You can not select more than 25 topics
Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
277 lines
7.9 KiB
277 lines
7.9 KiB
5 years ago
|
//========= Copyright Valve Corporation, All rights reserved. ============//
|
||
|
//
|
||
|
// Purpose: The various ammo types for HL2
|
||
|
//
|
||
|
//=============================================================================//
|
||
|
|
||
|
#include "cbase.h"
|
||
|
#include "props.h"
|
||
|
#include "items.h"
|
||
|
#include "item_dynamic_resupply.h"
|
||
|
|
||
|
// memdbgon must be the last include file in a .cpp file!!!
|
||
|
#include "tier0/memdbgon.h"
|
||
|
|
||
|
const char *pszItemCrateModelName[] =
|
||
|
{
|
||
|
"models/items/item_item_crate.mdl",
|
||
|
"models/items/item_beacon_crate.mdl",
|
||
|
};
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// A breakable crate that drops items
|
||
|
//-----------------------------------------------------------------------------
|
||
|
class CItem_ItemCrate : public CPhysicsProp
|
||
|
{
|
||
|
public:
|
||
|
DECLARE_CLASS( CItem_ItemCrate, CPhysicsProp );
|
||
|
DECLARE_DATADESC();
|
||
|
|
||
|
void Precache( void );
|
||
|
void Spawn( void );
|
||
|
|
||
|
virtual int ObjectCaps() { return BaseClass::ObjectCaps() | FCAP_WCEDIT_POSITION; };
|
||
|
|
||
|
virtual int OnTakeDamage( const CTakeDamageInfo &info );
|
||
|
|
||
|
void InputKill( inputdata_t &data );
|
||
|
|
||
|
virtual void VPhysicsCollision( int index, gamevcollisionevent_t *pEvent );
|
||
|
virtual void OnPhysGunPickup( CBasePlayer *pPhysGunUser, PhysGunPickup_t reason );
|
||
|
|
||
|
protected:
|
||
|
virtual void OnBreak( const Vector &vecVelocity, const AngularImpulse &angVel, CBaseEntity *pBreaker );
|
||
|
|
||
|
private:
|
||
|
// Crate types. Add more!
|
||
|
enum CrateType_t
|
||
|
{
|
||
|
CRATE_SPECIFIC_ITEM = 0,
|
||
|
CRATE_TYPE_COUNT,
|
||
|
};
|
||
|
|
||
|
enum CrateAppearance_t
|
||
|
{
|
||
|
CRATE_APPEARANCE_DEFAULT = 0,
|
||
|
CRATE_APPEARANCE_RADAR_BEACON,
|
||
|
};
|
||
|
|
||
|
private:
|
||
|
CrateType_t m_CrateType;
|
||
|
string_t m_strItemClass;
|
||
|
int m_nItemCount;
|
||
|
string_t m_strAlternateMaster;
|
||
|
CrateAppearance_t m_CrateAppearance;
|
||
|
|
||
|
COutputEvent m_OnCacheInteraction;
|
||
|
};
|
||
|
|
||
|
|
||
|
LINK_ENTITY_TO_CLASS(item_item_crate, CItem_ItemCrate);
|
||
|
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Save/load:
|
||
|
//-----------------------------------------------------------------------------
|
||
|
BEGIN_DATADESC( CItem_ItemCrate )
|
||
|
|
||
|
DEFINE_KEYFIELD( m_CrateType, FIELD_INTEGER, "CrateType" ),
|
||
|
DEFINE_KEYFIELD( m_strItemClass, FIELD_STRING, "ItemClass" ),
|
||
|
DEFINE_KEYFIELD( m_nItemCount, FIELD_INTEGER, "ItemCount" ),
|
||
|
DEFINE_KEYFIELD( m_strAlternateMaster, FIELD_STRING, "SpecificResupply" ),
|
||
|
DEFINE_KEYFIELD( m_CrateAppearance, FIELD_INTEGER, "CrateAppearance" ),
|
||
|
DEFINE_INPUTFUNC( FIELD_VOID, "Kill", InputKill ),
|
||
|
DEFINE_OUTPUT( m_OnCacheInteraction, "OnCacheInteraction" ),
|
||
|
|
||
|
END_DATADESC()
|
||
|
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CItem_ItemCrate::Precache( void )
|
||
|
{
|
||
|
// Set this here to quiet base prop warnings
|
||
|
PrecacheModel( pszItemCrateModelName[m_CrateAppearance] );
|
||
|
SetModel( pszItemCrateModelName[m_CrateAppearance] );
|
||
|
|
||
|
BaseClass::Precache();
|
||
|
if ( m_CrateType == CRATE_SPECIFIC_ITEM )
|
||
|
{
|
||
|
if ( NULL_STRING != m_strItemClass )
|
||
|
{
|
||
|
// Don't precache if this is a null string.
