forked from a1batross/Paranoia2_original
503 lines
13 KiB
C++
503 lines
13 KiB
C++
/*
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ammodesc.cpp - virtual generic ammo that not needs to be hardcoded
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Copyright (C) 2014 Uncle Mike
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This program is free software: you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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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 int gEvilImpulse101;
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AmmoInfo CBasePlayerAmmo :: AmmoInfoArray[MAX_AMMO_SLOTS];
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AmmoDesc CBasePlayerAmmo :: AmmoDescArray[MAX_AMMO_DESC];
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int giAmmoIndex = 0;
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int giAmmoEnts = 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 = 1; i < MAX_AMMO_SLOTS; i++ )
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{
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if( !CBasePlayerAmmo :: AmmoInfoArray[i].pszName )
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continue;
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if( !Q_stricmp( CBasePlayerAmmo :: AmmoInfoArray[i].pszName, szAmmoname ))
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return; // ammo already in registry, just quite
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}
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if( giAmmoIndex >= MAX_AMMO_SLOTS )
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{
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ALERT( at_error, "Too many ammo types. ammotype %s was ignored\n", szAmmoname );
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return;
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}
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CBasePlayerAmmo :: AmmoInfoArray[giAmmoIndex].pszName = szAmmoname;
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CBasePlayerAmmo :: AmmoInfoArray[giAmmoIndex].iId = giAmmoIndex; // yes, this info is redundant
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giAmmoIndex++;
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}
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void AddAmmoNameToAmmoRegistry( const AmmoInfo *pInfo )
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{
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if( !pInfo || !pInfo->pszName || !*pInfo->pszName )
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return; // bad name specified
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// make sure it's not already in the registry
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for( int i = 1; i < MAX_AMMO_SLOTS; i++ )
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{
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if( !CBasePlayerAmmo :: AmmoInfoArray[i].pszName )
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continue;
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if( !Q_stricmp( CBasePlayerAmmo :: AmmoInfoArray[i].pszName, pInfo->pszName ))
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{
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ALERT( at_warning, "AmmoInfo: duplicate info for ammotype %s was ignored\n", pInfo->pszName );
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return; // ammo already in registry
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}
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}
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if( giAmmoIndex >= MAX_AMMO_SLOTS )
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{
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ALERT( at_error, "Too many ammo types. ammotype %s was ignored\n", pInfo->pszName );
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return;
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}
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CBasePlayerAmmo :: AmmoInfoArray[giAmmoIndex] = *pInfo;
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CBasePlayerAmmo :: AmmoInfoArray[giAmmoIndex].iId = giAmmoIndex; // yes, this info is redundant
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giAmmoIndex++;
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}
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AmmoInfo *UTIL_FindAmmoType( const char *szAmmoname )
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{
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if( !szAmmoname || !*szAmmoname )
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{
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ALERT( at_error, "FindAmmoType: NULL type\n" );
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return NULL; // bad name specified
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}
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if( !Q_stricmp( szAmmoname, "none" ))
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return NULL; // no ammo specified
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for( int i = 1; i < MAX_AMMO_SLOTS; i++ )
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{
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if( !CBasePlayerAmmo :: AmmoInfoArray[i].pszName )
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continue;
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if( !Q_stricmp( CBasePlayerAmmo :: AmmoInfoArray[i].pszName, szAmmoname ))
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return &CBasePlayerAmmo :: AmmoInfoArray[i];
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}
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ALERT( at_error, "FindAmmoType: coudn't find ammo type '%s'\n", szAmmoname );
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return NULL;
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}
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AmmoDesc *UTIL_FindAmmoDesc( const char *szClassname )
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{
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if( !szClassname || !*szClassname )
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{
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ALERT( at_error, "FindAmmoDesc: NULL classname\n" );
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return NULL; // bad classname specified
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}
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for( int i = 0; i < giAmmoEnts; i++ )
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{
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if( !CBasePlayerAmmo :: AmmoDescArray[i].classname )
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continue;
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if( !Q_stricmp( STRING( CBasePlayerAmmo :: AmmoDescArray[i].classname ), szClassname ))
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return &CBasePlayerAmmo :: AmmoDescArray[i];
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}
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ALERT( at_error, "FindAmmoDesc: coudn't find entity '%s'\n", szClassname );
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return NULL;
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}
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void AddAmmoEntityToArray( const AmmoDesc *pDesc )
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{
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if( !pDesc || !pDesc->classname || !pDesc->type )
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return; // bad name specified or type not found
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if( giAmmoEnts >= MAX_AMMO_DESC )
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{
