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 "shake.h"
#include "gamerules.h"
#include "crossbow.h"
extern int gmsgScope;
enum cmlwbr_e {
CMLWBR_IDLE1 = 0, // drawn
CMLWBR_IDLE2, // undrawn
CMLWBR_FIDGET1, // drawn
CMLWBR_FIDGET2, // undrawn
CMLWBR_FIRE1,
CMLWBR_RELOAD, // drawn
CMLWBR_DRAWBACK,
CMLWBR_UNDRAW,
CMLWBR_DRAW1, // drawn
CMLWBR_DRAW2, // undrawn
CMLWBR_HOLSTER1, // drawn
CMLWBR_HOLSTER2, // undrawn
};
LINK_ENTITY_TO_CLASS(weapon_cmlwbr, CCmlwbr);
void CCmlwbr::Spawn()
{
Precache();
m_iId = WEAPON_CMLWBR;
SET_MODEL(ENT(pev), "models/w_crossbow.mdl");
m_iDefaultAmmo = CMLWBR_DEFAULT_GIVE;
SetDrawn( FALSE );
m_fInSpecialReload = 0;
FallInit();// get ready to fall down.
}
int CCmlwbr::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 CCmlwbr::Precache(void)
{
PRECACHE_MODEL("models/w_crossbow.mdl");
PRECACHE_MODEL("models/v_cmlwbr.mdl");
PRECACHE_MODEL("models/p_cmlwbr.mdl");
PRECACHE_SOUND("weapons/cmlwbr_drawback.wav");
PRECACHE_SOUND("weapons/cmlwbr_fire.wav");
PRECACHE_SOUND("weapons/cmlwbr_reload.wav");
PRECACHE_SOUND("weapons/cmlwbr_undraw.wav");
PRECACHE_SOUND("weapons/cmlwbr_zoom.wav");
PRECACHE_SOUND("weapons/xbow_fire1.wav");
PRECACHE_SOUND("weapons/xbow_reload1.wav");
UTIL_PrecacheOther("crossbow_bolt");
m_usReload = PRECACHE_EVENT(1, "events/reload.sc");
m_usCmlwbr = PRECACHE_EVENT(1, "events/cmlwbr.sc");
}
int CCmlwbr::GetItemInfo(ItemInfo *p)
{
p->pszName = STRING(pev->classname);
p->pszAmmo1 = "bolts";
p->iMaxAmmo1 = BOLT_MAX_CARRY;
p->pszAmmo2 = NULL;
p->iMaxAmmo2 = -1;
p->iMaxClip = CMLWBR_MAX_CLIP;
p->iSlot = 2;
p->iPosition = 1;
p->iId = WEAPON_CMLWBR;
p->iFlags = 0;
p->iWeight = CMLWBR_WEIGHT;
return 1;
}
BOOL CCmlwbr::Deploy()
{
m_pPlayer->m_flNextAttack = UTIL_WeaponTimeBase() + 0.6f;
if (IsDrawn())
return DefaultDeploy("models/v_cmlwbr.mdl", "models/p_cmlwbr.mdl", CMLWBR_DRAW1, "bow");
return DefaultDeploy("models/v_cmlwbr.mdl", "models/p_cmlwbr.mdl", CMLWBR_DRAW2, "bow");
}
void CCmlwbr::Holster(int skiplocal /* = 0 */)
{
m_fInReload = FALSE;// cancel any reload in progress.
if (m_fInZoom)
{
ZoomOut();
}
m_pPlayer->m_flNextAttack = UTIL_WeaponTimeBase() + 0.5;
if (IsDrawn())
SendWeaponAnim(CMLWBR_HOLSTER1);
else
SendWeaponAnim(CMLWBR_HOLSTER2);
m_fInSpecialReload = 0;
STOP_SOUND(ENT(m_pPlayer->pev), CHAN_ITEM, "weapons/cmlwbr_reload.wav");
STOP_SOUND(ENT(m_pPlayer->pev), CHAN_ITEM, "weapons/cmlwbr_zoom.wav");
STOP_SOUND(ENT(m_pPlayer->pev), CHAN_ITEM, "weapons/cmlwbr_drawback.wav");
STOP_SOUND(ENT(m_pPlayer->pev), CHAN_ITEM, "weapons/cmlwbr_undraw.wav");
}
void CCmlwbr::PrimaryAttack(void)
{
if (!IsDrawn() || (m_fInSpecialReload != 0))
return;
FireBolt();
}
void CCmlwbr::FireBolt()
{
#ifndef CLIENT_DLL
//ALERT(at_console, "FireBolt\n");
#endif
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(0, m_pPlayer->edict(), m_usCmlwbr, 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 = m_flNextSecondaryAttack = GetNextAttackDelay(0.6f);
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 0.5f;
// Undraw.
