halflife25-sdk/dlls/gauss.cpp
2024-08-20 19:58:27 -07:00

638 lines
16 KiB
C++

/***
*
* Copyright (c) 1996-2001, 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 "soundent.h"
#include "shake.h"
#include "gamerules.h"
#define GAUSS_PRIMARY_CHARGE_VOLUME 256// how loud gauss is while charging
#define GAUSS_PRIMARY_FIRE_VOLUME 450// how loud gauss is when discharged
enum gauss_e {
GAUSS_IDLE = 0,
GAUSS_IDLE2,
GAUSS_FIDGET,
GAUSS_SPINUP,
GAUSS_SPIN,
GAUSS_FIRE,
GAUSS_FIRE2,
GAUSS_HOLSTER,
GAUSS_DRAW
};
LINK_ENTITY_TO_CLASS( weapon_gauss, CGauss );
float CGauss::GetFullChargeTime( void )
{
#ifdef CLIENT_DLL
if ( bIsMultiplayer() )
#else
if ( g_pGameRules->IsMultiplayer() )
#endif
{
return 1.5;
}
return 4;
}
#ifdef CLIENT_DLL
extern int g_irunninggausspred;
#endif
void CGauss::Spawn( )
{
Precache( );
m_iId = WEAPON_GAUSS;
SET_MODEL(ENT(pev), "models/w_gauss.mdl");
m_iDefaultAmmo = GAUSS_DEFAULT_GIVE;
FallInit();// get ready to fall down.
}
void CGauss::Precache( void )
{
PRECACHE_MODEL("models/w_gauss.mdl");
PRECACHE_MODEL("models/v_gauss.mdl");
PRECACHE_MODEL("models/p_gauss.mdl");
PRECACHE_SOUND("items/9mmclip1.wav");
PRECACHE_SOUND("weapons/gauss2.wav");
PRECACHE_SOUND("weapons/electro4.wav");
PRECACHE_SOUND("weapons/electro5.wav");
PRECACHE_SOUND("weapons/electro6.wav");
PRECACHE_SOUND("ambience/pulsemachine.wav");
m_iGlow = PRECACHE_MODEL( "sprites/hotglow.spr" );
m_iBalls = PRECACHE_MODEL( "sprites/hotglow.spr" );
m_iBeam = PRECACHE_MODEL( "sprites/smoke.spr" );
m_usGaussFire = PRECACHE_EVENT( 1, "events/gauss.sc" );
m_usGaussSpin = PRECACHE_EVENT( 1, "events/gaussspin.sc" );
}
int CGauss::AddToPlayer( CBasePlayer *pPlayer )
{
if ( CBasePlayerWeapon::AddToPlayer( pPlayer ) )
{
MESSAGE_BEGIN( MSG_ONE, gmsgWeapPickup, NULL, pPlayer->pev );
WRITE_BYTE( m_iId );
MESSAGE_END();
return TRUE;
}
return FALSE;
}
int CGauss::GetItemInfo(ItemInfo *p)
{
p->pszName = STRING(pev->classname);
p->pszAmmo1 = "uranium";
p->iMaxAmmo1 = URANIUM_MAX_CARRY;
p->pszAmmo2 = NULL;
p->iMaxAmmo2 = -1;
p->iMaxClip = WEAPON_NOCLIP;
p->iSlot = 3;
p->iPosition = 1;
p->iId = m_iId = WEAPON_GAUSS;
p->iFlags = 0;
p->iWeight = GAUSS_WEIGHT;
return 1;
}
BOOL CGauss::Deploy( )
{
m_pPlayer->m_flPlayAftershock = 0.0;
return DefaultDeploy( "models/v_gauss.mdl", "models/p_gauss.mdl", GAUSS_DRAW, "gauss" );
}
void CGauss::Holster( int skiplocal /* = 0 */ )
{
PLAYBACK_EVENT_FULL( FEV_RELIABLE | FEV_GLOBAL, m_pPlayer->edict(), m_usGaussFire, 0.01, (float *)&m_pPlayer->pev->origin, (float *)&m_pPlayer->pev->angles, 0.0, 0.0, 0, 0, 0, 1 );
m_pPlayer->m_flNextAttack = UTIL_WeaponTimeBase() + 0.5;
SendWeaponAnim( GAUSS_HOLSTER );
m_fInAttack = 0;
}
void CGauss::PrimaryAttack()
{
// don't fire underwater
if ( m_pPlayer->pev->waterlevel == 3 )
{
PlayEmptySound( );
m_flNextSecondaryAttack = m_flNextPrimaryAttack = GetNextAttackDelay(0.15);
return;
}
if ( m_pPlayer->m_rgAmmo[ m_iPrimaryAmmoType ] < 2 )
{
PlayEmptySound( );
m_pPlayer->m_flNextAttack = UTIL_WeaponTimeBase() + 0.5;
return;
}
m_pPlayer->m_iWeaponVolume = GAUSS_PRIMARY_FIRE_VOLUME;
m_fPrimaryFire = TRUE;
m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] -= 2;
StartFire();
m_fInAttack = 0;
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 1.0;
m_pPlayer->m_flNextAttack = UTIL_WeaponTimeBase() + 0.2;
}
void CGauss::SecondaryAttack()
{
// JoshA: Sanitize this so it's not total garbage on level transition
// and we end up ear blasting the player!
