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https://github.com/nillerusr/source-engine.git
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601 lines
14 KiB
C++
601 lines
14 KiB
C++
//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose: Satchel charge
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//
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// $NoKeywords: $
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//=============================================================================//
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#include "cbase.h"
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#include "npcevent.h"
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#include "hl1_basecombatweapon_shared.h"
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//#include "basecombatweapon.h"
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//#include "basecombatcharacter.h"
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#ifdef CLIENT_DLL
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#include "c_baseplayer.h"
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#else
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#include "player.h"
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#endif
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//#include "AI_BaseNPC.h"
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//#include "player.h"
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#include "gamerules.h"
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#include "in_buttons.h"
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#ifndef CLIENT_DLL
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#include "soundent.h"
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#include "game.h"
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#endif
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#include "vstdlib/random.h"
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#include "engine/IEngineSound.h"
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#include "hl1mp_weapon_satchel.h"
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//-----------------------------------------------------------------------------
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// CWeaponSatchel
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//-----------------------------------------------------------------------------
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#define SATCHEL_VIEW_MODEL "models/v_satchel.mdl"
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#define SATCHEL_WORLD_MODEL "models/w_satchel.mdl"
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#define SATCHELRADIO_VIEW_MODEL "models/v_satchel_radio.mdl"
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#define SATCHELRADIO_WORLD_MODEL "models/w_satchel.mdl" // this needs fixing if we do multiplayer
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IMPLEMENT_NETWORKCLASS_ALIASED( WeaponSatchel, DT_WeaponSatchel );
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BEGIN_NETWORK_TABLE( CWeaponSatchel, DT_WeaponSatchel )
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#ifdef CLIENT_DLL
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RecvPropInt( RECVINFO( m_iRadioViewIndex ) ),
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RecvPropInt( RECVINFO( m_iRadioWorldIndex ) ),
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RecvPropInt( RECVINFO( m_iSatchelViewIndex ) ),
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RecvPropInt( RECVINFO( m_iSatchelWorldIndex ) ),
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RecvPropInt( RECVINFO( m_iChargeReady ) ),
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#else
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SendPropInt( SENDINFO( m_iRadioViewIndex ) ),
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SendPropInt( SENDINFO( m_iRadioWorldIndex ) ),
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SendPropInt( SENDINFO( m_iSatchelViewIndex ) ),
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SendPropInt( SENDINFO( m_iSatchelWorldIndex ) ),
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SendPropInt( SENDINFO( m_iChargeReady ) ),
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#endif
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END_NETWORK_TABLE()
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LINK_ENTITY_TO_CLASS( weapon_satchel, CWeaponSatchel );
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PRECACHE_WEAPON_REGISTER( weapon_satchel );
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//IMPLEMENT_SERVERCLASS_ST( CWeaponSatchel, DT_WeaponSatchel )
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//END_SEND_TABLE()
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BEGIN_PREDICTION_DATA( CWeaponSatchel )
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#ifdef CLIENT_DLL
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DEFINE_PRED_FIELD( m_iRadioViewIndex, FIELD_INTEGER, FTYPEDESC_INSENDTABLE | FTYPEDESC_MODELINDEX ),
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DEFINE_PRED_FIELD( m_iRadioWorldIndex, FIELD_INTEGER, FTYPEDESC_INSENDTABLE | FTYPEDESC_MODELINDEX ),
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DEFINE_PRED_FIELD( m_iSatchelViewIndex, FIELD_INTEGER, FTYPEDESC_INSENDTABLE | FTYPEDESC_MODELINDEX ),
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DEFINE_PRED_FIELD( m_iSatchelWorldIndex, FIELD_INTEGER, FTYPEDESC_INSENDTABLE | FTYPEDESC_MODELINDEX ),
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DEFINE_PRED_FIELD( m_iChargeReady, FIELD_INTEGER, FTYPEDESC_INSENDTABLE ),
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#endif
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END_PREDICTION_DATA()
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BEGIN_DATADESC( CWeaponSatchel )
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DEFINE_FIELD( m_iChargeReady, FIELD_INTEGER ),
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// DEFINE_FIELD( m_iRadioViewIndex, FIELD_INTEGER ),
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// DEFINE_FIELD( m_iRadioWorldIndex, FIELD_INTEGER ),
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// DEFINE_FIELD( m_iSatchelViewIndex, FIELD_INTEGER ),
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// DEFINE_FIELD( m_iSatchelWorldIndex, FIELD_INTEGER ),
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END_DATADESC()
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//-----------------------------------------------------------------------------
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// Purpose: Constructor
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//-----------------------------------------------------------------------------
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CWeaponSatchel::CWeaponSatchel( void )
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{
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m_bReloadsSingly = false;
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m_bFiresUnderwater = true;
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}
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void CWeaponSatchel::Equip( CBaseCombatCharacter *pOwner )
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{
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BaseClass::Equip( pOwner );
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m_iChargeReady = 0; // this satchel charge weapon now forgets that any satchels are deployed by it.