SetDrawn(FALSE);
}
void CCmlwbr::SecondaryAttack()
{
if (!IsDrawn() || (m_fInSpecialReload != 0))
return;
ToggleZoom();
pev->nextthink = UTIL_WeaponTimeBase() + 0.1;
// m_flNextSecondaryAttack = UTIL_WeaponTimeBase() + 1.0;
m_flNextSecondaryAttack = UTIL_WeaponTimeBase() + 0.5;
}
void CCmlwbr::Reload(void)
{
if (m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] <= 0 || m_iClip == CMLWBR_MAX_CLIP)
return;
// don't reload until recoil is done
if (m_flNextPrimaryAttack > UTIL_WeaponTimeBase())
return;
#ifndef CLIENT_DLL
//ALERT(at_console, "RELOAD\n");
#endif
if (m_pPlayer->pev->fov != 0)
{
ZoomOut();
}
if (m_fInAttack != 0)
{
m_fInSpecialReload = 1;
}
if (m_fInSpecialReload == 0)
{
Undraw();
m_fInSpecialReload = 1;
}
else if (m_fInSpecialReload == 1)
{
if (m_flTimeWeaponIdle > UTIL_WeaponTimeBase())
return;
DoReload();
m_fInSpecialReload = 0;
}
}
void CCmlwbr::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())
{
if (m_iClip == 0 && m_fInSpecialReload == 0 && m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType])
{
Reload();
}
else
{
if (m_fInSpecialReload != 0 && m_iClip != CMLWBR_MAX_CLIP)
{
Reload();
}
else if(!IsDrawn())
{
DrawBack();
}
else
{
int iAnim;
float flRand = UTIL_SharedRandomFloat(m_pPlayer->random_seed, 0, 1);
if (flRand <= 0.75)
{
if (m_iClip)
{
iAnim = CMLWBR_IDLE1;
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 93.0 / 30.0;
}
else
{
iAnim = CMLWBR_IDLE2;
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 93.0 / 30.0;
}
}
else
{
if (m_iClip)
{
iAnim = CMLWBR_FIDGET1;
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 90.0 / 30.0;
}
else
{
iAnim = CMLWBR_FIDGET2;
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 80.0 / 30.0;
}
}
SendWeaponAnim(iAnim, UseDecrement());
}
}
}
}
BOOL CCmlwbr::ShouldWeaponIdle(void)
{
return (!IsDrawn() || m_fInSpecialReload != 0);
}
BOOL CCmlwbr::IsDrawn(void)
{
return (m_fInAttack == 0);
}
void CCmlwbr::SetDrawn(BOOL bDrawn)
{
m_fInAttack = (bDrawn) ? 0 : 1;
}
void CCmlwbr::ToggleZoom(void)
{
if (m_pPlayer->pev->fov == 0)
{
ZoomIn(50);
}
else if (m_pPlayer->pev->fov == 50)
{
ZoomIn(25);
}
else
{
ZoomOut();
}
}
void CCmlwbr::ZoomIn(int iFOV)
{
m_pPlayer->pev->fov = m_pPlayer->m_iFOV = iFOV;
m_fInZoom = 1;
EMIT_SOUND(ENT(m_pPlayer->pev), CHAN_ITEM, "weapons/cmlwbr_zoom.wav", VOL_NORM, ATTN_NORM);
#ifndef CLIENT_DLL
MESSAGE_BEGIN(MSG_ONE, gmsgScope, NULL, m_pPlayer->pev);
WRITE_BYTE(1);
MESSAGE_END();
UTIL_ScreenFade(m_pPlayer, Vector(0, 0, 0), 0.1, 0.1, 255, FFADE_IN | FFADE_OUT);
#endif
}
void CCmlwbr::ZoomOut(void)
{
m_pPlayer->pev->fov = m_pPlayer->m_iFOV = 0;
m_fInZoom = 0;
EMIT_SOUND(ENT(m_pPlayer->pev), CHAN_ITEM, "weapons/cmlwbr_zoom.wav", VOL_NORM, ATTN_NORM);
#ifndef CLIENT_DLL
MESSAGE_BEGIN(MSG_ONE, gmsgScope, NULL, m_pPlayer->pev);
WRITE_BYTE(0);
MESSAGE_END();
#endif
}
void CCmlwbr::DoReload()
{
if (DefaultReload(CMLWBR_MAX_CLIP, CMLWBR_RELOAD, 4.7)) // 4.7
{
EMIT_SOUND_DYN(ENT(m_pPlayer->pev), CHAN_ITEM, "weapons/cmlwbr_reload.wav", RANDOM_FLOAT(0.95, 1.0), ATTN_NORM, 0, 93 + RANDOM_LONG(0, 0xF));
}
SetDrawn(FALSE);
m_flNextPrimaryAttack = GetNextAttackDelay(6.0);
m_flNextSecondaryAttack = UTIL_WeaponTimeBase() + 4.8;
}
void CCmlwbr::DrawBack(void)
{
SendWeaponAnim(CMLWBR_DRAWBACK);
EMIT_SOUND_DYN(ENT(m_pPlayer->pev), CHAN_ITEM, "weapons/cmlwbr_drawback.wav", RANDOM_FLOAT(0.95, 1.0), ATTN_NORM, 0, 93 + RANDOM_LONG(0, 0xF));
SetDrawn(TRUE);
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 1.3;
m_flNextPrimaryAttack = m_flNextSecondaryAttack = GetNextAttackDelay(1.3);
}
void CCmlwbr::Undraw()
{
SendWeaponAnim(CMLWBR_UNDRAW);
EMIT_SOUND_DYN(ENT(m_pPlayer->pev), CHAN_ITEM, "weapons/cmlwbr_undraw.wav", RANDOM_FLOAT(0.95, 1.0), ATTN_NORM, 0, 93 + RANDOM_LONG(0, 0xF));
SetDrawn(FALSE);
m_pPlayer->m_flNextAttack = UTIL_WeaponTimeBase() + 1.4;
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 1.4;
m_flNextPrimaryAttack = GetNextAttackDelay(1.4);
m_flNextSecondaryAttack = UTIL_WeaponTimeBase() + 7.4;
}
class CCmlwbrAmmo : 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_CMLWBRCLIP_GIVE, "bolts", BOLT_MAX_CARRY) != -1)
{
EMIT_SOUND(ENT(pev), CHAN_ITEM, "items/9mmclip1.wav", 1, ATTN_NORM);
return TRUE;
}
return FALSE;
}
};
LINK_ENTITY_TO_CLASS(ammo_bolts, CCmlwbrAmmo);