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"
void FindHullIntersection(const Vector &vecSrc, TraceResult &tr, float *mins, float *maxs, edict_t *pEntity);
#define PIPEWRENCH_BODYHIT_VOLUME 128
#define PIPEWRENCH_WALLHIT_VOLUME 512
#define PIPEWRENCH_ATTACK2_MIN_DAMAGE 45
#define PIPEWRENCH_ATTACK2_MAX_DAMAGE 200
#define PIPEWRENCH_ATTACK2_MAX_DAMAGE_HOLD_TIME 4
LINK_ENTITY_TO_CLASS(weapon_pipewrench, CPipeWrench);
enum pwrench_e {
PIPEWRENCH_IDLE1 = 0,
PIPEWRENCH_IDLE2,
PIPEWRENCH_IDLE3,
PIPEWRENCH_DRAW,
PIPEWRENCH_HOLSTER,
PIPEWRENCH_ATTACK1HIT,
PIPEWRENCH_ATTACK1MISS,
PIPEWRENCH_ATTACK2HIT,
PIPEWRENCH_ATTACK2MISS,
PIPEWRENCH_ATTACK3HIT,
PIPEWRENCH_ATTACK3MISS,
PIPEWRENCH_ATTACKBIGWIND,
PIPEWRENCH_ATTACKBIGHIT,
PIPEWRENCH_ATTACKBIGMISS,
PIPEWRENCH_ATTACKBIGLOOP,
};
void CPipeWrench::Spawn()
{
Precache();
m_iId = WEAPON_PIPEWRENCH;
SET_MODEL(ENT(pev), "models/w_pipe_wrench.mdl");
m_iClip = -1;
m_iFirestate = FIRESTATE_NONE;
FallInit();// get ready to fall down.
}
void CPipeWrench::Precache(void)
{
PRECACHE_MODEL("models/v_pipe_wrench.mdl");
PRECACHE_MODEL("models/w_pipe_wrench.mdl");
PRECACHE_MODEL("models/p_pipe_wrench.mdl");
PRECACHE_SOUND("weapons/pwrench_hit1.wav");
PRECACHE_SOUND("weapons/pwrench_hit2.wav");
PRECACHE_SOUND("weapons/pwrench_hitbod1.wav");
PRECACHE_SOUND("weapons/pwrench_hitbod2.wav");
PRECACHE_SOUND("weapons/pwrench_hitbod3.wav");
PRECACHE_SOUND("weapons/pwrench_miss1.wav");
PRECACHE_SOUND("weapons/pwrench_big_hitbod1.wav");
PRECACHE_SOUND("weapons/pwrench_big_hitbod2.wav");
PRECACHE_SOUND("weapons/pwrench_big_miss.wav");
m_usPWrench = PRECACHE_EVENT(1, "events/pipewrench.sc");
}
int CPipeWrench::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_PIPEWRENCH;
p->iWeight = PIPEWRENCH_WEIGHT;
return 1;
}
BOOL CPipeWrench::Deploy()
{
m_iFirestate = FIRESTATE_NONE;
return DefaultDeploy("models/v_pipe_wrench.mdl", "models/p_pipe_wrench.mdl", PIPEWRENCH_DRAW, "pipewrench");
}
void CPipeWrench::Holster(int skiplocal /* = 0 */)
{
m_iFirestate = FIRESTATE_NONE;
m_pPlayer->m_flNextAttack = UTIL_WeaponTimeBase() + 0.5;
SendWeaponAnim(PIPEWRENCH_HOLSTER);
}
void CPipeWrench::PrimaryAttack()
{
if (!Swing(1, TRUE))
{
SetThink(&CPipeWrench::SwingAgain);
pev->nextthink = gpGlobals->time + 0.1;
}
}
void CPipeWrench::SecondaryAttack(void)
{
if (m_iFirestate != FIRESTATE_NONE)
return;
m_iFirestate = FIRESTATE_WINDUP;
SendWeaponAnim(PIPEWRENCH_ATTACKBIGWIND);
m_flNextPrimaryAttack = m_flNextSecondaryAttack = GetNextAttackDelay(1.0f);
pev->nextthink = UTIL_WeaponTimeBase() + 1.0f;
ALERT( at_console, "CPipeWrench::SecondaryAttack\n" );
}
void CPipeWrench::ItemPostFrame(void)
{
if (!(m_pPlayer->pev->button & IN_ATTACK))
{
m_flLastFireTime = 0.0f;
}
if (m_iFirestate != FIRESTATE_NONE)
{
// Set primary attack flag off, in case the player is thinking of doing a primary
// attack while the secondary attack sequence is incomplete.
