Portable Half-Life SDK. GoldSource and Xash3D. Crossplatform.
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//-------------------------------------------------
//- ---
//- supergun.cpp ---
//- ---
//-------------------------------------------------
// par Julien -----------------------
//-------------------------------------------------
//- code de la mitrailleuse laser -----------
//-------------------------------------------------
//----------------------------------------
// inclusions
#include "extdll.h"
#include "util.h"
#include "cbase.h"
#include "weapons.h"
#include "monsters.h"
#include "player.h"
#include "gamerules.h"
#include "effects.h"
extern int gmsgClientDecal;
enum supergun_e {
SG_IDLE = 0,
SG_SHOOT1,
SG_BIGSHOOT,
SG_DRAW,
SG_RELOAD
};
class CSuperGun : public CBasePlayerWeapon
{
public:
/* int Save( CSave &save );
int Restore( CRestore &restore );
static TYPEDESCRIPTION m_SaveData[];
*/
void Spawn( void );
void Precache( void );
int iItemSlot( void ) { return 4; }
int GetItemInfo(ItemInfo *p);
int AddToPlayer( CBasePlayer *pPlayer );
BOOL Deploy( void );
void Holster( int skiplocal = 0 );
void PrimaryAttack( void );
void SecondaryAttack( void );
void Reload( void );
void WeaponIdle( void );
void Shoot ( int mode );
private:
unsigned short m_usSG;
};
LINK_ENTITY_TO_CLASS( weapon_supergun, CSuperGun );
/*
TYPEDESCRIPTION CGauss::m_SaveData[] =
{
DEFINE_FIELD( CGauss, m_fInAttack, FIELD_INTEGER ),
DEFINE_FIELD( CGauss, m_flStartCharge, FIELD_TIME ),
DEFINE_FIELD( CGauss, m_flPlayAftershock, FIELD_TIME ),
DEFINE_FIELD( CGauss, m_flNextAmmoBurn, FIELD_TIME ),
DEFINE_FIELD( CGauss, m_fPrimaryFire, FIELD_BOOLEAN ),
};
IMPLEMENT_SAVERESTORE( CGauss, CBasePlayerWeapon );
*/
//--------------------------------------------------------------------------
class CSGBall : public CBaseMonster
{
public :
void Spawn( void );
void Precache( void );
void EXPORT AnimateThink( void );
void EXPORT ExplodeTouch( CBaseEntity *pOther );
int Classify ( void );
static CSGBall *CreateSGBall( Vector vecOrigin, Vector vecAngles, entvars_s *pevOwner );
int m_iSprite;
};
LINK_ENTITY_TO_CLASS( sg_ball, CSGBall );
CSGBall *CSGBall :: CreateSGBall ( Vector vecOrigin, Vector vecAngles, entvars_s *pevOwner )
{
CSGBall *pBall = GetClassPtr( (CSGBall *)NULL );
UTIL_MakeAimVectors ( vecAngles );
float x, y, z;
do
{
x = RANDOM_FLOAT(-0.5,0.5) + RANDOM_FLOAT(-0.5,0.5);
y = RANDOM_FLOAT(-0.5,0.5) + RANDOM_FLOAT(-0.5,0.5);
z = x*x+y*y;
}
while (z > 1);
Vector vecDir = gpGlobals->v_forward +
x * VECTOR_CONE_6DEGREES.x * gpGlobals->v_right +
y * VECTOR_CONE_6DEGREES.y * gpGlobals->v_up;
pBall->pev->angles = UTIL_VecToAngles ( vecDir.Normalize() );
UTIL_SetOrigin( pBall->pev, vecOrigin );
pBall->pev->owner = ENT ( pevOwner );
pBall->Spawn();
pBall->SetTouch( &CSGBall::ExplodeTouch );
return pBall;
}
void CSGBall :: Spawn( void )
{
Precache( );
// motor
pev->movetype = MOVETYPE_FLY;
pev->solid = SOLID_BBOX;
pev->classname = MAKE_STRING("sg_ball");
SET_MODEL(ENT(pev), "sprites/cnt1.spr");
pev->rendermode = kRenderTransAdd;
pev->rendercolor.x = 255;
pev->rendercolor.y = 255;
pev->rendercolor.z = 255;
pev->renderamt = 190;
pev->scale = 0.1;
UTIL_SetSize(pev, Vector( 0, 0, 0), Vector(0, 0, 0));
