NS/dev/3.2-movements/source/dlls/satchel.cpp
tankefugl 1d385ec5bf o Created branch for movement codes
- added +attack2
- fade blink reworked
- onos charge reworked

git-svn-id: https://unknownworlds.svn.cloudforge.com/ns1@348 67975925-1194-0748-b3d5-c16f83f1a3a1
2005-11-14 20:18:27 +00:00

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/***
*
* Copyright (c) 1999, 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.
*
****/
#if !defined( OEM_BUILD ) && !defined( HLDEMO_BUILD )
#include "extdll.h"
#include "util.h"
#include "cbase.h"
#include "monsters.h"
#include "weapons.h"
#include "nodes.h"
#include "player.h"
#include "gamerules.h"
enum satchel_e {
SATCHEL_IDLE1 = 0,
SATCHEL_FIDGET1,
SATCHEL_DRAW,
SATCHEL_DROP
};
enum satchel_radio_e {
SATCHEL_RADIO_IDLE1 = 0,
SATCHEL_RADIO_FIDGET1,
SATCHEL_RADIO_DRAW,
SATCHEL_RADIO_FIRE,
SATCHEL_RADIO_HOLSTER
};
class CSatchelCharge : public CGrenade
{
void Spawn( void );
void Precache( void );
void BounceSound( void );
void EXPORT SatchelSlide( CBaseEntity *pOther );
void EXPORT SatchelThink( void );
public:
void Deactivate( void );
};
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 )
{
pev->solid = SOLID_NOT;
UTIL_Remove( this );
}
void CSatchelCharge :: Spawn( void )
{
Precache( );
// motor
pev->movetype = MOVETYPE_BOUNCE;
pev->solid = SOLID_BBOX;
SET_MODEL(ENT(pev), "models/w_satchel.mdl");
//UTIL_SetSize(pev, Vector( -16, -16, -4), Vector(16, 16, 32)); // Old box -- size of headcrab monsters/players get blocked by this
UTIL_SetSize(pev, Vector( -4, -4, -4), Vector(4, 4, 4)); // Uses point-sized, and can be stepped over
UTIL_SetOrigin( pev, pev->origin );
SetTouch( &CSatchelCharge::SatchelSlide );
SetUse( &CSatchelCharge::DetonateUse );
SetThink( &CSatchelCharge::SatchelThink );
pev->nextthink = gpGlobals->time + 0.1;
pev->gravity = 0.5;
pev->friction = 0.8;
pev->dmg = gSkillData.plrDmgSatchel;
// ResetSequenceInfo( );
pev->sequence = 1;
}
void CSatchelCharge::SatchelSlide( CBaseEntity *pOther )
{
entvars_t *pevOther = pOther->pev;
// don't hit the guy that launched this grenade
if ( pOther->edict() == pev->owner )
return;
// pev->avelocity = Vector (300, 300, 300);
pev->gravity = 1;// normal gravity now
// HACKHACK - On ground isn't always set, so look for ground underneath
TraceResult tr;
UTIL_TraceLine( pev->origin, pev->origin - Vector(0,0,10), ignore_monsters, edict(), &tr );
if ( tr.flFraction < 1.0 )
{
// add a bit of static friction
pev->velocity = pev->velocity * 0.95;
pev->avelocity = pev->avelocity * 0.9;
// play sliding sound, volume based on velocity
}
if ( !(pev->flags & FL_ONGROUND) && pev->velocity.Length2D() > 10 )
{
BounceSound();
}
StudioFrameAdvance( );
}
void CSatchelCharge :: SatchelThink( void )
{
StudioFrameAdvance( );
pev->nextthink = gpGlobals->time + 0.1;
if (!IsInWorld())
{
UTIL_Remove( this );
return;
}
if (pev->waterlevel == 3)
{
pev->movetype = MOVETYPE_FLY;
pev->velocity = pev->velocity * 0.8;
pev->avelocity = pev->avelocity * 0.9;
pev->velocity.z += 8;
}
else if (pev->waterlevel == 0)
{
pev->movetype = MOVETYPE_BOUNCE;
}
else
{
pev->velocity.z -= 8;
}
}
void CSatchelCharge :: Precache( void )
{
PRECACHE_MODEL("models/grenade.mdl");
PRECACHE_SOUND("weapons/g_bounce1.wav");
PRECACHE_SOUND("weapons/g_bounce2.wav");
PRECACHE_SOUND("weapons/g_bounce3.wav");
}
void CSatchelCharge :: BounceSound( void )
{
switch ( RANDOM_LONG( 0, 2 ) )
{
case 0: EMIT_SOUND(ENT(pev), CHAN_VOICE, "weapons/g_bounce1.wav", 1, ATTN_NORM); break;
case 1: EMIT_SOUND(ENT(pev), CHAN_VOICE, "weapons/g_bounce2.wav", 1, ATTN_NORM); break;
case 2: EMIT_SOUND(ENT(pev), CHAN_VOICE, "weapons/g_bounce3.wav", 1, ATTN_NORM); break;
}
}
LINK_ENTITY_TO_CLASS( weapon_satchel, CSatchel );
//=========================================================
// CALLED THROUGH the newly-touched weapon's instance. The existing player weapon is pOriginal
//=========================================================
int CSatchel::AddDuplicate( CBasePlayerItem *pOriginal )
{
CSatchel *pSatchel;
#ifdef CLIENT_DLL
if ( bIsMultiplayer() )
#else
if ( g_pGameRules->IsMultiplayer() )
#endif
{
pSatchel = (CSatchel *)pOriginal;
if ( pSatchel->m_chargeReady != 0 )
{
// player has some satchels deployed. Refuse to add more.