m_pPlayer->m_flStartCharge = min( m_pPlayer->m_flStartCharge, gpGlobals->time );
// don't fire underwater
if ( m_pPlayer->pev->waterlevel == 3 )
{
if ( m_fInAttack != 0 )
{
EMIT_SOUND_DYN(ENT(m_pPlayer->pev), CHAN_WEAPON, "weapons/electro4.wav", 1.0, ATTN_NORM, 0, 80 + RANDOM_LONG(0,0x3f));
SendWeaponAnim( GAUSS_IDLE );
m_fInAttack = 0;
}
else
{
PlayEmptySound( );
}
m_flNextSecondaryAttack = m_flNextPrimaryAttack = GetNextAttackDelay(0.5);
return;
}
if ( m_fInAttack == 0 )
{
if ( m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] <= 0 )
{
EMIT_SOUND(ENT(m_pPlayer->pev), CHAN_WEAPON, "weapons/357_cock1.wav", 0.8, ATTN_NORM);
m_pPlayer->m_flNextAttack = UTIL_WeaponTimeBase() + 0.5;
return;
}
m_fPrimaryFire = FALSE;
m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType]--;// take one ammo just to start the spin
m_pPlayer->m_flNextAmmoBurn = UTIL_WeaponTimeBase();
// spin up
m_pPlayer->m_iWeaponVolume = GAUSS_PRIMARY_CHARGE_VOLUME;
SendWeaponAnim( GAUSS_SPINUP );
m_fInAttack = 1;
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 0.5;
m_pPlayer->m_flStartCharge = gpGlobals->time;
m_pPlayer->m_flAmmoStartCharge = UTIL_WeaponTimeBase() + GetFullChargeTime();
PLAYBACK_EVENT_FULL( FEV_NOTHOST, m_pPlayer->edict(), m_usGaussSpin, 0.0, (float *)&g_vecZero, (float *)&g_vecZero, 0.0, 0.0, 110, 0, 0, 0 );
m_iSoundState = SND_CHANGE_PITCH;
}
else if (m_fInAttack == 1)
{
if (m_flTimeWeaponIdle < UTIL_WeaponTimeBase())
{
SendWeaponAnim( GAUSS_SPIN );
m_fInAttack = 2;
}
}
else
{
// during the charging process, eat one bit of ammo every once in a while
if ( UTIL_WeaponTimeBase() >= m_pPlayer->m_flNextAmmoBurn && m_pPlayer->m_flNextAmmoBurn != 1000 )
{
#ifdef CLIENT_DLL
if ( bIsMultiplayer() )
#else
if ( g_pGameRules->IsMultiplayer() )
#endif
{
m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType]--;
m_pPlayer->m_flNextAmmoBurn = UTIL_WeaponTimeBase() + 0.1;
}
else
{
m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType]--;
m_pPlayer->m_flNextAmmoBurn = UTIL_WeaponTimeBase() + 0.3;
}
}
if ( m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] <= 0 )
{
// out of ammo! force the gun to fire
StartFire();
m_fInAttack = 0;
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 1.0;
m_pPlayer->m_flNextAttack = UTIL_WeaponTimeBase() + 1;
return;
}
if ( UTIL_WeaponTimeBase() >= m_pPlayer->m_flAmmoStartCharge )
{
// don't eat any more ammo after gun is fully charged.