m_pPlayer->pev->button &= ~IN_ATTACK;
if (CanAttack(m_flNextSecondaryAttack, gpGlobals->time, UseDecrement()))
{
switch (m_iFirestate)
{
case FIRESTATE_WINDUP:
{
ALERT(at_console, "CPipeWrench::FIRESTATE_WINDUP\n");
m_iFirestate = FIRESTATE_WINDLOOP;
SendWeaponAnim(PIPEWRENCH_ATTACKBIGLOOP);
m_flHoldStartTime = gpGlobals->time;
m_flNextPrimaryAttack = m_flNextSecondaryAttack = GetNextAttackDelay(0.01f);
pev->nextthink = UTIL_WeaponTimeBase() + 0.01f;
}
break;
case FIRESTATE_WINDLOOP:
{
ALERT(at_console, "CPipeWrench::FIRESTATE_WINDLOOP\n");
if (!(m_pPlayer->pev->button & IN_ATTACK2))
{
ALERT(at_console, "Releasing CPipeWrench\n");
m_iFirestate = FIRESTATE_BIGHIT;
}
else
{
ALERT(at_console, "Holding CPipeWrench\n");
SendWeaponAnim(PIPEWRENCH_ATTACKBIGLOOP);
}
m_flNextPrimaryAttack = m_flNextSecondaryAttack = GetNextAttackDelay(0.01f);
}
break;
case FIRESTATE_BIGHIT:
{
ALERT(at_console, "CPipeWrench::FIRESTATE_BIGHIT\n");
Swing(1, FALSE);
m_iFirestate = FIRESTATE_NONE;
m_flHoldStartTime = 0.0f;
m_pPlayer->pev->button &= ~IN_ATTACK2;
}
break;
}
}
return;
}
if ((m_pPlayer->pev->button & IN_ATTACK2) && CanAttack(m_flNextSecondaryAttack, gpGlobals->time, UseDecrement()))
{
#ifndef CLIENT_DLL
m_pPlayer->TabulateAmmo();
#endif
SecondaryAttack();
m_pPlayer->pev->button &= ~IN_ATTACK2;
}
else if ((m_pPlayer->pev->button & IN_ATTACK) && CanAttack(m_flNextPrimaryAttack, gpGlobals->time, UseDecrement()))
{
#ifndef CLIENT_DLL
m_pPlayer->TabulateAmmo();
#endif
PrimaryAttack();
m_pPlayer->pev->button &= ~IN_ATTACK;
}
else if (!(m_pPlayer->pev->button & (IN_ATTACK | IN_ATTACK2)))
{
// no fire buttons down
WeaponIdle();
return;
}
// catch all
if (ShouldWeaponIdle())
{
WeaponIdle();
}
}
void CPipeWrench::Smack()
{
DecalGunshot(&m_trHit, BULLET_PLAYER_CROWBAR);
}
void CPipeWrench::SwingAgain(void)
{
Swing(0, TRUE);
}
#define clamp( val, min, max ) ( ((val) > (max)) ? (max) : ( ((val) < (min)) ? (min) : (val) ) )
int CPipeWrench::Swing(int fFirst, BOOL fIsPrimary)
{
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 >= 1.0)
{
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
PLAYBACK_EVENT_FULL(FEV_NOTHOST, m_pPlayer->edict(), m_usPWrench,
0.0, (float *)&g_vecZero, (float *)&g_vecZero, 0, 0, fIsPrimary,
0.0, 0, 0.0);
if (tr.flFraction >= 1.0)
{
// miss
m_flNextPrimaryAttack = m_flNextSecondaryAttack = (fIsPrimary)
? GetNextAttackDelay(0.35f)
: GetNextAttackDelay(1.0f);
// player "shoot" animation
m_pPlayer->SetAnimation(PLAYER_ATTACK1);