UTIL_SetOrigin( pev, pev->origin );
SetThink( &CSGBall::AnimateThink );
SetTouch( &CSGBall::ExplodeTouch );
pev->dmgtime = gpGlobals->time; // keep track of when ball spawned
pev->nextthink = gpGlobals->time + 0.1;
UTIL_MakeVectors ( pev->angles );
pev->velocity = gpGlobals->v_forward * 1700;
m_flFieldOfView = -1;
m_hEnemy = 0;
}
int CSGBall::Classify ( void )
{
return CLASS_PLAYER_BIOWEAPON;
}
void CSGBall :: Precache( void )
{
PRECACHE_MODEL("sprites/cnt1.spr");
PRECACHE_MODEL("sprites/xspark1.spr");
PRECACHE_MODEL("sprites/xspark4.spr");
PRECACHE_SOUND("debris/zap4.wav");
PRECACHE_SOUND("weapons/electro4.wav");
m_iSprite = PRECACHE_MODEL("sprites/cnt1.spr");
}
void CSGBall :: AnimateThink( void )
{
pev->nextthink = gpGlobals->time + 0.05;
// sprite
pev->frame = ((int)pev->frame + 1) % 5;
float delta = gpGlobals->time - pev->dmgtime;
if ( delta > 5 || pev->velocity.Length() < 10)
{
SetTouch( NULL );
UTIL_Remove( this );
}
// train
if ( delta > 0 && delta < 0.9 )
{
CSprite *pTrail = CSprite::SpriteCreate ( "sprites/cnt1.spr", pev->origin, TRUE );
// pTrail->AnimateAndDie ( 7 );
pTrail->AnimateAndDie ( 0.2 );
pTrail->SetScale ( 0.07 );
pTrail->SetTransparency ( kRenderTransAdd, 230, 255, 230, 60, kRenderFxNone );
pTrail->Expand ( pTrail->pev->scale, 120 );
}
// ennemi
if ( m_hEnemy == 0 )
{
Look( 600 );
m_hEnemy = BestVisibleEnemy( );
}
if ( m_hEnemy != 0 && FVisible( m_hEnemy ))
{
Vector vecDirToEnemy = ( m_hEnemy->BodyTarget( pev->origin ) - pev->origin ).Normalize();
Vector angEnnemy = UTIL_VecToAngles(vecDirToEnemy);
Vector angBall = UTIL_VecToAngles(pev->velocity);
float difX = UTIL_AngleDiff( angEnnemy.x, angBall.x );
float difY = UTIL_AngleDiff( angEnnemy.y, angBall.y );
if ( fabs ( difX ) < 15 && fabs ( difY ) < 15 )
{
pev->velocity = vecDirToEnemy * pev->velocity.Length();
}
}
else
{
m_hEnemy = 0;
}
}
void CSGBall::ExplodeTouch( CBaseEntity *pOther )
{
// truc affreux pour creer une particule a travers ce message pour les decals
TraceResult trace = UTIL_GetGlobalTrace( );
Vector vecNorm = trace.vecPlaneNormal.Normalize();
MESSAGE_BEGIN( MSG_ALL, gmsgClientDecal );
WRITE_COORD( trace.vecEndPos.x ); // xyz source
WRITE_COORD( trace.vecEndPos.y );
WRITE_COORD( trace.vecEndPos.z );
WRITE_COORD( vecNorm.x ); // xyz norme
WRITE_COORD( vecNorm.y );
WRITE_COORD( vecNorm.z );
WRITE_CHAR ( 'a' ); // type de texture
WRITE_BYTE ( 5 ); // 4 == electro-rocket
MESSAGE_END();
if (pOther->pev->takedamage)
{
if ( pOther->pev != VARS ( pev->owner ) )
{
TraceResult tr = UTIL_GetGlobalTrace( );
ClearMultiDamage( );
pOther->TraceAttack(pev, gSkillData.plrDmgSupergun, pev->velocity.Normalize(), &tr, DMG_ENERGYBEAM );
ApplyMultiDamage( pev, pev );
UTIL_EmitAmbientSound( ENT(pev), tr.vecEndPos, "weapons/electro4.wav", 0.3, ATTN_NORM, 0, RANDOM_LONG( 90, 99 ) );
}
}
UTIL_Remove( this );
}
//--------------------------------------------------------------------------
//
// SuperGun
//
//--------------------------------------------------------------------------
void CSuperGun::Spawn( )
{
Precache( );
m_iId = WEAPON_SUPERGUN;
SET_MODEL(ENT(pev), "models/w_supergun.mdl");
m_iDefaultAmmo = SUPERGUN_DEFAULT_GIVE;
FallInit();// get ready to fall down.
