mirror of
https://github.com/shawns-valve/halflife.git
synced 2024-11-25 05:31:11 +00:00
1058 lines
27 KiB
C++
1058 lines
27 KiB
C++
/***
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*
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* Copyright (c) 1999, 2000 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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/*
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===== weapons.cpp ========================================================
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functions governing the selection/use of weapons for players
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*/
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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 "player.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 "soundent.h"
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#include "decals.h"
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#include "gamerules.h"
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extern CGraph WorldGraph;
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extern int gEvilImpulse101;
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#define NOT_USED 255
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DLL_GLOBAL short g_sModelIndexLaser;// holds the index for the laser beam
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DLL_GLOBAL const char *g_pModelNameLaser = "sprites/laserbeam.spr";
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DLL_GLOBAL short g_sModelIndexLaserDot;// holds the index for the laser beam dot
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DLL_GLOBAL short g_sModelIndexFireball;// holds the index for the fireball
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DLL_GLOBAL short g_sModelIndexSmoke;// holds the index for the smoke cloud
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DLL_GLOBAL short g_sModelIndexWExplosion;// holds the index for the underwater explosion
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DLL_GLOBAL short g_sModelIndexBubbles;// holds the index for the bubbles model
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DLL_GLOBAL short g_sModelIndexBloodDrop;// holds the sprite index for the initial blood
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DLL_GLOBAL short g_sModelIndexBloodSpray;// holds the sprite index for splattered blood
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ItemInfo CBasePlayerItem::ItemInfoArray[MAX_WEAPONS];
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AmmoInfo CBasePlayerItem::AmmoInfoArray[MAX_AMMO_SLOTS];
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extern int gmsgCurWeapon;
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MULTIDAMAGE gMultiDamage;
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#define TRACER_FREQ 4 // Tracers fire every fourth bullet
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//=========================================================
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// MaxAmmoCarry - pass in a name and this function will tell
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// you the maximum amount of that type of ammunition that a
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// player can carry.
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//=========================================================
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int MaxAmmoCarry( int iszName )
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{
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for ( int i = 0; i < MAX_WEAPONS; i++ )
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{
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if ( CBasePlayerItem::ItemInfoArray[i].pszAmmo1 && !strcmp( STRING(iszName), CBasePlayerItem::ItemInfoArray[i].pszAmmo1 ) )
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return CBasePlayerItem::ItemInfoArray[i].iMaxAmmo1;
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if ( CBasePlayerItem::ItemInfoArray[i].pszAmmo2 && !strcmp( STRING(iszName), CBasePlayerItem::ItemInfoArray[i].pszAmmo2 ) )
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return CBasePlayerItem::ItemInfoArray[i].iMaxAmmo2;
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}
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ALERT( at_console, "MaxAmmoCarry() doesn't recognize '%s'!\n", STRING( iszName ) );
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return -1;
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}
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/*
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==============================================================================
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MULTI-DAMAGE
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Collects multiple small damages into a single damage
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==============================================================================
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*/
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//
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// ClearMultiDamage - resets the global multi damage accumulator
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//
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void ClearMultiDamage(void)
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{
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gMultiDamage.pEntity = NULL;
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gMultiDamage.amount = 0;
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gMultiDamage.type = 0;
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}
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//
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// ApplyMultiDamage - inflicts contents of global multi damage register on gMultiDamage.pEntity
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//
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// GLOBALS USED:
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// gMultiDamage
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void ApplyMultiDamage(entvars_t *pevInflictor, entvars_t *pevAttacker )
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{
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Vector vecSpot1;//where blood comes from
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Vector vecDir;//direction blood should go
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TraceResult tr;
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if ( !gMultiDamage.pEntity )
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return;
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gMultiDamage.pEntity->TakeDamage(pevInflictor, pevAttacker, gMultiDamage.amount, gMultiDamage.type );
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}
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// GLOBALS USED:
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// gMultiDamage
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void AddMultiDamage( entvars_t *pevInflictor, CBaseEntity *pEntity, float flDamage, int bitsDamageType)
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{
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if ( !pEntity )
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return;
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gMultiDamage.type |= bitsDamageType;
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if ( pEntity != gMultiDamage.pEntity )
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{
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ApplyMultiDamage(pevInflictor,pevInflictor); // UNDONE: wrong attacker!
