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556 lines
13 KiB
556 lines
13 KiB
/*** |
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* |
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* Copyright (c) 1996-2002, Valve LLC. All rights reserved. |
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* |
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* This product contains software technology licensed from Id |
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* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc. |
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* All Rights Reserved. |
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* |
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* Use, distribution, and modification of this source code and/or resulting |
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* object code is restricted to non-commercial enhancements to products from |
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* Valve LLC. All other use, distribution, or modification is prohibited |
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* without written permission from Valve LLC. |
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* |
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****/ |
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#if !defined( OEM_BUILD ) && !defined( HLDEMO_BUILD ) |
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#include "extdll.h" |
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#include "util.h" |
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#include "cbase.h" |
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#include "monsters.h" |
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#include "weapons.h" |
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#include "nodes.h" |
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#include "player.h" |
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#include "gamerules.h" |
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#ifndef CLIENT_DLL |
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#define BOLT_AIR_VELOCITY 2000 |
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#define BOLT_WATER_VELOCITY 1000 |
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// UNDONE: Save/restore this? Don't forget to set classname and LINK_ENTITY_TO_CLASS() |
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// |
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// OVERLOADS SOME ENTVARS: |
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// |
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// speed - the ideal magnitude of my velocity |
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class CCrossbowBolt : public CBaseEntity |
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{ |
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void Spawn( void ); |
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void Precache( void ); |
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int Classify( void ); |
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void EXPORT BubbleThink( void ); |
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void EXPORT BoltTouch( CBaseEntity *pOther ); |
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void EXPORT ExplodeThink( void ); |
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int m_iTrail; |
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public: |
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static CCrossbowBolt *BoltCreate( void ); |
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}; |
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LINK_ENTITY_TO_CLASS( crossbow_bolt, CCrossbowBolt ) |
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CCrossbowBolt *CCrossbowBolt::BoltCreate( void ) |
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{ |
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// Create a new entity with CCrossbowBolt private data |
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CCrossbowBolt *pBolt = GetClassPtr( (CCrossbowBolt *)NULL ); |
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pBolt->pev->classname = MAKE_STRING( "crossbow_bolt" ); // g-cont. enable save\restore |
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pBolt->Spawn(); |
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return pBolt; |
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} |
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void CCrossbowBolt::Spawn() |
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{ |
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Precache(); |
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pev->movetype = MOVETYPE_FLY; |
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pev->solid = SOLID_BBOX; |
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pev->gravity = 0.5; |
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SET_MODEL( ENT( pev ), "models/crossbow_bolt.mdl" ); |
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UTIL_SetOrigin( pev, pev->origin ); |
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UTIL_SetSize( pev, Vector( 0, 0, 0 ), Vector( 0, 0, 0 ) ); |
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SetTouch( &CCrossbowBolt::BoltTouch ); |
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SetThink( &CCrossbowBolt::BubbleThink ); |
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pev->nextthink = gpGlobals->time + 0.2; |
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} |
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void CCrossbowBolt::Precache() |
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{ |
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PRECACHE_MODEL( "models/crossbow_bolt.mdl" ); |
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PRECACHE_SOUND( "weapons/xbow_hitbod1.wav" ); |
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PRECACHE_SOUND( "weapons/xbow_hitbod2.wav" ); |
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PRECACHE_SOUND( "weapons/xbow_fly1.wav" ); |
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PRECACHE_SOUND( "weapons/xbow_hit1.wav" ); |
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PRECACHE_SOUND( "fvox/beep.wav" ); |
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m_iTrail = PRECACHE_MODEL( "sprites/streak.spr" ); |
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} |
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int CCrossbowBolt::Classify( void ) |
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{ |
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return CLASS_NONE; |
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} |
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void CCrossbowBolt::BoltTouch( CBaseEntity *pOther ) |
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{ |
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SetTouch( NULL ); |
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SetThink( NULL ); |
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if( pOther->pev->takedamage ) |
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{ |
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TraceResult tr = UTIL_GetGlobalTrace(); |
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entvars_t *pevOwner; |
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pevOwner = VARS( pev->owner ); |
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// UNDONE: this needs to call TraceAttack instead |
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ClearMultiDamage(); |
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if( pOther->IsPlayer() ) |
