mirror of
https://github.com/shawns-valve/halflife.git
synced 2024-11-25 05:31:11 +00:00
499 lines
12 KiB
C++
499 lines
12 KiB
C++
/***
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*
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* Copyright (c) 1996-2001, Valve LLC. All rights reserved.
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*
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* This product contains software technology licensed from Id
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* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
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* All Rights Reserved.
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*
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* Use, distribution, and modification of this source code and/or resulting
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* object code is restricted to non-commercial enhancements to products from
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* Valve LLC. All other use, distribution, or modification is prohibited
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* without written permission from Valve LLC.
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*
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****/
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#if !defined( OEM_BUILD ) && !defined( HLDEMO_BUILD )
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#include "extdll.h"
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#include "util.h"
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#include "cbase.h"
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#include "monsters.h"
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#include "weapons.h"
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#include "nodes.h"
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#include "player.h"
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#include "gamerules.h"
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enum satchel_e {
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SATCHEL_IDLE1 = 0,
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SATCHEL_FIDGET1,
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SATCHEL_DRAW,
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SATCHEL_DROP
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};
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enum satchel_radio_e {
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SATCHEL_RADIO_IDLE1 = 0,
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SATCHEL_RADIO_FIDGET1,
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SATCHEL_RADIO_DRAW,
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SATCHEL_RADIO_FIRE,
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SATCHEL_RADIO_HOLSTER
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};
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class CSatchelCharge : public CGrenade
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{
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void Spawn( void );
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void Precache( void );
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void BounceSound( void );
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void EXPORT SatchelSlide( CBaseEntity *pOther );
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void EXPORT SatchelThink( void );
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public:
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void Deactivate( void );
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};
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LINK_ENTITY_TO_CLASS( monster_satchel, CSatchelCharge );
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//=========================================================
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// Deactivate - do whatever it is we do to an orphaned
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// satchel when we don't want it in the world anymore.
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//=========================================================
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void CSatchelCharge::Deactivate( void )
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{
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pev->solid = SOLID_NOT;
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UTIL_Remove( this );
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}
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void CSatchelCharge :: Spawn( void )
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{
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Precache( );
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// motor
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pev->movetype = MOVETYPE_BOUNCE;
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pev->solid = SOLID_BBOX;
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SET_MODEL(ENT(pev), "models/w_satchel.mdl");
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//UTIL_SetSize(pev, Vector( -16, -16, -4), Vector(16, 16, 32)); // Old box -- size of headcrab monsters/players get blocked by this
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UTIL_SetSize(pev, Vector( -4, -4, -4), Vector(4, 4, 4)); // Uses point-sized, and can be stepped over
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UTIL_SetOrigin( pev, pev->origin );
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SetTouch( &CSatchelCharge::SatchelSlide );
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SetUse( &CSatchelCharge::DetonateUse );
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SetThink( &CSatchelCharge::SatchelThink );
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pev->nextthink = gpGlobals->time + 0.1;
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pev->gravity = 0.5;
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pev->friction = 0.8;
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pev->dmg = gSkillData.plrDmgSatchel;
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// ResetSequenceInfo( );
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pev->sequence = 1;
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}
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void CSatchelCharge::SatchelSlide( CBaseEntity *pOther )
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{
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entvars_t *pevOther = pOther->pev;
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// don't hit the guy that launched this grenade
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if ( pOther->edict() == pev->owner )
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return;
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// pev->avelocity = Vector (300, 300, 300);
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pev->gravity = 1;// normal gravity now
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// HACKHACK - On ground isn't always set, so look for ground underneath
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TraceResult tr;
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UTIL_TraceLine( pev->origin, pev->origin - Vector(0,0,10), ignore_monsters, edict(), &tr );
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if ( tr.flFraction < 1.0 )
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{
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// add a bit of static friction
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pev->velocity = pev->velocity * 0.95;
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pev->avelocity = pev->avelocity * 0.9;
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// play sliding sound, volume based on velocity
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}
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if ( !(pev->flags & FL_ONGROUND) && pev->velocity.Length2D() > 10 )
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{
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BounceSound();