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gMultiDamage.pEntity = pEntity;
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gMultiDamage.amount = 0;
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}
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gMultiDamage.amount += flDamage;
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}
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/*
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================
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SpawnBlood
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================
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*/
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void SpawnBlood(Vector vecSpot, int bloodColor, float flDamage)
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{
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UTIL_BloodDrips( vecSpot, g_vecAttackDir, bloodColor, (int)flDamage );
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}
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int DamageDecal( CBaseEntity *pEntity, int bitsDamageType )
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{
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if ( !pEntity )
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return (DECAL_GUNSHOT1 + RANDOM_LONG(0,4));
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return pEntity->DamageDecal( bitsDamageType );
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}
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void DecalGunshot( TraceResult *pTrace, int iBulletType )
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{
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// Is the entity valid
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if ( !UTIL_IsValidEntity( pTrace->pHit ) )
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return;
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if ( VARS(pTrace->pHit)->solid == SOLID_BSP || VARS(pTrace->pHit)->movetype == MOVETYPE_PUSHSTEP )
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{
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CBaseEntity *pEntity = NULL;
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// Decal the wall with a gunshot
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if ( !FNullEnt(pTrace->pHit) )
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pEntity = CBaseEntity::Instance(pTrace->pHit);
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switch( iBulletType )
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{
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case BULLET_PLAYER_9MM:
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case BULLET_MONSTER_9MM:
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case BULLET_PLAYER_MP5:
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case BULLET_MONSTER_MP5:
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case BULLET_PLAYER_BUCKSHOT:
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case BULLET_PLAYER_357:
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default:
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// smoke and decal
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UTIL_GunshotDecalTrace( pTrace, DamageDecal( pEntity, DMG_BULLET ) );
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break;
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case BULLET_MONSTER_12MM:
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// smoke and decal
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UTIL_GunshotDecalTrace( pTrace, DamageDecal( pEntity, DMG_BULLET ) );
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break;
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case BULLET_PLAYER_CROWBAR:
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// wall decal
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UTIL_DecalTrace( pTrace, DamageDecal( pEntity, DMG_CLUB ) );
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break;
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}
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}
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}
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//
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// EjectBrass - tosses a brass shell from passed origin at passed velocity
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//
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void EjectBrass ( const Vector &vecOrigin, const Vector &vecVelocity, float rotation, int model, int soundtype )
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{
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// FIX: when the player shoots, their gun isn't in the same position as it is on the model other players see.
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MESSAGE_BEGIN( MSG_PVS, SVC_TEMPENTITY, vecOrigin );
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WRITE_BYTE( TE_MODEL);
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WRITE_COORD( vecOrigin.x);
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WRITE_COORD( vecOrigin.y);
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WRITE_COORD( vecOrigin.z);
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WRITE_COORD( vecVelocity.x);
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WRITE_COORD( vecVelocity.y);
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WRITE_COORD( vecVelocity.z);
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WRITE_ANGLE( rotation );
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WRITE_SHORT( model );
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WRITE_BYTE ( soundtype);
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WRITE_BYTE ( 25 );// 2.5 seconds
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MESSAGE_END();
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}
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#if 0
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// UNDONE: This is no longer used?
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void ExplodeModel( const Vector &vecOrigin, float speed, int model, int count )
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{
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MESSAGE_BEGIN( MSG_PVS, SVC_TEMPENTITY, vecOrigin );
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WRITE_BYTE ( TE_EXPLODEMODEL );
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WRITE_COORD( vecOrigin.x );
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WRITE_COORD( vecOrigin.y );
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WRITE_COORD( vecOrigin.z );
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WRITE_COORD( speed );
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WRITE_SHORT( model );
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WRITE_SHORT( count );
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WRITE_BYTE ( 15 );// 1.5 seconds
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MESSAGE_END();
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}
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#endif
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int giAmmoIndex = 0;
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// Precaches the ammo and queues the ammo info for sending to clients
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void AddAmmoNameToAmmoRegistry( const char *szAmmoname )
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{
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// make sure it's not already in the registry
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for ( int i = 0; i < MAX_AMMO_SLOTS; i++ )
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{
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if ( !CBasePlayerItem::AmmoInfoArray[i].pszName)
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continue;
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if ( stricmp( CBasePlayerItem::AmmoInfoArray[i].pszName, szAmmoname ) == 0 )
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return; // ammo already in registry, just quite
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}
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giAmmoIndex++;
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ASSERT( giAmmoIndex < MAX_AMMO_SLOTS );
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if ( giAmmoIndex >= MAX_AMMO_SLOTS )
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giAmmoIndex = 0;
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CBasePlayerItem::AmmoInfoArray[giAmmoIndex].pszName = szAmmoname;
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CBasePlayerItem::AmmoInfoArray[giAmmoIndex].iId = giAmmoIndex; // yes, this info is redundant
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}
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// Precaches the weapon and queues the weapon info for sending to clients
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void UTIL_PrecacheOtherWeapon( const char *szClassname )
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{
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edict_t *pent;
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pent = CREATE_NAMED_ENTITY( MAKE_STRING( szClassname ) );
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if ( FNullEnt( pent ) )
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{
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ALERT ( at_console, "NULL Ent in UTIL_PrecacheOtherWeapon\n" );
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return;
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}
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CBaseEntity *pEntity = CBaseEntity::Instance (VARS( pent ));
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if (pEntity)
