NS/main/source/mod/AvHGrenadeGun.cpp

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//======== (C) Copyright 2002 Charles G. Cleveland All rights reserved. =========
//
// The copyright to the contents herein is the property of Charles G. Cleveland.
// The contents may be used and/or copied only with the written permission of
// Charles G. Cleveland, or in accordance with the terms and conditions stipulated in
// the agreement/contract under which the contents have been supplied.
//
// Purpose:
//
// $Workfile: AvHGrenadeGun.cpp $
// $Date: 2002/11/22 21:28:16 $
//
//-------------------------------------------------------------------------------
// $Log: AvHGrenadeGun.cpp,v $
// Revision 1.17 2002/11/22 21:28:16 Flayra
// - mp_consistency changes
//
// Revision 1.16 2002/10/16 20:53:09 Flayra
// - Removed weapon upgrade sounds
//
// Revision 1.15 2002/10/03 18:46:26 Flayra
// - Added heavy view model
//
// Revision 1.14 2002/07/24 19:09:16 Flayra
// - Linux issues
//
// Revision 1.13 2002/07/24 18:45:41 Flayra
// - Linux and scripting changes
//
// Revision 1.12 2002/06/25 17:50:59 Flayra
// - Reworking for correct player animations and new enable/disable state, new view model artwork, alien weapon refactoring
//
// Revision 1.11 2002/06/03 16:37:56 Flayra
// - Added different deploy times (this should be refactored a bit more), refactored grenades
//
// Revision 1.10 2002/05/28 17:44:58 Flayra
// - Tweak weapon deploy volume, as Valve's sounds weren't normalized
//
// Revision 1.9 2002/05/23 02:33:42 Flayra
// - Post-crash checkin. Restored @Backup from around 4/16. Contains changes for last four weeks of development.
//
//===============================================================================
#include "AvHPlayer.h"
#ifdef AVH_CLIENT
#include "cl_dll/eventscripts.h"
#include "cl_dll/in_defs.h"
#include "cl_dll/wrect.h"
#include "cl_dll/cl_dll.h"
#endif
#include "../common/hldm.h"
#include "../common/event_api.h"
#include "../common/event_args.h"
#include "../common/vector_util.h"
#include "AvHMarineWeapons.h"
#include "AvHMarineWeaponConstants.h"
#include "AvHServerUtil.h"
LINK_ENTITY_TO_CLASS(kwGrenadeGun, AvHGrenadeGun);
void V_PunchAxis( int axis, float punch );
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const int kSpecialReloadNone = 0;
const int kSpecialReloadGotoReload = 1;
const int kSpecialReloadAddGren = 2;
const int kSpecialReloadCloseGG = 3;
const float kEndReloadAnimationTime = 2.43f;
void AvHGrenadeGun::Init()
{
this->mRange = kGGRange;
this->mDamage = BALANCE_VAR(kGrenadeDamage);
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this->m_fInSpecialReload = kSpecialReloadNone;
}
int AvHGrenadeGun::GetBarrelLength() const
{
return kGGBarrelLength;
}
float AvHGrenadeGun::GetRateOfFire() const
{
return BALANCE_VAR(kGGROF);
}
int AvHGrenadeGun::GetDeployAnimation() const
{
int theAnimation = -1;
int theShotsInClip = this->GetShotsInClip();
switch(theShotsInClip)
{
case 4:
case 0:
theAnimation = 13;
break;
case 3:
theAnimation = 14;
break;
case 2:
theAnimation = 15;
break;
case 1:
theAnimation = 16;
break;
}
return theAnimation;
}
char* AvHGrenadeGun::GetDeploySound() const
{
return kGGDeploySound;
}
float AvHGrenadeGun::GetReloadTime(void) const
{
int theShotsToLoad = BALANCE_VAR(kGGMaxClip) - this->GetShotsInClip();
float theBaseReloadTime = BALANCE_VAR(kGrenadeLauncherBaseReloadTime);
float theGrenadeReloadTime = BALANCE_VAR(kGrenadeLauncherGrenadeReloadTime);
float theEndReloadTime = BALANCE_VAR(kGrenadeLauncherEndReloadTime);
return theBaseReloadTime + theShotsToLoad*theGrenadeReloadTime + theEndReloadTime;
}
bool AvHGrenadeGun::GetHasMuzzleFlash() const
{
return true;
}
void AvHGrenadeGun::GetEventOrigin(Vector& outOrigin) const
{
Vector theGunPosition = this->m_pPlayer->GetGunPosition();
VectorCopy(theGunPosition, outOrigin);
}
void AvHGrenadeGun::GetEventAngles(Vector& outAngles) const
{
float theGrenadeForce = BALANCE_VAR(kGrenadeForce);
Vector theAiming = this->m_pPlayer->GetAutoaimVector(AUTOAIM_5DEGREES);
Vector theVelocity = theAiming*theGrenadeForce + this->m_pPlayer->pev->velocity;
VectorCopy(theVelocity, outAngles);