}
else
{
if (fIsPrimary)
{
switch (((m_iSwing++) % 2) + 1)
{
case 0:
SendWeaponAnim(PIPEWRENCH_ATTACK1HIT); break;
case 1:
SendWeaponAnim(PIPEWRENCH_ATTACK2HIT); break;
case 2:
SendWeaponAnim(PIPEWRENCH_ATTACK3HIT); break;
}
}
else
{
SendWeaponAnim(PIPEWRENCH_ATTACKBIGHIT);
m_pPlayer->pev->punchangle.x = -5;
}
// player "shoot" animation
m_pPlayer->SetAnimation(PLAYER_ATTACK1);
#ifndef CLIENT_DLL
// hit
fDidHit = TRUE;
CBaseEntity *pEntity = CBaseEntity::Instance(tr.pHit);
ClearMultiDamage();
float flDamage;
if (!fIsPrimary)
{
float flRealDamage, flTotalDamageSpan;
float flRealHoldTimeDelta, flNormHoldTimeDelta;
float flNormHoldTimeProp;
// Get the total damge to be dealt with, excluding the starting minimum.
flTotalDamageSpan = PIPEWRENCH_ATTACK2_MAX_DAMAGE - PIPEWRENCH_ATTACK2_MIN_DAMAGE;
// Get the time delta since we hold the secondary attack button.
flRealHoldTimeDelta = clamp(gpGlobals->time - m_flHoldStartTime, 0, PIPEWRENCH_ATTACK2_MAX_DAMAGE_HOLD_TIME);
// Normalize the value, between 0. and 1.0
flNormHoldTimeProp = clamp(flRealHoldTimeDelta / PIPEWRENCH_ATTACK2_MAX_DAMAGE_HOLD_TIME, 0.0f, 1.0f);
// Establish a proportion between normalized value and total hold time
// for maximum damage.
flNormHoldTimeDelta = flNormHoldTimeProp * PIPEWRENCH_ATTACK2_MAX_DAMAGE_HOLD_TIME;
// Convert the computed proportion relative to maximum hold time, to damage.
flRealDamage = (flTotalDamageSpan * flNormHoldTimeDelta) / PIPEWRENCH_ATTACK2_MAX_DAMAGE_HOLD_TIME;
// Add the desired extra damage to the minimum.
flDamage = PIPEWRENCH_ATTACK2_MIN_DAMAGE + flRealDamage;
// Clamp the new desired damage value between min and max.
flDamage = clamp(flDamage, PIPEWRENCH_ATTACK2_MIN_DAMAGE, PIPEWRENCH_ATTACK2_MAX_DAMAGE);
}
else
{
if ((m_flNextPrimaryAttack + 1 < UTIL_WeaponTimeBase()) || g_pGameRules->IsMultiplayer())
{
// first swing does full damage
flDamage = gSkillData.plrDmgPWrench;
}
else
{
// subsequent swings do half
flDamage = gSkillData.plrDmgPWrench / 2;
}
}
ALERT(at_console, "PipeWrench damage: %f\n", flDamage);
// Send trace attack to player.
pEntity->TraceAttack(m_pPlayer->pev, flDamage, gpGlobals->v_forward, &tr, DMG_CLUB);
ApplyMultiDamage(m_pPlayer->pev, m_pPlayer->pev);
// play thwack, smack, or dong sound
float flVol = 1.0;
int fHitWorld = TRUE;
if (pEntity)
{
if (pEntity->Classify() != CLASS_NONE && pEntity->Classify() != CLASS_MACHINE)
{
// play thwack or smack sound
if (fIsPrimary)
{
// Primary attack body hit sound.