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{
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ItemInfo II;
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pEntity->Precache( );
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memset( &II, 0, sizeof II );
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if ( ((CBasePlayerItem*)pEntity)->GetItemInfo( &II ) )
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{
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CBasePlayerItem::ItemInfoArray[II.iId] = II;
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if ( II.pszAmmo1 && *II.pszAmmo1 )
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{
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AddAmmoNameToAmmoRegistry( II.pszAmmo1 );
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}
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if ( II.pszAmmo2 && *II.pszAmmo2 )
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{
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AddAmmoNameToAmmoRegistry( II.pszAmmo2 );
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}
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memset( &II, 0, sizeof II );
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}
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}
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REMOVE_ENTITY(pent);
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}
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// called by worldspawn
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void W_Precache(void)
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{
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memset( CBasePlayerItem::ItemInfoArray, 0, sizeof(CBasePlayerItem::ItemInfoArray) );
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memset( CBasePlayerItem::AmmoInfoArray, 0, sizeof(CBasePlayerItem::AmmoInfoArray) );
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giAmmoIndex = 0;
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// Discwar
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UTIL_PrecacheOtherWeapon( "weapon_disc" );
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UTIL_PrecacheOther( "disc" );
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}
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TYPEDESCRIPTION CBasePlayerItem::m_SaveData[] =
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{
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DEFINE_FIELD( CBasePlayerItem, m_pPlayer, FIELD_CLASSPTR ),
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DEFINE_FIELD( CBasePlayerItem, m_pNext, FIELD_CLASSPTR ),
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//DEFINE_FIELD( CBasePlayerItem, m_fKnown, FIELD_INTEGER ),Reset to zero on load
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DEFINE_FIELD( CBasePlayerItem, m_iId, FIELD_INTEGER ),
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// DEFINE_FIELD( CBasePlayerItem, m_iIdPrimary, FIELD_INTEGER ),
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// DEFINE_FIELD( CBasePlayerItem, m_iIdSecondary, FIELD_INTEGER ),
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};
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IMPLEMENT_SAVERESTORE( CBasePlayerItem, CBaseAnimating );
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TYPEDESCRIPTION CBasePlayerWeapon::m_SaveData[] =
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{
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DEFINE_FIELD( CBasePlayerWeapon, m_flNextPrimaryAttack, FIELD_TIME ),
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DEFINE_FIELD( CBasePlayerWeapon, m_flNextSecondaryAttack, FIELD_TIME ),
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DEFINE_FIELD( CBasePlayerWeapon, m_flTimeWeaponIdle, FIELD_TIME ),
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DEFINE_FIELD( CBasePlayerWeapon, m_iPrimaryAmmoType, FIELD_INTEGER ),
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DEFINE_FIELD( CBasePlayerWeapon, m_iSecondaryAmmoType, FIELD_INTEGER ),
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DEFINE_FIELD( CBasePlayerWeapon, m_iClip, FIELD_INTEGER ),
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DEFINE_FIELD( CBasePlayerWeapon, m_iDefaultAmmo, FIELD_INTEGER ),
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// DEFINE_FIELD( CBasePlayerWeapon, m_iClientClip, FIELD_INTEGER ) , reset to zero on load so hud gets updated correctly
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// DEFINE_FIELD( CBasePlayerWeapon, m_iClientWeaponState, FIELD_INTEGER ), reset to zero on load so hud gets updated correctly
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};
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IMPLEMENT_SAVERESTORE( CBasePlayerWeapon, CBasePlayerItem );
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void CBasePlayerItem :: SetObjectCollisionBox( void )
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{
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pev->absmin = pev->origin + Vector(-24, -24, 0);
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pev->absmax = pev->origin + Vector(24, 24, 16);
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}
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//=========================================================
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// Sets up movetype, size, solidtype for a new weapon.
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//=========================================================
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void CBasePlayerItem :: FallInit( void )
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{
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pev->movetype = MOVETYPE_TOSS;
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pev->solid = SOLID_BBOX;
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UTIL_SetOrigin( pev, pev->origin );
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UTIL_SetSize(pev, Vector( 0, 0, 0), Vector(0, 0, 0) );//pointsize until it lands on the ground.
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SetTouch( &CBasePlayerItem::DefaultTouch );
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SetThink( &CBasePlayerItem::FallThink );
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pev->nextthink = gpGlobals->time + 0.1;
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}
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//=========================================================
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// FallThink - Items that have just spawned run this think
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// to catch them when they hit the ground. Once we're sure
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// that the object is grounded, we change its solid type
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// to trigger and set it in a large box that helps the
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// player get it.
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//=========================================================
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void CBasePlayerItem::FallThink ( void )
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{
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pev->nextthink = gpGlobals->time + 0.1;
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if ( pev->flags & FL_ONGROUND )
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{
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// clatter if we have an owner (i.e., dropped by someone)
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// don't clatter if the gun is waiting to respawn (if it's waiting, it is invisible!)
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if ( !FNullEnt( pev->owner ) )
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{
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int pitch = 95 + RANDOM_LONG(0,29);
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EMIT_SOUND_DYN(ENT(pev), CHAN_VOICE, "items/weapondrop1.wav", 1, ATTN_NORM, 0, pitch);
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}
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// lie flat
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pev->angles.x = 0;
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pev->angles.z = 0;
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Materialize();
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}
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}
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//=========================================================
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// Materialize - make a CBasePlayerItem visible and tangible
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//=========================================================
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void CBasePlayerItem::Materialize( void )
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{
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if ( pev->effects & EF_NODRAW )
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{
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// changing from invisible state to visible.
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EMIT_SOUND_DYN( ENT(pev), CHAN_WEAPON, "items/suitchargeok1.wav", 1, ATTN_NORM, 0, 150 );
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pev->effects &= ~EF_NODRAW;
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pev->effects |= EF_MUZZLEFLASH;
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}
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pev->solid = SOLID_TRIGGER;
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UTIL_SetOrigin( pev, pev->origin );// link into world.