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}
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StudioFrameAdvance( );
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}
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void CSatchelCharge :: SatchelThink( void )
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{
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StudioFrameAdvance( );
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pev->nextthink = gpGlobals->time + 0.1;
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if (!IsInWorld())
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{
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UTIL_Remove( this );
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return;
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}
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if (pev->waterlevel == 3)
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{
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pev->movetype = MOVETYPE_FLY;
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pev->velocity = pev->velocity * 0.8;
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pev->avelocity = pev->avelocity * 0.9;
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pev->velocity.z += 8;
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}
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else if (pev->waterlevel == 0)
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{
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pev->movetype = MOVETYPE_BOUNCE;
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}
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else
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{
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pev->velocity.z -= 8;
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}
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}
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void CSatchelCharge :: Precache( void )
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{
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PRECACHE_MODEL("models/grenade.mdl");
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PRECACHE_SOUND("weapons/g_bounce1.wav");
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PRECACHE_SOUND("weapons/g_bounce2.wav");
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PRECACHE_SOUND("weapons/g_bounce3.wav");
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}
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void CSatchelCharge :: BounceSound( void )
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{
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switch ( RANDOM_LONG( 0, 2 ) )
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{
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case 0: EMIT_SOUND(ENT(pev), CHAN_VOICE, "weapons/g_bounce1.wav", 1, ATTN_NORM); break;
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case 1: EMIT_SOUND(ENT(pev), CHAN_VOICE, "weapons/g_bounce2.wav", 1, ATTN_NORM); break;
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case 2: EMIT_SOUND(ENT(pev), CHAN_VOICE, "weapons/g_bounce3.wav", 1, ATTN_NORM); break;
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}
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}
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LINK_ENTITY_TO_CLASS( weapon_satchel, CSatchel );
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//=========================================================
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// CALLED THROUGH the newly-touched weapon's instance. The existing player weapon is pOriginal
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//=========================================================
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int CSatchel::AddDuplicate( CBasePlayerItem *pOriginal )
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{
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CSatchel* pSatchel = NULL;
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#ifdef CLIENT_DLL
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if ( bIsMultiplayer() )
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#else
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if ( g_pGameRules->IsMultiplayer() )
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#endif
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{
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pSatchel = (CSatchel *)pOriginal;
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if ( pOriginal->m_pPlayer == NULL )
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return TRUE;
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int nSatchelsInPocket = pSatchel->m_pPlayer->m_rgAmmo[ pSatchel->PrimaryAmmoIndex() ];
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int nNumSatchels = 0;
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CBaseEntity* pLiveSatchel = NULL;
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while ( ( pLiveSatchel = UTIL_FindEntityInSphere( pLiveSatchel, pOriginal->m_pPlayer->pev->origin, 4096 ) ) != NULL )
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{
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if ( FClassnameIs( pLiveSatchel->pev, "monster_satchel" ) )
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{
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if ( pLiveSatchel->pev->owner == pOriginal->m_pPlayer->edict() )
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{
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nNumSatchels++;
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}
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}
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}
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if ( pSatchel->m_chargeReady != 0 && ( nSatchelsInPocket + nNumSatchels ) >= SATCHEL_MAX_CARRY )
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{
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// player has some satchels deployed. Refuse to add more.
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return FALSE;
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}
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}
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return CBasePlayerWeapon::AddDuplicate ( pOriginal );
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}
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//=========================================================
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//=========================================================
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int CSatchel::AddToPlayer( CBasePlayer *pPlayer )
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{
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int bResult = CBasePlayerItem::AddToPlayer( pPlayer );
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pPlayer->pev->weapons |= (1<<m_iId);
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m_chargeReady = 0;// this satchel charge weapon now forgets that any satchels are deployed by it.
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if ( bResult )
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{
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return AddWeapon( );
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}
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return FALSE;
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}
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void CSatchel::Spawn( )
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{
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Precache( );
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m_iId = WEAPON_SATCHEL;
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SET_MODEL(ENT(pev), "models/w_satchel.mdl");
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m_iDefaultAmmo = SATCHEL_DEFAULT_GIVE;
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FallInit();// get ready to fall down.
