Modified source engine (2017) developed by valve and leaked in 2020. Not for commercial purporses
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose: Satchel charge
//
// $NoKeywords: $
//=============================================================================//
#include "cbase.h"
#include "npcevent.h"
#include "hl1_basecombatweapon_shared.h"
//#include "basecombatweapon.h"
//#include "basecombatcharacter.h"
#ifdef CLIENT_DLL
#include "c_baseplayer.h"
#else
#include "player.h"
#endif
//#include "AI_BaseNPC.h"
//#include "player.h"
#include "gamerules.h"
#include "in_buttons.h"
#ifndef CLIENT_DLL
#include "soundent.h"
#include "game.h"
#endif
#include "vstdlib/random.h"
#include "engine/IEngineSound.h"
#include "hl1mp_weapon_satchel.h"
//-----------------------------------------------------------------------------
// CWeaponSatchel
//-----------------------------------------------------------------------------
#define SATCHEL_VIEW_MODEL "models/v_satchel.mdl"
#define SATCHEL_WORLD_MODEL "models/w_satchel.mdl"
#define SATCHELRADIO_VIEW_MODEL "models/v_satchel_radio.mdl"
#define SATCHELRADIO_WORLD_MODEL "models/w_satchel.mdl" // this needs fixing if we do multiplayer
IMPLEMENT_NETWORKCLASS_ALIASED( WeaponSatchel, DT_WeaponSatchel );
BEGIN_NETWORK_TABLE( CWeaponSatchel, DT_WeaponSatchel )
#ifdef CLIENT_DLL
RecvPropInt( RECVINFO( m_iRadioViewIndex ) ),
RecvPropInt( RECVINFO( m_iRadioWorldIndex ) ),
RecvPropInt( RECVINFO( m_iSatchelViewIndex ) ),
RecvPropInt( RECVINFO( m_iSatchelWorldIndex ) ),
RecvPropInt( RECVINFO( m_iChargeReady ) ),
#else
SendPropInt( SENDINFO( m_iRadioViewIndex ) ),
SendPropInt( SENDINFO( m_iRadioWorldIndex ) ),
SendPropInt( SENDINFO( m_iSatchelViewIndex ) ),
SendPropInt( SENDINFO( m_iSatchelWorldIndex ) ),
SendPropInt( SENDINFO( m_iChargeReady ) ),
#endif
END_NETWORK_TABLE()
LINK_ENTITY_TO_CLASS( weapon_satchel, CWeaponSatchel );
PRECACHE_WEAPON_REGISTER( weapon_satchel );
//IMPLEMENT_SERVERCLASS_ST( CWeaponSatchel, DT_WeaponSatchel )
//END_SEND_TABLE()
BEGIN_PREDICTION_DATA( CWeaponSatchel )
#ifdef CLIENT_DLL
DEFINE_PRED_FIELD( m_iRadioViewIndex, FIELD_INTEGER, FTYPEDESC_INSENDTABLE | FTYPEDESC_MODELINDEX ),
DEFINE_PRED_FIELD( m_iRadioWorldIndex, FIELD_INTEGER, FTYPEDESC_INSENDTABLE | FTYPEDESC_MODELINDEX ),
DEFINE_PRED_FIELD( m_iSatchelViewIndex, FIELD_INTEGER, FTYPEDESC_INSENDTABLE | FTYPEDESC_MODELINDEX ),
DEFINE_PRED_FIELD( m_iSatchelWorldIndex, FIELD_INTEGER, FTYPEDESC_INSENDTABLE | FTYPEDESC_MODELINDEX ),
DEFINE_PRED_FIELD( m_iChargeReady, FIELD_INTEGER, FTYPEDESC_INSENDTABLE ),
#endif
END_PREDICTION_DATA()
BEGIN_DATADESC( CWeaponSatchel )
DEFINE_FIELD( m_iChargeReady, FIELD_INTEGER ),
// DEFINE_FIELD( m_iRadioViewIndex, FIELD_INTEGER ),
// DEFINE_FIELD( m_iRadioWorldIndex, FIELD_INTEGER ),
// DEFINE_FIELD( m_iSatchelViewIndex, FIELD_INTEGER ),
// DEFINE_FIELD( m_iSatchelWorldIndex, FIELD_INTEGER ),
END_DATADESC()
//-----------------------------------------------------------------------------
// Purpose: Constructor
//-----------------------------------------------------------------------------
CWeaponSatchel::CWeaponSatchel( void )
{
m_bReloadsSingly = false;
m_bFiresUnderwater = true;
}
void CWeaponSatchel::Equip( CBaseCombatCharacter *pOwner )
{
BaseClass::Equip( pOwner );
m_iChargeReady = 0; // this satchel charge weapon now forgets that any satchels are deployed by it.