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SetTouch (&CBasePlayerItem::DefaultTouch);
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SetThink (NULL);
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}
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//=========================================================
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// AttemptToMaterialize - the item is trying to rematerialize,
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// should it do so now or wait longer?
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//=========================================================
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void CBasePlayerItem::AttemptToMaterialize( void )
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{
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float time = g_pGameRules->FlWeaponTryRespawn( this );
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if ( time == 0 )
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{
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Materialize();
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return;
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}
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pev->nextthink = gpGlobals->time + time;
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}
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//=========================================================
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// CheckRespawn - a player is taking this weapon, should
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// it respawn?
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//=========================================================
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void CBasePlayerItem :: CheckRespawn ( void )
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{
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switch ( g_pGameRules->WeaponShouldRespawn( this ) )
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{
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case GR_WEAPON_RESPAWN_YES:
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Respawn();
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break;
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case GR_WEAPON_RESPAWN_NO:
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return;
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break;
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}
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}
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//=========================================================
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// Respawn- this item is already in the world, but it is
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// invisible and intangible. Make it visible and tangible.
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//=========================================================
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CBaseEntity* CBasePlayerItem::Respawn( void )
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{
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// make a copy of this weapon that is invisible and inaccessible to players (no touch function). The weapon spawn/respawn code
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// will decide when to make the weapon visible and touchable.
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CBaseEntity *pNewWeapon = CBaseEntity::Create( (char *)STRING( pev->classname ), g_pGameRules->VecWeaponRespawnSpot( this ), pev->angles, pev->owner );
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if ( pNewWeapon )
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{
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pNewWeapon->pev->effects |= EF_NODRAW;// invisible for now
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pNewWeapon->SetTouch( NULL );// no touch
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pNewWeapon->SetThink( &CBasePlayerItem::AttemptToMaterialize );
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DROP_TO_FLOOR ( ENT(pev) );
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// not a typo! We want to know when the weapon the player just picked up should respawn! This new entity we created is the replacement,
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// but when it should respawn is based on conditions belonging to the weapon that was taken.
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pNewWeapon->pev->nextthink = g_pGameRules->FlWeaponRespawnTime( this );
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}
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else
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{
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ALERT ( at_console, "Respawn failed to create %s!\n", STRING( pev->classname ) );
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}
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return pNewWeapon;
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}
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void CBasePlayerItem::DefaultTouch( CBaseEntity *pOther )
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{
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// if it's not a player, ignore
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if ( !pOther->IsPlayer() )
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return;
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CBasePlayer *pPlayer = (CBasePlayer *)pOther;
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// can I have this?
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if ( !g_pGameRules->CanHavePlayerItem( pPlayer, this ) )
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{
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if ( gEvilImpulse101 )
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{
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UTIL_Remove( this );
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}
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return;
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}
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if (pOther->AddPlayerItem( this ))
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{
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AttachToPlayer( pPlayer );
|
|
EMIT_SOUND(ENT(pPlayer->pev), CHAN_ITEM, "items/gunpickup2.wav", 1, ATTN_NORM);
|
|
}
|
|
|
|
SUB_UseTargets( pOther, USE_TOGGLE, 0 ); // UNDONE: when should this happen?
|
|
}
|
|
|
|
BOOL CanAttack( float attack_time, float curtime, BOOL isPredicted )
|
|
{
|
|
if ( !isPredicted )
|
|
{
|
|
return ( attack_time <= curtime ) ? TRUE : FALSE;
|
|
}
|
|
else
|
|
{
|
|
return ( attack_time <= 0.0 ) ? TRUE : FALSE;
|
|
}
|
|
}
|
|
|
|
void CBasePlayerWeapon::ItemPostFrame( void )
|
|
{
|
|
if ((m_fInReload) && ( m_pPlayer->m_flNextAttack <= UTIL_WeaponTimeBase() ) )
|
|
{
|
|
// complete the reload.
|
|
int j = min( iMaxClip() - m_iClip, m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType]);
|
|
|
|
// Add them to the clip
|
|
m_iClip += j;
|
|
m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] -= j;
|
|
|
|
m_fInReload = FALSE;
|
|
}
|
|
|
|
if ((m_pPlayer->pev->button & IN_ATTACK2) && CanAttack( m_flNextSecondaryAttack, gpGlobals->time, UseDecrement() ) )
|
|
{
|
|
if ( pszAmmo2() && !m_pPlayer->m_rgAmmo[SecondaryAmmoIndex()] )
|
|
{
|
|
m_fFireOnEmpty = TRUE;
|
|
}
|
|
|
|
SecondaryAttack();
|
|
m_pPlayer->pev->button &= ~IN_ATTACK2;
|
|
}
|
|
else if ((m_pPlayer->pev->button & IN_ATTACK) && CanAttack( m_flNextPrimaryAttack, gpGlobals->time, UseDecrement() ) )
|
|
{
|
|
if ( (m_iClip == 0 && pszAmmo1()) || (iMaxClip() == -1 && !m_pPlayer->m_rgAmmo[PrimaryAmmoIndex()] ) )
|
|
{
|
|
m_fFireOnEmpty = TRUE;
|
|
}
|
|
|
|
PrimaryAttack();
|
|
}
|
|
else if ( m_pPlayer->pev->button & IN_RELOAD && iMaxClip() != WEAPON_NOCLIP && !m_fInReload )
|
|
{
|
|
// reload when reload is pressed, or if no buttons are down and weapon is empty.
