Portable Half-Life SDK. GoldSource and Xash3D. Crossplatform.
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/***
*
* 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 "soundent.h"
#include "gamerules.h"
#include "flashlightspot.h"
extern int gmsgGlow;
enum torch_e {
TORCH_IDLE_OFF = 0,
TORCH_DRAW,
TORCH_IDLE_ON,
TORCH_SWITCH,
TORCH_HOLSTER_OFF,
TORCH_HOLSTER_ON,
};
LINK_ENTITY_TO_CLASS(weapon_torch, CTorch);
#ifndef CLIENT_DLL
TYPEDESCRIPTION CTorch::m_SaveData[] =
{
DEFINE_FIELD(CTorch, m_pSpot, FIELD_CLASSPTR),
DEFINE_FIELD(CTorch, m_pGlow, FIELD_CLASSPTR),
DEFINE_FIELD(CTorch, m_fIsOn, FIELD_BOOLEAN),
};
int CTorch::Save(CSave &save)
{
if (!CBasePlayerWeapon::Save(save))
return 0;
return save.WriteFields("TORCH", this, m_SaveData, ARRAYSIZE(m_SaveData));
}
int CTorch::Restore(CRestore &restore)
{
if (!CBasePlayerWeapon::Restore(restore))
return 0;
int status = restore.ReadFields("TORCH", this, m_SaveData, ARRAYSIZE(m_SaveData));
if (status)
{
if (m_fIsOn)
{
m_fUpdate = TRUE;
}
}
return status;
}
#endif
void CTorch::Spawn()
{
Precache();
SET_MODEL(ENT(pev), "models/w_torch.mdl");
m_iId = WEAPON_TORCH;
m_iClip = -1;
m_fIsOn = FALSE;
m_fUpdate = FALSE;
#ifndef CLIENT_DLL
m_pSpot = NULL;
m_pGlow = NULL;
#endif
FallInit();// get ready to fall down.
}
void CTorch::Precache(void)
{
PRECACHE_MODEL("models/v_torch.mdl");
PRECACHE_MODEL("models/w_torch.mdl");
PRECACHE_MODEL("models/p_torch.mdl");
PRECACHE_SOUND( SOUND_FLASHLIGHT_ON );
PRECACHE_MODEL("sprites/glow01.spr");
PRECACHE_MODEL("sprites/glow02.spr");
PRECACHE_MODEL("sprites/glow03.spr");
PRECACHE_MODEL("sprites/glow04.spr");
PRECACHE_MODEL("sprites/glow05.spr");
PRECACHE_MODEL("sprites/flare1.spr");
PRECACHE_MODEL("sprites/flare2.spr");
PRECACHE_MODEL("sprites/flare3.spr");
PRECACHE_MODEL("sprites/flare4.spr");
PRECACHE_MODEL("sprites/flare5.spr");
PRECACHE_MODEL("sprites/flare6.spr");
PRECACHE_MODEL("sprites/blueflare1.spr");
m_usTorch = PRECACHE_EVENT(1, "events/torch.sc");
UTIL_PrecacheOther( "flashlight_spot" );
}
int CTorch::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_TORCH;
p->iWeight = TORCH_WEIGHT;
return 1;
}
int CTorch::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 CTorch::Deploy()
{
return DefaultDeploy("models/v_torch.mdl", "models/p_torch.mdl", TORCH_DRAW, "torch");
}
void CTorch::Holster(int skiplocal /*= 0*/)
{
m_pPlayer->m_flNextAttack = UTIL_WeaponTimeBase() + 0.5f;
if ( m_fIsOn )
TurnOff();
SendWeaponAnim(TORCH_HOLSTER_OFF);
}
void CTorch::PrimaryAttack()
{
// don't fire underwater
if (m_pPlayer->pev->waterlevel == 3)
{
m_flNextPrimaryAttack = 0.15;
return;
}
int flags;
#if defined( CLIENT_WEAPONS )
flags = FEV_NOTHOST;
#else
flags = 0;
#endif
ToggleFlashlight();
PLAYBACK_EVENT_FULL(flags, m_pPlayer->edict(), m_usTorch, 0.0, (float *)&g_vecZero, (float *)&g_vecZero, 0.0, 0.0, 0, 0, m_fIsOn, 0);
m_flNextPrimaryAttack = m_flNextSecondaryAttack = GetNextAttackDelay(0.2);
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + UTIL_SharedRandomFloat(m_pPlayer->random_seed, 10, 15);
UpdateSpot();
}
void CTorch::WeaponIdle(void)
{
UpdateSpot();
if (m_flTimeWeaponIdle > UTIL_WeaponTimeBase())
return;
int iAnim;
if (m_fIsOn)
iAnim = TORCH_IDLE_ON;
else
iAnim = TORCH_IDLE_OFF;
SendWeaponAnim(iAnim);
m_flTimeWeaponIdle = UTIL_SharedRandomFloat(m_pPlayer->random_seed, 10, 15); // how long till we do this again.