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{ |
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pOther->TraceAttack( pevOwner, gSkillData.plrDmgCrossbowClient, pev->velocity.Normalize(), &tr, DMG_NEVERGIB ); |
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} |
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else |
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{ |
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pOther->TraceAttack( pevOwner, gSkillData.plrDmgCrossbowMonster, pev->velocity.Normalize(), &tr, DMG_BULLET | DMG_NEVERGIB ); |
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} |
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ApplyMultiDamage( pev, pevOwner ); |
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pev->velocity = Vector( 0, 0, 0 ); |
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// play body "thwack" sound |
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switch( RANDOM_LONG( 0, 1 ) ) |
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{ |
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case 0: |
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EMIT_SOUND( ENT( pev ), CHAN_BODY, "weapons/xbow_hitbod1.wav", 1, ATTN_NORM ); |
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break; |
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case 1: |
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EMIT_SOUND( ENT( pev ), CHAN_BODY, "weapons/xbow_hitbod2.wav", 1, ATTN_NORM ); |
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break; |
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} |
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if( !g_pGameRules->IsMultiplayer() ) |
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{ |
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Killed( pev, GIB_NEVER ); |
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} |
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} |
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else |
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{ |
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EMIT_SOUND_DYN( ENT( pev ), CHAN_BODY, "weapons/xbow_hit1.wav", RANDOM_FLOAT( 0.95, 1.0 ), ATTN_NORM, 0, 98 + RANDOM_LONG( 0, 7 ) ); |
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SetThink( &CBaseEntity::SUB_Remove ); |
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pev->nextthink = gpGlobals->time;// this will get changed below if the bolt is allowed to stick in what it hit. |
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if( FClassnameIs( pOther->pev, "worldspawn" ) ) |
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{ |
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// if what we hit is static architecture, can stay around for a while. |
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Vector vecDir = pev->velocity.Normalize(); |
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UTIL_SetOrigin( pev, pev->origin - vecDir * 12 ); |
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pev->angles = UTIL_VecToAngles( vecDir ); |
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pev->solid = SOLID_NOT; |
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pev->movetype = MOVETYPE_FLY; |
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pev->velocity = Vector( 0, 0, 0 ); |
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pev->avelocity.z = 0; |
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pev->angles.z = RANDOM_LONG( 0, 360 ); |
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pev->nextthink = gpGlobals->time + 10.0; |
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} |
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else if( pOther->pev->movetype == MOVETYPE_PUSH || pOther->pev->movetype == MOVETYPE_PUSHSTEP ) |
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{ |
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Vector vecDir = pev->velocity.Normalize(); |
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UTIL_SetOrigin( pev, pev->origin - vecDir * 12 ); |
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pev->angles = UTIL_VecToAngles( vecDir ); |
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pev->solid = SOLID_NOT; |
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pev->velocity = Vector( 0, 0, 0 ); |
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pev->avelocity.z = 0; |
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pev->angles.z = RANDOM_LONG( 0, 360 ); |
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pev->nextthink = gpGlobals->time + 10.0; |
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// g-cont. Setup movewith feature |
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pev->movetype = MOVETYPE_COMPOUND; // set movewith type |
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pev->aiment = ENT( pOther->pev ); // set parent |
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} |
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if( UTIL_PointContents( pev->origin ) != CONTENTS_WATER ) |
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{ |
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UTIL_Sparks( pev->origin ); |
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} |
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} |
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if( g_pGameRules->IsMultiplayer() ) |
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{ |
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SetThink( &CCrossbowBolt::ExplodeThink ); |
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pev->nextthink = gpGlobals->time + 0.1; |
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} |
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} |
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void CCrossbowBolt::BubbleThink( void ) |
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{ |
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pev->nextthink = gpGlobals->time + 0.1; |
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if( pev->waterlevel == 0 ) |
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return; |
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UTIL_BubbleTrail( pev->origin - pev->velocity * 0.1, pev->origin, 1 ); |
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} |
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void CCrossbowBolt::ExplodeThink( void ) |
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{ |
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int iContents = UTIL_PointContents( pev->origin ); |
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int iScale; |
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pev->dmg = 40; |
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iScale = 10; |
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MESSAGE_BEGIN( MSG_PVS, SVC_TEMPENTITY, pev->origin ); |
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WRITE_BYTE( TE_EXPLOSION ); |
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WRITE_COORD( pev->origin.x ); |
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WRITE_COORD( pev->origin.y ); |
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WRITE_COORD( pev->origin.z ); |
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if( iContents != CONTENTS_WATER ) |
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{ |
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WRITE_SHORT( g_sModelIndexFireball ); |
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} |
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else |