|
|
Reload();
|
|
}
|
|
else if ( !(m_pPlayer->pev->button & (IN_ATTACK|IN_ATTACK2) ) )
|
|
{
|
|
// no fire buttons down
|
|
|
|
m_fFireOnEmpty = FALSE;
|
|
|
|
if ( !IsUseable() && m_flNextPrimaryAttack < ( UseDecrement() ? 0.0 : gpGlobals->time ) )
|
|
{
|
|
// weapon isn't useable, switch.
|
|
if ( !(iFlags() & ITEM_FLAG_NOAUTOSWITCHEMPTY) && g_pGameRules->GetNextBestWeapon( m_pPlayer, this ) )
|
|
{
|
|
m_flNextPrimaryAttack = ( UseDecrement() ? 0.0 : gpGlobals->time ) + 0.3;
|
|
return;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// weapon is useable. Reload if empty and weapon has waited as long as it has to after firing
|
|
if ( m_iClip == 0 && !(iFlags() & ITEM_FLAG_NOAUTORELOAD) && m_flNextPrimaryAttack < ( UseDecrement() ? 0.0 : gpGlobals->time ) )
|
|
{
|
|
Reload();
|
|
return;
|
|
}
|
|
}
|
|
|
|
WeaponIdle( );
|
|
return;
|
|
}
|
|
|
|
// catch all
|
|
if ( ShouldWeaponIdle() )
|
|
{
|
|
WeaponIdle();
|
|
}
|
|
}
|
|
|
|
void CBasePlayerItem::DestroyItem( void )
|
|
{
|
|
if ( m_pPlayer )
|
|
{
|
|
// if attached to a player, remove.
|
|
m_pPlayer->RemovePlayerItem( this );
|
|
}
|
|
|
|
Kill( );
|
|
}
|
|
|
|
int CBasePlayerItem::AddToPlayer( CBasePlayer *pPlayer )
|
|
{
|
|
m_pPlayer = pPlayer;
|
|
|
|
return TRUE;
|
|
}
|
|
|
|
void CBasePlayerItem::Drop( void )
|
|
{
|
|
SetTouch( NULL );
|
|
SetThink(&CBasePlayerItem::SUB_Remove);
|
|
pev->nextthink = gpGlobals->time + .1;
|
|
}
|
|
|
|
void CBasePlayerItem::Kill( void )
|
|
{
|
|
SetTouch( NULL );
|
|
SetThink(&CBasePlayerItem::SUB_Remove);
|
|
pev->nextthink = gpGlobals->time + .1;
|
|
}
|
|
|
|
void CBasePlayerItem::Holster( int skiplocal /* = 0 */ )
|
|
{
|
|
m_pPlayer->pev->viewmodel = 0;
|
|
m_pPlayer->pev->weaponmodel = 0;
|
|
}
|
|
|
|
void CBasePlayerItem::AttachToPlayer ( CBasePlayer *pPlayer )
|
|
{
|
|
pev->movetype = MOVETYPE_FOLLOW;
|
|
pev->solid = SOLID_NOT;
|
|
pev->aiment = pPlayer->edict();
|
|
pev->effects = EF_NODRAW; // ??
|
|
pev->modelindex = 0;// server won't send down to clients if modelindex == 0
|
|
pev->model = iStringNull;
|
|
pev->owner = pPlayer->edict();
|
|
pev->nextthink = gpGlobals->time + .1;
|
|
SetTouch( NULL );
|
|
}
|
|
|
|
// CALLED THROUGH the newly-touched weapon's instance. The existing player weapon is pOriginal
|
|
int CBasePlayerWeapon::AddDuplicate( CBasePlayerItem *pOriginal )
|
|
{
|
|
if ( m_iDefaultAmmo )
|
|
{
|
|
return ExtractAmmo( (CBasePlayerWeapon *)pOriginal );
|
|
}
|
|
else
|
|
{
|
|
// a dead player dropped this.
|
|
return ExtractClipAmmo( (CBasePlayerWeapon *)pOriginal );
|
|
}
|
|
}
|
|
|
|
|
|
int CBasePlayerWeapon::AddToPlayer( CBasePlayer *pPlayer )
|
|
{
|
|
int bResult = CBasePlayerItem::AddToPlayer( pPlayer );
|
|
|
|
pPlayer->pev->weapons |= (1<<m_iId);
|
|
|
|
if ( !m_iPrimaryAmmoType )
|
|
{
|
|
m_iPrimaryAmmoType = pPlayer->GetAmmoIndex( pszAmmo1() );
|
|
m_iSecondaryAmmoType = pPlayer->GetAmmoIndex( pszAmmo2() );
|
|
}
|
|
|
|
|
|
if (bResult)
|
|
return AddWeapon( );
|
|
return FALSE;
|
|
}
|
|
|
|
int CBasePlayerWeapon::UpdateClientData( CBasePlayer *pPlayer )
|
|
{
|
|
BOOL bSend = FALSE;
|
|
int state = 0;
|
|
if ( pPlayer->m_pActiveItem == this )
|
|
{
|
|
if ( pPlayer->m_fOnTarget )
|
|
state = WEAPON_IS_ONTARGET;
|
|
else
|
|
state = 1;
|
|
}
|
|
|
|
// Forcing send of all data!
