10 Apr 2010

This commit is contained in:
g-cont 2010-04-10 00:00:00 +04:00 committed by Alibek Omarov
parent 3571b54223
commit 406f0d5f9a
184 changed files with 92325 additions and 249 deletions

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/***
*
* Copyright (c) 1999, 2000 Valve LLC. All rights reserved.
*
* This product contains software technology licensed from Id
* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
* All Rights Reserved.
*
* Use, distribution, and modification of this source code and/or resulting
* object code is restricted to non-commercial enhancements to products from
* Valve LLC. All other use, distribution, or modification is prohibited
* without written permission from Valve LLC.
*
****/
#ifndef ACTIVITY_H
#define ACTIVITY_H
typedef enum {
ACT_RESET = 0, // Set m_Activity to this invalid value to force a reset to m_IdealActivity
ACT_IDLE = 1,
ACT_GUARD,
ACT_WALK,
ACT_RUN,
ACT_FLY, // Fly (and flap if appropriate)
ACT_SWIM,
ACT_HOP, // vertical jump
ACT_LEAP, // long forward jump
ACT_FALL,
ACT_LAND,
ACT_STRAFE_LEFT,
ACT_STRAFE_RIGHT,
ACT_ROLL_LEFT, // tuck and roll, left
ACT_ROLL_RIGHT, // tuck and roll, right
ACT_TURN_LEFT, // turn quickly left (stationary)
ACT_TURN_RIGHT, // turn quickly right (stationary)
ACT_CROUCH, // the act of crouching down from a standing position
ACT_CROUCHIDLE, // holding body in crouched position (loops)
ACT_STAND, // the act of standing from a crouched position
ACT_USE,
ACT_SIGNAL1,
ACT_SIGNAL2,
ACT_SIGNAL3,
ACT_TWITCH,
ACT_COWER,
ACT_SMALL_FLINCH,
ACT_BIG_FLINCH,
ACT_RANGE_ATTACK1,
ACT_RANGE_ATTACK2,
ACT_MELEE_ATTACK1,
ACT_MELEE_ATTACK2,
ACT_RELOAD,
ACT_ARM, // pull out gun, for instance
ACT_DISARM, // reholster gun
ACT_EAT, // monster chowing on a large food item (loop)
ACT_DIESIMPLE,
ACT_DIEBACKWARD,
ACT_DIEFORWARD,
ACT_DIEVIOLENT,
ACT_BARNACLE_HIT, // barnacle tongue hits a monster
ACT_BARNACLE_PULL, // barnacle is lifting the monster ( loop )
ACT_BARNACLE_CHOMP, // barnacle latches on to the monster
ACT_BARNACLE_CHEW, // barnacle is holding the monster in its mouth ( loop )
ACT_SLEEP,
ACT_INSPECT_FLOOR, // for active idles, look at something on or near the floor
ACT_INSPECT_WALL, // for active idles, look at something directly ahead of you ( doesn't HAVE to be a wall or on a wall )
ACT_IDLE_ANGRY, // alternate idle animation in which the monster is clearly agitated. (loop)
ACT_WALK_HURT, // limp (loop)
ACT_RUN_HURT, // limp (loop)
ACT_HOVER, // Idle while in flight
ACT_GLIDE, // Fly (don't flap)
ACT_FLY_LEFT, // Turn left in flight
ACT_FLY_RIGHT, // Turn right in flight
ACT_DETECT_SCENT, // this means the monster smells a scent carried by the air
ACT_SNIFF, // this is the act of actually sniffing an item in front of the monster
ACT_BITE, // some large monsters can eat small things in one bite. This plays one time, EAT loops.
ACT_THREAT_DISPLAY, // without attacking, monster demonstrates that it is angry. (Yell, stick out chest, etc )
ACT_FEAR_DISPLAY, // monster just saw something that it is afraid of
ACT_EXCITED, // for some reason, monster is excited. Sees something he really likes to eat, or whatever.
ACT_SPECIAL_ATTACK1, // very monster specific special attacks.
ACT_SPECIAL_ATTACK2,
ACT_COMBAT_IDLE, // agitated idle.
ACT_WALK_SCARED,
ACT_RUN_SCARED,
ACT_VICTORY_DANCE, // killed a player, do a victory dance.
ACT_DIE_HEADSHOT, // die, hit in head.
ACT_DIE_CHESTSHOT, // die, hit in chest
ACT_DIE_GUTSHOT, // die, hit in gut
ACT_DIE_BACKSHOT, // die, hit in back
ACT_FLINCH_HEAD,
ACT_FLINCH_CHEST,
ACT_FLINCH_STOMACH,
ACT_FLINCH_LEFTARM,
ACT_FLINCH_RIGHTARM,
ACT_FLINCH_LEFTLEG,
ACT_FLINCH_RIGHTLEG,
} Activity;
typedef struct {
int type;
char *name;
} activity_map_t;
extern activity_map_t activity_map[];
#endif //ACTIVITY_H

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/***
*
* Copyright (c) 1999, 2000 Valve LLC. All rights reserved.
*
* This product contains software technology licensed from Id
* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
* All Rights Reserved.
*
* Use, distribution, and modification of this source code and/or resulting
* object code is restricted to non-commercial enhancements to products from
* Valve LLC. All other use, distribution, or modification is prohibited
* without written permission from Valve LLC.
*
****/
#define _A( a ) { a, #a }
activity_map_t activity_map[] =
{
_A( ACT_IDLE ),
_A( ACT_GUARD ),
_A( ACT_WALK ),
_A( ACT_RUN ),
_A( ACT_FLY ),
_A( ACT_SWIM ),
_A( ACT_HOP ),
_A( ACT_LEAP ),
_A( ACT_FALL ),
_A( ACT_LAND ),
_A( ACT_STRAFE_LEFT ),
_A( ACT_STRAFE_RIGHT ),
_A( ACT_ROLL_LEFT ),
_A( ACT_ROLL_RIGHT ),
_A( ACT_TURN_LEFT ),
_A( ACT_TURN_RIGHT ),
_A( ACT_CROUCH ),
_A( ACT_CROUCHIDLE ),
_A( ACT_STAND ),
_A( ACT_USE ),
_A( ACT_SIGNAL1 ),
_A( ACT_SIGNAL2 ),
_A( ACT_SIGNAL3 ),
_A( ACT_TWITCH ),
_A( ACT_COWER ),
_A( ACT_SMALL_FLINCH ),
_A( ACT_BIG_FLINCH ),
_A( ACT_RANGE_ATTACK1 ),
_A( ACT_RANGE_ATTACK2 ),
_A( ACT_MELEE_ATTACK1 ),
_A( ACT_MELEE_ATTACK2 ),
_A( ACT_RELOAD ),
_A( ACT_ARM ),
_A( ACT_DISARM ),
_A( ACT_EAT ),
_A( ACT_DIESIMPLE ),
_A( ACT_DIEBACKWARD ),
_A( ACT_DIEFORWARD ),
_A( ACT_DIEVIOLENT ),
_A( ACT_BARNACLE_HIT ),
_A( ACT_BARNACLE_PULL ),
_A( ACT_BARNACLE_CHOMP ),
_A( ACT_BARNACLE_CHEW ),
_A( ACT_SLEEP ),
_A( ACT_INSPECT_FLOOR ),
_A( ACT_INSPECT_WALL ),
_A( ACT_IDLE_ANGRY ),
_A( ACT_WALK_HURT ),
_A( ACT_RUN_HURT ),
_A( ACT_HOVER ),
_A( ACT_GLIDE ),
_A( ACT_FLY_LEFT ),
_A( ACT_FLY_RIGHT ),
_A( ACT_DETECT_SCENT ),
_A( ACT_SNIFF ),
_A( ACT_BITE ),
_A( ACT_THREAT_DISPLAY ),
_A( ACT_FEAR_DISPLAY ),
_A( ACT_EXCITED ),
_A( ACT_SPECIAL_ATTACK1 ),
_A( ACT_SPECIAL_ATTACK2 ),
_A( ACT_COMBAT_IDLE ),
_A( ACT_WALK_SCARED ),
_A( ACT_RUN_SCARED ),
_A( ACT_VICTORY_DANCE ),
_A( ACT_DIE_HEADSHOT ),
_A( ACT_DIE_CHESTSHOT ),
_A( ACT_DIE_GUTSHOT ),
_A( ACT_DIE_BACKSHOT ),
_A( ACT_FLINCH_HEAD ),
_A( ACT_FLINCH_CHEST ),
_A( ACT_FLINCH_STOMACH ),
_A( ACT_FLINCH_LEFTARM ),
_A( ACT_FLINCH_RIGHTARM ),
_A( ACT_FLINCH_LEFTLEG ),
_A( ACT_FLINCH_RIGHTLEG ),
0, NULL
};

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/***
*
* Copyright (c) 1999, 2000 Valve LLC. All rights reserved.
*
* This product contains software technology licensed from Id
* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
* All Rights Reserved.
*
* This source code contains proprietary and confidential information of
* Valve LLC and its suppliers. Access to this code is restricted to
* persons who have executed a written SDK license with Valve. Any access,
* use or distribution of this code by or to any unlicensed person is illegal.
*
****/
//=========================================================
//=========================================================
#include "extdll.h"
#include "util.h"
#include "cbase.h"
#include "monsters.h"
#include "squadmonster.h"
#define AFLOCK_MAX_RECRUIT_RADIUS 1024
#define AFLOCK_FLY_SPEED 125
#define AFLOCK_TURN_RATE 75
#define AFLOCK_ACCELERATE 10
#define AFLOCK_CHECK_DIST 192
#define AFLOCK_TOO_CLOSE 100
#define AFLOCK_TOO_FAR 256
//=========================================================
//=========================================================
class CFlockingFlyerFlock : public CBaseMonster
{
public:
void Spawn( void );
void Precache( void );
void KeyValue( KeyValueData *pkvd );
void SpawnFlock( void );
virtual int Save( CSave &save );
virtual int Restore( CRestore &restore );
static TYPEDESCRIPTION m_SaveData[];
// Sounds are shared by the flock
static void PrecacheFlockSounds( void );
int m_cFlockSize;
float m_flFlockRadius;
};
TYPEDESCRIPTION CFlockingFlyerFlock::m_SaveData[] =
{
DEFINE_FIELD( CFlockingFlyerFlock, m_cFlockSize, FIELD_INTEGER ),
DEFINE_FIELD( CFlockingFlyerFlock, m_flFlockRadius, FIELD_FLOAT ),
};
IMPLEMENT_SAVERESTORE( CFlockingFlyerFlock, CBaseMonster );
//=========================================================
//=========================================================
class CFlockingFlyer : public CBaseMonster
{
public:
void Spawn( void );
void Precache( void );
void SpawnCommonCode( void );
void EXPORT IdleThink( void );
void BoidAdvanceFrame( void );
void EXPORT FormFlock( void );
void EXPORT Start( void );
void EXPORT FlockLeaderThink( void );
void EXPORT FlockFollowerThink( void );
void EXPORT FallHack( void );
void MakeSound( void );
void AlertFlock( void );
void SpreadFlock( void );
void SpreadFlock2( void );
void Killed( entvars_t *pevAttacker, int iGib );
void Poop ( void );
BOOL FPathBlocked( void );
//void KeyValue( KeyValueData *pkvd );
virtual int Save( CSave &save );
virtual int Restore( CRestore &restore );
static TYPEDESCRIPTION m_SaveData[];
int IsLeader( void ) { return m_pSquadLeader == this; }
int InSquad( void ) { return m_pSquadLeader != NULL; }
int SquadCount( void );
void SquadRemove( CFlockingFlyer *pRemove );
void SquadUnlink( void );
void SquadAdd( CFlockingFlyer *pAdd );
void SquadDisband( void );
CFlockingFlyer *m_pSquadLeader;
CFlockingFlyer *m_pSquadNext;
BOOL m_fTurning;// is this boid turning?
BOOL m_fCourseAdjust;// followers set this flag TRUE to override flocking while they avoid something
BOOL m_fPathBlocked;// TRUE if there is an obstacle ahead
Vector m_vecReferencePoint;// last place we saw leader
Vector m_vecAdjustedVelocity;// adjusted velocity (used when fCourseAdjust is TRUE)
float m_flGoalSpeed;
float m_flLastBlockedTime;
float m_flFakeBlockedTime;
float m_flAlertTime;
float m_flFlockNextSoundTime;
};
LINK_ENTITY_TO_CLASS( monster_flyer, CFlockingFlyer );
LINK_ENTITY_TO_CLASS( monster_flyer_flock, CFlockingFlyerFlock );
TYPEDESCRIPTION CFlockingFlyer::m_SaveData[] =
{
DEFINE_FIELD( CFlockingFlyer, m_pSquadLeader, FIELD_CLASSPTR ),
DEFINE_FIELD( CFlockingFlyer, m_pSquadNext, FIELD_CLASSPTR ),
DEFINE_FIELD( CFlockingFlyer, m_fTurning, FIELD_BOOLEAN ),
DEFINE_FIELD( CFlockingFlyer, m_fCourseAdjust, FIELD_BOOLEAN ),
DEFINE_FIELD( CFlockingFlyer, m_fPathBlocked, FIELD_BOOLEAN ),
DEFINE_FIELD( CFlockingFlyer, m_vecReferencePoint, FIELD_POSITION_VECTOR ),
DEFINE_FIELD( CFlockingFlyer, m_vecAdjustedVelocity, FIELD_VECTOR ),
DEFINE_FIELD( CFlockingFlyer, m_flGoalSpeed, FIELD_FLOAT ),
DEFINE_FIELD( CFlockingFlyer, m_flLastBlockedTime, FIELD_TIME ),
DEFINE_FIELD( CFlockingFlyer, m_flFakeBlockedTime, FIELD_TIME ),
DEFINE_FIELD( CFlockingFlyer, m_flAlertTime, FIELD_TIME ),
// DEFINE_FIELD( CFlockingFlyer, m_flFlockNextSoundTime, FIELD_TIME ), // don't need to save
};
IMPLEMENT_SAVERESTORE( CFlockingFlyer, CBaseMonster );
//=========================================================
//=========================================================
void CFlockingFlyerFlock :: KeyValue( KeyValueData *pkvd )
{
if (FStrEq(pkvd->szKeyName, "iFlockSize"))
{
m_cFlockSize = atoi(pkvd->szValue);
pkvd->fHandled = TRUE;
}
else if (FStrEq(pkvd->szKeyName, "flFlockRadius"))
{
m_flFlockRadius = atof(pkvd->szValue);
pkvd->fHandled = TRUE;
}
}
//=========================================================
//=========================================================
void CFlockingFlyerFlock :: Spawn( )
{
Precache( );
SpawnFlock();
REMOVE_ENTITY(ENT(pev)); // dump the spawn ent
}
//=========================================================
//=========================================================
void CFlockingFlyerFlock :: Precache( )
{
//PRECACHE_MODEL("models/aflock.mdl");
PRECACHE_MODEL("models/boid.mdl");
PrecacheFlockSounds();
}
void CFlockingFlyerFlock :: PrecacheFlockSounds( void )
{
PRECACHE_SOUND("boid/boid_alert1.wav" );
PRECACHE_SOUND("boid/boid_alert2.wav" );
PRECACHE_SOUND("boid/boid_idle1.wav" );
PRECACHE_SOUND("boid/boid_idle2.wav" );
}
//=========================================================
//=========================================================
void CFlockingFlyerFlock :: SpawnFlock( void )
{
float R = m_flFlockRadius;
int iCount;
Vector vecSpot;
CFlockingFlyer *pBoid, *pLeader;
pLeader = pBoid = NULL;
for ( iCount = 0 ; iCount < m_cFlockSize ; iCount++ )
{
pBoid = GetClassPtr( (CFlockingFlyer *)NULL );
if ( !pLeader )
{
// make this guy the leader.