m_pPlayer->m_flNextAmmoBurn = 1000;
}
int pitch = ( gpGlobals->time - m_pPlayer->m_flStartCharge ) * ( 150 / GetFullChargeTime() ) + 100;
if ( pitch > 250 )
pitch = 250;
// ALERT( at_console, "%d %d %d\n", m_fInAttack, m_iSoundState, pitch );
if ( m_iSoundState == 0 )
ALERT( at_console, "sound state %d\n", m_iSoundState );
PLAYBACK_EVENT_FULL( FEV_NOTHOST, m_pPlayer->edict(), m_usGaussSpin, 0.0, (float *)&g_vecZero, (float *)&g_vecZero, 0.0, 0.0, pitch, 0, ( m_iSoundState == SND_CHANGE_PITCH ) ? 1 : 0, 0 );
m_iSoundState = SND_CHANGE_PITCH; // hack for going through level transitions
m_pPlayer->m_iWeaponVolume = GAUSS_PRIMARY_CHARGE_VOLUME;
// m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 0.1;
if ( m_pPlayer->m_flStartCharge < gpGlobals->time - 10 )
{
// Player charged up too long. Zap him.
EMIT_SOUND_DYN(ENT(m_pPlayer->pev), CHAN_WEAPON, "weapons/electro4.wav", 1.0, ATTN_NORM, 0, 80 + RANDOM_LONG(0,0x3f));
EMIT_SOUND_DYN(ENT(m_pPlayer->pev), CHAN_ITEM, "weapons/electro6.wav", 1.0, ATTN_NORM, 0, 75 + RANDOM_LONG(0,0x3f));
m_fInAttack = 0;
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 1.0;
m_pPlayer->m_flNextAttack = UTIL_WeaponTimeBase() + 1.0;
#ifndef CLIENT_DLL
m_pPlayer->TakeDamage( VARS(eoNullEntity), VARS(eoNullEntity), 50, DMG_SHOCK );
UTIL_ScreenFade( m_pPlayer, Vector(255,128,0), 2, 0.5, 128, FFADE_IN );
#endif
SendWeaponAnim( GAUSS_IDLE );
// Player may have been killed and this weapon dropped, don't execute any more code after this!
return;
}
}
}
//=========================================================
// StartFire- since all of this code has to run and then
// call Fire(), it was easier at this point to rip it out
// of weaponidle() and make its own function then to try to
// merge this into Fire(), which has some identical variable names
//=========================================================
void CGauss::StartFire( void )
{
float flDamage;
// JoshA: Sanitize this so it's not total garbage on level transition
// and we end up ear blasting the player!
m_pPlayer->m_flStartCharge = min( m_pPlayer->m_flStartCharge, gpGlobals->time );
UTIL_MakeVectors( m_pPlayer->pev->v_angle + m_pPlayer->pev->punchangle );
Vector vecAiming = gpGlobals->v_forward;
Vector vecSrc = m_pPlayer->GetGunPosition( ); // + gpGlobals->v_up * -8 + gpGlobals->v_right * 8;
if ( gpGlobals->time - m_pPlayer->m_flStartCharge > GetFullChargeTime() )
{
flDamage = 200;
}
else
{
flDamage = 200 * (( gpGlobals->time - m_pPlayer->m_flStartCharge) / GetFullChargeTime() );
}
if ( m_fPrimaryFire )
{
// fixed damage on primary attack
#ifdef CLIENT_DLL
flDamage = 20;
#else
flDamage = gSkillData.plrDmgGauss;
#endif
}
if (m_fInAttack != 3)
{
//ALERT ( at_console, "Time:%f Damage:%f\n", gpGlobals->time - m_pPlayer->m_flStartCharge, flDamage );
#ifndef CLIENT_DLL
float flZVel = m_pPlayer->pev->velocity.z;
if ( !m_fPrimaryFire )
{
m_pPlayer->pev->velocity = m_pPlayer->pev->velocity - gpGlobals->v_forward * flDamage * 5;
}
if ( !g_pGameRules->IsMultiplayer() )
{
// in deathmatch, gauss can pop you up into the air. Not in single play.