}
void CTorch::TurnOn(void)
{
m_fIsOn = TRUE;
#ifndef CLIENT_DLL
if (!m_pSpot)
{
m_pSpot = CFlashlightSpot::CreateSpot();
}
MESSAGE_BEGIN(MSG_ONE, gmsgGlow, NULL, m_pPlayer->pev);
WRITE_BYTE(1);
MESSAGE_END();
#endif
m_pPlayer->pev->effects |= EF_DIMLIGHT;
}
void CTorch::TurnOff(void)
{
m_fIsOn = FALSE;
#ifndef CLIENT_DLL
if (m_pSpot)
{
m_pSpot->Killed(NULL, GIB_NORMAL);
m_pSpot = NULL;
}
if (m_pGlow)
{
UTIL_Remove(m_pGlow);
m_pGlow = NULL;
}
MESSAGE_BEGIN(MSG_ONE, gmsgGlow, NULL, m_pPlayer->pev);
WRITE_BYTE(0);
MESSAGE_END();
#endif
m_pPlayer->pev->effects &= ~EF_DIMLIGHT;
}
void CTorch::ToggleFlashlight(void)
{
if (!m_fIsOn)
TurnOn();
else
TurnOff();
}
#define TORCH_TRACE_DISTANCE 144
#define TORCH_SPOT_MAX_ALPHA 128
#define TORCH_GLOW_MAX_ALPHA 200
void CTorch::UpdateSpot(void)
{
#ifndef CLIENT_DLL
if (m_fUpdate)
{
TurnOn();
m_fUpdate = FALSE;
}
if (m_fIsOn && m_pSpot)
{
if (!m_pSpot)
{
m_pSpot = CFlashlightSpot::CreateSpot();
}
UTIL_MakeVectors(m_pPlayer->pev->v_angle);
Vector vecSrc = m_pPlayer->GetGunPosition();
Vector vecAiming = gpGlobals->v_forward;
TraceResult tr;
UTIL_TraceLine(vecSrc, vecSrc + vecAiming * 8192, dont_ignore_monsters, ENT(m_pPlayer->pev), &tr);
UTIL_SetOrigin(m_pSpot->pev, tr.vecEndPos);
if (!m_pGlow)
{
m_pGlow = CSprite::SpriteCreate("sprites/flare1.spr", pev->origin, FALSE);
m_pGlow->SetTransparency(kRenderGlow, 255, 255, 255, 0, kRenderFxNoDissipation);
m_pGlow->SetScale(1.0f);
}
UTIL_SetOrigin(m_pGlow->pev, tr.vecEndPos);
if (UTIL_PointContents(tr.vecEndPos) == CONTENTS_SKY)
{
m_pSpot->pev->renderamt = 0;
m_pGlow->SetBrightness(0);
}
else
{
m_pSpot->pev->renderamt = TORCH_SPOT_MAX_ALPHA;
float dist = (tr.vecEndPos - vecSrc).Length();
float brightness;
if (dist < TORCH_TRACE_DISTANCE)
brightness = ((TORCH_TRACE_DISTANCE - dist) * TORCH_GLOW_MAX_ALPHA) / TORCH_TRACE_DISTANCE;
else
brightness = 0;
m_pGlow->SetBrightness(brightness);
// ALERT(at_console, "Server: Glow brightness: %f\n", brightness);
}
}
#endif
}