pLeader = pBoid;
pLeader->m_pSquadLeader = pLeader;
pLeader->m_pSquadNext = NULL;
}
vecSpot.x = RANDOM_FLOAT( -R, R );
vecSpot.y = RANDOM_FLOAT( -R, R );
vecSpot.z = RANDOM_FLOAT( 0, 16 );
vecSpot = pev->origin + vecSpot;
UTIL_SetOrigin(pBoid->pev, vecSpot);
pBoid->pev->movetype = MOVETYPE_FLY;
pBoid->SpawnCommonCode();
pBoid->pev->flags &= ~FL_ONGROUND;
pBoid->pev->velocity = g_vecZero;
pBoid->pev->angles = pev->angles;
pBoid->pev->frame = 0;
pBoid->pev->nextthink = gpGlobals->time + 0.2;
pBoid->SetThink( CFlockingFlyer :: IdleThink );
if ( pBoid != pLeader )
{
pLeader->SquadAdd( pBoid );
}
}
}
//=========================================================
//=========================================================
void CFlockingFlyer :: Spawn( )
{
Precache( );
SpawnCommonCode();
pev->frame = 0;
pev->nextthink = gpGlobals->time + 0.1;
SetThink( IdleThink );
}
//=========================================================
//=========================================================
void CFlockingFlyer :: Precache( )
{
//PRECACHE_MODEL("models/aflock.mdl");
PRECACHE_MODEL("models/boid.mdl");
CFlockingFlyerFlock::PrecacheFlockSounds();
}
//=========================================================
//=========================================================
void CFlockingFlyer :: MakeSound( void )
{
if ( m_flAlertTime > gpGlobals->time )
{
// make agitated sounds
switch ( RANDOM_LONG( 0, 1 ) )
{
case 0: EMIT_SOUND( ENT(pev), CHAN_WEAPON, "boid/boid_alert1.wav", 1, ATTN_NORM ); break;
case 1: EMIT_SOUND( ENT(pev), CHAN_WEAPON, "boid/boid_alert2.wav", 1, ATTN_NORM ); break;
}
return;
}
// make normal sound
switch ( RANDOM_LONG( 0, 1 ) )
{
case 0: EMIT_SOUND( ENT(pev), CHAN_WEAPON, "boid/boid_idle1.wav", 1, ATTN_NORM ); break;
case 1: EMIT_SOUND( ENT(pev), CHAN_WEAPON, "boid/boid_idle2.wav", 1, ATTN_NORM ); break;
}
}
//=========================================================
//=========================================================
void CFlockingFlyer :: Killed( entvars_t *pevAttacker, int iGib )
{
CFlockingFlyer *pSquad;
pSquad = (CFlockingFlyer *)m_pSquadLeader;
while ( pSquad )
{
pSquad->m_flAlertTime = gpGlobals->time + 15;
pSquad = (CFlockingFlyer *)pSquad->m_pSquadNext;
}
if ( m_pSquadLeader )
{
m_pSquadLeader->SquadRemove( this );
}
pev->deadflag = DEAD_DEAD;
pev->framerate = 0;
pev->effects = EF_NOINTERP;
UTIL_SetSize( pev, Vector(0,0,0), Vector(0,0,0) );
pev->movetype = MOVETYPE_TOSS;
SetThink ( FallHack );
pev->nextthink = gpGlobals->time + 0.1;
}
void CFlockingFlyer :: FallHack( void )
{
if ( pev->flags & FL_ONGROUND )
{
if ( !FClassnameIs ( pev->groundentity, "worldspawn" ) )
{
pev->flags &= ~FL_ONGROUND;
pev->nextthink = gpGlobals->time + 0.1;
}
else
{
pev->velocity = g_vecZero;
SetThink( NULL );
}
}
}
//=========================================================
//=========================================================
void CFlockingFlyer :: SpawnCommonCode( )
{
pev->deadflag = DEAD_NO;
pev->classname = MAKE_STRING("monster_flyer");
pev->solid = SOLID_SLIDEBOX;
pev->movetype = MOVETYPE_FLY;
pev->takedamage = DAMAGE_NO;
pev->health = 1;
m_fPathBlocked = FALSE;// obstacles will be detected
m_flFieldOfView = 0.2;
//SET_MODEL(ENT(pev), "models/aflock.mdl");
SET_MODEL(ENT(pev), "models/boid.mdl");
// UTIL_SetSize(pev, Vector(0,0,0), Vector(0,0,0));
UTIL_SetSize(pev, Vector(-5,-5,0), Vector(5,5,2));
}
//=========================================================
//=========================================================
void CFlockingFlyer :: BoidAdvanceFrame ( )
{
float flapspeed = (pev->speed - pev->armorvalue) / AFLOCK_ACCELERATE;
pev->armorvalue = pev->armorvalue * .8 + pev->speed * .2;
if (flapspeed < 0) flapspeed = -flapspeed;
if (flapspeed < 0.25) flapspeed = 0.25;
if (flapspeed > 1.9) flapspeed = 1.9;
pev->framerate = flapspeed;
// lean
pev->avelocity.x = - (pev->angles.x + flapspeed * 5);
// bank
pev->avelocity.z = - (pev->angles.z + pev->avelocity.y);
// pev->framerate = flapspeed;
StudioFrameAdvance( 0.1 );
}
//=========================================================
//=========================================================
void CFlockingFlyer :: IdleThink( void )
{
pev->nextthink = gpGlobals->time + 0.2;
// see if there's a client in the same pvs as the monster
if ( !FNullEnt( FIND_CLIENT_IN_PVS( edict() ) ) )
{
SetThink( Start );
pev->nextthink = gpGlobals->time + 0.1;
}
}
//=========================================================
// Start - player enters the pvs, so get things going.
//=========================================================
void CFlockingFlyer :: Start( void )
{
pev->nextthink = gpGlobals->time + 0.1;
if ( IsLeader() )
{
SetThink( FlockLeaderThink );
}
else
{
SetThink( FlockFollowerThink );
}
/*
Vector vecTakeOff;
vecTakeOff = Vector ( 0 , 0 , 0 );
vecTakeOff.z = 50 + RANDOM_FLOAT ( 0, 100 );
vecTakeOff.x = 20 - RANDOM_FLOAT ( 0, 40);
vecTakeOff.y = 20 - RANDOM_FLOAT ( 0, 40);
pev->velocity = vecTakeOff;
pev->speed = pev->velocity.Length();
pev->sequence = 0;
*/
SetActivity ( ACT_FLY );
ResetSequenceInfo( );
BoidAdvanceFrame( );
pev->speed = AFLOCK_FLY_SPEED;// no delay!
}
//=========================================================
// Leader boid calls this to form a flock from surrounding boids
//=========================================================
void CFlockingFlyer :: FormFlock( void )
{
if ( !InSquad() )
{
// I am my own leader
m_pSquadLeader = this;
m_pSquadNext = NULL;
int squadCount = 1;
CBaseEntity *pEntity = NULL;
while ((pEntity = UTIL_FindEntityInSphere( pEntity, pev->origin, AFLOCK_MAX_RECRUIT_RADIUS )) != NULL)
{
CBaseMonster *pRecruit = pEntity->MyMonsterPointer( );
if ( pRecruit && pRecruit != this && pRecruit->IsAlive() && !pRecruit->m_pCine )
{
// Can we recruit this guy?
if ( FClassnameIs ( pRecruit->pev, "monster_flyer" ) )
{
squadCount++;
SquadAdd( (CFlockingFlyer *)pRecruit );
}
}
}
}
SetThink( IdleThink );// now that flock is formed, go to idle and wait for a player to come along.
pev->nextthink = gpGlobals->time;
}
//=========================================================
// Searches for boids that are too close and pushes them away
//=========================================================
void CFlockingFlyer :: SpreadFlock( )
{
Vector vecDir;
float flSpeed;// holds vector magnitude while we fiddle with the direction
CFlockingFlyer *pList = m_pSquadLeader;
while ( pList )
{
if ( pList != this && ( pev->origin - pList->pev->origin ).Length() <= AFLOCK_TOO_CLOSE )
{
// push the other away
vecDir = ( pList->pev->origin - pev->origin );
vecDir = vecDir.Normalize();
// store the magnitude of the other boid's velocity, and normalize it so we
// can average in a course that points away from the leader.
flSpeed = pList->pev->velocity.Length();
pList->pev->velocity = pList->pev->velocity.Normalize();
pList->pev->velocity = ( pList->pev->velocity + vecDir ) * 0.5;
pList->pev->velocity = pList->pev->velocity * flSpeed;
}
pList = pList->m_pSquadNext;
}
}
//=========================================================
// Alters the caller's course if he's too close to others
//
// This function should **ONLY** be called when Caller's velocity is normalized!!
//=========================================================
void CFlockingFlyer :: SpreadFlock2 ( )
{
Vector vecDir;
CFlockingFlyer *pList = m_pSquadLeader;
while ( pList )
{
if ( pList != this && ( pev->origin - pList->pev->origin ).Length() <= AFLOCK_TOO_CLOSE )
{
vecDir = ( pev->origin - pList->pev->origin );
vecDir = vecDir.Normalize();
pev->velocity = (pev->velocity + vecDir);
}
pList = pList->m_pSquadNext;
}
}
//=========================================================
// FBoidPathBlocked - returns TRUE if there is an obstacle ahead
//=========================================================
BOOL CFlockingFlyer :: FPathBlocked( )
{
TraceResult tr;
Vector vecDist;// used for general measurements
Vector vecDir;// used for general measurements
BOOL fBlocked;
if ( m_flFakeBlockedTime > gpGlobals->time )
{
m_flLastBlockedTime = gpGlobals->time;
return TRUE;
}
// use VELOCITY, not angles, not all boids point the direction they are flying
//vecDir = UTIL_VecToAngles( pevBoid->velocity );
UTIL_MakeVectors ( pev->angles );
fBlocked = FALSE;// assume the way ahead is clear
// check for obstacle ahead
UTIL_TraceLine(pev->origin, pev->origin + gpGlobals->v_forward * AFLOCK_CHECK_DIST, ignore_monsters, ENT(pev), &tr);
if (tr.flFraction != 1.0)
{
m_flLastBlockedTime = gpGlobals->time;
fBlocked = TRUE;
}
// extra wide checks
UTIL_TraceLine(pev->origin + gpGlobals->v_right * 12, pev->origin + gpGlobals->v_right * 12 + gpGlobals->v_forward * AFLOCK_CHECK_DIST, ignore_monsters, ENT(pev), &tr);
if (tr.flFraction != 1.0)
{
m_flLastBlockedTime = gpGlobals->time;
fBlocked = TRUE;
}
UTIL_TraceLine(pev->origin - gpGlobals->v_right * 12, pev->origin - gpGlobals->v_right * 12 + gpGlobals->v_forward * AFLOCK_CHECK_DIST, ignore_monsters, ENT(pev), &tr);
if (tr.flFraction != 1.0)
{
m_flLastBlockedTime = gpGlobals->time;
fBlocked = TRUE;
}
if ( !fBlocked && gpGlobals->time - m_flLastBlockedTime > 6 )
{
// not blocked, and it's been a few seconds since we've actually been blocked.
m_flFakeBlockedTime = gpGlobals->time + RANDOM_LONG(1, 3);
}
return fBlocked;
}
//=========================================================
// Leader boids use this think every tenth
//=========================================================
void CFlockingFlyer :: FlockLeaderThink( void )
{
TraceResult tr;
Vector vecDist;// used for general measurements
Vector vecDir;// used for general measurements
int cProcessed = 0;// keep track of how many other boids we've processed
float flLeftSide;
float flRightSide;
pev->nextthink = gpGlobals->time + 0.1;
UTIL_MakeVectors ( pev->angles );
// is the way ahead clear?
if ( !FPathBlocked () )
{
// if the boid is turning, stop the trend.
if ( m_fTurning )
{
m_fTurning = FALSE;
pev->avelocity.y = 0;
}
m_fPathBlocked = FALSE;
if (pev->speed <= AFLOCK_FLY_SPEED )
pev->speed+= 5;
pev->velocity = gpGlobals->v_forward * pev->speed;
BoidAdvanceFrame( );
return;
}
// IF we get this far in the function, the leader's path is blocked!
m_fPathBlocked = TRUE;
if ( !m_fTurning)// something in the way and boid is not already turning to avoid
{
// measure clearance on left and right to pick the best dir to turn
UTIL_TraceLine(pev->origin, pev->origin + gpGlobals->v_right * AFLOCK_CHECK_DIST, ignore_monsters, ENT(pev), &tr);
vecDist = (tr.vecEndPos - pev->origin);
flRightSide = vecDist.Length();
UTIL_TraceLine(pev->origin, pev->origin - gpGlobals->v_right * AFLOCK_CHECK_DIST, ignore_monsters, ENT(pev), &tr);
vecDist = (tr.vecEndPos - pev->origin);
flLeftSide = vecDist.Length();
// turn right if more clearance on right side
if ( flRightSide > flLeftSide )
{
pev->avelocity.y = -AFLOCK_TURN_RATE;
m_fTurning = TRUE;
}
// default to left turn :)
else if ( flLeftSide > flRightSide )
{
pev->avelocity.y = AFLOCK_TURN_RATE;
m_fTurning = TRUE;
}
else
{
// equidistant. Pick randomly between left and right.
m_fTurning = TRUE;
if ( RANDOM_LONG( 0, 1 ) == 0 )
{
pev->avelocity.y = AFLOCK_TURN_RATE;
}
else
{
pev->avelocity.y = -AFLOCK_TURN_RATE;
}
}
}
SpreadFlock( );
pev->velocity = gpGlobals->v_forward * pev->speed;
// check and make sure we aren't about to plow into the ground, don't let it happen
UTIL_TraceLine(pev->origin, pev->origin - gpGlobals->v_up * 16, ignore_monsters, ENT(pev), &tr);
if (tr.flFraction != 1.0 && pev->velocity.z < 0 )
pev->velocity.z = 0;
// maybe it did, though.
if ( FBitSet (pev->flags, FL_ONGROUND) )
{
UTIL_SetOrigin (pev, pev->origin + Vector ( 0 , 0 , 1 ) );
pev->velocity.z = 0;
}
if ( m_flFlockNextSoundTime < gpGlobals->time )
{
MakeSound();
m_flFlockNextSoundTime = gpGlobals->time + RANDOM_FLOAT( 1, 3 );
}
BoidAdvanceFrame( );
return;
}
//=========================================================
// follower boids execute this code when flocking
//=========================================================
void CFlockingFlyer :: FlockFollowerThink( void )
{
TraceResult tr;
Vector vecDist;
Vector vecDir;
Vector vecDirToLeader;
float flDistToLeader;
pev->nextthink = gpGlobals->time + 0.1;
if ( IsLeader() || !InSquad() )
{
// the leader has been killed and this flyer suddenly finds himself the leader.