}
void CSuperGun::Precache( void )
{
PRECACHE_MODEL("models/w_supergun.mdl");
PRECACHE_MODEL("models/v_supergun.mdl");
PRECACHE_MODEL("models/p_gauss.mdl");
// PRECACHE_MODEL("sprites/animglow01.spr");
PRECACHE_MODEL("sprites/blueflare1.spr");
PRECACHE_SOUND("items/9mmclip1.wav");
PRECACHE_SOUND("turret/tu_fire1.wav");
PRECACHE_SOUND("weapons/gauss2.wav");
PRECACHE_SOUND("debris/beamstart14.wav");
m_usSG = PRECACHE_EVENT( 1, "events/supergun.sc" );
UTIL_PrecacheOther ( "sg_ball" );
}
int CSuperGun::AddToPlayer( CBasePlayer *pPlayer )
{
if ( CBasePlayerWeapon::AddToPlayer( pPlayer ) )
{
MESSAGE_BEGIN( MSG_ONE, gmsgWeapPickup, NULL, pPlayer->pev );
WRITE_BYTE( m_iId );
MESSAGE_END();
m_pPlayer->TextAmmo( TA_SUPERGUN );
return TRUE;
}
return FALSE;
}
int CSuperGun::GetItemInfo(ItemInfo *p)
{
p->pszName = STRING(pev->classname);
p->pszAmmo1 = "chewinggum";
p->iMaxAmmo1 = SUPERGUN_MAX_CARRY;
p->pszAmmo2 = NULL;
p->iMaxAmmo2 = -1;
p->iMaxClip = SUPERGUN_MAX_CLIP;
p->iSlot = 3;
p->iPosition = 3;
p->iId = m_iId = WEAPON_SUPERGUN;
p->iFlags = 0;
p->iWeight = SUPERGUN_WEIGHT;
return 1;
}
BOOL CSuperGun::Deploy( )
{
BOOL bResult = DefaultDeploy( "models/v_supergun.mdl", "models/p_gauss.mdl", SG_DRAW, "supergun" );
m_pPlayer->m_flNextAttack = UTIL_WeaponTimeBase() + 1;
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + RANDOM_FLOAT ( 2, 5 );
return bResult;
}
void CSuperGun::Holster( int skiplocal )
{
m_pPlayer->m_flNextAttack = UTIL_WeaponTimeBase() + 0.5;
SendWeaponAnim( SG_DRAW );
EMIT_SOUND(ENT(m_pPlayer->pev), CHAN_WEAPON, "common/null.wav", 1.0, ATTN_NORM);
}
void CSuperGun :: Reload ( void )
{
DefaultReload( SUPERGUN_MAX_CLIP, SG_RELOAD, 69 / 25 );
int iskin = 0;
PLAYBACK_EVENT_FULL( 0, m_pPlayer->edict(), m_usSG, 1, (float *)&g_vecZero, (float *)&g_vecZero, 0.0, 0.0, iskin, 0, 0, 0 );
}
void CSuperGun::PrimaryAttack()