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{ |
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WRITE_SHORT( g_sModelIndexWExplosion ); |
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} |
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WRITE_BYTE( iScale ); // scale * 10 |
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WRITE_BYTE( 15 ); // framerate |
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WRITE_BYTE( TE_EXPLFLAG_NONE ); |
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MESSAGE_END(); |
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entvars_t *pevOwner; |
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if( pev->owner ) |
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pevOwner = VARS( pev->owner ); |
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else |
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pevOwner = NULL; |
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pev->owner = NULL; // can't traceline attack owner if this is set |
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::RadiusDamage( pev->origin, pev, pevOwner, pev->dmg, 128, CLASS_NONE, DMG_BLAST | DMG_ALWAYSGIB ); |
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UTIL_Remove( this ); |
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} |
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#endif |
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enum crossbow_e |
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{ |
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CROSSBOW_IDLE1 = 0, // full |
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CROSSBOW_IDLE2, // empty |
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CROSSBOW_FIDGET1, // full |
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CROSSBOW_FIDGET2, // empty |
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CROSSBOW_FIRE1, // full |
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CROSSBOW_FIRE2, // reload |
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CROSSBOW_FIRE3, // empty |
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CROSSBOW_RELOAD, // from empty |
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CROSSBOW_DRAW1, // full |
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CROSSBOW_DRAW2, // empty |
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CROSSBOW_HOLSTER1, // full |
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CROSSBOW_HOLSTER2 // empty |
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}; |
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LINK_ENTITY_TO_CLASS( weapon_crossbow, CCrossbow ) |
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void CCrossbow::Spawn() |
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{ |
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Precache(); |
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m_iId = WEAPON_CROSSBOW; |
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SET_MODEL( ENT( pev ), "models/w_crossbow.mdl" ); |
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m_iDefaultAmmo = CROSSBOW_DEFAULT_GIVE; |
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FallInit();// get ready to fall down. |
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} |
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int CCrossbow::AddToPlayer( CBasePlayer *pPlayer ) |
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{ |
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if( CBasePlayerWeapon::AddToPlayer( pPlayer ) ) |
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{ |
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MESSAGE_BEGIN( MSG_ONE, gmsgWeapPickup, NULL, pPlayer->pev ); |
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WRITE_BYTE( m_iId ); |
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MESSAGE_END(); |
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return TRUE; |
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} |
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return FALSE; |
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} |
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void CCrossbow::Precache( void ) |
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{ |
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PRECACHE_MODEL( "models/w_crossbow.mdl" ); |
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PRECACHE_MODEL( "models/v_crossbow.mdl" ); |
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PRECACHE_MODEL( "models/p_crossbow.mdl" ); |
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PRECACHE_SOUND( "weapons/xbow_fire1.wav" ); |
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PRECACHE_SOUND( "weapons/xbow_reload1.wav" ); |
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UTIL_PrecacheOther( "crossbow_bolt" ); |
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m_usCrossbow = PRECACHE_EVENT( 1, "events/crossbow1.sc" ); |
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m_usCrossbow2 = PRECACHE_EVENT( 1, "events/crossbow2.sc" ); |
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} |
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int CCrossbow::GetItemInfo( ItemInfo *p ) |
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{ |
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p->pszName = STRING( pev->classname ); |
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p->pszAmmo1 = "bolts"; |
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p->iMaxAmmo1 = BOLT_MAX_CARRY; |
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p->pszAmmo2 = NULL; |
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p->iMaxAmmo2 = -1; |
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p->iMaxClip = CROSSBOW_MAX_CLIP; |
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p->iSlot = 2; |
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p->iPosition = 2; |
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p->iId = WEAPON_CROSSBOW; |
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p->iFlags = 0; |
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p->iWeight = CROSSBOW_WEIGHT; |
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return 1; |
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} |
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BOOL CCrossbow::Deploy() |
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{ |
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if( m_iClip ) |
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return DefaultDeploy( "models/v_crossbow.mdl", "models/p_crossbow.mdl", CROSSBOW_DRAW1, "bow" ); |
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return DefaultDeploy( "models/v_crossbow.mdl", "models/p_crossbow.mdl", CROSSBOW_DRAW2, "bow" ); |
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} |
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void CCrossbow::Holster( int skiplocal /* = 0 */ ) |
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{ |
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m_fInReload = FALSE;// cancel any reload in progress. |
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if( m_fInZoom ) |
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{ |
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SecondaryAttack(); |
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} |
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m_pPlayer->m_flNextAttack = UTIL_WeaponTimeBase() + 0.5; |
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if( m_iClip ) |
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SendWeaponAnim( CROSSBOW_HOLSTER1 ); |