SetThink ( FlockLeaderThink );
return;
}
vecDirToLeader = ( m_pSquadLeader->pev->origin - pev->origin );
flDistToLeader = vecDirToLeader.Length();
// match heading with leader
pev->angles = m_pSquadLeader->pev->angles;
//
// We can see the leader, so try to catch up to it
//
if ( FInViewCone ( m_pSquadLeader ) )
{
// if we're too far away, speed up
if ( flDistToLeader > AFLOCK_TOO_FAR )
{
m_flGoalSpeed = m_pSquadLeader->pev->velocity.Length() * 1.5;
}
// if we're too close, slow down
else if ( flDistToLeader < AFLOCK_TOO_CLOSE )
{
m_flGoalSpeed = m_pSquadLeader->pev->velocity.Length() * 0.5;
}
}
else
{
// wait up! the leader isn't out in front, so we slow down to let him pass
m_flGoalSpeed = m_pSquadLeader->pev->velocity.Length() * 0.5;
}
SpreadFlock2();
pev->speed = pev->velocity.Length();
pev->velocity = pev->velocity.Normalize();
// if we are too far from leader, average a vector towards it into our current velocity
if ( flDistToLeader > AFLOCK_TOO_FAR )
{
vecDirToLeader = vecDirToLeader.Normalize();
pev->velocity = (pev->velocity + vecDirToLeader) * 0.5;
}
// clamp speeds and handle acceleration
if ( m_flGoalSpeed > AFLOCK_FLY_SPEED * 2 )
{
m_flGoalSpeed = AFLOCK_FLY_SPEED * 2;
}
if ( pev->speed < m_flGoalSpeed )
{
pev->speed += AFLOCK_ACCELERATE;
}
else if ( pev->speed > m_flGoalSpeed )
{
pev->speed -= AFLOCK_ACCELERATE;
}
pev->velocity = pev->velocity * pev->speed;
BoidAdvanceFrame( );
}
/*
// Is this boid's course blocked?
if ( FBoidPathBlocked (pev) )
{
// course is still blocked from last time. Just keep flying along adjusted
// velocity
if ( m_fCourseAdjust )
{
pev->velocity = m_vecAdjustedVelocity * pev->speed;
return;
}
else // set course adjust flag and calculate adjusted velocity
{
m_fCourseAdjust = TRUE;
// use VELOCITY, not angles, not all boids point the direction they are flying
//vecDir = UTIL_VecToAngles( pev->velocity );
//UTIL_MakeVectors ( vecDir );
UTIL_MakeVectors ( pev->angles );
// measure clearance on left and right to pick the best dir to turn
UTIL_TraceLine(pev->origin, pev->origin + gpGlobals->v_right * AFLOCK_CHECK_DIST, ignore_monsters, ENT(pev), &tr);
vecDist = (tr.vecEndPos - pev->origin);
flRightSide = vecDist.Length();
UTIL_TraceLine(pev->origin, pev->origin - gpGlobals->v_right * AFLOCK_CHECK_DIST, ignore_monsters, ENT(pev), &tr);
vecDist = (tr.vecEndPos - pev->origin);
flLeftSide = vecDist.Length();
// slide right if more clearance on right side
if ( flRightSide > flLeftSide )
{
m_vecAdjustedVelocity = gpGlobals->v_right;
}
// else slide left
else
{
m_vecAdjustedVelocity = gpGlobals->v_right * -1;
}
}
return;
}
// if we make it this far, boids path is CLEAR!
m_fCourseAdjust = FALSE;
*/
//=========================================================
//
// SquadUnlink(), Unlink the squad pointers.
//
//=========================================================
void CFlockingFlyer :: SquadUnlink( void )
{
m_pSquadLeader = NULL;
m_pSquadNext = NULL;
}
//=========================================================
//
// SquadAdd(), add pAdd to my squad
//
//=========================================================
void CFlockingFlyer :: SquadAdd( CFlockingFlyer *pAdd )
{
ASSERT( pAdd!=NULL );
ASSERT( !pAdd->InSquad() );
ASSERT( this->IsLeader() );
pAdd->m_pSquadNext = m_pSquadNext;
m_pSquadNext = pAdd;
pAdd->m_pSquadLeader = this;
}
//=========================================================
//
// SquadRemove(), remove pRemove from my squad.
// If I am pRemove, promote m_pSquadNext to leader
//
//=========================================================
void CFlockingFlyer :: SquadRemove( CFlockingFlyer *pRemove )
{
ASSERT( pRemove!=NULL );
ASSERT( this->IsLeader() );
ASSERT( pRemove->m_pSquadLeader == this );
if ( SquadCount() > 2 )
{
// Removing the leader, promote m_pSquadNext to leader
if ( pRemove == this )
{
CFlockingFlyer *pLeader = m_pSquadNext;
// copy the enemy LKP to the new leader
pLeader->m_vecEnemyLKP = m_vecEnemyLKP;
if ( pLeader )
{
CFlockingFlyer *pList = pLeader;
while ( pList )
{
pList->m_pSquadLeader = pLeader;
pList = pList->m_pSquadNext;
}
}
SquadUnlink();
}
else // removing a node
{
CFlockingFlyer *pList = this;
// Find the node before pRemove
while ( pList->m_pSquadNext != pRemove )
{
// assert to test valid list construction
ASSERT( pList->m_pSquadNext != NULL );
pList = pList->m_pSquadNext;
}
// List validity
ASSERT( pList->m_pSquadNext == pRemove );
// Relink without pRemove
pList->m_pSquadNext = pRemove->m_pSquadNext;
// Unlink pRemove
pRemove->SquadUnlink();
}
}
else
SquadDisband();
}
//=========================================================
//
// SquadCount(), return the number of members of this squad
// callable from leaders & followers
//
//=========================================================
int CFlockingFlyer :: SquadCount( void )
{
CFlockingFlyer *pList = m_pSquadLeader;
int squadCount = 0;
while ( pList )
{
squadCount++;
pList = pList->m_pSquadNext;
}
return squadCount;
}
//=========================================================
//
// SquadDisband(), Unlink all squad members
//
//=========================================================
void CFlockingFlyer :: SquadDisband( void )
{
CFlockingFlyer *pList = m_pSquadLeader;
CFlockingFlyer *pNext;
while ( pList )
{
pNext = pList->m_pSquadNext;
pList->SquadUnlink();
pList = pNext;
}
}

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/***
*
* Copyright (c) 1999, 2000 Valve LLC. All rights reserved.
*
* This product contains software technology licensed from Id
* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
* All Rights Reserved.
*
* Use, distribution, and modification of this source code and/or resulting
* object code is restricted to non-commercial enhancements to products from
* Valve LLC. All other use, distribution, or modification is prohibited
* without written permission from Valve LLC.
*
****/
#include "extdll.h"
#include "util.h"
#include "cbase.h"
#include "monsters.h"
#include "weapons.h"
#include "nodes.h"
#include "player.h"
class CAirtank : public CGrenade
{
void Spawn( void );
void Precache( void );
void EXPORT TankThink( void );
void EXPORT TankTouch( CBaseEntity *pOther );
int BloodColor( void ) { return DONT_BLEED; };
void Killed( entvars_t *pevAttacker, int iGib );
virtual int Save( CSave &save );
virtual int Restore( CRestore &restore );
static TYPEDESCRIPTION m_SaveData[];
int m_state;
};
LINK_ENTITY_TO_CLASS( item_airtank, CAirtank );
TYPEDESCRIPTION CAirtank::m_SaveData[] =
{
DEFINE_FIELD( CAirtank, m_state, FIELD_INTEGER ),
};
IMPLEMENT_SAVERESTORE( CAirtank, CGrenade );
void CAirtank :: Spawn( void )
{
Precache( );
// motor
pev->movetype = MOVETYPE_FLY;
pev->solid = SOLID_BBOX;
SET_MODEL(ENT(pev), "models/w_oxygen.mdl");
UTIL_SetSize(pev, Vector( -16, -16, 0), Vector(16, 16, 36));
UTIL_SetOrigin( pev, pev->origin );
SetTouch( TankTouch );
SetThink( TankThink );
pev->flags |= FL_MONSTER;
pev->takedamage = DAMAGE_YES;
pev->health = 20;
pev->dmg = 50;
m_state = 1;
}
void CAirtank::Precache( void )
{
PRECACHE_MODEL("models/w_oxygen.mdl");
PRECACHE_SOUND("doors/aliendoor3.wav");
}
void CAirtank :: Killed( entvars_t *pevAttacker, int iGib )
{
pev->owner = ENT( pevAttacker );
// UNDONE: this should make a big bubble cloud, not an explosion
Explode( pev->origin, Vector( 0, 0, -1 ) );
}
void CAirtank::TankThink( void )
{
// Fire trigger
m_state = 1;
SUB_UseTargets( this, USE_TOGGLE, 0 );
}
void CAirtank::TankTouch( CBaseEntity *pOther )
{
if ( !pOther->IsPlayer() )
return;
if (!m_state)
{
// "no oxygen" sound
EMIT_SOUND( ENT(pev), CHAN_BODY, "player/pl_swim2.wav", 1.0, ATTN_NORM );
return;
}
CBasePlayer *pPlayer = (CBasePlayer *)CBasePlayer::Instance( pOther->pev );
if( !pOther ) return;
// give player 12 more seconds of air
pPlayer->m_fAirFinished = gpGlobals->time + 12;
// suit recharge sound
EMIT_SOUND( ENT(pev), CHAN_VOICE, "doors/aliendoor3.wav", 1.0, ATTN_NORM );
// recharge airtank in 30 seconds
pev->nextthink = gpGlobals->time + 30;
m_state = 0;
SUB_UseTargets( this, USE_TOGGLE, 1 );
}

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/***
*
* Copyright (c) 1999, 2000 Valve LLC. All rights reserved.
*
* This product contains software technology licensed from Id
* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
* All Rights Reserved.
*
* Use, distribution, and modification of this source code and/or resulting
* object code is restricted to non-commercial enhancements to products from
* Valve LLC. All other use, distribution, or modification is prohibited
* without written permission from Valve LLC.
*
****/
/*
===== monsters.cpp ========================================================
Monster-related utility code
*/
#include "extdll.h"
#include "util.h"
#include "cbase.h"
#include "animation.h"
#include "saverestore.h"
TYPEDESCRIPTION CBaseAnimating::m_SaveData[] =
{
DEFINE_FIELD( CBaseMonster, m_flFrameRate, FIELD_FLOAT ),
DEFINE_FIELD( CBaseMonster, m_flGroundSpeed, FIELD_FLOAT ),
DEFINE_FIELD( CBaseMonster, m_flLastEventCheck, FIELD_TIME ),
DEFINE_FIELD( CBaseMonster, m_fSequenceFinished, FIELD_BOOLEAN ),
DEFINE_FIELD( CBaseMonster, m_fSequenceLoops, FIELD_BOOLEAN ),
};
IMPLEMENT_SAVERESTORE( CBaseAnimating, CBaseDelay );
//=========================================================
// StudioFrameAdvance - advance the animation frame up to the current time
// if an flInterval is passed in, only advance animation that number of seconds
//=========================================================
float CBaseAnimating :: StudioFrameAdvance ( float flInterval )
{
if (flInterval == 0.0)
{
flInterval = (gpGlobals->time - pev->animtime);
if (flInterval <= 0.001)
{
pev->animtime = gpGlobals->time;
return 0.0;
}
}
if (! pev->animtime)
flInterval = 0.0;
pev->frame += flInterval * m_flFrameRate * pev->framerate;
pev->animtime = gpGlobals->time;
if (pev->frame < 0.0 || pev->frame >= 256.0)
{
if (m_fSequenceLoops)
pev->frame -= (int)(pev->frame / 256.0) * 256.0;
else
pev->frame = (pev->frame < 0.0) ? 0 : 255;
m_fSequenceFinished = TRUE; // just in case it wasn't caught in GetEvents
}
return flInterval;
}
//=========================================================
// LookupActivity
//=========================================================
int CBaseAnimating :: LookupActivity ( int activity )
{
ASSERT( activity != 0 );
void *pmodel = GET_MODEL_PTR( ENT(pev) );
return ::LookupActivity( pmodel, pev, activity );
}
//=========================================================
// LookupActivityHeaviest
//
// Get activity with highest 'weight'
//
//=========================================================
int CBaseAnimating :: LookupActivityHeaviest ( int activity )
{
void *pmodel = GET_MODEL_PTR( ENT(pev) );
return ::LookupActivityHeaviest( pmodel, pev, activity );
}
//=========================================================
//=========================================================
int CBaseAnimating :: LookupSequence ( const char *label )
{
void *pmodel = GET_MODEL_PTR( ENT(pev) );
return ::LookupSequence( pmodel, label );
}
//=========================================================
//=========================================================
void CBaseAnimating :: ResetSequenceInfo ( )
{
void *pmodel = GET_MODEL_PTR( ENT(pev) );
GetSequenceInfo( pmodel, pev, &m_flFrameRate, &m_flGroundSpeed );
m_fSequenceLoops = ((GetSequenceFlags() & STUDIO_LOOPING) != 0);
pev->animtime = gpGlobals->time;
pev->framerate = 1.0;
m_fSequenceFinished = FALSE;
m_flLastEventCheck = gpGlobals->time;
}
//=========================================================
//=========================================================
BOOL CBaseAnimating :: GetSequenceFlags( )
{
void *pmodel = GET_MODEL_PTR( ENT(pev) );
return ::GetSequenceFlags( pmodel, pev );
}
//=========================================================
// DispatchAnimEvents
//=========================================================
void CBaseAnimating :: DispatchAnimEvents ( float flInterval )
{
MonsterEvent_t event;
void *pmodel = GET_MODEL_PTR( ENT(pev) );
if ( !pmodel )
{
ALERT( at_aiconsole, "Gibbed monster is thinking!\n" );
return;
}
// FIXME: I have to do this or some events get missed, and this is probably causing the problem below
flInterval = 0.1;
// FIX: this still sometimes hits events twice
float flStart = pev->frame + (m_flLastEventCheck - pev->animtime) * m_flFrameRate * pev->framerate;
float flEnd = pev->frame + flInterval * m_flFrameRate * pev->framerate;
m_flLastEventCheck = pev->animtime + flInterval;
m_fSequenceFinished = FALSE;
if (flEnd >= 256 || flEnd <= 0.0)
m_fSequenceFinished = TRUE;
int index = 0;
while ( (index = GetAnimationEvent( pmodel, pev, &event, flStart, flEnd, index ) ) != 0 )
{
HandleAnimEvent( &event );
}
}
//=========================================================
//=========================================================
float CBaseAnimating :: SetBoneController ( int iController, float flValue )
{
void *pmodel = GET_MODEL_PTR( ENT(pev) );
return SetController( pmodel, pev, iController, flValue );
}
//=========================================================
//=========================================================
void CBaseAnimating :: InitBoneControllers ( void )
{
void *pmodel = GET_MODEL_PTR( ENT(pev) );
SetController( pmodel, pev, 0, 0.0 );
SetController( pmodel, pev, 1, 0.0 );
SetController( pmodel, pev, 2, 0.0 );
SetController( pmodel, pev, 3, 0.0 );
}
//=========================================================
//=========================================================
float CBaseAnimating :: SetBlending ( int iBlender, float flValue )
{
void *pmodel = GET_MODEL_PTR( ENT(pev) );
return ::SetBlending( pmodel, pev, iBlender, flValue );
}
//=========================================================
//=========================================================
void CBaseAnimating :: GetBonePosition ( int iBone, Vector &origin, Vector &angles )
{
GET_BONE_POSITION( ENT(pev), iBone, origin, angles );
}
//=========================================================
//=========================================================
void CBaseAnimating :: GetAttachment ( int iAttachment, Vector &origin, Vector &angles )
{
GET_ATTACHMENT( ENT(pev), iAttachment, origin, angles );
}
//=========================================================
//=========================================================
int CBaseAnimating :: FindTransition( int iEndingSequence, int iGoalSequence, int *piDir )
{
void *pmodel = GET_MODEL_PTR( ENT(pev) );
if (piDir == NULL)
{
int iDir;
int sequence = ::FindTransition( pmodel, iEndingSequence, iGoalSequence, &iDir );
if (iDir != 1)
return -1;
else
return sequence;
}
return ::FindTransition( pmodel, iEndingSequence, iGoalSequence, piDir );
}
//=========================================================
//=========================================================
void CBaseAnimating :: GetAutomovement( Vector &origin, Vector &angles, float flInterval )
{
}
void CBaseAnimating :: SetBodygroup( int iGroup, int iValue )
{
::SetBodygroup( GET_MODEL_PTR( ENT(pev) ), pev, iGroup, iValue );
}
int CBaseAnimating :: GetBodygroup( int iGroup )
{
return ::GetBodygroup( GET_MODEL_PTR( ENT(pev) ), pev, iGroup );
}
int CBaseAnimating :: ExtractBbox( int sequence, Vector &mins, Vector &maxs )
{
return ::ExtractBbox( GET_MODEL_PTR( ENT(pev) ), sequence, mins, maxs );
}
//=========================================================
//=========================================================
void CBaseAnimating :: SetSequenceBox( void )
{
Vector mins, maxs;
// Get sequence bbox
if ( ExtractBbox( pev->sequence, mins, maxs ) )
{
// expand box for rotation
// find min / max for rotations
float yaw = pev->angles.y * (M_PI / 180.0);
Vector xvector, yvector;
xvector.x = cos(yaw);
xvector.y = sin(yaw);
yvector.x = -sin(yaw);
yvector.y = cos(yaw);
Vector bounds[2];
bounds[0] = mins;
bounds[1] = maxs;
Vector rmin( 9999, 9999, 9999 );
Vector rmax( -9999, -9999, -9999 );
Vector base, transformed;
for (int i = 0; i <= 1; i++ )
{
base.x = bounds[i].x;
for ( int j = 0; j <= 1; j++ )
{
base.y = bounds[j].y;
for ( int k = 0; k <= 1; k++ )
{
base.z = bounds[k].z;
// transform the point
transformed.x = xvector.x*base.x + yvector.x*base.y;
transformed.y = xvector.y*base.x + yvector.y*base.y;
transformed.z = base.z;
for ( int l = 0; l < 3; l++ )
{
if (transformed[l] < rmin[l])
rmin[l] = transformed[l];
if (transformed[l] > rmax[l])
rmax[l] = transformed[l];
}
}
}
}
rmin.z = 0;
rmax.z = rmin.z + 1;
UTIL_SetSize( pev, rmin, rmax );
}
}

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/***
*
* Copyright (c) 1999, 2000 Valve LLC. All rights reserved.