|
|
if ( !pPlayer->m_fWeapon )
|
|
{
|
|
bSend = TRUE;
|
|
}
|
|
|
|
// This is the current or last weapon, so the state will need to be updated
|
|
if ( this == pPlayer->m_pActiveItem ||
|
|
this == pPlayer->m_pClientActiveItem )
|
|
{
|
|
if ( pPlayer->m_pActiveItem != pPlayer->m_pClientActiveItem )
|
|
{
|
|
bSend = TRUE;
|
|
}
|
|
}
|
|
|
|
// If the ammo, state, or fov has changed, update the weapon
|
|
if ( m_iClip != m_iClientClip ||
|
|
state != m_iClientWeaponState ||
|
|
pPlayer->m_iFOV != pPlayer->m_iClientFOV )
|
|
{
|
|
bSend = TRUE;
|
|
}
|
|
|
|
if ( bSend )
|
|
{
|
|
MESSAGE_BEGIN( MSG_ONE, gmsgCurWeapon, NULL, pPlayer->pev );
|
|
WRITE_BYTE( state );
|
|
WRITE_BYTE( m_iId );
|
|
WRITE_BYTE( m_iClip );
|
|
MESSAGE_END();
|
|
|
|
m_iClientClip = m_iClip;
|
|
m_iClientWeaponState = state;
|
|
pPlayer->m_fWeapon = TRUE;
|
|
}
|
|
|
|
if ( m_pNext )
|
|
m_pNext->UpdateClientData( pPlayer );
|
|
|
|
return 1;
|
|
}
|
|
|
|
|
|
void CBasePlayerWeapon::SendWeaponAnim( int iAnim, int skiplocal )
|
|
{
|
|
m_pPlayer->pev->weaponanim = iAnim;
|
|
|
|
if ( skiplocal && ENGINE_CANSKIP( m_pPlayer->edict() ) )
|
|
return;
|
|
|
|
MESSAGE_BEGIN( MSG_ONE, SVC_WEAPONANIM, NULL, m_pPlayer->pev );
|
|
WRITE_BYTE( iAnim ); // sequence number
|
|
WRITE_BYTE( pev->body ); // weaponmodel bodygroup.
|
|
MESSAGE_END();
|
|
}
|
|
|
|
BOOL CBasePlayerWeapon :: AddPrimaryAmmo( int iCount, char *szName, int iMaxClip, int iMaxCarry )
|
|
{
|
|
int iIdAmmo;
|
|
|
|
if (iMaxClip < 1)
|
|
{
|
|
m_iClip = -1;
|
|
iIdAmmo = m_pPlayer->GiveAmmo( iCount, szName, iMaxCarry );
|
|
}
|
|
else if (m_iClip == 0)
|
|
{
|
|
int i;
|
|
i = min( m_iClip + iCount, iMaxClip ) - m_iClip;
|
|
m_iClip += i;
|
|
iIdAmmo = m_pPlayer->GiveAmmo( iCount - i, szName, iMaxCarry );
|
|
}
|
|
else
|
|
{
|
|
iIdAmmo = m_pPlayer->GiveAmmo( iCount, szName, iMaxCarry );
|
|
}
|
|
|
|
// m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] = iMaxCarry; // hack for testing
|
|
|
|
if (iIdAmmo > 0)
|
|
{
|
|
m_iPrimaryAmmoType = iIdAmmo;
|
|
if (m_pPlayer->HasPlayerItem( this ) )
|
|
{
|
|
// play the "got ammo" sound only if we gave some ammo to a player that already had this gun.
|
|
// if the player is just getting this gun for the first time, DefaultTouch will play the "picked up gun" sound for us.
|
|
EMIT_SOUND(ENT(pev), CHAN_ITEM, "items/9mmclip1.wav", 1, ATTN_NORM);
|
|
}
|
|
}
|
|
|
|
return iIdAmmo > 0 ? TRUE : FALSE;
|
|
}
|
|
|
|
|
|
BOOL CBasePlayerWeapon :: AddSecondaryAmmo( int iCount, char *szName, int iMax )
|
|
{
|
|
int iIdAmmo;
|
|
|
|
iIdAmmo = m_pPlayer->GiveAmmo( iCount, szName, iMax );
|
|
|
|
//m_pPlayer->m_rgAmmo[m_iSecondaryAmmoType] = iMax; // hack for testing
|
|
|
|
if (iIdAmmo > 0)
|
|
{
|
|
m_iSecondaryAmmoType = iIdAmmo;
|
|
EMIT_SOUND(ENT(pev), CHAN_ITEM, "items/9mmclip1.wav", 1, ATTN_NORM);
|
|
}
|
|
return iIdAmmo > 0 ? TRUE : FALSE;
|
|
}
|
|
|
|
//=========================================================
|
|
// IsUseable - this function determines whether or not a
|
|
// weapon is useable by the player in its current state.
