND( ENT( m_pPlayer->pev ), CHAN_WEAPON, "weapons/kmedkit_heal.wav", 1, ATTN_NORM ); } m_flNextPrimaryAttack = m_flNextSecondaryAttack = gpGlobals->time + 100.0f; } return; } } miss: // miss m_flNextPrimaryAttack = m_flNextSecondaryAttack = gpGlobals->time + 0.5f; m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + UTIL_SharedRandomFloat( m_pPlayer->random_seed, 10, 15 ); // player "shoot" animation m_pPlayer->SetAnimation( PLAYER_ATTACK1 ); SendWeaponAnim( KMEDKIT_IDLE1, 0 ); EMIT_SOUND_DYN( ENT( m_pPlayer->pev ), CHAN_WEAPON, "weapons/kmedkit_miss.wav", 1, ATTN_NORM, 0, 94 + RANDOM_LONG( 0, 15 ) ); } void CKMedKit::SayKateHealth() { if( m_bIsStateChanged ) { char szSentence[64]; const char *pszSentence; switch( m_iState ) { case 0: pszSentence = "!KA_HEALTHST1"; ++m_iState; pev->nextthink = gpGlobals->time + 1.8f; break; case 1: pszSentence = "!KA_HEALTHST2"; ++m_iState; pev->nextthink = gpGlobals->time + 2.0f; break; case 2: UTIL_ShowKateHealth( m_iKateHealth ); if( m_iKateHealth < 100 ) { if( m_iKateHealth >= 20 ) { sprintf( szSentence, "!KA_HEALTH%d0", m_iKateHealth / 10 ); pszSentence = szSentence; pev->nextthink = gpGlobals->time + 1.5f; ++m_iState; if( m_iKateHealth % 10 == 0 ) ++m_iState; } else { sprintf( szSentence, "!KA_HEALTH%d", m_iKateHealth ); pszSentence = szSentence; pev->nextthink = gpGlobals->time + 1.6f; m_iState += 2; } } else { pszSentence = "!KA_HEALTH00"; pev->nextthink = gpGlobals->time + 1.2f; m_iState += 2; } break; case 3: sprintf( szSentence, "!KA_HEALTH%d", m_iKateHealth % 10 ); pszSentence = szSentence; pev->nextthink = gpGlobals->time + 1.0f; ++m_iState; break; case 4: pszSentence = "!KA_HEALTHED"; pev->nextthink = gpGlobals->time + 1.0f; ++m_iState; break; case 5: m_bIsStateChanged = FALSE; m_flNextPrimaryAttack = m_flNextSecondaryAttack = m_flTimeWeaponIdle = gpGlobals->time + 0.1f; default: return; } EMIT_SOUND_SUIT( m_pPlayer->edict(), pszSentence ); } } void CKMedKit::WeaponIdle() { if( m_pPlayer->m_bIsHolster ) { if( m_flTimeWeaponIdle <= UTIL_WeaponTimeBase() ) { m_pPlayer->m_bIsHolster = FALSE; Deploy(); } return; } if( m_flTimeWeaponIdle < UTIL_WeaponTimeBase() ) { int iAnim, iRand = RANDOM_LONG( 0, 2 ); if( iRand == 0 ) { iAnim = KMEDKIT_LONGIDLE; m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 2.7f; } else if( iRand == 1 ) { iAnim = KMEDKIT_IDLE2; m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 1.3f; } else { iAnim = KMEDKIT_IDLE1; m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + UTIL_SharedRandomFloat( m_pPlayer->random_seed, 10, 15 ); } SendWeaponAnim( iAnim ); } }