*
* This product contains software technology licensed from Id
* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
* All Rights Reserved.
*
* Use, distribution, and modification of this source code and/or resulting
* object code is restricted to non-commercial enhancements to products from
* Valve LLC. All other use, distribution, or modification is prohibited
* without written permission from Valve LLC.
*
****/
#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#include "extdll.h"
#include "const.h"
#include "studio_ref.h"
#include "util.h"
#include "activitymap.h"
#ifndef ANIMATION_H
#include "animation.h"
#endif
#ifndef SCRIPTEVENT_H
#include "scriptevent.h"
#endif
int ExtractBbox( void *pmodel, int sequence, Vector &mins, Vector &maxs )
{
dstudiohdr_t *pstudiohdr;
pstudiohdr = (dstudiohdr_t *)pmodel;
if (! pstudiohdr)
return 0;
dstudioseqdesc_t *pseqdesc;
pseqdesc = (dstudioseqdesc_t *)((byte *)pstudiohdr + pstudiohdr->seqindex);
mins[0] = pseqdesc[ sequence ].bbmin[0];
mins[1] = pseqdesc[ sequence ].bbmin[1];
mins[2] = pseqdesc[ sequence ].bbmin[2];
maxs[0] = pseqdesc[ sequence ].bbmax[0];
maxs[1] = pseqdesc[ sequence ].bbmax[1];
maxs[2] = pseqdesc[ sequence ].bbmax[2];
return 1;
}
int LookupActivity( void *pmodel, entvars_t *pev, int activity )
{
dstudiohdr_t *pstudiohdr;
pstudiohdr = (dstudiohdr_t *)pmodel;
if (! pstudiohdr)
return 0;
dstudioseqdesc_t *pseqdesc;
pseqdesc = (dstudioseqdesc_t *)((byte *)pstudiohdr + pstudiohdr->seqindex);
int weighttotal = 0;
int seq = ACTIVITY_NOT_AVAILABLE;
for (int i = 0; i < pstudiohdr->numseq; i++)
{
if (pseqdesc[i].activity == activity)
{
weighttotal += pseqdesc[i].actweight;
if (!weighttotal || RANDOM_LONG(0,weighttotal-1) < pseqdesc[i].actweight)
seq = i;
}
}
return seq;
}
int LookupActivityHeaviest( void *pmodel, entvars_t *pev, int activity )
{
dstudiohdr_t *pstudiohdr;
pstudiohdr = (dstudiohdr_t *)pmodel;
if ( !pstudiohdr )
return 0;
dstudioseqdesc_t *pseqdesc;
pseqdesc = (dstudioseqdesc_t *)((byte *)pstudiohdr + pstudiohdr->seqindex);
int weight = 0;
int seq = ACTIVITY_NOT_AVAILABLE;
for (int i = 0; i < pstudiohdr->numseq; i++)
{
if (pseqdesc[i].activity == activity)
{
if ( pseqdesc[i].actweight > weight )
{
weight = pseqdesc[i].actweight;
seq = i;
}
}
}
return seq;
}
void GetEyePosition ( void *pmodel, Vector &vecEyePosition )
{
dstudiohdr_t *pstudiohdr;
pstudiohdr = (dstudiohdr_t *)pmodel;
if ( !pstudiohdr )
{
ALERT ( at_error, "GetEyePosition() Can't get pstudiohdr ptr!\n" );
return;
}
vecEyePosition = pstudiohdr->eyeposition;
}
int LookupSequence( void *pmodel, const char *label )
{
dstudiohdr_t *pstudiohdr;
pstudiohdr = (dstudiohdr_t *)pmodel;
if (! pstudiohdr)
return 0;
dstudioseqdesc_t *pseqdesc;
pseqdesc = (dstudioseqdesc_t *)((byte *)pstudiohdr + pstudiohdr->seqindex);
for (int i = 0; i < pstudiohdr->numseq; i++)
{
if (stricmp( pseqdesc[i].label, label ) == 0)
return i;
}
return -1;
}
int IsSoundEvent( int eventNumber )
{
if ( eventNumber == SCRIPT_EVENT_SOUND || eventNumber == SCRIPT_EVENT_SOUND_VOICE )
return 1;
return 0;
}
void SequencePrecache( void *pmodel, const char *pSequenceName )
{
int index = LookupSequence( pmodel, pSequenceName );
if ( index >= 0 )
{
dstudiohdr_t *pstudiohdr;
pstudiohdr = (dstudiohdr_t *)pmodel;
if ( !pstudiohdr || index >= pstudiohdr->numseq )
return;
dstudioseqdesc_t *pseqdesc;
dstudioevent_t *pevent;
pseqdesc = (dstudioseqdesc_t *)((byte *)pstudiohdr + pstudiohdr->seqindex) + index;
pevent = (dstudioevent_t *)((byte *)pstudiohdr + pseqdesc->eventindex);
for (int i = 0; i < pseqdesc->numevents; i++)
{
// Don't send client-side events to the server AI
if ( pevent[i].event >= EVENT_CLIENT )
continue;
// UNDONE: Add a callback to check to see if a sound is precached yet and don't allocate a copy
// of it's name if it is.
if ( IsSoundEvent( pevent[i].event ) )
{
if ( !strlen(pevent[i].options) )
{
ALERT( at_error, "Bad sound event %d in sequence %s :: %s (sound is \"%s\")\n", pevent[i].event, pstudiohdr->name, pSequenceName, pevent[i].options );
}
PRECACHE_SOUND( (char *)STRING( ALLOC_STRING( pevent[i].options )) );
}
}
}
}
void GetSequenceInfo( void *pmodel, entvars_t *pev, float *pflFrameRate, float *pflGroundSpeed )
{
dstudiohdr_t *pstudiohdr;
pstudiohdr = (dstudiohdr_t *)pmodel;
if (! pstudiohdr)
return;
dstudioseqdesc_t *pseqdesc;
if (pev->sequence >= pstudiohdr->numseq)
{
*pflFrameRate = 0.0;
*pflGroundSpeed = 0.0;
return;
}
pseqdesc = (dstudioseqdesc_t *)((byte *)pstudiohdr + pstudiohdr->seqindex) + (int)pev->sequence;
if (pseqdesc->numframes > 1)
{
*pflFrameRate = 256 * pseqdesc->fps / (pseqdesc->numframes - 1);
*pflGroundSpeed = sqrt( pseqdesc->linearmovement[0]*pseqdesc->linearmovement[0]+ pseqdesc->linearmovement[1]*pseqdesc->linearmovement[1]+ pseqdesc->linearmovement[2]*pseqdesc->linearmovement[2] );
*pflGroundSpeed = *pflGroundSpeed * pseqdesc->fps / (pseqdesc->numframes - 1);
}
else
{
*pflFrameRate = 256.0;
*pflGroundSpeed = 0.0;
}
}
int GetSequenceFlags( void *pmodel, entvars_t *pev )
{
dstudiohdr_t *pstudiohdr;
pstudiohdr = (dstudiohdr_t *)pmodel;
if ( !pstudiohdr || pev->sequence >= pstudiohdr->numseq )
return 0;
dstudioseqdesc_t *pseqdesc;
pseqdesc = (dstudioseqdesc_t *)((byte *)pstudiohdr + pstudiohdr->seqindex) + (int)pev->sequence;
return pseqdesc->flags;
}
int GetAnimationEvent( void *pmodel, entvars_t *pev, MonsterEvent_t *pMonsterEvent, float flStart, float flEnd, int index )
{
dstudiohdr_t *pstudiohdr;
pstudiohdr = (dstudiohdr_t *)pmodel;
if ( !pstudiohdr || pev->sequence >= pstudiohdr->numseq || !pMonsterEvent )
return 0;
int events = 0;
dstudioseqdesc_t *pseqdesc;
dstudioevent_t *pevent;
pseqdesc = (dstudioseqdesc_t *)((byte *)pstudiohdr + pstudiohdr->seqindex) + (int)pev->sequence;
pevent = (dstudioevent_t *)((byte *)pstudiohdr + pseqdesc->eventindex);
if (pseqdesc->numevents == 0 || index > pseqdesc->numevents )
return 0;
if (pseqdesc->numframes > 1)
{
flStart *= (pseqdesc->numframes - 1) / 256.0;
flEnd *= (pseqdesc->numframes - 1) / 256.0;
}
else
{
flStart = 0;
flEnd = 1.0;
}
for (; index < pseqdesc->numevents; index++)
{
// Don't send client-side events to the server AI
if ( pevent[index].event >= EVENT_CLIENT )
continue;
if ( (pevent[index].frame >= flStart && pevent[index].frame < flEnd) ||
((pseqdesc->flags & STUDIO_LOOPING) && flEnd >= pseqdesc->numframes - 1 && pevent[index].frame < flEnd - pseqdesc->numframes + 1) )
{
pMonsterEvent->event = pevent[index].event;
pMonsterEvent->options = pevent[index].options;
return index + 1;
}
}
return 0;
}
float SetController( void *pmodel, entvars_t *pev, int iController, float flValue )
{
dstudiohdr_t *pstudiohdr;
pstudiohdr = (dstudiohdr_t *)pmodel;
if (! pstudiohdr)
return flValue;
dstudiobonecontroller_t *pbonecontroller = (dstudiobonecontroller_t *)((byte *)pstudiohdr + pstudiohdr->bonecontrollerindex);
// find first controller that matches the index
for (int i = 0; i < pstudiohdr->numbonecontrollers; i++, pbonecontroller++)
{
if (pbonecontroller->index == iController)
break;
}
if (i >= pstudiohdr->numbonecontrollers)
return flValue;
// wrap 0..360 if it's a rotational controller
if (pbonecontroller->type & (STUDIO_XR | STUDIO_YR | STUDIO_ZR))
{
// ugly hack, invert value if end < start
if (pbonecontroller->end < pbonecontroller->start)
flValue = -flValue;
// does the controller not wrap?
if (pbonecontroller->start + 359.0 >= pbonecontroller->end)
{
if (flValue > ((pbonecontroller->start + pbonecontroller->end) / 2.0) + 180)
flValue = flValue - 360;
if (flValue < ((pbonecontroller->start + pbonecontroller->end) / 2.0) - 180)
flValue = flValue + 360;
}
else
{
if (flValue > 360)
flValue = flValue - (int)(flValue / 360.0) * 360.0;
else if (flValue < 0)
flValue = flValue + (int)((flValue / -360.0) + 1) * 360.0;
}
}
int setting = 255 * (flValue - pbonecontroller->start) / (pbonecontroller->end - pbonecontroller->start);
if (setting < 0) setting = 0;
if (setting > 255) setting = 255;
pev->controller[iController] = setting;
return setting * (1.0 / 255.0) * (pbonecontroller->end - pbonecontroller->start) + pbonecontroller->start;
}
float SetBlending( void *pmodel, entvars_t *pev, int iBlender, float flValue )
{
dstudiohdr_t *pstudiohdr;
pstudiohdr = (dstudiohdr_t *)pmodel;
if (! pstudiohdr)
return flValue;
dstudioseqdesc_t *pseqdesc;
pseqdesc = (dstudioseqdesc_t *)((byte *)pstudiohdr + pstudiohdr->seqindex) + (int)pev->sequence;
if (pseqdesc->blendtype[iBlender] == 0)
return flValue;
if (pseqdesc->blendtype[iBlender] & (STUDIO_XR | STUDIO_YR | STUDIO_ZR))
{
// ugly hack, invert value if end < start
if (pseqdesc->blendend[iBlender] < pseqdesc->blendstart[iBlender])
flValue = -flValue;
// does the controller not wrap?
if (pseqdesc->blendstart[iBlender] + 359.0 >= pseqdesc->blendend[iBlender])
{
if (flValue > ((pseqdesc->blendstart[iBlender] + pseqdesc->blendend[iBlender]) / 2.0) + 180)
flValue = flValue - 360;
if (flValue < ((pseqdesc->blendstart[iBlender] + pseqdesc->blendend[iBlender]) / 2.0) - 180)
flValue = flValue + 360;
}
}
int setting = 255 * (flValue - pseqdesc->blendstart[iBlender]) / (pseqdesc->blendend[iBlender] - pseqdesc->blendstart[iBlender]);
if (setting < 0) setting = 0;
if (setting > 255) setting = 255;
pev->blending[iBlender] = setting;
return setting * (1.0 / 255.0) * (pseqdesc->blendend[iBlender] - pseqdesc->blendstart[iBlender]) + pseqdesc->blendstart[iBlender];
}
int FindTransition( void *pmodel, int iEndingAnim, int iGoalAnim, int *piDir )
{
dstudiohdr_t *pstudiohdr;
pstudiohdr = (dstudiohdr_t *)pmodel;
if (! pstudiohdr)
return iGoalAnim;
dstudioseqdesc_t *pseqdesc;
pseqdesc = (dstudioseqdesc_t *)((byte *)pstudiohdr + pstudiohdr->seqindex);
// bail if we're going to or from a node 0
if (pseqdesc[iEndingAnim].entrynode == 0 || pseqdesc[iGoalAnim].entrynode == 0)
{
return iGoalAnim;
}
int iEndNode;
// ALERT( at_console, "from %d to %d: ", pEndNode->iEndNode, pGoalNode->iStartNode );
if (*piDir > 0)
{
iEndNode = pseqdesc[iEndingAnim].exitnode;
}
else
{
iEndNode = pseqdesc[iEndingAnim].entrynode;
}
if (iEndNode == pseqdesc[iGoalAnim].entrynode)
{
*piDir = 1;
return iGoalAnim;
}
byte *pTransition = ((byte *)pstudiohdr + pstudiohdr->transitionindex);
int iInternNode = pTransition[(iEndNode-1)*pstudiohdr->numtransitions + (pseqdesc[iGoalAnim].entrynode-1)];
if (iInternNode == 0)
return iGoalAnim;
int i;
// look for someone going
for (i = 0; i < pstudiohdr->numseq; i++)
{
if (pseqdesc[i].entrynode == iEndNode && pseqdesc[i].exitnode == iInternNode)
{
*piDir = 1;
return i;
}
if (pseqdesc[i].nodeflags)
{
if (pseqdesc[i].exitnode == iEndNode && pseqdesc[i].entrynode == iInternNode)
{
*piDir = -1;
return i;
}
}
}
ALERT( at_console, "error in transition graph" );
return iGoalAnim;
}
void SetBodygroup( void *pmodel, entvars_t *pev, int iGroup, int iValue )
{
dstudiohdr_t *pstudiohdr;
pstudiohdr = (dstudiohdr_t *)pmodel;
if (! pstudiohdr)
return;
if (iGroup > pstudiohdr->numbodyparts)
return;
dstudiobodyparts_t *pbodypart = (dstudiobodyparts_t *)((byte *)pstudiohdr + pstudiohdr->bodypartindex) + iGroup;
if (iValue >= pbodypart->nummodels)
return;
int iCurrent = (pev->body / pbodypart->base) % pbodypart->nummodels;
pev->body = (pev->body - (iCurrent * pbodypart->base) + (iValue * pbodypart->base));
}
int GetBodygroup( void *pmodel, entvars_t *pev, int iGroup )
{
dstudiohdr_t *pstudiohdr;
pstudiohdr = (dstudiohdr_t *)pmodel;
if (! pstudiohdr)
return 0;
if (iGroup > pstudiohdr->numbodyparts)
return 0;
dstudiobodyparts_t *pbodypart = (dstudiobodyparts_t *)((byte *)pstudiohdr + pstudiohdr->bodypartindex) + iGroup;
if (pbodypart->nummodels <= 1)
return 0;
int iCurrent = (pev->body / pbodypart->base) % pbodypart->nummodels;
return iCurrent;
}

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/***
*
* Copyright (c) 1999, 2000 Valve LLC. All rights reserved.