}
bool CWeaponSatchel::HasAnyAmmo( void )
{
CBasePlayer *pPlayer = ToBasePlayer( GetOwner() );
if ( !pPlayer )
{
return false;
}
if ( pPlayer->GetAmmoCount( m_iPrimaryAmmoType ) > 0 )
{
// player is carrying some satchels
return true;
}
if ( HasChargeDeployed() )
{
// player isn't carrying any satchels, but has some out
return true;
}
return BaseClass::HasAnyAmmo();
}
bool CWeaponSatchel::CanDeploy( void )
{
if ( HasAnyAmmo() )
{
return true;
}
else
{
return false;
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CWeaponSatchel::Precache( void )
{
m_iSatchelViewIndex = PrecacheModel( SATCHEL_VIEW_MODEL );
m_iSatchelWorldIndex = PrecacheModel( SATCHEL_WORLD_MODEL );
m_iRadioViewIndex = PrecacheModel( SATCHELRADIO_VIEW_MODEL );
m_iRadioWorldIndex = PrecacheModel( SATCHELRADIO_WORLD_MODEL );
#ifndef CLIENT_DLL
UTIL_PrecacheOther( "monster_satchel" );
#endif
BaseClass::Precache();
}
void CWeaponSatchel::ItemPostFrame( void )
{
CBasePlayer *pOwner = ToBasePlayer( GetOwner() );
if (!pOwner)
{
return;
}
if ( (pOwner->m_nButtons & IN_ATTACK) && (m_flNextPrimaryAttack <= gpGlobals->curtime) )
{
// If the firing button was just pressed, reset the firing time
if ( pOwner->m_afButtonPressed & IN_ATTACK )
{
m_flNextPrimaryAttack = gpGlobals->curtime;
}
PrimaryAttack();
}
BaseClass::ItemPostFrame();
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CWeaponSatchel::PrimaryAttack( void )
{
switch ( m_iChargeReady )
{
case 0:
{
Throw();
}
break;
case 1:
{
CBasePlayer *pPlayer = ToBasePlayer( GetOwner() );
if ( !pPlayer )
{
return;
}
SendWeaponAnim( ACT_VM_PRIMARYATTACK );
#ifndef CLIENT_DLL
CBaseEntity *pSatchel = NULL;
while ( (pSatchel = gEntList.FindEntityByClassname( pSatchel, "monster_satchel" ) ) != NULL)
{
if ( pSatchel->GetOwnerEntity() == pPlayer )
{
pSatchel->Use( pPlayer, pPlayer, USE_ON, 0 );
}
}
#endif
m_iChargeReady = 2;
m_flNextPrimaryAttack = gpGlobals->curtime + 0.5;
m_flNextSecondaryAttack = gpGlobals->curtime + 0.5;
SetWeaponIdleTime( gpGlobals->curtime + 0.5 );
break;
}
case 2:
// we're reloading, don't allow fire
break;
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CWeaponSatchel::SecondaryAttack( void )
{
if ( m_iChargeReady != 2 )
{
Throw();
}
}
void CWeaponSatchel::Throw( void )
{
CBasePlayer *pPlayer = ToBasePlayer( GetOwner() );
if ( !pPlayer )
{
return;
}
if ( pPlayer->GetAmmoCount( m_iPrimaryAmmoType ) > 0 )
{
Vector vecForward;
pPlayer->EyeVectors( &vecForward );
Vector vecSrc = pPlayer->WorldSpaceCenter();
Vector vecThrow = vecForward * 274 + pPlayer->GetAbsVelocity();
#ifndef CLIENT_DLL
CBaseEntity *pSatchel = Create( "monster_satchel", vecSrc, QAngle( 0, 0, 90 ), pPlayer );
if ( pSatchel )
{
pSatchel->SetAbsVelocity( vecThrow );
QAngle angVel = pSatchel->GetLocalAngularVelocity();
angVel.y = 400;
pSatchel->SetLocalAngularVelocity( angVel );
ActivateRadioModel();
SendWeaponAnim( ACT_VM_DRAW );
// player "shoot" animation
pPlayer->SetAnimation( PLAYER_ATTACK1 );
m_iChargeReady = 1;
pPlayer->RemoveAmmo( 1, m_iPrimaryAmmoType );
}
#endif
m_flNextPrimaryAttack = gpGlobals->curtime + 1.0;
m_flNextSecondaryAttack = gpGlobals->curtime + 0.5;
}
}
void CWeaponSatchel::WeaponIdle( void )
{
if ( !HasWeaponIdleTimeElapsed() )
return;
switch( m_iChargeReady )
{
case 0:
case 1:
SendWeaponAnim( ACT_VM_FIDGET );
break;
case 2:
{
CBasePlayer *pPlayer = ToBasePlayer( GetOwner() );
if ( pPlayer && (pPlayer->GetAmmoCount( m_iPrimaryAmmoType ) <= 0) )
{
m_iChargeReady = 0;
if ( !pPlayer->SwitchToNextBestWeapon( pPlayer->GetActiveWeapon() ) )
{
Holster();
}
return;
}
ActivateSatchelModel();
SendWeaponAnim( ACT_VM_DRAW );
m_flNextPrimaryAttack = gpGlobals->curtime + 0.5;
m_flNextSecondaryAttack = gpGlobals->curtime + 0.5;
m_iChargeReady = 0;
break;
}
}
SetWeaponIdleTime( gpGlobals->curtime + random->RandomFloat( 10, 15 ) );// how long till we do this again.