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ALERT( at_error, "Too many ammo entities specified. %s was ignored\n", STRING( pDesc->classname ));
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return;
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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 < giAmmoEnts; i++ )
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{
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if( !Q_stricmp( STRING( CBasePlayerAmmo :: AmmoDescArray[i].classname ), STRING( pDesc->classname )))
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{
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ALERT( at_warning, "AmmoDesc: duplicate info for %s was ignored\n", STRING( pDesc->classname ));
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return; // ammo already in registry
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}
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}
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// add new entry
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CBasePlayerAmmo :: AmmoDescArray[giAmmoEnts] = *pDesc;
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giAmmoEnts++;
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}
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void UTIL_ParseAmmoInfo( char *&pfile )
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{
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AmmoInfo tmpInfo;
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char token[256];
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int section = 0;
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memset( &tmpInfo, 0, sizeof( AmmoInfo ));
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// apply default params
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tmpInfo.iMaxCarry = 255;
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tmpInfo.flDistance = 8192.0f;
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tmpInfo.iNumShots = 1;
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while( pfile != NULL )
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{
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pfile = COM_ParseFile( pfile, token );
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if( !Q_stricmp( token, "{" ))
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section++;
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else if( !Q_stricmp( token, "}" ))
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{
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section--;
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break;
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}
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else if( section > 0 )
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{
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if( !Q_stricmp( token, "name" ))
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{
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pfile = COM_ParseFile( pfile, token );
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tmpInfo.pszName = STRING( ALLOC_STRING( token )); // zone memory
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}
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else if( !Q_stricmp( token, "MaxCarry" ))
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{
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pfile = COM_ParseFile( pfile, token );
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tmpInfo.iMaxCarry = bound( 1, Q_atoi( token ), 255 ); // a byte limit
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}
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else if( !Q_stricmp( token, "ShellModel" ))
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{
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pfile = COM_ParseFile( pfile, token );
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tmpInfo.iShellIndex = PRECACHE_MODEL( token ); // shell model
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}
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else if( !Q_stricmp( token, "Damage" ))
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{
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pfile = COM_ParseFile( pfile, token );
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tmpInfo.flPlayerDamage = tmpInfo.flMonsterDamage = Q_atof( token ); // healing damage is allowed
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}
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else if( !Q_stricmp( token, "PlayerDamage" ))
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{
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pfile = COM_ParseFile( pfile, token );
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tmpInfo.flPlayerDamage = Q_atof( token ); // healing damage is allowed
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}
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else if( !Q_stricmp( token, "MonsterDamage" ))
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{
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pfile = COM_ParseFile( pfile, token );
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tmpInfo.flMonsterDamage = Q_atof( token ); // healing damage is allowed
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}
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else if( !Q_stricmp( token, "NumShots" ))
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{
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pfile = COM_ParseFile( pfile, token );
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tmpInfo.iNumShots = bound( 1, Q_atoi( token ), 32 ); // shots per one shot
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}
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else if( !Q_stricmp( token, "Distance" ))
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{
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pfile = COM_ParseFile( pfile, token );
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tmpInfo.flDistance = bound( 64.0f, Q_atof( token ), 32768.0f ); // shots per one shot
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}
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else if( !Q_stricmp( token, "Missile" ))
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{
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pfile = COM_ParseFile( pfile, token );
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tmpInfo.iMissileClassName = ALLOC_STRING( token );
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UTIL_PrecacheOther( token );
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}
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}
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}
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if( section ) ALERT( at_warning, "invalid braced sections %i in ammodescripton\n", section );
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else AddAmmoNameToAmmoRegistry( &tmpInfo );
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}
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void UTIL_ParseAmmoEntity( char *&pfile, const char *classname )
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{
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AmmoDesc tmpDesc;
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char token[256];
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int section = 0;
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memset( &tmpDesc, 0, sizeof( AmmoDesc ));
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tmpDesc.classname = ALLOC_STRING( classname );
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while( pfile != NULL )
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{