*
* This product contains software technology licensed from Id
* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
* All Rights Reserved.
*
* Use, distribution, and modification of this source code and/or resulting
* object code is restricted to non-commercial enhancements to products from
* Valve LLC. All other use, distribution, or modification is prohibited
* without written permission from Valve LLC.
*
****/
#ifndef ANIMATION_H
#define ANIMATION_H
#define ACTIVITY_NOT_AVAILABLE -1
#include "monsterevent.h"
extern int IsSoundEvent( int eventNumber );
int LookupActivity( void *pmodel, entvars_t *pev, int activity );
int LookupActivityHeaviest( void *pmodel, entvars_t *pev, int activity );
int LookupSequence( void *pmodel, const char *label );
void GetSequenceInfo( void *pmodel, entvars_t *pev, float *pflFrameRate, float *pflGroundSpeed );
int GetSequenceFlags( void *pmodel, entvars_t *pev );
int LookupAnimationEvents( void *pmodel, entvars_t *pev, float flStart, float flEnd );
float SetController( void *pmodel, entvars_t *pev, int iController, float flValue );
float SetBlending( void *pmodel, entvars_t *pev, int iBlender, float flValue );
void GetEyePosition( void *pmodel, Vector &vecEyePosition );
void SequencePrecache( void *pmodel, const char *pSequenceName );
int FindTransition( void *pmodel, int iEndingAnim, int iGoalAnim, int *piDir );
void SetBodygroup( void *pmodel, entvars_t *pev, int iGroup, int iValue );
int GetBodygroup( void *pmodel, entvars_t *pev, int iGroup );
int GetAnimationEvent( void *pmodel, entvars_t *pev, MonsterEvent_t *pMonsterEvent, float flStart, float flEnd, int index );
int ExtractBbox( void *pmodel, int sequence, Vector &mins, Vector &maxs );
// From /common/ref_studio.h
#define STUDIO_LOOPING 0x0001
#endif //ANIMATION_H

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/***
*
* Copyright (c) 1999, 2000 Valve LLC. All rights reserved.
*
* This product contains software technology licensed from Id
* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
* All Rights Reserved.
*
* This source code contains proprietary and confidential information of
* Valve LLC and its suppliers. Access to this code is restricted to
* persons who have executed a written SDK license with Valve. Any access,
* use or distribution of this code by or to any unlicensed person is illegal.
*
****/
//=========================================================
// barnacle - stationary ceiling mounted 'fishing' monster
//=========================================================
#include "extdll.h"
#include "util.h"
#include "cbase.h"
#include "monsters.h"
#include "schedule.h"
#define BARNACLE_BODY_HEIGHT 44 // how 'tall' the barnacle's model is.
#define BARNACLE_PULL_SPEED 8
#define BARNACLE_KILL_VICTIM_DELAY 5 // how many seconds after pulling prey in to gib them.
//=========================================================
// Monster's Anim Events Go Here
//=========================================================
#define BARNACLE_AE_PUKEGIB 2
class CBarnacle : public CBaseMonster
{
public:
void Spawn( void );
void Precache( void );
CBaseEntity *TongueTouchEnt ( float *pflLength );
int Classify ( void );
void HandleAnimEvent( MonsterEvent_t *pEvent );
void EXPORT BarnacleThink ( void );
void EXPORT WaitTillDead ( void );
void Killed( entvars_t *pevAttacker, int iGib );
int TakeDamage( entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, int bitsDamageType );
virtual int Save( CSave &save );
virtual int Restore( CRestore &restore );
static TYPEDESCRIPTION m_SaveData[];
float m_flAltitude;
float m_flKillVictimTime;
int m_cGibs;// barnacle loads up on gibs each time it kills something.
BOOL m_fTongueExtended;
BOOL m_fLiftingPrey;
float m_flTongueAdj;
};
LINK_ENTITY_TO_CLASS( monster_barnacle, CBarnacle );
TYPEDESCRIPTION CBarnacle::m_SaveData[] =
{
DEFINE_FIELD( CBarnacle, m_flAltitude, FIELD_FLOAT ),
DEFINE_FIELD( CBarnacle, m_flKillVictimTime, FIELD_TIME ),
DEFINE_FIELD( CBarnacle, m_cGibs, FIELD_INTEGER ),// barnacle loads up on gibs each time it kills something.
DEFINE_FIELD( CBarnacle, m_fTongueExtended, FIELD_BOOLEAN ),
DEFINE_FIELD( CBarnacle, m_fLiftingPrey, FIELD_BOOLEAN ),
DEFINE_FIELD( CBarnacle, m_flTongueAdj, FIELD_FLOAT ),
};
IMPLEMENT_SAVERESTORE( CBarnacle, CBaseMonster );
//=========================================================
// Classify - indicates this monster's place in the
// relationship table.
//=========================================================
int CBarnacle :: Classify ( void )
{
return CLASS_ALIEN_MONSTER;
}
//=========================================================
// HandleAnimEvent - catches the monster-specific messages
// that occur when tagged animation frames are played.
//
// Returns number of events handled, 0 if none.
//=========================================================
void CBarnacle :: HandleAnimEvent( MonsterEvent_t *pEvent )
{
switch( pEvent->event )
{
case BARNACLE_AE_PUKEGIB:
CGib::SpawnRandomGibs( pev, 1, 1 );
break;
default:
CBaseMonster::HandleAnimEvent( pEvent );
break;
}
}
//=========================================================
// Spawn
//=========================================================
void CBarnacle :: Spawn()
{
Precache( );
SET_MODEL(ENT(pev), "models/barnacle.mdl");
UTIL_SetSize( pev, Vector(-16, -16, -32), Vector(16, 16, 0) );
pev->solid = SOLID_SLIDEBOX;
pev->movetype = MOVETYPE_NONE;
pev->takedamage = DAMAGE_AIM;
m_bloodColor = BLOOD_COLOR_RED;
pev->effects = EF_INVLIGHT; // take light from the ceiling
pev->health = 25;
m_flFieldOfView = 0.5;// indicates the width of this monster's forward view cone ( as a dotproduct result )
m_MonsterState = MONSTERSTATE_NONE;
m_flKillVictimTime = 0;
m_cGibs = 0;
m_fLiftingPrey = FALSE;
m_flTongueAdj = -100;
InitBoneControllers();
SetActivity ( ACT_IDLE );
SetThink ( BarnacleThink );
pev->nextthink = gpGlobals->time + 0.5;
UTIL_SetOrigin ( pev, pev->origin );
}
int CBarnacle::TakeDamage( entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, int bitsDamageType )
{
if ( bitsDamageType & DMG_CLUB )
{
flDamage = pev->health;
}
return CBaseMonster::TakeDamage( pevInflictor, pevAttacker, flDamage, bitsDamageType );
}
//=========================================================
//=========================================================
void CBarnacle :: BarnacleThink ( void )
{
CBaseEntity *pTouchEnt;
CBaseMonster *pVictim;
float flLength;
pev->nextthink = gpGlobals->time + 0.1;
if ( m_hEnemy != NULL )
{
// barnacle has prey.
if ( !m_hEnemy->IsAlive() )
{
// someone (maybe even the barnacle) killed the prey. Reset barnacle.
m_fLiftingPrey = FALSE;// indicate that we're not lifting prey.
m_hEnemy = NULL;
return;
}
if ( m_fLiftingPrey )
{
if ( m_hEnemy != NULL && m_hEnemy->pev->deadflag != DEAD_NO )
{
// crap, someone killed the prey on the way up.
m_hEnemy = NULL;
m_fLiftingPrey = FALSE;
return;
}
// still pulling prey.
Vector vecNewEnemyOrigin = m_hEnemy->pev->origin;
vecNewEnemyOrigin.x = pev->origin.x;
vecNewEnemyOrigin.y = pev->origin.y;
// guess as to where their neck is
vecNewEnemyOrigin.x -= 6 * cos(m_hEnemy->pev->angles.y * M_PI/180.0);
vecNewEnemyOrigin.y -= 6 * sin(m_hEnemy->pev->angles.y * M_PI/180.0);
m_flAltitude -= BARNACLE_PULL_SPEED;
vecNewEnemyOrigin.z += BARNACLE_PULL_SPEED;
if ( fabs( pev->origin.z - ( vecNewEnemyOrigin.z + m_hEnemy->pev->view_ofs.z - 8 ) ) < BARNACLE_BODY_HEIGHT )
{
// prey has just been lifted into position ( if the victim origin + eye height + 8 is higher than the bottom of the barnacle, it is assumed that the head is within barnacle's body )
m_fLiftingPrey = FALSE;
EMIT_SOUND( ENT(pev), CHAN_WEAPON, "barnacle/bcl_bite3.wav", 1, ATTN_NORM );
pVictim = m_hEnemy->MyMonsterPointer();
m_flKillVictimTime = gpGlobals->time + 10;// now that the victim is in place, the killing bite will be administered in 10 seconds.
if ( pVictim )
{
pVictim->BarnacleVictimBitten( pev );
SetActivity ( ACT_EAT );
}
}
UTIL_SetOrigin ( m_hEnemy->pev, vecNewEnemyOrigin );
}
else
{
// prey is lifted fully into feeding position and is dangling there.
pVictim = m_hEnemy->MyMonsterPointer();
if ( m_flKillVictimTime != -1 && gpGlobals->time > m_flKillVictimTime )
{
// kill!
if ( pVictim )
{
pVictim->TakeDamage ( pev, pev, pVictim->pev->health, DMG_SLASH | DMG_ALWAYSGIB );
m_cGibs = 3;
}
return;
}
// bite prey every once in a while
if ( pVictim && ( RANDOM_LONG(0,49) == 0 ) )
{
switch ( RANDOM_LONG(0,2) )
{
case 0: EMIT_SOUND( ENT(pev), CHAN_WEAPON, "barnacle/bcl_chew1.wav", 1, ATTN_NORM ); break;
case 1: EMIT_SOUND( ENT(pev), CHAN_WEAPON, "barnacle/bcl_chew2.wav", 1, ATTN_NORM ); break;
case 2: EMIT_SOUND( ENT(pev), CHAN_WEAPON, "barnacle/bcl_chew3.wav", 1, ATTN_NORM ); break;
}
pVictim->BarnacleVictimBitten( pev );
}
}
}
else
{
// barnacle has no prey right now, so just idle and check to see if anything is touching the tongue.
// If idle and no nearby client, don't think so often
if ( FNullEnt( FIND_CLIENT_IN_PVS( edict() ) ) )
pev->nextthink = gpGlobals->time + RANDOM_FLOAT(1,1.5); // Stagger a bit to keep barnacles from thinking on the same frame
if ( m_fSequenceFinished )
{// this is done so barnacle will fidget.
SetActivity ( ACT_IDLE );
m_flTongueAdj = -100;
}
if ( m_cGibs && RANDOM_LONG(0,99) == 1 )
{
// cough up a gib.
CGib::SpawnRandomGibs( pev, 1, 1 );
m_cGibs--;
switch ( RANDOM_LONG(0,2) )
{
case 0: EMIT_SOUND( ENT(pev), CHAN_WEAPON, "barnacle/bcl_chew1.wav", 1, ATTN_NORM ); break;
case 1: EMIT_SOUND( ENT(pev), CHAN_WEAPON, "barnacle/bcl_chew2.wav", 1, ATTN_NORM ); break;
case 2: EMIT_SOUND( ENT(pev), CHAN_WEAPON, "barnacle/bcl_chew3.wav", 1, ATTN_NORM ); break;
}
}
pTouchEnt = TongueTouchEnt( &flLength );
if ( pTouchEnt != NULL && m_fTongueExtended )
{
// tongue is fully extended, and is touching someone.
if ( pTouchEnt->FBecomeProne() )
{
EMIT_SOUND( ENT(pev), CHAN_WEAPON, "barnacle/bcl_alert2.wav", 1, ATTN_NORM );
SetSequenceByName ( "attack1" );
m_flTongueAdj = -20;
m_hEnemy = pTouchEnt;
pTouchEnt->pev->movetype = MOVETYPE_FLY;
pTouchEnt->pev->velocity = g_vecZero;
pTouchEnt->pev->basevelocity = g_vecZero;
pTouchEnt->pev->origin.x = pev->origin.x;
pTouchEnt->pev->origin.y = pev->origin.y;
m_fLiftingPrey = TRUE;// indicate that we should be lifting prey.
m_flKillVictimTime = -1;// set this to a bogus time while the victim is lifted.
m_flAltitude = (pev->origin.z - pTouchEnt->EyePosition().z);
}
}
else
{
// calculate a new length for the tongue to be clear of anything else that moves under it.
if ( m_flAltitude < flLength )
{
// if tongue is higher than is should be, lower it kind of slowly.
m_flAltitude += BARNACLE_PULL_SPEED;
m_fTongueExtended = FALSE;
}
else
{
m_flAltitude = flLength;
m_fTongueExtended = TRUE;
}
}
}
// ALERT( at_console, "tounge %f\n", m_flAltitude + m_flTongueAdj );
SetBoneController( 0, -(m_flAltitude + m_flTongueAdj) );
StudioFrameAdvance( 0.1 );
}
//=========================================================
// Killed.