|
||
|
UTIL_PrecacheOther( STRING(m_strItemClass) );
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CItem_ItemCrate::Spawn( void )
|
||
|
{
|
||
|
if ( g_pGameRules->IsAllowedToSpawn( this ) == false )
|
||
|
{
|
||
|
UTIL_Remove( this );
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
DisableAutoFade();
|
||
|
SetModelName( AllocPooledString( pszItemCrateModelName[m_CrateAppearance] ) );
|
||
|
|
||
|
if ( NULL_STRING == m_strItemClass )
|
||
|
{
|
||
|
Warning( "CItem_ItemCrate(%i): CRATE_SPECIFIC_ITEM with NULL ItemClass string (deleted)!!!\n", entindex() );
|
||
|
UTIL_Remove( this );
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
Precache( );
|
||
|
SetModel( pszItemCrateModelName[m_CrateAppearance] );
|
||
|
AddEFlags( EFL_NO_ROTORWASH_PUSH );
|
||
|
BaseClass::Spawn( );
|
||
|
}
|
||
|
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
// Input : &data -
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CItem_ItemCrate::InputKill( inputdata_t &data )
|
||
|
{
|
||
|
UTIL_Remove( this );
|
||
|
}
|
||
|
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Item crates blow up immediately
|
||
|
//-----------------------------------------------------------------------------
|
||
|
int CItem_ItemCrate::OnTakeDamage( const CTakeDamageInfo &info )
|
||
|
{
|
||
|
if ( info.GetDamageType() & DMG_AIRBOAT )
|
||
|
{
|
||
|
CTakeDamageInfo dmgInfo = info;
|
||
|
dmgInfo.ScaleDamage( 10.0 );
|
||
|
return BaseClass::OnTakeDamage( dmgInfo );
|
||
|
}
|
||
|
|
||
|
return BaseClass::OnTakeDamage( info );
|
||
|
}
|
||
|
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CItem_ItemCrate::VPhysicsCollision( int index, gamevcollisionevent_t *pEvent )
|
||
|
{
|
||
|
float flDamageScale = 1.0f;
|
||
|
if ( FClassnameIs( pEvent->pEntities[!index], "prop_vehicle_airboat" ) ||
|
||
|
FClassnameIs( pEvent->pEntities[!index], "prop_vehicle_jeep" ) )
|
||
|
{
|
||
|
flDamageScale = 100.0f;
|
||
|
}
|
||
|
|
||
|
m_impactEnergyScale *= flDamageScale;
|
||
|
BaseClass::VPhysicsCollision( index, pEvent );
|
||
|
m_impactEnergyScale /= flDamageScale;
|
||
|
}
|
||
|
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CItem_ItemCrate::OnBreak( const Vector &vecVelocity, const AngularImpulse &angImpulse, CBaseEntity *pBreaker )
|
||
|
{
|
||
|
// FIXME: We could simply store the name of an entity to put into the crate
|
||
|
// as a string entered in by worldcraft. Should we? I'd do it for sure
|
||
|
// if it was easy to get a dropdown with all entity types in it.
|
||
|
|
||
|
m_OnCacheInteraction.FireOutput(pBreaker,this);
|
||
|
|
||
|
for ( int i = 0; i < m_nItemCount; ++i )
|
||
|
{
|
||
|
CBaseEntity *pSpawn = NULL;
|
||
|
switch( m_CrateType )
|
||
|
{
|
||
|
case CRATE_SPECIFIC_ITEM:
|
||
|
pSpawn = CreateEntityByName( STRING(m_strItemClass) );
|
||
|
break;
|
||
|
|
||
|
default:
|
||
|
break;
|
||
|
}
|
||
|
|
||
|
if ( !pSpawn )
|
||
|
return;
|
||
|
|
||
|
// Give a little randomness...