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pfile = COM_ParseFile( pfile, token );
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if( !Q_stricmp( token, "{" ))
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section++;
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else if( !Q_stricmp( token, "}" ))
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{
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section--;
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break;
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}
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else if( section > 0 )
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{
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if( !Q_stricmp( token, "model" ))
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{
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pfile = COM_ParseFile( pfile, token );
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tmpDesc.ammomodel = ALLOC_STRING( token );
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PRECACHE_MODEL( STRING( tmpDesc.ammomodel ));
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}
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else if( !Q_stricmp( token, "sound" ))
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{
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pfile = COM_ParseFile( pfile, token );
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tmpDesc.clipsound = ALLOC_STRING( token );
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PRECACHE_SOUND( STRING( tmpDesc.clipsound ));
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}
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else if( !Q_stricmp( token, "type" ))
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{
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pfile = COM_ParseFile( pfile, token );
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tmpDesc.type = UTIL_FindAmmoType( token );
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}
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else if( !Q_stricmp( token, "count" ))
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{
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pfile = COM_ParseFile( pfile, token );
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tmpDesc.count = RandomRange( token );
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}
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}
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}
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if( section ) ALERT( at_warning, "invalid braced sections %i in %s\n", section, classname );
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else AddAmmoEntityToArray( &tmpDesc );
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}
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void UTIL_InitAmmoDescription( const char *filename )
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{
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char *afile = (char *)LOAD_FILE( filename, NULL );
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giAmmoIndex = 1;
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giAmmoEnts = 0;
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if( !afile )
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{
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ALERT( at_error, "ammo description file %s not found!\n", filename );
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return;
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}
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char *pfile = afile;
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char token[256];
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// parse all the ammoinfos
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while( pfile != NULL )
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{
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pfile = COM_ParseFile( pfile, token );
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if( !Q_stricmp( token, "ammoinfo" ))
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UTIL_ParseAmmoInfo( pfile );
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else pfile = COM_SkipBracedSection( pfile );
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}
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pfile = afile; // reset pointer
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// parse ammo_ virtual entities
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while( pfile != NULL )
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{
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pfile = COM_ParseFile( pfile, token );
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if( Q_stricmp( token, "ammoinfo" ))
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UTIL_ParseAmmoEntity( pfile, token );
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else pfile = COM_SkipBracedSection( pfile );
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}
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FREE_FILE( afile );
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}
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// ====================== AMMO_GENERIC ================================
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LINK_ENTITY_TO_CLASS( ammo_generic, CBasePlayerAmmo );
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// Wargon: SaveData <20><><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>.
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TYPEDESCRIPTION CBasePlayerAmmo::m_SaveData[] =
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{
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DEFINE_FIELD( CBasePlayerAmmo, m_bCustomAmmo, FIELD_BOOLEAN ),
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DEFINE_FIELD( CBasePlayerAmmo, m_iAmmoCaps, FIELD_INTEGER ),
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DEFINE_FIELD( CBasePlayerAmmo, m_rAmmoCount, FIELD_RANGE ),
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DEFINE_FIELD( CBasePlayerAmmo, m_iAmmoType, FIELD_STRING ),
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}; IMPLEMENT_SAVERESTORE( CBasePlayerAmmo, CBaseEntity );
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void CBasePlayerAmmo :: Precache( void )
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{
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if( IsGenericAmmo() && !pev->model )
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{
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if( !InitGenericAmmo( ))
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return;
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}
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PRECACHE_MODEL( STRING( pev->model ));
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PRECACHE_SOUND( STRING( pev->noise ));
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}
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void CBasePlayerAmmo :: KeyValue( KeyValueData *pkvd )
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{
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if( FStrEq( pkvd->szKeyName, "count" ))
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{
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m_rAmmoCount = RandomRange( pkvd->szValue );
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pkvd->fHandled = TRUE;
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}
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else CBaseEntity :: KeyValue( pkvd );
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}
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BOOL CBasePlayerAmmo :: InitGenericAmmo( void )
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{