//=========================================================
void CBarnacle :: Killed( entvars_t *pevAttacker, int iGib )
{
CBaseMonster *pVictim;
pev->solid = SOLID_NOT;
pev->takedamage = DAMAGE_NO;
if ( m_hEnemy != NULL )
{
pVictim = m_hEnemy->MyMonsterPointer();
if ( pVictim )
{
pVictim->BarnacleVictimReleased();
}
}
// CGib::SpawnRandomGibs( pev, 4, 1 );
switch ( RANDOM_LONG ( 0, 1 ) )
{
case 0: EMIT_SOUND( ENT(pev), CHAN_WEAPON, "barnacle/bcl_die1.wav", 1, ATTN_NORM ); break;
case 1: EMIT_SOUND( ENT(pev), CHAN_WEAPON, "barnacle/bcl_die3.wav", 1, ATTN_NORM ); break;
}
SetActivity ( ACT_DIESIMPLE );
SetBoneController( 0, 0 );
StudioFrameAdvance( 0.1 );
pev->nextthink = gpGlobals->time + 0.1;
SetThink ( WaitTillDead );
}
//=========================================================
//=========================================================
void CBarnacle :: WaitTillDead ( void )
{
pev->nextthink = gpGlobals->time + 0.1;
float flInterval = StudioFrameAdvance( 0.1 );
DispatchAnimEvents ( flInterval );
if ( m_fSequenceFinished )
{
// death anim finished.
StopAnimation();
SetThink ( NULL );
}
}
//=========================================================
// Precache - precaches all resources this monster needs
//=========================================================
void CBarnacle :: Precache()
{
PRECACHE_MODEL("models/barnacle.mdl");
PRECACHE_SOUND("barnacle/bcl_alert2.wav");//happy, lifting food up
PRECACHE_SOUND("barnacle/bcl_bite3.wav");//just got food to mouth
PRECACHE_SOUND("barnacle/bcl_chew1.wav");
PRECACHE_SOUND("barnacle/bcl_chew2.wav");
PRECACHE_SOUND("barnacle/bcl_chew3.wav");
PRECACHE_SOUND("barnacle/bcl_die1.wav" );
PRECACHE_SOUND("barnacle/bcl_die3.wav" );
}
//=========================================================
// TongueTouchEnt - does a trace along the barnacle's tongue
// to see if any entity is touching it. Also stores the length
// of the trace in the int pointer provided.
//=========================================================
#define BARNACLE_CHECK_SPACING 8
CBaseEntity *CBarnacle :: TongueTouchEnt ( float *pflLength )
{
TraceResult tr;
float length;
// trace once to hit architecture and see if the tongue needs to change position.
UTIL_TraceLine ( pev->origin, pev->origin - Vector ( 0 , 0 , 2048 ), ignore_monsters, ENT(pev), &tr );
length = fabs( pev->origin.z - tr.vecEndPos.z );
if ( pflLength )
{
*pflLength = length;
}
Vector delta = Vector( BARNACLE_CHECK_SPACING, BARNACLE_CHECK_SPACING, 0 );
Vector mins = pev->origin - delta;
Vector maxs = pev->origin + delta;
maxs.z = pev->origin.z;
mins.z -= length;
CBaseEntity *pList[10];
int count = UTIL_EntitiesInBox( pList, 10, mins, maxs, (FL_CLIENT|FL_MONSTER) );
if ( count )
{
for ( int i = 0; i < count; i++ )
{
// only clients and monsters
if ( pList[i] != this && IRelationship( pList[i] ) > R_NO && pList[ i ]->pev->deadflag == DEAD_NO ) // this ent is one of our enemies. Barnacle tries to eat it.
{
return pList[i];
}
}
}
return NULL;
}

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/***
*
* Copyright (c) 1999, 2000 Valve LLC. All rights reserved.
*
* This product contains software technology licensed from Id
* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
* All Rights Reserved.
*
* This source code contains proprietary and confidential information of
* Valve LLC and its suppliers. Access to this code is restricted to
* persons who have executed a written SDK license with Valve. Any access,
* use or distribution of this code by or to any unlicensed person is illegal.
*
****/
//=========================================================
// monster template
//=========================================================
// UNDONE: Holster weapon?
#include "extdll.h"
#include "util.h"
#include "cbase.h"
#include "monsters.h"
#include "talkmonster.h"
#include "schedule.h"
#include "defaultai.h"
#include "scripted.h"
#include "weapons.h"
#include "soundent.h"
//=========================================================
// Monster's Anim Events Go Here
//=========================================================
// first flag is barney dying for scripted sequences?
#define BARNEY_AE_DRAW ( 2 )
#define BARNEY_AE_SHOOT ( 3 )
#define BARNEY_AE_HOLSTER ( 4 )
#define BARNEY_BODY_GUNHOLSTERED 0
#define BARNEY_BODY_GUNDRAWN 1
#define BARNEY_BODY_GUNGONE 2
class CBarney : public CTalkMonster
{
public:
void Spawn( void );
void Precache( void );
void SetYawSpeed( void );
int ISoundMask( void );
void BarneyFirePistol( void );
void AlertSound( void );
int Classify ( void );
void HandleAnimEvent( MonsterEvent_t *pEvent );
void RunTask( Task_t *pTask );
void StartTask( Task_t *pTask );
virtual int ObjectCaps( void ) { return CTalkMonster :: ObjectCaps() | FCAP_IMPULSE_USE; }
int TakeDamage( entvars_t* pevInflictor, entvars_t* pevAttacker, float flDamage, int bitsDamageType);
BOOL CheckRangeAttack1 ( float flDot, float flDist );
void DeclineFollowing( void );
// Override these to set behavior
Schedule_t *GetScheduleOfType ( int Type );
Schedule_t *GetSchedule ( void );
MONSTERSTATE GetIdealState ( void );
void DeathSound( void );
void PainSound( void );
void TalkInit( void );
void TraceAttack( entvars_t *pevAttacker, float flDamage, Vector vecDir, TraceResult *ptr, int bitsDamageType);
void Killed( entvars_t *pevAttacker, int iGib );
virtual int Save( CSave &save );
virtual int Restore( CRestore &restore );
static TYPEDESCRIPTION m_SaveData[];
BOOL m_fGunDrawn;
float m_painTime;
float m_checkAttackTime;
BOOL m_lastAttackCheck;
// UNDONE: What is this for? It isn't used?
float m_flPlayerDamage;// how much pain has the player inflicted on me?
CUSTOM_SCHEDULES;
};
LINK_ENTITY_TO_CLASS( monster_barney, CBarney );
TYPEDESCRIPTION CBarney::m_SaveData[] =
{
DEFINE_FIELD( CBarney, m_fGunDrawn, FIELD_BOOLEAN ),
DEFINE_FIELD( CBarney, m_painTime, FIELD_TIME ),
DEFINE_FIELD( CBarney, m_checkAttackTime, FIELD_TIME ),
DEFINE_FIELD( CBarney, m_lastAttackCheck, FIELD_BOOLEAN ),
DEFINE_FIELD( CBarney, m_flPlayerDamage, FIELD_FLOAT ),
};
IMPLEMENT_SAVERESTORE( CBarney, CTalkMonster );
//=========================================================
// AI Schedules Specific to this monster
//=========================================================
Task_t tlBaFollow[] =
{
{ TASK_MOVE_TO_TARGET_RANGE,(float)128 }, // Move within 128 of target ent (client)
{ TASK_SET_SCHEDULE, (float)SCHED_TARGET_FACE },
};
Schedule_t slBaFollow[] =
{
{
tlBaFollow,
ARRAYSIZE ( tlBaFollow ),
bits_COND_NEW_ENEMY |
bits_COND_LIGHT_DAMAGE |
bits_COND_HEAVY_DAMAGE |
bits_COND_HEAR_SOUND |
bits_COND_PROVOKED,
bits_SOUND_DANGER,
"Follow"
},
};
//=========================================================
// BarneyDraw- much better looking draw schedule for when
// barney knows who he's gonna attack.
//=========================================================
Task_t tlBarneyEnemyDraw[] =
{
{ TASK_STOP_MOVING, 0 },
{ TASK_FACE_ENEMY, 0 },
{ TASK_PLAY_SEQUENCE_FACE_ENEMY, (float) ACT_ARM },
};
Schedule_t slBarneyEnemyDraw[] =
{
{
tlBarneyEnemyDraw,
ARRAYSIZE ( tlBarneyEnemyDraw ),
0,
0,
"Barney Enemy Draw"
}
};
Task_t tlBaFaceTarget[] =
{
{ TASK_SET_ACTIVITY, (float)ACT_IDLE },
{ TASK_FACE_TARGET, (float)0 },
{ TASK_SET_ACTIVITY, (float)ACT_IDLE },
{ TASK_SET_SCHEDULE, (float)SCHED_TARGET_CHASE },
};
Schedule_t slBaFaceTarget[] =
{
{
tlBaFaceTarget,
ARRAYSIZE ( tlBaFaceTarget ),
bits_COND_CLIENT_PUSH |
bits_COND_NEW_ENEMY |
bits_COND_LIGHT_DAMAGE |
bits_COND_HEAVY_DAMAGE |
bits_COND_HEAR_SOUND |
bits_COND_PROVOKED,
bits_SOUND_DANGER,
"FaceTarget"
},
};
Task_t tlIdleBaStand[] =
{
{ TASK_STOP_MOVING, 0 },
{ TASK_SET_ACTIVITY, (float)ACT_IDLE },
{ TASK_WAIT, (float)2 }, // repick IDLESTAND every two seconds.
{ TASK_TLK_HEADRESET, (float)0 }, // reset head position
};
Schedule_t slIdleBaStand[] =
{
{
tlIdleBaStand,
ARRAYSIZE ( tlIdleBaStand ),
bits_COND_NEW_ENEMY |
bits_COND_LIGHT_DAMAGE |
bits_COND_HEAVY_DAMAGE |
bits_COND_HEAR_SOUND |
bits_COND_SMELL |
bits_COND_PROVOKED,
bits_SOUND_COMBAT |// sound flags - change these, and you'll break the talking code.
//bits_SOUND_PLAYER |
//bits_SOUND_WORLD |
bits_SOUND_DANGER |
bits_SOUND_MEAT |// scents
bits_SOUND_CARCASS |
bits_SOUND_GARBAGE,
"IdleStand"
},
};
DEFINE_CUSTOM_SCHEDULES( CBarney )
{
slBaFollow,
slBarneyEnemyDraw,
slBaFaceTarget,
slIdleBaStand,
};
IMPLEMENT_CUSTOM_SCHEDULES( CBarney, CTalkMonster );
void CBarney :: StartTask( Task_t *pTask )
{
CTalkMonster::StartTask( pTask );
}
void CBarney :: RunTask( Task_t *pTask )
{
switch ( pTask->iTask )
{
case TASK_RANGE_ATTACK1:
if (m_hEnemy != NULL && (m_hEnemy->IsPlayer()))
{
pev->framerate = 1.5;
}
CTalkMonster::RunTask( pTask );
break;
default:
CTalkMonster::RunTask( pTask );
break;
}
}
//=========================================================
// ISoundMask - returns a bit mask indicating which types
// of sounds this monster regards.
//=========================================================
int CBarney :: ISoundMask ( void)
{
return bits_SOUND_WORLD |
bits_SOUND_COMBAT |
bits_SOUND_CARCASS |
bits_SOUND_MEAT |
bits_SOUND_GARBAGE |
bits_SOUND_DANGER |
bits_SOUND_PLAYER;
}
//=========================================================
// Classify - indicates this monster's place in the
// relationship table.
//=========================================================
int CBarney :: Classify ( void )
{
return CLASS_PLAYER_ALLY;
}
//=========================================================
// ALertSound - barney says "Freeze!"
//=========================================================
void CBarney :: AlertSound( void )
{
if ( m_hEnemy != NULL )
{
if ( FOkToSpeak() )
{
PlaySentence( "BA_ATTACK", RANDOM_FLOAT(2.8, 3.2), VOL_NORM, ATTN_IDLE );
}
}
}
//=========================================================
// SetYawSpeed - allows each sequence to have a different
// turn rate associated with it.
//=========================================================
void CBarney :: SetYawSpeed ( void )
{
int ys;
ys = 0;
switch ( m_Activity )
{
case ACT_IDLE:
ys = 70;
break;
case ACT_WALK:
ys = 70;
break;
case ACT_RUN:
ys = 90;
break;
default:
ys = 70;
break;
}
pev->yaw_speed = ys;
}
//=========================================================
// CheckRangeAttack1
//=========================================================
BOOL CBarney :: CheckRangeAttack1 ( float flDot, float flDist )
{
if ( flDist <= 1024 && flDot >= 0.5 )
{
if ( gpGlobals->time > m_checkAttackTime )
{
TraceResult tr;
Vector shootOrigin = pev->origin + Vector( 0, 0, 55 );
CBaseEntity *pEnemy = m_hEnemy;
Vector shootTarget = ( (pEnemy->BodyTarget( shootOrigin ) - pEnemy->pev->origin) + m_vecEnemyLKP );
UTIL_TraceLine( shootOrigin, shootTarget, dont_ignore_monsters, ENT(pev), &tr );
m_checkAttackTime = gpGlobals->time + 1;
if ( tr.flFraction == 1.0 || (tr.pHit != NULL && CBaseEntity::Instance(tr.pHit) == pEnemy) )
m_lastAttackCheck = TRUE;
else
m_lastAttackCheck = FALSE;
m_checkAttackTime = gpGlobals->time + 1.5;
}
return m_lastAttackCheck;
}
return FALSE;
}
//=========================================================
// BarneyFirePistol - shoots one round from the pistol at
// the enemy barney is facing.
//=========================================================
void CBarney :: BarneyFirePistol ( void )
{
Vector vecShootOrigin;
UTIL_MakeVectors(pev->angles);
vecShootOrigin = pev->origin + Vector( 0, 0, 55 );
Vector vecShootDir = ShootAtEnemy( vecShootOrigin );
Vector angDir = UTIL_VecToAngles( vecShootDir );
SetBlending( 0, angDir.x );
pev->effects = EF_MUZZLEFLASH;
FireBullets(1, vecShootOrigin, vecShootDir, VECTOR_CONE_2DEGREES, 1024, BULLET_MONSTER_9MM );
int pitchShift = RANDOM_LONG( 0, 20 );
// Only shift about half the time
if ( pitchShift > 10 )
pitchShift = 0;
else
pitchShift -= 5;
EMIT_SOUND_DYN( ENT(pev), CHAN_WEAPON, "barney/ba_attack2.wav", 1, ATTN_NORM, 0, 100 + pitchShift );
CSoundEnt::InsertSound ( bits_SOUND_COMBAT, pev->origin, 384, 0.3 );
// UNDONE: Reload?
m_cAmmoLoaded--;// take away a bullet!
}
//=========================================================
// HandleAnimEvent - catches the monster-specific messages
// that occur when tagged animation frames are played.
//
// Returns number of events handled, 0 if none.