{
// don't fire underwater
if (m_pPlayer->pev->waterlevel == 3)
{
PlayEmptySound( );
m_flNextSecondaryAttack = m_flNextPrimaryAttack = gpGlobals->time + 0.15;
return;
}
// enflamme le gaz
if ( m_pPlayer->IsInGaz() == TRUE )
m_pPlayer->m_bFireInGaz = TRUE;
if ( m_iClip < 1 )
{
PlayEmptySound( );
m_pPlayer->m_flNextAttack = UTIL_WeaponTimeBase() + 0.5;
return;
}
m_pPlayer->m_iWeaponVolume = LOUD_GUN_VOLUME;
m_iClip--;
m_pPlayer->Gunflash ();
if (!m_iClip && m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] <= 0)
m_pPlayer->SetSuitUpdate("!HEV_AMO0", FALSE, 0);
// flash
CSprite *pMuzzle = CSprite::SpriteCreate ( "sprites/blueflare1.spr"/*"sprites/animglow01.spr"*/, Vector(0,0,0), TRUE );
pMuzzle->SetAttachment ( m_pPlayer->edict(), 1 );
pMuzzle->SetScale ( 0.3 );
pMuzzle->SetTransparency ( kRenderTransAdd, 128, 128, 220, 250, kRenderFxNone );
// pMuzzle->pev->frame = RANDOM_LONG(3,6);
pMuzzle->SetThink ( &CBaseEntity::SUB_Remove );
pMuzzle->pev->nextthink = gpGlobals->time + 0.075;
SendWeaponAnim( SG_SHOOT1 );
Shoot ( 0 );
int iskin = (int)( (SUPERGUN_MAX_CLIP - m_iClip) * 10 / SUPERGUN_MAX_CLIP );
PLAYBACK_EVENT_FULL( 0, m_pPlayer->edict(), m_usSG, 0, (float *)&g_vecZero, (float *)&g_vecZero, 0.0, 0.0, iskin, 1, 0, 0 );
m_flTimeWeaponIdle = gpGlobals->time + RANDOM_FLOAT ( 1,4 );
m_pPlayer->m_flNextAttack = UTIL_WeaponTimeBase() + 0.1;
}
void CSuperGun::SecondaryAttack()
{
// don't fire underwater
if (m_pPlayer->pev->waterlevel == 3)
{
PlayEmptySound( );
m_flNextSecondaryAttack = m_flNextPrimaryAttack = gpGlobals->time + 0.15;
return;
}
// enflamme le gaz
if ( m_pPlayer->IsInGaz() == TRUE )
m_pPlayer->m_bFireInGaz = TRUE;
if ( m_iClip < 1 )
{
PlayEmptySound( );
m_pPlayer->m_flNextAttack = UTIL_WeaponTimeBase() + 0.5;
return;
}
int iProjectiles = Q_min ( m_iClip, 8 ); // n'en tire pas plus qu'il n'en a ...