}
char* AvHGrenadeGun::GetHeavyViewModel() const
{
return kGGHVVModel;
}
int AvHGrenadeGun::GetIdleAnimation() const
{
int theAnimation = -1;
int theShotsInClip = this->GetShotsInClip();
switch(theShotsInClip)
{
case 0:
case 4:
theAnimation = 0;
break;
case 1:
theAnimation = 3;
break;
case 2:
theAnimation = 2;
break;
case 3:
theAnimation = 1;
break;
}
return theAnimation;
}
char* AvHGrenadeGun::GetPlayerModel() const
{
return kGGPModel;
}
int AvHGrenadeGun::GetReloadAnimation() const
{
int theAnimation = -1;
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int ShotsEmpty = this->GetClipSize() - this->GetShotsInClip();
int Shotsleft = this->m_pPlayer->m_rgAmmo[this->m_iPrimaryAmmoType];
int ShotsToReload = min(ShotsEmpty, Shotsleft);
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switch(ShotsToReload)
{
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case 4:
theAnimation = 7;
break;
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case 3:
theAnimation = 6;
break;
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case 2:
theAnimation = 5;
break;
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case 1:
theAnimation = 4;
break;
}
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return theAnimation;
}
int AvHGrenadeGun::GetEmptyShootAnimation() const
{
return 12;
}
int AvHGrenadeGun::GetShootAnimation() const
{
int theAnimation = -1;
int theShotsInClip = this->GetShotsInClip();
switch(theShotsInClip)
{
case 4:
theAnimation = 8;
break;
case 3:
theAnimation = 9;
break;
case 2:
theAnimation = 10;
break;
case 1:
theAnimation = 11;
break;
case 0:
theAnimation = 12;
break;
}
return theAnimation;
}
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int AvHGrenadeGun::GetEndAnimation() const
{
int theAnimation = -1;
int theShotsInClip = this->GetShotsInClip();
switch (theShotsInClip)
{
case 1:
theAnimation = 17;
break;
case 2:
case 3:
theAnimation = 18;
break;
}
return theAnimation;
}
char* AvHGrenadeGun::GetViewModel() const
{
return kGGVModel;
}
char* AvHGrenadeGun::GetWorldModel() const
{
return kGGWModel;
}
void AvHGrenadeGun::FireProjectiles(void)
{
#ifdef AVH_SERVER
Vector theOrigin;
this->GetEventOrigin(theOrigin);
// Grenade gun uses velocity here instead of angles, assumes angles are the player angles (for both the server grenade and the client temp entity)
Vector theVelocity;
this->GetEventAngles(theVelocity);
// How to handle this? Only generate entity on server, but we should do SOMETHING on the client, no?
CGrenade* theGrenade = AvHSUShootServerGrenade(this->m_pPlayer->pev, theOrigin, theVelocity, BALANCE_VAR(kGrenDetonateTime), false);
ASSERT(theGrenade);
theGrenade->pev->dmg = this->mDamage;
#endif
}
void AvHGrenadeGun::Precache()
{
AvHMarineWeapon::Precache();
PRECACHE_UNMODIFIED_MODEL(kGGEjectModel);
PRECACHE_UNMODIFIED_MODEL(kGGAmmoModel);
PRECACHE_UNMODIFIED_SOUND(kGrenadeBounceSound1);
PRECACHE_UNMODIFIED_SOUND(kGrenadeBounceSound2);
PRECACHE_UNMODIFIED_SOUND(kGrenadeBounceSound3);
PRECACHE_UNMODIFIED_SOUND(kGGFireSound1);
PRECACHE_UNMODIFIED_SOUND(kGGReloadSound);
this->mEvent = PRECACHE_EVENT(1, kGGEventName);
}
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void AvHGrenadeGun::DeductCostForShot(void)
{
AvHMarineWeapon::DeductCostForShot();
// Stop reload if we were in the middle of one
if (this->m_fInSpecialReload != kSpecialReloadNone)
{
this->m_fInSpecialReload = kSpecialReloadNone;
}
}
int AvHGrenadeGun::DefaultReload(int iClipSize, int iAnim, float fDelay)
{
// Needed to prevet super fast default reload
return FALSE;
}
void AvHGrenadeGun::Holster(int skiplocal)
{
AvHMarineWeapon::Holster(skiplocal);
// Cancel any reload in progress.
this->m_fInSpecialReload = kSpecialReloadNone;
}
void AvHGrenadeGun::Reload(void)
{
int theClipSize = this->GetClipSize();
if ((this->m_pPlayer->m_rgAmmo[this->m_iPrimaryAmmoType] > 0) && (m_iClip < theClipSize))
{
if (this->m_fInSpecialReload == kSpecialReloadCloseGG)
{
this->SendWeaponAnim(this->GetEndAnimation());
//Timings here made to match animations as well as reload length of the previous reload version. Numbers are seconds*2 because they get decremented twice in NS.