switch (RANDOM_LONG(0, 2))
{
case 0: EMIT_SOUND(ENT(m_pPlayer->pev), CHAN_ITEM, "weapons/pwrench_hitbod1.wav", 1, ATTN_NORM); break;
case 1: EMIT_SOUND(ENT(m_pPlayer->pev), CHAN_ITEM, "weapons/pwrench_hitbod2.wav", 1, ATTN_NORM); break;
case 2: EMIT_SOUND(ENT(m_pPlayer->pev), CHAN_ITEM, "weapons/pwrench_hitbod3.wav", 1, ATTN_NORM); break;
}
}
else
{
// Secondary attack body hit sound.
switch (RANDOM_LONG(0, 1))
{
case 0: EMIT_SOUND(ENT(m_pPlayer->pev), CHAN_ITEM, "weapons/pwrench_big_hitbod1.wav", 1, ATTN_NORM); break;
case 1: EMIT_SOUND(ENT(m_pPlayer->pev), CHAN_ITEM, "weapons/pwrench_big_hitbod2.wav", 1, ATTN_NORM); break;
}
}
m_pPlayer->m_iWeaponVolume = PIPEWRENCH_BODYHIT_VOLUME;
if (!pEntity->IsAlive())
return TRUE;
else
flVol = 0.1;
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
//
// Shared between both primary and secondary attack.
//
switch (RANDOM_LONG(0, 1))
{
case 0:
EMIT_SOUND_DYN(ENT(m_pPlayer->pev), CHAN_ITEM, "weapons/pwrench_hit1.wav", fvolbar, ATTN_NORM, 0, 98 + RANDOM_LONG(0, 3));
break;
case 1:
EMIT_SOUND_DYN(ENT(m_pPlayer->pev), CHAN_ITEM, "weapons/pwrench_hit1.wav", fvolbar, ATTN_NORM, 0, 98 + RANDOM_LONG(0, 3));
break;
}
// delay the decal a bit
m_trHit = tr;
}
m_pPlayer->m_iWeaponVolume = flVol * PIPEWRENCH_WALLHIT_VOLUME;
#endif
m_flNextPrimaryAttack = m_flNextSecondaryAttack = (fIsPrimary)
? GetNextAttackDelay(0.5f)
: GetNextAttackDelay(1.0f);
SetThink(&CPipeWrench::Smack);
pev->nextthink = UTIL_WeaponTimeBase() + 0.2;
}
return fDidHit;
}
void CPipeWrench::WindUp(void)
{
SendWeaponAnim(PIPEWRENCH_ATTACKBIGWIND);
SetThink(&CPipeWrench::WindLoop);
m_flNextSecondaryAttack = GetNextAttackDelay(1.0f);
pev->nextthink = UTIL_WeaponTimeBase() + 1.0f;
}
void CPipeWrench::WindLoop(void)
{
if (m_flNextSecondaryAttack < UTIL_WeaponTimeBase() && !(m_pPlayer->pev->button & IN_ATTACK2))
{
if (!Swing(1, FALSE))
{
SetThink(&CPipeWrench::SwingAgain2);
pev->nextthink = UTIL_WeaponTimeBase() + 0.1f;
}
return;
}
SendWeaponAnim( PIPEWRENCH_ATTACKBIGLOOP );
pev->nextthink = UTIL_WeaponTimeBase() + 0.1f;
}
void CPipeWrench::SwingAgain2(void)
{
Swing(0, FALSE);
}
//=========================================================
// Purpose:
//=========================================================
BOOL CPipeWrench::CanAttack(float attack_time, float curtime, BOOL isPredicted)
{
#if defined( CLIENT_WEAPONS )
if (!isPredicted)
#else
if (1)
#endif
{
return (attack_time <= curtime) ? TRUE : FALSE;
}
else
{
return (attack_time <= 0.0) ? TRUE : FALSE;
}
}