}
bool CWeaponSatchel::Deploy( void )
{
SetWeaponIdleTime( gpGlobals->curtime + random->RandomFloat( 10, 15 ) );
if ( HasChargeDeployed() )
{
ActivateRadioModel();
}
else
{
ActivateSatchelModel();
}
bool bRet = BaseClass::Deploy();
if ( bRet )
{
//
CBasePlayer *pPlayer = ToBasePlayer( GetOwner() );
if ( pPlayer )
{
pPlayer->SetNextAttack( gpGlobals->curtime + 1.0 );
}
}
return bRet;
}
bool CWeaponSatchel::Holster( CBaseCombatWeapon *pSwitchingTo )
{
if ( !BaseClass::Holster( pSwitchingTo ) )
{
return false;
}
CBasePlayer *pPlayer = ToBasePlayer( GetOwner() );
if ( pPlayer )
{
pPlayer->SetNextAttack( gpGlobals->curtime + 0.5 );
if ( (pPlayer->GetAmmoCount( m_iPrimaryAmmoType ) <= 0) && !HasChargeDeployed() )
{
#ifndef CLIENT_DLL
SetThink( &CWeaponSatchel::DestroyItem );
SetNextThink( gpGlobals->curtime + 0.1 );
#endif
}
}
return true;
}
void CWeaponSatchel::ActivateSatchelModel( void )
{
m_iViewModelIndex = m_iSatchelViewIndex;
m_iWorldModelIndex = m_iSatchelWorldIndex;
SetModel( GetViewModel() );
}
void CWeaponSatchel::ActivateRadioModel( void )
{
m_iViewModelIndex = m_iRadioViewIndex;
m_iWorldModelIndex = m_iRadioWorldIndex;
SetModel( GetViewModel() );
}
const char *CWeaponSatchel::GetViewModel( int ) const
{
if ( m_iViewModelIndex == m_iSatchelViewIndex )
{
return SATCHEL_VIEW_MODEL;
}
else
{
return SATCHELRADIO_VIEW_MODEL;
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
const char *CWeaponSatchel::GetWorldModel( void ) const
{
if ( m_iViewModelIndex == m_iSatchelViewIndex )
{
return SATCHEL_WORLD_MODEL;
}
else
{
return SATCHELRADIO_WORLD_MODEL;
}
}
void CWeaponSatchel::OnRestore( void )
{
BaseClass::OnRestore();
if ( HasChargeDeployed() )
{
ActivateRadioModel();
}
else
{
ActivateSatchelModel();
}
}
#ifndef CLIENT_DLL
//-----------------------------------------------------------------------------
// CSatchelCharge
//-----------------------------------------------------------------------------
#define SATCHEL_CHARGE_MODEL "models/w_satchel.mdl"
extern ConVar sk_plr_dmg_satchel;
BEGIN_DATADESC( CSatchelCharge )
DEFINE_FIELD( m_flNextBounceSoundTime, FIELD_TIME ),
DEFINE_FIELD( m_bInAir, FIELD_BOOLEAN ),
DEFINE_FIELD( m_vLastPosition, FIELD_POSITION_VECTOR ),
// Function Pointers
DEFINE_ENTITYFUNC( SatchelTouch ),
DEFINE_THINKFUNC( SatchelThink ),
DEFINE_USEFUNC( SatchelUse ),
END_DATADESC()
LINK_ENTITY_TO_CLASS( monster_satchel, CSatchelCharge );
//=========================================================
// Deactivate - do whatever it is we do to an orphaned
// satchel when we don't want it in the world anymore.