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}
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bool CWeaponSatchel::HasAnyAmmo( void )
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{
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CBasePlayer *pPlayer = ToBasePlayer( GetOwner() );
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if ( !pPlayer )
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{
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return false;
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}
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if ( pPlayer->GetAmmoCount( m_iPrimaryAmmoType ) > 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 ( HasChargeDeployed() )
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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 BaseClass::HasAnyAmmo();
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}
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bool CWeaponSatchel::CanDeploy( void )
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{
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if ( HasAnyAmmo() )
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{
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return true;
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}
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else
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{
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return false;
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CWeaponSatchel::Precache( void )
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{
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m_iSatchelViewIndex = PrecacheModel( SATCHEL_VIEW_MODEL );
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m_iSatchelWorldIndex = PrecacheModel( SATCHEL_WORLD_MODEL );
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m_iRadioViewIndex = PrecacheModel( SATCHELRADIO_VIEW_MODEL );
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m_iRadioWorldIndex = PrecacheModel( SATCHELRADIO_WORLD_MODEL );
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#ifndef CLIENT_DLL
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UTIL_PrecacheOther( "monster_satchel" );
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#endif
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BaseClass::Precache();
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}
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void CWeaponSatchel::ItemPostFrame( void )
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{
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CBasePlayer *pOwner = ToBasePlayer( GetOwner() );
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if (!pOwner)
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{
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return;
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}
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if ( (pOwner->m_nButtons & IN_ATTACK) && (m_flNextPrimaryAttack <= gpGlobals->curtime) )
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{
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// If the firing button was just pressed, reset the firing time
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if ( pOwner->m_afButtonPressed & IN_ATTACK )
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{
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m_flNextPrimaryAttack = gpGlobals->curtime;
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}
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PrimaryAttack();
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}
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BaseClass::ItemPostFrame();
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CWeaponSatchel::PrimaryAttack( void )
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{
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switch ( m_iChargeReady )
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{
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case 0:
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{
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Throw();
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}
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break;
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case 1:
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{
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CBasePlayer *pPlayer = ToBasePlayer( GetOwner() );
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if ( !pPlayer )
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{
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return;
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}
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SendWeaponAnim( ACT_VM_PRIMARYATTACK );
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#ifndef CLIENT_DLL
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CBaseEntity *pSatchel = NULL;
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while ( (pSatchel = gEntList.FindEntityByClassname( pSatchel, "monster_satchel" ) ) != NULL)
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{
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if ( pSatchel->GetOwnerEntity() == pPlayer )
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{
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pSatchel->Use( pPlayer, pPlayer, USE_ON, 0 );
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}
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}
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#endif
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m_iChargeReady = 2;
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m_flNextPrimaryAttack = gpGlobals->curtime + 0.5;
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m_flNextSecondaryAttack = gpGlobals->curtime + 0.5;
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SetWeaponIdleTime( gpGlobals->curtime + 0.5 );
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break;
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}
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case 2:
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// we're reloading, don't allow fire
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break;
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CWeaponSatchel::SecondaryAttack( void )
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{
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if ( m_iChargeReady != 2 )
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{
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Throw();
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}
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}
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void CWeaponSatchel::Throw( void )
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{
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CBasePlayer *pPlayer = ToBasePlayer( GetOwner() );
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if ( !pPlayer )
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{
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return;
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}
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if ( pPlayer->GetAmmoCount( m_iPrimaryAmmoType ) > 0 )
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{
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Vector vecForward;
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pPlayer->EyeVectors( &vecForward );
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Vector vecSrc = pPlayer->WorldSpaceCenter();
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Vector vecThrow = vecForward * 274 + pPlayer->GetAbsVelocity();
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#ifndef CLIENT_DLL
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CBaseEntity *pSatchel = Create( "monster_satchel", vecSrc, QAngle( 0, 0, 90 ), pPlayer );
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if ( pSatchel )
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{
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pSatchel->SetAbsVelocity( vecThrow );
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QAngle angVel = pSatchel->GetLocalAngularVelocity();
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angVel.y = 400;
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pSatchel->SetLocalAngularVelocity( angVel );
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ActivateRadioModel();
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SendWeaponAnim( ACT_VM_DRAW );
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// player "shoot" animation
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pPlayer->SetAnimation( PLAYER_ATTACK1 );
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m_iChargeReady = 1;
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pPlayer->RemoveAmmo( 1, m_iPrimaryAmmoType );
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}
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#endif
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m_flNextPrimaryAttack = gpGlobals->curtime + 1.0;
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m_flNextSecondaryAttack = gpGlobals->curtime + 0.5;
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}
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}
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void CWeaponSatchel::WeaponIdle( void )
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{
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if ( !HasWeaponIdleTimeElapsed() )
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return;
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switch( m_iChargeReady )
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{
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case 0:
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case 1:
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SendWeaponAnim( ACT_VM_FIDGET );
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break;
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case 2:
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{
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CBasePlayer *pPlayer = ToBasePlayer( GetOwner() );
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if ( pPlayer && (pPlayer->GetAmmoCount( m_iPrimaryAmmoType ) <= 0) )
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{
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m_iChargeReady = 0;
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if ( !pPlayer->SwitchToNextBestWeapon( pPlayer->GetActiveWeapon() ) )
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{
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Holster();
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}
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return;
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}
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ActivateSatchelModel();
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SendWeaponAnim( ACT_VM_DRAW );
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m_flNextPrimaryAttack = gpGlobals->curtime + 0.5;
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m_flNextSecondaryAttack = gpGlobals->curtime + 0.5;
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m_iChargeReady = 0;
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break;
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}
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}
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SetWeaponIdleTime( gpGlobals->curtime + random->RandomFloat( 10, 15 ) );// how long till we do this again.