this->m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + kEndReloadAnimationTime;
this->m_flNextPrimaryAttack = UTIL_WeaponTimeBase() + kEndReloadAnimationTime;
this->m_flNextSecondaryAttack = UTIL_WeaponTimeBase() + kEndReloadAnimationTime;
//this->m_pPlayer->m_flNextAttack = UTIL_WeaponTimeBase() + kEndReloadAnimationTime;
this->m_pPlayer->SetAnimation(PLAYER_RELOAD_END);
this->m_fInSpecialReload = kSpecialReloadNone;
}
else if (this->m_fInSpecialReload == kSpecialReloadAddGren)
{
// Add to grenade count at specified time in the middle of reload to sync with animation and sound.
if (m_flTimeWeaponIdle <= UTIL_WeaponTimeBase())
{
// Add them to the clip
this->m_iClip += 1;
this->m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] -= 1;
if (this->m_iClip < theClipSize && (this->m_pPlayer->m_rgAmmo[this->m_iPrimaryAmmoType] != 0))
{
this->m_fInSpecialReload = kSpecialReloadGotoReload;
}
else
{
this->m_fInSpecialReload = kSpecialReloadNone;
this->m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + kEndReloadAnimationTime;
this->m_flNextPrimaryAttack = UTIL_WeaponTimeBase() + kEndReloadAnimationTime;
this->m_flNextSecondaryAttack = UTIL_WeaponTimeBase() + kEndReloadAnimationTime;
this->m_pPlayer->SetAnimation(PLAYER_RELOAD_END);
}
}
}
// don't reload until recoil is done
else if (this->m_flNextPrimaryAttack <= UTIL_WeaponTimeBase())
{
if (this->m_fInSpecialReload == kSpecialReloadNone)
{
// Start reload
this->m_fInSpecialReload = kSpecialReloadGotoReload;
this->SendWeaponAnim(this->GetReloadAnimation());
const float theGotoReloadAnimationTime = 1.1f;
this->m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + theGotoReloadAnimationTime;
this->m_flNextPrimaryAttack = UTIL_WeaponTimeBase() + theGotoReloadAnimationTime;
this->m_flNextSecondaryAttack = UTIL_WeaponTimeBase() + theGotoReloadAnimationTime;
//this->m_pPlayer->SetAnimation(PLAYER_RELOAD);
this->m_pPlayer->SetAnimation(PLAYER_RELOAD_START);
}
else if (this->m_fInSpecialReload == kSpecialReloadGotoReload)
{
if (m_flTimeWeaponIdle <= UTIL_WeaponTimeBase())
{
this->m_fInSpecialReload = kSpecialReloadAddGren;
const float theGrenReloadTime = 2.4f;
this->m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + theGrenReloadTime;
this->m_flNextPrimaryAttack = UTIL_WeaponTimeBase() + theGrenReloadTime;
this->m_flNextSecondaryAttack = UTIL_WeaponTimeBase() + theGrenReloadTime;
this->m_pPlayer->SetAnimation(PLAYER_RELOAD_INSERT);
}
}
}
}
else
{
this->m_fInSpecialReload = kSpecialReloadNone;
}
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}
void AvHGrenadeGun::WeaponIdle(void)
{
// : 0000484 - ensures that all idle weapons can fire the empty sound
ResetEmptySound();
if (this->m_flTimeWeaponIdle < UTIL_WeaponTimeBase())
{
if ((this->m_iClip == 0) && (this->m_fInSpecialReload == kSpecialReloadNone) && m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType])
{
this->Reload();
}
else if (this->m_fInSpecialReload != kSpecialReloadNone)
{
if ((m_iClip != this->GetClipSize()) && m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType])
{
this->Reload();
}
else
{
// reload debounce has timed out
this->m_fInSpecialReload = kSpecialReloadNone;
//ALERT(at_console, "specreset time:%g idle:%g primary:%g specrel:%d\n", gpGlobals->time, this->m_flTimeWeaponIdle, this->m_flNextPrimaryAttack, m_fInSpecialReload);
this->SendWeaponAnim(this->GetEndAnimation());
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + kEndReloadAnimationTime;
this->m_pPlayer->SetAnimation(PLAYER_RELOAD_END);
}
}
//else
//{
// Hack to prevent idle animation from playing mid-reload. Not sure how to fix this right, but all this special reloading is happening server-side, client doesn't know about it
//if (m_iClip == this->GetClipSize())
//{
// AvHMarineWeapon::WeaponIdle();
//}
//}
}
}
void AvHGrenadeGun::Spawn()
{
AvHMarineWeapon::Spawn();
Precache();
this->m_iId = AVH_WEAPON_GRENADE_GUN;
m_iDefaultAmmo = BALANCE_VAR(kGGMaxClip);
// Set our class name
this->pev->classname = MAKE_STRING(kwsGrenadeGun);
SET_MODEL(ENT(this->pev), kGGWModel);
FallInit();// get ready to fall down.
}