|
||
|
Vector vecOrigin;
|
||
|
CollisionProp()->RandomPointInBounds( Vector(0.25, 0.25, 0.25), Vector( 0.75, 0.75, 0.75 ), &vecOrigin );
|
||
|
pSpawn->SetAbsOrigin( vecOrigin );
|
||
|
|
||
|
QAngle vecAngles;
|
||
|
vecAngles.x = random->RandomFloat( -20.0f, 20.0f );
|
||
|
vecAngles.y = random->RandomFloat( 0.0f, 360.0f );
|
||
|
vecAngles.z = random->RandomFloat( -20.0f, 20.0f );
|
||
|
pSpawn->SetAbsAngles( vecAngles );
|
||
|
|
||
|
Vector vecActualVelocity;
|
||
|
vecActualVelocity.Random( -10.0f, 10.0f );
|
||
|
// vecActualVelocity += vecVelocity;
|
||
|
pSpawn->SetAbsVelocity( vecActualVelocity );
|
||
|
|
||
|
QAngle angVel;
|
||
|
AngularImpulseToQAngle( angImpulse, angVel );
|
||
|
pSpawn->SetLocalAngularVelocity( angVel );
|
||
|
|
||
|
// If we're creating an item, it can't be picked up until it comes to rest
|
||
|
// But only if it wasn't broken by a vehicle
|
||
|
CItem *pItem = dynamic_cast<CItem*>(pSpawn);
|
||
|
if ( pItem && !pBreaker->GetServerVehicle())
|
||
|
{
|
||
|
pItem->ActivateWhenAtRest();
|
||
|
}
|
||
|
|
||
|
pSpawn->Spawn();
|
||
|
|
||
|
// Avoid missing items drops by a dynamic resupply because they don't think immediately
|
||
|
if ( FClassnameIs( pSpawn, "item_dynamic_resupply" ) )
|
||
|
{
|
||
|
if ( m_strAlternateMaster != NULL_STRING )
|
||
|
{
|
||
|
DynamicResupply_InitFromAlternateMaster( pSpawn, m_strAlternateMaster );
|
||
|
}
|
||
|
if ( i == 0 )
|
||
|
{
|
||
|
pSpawn->AddSpawnFlags( SF_DYNAMICRESUPPLY_ALWAYS_SPAWN );
|
||
|
}
|
||
|
pSpawn->SetNextThink( gpGlobals->curtime );
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
void CItem_ItemCrate::OnPhysGunPickup( CBasePlayer *pPhysGunUser, PhysGunPickup_t reason )
|
||
|
{
|
||
|
BaseClass::OnPhysGunPickup( pPhysGunUser, reason );
|
||
|
|
||
|
m_OnCacheInteraction.FireOutput( pPhysGunUser, this );
|
||
|
|
||
|
if ( reason == PUNTED_BY_CANNON && m_CrateAppearance != CRATE_APPEARANCE_RADAR_BEACON )
|
||
|
{
|
||
|
Vector vForward;
|
||
|
AngleVectors( pPhysGunUser->EyeAngles(), &vForward, NULL, NULL );
|
||
|
Vector vForce = Pickup_PhysGunLaunchVelocity( this, vForward, PHYSGUN_FORCE_PUNTED );
|
||
|
AngularImpulse angular = AngularImpulse( 0, 0, 0 );
|
||
|
|
||
|
IPhysicsObject *pPhysics = VPhysicsGetObject();
|
||
|
|
||
|
if ( pPhysics )
|
||
|
{
|
||
|
pPhysics->AddVelocity( &vForce, &angular );
|
||
|
}
|
||
|
|
||
|
TakeDamage( CTakeDamageInfo( pPhysGunUser, pPhysGunUser, GetHealth(), DMG_GENERIC ) );
|
||
|
}
|
||
|
}
|