return FALSE;
}
}
return CBasePlayerWeapon::AddDuplicate ( pOriginal );
}
//=========================================================
//=========================================================
int CSatchel::AddToPlayer( CBasePlayer *pPlayer )
{
int bResult = CBasePlayerItem::AddToPlayer( pPlayer );
pPlayer->pev->weapons |= (1<<m_iId);
m_chargeReady = 0;// this satchel charge weapon now forgets that any satchels are deployed by it.
if ( bResult )
{
return AddWeapon( );
}
return FALSE;
}
void CSatchel::Spawn( )
{
Precache( );
m_iId = WEAPON_SATCHEL;
SET_MODEL(ENT(pev), "models/w_satchel.mdl");
m_iDefaultAmmo = SATCHEL_DEFAULT_GIVE;
FallInit();// get ready to fall down.
}
void CSatchel::Precache( void )
{
PRECACHE_MODEL("models/v_satchel.mdl");
PRECACHE_MODEL("models/v_satchel_radio.mdl");
PRECACHE_MODEL("models/w_satchel.mdl");
PRECACHE_MODEL("models/p_satchel.mdl");
PRECACHE_MODEL("models/p_satchel_radio.mdl");
UTIL_PrecacheOther( "monster_satchel" );
}
int CSatchel::GetItemInfo(ItemInfo *p)
{
p->pszName = STRING(pev->classname);
p->pszAmmo1 = "Satchel Charge";
p->iMaxAmmo1 = SATCHEL_MAX_CARRY;
p->pszAmmo2 = NULL;
p->iMaxAmmo2 = -1;
p->iMaxClip = WEAPON_NOCLIP;
p->iSlot = 4;
p->iPosition = 1;
p->iFlags = ITEM_FLAG_SELECTONEMPTY | ITEM_FLAG_LIMITINWORLD | ITEM_FLAG_EXHAUSTIBLE;
p->iId = m_iId = WEAPON_SATCHEL;
p->iWeight = SATCHEL_WEIGHT;
return 1;
}
//=========================================================
//=========================================================
BOOL CSatchel::IsUseable( void )
{
if ( m_pPlayer->m_rgAmmo[ PrimaryAmmoIndex() ] > 0 )
{
// player is carrying some satchels
return TRUE;
}
if ( m_chargeReady != 0 )
{
// player isn't carrying any satchels, but has some out
return TRUE;
}
return FALSE;
}
BOOL CSatchel::CanDeploy( void )
{
if ( m_pPlayer->m_rgAmmo[ PrimaryAmmoIndex() ] > 0 )
{
// player is carrying some satchels
return TRUE;
}
if ( m_chargeReady != 0 )
{
// player isn't carrying any satchels, but has some out
return TRUE;
}
return FALSE;
}
BOOL CSatchel::Deploy( )
{
m_pPlayer->m_flNextAttack = UTIL_WeaponTimeBase() + 1.0;
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + UTIL_SharedRandomFloat( m_pPlayer->random_seed, 10, 15 );
if ( m_chargeReady )
return DefaultDeploy( "models/v_satchel_radio.mdl", "models/p_satchel_radio.mdl", SATCHEL_RADIO_DRAW, "hive" );
else
return DefaultDeploy( "models/v_satchel.mdl", "models/p_satchel.mdl", SATCHEL_DRAW, "trip" );
return TRUE;
}
void CSatchel::Holster( int skiplocal /* = 0 */ )
{
m_pPlayer->m_flNextAttack = UTIL_WeaponTimeBase() + 0.5;
if ( m_chargeReady )
{
SendWeaponAnim( SATCHEL_RADIO_HOLSTER );
}
else
{
SendWeaponAnim( SATCHEL_DROP );
}
EMIT_SOUND(ENT(m_pPlayer->pev), CHAN_WEAPON, "common/null.wav", 1.0, ATTN_NORM);
if ( !m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] && !m_chargeReady )
{
m_pPlayer->pev->weapons &= ~(1<<WEAPON_SATCHEL);
SetThink( &CSatchel::DestroyItem );
pev->nextthink = gpGlobals->time + 0.1;
}
}
void CSatchel::PrimaryAttack()
{
switch (m_chargeReady)
{
case 0:
{
Throw( );
}
break;
case 1:
{
SendWeaponAnim( SATCHEL_RADIO_FIRE );
edict_t *pPlayer = m_pPlayer->edict( );
CBaseEntity *pSatchel = NULL;
while ((pSatchel = UTIL_FindEntityInSphere( pSatchel, m_pPlayer->pev->origin, 4096 )) != NULL)