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}
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bool CWeaponSatchel::Deploy( void )
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{
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SetWeaponIdleTime( gpGlobals->curtime + random->RandomFloat( 10, 15 ) );
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if ( HasChargeDeployed() )
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{
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ActivateRadioModel();
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}
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else
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{
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ActivateSatchelModel();
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}
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bool bRet = BaseClass::Deploy();
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if ( bRet )
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{
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//
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CBasePlayer *pPlayer = ToBasePlayer( GetOwner() );
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if ( pPlayer )
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{
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pPlayer->SetNextAttack( gpGlobals->curtime + 1.0 );
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}
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}
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return bRet;
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}
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bool CWeaponSatchel::Holster( CBaseCombatWeapon *pSwitchingTo )
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{
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if ( !BaseClass::Holster( pSwitchingTo ) )
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{
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return false;
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}
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CBasePlayer *pPlayer = ToBasePlayer( GetOwner() );
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if ( pPlayer )
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{
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pPlayer->SetNextAttack( gpGlobals->curtime + 0.5 );
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if ( (pPlayer->GetAmmoCount( m_iPrimaryAmmoType ) <= 0) && !HasChargeDeployed() )
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{
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#ifndef CLIENT_DLL
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SetThink( &CWeaponSatchel::DestroyItem );
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SetNextThink( gpGlobals->curtime + 0.1 );
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#endif
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}
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}
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return true;
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}
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void CWeaponSatchel::ActivateSatchelModel( void )
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{
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m_iViewModelIndex = m_iSatchelViewIndex;
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m_iWorldModelIndex = m_iSatchelWorldIndex;
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SetModel( GetViewModel() );
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}
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void CWeaponSatchel::ActivateRadioModel( void )
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{
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m_iViewModelIndex = m_iRadioViewIndex;
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m_iWorldModelIndex = m_iRadioWorldIndex;
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SetModel( GetViewModel() );
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}
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const char *CWeaponSatchel::GetViewModel( int ) const
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{
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if ( m_iViewModelIndex == m_iSatchelViewIndex )
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{
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return SATCHEL_VIEW_MODEL;
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}
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else
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{
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return SATCHELRADIO_VIEW_MODEL;
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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const char *CWeaponSatchel::GetWorldModel( void ) const
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{
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if ( m_iViewModelIndex == m_iSatchelViewIndex )
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{
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return SATCHEL_WORLD_MODEL;
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}
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else
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{
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return SATCHELRADIO_WORLD_MODEL;
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}
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}
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void CWeaponSatchel::OnRestore( void )
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{
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BaseClass::OnRestore();
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if ( HasChargeDeployed() )
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{
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ActivateRadioModel();
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}
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else
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{
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ActivateSatchelModel();
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}
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}
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#ifndef CLIENT_DLL
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//-----------------------------------------------------------------------------
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// CSatchelCharge
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//-----------------------------------------------------------------------------
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#define SATCHEL_CHARGE_MODEL "models/w_satchel.mdl"
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extern ConVar sk_plr_dmg_satchel;
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BEGIN_DATADESC( CSatchelCharge )
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DEFINE_FIELD( m_flNextBounceSoundTime, FIELD_TIME ),
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DEFINE_FIELD( m_bInAir, FIELD_BOOLEAN ),
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DEFINE_FIELD( m_vLastPosition, FIELD_POSITION_VECTOR ),