//=========================================================
void CSatchelCharge::Deactivate( void )
{
AddSolidFlags( FSOLID_NOT_SOLID );
UTIL_Remove( this );
}
void CSatchelCharge::Spawn( void )
{
Precache( );
// motor
SetMoveType( MOVETYPE_FLYGRAVITY, MOVECOLLIDE_FLY_SLIDE );
SetSolid( SOLID_BBOX );
SetModel( SATCHEL_CHARGE_MODEL );
UTIL_SetSize( this, Vector( -4, -4, 0), Vector(4, 4, 8) );
SetTouch( &CSatchelCharge::SatchelTouch );
SetUse( &CSatchelCharge::SatchelUse );
SetThink( &CSatchelCharge::SatchelThink );
SetNextThink( gpGlobals->curtime + 0.1f );
m_flDamage = sk_plr_dmg_satchel.GetFloat();
m_DmgRadius = m_flDamage * 2.5;
m_takedamage = DAMAGE_NO;
m_iHealth = 1;
SetGravity( UTIL_ScaleForGravity( 560 ) ); // slightly lower gravity
SetFriction( 0.97 ); //used in SatchelTouch to slow us when sliding
SetSequence( LookupSequence( "onback" ) );
m_bInAir = false;
m_flNextBounceSoundTime = 0;
m_vLastPosition = vec3_origin;
}
//-----------------------------------------------------------------------------
// Purpose:
// Input :
// Output :
//-----------------------------------------------------------------------------
void CSatchelCharge::SatchelUse( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value )
{
SetThink( &CBaseGrenade::Detonate );
SetNextThink( gpGlobals->curtime );
}
//-----------------------------------------------------------------------------
// Purpose:
// Input :
// Output :
//-----------------------------------------------------------------------------
void CSatchelCharge::SatchelTouch( CBaseEntity *pOther )
{
Assert( pOther );
if ( pOther->IsSolidFlagSet(FSOLID_TRIGGER | FSOLID_VOLUME_CONTENTS) || GetWaterLevel() > 0 )
return;
StudioFrameAdvance( );
UpdateSlideSound();
if ( m_bInAir )
{
BounceSound();
m_bInAir = false;
}
// add a bit of static friction
SetAbsVelocity( GetAbsVelocity() * GetFriction() );
SetLocalAngularVelocity( GetLocalAngularVelocity() * GetFriction() );
}
void CSatchelCharge::UpdateSlideSound( void )
{
// HACKHACK - On ground isn't always set, so look for ground underneath
trace_t tr;
UTIL_TraceLine( GetAbsOrigin(), GetAbsOrigin() - Vector(0,0,10), MASK_SOLID_BRUSHONLY, this, COLLISION_GROUP_NONE, &tr );
if ( !(tr.fraction < 1.0) )
{
m_bInAir = true;
}
}
void CSatchelCharge::SatchelThink( void )
{
UpdateSlideSound();
StudioFrameAdvance( );
SetNextThink( gpGlobals->curtime + 0.1f );
if (!IsInWorld())
{
UTIL_Remove( this );
return;
}
Vector vecNewVel = GetAbsVelocity();
if ( GetWaterLevel() > 0 )
{
SetMoveType( MOVETYPE_FLYGRAVITY, MOVECOLLIDE_FLY_BOUNCE );
vecNewVel *= 0.8;
SetLocalAngularVelocity( GetLocalAngularVelocity() * 0.9 );
vecNewVel.z = 0;
SetGravity( -0.2 );
}
else if ( GetWaterLevel() == 0 )
{
SetMoveType( MOVETYPE_FLYGRAVITY, MOVECOLLIDE_FLY_SLIDE );
SetGravity( 1.0 );
}
SetAbsVelocity( vecNewVel );
}
void CSatchelCharge::Precache( void )
{
PrecacheModel( SATCHEL_CHARGE_MODEL );
PrecacheScriptSound( "SatchelCharge.Bounce" );
}
void CSatchelCharge::BounceSound( void )
{
if ( gpGlobals->curtime > m_flNextBounceSoundTime )
{
EmitSound( "SatchelCharge.Bounce" );
m_flNextBounceSoundTime = gpGlobals->curtime + 0.1;
}
}
//-----------------------------------------------------------------------------
// Purpose: Constructor
// Input :
// Output :
//-----------------------------------------------------------------------------
CSatchelCharge::CSatchelCharge(void)
{
m_vLastPosition.Init();
}
#endif