{
if (FClassnameIs( pSatchel->pev, "monster_satchel"))
{
if (pSatchel->pev->owner == pPlayer)
{
pSatchel->Use( m_pPlayer, m_pPlayer, USE_ON, 0 );
m_chargeReady = 2;
}
}
}
m_chargeReady = 2;
m_flNextPrimaryAttack = UTIL_WeaponTimeBase() + 0.5;
m_flNextSecondaryAttack = UTIL_WeaponTimeBase() + 0.5;
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 0.5;
break;
}
case 2:
// we're reloading, don't allow fire
{
}
break;
}
}
void CSatchel::SecondaryAttack( void )
{
if ( m_chargeReady != 2 )
{
Throw( );
}
}
void CSatchel::Throw( void )
{
if ( m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] )
{
Vector vecSrc = m_pPlayer->pev->origin;
Vector vecThrow = gpGlobals->v_forward * 274 + m_pPlayer->pev->velocity;
#ifndef CLIENT_DLL
CBaseEntity *pSatchel = Create( "monster_satchel", vecSrc, Vector( 0, 0, 0), m_pPlayer->edict() );
pSatchel->pev->velocity = vecThrow;
pSatchel->pev->avelocity.y = 400;
m_pPlayer->pev->viewmodel = MAKE_STRING("models/v_satchel_radio.mdl");
m_pPlayer->pev->weaponmodel = MAKE_STRING("models/p_satchel_radio.mdl");
#else
LoadVModel ( "models/v_satchel_radio.mdl", m_pPlayer );
#endif
SendWeaponAnim( SATCHEL_RADIO_DRAW );
// player "shoot" animation
m_pPlayer->SetAnimation( PLAYER_ATTACK1 );
m_chargeReady = 1;
m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType]--;
m_flNextPrimaryAttack = UTIL_WeaponTimeBase() + 1.0;
m_flNextSecondaryAttack = UTIL_WeaponTimeBase() + 0.5;
}
}
void CSatchel::WeaponIdle( void )
{
if ( m_flTimeWeaponIdle > UTIL_WeaponTimeBase() )
return;
switch( m_chargeReady )
{
case 0:
SendWeaponAnim( SATCHEL_FIDGET1 );
// use tripmine animations
strcpy( m_pPlayer->m_szAnimExtention, "trip" );
break;
case 1:
SendWeaponAnim( SATCHEL_RADIO_FIDGET1 );
// use hivehand animations
strcpy( m_pPlayer->m_szAnimExtention, "hive" );
break;
case 2:
if ( !m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] )
{
m_chargeReady = 0;
RetireWeapon();
return;
}
#ifndef CLIENT_DLL
m_pPlayer->pev->viewmodel = MAKE_STRING("models/v_satchel.mdl");
m_pPlayer->pev->weaponmodel = MAKE_STRING("models/p_satchel.mdl");
#else
LoadVModel ( "models/v_satchel.mdl", m_pPlayer );
#endif
SendWeaponAnim( SATCHEL_DRAW );
// use tripmine animations
strcpy( m_pPlayer->m_szAnimExtention, "trip" );
m_flNextPrimaryAttack = UTIL_WeaponTimeBase() + 0.5;
m_flNextSecondaryAttack = UTIL_WeaponTimeBase() + 0.5;
m_chargeReady = 0;
break;
}
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + UTIL_SharedRandomFloat( m_pPlayer->random_seed, 10, 15 );// how long till we do this again.
}
//=========================================================
// DeactivateSatchels - removes all satchels owned by
// the provided player. Should only be used upon death.
//
// Made this global on purpose.
//=========================================================
void DeactivateSatchels( CBasePlayer *pOwner )
{
edict_t *pFind;
pFind = FIND_ENTITY_BY_CLASSNAME( NULL, "monster_satchel" );
while ( !FNullEnt( pFind ) )
{
CBaseEntity *pEnt = CBaseEntity::Instance( pFind );
CSatchelCharge *pSatchel = (CSatchelCharge *)pEnt;
if ( pSatchel )
{
if ( pSatchel->pev->owner == pOwner->edict() )
{
pSatchel->Deactivate();
}
}
pFind = FIND_ENTITY_BY_CLASSNAME( pFind, "monster_satchel" );
}
}
#endif