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else |
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SendWeaponAnim( CROSSBOW_HOLSTER2 ); |
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} |
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void CCrossbow::PrimaryAttack( void ) |
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{ |
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#ifdef CLIENT_DLL |
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if( m_fInZoom && bIsMultiplayer() ) |
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#else |
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if( m_fInZoom && g_pGameRules->IsMultiplayer() ) |
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#endif |
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{ |
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FireSniperBolt(); |
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return; |
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} |
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FireBolt(); |
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} |
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// this function only gets called in multiplayer |
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void CCrossbow::FireSniperBolt() |
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{ |
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m_flNextPrimaryAttack = UTIL_WeaponTimeBase() + 0.75; |
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if( m_iClip == 0 ) |
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{ |
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PlayEmptySound(); |
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return; |
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} |
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TraceResult tr; |
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m_pPlayer->m_iWeaponVolume = QUIET_GUN_VOLUME; |
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m_iClip--; |
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int flags; |
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#if defined( CLIENT_WEAPONS ) |
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flags = FEV_NOTHOST; |
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#else |
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flags = 0; |
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#endif |
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PLAYBACK_EVENT_FULL( flags, m_pPlayer->edict(), m_usCrossbow2, 0.0, (float *)&g_vecZero, (float *)&g_vecZero, 0, 0, m_iClip, m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType], 0, 0 ); |
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// player "shoot" animation |
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m_pPlayer->SetAnimation( PLAYER_ATTACK1 ); |
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Vector anglesAim = m_pPlayer->pev->v_angle + m_pPlayer->pev->punchangle; |
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UTIL_MakeVectors( anglesAim ); |
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Vector vecSrc = m_pPlayer->GetGunPosition() - gpGlobals->v_up * 2; |
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Vector vecDir = gpGlobals->v_forward; |
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UTIL_TraceLine( vecSrc, vecSrc + vecDir * 8192, dont_ignore_monsters, m_pPlayer->edict(), &tr ); |
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#ifndef CLIENT_DLL |
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if( tr.pHit->v.takedamage ) |
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{ |
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ClearMultiDamage(); |
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CBaseEntity::Instance( tr.pHit )->TraceAttack( m_pPlayer->pev, 120, vecDir, &tr, DMG_BULLET | DMG_NEVERGIB ); |
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ApplyMultiDamage( pev, m_pPlayer->pev ); |
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} |
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#endif |
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} |
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void CCrossbow::FireBolt() |
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{ |
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TraceResult tr; |
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if( m_iClip == 0 ) |
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{ |
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PlayEmptySound(); |
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return; |
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} |
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m_pPlayer->m_iWeaponVolume = QUIET_GUN_VOLUME; |
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m_iClip--; |
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int flags; |
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#if defined( CLIENT_WEAPONS ) |
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flags = FEV_NOTHOST; |
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#else |
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flags = 0; |
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#endif |
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PLAYBACK_EVENT_FULL( flags, m_pPlayer->edict(), m_usCrossbow, 0.0, (float *)&g_vecZero, (float *)&g_vecZero, 0, 0, m_iClip, m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType], 0, 0 ); |
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// player "shoot" animation |
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m_pPlayer->SetAnimation( PLAYER_ATTACK1 ); |
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Vector anglesAim = m_pPlayer->pev->v_angle + m_pPlayer->pev->punchangle; |
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UTIL_MakeVectors( anglesAim ); |
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anglesAim.x = -anglesAim.x; |
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Vector vecSrc = m_pPlayer->GetGunPosition() - gpGlobals->v_up * 2; |
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Vector vecDir = gpGlobals->v_forward; |
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#ifndef CLIENT_DLL |
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CCrossbowBolt *pBolt = CCrossbowBolt::BoltCreate(); |
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pBolt->pev->origin = vecSrc; |
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pBolt->pev->angles = anglesAim; |
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pBolt->pev->owner = m_pPlayer->edict(); |
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if( m_pPlayer->pev->waterlevel == 3 ) |
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{ |
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pBolt->pev->velocity = vecDir * BOLT_WATER_VELOCITY; |
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pBolt->pev->speed = BOLT_WATER_VELOCITY; |
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} |
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else |
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{ |
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pBolt->pev->velocity = vecDir * BOLT_AIR_VELOCITY; |
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pBolt->pev->speed = BOLT_AIR_VELOCITY; |
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} |
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pBolt->pev->avelocity.z = 10; |
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#endif |