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}
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void CSatchel::Precache( void )
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{
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PRECACHE_MODEL("models/v_satchel.mdl");
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PRECACHE_MODEL("models/v_satchel_radio.mdl");
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PRECACHE_MODEL("models/w_satchel.mdl");
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PRECACHE_MODEL("models/p_satchel.mdl");
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PRECACHE_MODEL("models/p_satchel_radio.mdl");
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UTIL_PrecacheOther( "monster_satchel" );
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}
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int CSatchel::GetItemInfo(ItemInfo *p)
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{
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p->pszName = STRING(pev->classname);
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p->pszAmmo1 = "Satchel Charge";
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p->iMaxAmmo1 = SATCHEL_MAX_CARRY;
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p->pszAmmo2 = NULL;
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p->iMaxAmmo2 = -1;
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p->iMaxClip = WEAPON_NOCLIP;
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p->iSlot = 4;
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p->iPosition = 1;
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p->iFlags = ITEM_FLAG_SELECTONEMPTY | ITEM_FLAG_LIMITINWORLD | ITEM_FLAG_EXHAUSTIBLE;
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p->iId = m_iId = WEAPON_SATCHEL;
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p->iWeight = SATCHEL_WEIGHT;
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return 1;
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}
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//=========================================================
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//=========================================================
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BOOL CSatchel::IsUseable( void )
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{
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if ( m_pPlayer->m_rgAmmo[ PrimaryAmmoIndex() ] > 0 )
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{
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// player is carrying some satchels
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return TRUE;
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}
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if ( m_chargeReady != 0 )
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{
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// player isn't carrying any satchels, but has some out
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return TRUE;
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}
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return FALSE;
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}
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BOOL CSatchel::CanDeploy( void )
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{
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if ( m_pPlayer->m_rgAmmo[ PrimaryAmmoIndex() ] > 0 )
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{
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// player is carrying some satchels
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return TRUE;
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}
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if ( m_chargeReady != 0 )
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{
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// player isn't carrying any satchels, but has some out
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return TRUE;
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}
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return FALSE;
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}
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BOOL CSatchel::Deploy( )
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{
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m_pPlayer->m_flNextAttack = UTIL_WeaponTimeBase() + 1.0;
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m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + UTIL_SharedRandomFloat( m_pPlayer->random_seed, 10, 15 );
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if ( m_chargeReady )
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return DefaultDeploy( "models/v_satchel_radio.mdl", "models/p_satchel_radio.mdl", SATCHEL_RADIO_DRAW, "hive" );
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else
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return DefaultDeploy( "models/v_satchel.mdl", "models/p_satchel.mdl", SATCHEL_DRAW, "trip" );
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return TRUE;
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}
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void CSatchel::Holster( int skiplocal /* = 0 */ )
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{
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m_pPlayer->m_flNextAttack = UTIL_WeaponTimeBase() + 0.5;
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if ( m_chargeReady )
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{
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SendWeaponAnim( SATCHEL_RADIO_HOLSTER );
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}
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else
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{
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SendWeaponAnim( SATCHEL_DROP );
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}
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EMIT_SOUND(ENT(m_pPlayer->pev), CHAN_WEAPON, "common/null.wav", 1.0, ATTN_NORM);
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if ( !m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] && !m_chargeReady )
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{
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m_pPlayer->pev->weapons &= ~(1<<WEAPON_SATCHEL);
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SetThink( &CSatchel::DestroyItem );
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pev->nextthink = gpGlobals->time + 0.1;
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}
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}
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void CSatchel::PrimaryAttack()
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{
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// we're reloading, don't allow fire
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if( m_chargeReady != 2 )
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{
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Throw();
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}
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}
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void CSatchel::SecondaryAttack( void )
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{
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if ( m_chargeReady == 1 )
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{
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SendWeaponAnim( SATCHEL_RADIO_FIRE );
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edict_t *pPlayer = m_pPlayer->edict( );
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CBaseEntity *pSatchel = NULL;
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while ((pSatchel = UTIL_FindEntityInSphere( pSatchel, m_pPlayer->pev->origin, 4096 )) != NULL)
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{
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if (FClassnameIs( pSatchel->pev, "monster_satchel"))
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{
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if (pSatchel->pev->owner == pPlayer)