|
|
// (does it have ammo loaded? do I have any ammo for the
|
|
// weapon?, etc)
|
|
//=========================================================
|
|
BOOL CBasePlayerWeapon :: IsUseable( void )
|
|
{
|
|
if ( m_iClip <= 0 )
|
|
{
|
|
if ( m_pPlayer->m_rgAmmo[ PrimaryAmmoIndex() ] <= 0 && iMaxAmmo1() != -1 )
|
|
{
|
|
// clip is empty (or nonexistant) and the player has no more ammo of this type.
|
|
return FALSE;
|
|
}
|
|
}
|
|
|
|
return TRUE;
|
|
}
|
|
|
|
BOOL CBasePlayerWeapon :: CanDeploy( void )
|
|
{
|
|
BOOL bHasAmmo = 0;
|
|
|
|
if ( !pszAmmo1() )
|
|
{
|
|
// this weapon doesn't use ammo, can always deploy.
|
|
return TRUE;
|
|
}
|
|
|
|
if ( pszAmmo1() )
|
|
{
|
|
bHasAmmo |= (m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] != 0);
|
|
}
|
|
if ( pszAmmo2() )
|
|
{
|
|
bHasAmmo |= (m_pPlayer->m_rgAmmo[m_iSecondaryAmmoType] != 0);
|
|
}
|
|
if (m_iClip > 0)
|
|
{
|
|
bHasAmmo |= 1;
|
|
}
|
|
if (!bHasAmmo)
|
|
{
|
|
return FALSE;
|
|
}
|
|
|
|
return TRUE;
|
|
}
|
|
|
|
BOOL CBasePlayerWeapon :: DefaultDeploy( char *szViewModel, char *szWeaponModel, int iAnim, char *szAnimExt, int skiplocal /* = 0 */ )
|
|
{
|
|
if (!CanDeploy( ))
|
|
return FALSE;
|
|
|
|
m_pPlayer->pev->viewmodel = MAKE_STRING(szViewModel);
|
|
m_pPlayer->pev->weaponmodel = MAKE_STRING(szWeaponModel);
|
|
strcpy( m_pPlayer->m_szAnimExtention, szAnimExt );
|
|
SendWeaponAnim( iAnim, skiplocal );
|
|
|
|
m_pPlayer->m_flNextAttack = UTIL_WeaponTimeBase() + 0.5;
|
|
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 1.0;
|
|
|
|
return TRUE;
|
|
}
|
|
|
|
|
|
BOOL CBasePlayerWeapon :: DefaultReload( int iClipSize, int iAnim, float fDelay )
|
|
{
|
|
if (m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] <= 0)
|
|
return FALSE;
|
|
|
|
int j = min(iClipSize - m_iClip, m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType]);
|
|
|
|
if (j == 0)
|
|
return FALSE;
|
|
|
|
m_pPlayer->m_flNextAttack = UTIL_WeaponTimeBase() + fDelay;
|
|
|
|
//!!UNDONE -- reload sound goes here !!!
|
|
SendWeaponAnim( iAnim, UseDecrement() ? 1 : 0 );
|
|
|
|
m_fInReload = TRUE;
|
|
|
|
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 3;
|
|
return TRUE;
|
|
}
|
|
|
|
BOOL CBasePlayerWeapon :: PlayEmptySound( void )
|
|
{
|
|
if (m_iPlayEmptySound)
|
|
{
|
|
EMIT_SOUND(ENT(m_pPlayer->pev), CHAN_WEAPON, "weapons/357_cock1.wav", 0.8, ATTN_NORM);
|
|
m_iPlayEmptySound = 0;
|
|
return 0;
|
|
}
|
|
return 0;
|
|
}
|
|
|
|
void CBasePlayerWeapon :: ResetEmptySound( void )
|
|
{
|
|
m_iPlayEmptySound = 1;
|
|
}
|
|
|
|
//=========================================================
|
|
//=========================================================
|
|
int CBasePlayerWeapon::PrimaryAmmoIndex( void )
|
|
{
|
|
return m_iPrimaryAmmoType;
|
|
}
|
|
|
|
//=========================================================
|
|
//=========================================================
|
|
int CBasePlayerWeapon::SecondaryAmmoIndex( void )
|
|
{
|
|
return -1;
|
|
}
|
|
|
|
void CBasePlayerWeapon::Holster( int skiplocal /* = 0 */ )
|
|
{
|
|
m_fInReload = FALSE; // cancel any reload in progress.
|
|
m_pPlayer->pev->viewmodel = 0;
|
|
m_pPlayer->pev->weaponmodel = 0;
|
|
}
|
|
|
|
void CBasePlayerAmmo::Spawn( void )
|
|
{
|
|
pev->movetype = MOVETYPE_TOSS;
|
|
pev->solid = SOLID_TRIGGER;
|
|
UTIL_SetSize(pev, Vector(-16, -16, 0), Vector(16, 16, 16));
|
|
UTIL_SetOrigin( pev, pev->origin );
|
|
|
|
SetTouch( &CBasePlayerAmmo::DefaultTouch );
|
|
}
|
|
|
|
CBaseEntity* CBasePlayerAmmo::Respawn( void )
|
|
{
|
|
pev->effects |= EF_NODRAW;
|
|
SetTouch( NULL );
|
|
|
|
UTIL_SetOrigin( pev, g_pGameRules->VecAmmoRespawnSpot( this ) );// move to wherever I'm supposed to repawn.