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if( !m_iClip && m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] <= 0 ) |
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// HEV suit - indicate out of ammo condition |
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m_pPlayer->SetSuitUpdate( "!HEV_AMO0", FALSE, 0 ); |
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m_flNextPrimaryAttack = UTIL_WeaponTimeBase() + 0.1; |
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m_flNextSecondaryAttack = UTIL_WeaponTimeBase() + 0.1; |
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if( m_iClip != 0 ) |
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m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 5.0; |
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else |
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m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 0.75; |
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} |
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void CCrossbow::SecondaryAttack() |
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{ |
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if( m_pPlayer->pev->fov != 0 ) |
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{ |
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m_pPlayer->pev->fov = m_pPlayer->m_iFOV = 0; // 0 means reset to default fov |
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m_fInZoom = 0; |
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} |
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else if( m_pPlayer->pev->fov != 20 ) |
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{ |
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m_pPlayer->pev->fov = m_pPlayer->m_iFOV = 20; |
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m_fInZoom = 1; |
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} |
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pev->nextthink = UTIL_WeaponTimeBase() + 0.1; |
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m_flNextSecondaryAttack = UTIL_WeaponTimeBase() + 1.0; |
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} |
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void CCrossbow::Reload( void ) |
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{ |
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if( m_pPlayer->ammo_bolts <= 0 ) |
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return; |
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if( m_pPlayer->pev->fov != 0 ) |
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{ |
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SecondaryAttack(); |
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} |
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if( DefaultReload( 5, CROSSBOW_RELOAD, 4.5 ) ) |
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{ |
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EMIT_SOUND_DYN( ENT( m_pPlayer->pev ), CHAN_ITEM, "weapons/xbow_reload1.wav", RANDOM_FLOAT( 0.95, 1.0 ), ATTN_NORM, 0, 93 + RANDOM_LONG( 0, 0xF ) ); |
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} |
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} |
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void CCrossbow::WeaponIdle( void ) |
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{ |
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m_pPlayer->GetAutoaimVector( AUTOAIM_2DEGREES ); // get the autoaim vector but ignore it; used for autoaim crosshair in DM |
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ResetEmptySound(); |
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if( m_flTimeWeaponIdle < UTIL_WeaponTimeBase() ) |
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{ |
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float flRand = UTIL_SharedRandomFloat( m_pPlayer->random_seed, 0, 1 ); |
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if( flRand <= 0.75 ) |
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{ |
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if( m_iClip ) |
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{ |
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SendWeaponAnim( CROSSBOW_IDLE1 ); |
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} |
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else |
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{ |
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SendWeaponAnim( CROSSBOW_IDLE2 ); |
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} |
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m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + UTIL_SharedRandomFloat( m_pPlayer->random_seed, 10, 15 ); |
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} |
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else |
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{ |
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if( m_iClip ) |
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{ |
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SendWeaponAnim( CROSSBOW_FIDGET1 ); |
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m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 90.0 / 30.0; |
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} |
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else |
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{ |
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SendWeaponAnim( CROSSBOW_FIDGET2 ); |
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m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 80.0 / 30.0; |
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} |
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m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + UTIL_SharedRandomFloat( m_pPlayer->random_seed, 10, 15 ); |
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} |
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} |
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} |
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class CCrossbowAmmo : public CBasePlayerAmmo |
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{ |
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void Spawn( void ) |
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{ |
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Precache(); |
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SET_MODEL( ENT( pev ), "models/w_crossbow_clip.mdl" ); |
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CBasePlayerAmmo::Spawn(); |
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} |
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void Precache( void ) |
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{ |
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PRECACHE_MODEL( "models/w_crossbow_clip.mdl" ); |
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PRECACHE_SOUND( "items/9mmclip1.wav" ); |
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} |
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BOOL AddAmmo( CBaseEntity *pOther ) |
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{ |
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if( pOther->GiveAmmo( AMMO_CROSSBOWCLIP_GIVE, "bolts", BOLT_MAX_CARRY ) != -1 ) |
|
{ |
|
EMIT_SOUND( ENT( pev ), CHAN_ITEM, "items/9mmclip1.wav", 1, ATTN_NORM ); |
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return TRUE; |
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} |
|
return FALSE; |
|
} |
|
}; |
|
|
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LINK_ENTITY_TO_CLASS( ammo_crossbow, CCrossbowAmmo ) |
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#endif
|
|
|