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 "gamerules.h"
#define SHOVEL_BODYHIT_VOLUME 128
#define SHOVEL_WALLHIT_VOLUME 512
extern void FindHullIntersection( const Vector &vecSrc, TraceResult &tr, float *mins, float *maxs, edict_t *pEntity );
LINK_ENTITY_TO_CLASS( weapon_th_shovel, CWeaponEinarShovel )
enum shovel_e
{
SHOVEL_IDLE = 0,
SHOVEL_DRAW,
SHOVEL_HOLSTER,
SHOVEL_ATTACK1HIT,
SHOVEL_ATTACK1MISS,
SHOVEL_ATTACK2MISS,
SHOVEL_ATTACK2HIT,
SHOVEL_ATTACK3MISS,
SHOVEL_ATTACK3HIT,
SHOVEL_IDLE2,
SHOVEL_IDLE3
};
void CWeaponEinarShovel::Spawn()
{
Precache();
m_iId = WEAPON_SHOVEL;
SET_MODEL( ENT( pev ), "models/w_shovel.mdl" );
m_iClip = -1;
FallInit();// get ready to fall down.
}
void CWeaponEinarShovel::Precache()
{
PRECACHE_MODEL( "models/v_shovel.mdl" );
PRECACHE_MODEL( "models/w_shovel.mdl" );
PRECACHE_MODEL( "models/p_shovel.mdl" );
/*
PRECACHE_SOUND( "weapons/cbar_hit1.wav" );
PRECACHE_SOUND( "weapons/cbar_hit2.wav" );
PRECACHE_SOUND( "weapons/cbar_hitbod1.wav" );
PRECACHE_SOUND( "weapons/cbar_hitbod2.wav" );
PRECACHE_SOUND( "weapons/cbar_hitbod3.wav" );
PRECACHE_SOUND( "weapons/cbar_miss1.wav");
PRECACHE_SOUND( "kelly/cbar_hitkelly1.wav" );
PRECACHE_SOUND( "kelly/cbar_hitkelly2.wav" );
PRECACHE_SOUND( "kelly/cbar_hitkelly3.wav" );
*/
}
int CWeaponEinarShovel::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_SHOVEL;
p->iWeight = SHOVEL_WEIGHT;
return 1;
}
int CWeaponEinarShovel::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 CWeaponEinarShovel::Deploy()
{
return DefaultDeploy( "models/v_shovel.mdl", "models/p_shovel.mdl", SHOVEL_DRAW, "crowbar" );
}
void CWeaponEinarShovel::Holster( int skiplocal /* = 0 */ )
{
m_pPlayer->m_flNextAttack = UTIL_WeaponTimeBase() + 0.5f;
SendWeaponAnim( SHOVEL_HOLSTER );
}
void CWeaponEinarShovel::PrimaryAttack()
{
if( !Swing( 1 ) )
{
SetThink( &CWeaponEinarShovel::SwingAgain );
pev->nextthink = gpGlobals->time + 0.1f;
}
}
void CWeaponEinarShovel::Smack()
{
DecalGunshot( &m_trHit, BULLET_PLAYER_CROWBAR );
}
void CWeaponEinarShovel::SwingAgain()
{
Swing( 0 );
}
int CWeaponEinarShovel::Swing( int fFirst )
{
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 >= 1.0f )
{
UTIL_TraceHull( vecSrc, vecEnd, dont_ignore_monsters, head_hull, ENT( m_pPlayer->pev ), &tr );
if( tr.flFraction < 1.0f )
{
// 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
if( tr.flFraction >= 1.0f )
{
if( fFirst )
{
// miss
if( RANDOM_FLOAT( 0.0f, 1.0f ) <= 0.25f )
++m_iSwing;
switch( ( m_iSwing++ ) % 2 )
{
case 0:
SendWeaponAnim( SHOVEL_ATTACK1MISS );
break;
case 1:
SendWeaponAnim( SHOVEL_ATTACK2MISS );
break;
/*case 2:
SendWeaponAnim( SHOVEL_ATTACK3MISS );
break;*/
}
m_flNextPrimaryAttack = UTIL_WeaponTimeBase() + 0.5f;
// player "shoot" animation
m_pPlayer->SetAnimation( PLAYER_ATTACK1 );
#ifdef CROWBAR_IDLE_ANIM
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + UTIL_SharedRandomFloat( m_pPlayer->random_seed, 10, 15 );
#endif
EMIT_SOUND_DYN( ENT( m_pPlayer->pev ), CHAN_WEAPON, "weapons/cbar_miss1.wav", 1, ATTN_NORM, 0, 94 + RANDOM_LONG( 0, 0xF ) );
}
}
else
{
// switch ( ( ( m_iSwing++ ) % 2 ) + 1 )
switch( RANDOM_LONG( 0, 2 ) )
{
case 0:
SendWeaponAnim( SHOVEL_ATTACK1HIT );
break;
case 1:
SendWeaponAnim( SHOVEL_ATTACK2HIT );
break;
case 2:
SendWeaponAnim( SHOVEL_ATTACK3HIT );
break;
}
// player "shoot" animation
m_pPlayer->SetAnimation( PLAYER_ATTACK1 );
#ifndef CLIENT_DLL
// hit
fDidHit = TRUE;
CBaseEntity *pEntity = CBaseEntity::Instance( tr.pHit );
// play thwack, smack, or dong sound
float flVol = 1.0f;
int fHitWorld = TRUE;
if( pEntity )
{
float flDmg;
ClearMultiDamage();
if( g_pGameRules->IsMultiplayer() )
{
// more damage in multiplayer
flDmg = gSkillData.plrDmgCrowbar * 1.6f;
}
else if( m_flNextPrimaryAttack + 1.0f < UTIL_WeaponTimeBase() )
{
// first swing does full damage
flDmg = gSkillData.plrDmgCrowbar * 1.2f;
}
else
{
// subsequent swings do half
flDmg = gSkillData.plrDmgCrowbar * 0.6f;
}
pEntity->TraceAttack( m_pPlayer->pev, flDmg, gpGlobals->v_forward, &tr, DMG_CLUB );
ApplyMultiDamage( m_pPlayer->pev, m_pPlayer->pev );
if( pEntity->Classify() != CLASS_NONE && pEntity->Classify() != CLASS_MACHINE )
{
// Skeletons make different hit sounds.