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{
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pSatchel->Use( m_pPlayer, m_pPlayer, USE_ON, 0 );
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m_chargeReady = 2;
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}
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}
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}
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m_chargeReady = 2;
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m_flNextPrimaryAttack = GetNextAttackDelay(0.5);
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m_flNextSecondaryAttack = UTIL_WeaponTimeBase() + 0.5;
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m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 0.5;
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}
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}
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void CSatchel::Throw( void )
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{
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if ( m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] )
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{
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Vector vecSrc = m_pPlayer->pev->origin;
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Vector vecThrow = gpGlobals->v_forward * 274 + m_pPlayer->pev->velocity;
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#ifndef CLIENT_DLL
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CBaseEntity *pSatchel = Create( "monster_satchel", vecSrc, Vector( 0, 0, 0), m_pPlayer->edict() );
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pSatchel->pev->velocity = vecThrow;
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pSatchel->pev->avelocity.y = 400;
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m_pPlayer->pev->viewmodel = MAKE_STRING("models/v_satchel_radio.mdl");
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m_pPlayer->pev->weaponmodel = MAKE_STRING("models/p_satchel_radio.mdl");
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#else
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LoadVModel ( "models/v_satchel_radio.mdl", m_pPlayer );
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#endif
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SendWeaponAnim( SATCHEL_RADIO_DRAW );
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// player "shoot" animation
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m_pPlayer->SetAnimation( PLAYER_ATTACK1 );
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m_chargeReady = 1;
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m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType]--;
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m_flNextPrimaryAttack = GetNextAttackDelay(1.0);
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m_flNextSecondaryAttack = UTIL_WeaponTimeBase() + 0.5;
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}
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}
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void CSatchel::WeaponIdle( void )
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{
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if ( m_flTimeWeaponIdle > UTIL_WeaponTimeBase() )
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return;
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switch( m_chargeReady )
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{
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case 0:
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SendWeaponAnim( SATCHEL_FIDGET1 );
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// use tripmine animations
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strcpy( m_pPlayer->m_szAnimExtention, "trip" );
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break;
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case 1:
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SendWeaponAnim( SATCHEL_RADIO_FIDGET1 );
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// use hivehand animations
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strcpy( m_pPlayer->m_szAnimExtention, "hive" );
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break;
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case 2:
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if ( !m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] )
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{
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m_chargeReady = 0;
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RetireWeapon();
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return;
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}
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#ifndef CLIENT_DLL
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m_pPlayer->pev->viewmodel = MAKE_STRING("models/v_satchel.mdl");
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m_pPlayer->pev->weaponmodel = MAKE_STRING("models/p_satchel.mdl");
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#else
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LoadVModel ( "models/v_satchel.mdl", m_pPlayer );
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#endif
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SendWeaponAnim( SATCHEL_DRAW );
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// use tripmine animations
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strcpy( m_pPlayer->m_szAnimExtention, "trip" );
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m_flNextPrimaryAttack = GetNextAttackDelay(0.5);
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m_flNextSecondaryAttack = UTIL_WeaponTimeBase() + 0.5;
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m_chargeReady = 0;
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break;
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}
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m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + UTIL_SharedRandomFloat( m_pPlayer->random_seed, 10, 15 );// how long till we do this again.
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}
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//=========================================================
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// DeactivateSatchels - removes all satchels owned by
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// the provided player. Should only be used upon death.
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//
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// Made this global on purpose.
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//=========================================================
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void DeactivateSatchels( CBasePlayer *pOwner )
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{
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edict_t *pFind;
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pFind = FIND_ENTITY_BY_CLASSNAME( NULL, "monster_satchel" );
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while ( !FNullEnt( pFind ) )
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{
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CBaseEntity *pEnt = CBaseEntity::Instance( pFind );
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CSatchelCharge *pSatchel = (CSatchelCharge *)pEnt;
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if ( pSatchel )
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{
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if ( pSatchel->pev->owner == pOwner->edict() )
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{
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pSatchel->Deactivate();
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}
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}
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pFind = FIND_ENTITY_BY_CLASSNAME( pFind, "monster_satchel" );
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}
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}
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#endif
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