|
|
|
|
SetThink( &CBasePlayerAmmo::Materialize );
|
|
pev->nextthink = g_pGameRules->FlAmmoRespawnTime( this );
|
|
|
|
return this;
|
|
}
|
|
|
|
void CBasePlayerAmmo::Materialize( void )
|
|
{
|
|
if ( pev->effects & EF_NODRAW )
|
|
{
|
|
// changing from invisible state to visible.
|
|
EMIT_SOUND_DYN( ENT(pev), CHAN_WEAPON, "items/suitchargeok1.wav", 1, ATTN_NORM, 0, 150 );
|
|
pev->effects &= ~EF_NODRAW;
|
|
pev->effects |= EF_MUZZLEFLASH;
|
|
}
|
|
|
|
SetTouch( &CBasePlayerAmmo::DefaultTouch );
|
|
}
|
|
|
|
void CBasePlayerAmmo :: DefaultTouch( CBaseEntity *pOther )
|
|
{
|
|
if ( !pOther->IsPlayer() )
|
|
{
|
|
return;
|
|
}
|
|
|
|
if (AddAmmo( pOther ))
|
|
{
|
|
if ( g_pGameRules->AmmoShouldRespawn( this ) == GR_AMMO_RESPAWN_YES )
|
|
{
|
|
Respawn();
|
|
}
|
|
else
|
|
{
|
|
SetTouch( NULL );
|
|
SetThink(&CBasePlayerAmmo::SUB_Remove);
|
|
pev->nextthink = gpGlobals->time + .1;
|
|
}
|
|
}
|
|
else if (gEvilImpulse101)
|
|
{
|
|
// evil impulse 101 hack, kill always
|
|
SetTouch( NULL );
|
|
SetThink(&CBasePlayerAmmo::SUB_Remove);
|
|
pev->nextthink = gpGlobals->time + .1;
|
|
}
|
|
}
|
|
|
|
//=========================================================
|
|
// called by the new item with the existing item as parameter
|
|
//
|
|
// if we call ExtractAmmo(), it's because the player is picking up this type of weapon for
|
|
// the first time. If it is spawned by the world, m_iDefaultAmmo will have a default ammo amount in it.
|
|
// if this is a weapon dropped by a dying player, has 0 m_iDefaultAmmo, which means only the ammo in
|
|
// the weapon clip comes along.
|
|
//=========================================================
|
|
int CBasePlayerWeapon::ExtractAmmo( CBasePlayerWeapon *pWeapon )
|
|
{
|
|
int iReturn;
|
|
|
|
if ( pszAmmo1() != NULL )
|
|
{
|
|
// blindly call with m_iDefaultAmmo. It's either going to be a value or zero. If it is zero,
|
|
// we only get the ammo in the weapon's clip, which is what we want.
|
|
iReturn = pWeapon->AddPrimaryAmmo( m_iDefaultAmmo, (char *)pszAmmo1(), iMaxClip(), iMaxAmmo1() );
|
|
m_iDefaultAmmo = 0;
|
|
}
|
|
|
|
if ( pszAmmo2() != NULL )
|
|
{
|
|
iReturn = pWeapon->AddSecondaryAmmo( 0, (char *)pszAmmo2(), iMaxAmmo2() );
|
|
}
|
|
|
|
return iReturn;
|
|
}
|
|
|
|
//=========================================================
|
|
// called by the new item's class with the existing item as parameter
|
|
//=========================================================
|
|
int CBasePlayerWeapon::ExtractClipAmmo( CBasePlayerWeapon *pWeapon )
|
|
{
|
|
int iAmmo;
|
|
|
|
if ( m_iClip == WEAPON_NOCLIP )
|
|
{
|
|
iAmmo = 0;// guns with no clips always come empty if they are second-hand
|
|
}
|
|
else
|
|
{
|
|
iAmmo = m_iClip;
|
|
}
|
|
|
|
return pWeapon->m_pPlayer->GiveAmmo( iAmmo, (char *)pszAmmo1(), iMaxAmmo1() ); // , &m_iPrimaryAmmoType
|
|
}
|
|
|
|
//=========================================================
|
|
// RetireWeapon - no more ammo for this gun, put it away.
|
|
//=========================================================
|
|
void CBasePlayerWeapon::RetireWeapon( void )
|
|
{
|
|
// first, no viewmodel at all.
|
|
m_pPlayer->pev->viewmodel = iStringNull;
|
|
m_pPlayer->pev->weaponmodel = iStringNull;
|
|
//m_pPlayer->pev->viewmodelindex = NULL;
|
|
|
|
g_pGameRules->GetNextBestWeapon( m_pPlayer, this );
|
|
}
|
|
|
|
void CBasePlayerWeapon::PrintState( void )
|
|
{
|
|
}
|