//=========================================================
void CBarney :: HandleAnimEvent( MonsterEvent_t *pEvent )
{
switch( pEvent->event )
{
case BARNEY_AE_SHOOT:
BarneyFirePistol();
break;
case BARNEY_AE_DRAW:
// barney's bodygroup switches here so he can pull gun from holster
pev->body = BARNEY_BODY_GUNDRAWN;
m_fGunDrawn = TRUE;
break;
case BARNEY_AE_HOLSTER:
// change bodygroup to replace gun in holster
pev->body = BARNEY_BODY_GUNHOLSTERED;
m_fGunDrawn = FALSE;
break;
default:
CTalkMonster::HandleAnimEvent( pEvent );
}
}
//=========================================================
// Spawn
//=========================================================
void CBarney :: Spawn()
{
Precache( );
SET_MODEL(ENT(pev), "models/barney.mdl");
UTIL_SetSize(pev, VEC_HUMAN_HULL_MIN, VEC_HUMAN_HULL_MAX);
pev->solid = SOLID_SLIDEBOX;
pev->movetype = MOVETYPE_STEP;
m_bloodColor = BLOOD_COLOR_RED;
pev->health = gSkillData.barneyHealth;
pev->view_ofs = Vector ( 0, 0, 50 );// position of the eyes relative to monster's origin.
m_flFieldOfView = VIEW_FIELD_WIDE; // NOTE: we need a wide field of view so npc will notice player and say hello
m_MonsterState = MONSTERSTATE_NONE;
pev->body = 0; // gun in holster
m_fGunDrawn = FALSE;
m_afCapability = bits_CAP_HEAR | bits_CAP_TURN_HEAD | bits_CAP_DOORS_GROUP;
MonsterInit();
SetUse( FollowerUse );
}
//=========================================================
// Precache - precaches all resources this monster needs
//=========================================================
void CBarney :: Precache()
{
PRECACHE_MODEL("models/barney.mdl");
PRECACHE_SOUND("barney/ba_attack1.wav" );
PRECACHE_SOUND("barney/ba_attack2.wav" );
PRECACHE_SOUND("barney/ba_pain1.wav");
PRECACHE_SOUND("barney/ba_pain2.wav");
PRECACHE_SOUND("barney/ba_pain3.wav");
PRECACHE_SOUND("barney/ba_die1.wav");
PRECACHE_SOUND("barney/ba_die2.wav");
PRECACHE_SOUND("barney/ba_die3.wav");
// every new barney must call this, otherwise
// when a level is loaded, nobody will talk (time is reset to 0)
TalkInit();
CTalkMonster::Precache();
}
// Init talk data
void CBarney :: TalkInit()
{
CTalkMonster::TalkInit();
// scientists speach group names (group names are in sentences.txt)
m_szGrp[TLK_ANSWER] = "BA_ANSWER";
m_szGrp[TLK_QUESTION] = "BA_QUESTION";
m_szGrp[TLK_IDLE] = "BA_IDLE";
m_szGrp[TLK_STARE] = "BA_STARE";
m_szGrp[TLK_USE] = "BA_OK";
m_szGrp[TLK_UNUSE] = "BA_WAIT";
m_szGrp[TLK_STOP] = "BA_STOP";
m_szGrp[TLK_NOSHOOT] = "BA_SCARED";
m_szGrp[TLK_HELLO] = "BA_HELLO";
m_szGrp[TLK_PLHURT1] = "!BA_CUREA";
m_szGrp[TLK_PLHURT2] = "!BA_CUREB";
m_szGrp[TLK_PLHURT3] = "!BA_CUREC";
m_szGrp[TLK_PHELLO] = NULL; //"BA_PHELLO"; // UNDONE
m_szGrp[TLK_PIDLE] = NULL; //"BA_PIDLE"; // UNDONE
m_szGrp[TLK_PQUESTION] = "BA_PQUEST"; // UNDONE
m_szGrp[TLK_SMELL] = "BA_SMELL";
m_szGrp[TLK_WOUND] = "BA_WOUND";
m_szGrp[TLK_MORTAL] = "BA_MORTAL";
// get voice for head - just one barney voice for now
m_voicePitch = 100;
}
static BOOL IsFacing( entvars_t *pevTest, const Vector &reference )
{
Vector vecDir = (reference - pevTest->origin);
vecDir.z = 0;
vecDir = vecDir.Normalize();
Vector forward, angle;
angle = pevTest->viewangles;
angle.x = 0;
UTIL_MakeVectorsPrivate( angle, forward, NULL, NULL );
// He's facing me, he meant it
if ( DotProduct( forward, vecDir ) > 0.96 ) // +/- 15 degrees or so
{
return TRUE;
}
return FALSE;
}
int CBarney :: TakeDamage( entvars_t* pevInflictor, entvars_t* pevAttacker, float flDamage, int bitsDamageType)
{
// make sure friends talk about it if player hurts talkmonsters...
int ret = CTalkMonster::TakeDamage(pevInflictor, pevAttacker, flDamage, bitsDamageType);
if ( !IsAlive() || pev->deadflag == DEAD_DYING )
return ret;
if ( m_MonsterState != MONSTERSTATE_PRONE && (pevAttacker->flags & FL_CLIENT) )
{
m_flPlayerDamage += flDamage;
// This is a heurstic to determine if the player intended to harm me
// If I have an enemy, we can't establish intent (may just be crossfire)
if ( m_hEnemy == NULL )
{
// If the player was facing directly at me, or I'm already suspicious, get mad
if ( (m_afMemory & bits_MEMORY_SUSPICIOUS) || IsFacing( pevAttacker, pev->origin ) )
{
// Alright, now I'm pissed!
PlaySentence( "BA_MAD", 4, VOL_NORM, ATTN_NORM );
Remember( bits_MEMORY_PROVOKED );
StopFollowing( TRUE );
}
else
{
// Hey, be careful with that
PlaySentence( "BA_SHOT", 4, VOL_NORM, ATTN_NORM );
Remember( bits_MEMORY_SUSPICIOUS );
}
}
else if ( !(m_hEnemy->IsPlayer()) && pev->deadflag == DEAD_NO )
{
PlaySentence( "BA_SHOT", 4, VOL_NORM, ATTN_NORM );
}
}
return ret;
}
//=========================================================
// PainSound
//=========================================================
void CBarney :: PainSound ( void )
{
if (gpGlobals->time < m_painTime)
return;
m_painTime = gpGlobals->time + RANDOM_FLOAT(0.5, 0.75);
switch (RANDOM_LONG(0,2))
{
case 0: EMIT_SOUND_DYN( ENT(pev), CHAN_VOICE, "barney/ba_pain1.wav", 1, ATTN_NORM, 0, GetVoicePitch()); break;
case 1: EMIT_SOUND_DYN( ENT(pev), CHAN_VOICE, "barney/ba_pain2.wav", 1, ATTN_NORM, 0, GetVoicePitch()); break;
case 2: EMIT_SOUND_DYN( ENT(pev), CHAN_VOICE, "barney/ba_pain3.wav", 1, ATTN_NORM, 0, GetVoicePitch()); break;
}
}
//=========================================================
// DeathSound
//=========================================================
void CBarney :: DeathSound ( void )
{
switch (RANDOM_LONG(0,2))
{
case 0: EMIT_SOUND_DYN( ENT(pev), CHAN_VOICE, "barney/ba_die1.wav", 1, ATTN_NORM, 0, GetVoicePitch()); break;
case 1: EMIT_SOUND_DYN( ENT(pev), CHAN_VOICE, "barney/ba_die2.wav", 1, ATTN_NORM, 0, GetVoicePitch()); break;
case 2: EMIT_SOUND_DYN( ENT(pev), CHAN_VOICE, "barney/ba_die3.wav", 1, ATTN_NORM, 0, GetVoicePitch()); break;
}
}
void CBarney::TraceAttack( entvars_t *pevAttacker, float flDamage, Vector vecDir, TraceResult *ptr, int bitsDamageType)
{
switch( ptr->iHitgroup)
{
case HITGROUP_CHEST:
case HITGROUP_STOMACH:
if (bitsDamageType & (DMG_BULLET | DMG_SLASH | DMG_BLAST))
{
flDamage = flDamage / 2;
}
break;
case 10:
if (bitsDamageType & (DMG_BULLET | DMG_SLASH | DMG_CLUB))
{
flDamage -= 20;
if (flDamage <= 0)
{
UTIL_Ricochet( ptr->vecEndPos, 1.0 );
flDamage = 0.01;
}
}
// always a head shot
ptr->iHitgroup = HITGROUP_HEAD;
break;
}
CTalkMonster::TraceAttack( pevAttacker, flDamage, vecDir, ptr, bitsDamageType );
}
void CBarney::Killed( entvars_t *pevAttacker, int iGib )
{
if ( pev->body < BARNEY_BODY_GUNGONE )
{// drop the gun!
Vector vecGunPos;
Vector vecGunAngles;
pev->body = BARNEY_BODY_GUNGONE;
GetAttachment( 0, vecGunPos, vecGunAngles );
CBaseEntity *pGun = DropItem( "weapon_9mmhandgun", vecGunPos, vecGunAngles );
}
SetUse( NULL );
CTalkMonster::Killed( pevAttacker, iGib );
}
//=========================================================
// AI Schedules Specific to this monster
//=========================================================
Schedule_t* CBarney :: GetScheduleOfType ( int Type )
{
Schedule_t *psched;
switch( Type )
{
case SCHED_ARM_WEAPON:
if ( m_hEnemy != NULL )
{
// face enemy, then draw.
return slBarneyEnemyDraw;
}
break;
// Hook these to make a looping schedule
case SCHED_TARGET_FACE:
// call base class default so that barney will talk
// when 'used'
psched = CTalkMonster::GetScheduleOfType(Type);
if (psched == slIdleStand)
return slBaFaceTarget; // override this for different target face behavior
else
return psched;
case SCHED_TARGET_CHASE:
return slBaFollow;
case SCHED_IDLE_STAND:
// call base class default so that scientist will talk
// when standing during idle
psched = CTalkMonster::GetScheduleOfType(Type);
if (psched == slIdleStand)
{
// just look straight ahead.
return slIdleBaStand;
}
else
return psched;
}
return CTalkMonster::GetScheduleOfType( Type );
}
//=========================================================
// GetSchedule - Decides which type of schedule best suits
// the monster's current state and conditions. Then calls
// monster's member function to get a pointer to a schedule
// of the proper type.
//=========================================================
Schedule_t *CBarney :: GetSchedule ( void )
{
if ( HasConditions( bits_COND_HEAR_SOUND ) )
{
CSound *pSound;
pSound = PBestSound();
ASSERT( pSound != NULL );
if ( pSound && (pSound->m_iType & bits_SOUND_DANGER) )
return GetScheduleOfType( SCHED_TAKE_COVER_FROM_BEST_SOUND );
}
if ( HasConditions( bits_COND_ENEMY_DEAD ) && FOkToSpeak() )
{
PlaySentence( "BA_KILL", 4, VOL_NORM, ATTN_NORM );
}
switch( m_MonsterState )
{
case MONSTERSTATE_COMBAT:
{
// dead enemy
if ( HasConditions( bits_COND_ENEMY_DEAD ) )
{
// call base class, all code to handle dead enemies is centralized there.
return CBaseMonster :: GetSchedule();
}
// always act surprized with a new enemy
if ( HasConditions( bits_COND_NEW_ENEMY ) && HasConditions( bits_COND_LIGHT_DAMAGE) )
return GetScheduleOfType( SCHED_SMALL_FLINCH );
// wait for one schedule to draw gun
if (!m_fGunDrawn )
return GetScheduleOfType( SCHED_ARM_WEAPON );
if ( HasConditions( bits_COND_HEAVY_DAMAGE ) )
return GetScheduleOfType( SCHED_TAKE_COVER_FROM_ENEMY );
}
break;
case MONSTERSTATE_ALERT:
case MONSTERSTATE_IDLE:
if ( HasConditions(bits_COND_LIGHT_DAMAGE | bits_COND_HEAVY_DAMAGE))
{
// flinch if hurt
return GetScheduleOfType( SCHED_SMALL_FLINCH );
}
if ( m_hEnemy == NULL && IsFollowing() )
{
if ( !m_hTargetEnt->IsAlive() )
{
// UNDONE: Comment about the recently dead player here?
StopFollowing( FALSE );
break;
}
else
{
if ( HasConditions( bits_COND_CLIENT_PUSH ) )
{
return GetScheduleOfType( SCHED_MOVE_AWAY_FOLLOW );
}
return GetScheduleOfType( SCHED_TARGET_FACE );
}
}
if ( HasConditions( bits_COND_CLIENT_PUSH ) )
{
return GetScheduleOfType( SCHED_MOVE_AWAY );
}
// try to say something about smells
TrySmellTalk();
break;
}
return CTalkMonster::GetSchedule();
}
MONSTERSTATE CBarney :: GetIdealState ( void )
{
return CTalkMonster::GetIdealState();
}
void CBarney::DeclineFollowing( void )
{
PlaySentence( "BA_POK", 2, VOL_NORM, ATTN_NORM );
}
//=========================================================
// DEAD BARNEY PROP
//
// Designer selects a pose in worldcraft, 0 through num_poses-1
// this value is added to what is selected as the 'first dead pose'
// among the monster's normal animations. All dead poses must
// appear sequentially in the model file. Be sure and set
// the m_iFirstPose properly!
//
//=========================================================
class CDeadBarney : public CBaseMonster
{
public:
void Spawn( void );
int Classify ( void ) { return CLASS_PLAYER_ALLY; }
void KeyValue( KeyValueData *pkvd );
int m_iPose;// which sequence to display -- temporary, don't need to save
static char *m_szPoses[3];
};
char *CDeadBarney::m_szPoses[] = { "lying_on_back", "lying_on_side", "lying_on_stomach" };
void CDeadBarney::KeyValue( KeyValueData *pkvd )
{
if (FStrEq(pkvd->szKeyName, "pose"))
{
m_iPose = atoi(pkvd->szValue);
pkvd->fHandled = TRUE;
}
else
CBaseMonster::KeyValue( pkvd );
}
LINK_ENTITY_TO_CLASS( monster_barney_dead, CDeadBarney );
//=========================================================
// ********** DeadBarney SPAWN **********
//=========================================================
void CDeadBarney :: Spawn( )
{
PRECACHE_MODEL("models/barney.mdl");
SET_MODEL(ENT(pev), "models/barney.mdl");
pev->effects = 0;
pev->yaw_speed = 8;
pev->sequence = 0;
m_bloodColor = BLOOD_COLOR_RED;
pev->sequence = LookupSequence( m_szPoses[m_iPose] );
if (pev->sequence == -1)
{
ALERT ( at_console, "Dead barney with bad pose\n" );
}
// Corpses have less health
pev->health = 8;//gSkillData.barneyHealth;
MonsterInitDead();
}

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/***
*
* Copyright (c) 1999, 2000 Valve LLC. All rights reserved.
*
* This product contains software technology licensed from Id
* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
* All Rights Reserved.
*
* This source code contains proprietary and confidential information of
* Valve LLC and its suppliers. Access to this code is restricted to
* persons who have executed a written SDK license with Valve. Any access,
* use or distribution of this code by or to any unlicensed person is illegal.
*
****/
#ifndef BASEMONSTER_H
#define BASEMONSTER_H
//
// generic Monster
//
class CBaseMonster : public CBaseToggle
{
private:
int m_afConditions;
public:
typedef enum
{
SCRIPT_PLAYING = 0, // Playing the sequence
SCRIPT_WAIT, // Waiting on everyone in the script to be ready
SCRIPT_CLEANUP, // Cancelling the script / cleaning up
SCRIPT_WALK_TO_MARK,
SCRIPT_RUN_TO_MARK,
} SCRIPTSTATE;
// these fields have been added in the process of reworking the state machine. (sjb)
EHANDLE m_hEnemy; // the entity that the monster is fighting.