m_pPlayer->pev->velocity.z = flZVel;
}
#endif
// player "shoot" animation
m_pPlayer->SetAnimation( PLAYER_ATTACK1 );
}
// time until aftershock 'static discharge' sound
m_pPlayer->m_flPlayAftershock = gpGlobals->time + UTIL_SharedRandomFloat( m_pPlayer->random_seed, 0.3, 0.8 );
Fire( vecSrc, vecAiming, flDamage );
}
void CGauss::Fire( Vector vecOrigSrc, Vector vecDir, float flDamage )
{
m_pPlayer->m_iWeaponVolume = GAUSS_PRIMARY_FIRE_VOLUME;
Vector vecSrc = vecOrigSrc;
Vector vecDest = vecSrc + vecDir * 8192;
edict_t *pentIgnore;
TraceResult tr, beam_tr;
float flMaxFrac = 1.0;
int nTotal = 0;
int fHasPunched = 0;
int fFirstBeam = 1;
int nMaxHits = 10;
pentIgnore = m_pPlayer->edict();
#ifdef CLIENT_DLL
if ( m_fPrimaryFire == false )
g_irunninggausspred = true;
#endif
// The main firing event is sent unreliably so it won't be delayed.
PLAYBACK_EVENT_FULL( FEV_NOTHOST, m_pPlayer->edict(), m_usGaussFire, 0.0, (float *)&m_pPlayer->pev->origin, (float *)&m_pPlayer->pev->angles, flDamage, 0.0, 0, 0, m_fPrimaryFire ? 1 : 0, 0 );
// This reliable event is used to stop the spinning sound
// It's delayed by a fraction of second to make sure it is delayed by 1 frame on the client
// It's sent reliably anyway, which could lead to other delays
PLAYBACK_EVENT_FULL( FEV_NOTHOST | FEV_RELIABLE, m_pPlayer->edict(), m_usGaussFire, 0.01, (float *)&m_pPlayer->pev->origin, (float *)&m_pPlayer->pev->angles, 0.0, 0.0, 0, 0, 0, 1 );
/*ALERT( at_console, "%f %f %f\n%f %f %f\n",
vecSrc.x, vecSrc.y, vecSrc.z,
vecDest.x, vecDest.y, vecDest.z );*/
// ALERT( at_console, "%f %f\n", tr.flFraction, flMaxFrac );
#ifndef CLIENT_DLL
while (flDamage > 10 && nMaxHits > 0)
{
nMaxHits--;
// ALERT( at_console, "." );
UTIL_TraceLine(vecSrc, vecDest, dont_ignore_monsters, pentIgnore, &tr);
if (tr.fAllSolid)
break;
CBaseEntity *pEntity = CBaseEntity::Instance(tr.pHit);
if (pEntity == NULL)
break;
if ( fFirstBeam )
{
m_pPlayer->pev->effects |= EF_MUZZLEFLASH;
fFirstBeam = 0;
nTotal += 26;
}
if (pEntity->pev->takedamage)
{
ClearMultiDamage();
// if you hurt yourself clear the headshot bit
if (m_pPlayer->pev == pEntity->pev)
{
tr.iHitgroup = 0;
}
pEntity->TraceAttack( m_pPlayer->pev, flDamage, vecDir, &tr, DMG_BULLET );
ApplyMultiDamage(m_pPlayer->pev, m_pPlayer->pev);
}
if ( pEntity->ReflectGauss() )
{
float n;
pentIgnore = NULL;
n = -DotProduct(tr.vecPlaneNormal, vecDir);
if (n < 0.5) // 60 degrees
{
// ALERT( at_console, "reflect %f\n", n );
// reflect
Vector r;
r = 2.0 * tr.vecPlaneNormal * n + vecDir;
flMaxFrac = flMaxFrac - tr.flFraction;
vecDir = r;
vecSrc = tr.vecEndPos + vecDir * 8;
vecDest = vecSrc + vecDir * 8192;
// explode a bit
m_pPlayer->RadiusDamage( tr.vecEndPos, pev, m_pPlayer->pev, flDamage * n, CLASS_NONE, DMG_BLAST );
nTotal += 34;
// lose energy
if (n == 0) n = 0.1;
flDamage = flDamage * (1 - n);
}
else
{
nTotal += 13;
// limit it to one hole punch
if (fHasPunched)
break;
fHasPunched = 1;
// try punching through wall if secondary attack (primary is incapable of breaking through)
if ( !m_fPrimaryFire )
{