m_pPlayer->m_iWeaponVolume = LOUD_GUN_VOLUME;
m_iClip -= iProjectiles;
m_pPlayer->Gunflash ();
if (!m_iClip && m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] <= 0)
m_pPlayer->SetSuitUpdate("!HEV_AMO0", FALSE, 0);
// flash
CSprite *pMuzzle = CSprite::SpriteCreate ( "sprites/blueflare1.spr", Vector(0,0,0), TRUE );
pMuzzle->SetAttachment ( m_pPlayer->edict(), 1 );
pMuzzle->SetScale ( 0.3 );
pMuzzle->SetTransparency ( kRenderTransAdd, 128, 128, 220, 250, kRenderFxNone );
pMuzzle->SetThink ( &CBaseEntity::SUB_Remove );
pMuzzle->pev->nextthink = gpGlobals->time + 0.2;
SendWeaponAnim( SG_BIGSHOOT );
// sons
EMIT_SOUND ( m_pPlayer->edict(), CHAN_WEAPON, "weapons/gauss2.wav", 1.0, ATTN_NORM );
EMIT_SOUND ( m_pPlayer->edict(), CHAN_ITEM, "debris/beamstart14.wav", 1.0, ATTN_NORM );
UTIL_MakeVectors ( m_pPlayer->pev->v_angle );
Vector Point [8];
Point [0] = m_pPlayer->GetGunPosition() + gpGlobals->v_forward * 15 + gpGlobals->v_right * 8 - gpGlobals->v_up * 8;
Point [1] = m_pPlayer->GetGunPosition() + gpGlobals->v_forward * 15 + gpGlobals->v_right * 10 - gpGlobals->v_up * 9;
Point [2] = m_pPlayer->GetGunPosition() + gpGlobals->v_forward * 15 + gpGlobals->v_right * 11 - gpGlobals->v_up * 11;
Point [3] = m_pPlayer->GetGunPosition() + gpGlobals->v_forward * 15 + gpGlobals->v_right * 10 - gpGlobals->v_up * 13;
Point [4] = m_pPlayer->GetGunPosition() + gpGlobals->v_forward * 15 + gpGlobals->v_right * 8 - gpGlobals->v_up * 14;
Point [5] = m_pPlayer->GetGunPosition() + gpGlobals->v_forward * 15 + gpGlobals->v_right * 6 - gpGlobals->v_up * 13;
Point [6] = m_pPlayer->GetGunPosition() + gpGlobals->v_forward * 15 + gpGlobals->v_right * 5 - gpGlobals->v_up * 11;
Point [7] = m_pPlayer->GetGunPosition() + gpGlobals->v_forward * 15 + gpGlobals->v_right * 6 - gpGlobals->v_up * 9;
for ( int i=0; i<iProjectiles; i++ )
{
CSGBall :: CreateSGBall ( Point[i],
m_pPlayer->pev->v_angle, m_pPlayer->pev );
}
m_flTimeWeaponIdle = gpGlobals->time + RANDOM_FLOAT ( 3,6 );
m_pPlayer->m_flNextAttack = UTIL_WeaponTimeBase() + 31 / 20;
}
void CSuperGun :: Shoot ( int mode )
{
EMIT_SOUND ( m_pPlayer->edict(), CHAN_WEAPON, "turret/tu_fire1.wav", 1.0, ATTN_NORM );
//CBaseMonster *pBall = (CBaseMonster*)Create( "controller_energy_ball", m_pPlayer->GetGunPosition(), m_pPlayer->pev->v_angle, edict() );
UTIL_MakeVectors ( m_pPlayer->pev->v_angle );
CSGBall :: CreateSGBall (
m_pPlayer->GetGunPosition() + gpGlobals->v_forward * 15
+ gpGlobals->v_right * 8
- gpGlobals->v_up * 8,
m_pPlayer->pev->v_angle, m_pPlayer->pev );
}
void CSuperGun::WeaponIdle( void )
{
ResetEmptySound( );
if (m_flTimeWeaponIdle > gpGlobals->time)
return;
SendWeaponAnim( SG_IDLE );
m_flTimeWeaponIdle = gpGlobals->time + RANDOM_FLOAT ( 10, 15 );
}
class CSuperGunAmmo : public CBasePlayerAmmo
{
void Spawn( void )
{
Precache( );
SET_MODEL(ENT(pev), "models/w_supergunammo.mdl");
CBasePlayerAmmo::Spawn( );
}
void Precache( void )
{
PRECACHE_MODEL ("models/w_supergunammo.mdl");
PRECACHE_SOUND("items/9mmclip1.wav");
}
BOOL AddAmmo( CBaseEntity *pOther )
{
if (pOther->GiveAmmo( AMMO_SUPERGUNCLIPGIVE, "chewinggum", SUPERGUN_MAX_CARRY ) != -1)
{
EMIT_SOUND(ENT(pev), CHAN_ITEM, "items/9mmclip1.wav", 1, ATTN_NORM);
return TRUE;
}
return FALSE;
}
};
LINK_ENTITY_TO_CLASS( ammo_supergun, CSuperGunAmmo );