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// two way to create this - manually fill field 'netname' or just to create virtual entity
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if( IsGenericAmmo( ))
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{
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// find description of virtual entity
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AmmoDesc *pDesc = UTIL_FindAmmoDesc( STRING( pev->netname ));
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if( !pDesc )
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{
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REMOVE_ENTITY( edict( ));
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return FALSE; // description is missed
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}
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// copy the description into entity struct
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m_iAmmoType = ALLOC_STRING( pDesc->type->pszName );
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pev->model = pDesc->ammomodel;
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pev->noise = pDesc->clipsound;
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// level-designer specified ammocount for current entity
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if( !m_rAmmoCount.IsDefined( ))
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m_rAmmoCount = pDesc->count;
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m_bCustomAmmo = TRUE;
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return TRUE;
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}
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return FALSE; // not a generic
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}
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void CBasePlayerAmmo :: Spawn( void )
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{
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if( IsGenericAmmo( ))
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{
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// try to initialize virtual entity
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if( !InitGenericAmmo( ))
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return;
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Precache();
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SET_MODEL(ENT(pev), STRING( pev->model ));
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}
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pev->movetype = MOVETYPE_TOSS;
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pev->solid = SOLID_TRIGGER;
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UTIL_SetSize( pev, Vector( -16, -16, 0 ), Vector( 16, 16, 16 ));
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UTIL_SetOrigin( this, pev->origin );
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if( !FBitSet( ObjectCaps(), FCAP_USE_ONLY ) || FBitSet( pev->spawnflags, SF_NORESPAWN ))
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SetTouch( &CBasePlayerAmmo:: DefaultTouch );
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// Wargon: <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>.
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SetUse( &CBasePlayerAmmo :: DefaultUse );
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m_iAmmoCaps = CBaseEntity::ObjectCaps() | FCAP_IMPULSE_USE;
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}
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BOOL CBasePlayerAmmo :: AddAmmo( CBaseEntity *pOther )
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{
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if( pOther->GiveAmmo( m_rAmmoCount.Random(), STRING( m_iAmmoType )) != -1 )
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{
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EMIT_SOUND( ENT(pev), CHAN_ITEM, STRING( pev->noise ), 1, ATTN_NORM );
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return TRUE;
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}
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return FALSE;
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}
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CBaseEntity *CBasePlayerAmmo :: Respawn( void )
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{
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SetBits( pev->effects, EF_NODRAW );
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SetTouch( NULL );
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// Wargon: <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>.
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SetUse( NULL );
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m_iAmmoCaps = CBaseEntity::ObjectCaps();
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// move to wherever I'm supposed to respawn.
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UTIL_SetOrigin( this, g_pGameRules->VecAmmoRespawnSpot( this ));
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SetThink( &CBasePlayerAmmo:: Materialize );
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AbsoluteNextThink( g_pGameRules->FlAmmoRespawnTime( this ));
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return this;
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}
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void CBasePlayerAmmo :: Materialize( void )
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{
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if( FBitSet( 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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if( !FBitSet( ObjectCaps(), FCAP_USE_ONLY ))
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SetTouch( &CBasePlayerAmmo:: DefaultTouch );
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// Wargon: <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>.
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SetUse( &CBasePlayerAmmo :: DefaultUse );
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m_iAmmoCaps = CBaseEntity :: ObjectCaps() | FCAP_IMPULSE_USE;
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}
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void CBasePlayerAmmo :: DefaultTouch( CBaseEntity *pOther )
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{
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if( !pOther->IsPlayer( ))
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{
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return;
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}
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if( AddAmmo( pOther ))
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{
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if( g_pGameRules->AmmoShouldRespawn( this ) == GR_AMMO_RESPAWN_YES )
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{
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Respawn();
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}
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else
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{
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SetTouch( NULL );
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// Wargon: <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>.
|
||
SetUse( NULL );
|
||
m_iAmmoCaps = CBaseEntity :: ObjectCaps();
|
||
SetThink( &CBasePlayerAmmo :: SUB_Remove );
|
||
SetNextThink( 0.1 );
|
||
}
|
||
}
|
||
else if( gEvilImpulse101 )
|
||
{
|
||
// evil impulse 101 hack, kill always
|
||
SetTouch( NULL );
|
||
|
||
// Wargon: <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>.
|
||
SetUse( NULL );
|
||
m_iAmmoCaps = CBaseEntity :: ObjectCaps();
|
||
|
||
SetThink( &CBasePlayerAmmo :: SUB_Remove );
|
||
SetNextThink( 0.1 );
|
||
}
|
||
} |