UTIL_TraceLine( tr.vecEndPos + vecDir * 8, vecDest, dont_ignore_monsters, pentIgnore, &beam_tr);
if (!beam_tr.fAllSolid)
{
// trace backwards to find exit point
UTIL_TraceLine( beam_tr.vecEndPos, tr.vecEndPos, dont_ignore_monsters, pentIgnore, &beam_tr);
float n = (beam_tr.vecEndPos - tr.vecEndPos).Length( );
if (n < flDamage)
{
if (n == 0) n = 1;
flDamage -= n;
// ALERT( at_console, "punch %f\n", n );
nTotal += 21;
// exit blast damage
//m_pPlayer->RadiusDamage( beam_tr.vecEndPos + vecDir * 8, pev, m_pPlayer->pev, flDamage, CLASS_NONE, DMG_BLAST );
float damage_radius;
if ( g_pGameRules->IsMultiplayer() )
{
damage_radius = flDamage * 1.75; // Old code == 2.5
}
else
{
damage_radius = flDamage * 2.5;
}
::RadiusDamage( beam_tr.vecEndPos + vecDir * 8, pev, m_pPlayer->pev, flDamage, damage_radius, CLASS_NONE, DMG_BLAST );
CSoundEnt::InsertSound ( bits_SOUND_COMBAT, pev->origin, NORMAL_EXPLOSION_VOLUME, 3.0 );
nTotal += 53;
vecSrc = beam_tr.vecEndPos + vecDir;
}
}
else
{
//ALERT( at_console, "blocked %f\n", n );
flDamage = 0;
}
}
else
{
//ALERT( at_console, "blocked solid\n" );
flDamage = 0;
}
}
}
else
{
vecSrc = tr.vecEndPos + vecDir;
pentIgnore = ENT( pEntity->pev );
}
}
#endif
// ALERT( at_console, "%d bytes\n", nTotal );
}
void CGauss::WeaponIdle( void )
{
ResetEmptySound( );
// play aftershock static discharge
if ( m_pPlayer->m_flPlayAftershock && m_pPlayer->m_flPlayAftershock < gpGlobals->time )
{
switch (RANDOM_LONG(0,3))
{
case 0: EMIT_SOUND(ENT(m_pPlayer->pev), CHAN_WEAPON, "weapons/electro4.wav", RANDOM_FLOAT(0.7, 0.8), ATTN_NORM); break;
case 1: EMIT_SOUND(ENT(m_pPlayer->pev), CHAN_WEAPON, "weapons/electro5.wav", RANDOM_FLOAT(0.7, 0.8), ATTN_NORM); break;
case 2: EMIT_SOUND(ENT(m_pPlayer->pev), CHAN_WEAPON, "weapons/electro6.wav", RANDOM_FLOAT(0.7, 0.8), ATTN_NORM); break;
case 3: break; // no sound
}
m_pPlayer->m_flPlayAftershock = 0.0;
}
if (m_flTimeWeaponIdle > UTIL_WeaponTimeBase())
return;
if (m_fInAttack != 0)
{
StartFire();
m_fInAttack = 0;
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 2.0;
}
else
{
int iAnim;
float flRand = RANDOM_FLOAT(0, 1);
if (flRand <= 0.5)
{
iAnim = GAUSS_IDLE;
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + UTIL_SharedRandomFloat( m_pPlayer->random_seed, 10, 15 );
}
else if (flRand <= 0.75)
{
iAnim = GAUSS_IDLE2;
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + UTIL_SharedRandomFloat( m_pPlayer->random_seed, 10, 15 );
}
else
{
iAnim = GAUSS_FIDGET;
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 3;
}
return;
SendWeaponAnim( iAnim );
}
}
class CGaussAmmo : public CBasePlayerAmmo
{
void Spawn( void )
{
Precache( );
SET_MODEL(ENT(pev), "models/w_gaussammo.mdl");
CBasePlayerAmmo::Spawn( );
}
void Precache( void )
{
PRECACHE_MODEL ("models/w_gaussammo.mdl");
PRECACHE_SOUND("items/9mmclip1.wav");
}
BOOL AddAmmo( CBaseEntity *pOther )
{
if (pOther->GiveAmmo( AMMO_URANIUMBOX_GIVE, "uranium", URANIUM_MAX_CARRY ) != -1)
{
EMIT_SOUND(ENT(pev), CHAN_ITEM, "items/9mmclip1.wav", 1, ATTN_NORM);
return TRUE;
}
return FALSE;
}
};
LINK_ENTITY_TO_CLASS( ammo_gaussclip, CGaussAmmo );
#endif