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// Function Pointers
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DEFINE_ENTITYFUNC( SatchelTouch ),
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DEFINE_THINKFUNC( SatchelThink ),
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DEFINE_USEFUNC( SatchelUse ),
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END_DATADESC()
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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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AddSolidFlags( FSOLID_NOT_SOLID );
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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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SetMoveType( MOVETYPE_FLYGRAVITY, MOVECOLLIDE_FLY_SLIDE );
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SetSolid( SOLID_BBOX );
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SetModel( SATCHEL_CHARGE_MODEL );
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UTIL_SetSize( this, Vector( -4, -4, 0), Vector(4, 4, 8) );
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SetTouch( &CSatchelCharge::SatchelTouch );
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SetUse( &CSatchelCharge::SatchelUse );
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SetThink( &CSatchelCharge::SatchelThink );
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SetNextThink( gpGlobals->curtime + 0.1f );
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m_flDamage = sk_plr_dmg_satchel.GetFloat();
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m_DmgRadius = m_flDamage * 2.5;
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m_takedamage = DAMAGE_NO;
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m_iHealth = 1;
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SetGravity( UTIL_ScaleForGravity( 560 ) ); // slightly lower gravity
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SetFriction( 0.97 ); //used in SatchelTouch to slow us when sliding
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SetSequence( LookupSequence( "onback" ) );
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m_bInAir = false;
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m_flNextBounceSoundTime = 0;
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m_vLastPosition = vec3_origin;
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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// Input :
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// Output :
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//-----------------------------------------------------------------------------
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void CSatchelCharge::SatchelUse( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value )
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{
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SetThink( &CBaseGrenade::Detonate );
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SetNextThink( gpGlobals->curtime );
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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// Input :
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// Output :
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//-----------------------------------------------------------------------------
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void CSatchelCharge::SatchelTouch( CBaseEntity *pOther )
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{
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Assert( pOther );
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if ( pOther->IsSolidFlagSet(FSOLID_TRIGGER | FSOLID_VOLUME_CONTENTS) || GetWaterLevel() > 0 )
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return;
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StudioFrameAdvance( );
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UpdateSlideSound();
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if ( m_bInAir )
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{
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BounceSound();
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m_bInAir = false;
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}
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// add a bit of static friction
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SetAbsVelocity( GetAbsVelocity() * GetFriction() );
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SetLocalAngularVelocity( GetLocalAngularVelocity() * GetFriction() );
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}
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void CSatchelCharge::UpdateSlideSound( void )
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{
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// HACKHACK - On ground isn't always set, so look for ground underneath
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trace_t tr;
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UTIL_TraceLine( GetAbsOrigin(), GetAbsOrigin() - Vector(0,0,10), MASK_SOLID_BRUSHONLY, this, COLLISION_GROUP_NONE, &tr );
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if ( !(tr.fraction < 1.0) )
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{
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m_bInAir = true;
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}
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}
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void CSatchelCharge::SatchelThink( void )
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{
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UpdateSlideSound();
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StudioFrameAdvance( );
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SetNextThink( gpGlobals->curtime + 0.1f );
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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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Vector vecNewVel = GetAbsVelocity();
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if ( GetWaterLevel() > 0 )
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{
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|
SetMoveType( MOVETYPE_FLYGRAVITY, MOVECOLLIDE_FLY_BOUNCE );
|
|
vecNewVel *= 0.8;
|
|
SetLocalAngularVelocity( GetLocalAngularVelocity() * 0.9 );
|
|
|
|
vecNewVel.z = 0;
|
|
SetGravity( -0.2 );
|
|
}
|
|
else if ( GetWaterLevel() == 0 )
|
|
{
|
|
SetMoveType( MOVETYPE_FLYGRAVITY, MOVECOLLIDE_FLY_SLIDE );
|
|
|
|
SetGravity( 1.0 );
|
|
}
|
|
|
|
SetAbsVelocity( vecNewVel );
|
|
}
|
|
|
|
void CSatchelCharge::Precache( void )
|
|
{
|
|
PrecacheModel( SATCHEL_CHARGE_MODEL );
|
|
PrecacheScriptSound( "SatchelCharge.Bounce" );
|
|
}
|
|
|
|
void CSatchelCharge::BounceSound( void )
|
|
{
|
|
if ( gpGlobals->curtime > m_flNextBounceSoundTime )
|
|
{
|
|
EmitSound( "SatchelCharge.Bounce" );
|
|
|
|
m_flNextBounceSoundTime = gpGlobals->curtime + 0.1;
|
|
}
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Constructor
|
|
// Input :
|
|
// Output :
|
|
//-----------------------------------------------------------------------------
|
|
CSatchelCharge::CSatchelCharge(void)
|
|
{
|
|
m_vLastPosition.Init();
|
|
}
|
|
|
|
#endif
|