if( pEntity->Classify() == CLASS_SKELETON )
{
// play thwack or smack sound
switch( RANDOM_LONG( 0, 2 ) )
{
case 0:
EMIT_SOUND( ENT( m_pPlayer->pev ), CHAN_ITEM, "kelly/cbar_hitkelly1.wav", 1, ATTN_NORM );
break;
case 1:
EMIT_SOUND( ENT( m_pPlayer->pev ), CHAN_ITEM, "kelly/cbar_hitkelly2.wav", 1, ATTN_NORM );
break;
case 2:
EMIT_SOUND( ENT( m_pPlayer->pev ), CHAN_ITEM, "kelly/cbar_hitkelly3.wav", 1, ATTN_NORM );
break;
}
}
else
{
// play thwack or smack sound
switch( RANDOM_LONG( 0, 2 ) )
{
case 0:
EMIT_SOUND( ENT( m_pPlayer->pev ), CHAN_ITEM, "weapons/cbar_hitbod1.wav", 1, ATTN_NORM );
break;
case 1:
EMIT_SOUND( ENT( m_pPlayer->pev ), CHAN_ITEM, "weapons/cbar_hitbod2.wav", 1, ATTN_NORM );
break;
case 2:
EMIT_SOUND( ENT( m_pPlayer->pev ), CHAN_ITEM, "weapons/cbar_hitbod3.wav", 1, ATTN_NORM );
break;
}
}
m_pPlayer->m_iWeaponVolume = SHOVEL_BODYHIT_VOLUME;
if( !pEntity->IsAlive() )
return TRUE;
else
flVol = 0.1f;
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
switch( RANDOM_LONG( 0, 1 ) )
{
case 0:
EMIT_SOUND_DYN( ENT( m_pPlayer->pev ), CHAN_ITEM, "weapons/cbar_hit1.wav", fvolbar, ATTN_NORM, 0, 98 + RANDOM_LONG( 0, 3 ) );
break;
case 1:
EMIT_SOUND_DYN( ENT( m_pPlayer->pev ), CHAN_ITEM, "weapons/cbar_hit2.wav", fvolbar, ATTN_NORM, 0, 98 + RANDOM_LONG( 0, 3 ) );
break;
}
// delay the decal a bit
m_trHit = tr;
}
m_pPlayer->m_iWeaponVolume = flVol * SHOVEL_WALLHIT_VOLUME;
#endif
m_flNextPrimaryAttack = UTIL_WeaponTimeBase() + 0.25f;
SetThink( &CWeaponEinarShovel::Smack );
pev->nextthink = UTIL_WeaponTimeBase() + 0.2f;
}
#ifdef CROWBAR_IDLE_ANIM
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + UTIL_SharedRandomFloat( m_pPlayer->random_seed, 10, 15 );
#endif
return fDidHit;
}
#ifdef CROWBAR_IDLE_ANIM
void CWeaponEinarShovel::WeaponIdle( void )
{
if( m_flTimeWeaponIdle < UTIL_WeaponTimeBase() )
{
int iAnim;
float flRand = UTIL_SharedRandomFloat( m_pPlayer->random_seed, 0, 1 );
if( flRand > 0.9f )
{
iAnim = SHOVEL_IDLE2;
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 160.0f / 30.0f;
}
else
{
if( flRand > 0.5f )
{
iAnim = SHOVEL_IDLE;
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 70.0f / 30.0f;
}
else
{
iAnim = SHOVEL_IDLE3;
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 160.0f / 30.0f;
}
}
SendWeaponAnim( iAnim );
}
}
#endif