EHANDLE m_hTargetEnt; // the entity that the monster is trying to reach
EHANDLE m_hOldEnemy[ MAX_OLD_ENEMIES ];
Vector m_vecOldEnemy[ MAX_OLD_ENEMIES ];
float m_flFieldOfView;// width of monster's field of view ( dot product )
float m_flWaitFinished;// if we're told to wait, this is the time that the wait will be over.
float m_flMoveWaitFinished;
Activity m_Activity;// what the monster is doing (animation)
Activity m_IdealActivity;// monster should switch to this activity
int m_LastHitGroup; // the last body region that took damage
MONSTERSTATE m_MonsterState;// monster's current state
MONSTERSTATE m_IdealMonsterState;// monster should change to this state
int m_iTaskStatus;
Schedule_t *m_pSchedule;
int m_iScheduleIndex;
WayPoint_t m_Route[ ROUTE_SIZE ]; // Positions of movement
int m_movementGoal; // Goal that defines route
int m_iRouteIndex; // index into m_Route[]
float m_moveWaitTime; // How long I should wait for something to move
Vector m_vecMoveGoal; // kept around for node graph moves, so we know our ultimate goal
Activity m_movementActivity; // When moving, set this activity
int m_iAudibleList; // first index of a linked list of sounds that the monster can hear.
int m_afSoundTypes;
Vector m_vecLastPosition;// monster sometimes wants to return to where it started after an operation.
int m_iHintNode; // this is the hint node that the monster is moving towards or performing active idle on.
int m_afMemory;
int m_iMaxHealth;// keeps track of monster's maximum health value (for re-healing, etc)
Vector m_vecEnemyLKP;// last known position of enemy. (enemy's origin)
int m_cAmmoLoaded; // how much ammo is in the weapon (used to trigger reload anim sequences)
int m_afCapability;// tells us what a monster can/can't do.
float m_flNextAttack; // cannot attack again until this time
int m_bitsDamageType; // what types of damage has monster (player) taken
BYTE m_rgbTimeBasedDamage[CDMG_TIMEBASED];
int m_lastDamageAmount;// how much damage did monster (player) last take
// time based damage counters, decr. 1 per 2 seconds
int m_bloodColor; // color of blood particless
int m_failSchedule; // Schedule type to choose if current schedule fails
float m_flHungryTime;// set this is a future time to stop the monster from eating for a while.
float m_flDistTooFar; // if enemy farther away than this, bits_COND_ENEMY_TOOFAR set in CheckEnemy
float m_flDistLook; // distance monster sees (Default 2048)
int m_iTriggerCondition;// for scripted AI, this is the condition that will cause the activation of the monster's TriggerTarget
string_t m_iszTriggerTarget;// name of target that should be fired.
Vector m_HackedGunPos; // HACK until we can query end of gun
// Scripted sequence Info
SCRIPTSTATE m_scriptState; // internal cinematic state
CCineMonster *m_pCine;
virtual int Save( CSave &save );
virtual int Restore( CRestore &restore );
static TYPEDESCRIPTION m_SaveData[];
void KeyValue( KeyValueData *pkvd );
// monster use function
void EXPORT MonsterUse( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value );
void EXPORT CorpseUse( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value );
// overrideable Monster member functions
virtual int BloodColor( void ) { return m_bloodColor; }
virtual CBaseMonster *MyMonsterPointer( void ) { return this; }
virtual void Look ( int iDistance );// basic sight function for monsters
virtual void RunAI ( void );// core ai function!
void Listen ( void );
virtual BOOL IsAlive( void ) { return (pev->deadflag != DEAD_DEAD); }
virtual BOOL ShouldFadeOnDeath( void );
// Basic Monster AI functions
virtual float ChangeYaw ( int speed );
float VecToYaw( Vector vecDir );
float FlYawDiff ( void );
float DamageForce( float damage );
// stuff written for new state machine
virtual void MonsterThink( void );
void EXPORT CallMonsterThink( void ) { this->MonsterThink(); }
virtual int IRelationship ( CBaseEntity *pTarget );
virtual void MonsterInit ( void );
virtual void MonsterInitDead( void ); // Call after animation/pose is set up
virtual void BecomeDead( void );
void EXPORT CorpseFallThink( void );
void EXPORT MonsterInitThink ( void );
virtual void StartMonster ( void );
virtual CBaseEntity* BestVisibleEnemy ( void );// finds best visible enemy for attack
virtual BOOL FInViewCone ( CBaseEntity *pEntity );// see if pEntity is in monster's view cone
virtual BOOL FInViewCone ( Vector *pOrigin );// see if given location is in monster's view cone
virtual void HandleAnimEvent( MonsterEvent_t *pEvent );
virtual int CheckLocalMove ( const Vector &vecStart, const Vector &vecEnd, CBaseEntity *pTarget, float *pflDist );// check validity of a straight move through space
virtual void Move( float flInterval = 0.1 );
virtual void MoveExecute( CBaseEntity *pTargetEnt, const Vector &vecDir, float flInterval );
virtual BOOL ShouldAdvanceRoute( float flWaypointDist );
virtual Activity GetStoppedActivity( void ) { return ACT_IDLE; }
virtual void Stop( void ) { m_IdealActivity = GetStoppedActivity(); }
// This will stop animation until you call ResetSequenceInfo() at some point in the future
inline void StopAnimation( void ) { pev->framerate = 0; }
// these functions will survey conditions and set appropriate conditions bits for attack types.
virtual BOOL CheckRangeAttack1( float flDot, float flDist );
virtual BOOL CheckRangeAttack2( float flDot, float flDist );
virtual BOOL CheckMeleeAttack1( float flDot, float flDist );
virtual BOOL CheckMeleeAttack2( float flDot, float flDist );
BOOL FHaveSchedule( void );
BOOL FScheduleValid ( void );
void ClearSchedule( void );
BOOL FScheduleDone ( void );
void ChangeSchedule ( Schedule_t *pNewSchedule );
void NextScheduledTask ( void );
Schedule_t *ScheduleInList( const char *pName, Schedule_t **pList, int listCount );
virtual Schedule_t *ScheduleFromName( const char *pName );
static Schedule_t *m_scheduleList[];
void MaintainSchedule ( void );
virtual void StartTask ( Task_t *pTask );
virtual void RunTask ( Task_t *pTask );
virtual Schedule_t *GetScheduleOfType( int Type );
virtual Schedule_t *GetSchedule( void );
virtual void ScheduleChange( void ) {}
// virtual int CanPlaySequence( void ) { return ((m_pCine == NULL) && (m_MonsterState == MONSTERSTATE_NONE || m_MonsterState == MONSTERSTATE_IDLE || m_IdealMonsterState == MONSTERSTATE_IDLE)); }
virtual int CanPlaySequence( BOOL fDisregardState, int interruptLevel );
virtual int CanPlaySentence( BOOL fDisregardState ) { return IsAlive(); }
virtual void PlaySentence( const char *pszSentence, float duration, float volume, float attenuation );
virtual void PlayScriptedSentence( const char *pszSentence, float duration, float volume, float attenuation, BOOL bConcurrent, CBaseEntity *pListener );
virtual void SentenceStop( void );
Task_t *GetTask ( void );
virtual MONSTERSTATE GetIdealState ( void );
virtual void SetActivity ( Activity NewActivity );
void SetSequenceByName ( char *szSequence );
void SetState ( MONSTERSTATE State );
virtual void ReportAIState( void );
void CheckAttacks ( CBaseEntity *pTarget, float flDist );
virtual int CheckEnemy ( CBaseEntity *pEnemy );
void PushEnemy( CBaseEntity *pEnemy, Vector &vecLastKnownPos );
BOOL PopEnemy( void );
BOOL FGetNodeRoute ( Vector vecDest );
inline void TaskComplete( void ) { if ( !HasConditions(bits_COND_TASK_FAILED) ) m_iTaskStatus = TASKSTATUS_COMPLETE; }
void MovementComplete( void );
inline void TaskFail( void ) { SetConditions(bits_COND_TASK_FAILED); }
inline void TaskBegin( void ) { m_iTaskStatus = TASKSTATUS_RUNNING; }
int TaskIsRunning( void );
inline int TaskIsComplete( void ) { return (m_iTaskStatus == TASKSTATUS_COMPLETE); }
inline int MovementIsComplete( void ) { return (m_movementGoal == MOVEGOAL_NONE); }
int IScheduleFlags ( void );
BOOL FRefreshRoute( void );
BOOL FRouteClear ( void );
void RouteSimplify( CBaseEntity *pTargetEnt );
void AdvanceRoute ( float distance );
virtual BOOL FTriangulate ( const Vector &vecStart , const Vector &vecEnd, float flDist, CBaseEntity *pTargetEnt, Vector *pApex );
void MakeIdealYaw( Vector vecTarget );
virtual void SetYawSpeed ( void ) { return; };// allows different yaw_speeds for each activity
BOOL BuildRoute ( const Vector &vecGoal, int iMoveFlag, CBaseEntity *pTarget );
virtual BOOL BuildNearestRoute ( Vector vecThreat, Vector vecViewOffset, float flMinDist, float flMaxDist );
int RouteClassify( int iMoveFlag );
void InsertWaypoint ( Vector vecLocation, int afMoveFlags );
BOOL FindLateralCover ( const Vector &vecThreat, const Vector &vecViewOffset );
virtual BOOL FindCover ( Vector vecThreat, Vector vecViewOffset, float flMinDist, float flMaxDist );
virtual BOOL FValidateCover ( const Vector &vecCoverLocation ) { return TRUE; };
virtual float CoverRadius( void ) { return 784; } // Default cover radius
virtual BOOL FCanCheckAttacks ( void );
virtual void CheckAmmo( void ) { return; };
virtual int IgnoreConditions ( void );
inline void SetConditions( int iConditions ) { m_afConditions |= iConditions; }
inline void ClearConditions( int iConditions ) { m_afConditions &= ~iConditions; }
inline BOOL HasConditions( int iConditions ) { if ( m_afConditions & iConditions ) return TRUE; return FALSE; }
inline BOOL HasAllConditions( int iConditions ) { if ( (m_afConditions & iConditions) == iConditions ) return TRUE; return FALSE; }
virtual BOOL FValidateHintType( short sHint );
int FindHintNode ( void );
virtual BOOL FCanActiveIdle ( void );
void SetTurnActivity ( void );
float FLSoundVolume ( CSound *pSound );
BOOL MoveToNode( Activity movementAct, float waitTime, const Vector &goal );
BOOL MoveToTarget( Activity movementAct, float waitTime );
BOOL MoveToLocation( Activity movementAct, float waitTime, const Vector &goal );
BOOL MoveToEnemy( Activity movementAct, float waitTime );
// Returns the time when the door will be open
float OpenDoorAndWait( entvars_t *pevDoor );
virtual int ISoundMask( void );
virtual CSound* PBestSound ( void );
virtual CSound* PBestScent ( void );
virtual float HearingSensitivity( void ) { return 1.0; };
BOOL FBecomeProne ( void );
virtual void BarnacleVictimBitten( entvars_t *pevBarnacle );
virtual void BarnacleVictimReleased( void );
void SetEyePosition ( void );
BOOL FShouldEat( void );// see if a monster is 'hungry'
void Eat ( float flFullDuration );// make the monster 'full' for a while.
CBaseEntity *CheckTraceHullAttack( float flDist, int iDamage, int iDmgType );
BOOL FacingIdeal( void );
BOOL FCheckAITrigger( void );// checks and, if necessary, fires the monster's trigger target.
BOOL NoFriendlyFire( void );
BOOL BBoxFlat( void );
// PrescheduleThink
virtual void PrescheduleThink( void ) { return; };
BOOL GetEnemy ( void );
void MakeDamageBloodDecal ( int cCount, float flNoise, TraceResult *ptr, const Vector &vecDir );
void TraceAttack( entvars_t *pevAttacker, float flDamage, Vector vecDir, TraceResult *ptr, int bitsDamageType);
// combat functions
float UpdateTarget ( entvars_t *pevTarget );
virtual Activity GetDeathActivity ( void );
Activity GetSmallFlinchActivity( void );
virtual void Killed( entvars_t *pevAttacker, int iGib );
virtual void GibMonster( void );
BOOL ShouldGibMonster( int iGib );
void CallGibMonster( void );
virtual BOOL HasHumanGibs( void );
virtual BOOL HasAlienGibs( void );
virtual void FadeMonster( void ); // Called instead of GibMonster() when gibs are disabled
Vector ShootAtEnemy( const Vector &shootOrigin );
virtual Vector BodyTarget( const Vector &posSrc ) { return Center( ) * 0.75 + EyePosition() * 0.25; }; // position to shoot at
virtual Vector GetGunPosition( void );
virtual int TakeHealth( float flHealth, int bitsDamageType );
virtual int TakeDamage( entvars_t* pevInflictor, entvars_t* pevAttacker, float flDamage, int bitsDamageType);
int DeadTakeDamage( entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, int bitsDamageType );
void RadiusDamage(entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, int iClassIgnore, int bitsDamageType );
void RadiusDamage(Vector vecSrc, entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, int iClassIgnore, int bitsDamageType );
virtual int IsMoving( void ) { return m_movementGoal != MOVEGOAL_NONE; }
void RouteClear( void );
void RouteNew( void );
virtual void DeathSound ( void ) { return; };
virtual void AlertSound ( void ) { return; };
virtual void IdleSound ( void ) { return; };
virtual void PainSound ( void ) { return; };
virtual void StopFollowing( BOOL clearSchedule ) {}
inline void Remember( int iMemory ) { m_afMemory |= iMemory; }
inline void Forget( int iMemory ) { m_afMemory &= ~iMemory; }
inline BOOL HasMemory( int iMemory ) { if ( m_afMemory & iMemory ) return TRUE; return FALSE; }
inline BOOL HasAllMemories( int iMemory ) { if ( (m_afMemory & iMemory) == iMemory ) return TRUE; return FALSE; }
BOOL ExitScriptedSequence( );
BOOL CineCleanup( );
CBaseEntity* DropItem ( char *pszItemName, const Vector &vecPos, const Vector &vecAng );// drop an item.
};
#endif // BASEMONSTER_H

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/***
*
* Copyright (c) 1999, 2000 Valve LLC. All rights reserved.
*
* This product contains software technology licensed from Id
* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
* All Rights Reserved.
*
* This source code contains proprietary and confidential information of
* Valve LLC and its suppliers. Access to this code is restricted to
* persons who have executed a written SDK license with Valve. Any access,
* use or distribution of this code by or to any unlicensed person is illegal.
*
****/
//=========================================================
// Bloater
//=========================================================
#include "extdll.h"
#include "util.h"
#include "cbase.h"
#include "monsters.h"
#include "schedule.h"
//=========================================================
// Monster's Anim Events Go Here
//=========================================================
#define BLOATER_AE_ATTACK_MELEE1 0x01
class CBloater : public CBaseMonster
{
public:
void Spawn( void );
void Precache( void );
void SetYawSpeed( void );
int Classify ( void );
void HandleAnimEvent( MonsterEvent_t *pEvent );
void PainSound( void );
void AlertSound( void );
void IdleSound( void );
void AttackSnd( void );
// No range attacks
BOOL CheckRangeAttack1 ( float flDot, float flDist ) { return FALSE; }
BOOL CheckRangeAttack2 ( float flDot, float flDist ) { return FALSE; }
int TakeDamage( entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, int bitsDamageType );
};
LINK_ENTITY_TO_CLASS( monster_bloater, CBloater );
//=========================================================
// Classify - indicates this monster's place in the
// relationship table.
//=========================================================
int CBloater :: Classify ( void )
{
return CLASS_ALIEN_MONSTER;
}
//=========================================================
// SetYawSpeed - allows each sequence to have a different
// turn rate associated with it.
//=========================================================
void CBloater :: SetYawSpeed ( void )
{
int ys;
ys = 120;
#if 0
switch ( m_Activity )
{
}
#endif
pev->yaw_speed = ys;
}
int CBloater :: TakeDamage( entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, int bitsDamageType )
{
PainSound();
return CBaseMonster::TakeDamage( pevInflictor, pevAttacker, flDamage, bitsDamageType );
}
void CBloater :: PainSound( void )
{
#if 0
int pitch = 95 + RANDOM_LONG(0,9);
switch (RANDOM_LONG(0,5))
{
case 0:
EMIT_SOUND_DYN(ENT(pev), CHAN_VOICE, "zombie/zo_pain1.wav", 1.0, ATTN_NORM, 0, pitch);
break;
case 1:
EMIT_SOUND_DYN(ENT(pev), CHAN_VOICE, "zombie/zo_pain2.wav", 1.0, ATTN_NORM, 0, pitch);
break;
default:
break;
}
#endif
}
void CBloater :: AlertSound( void )
{
#if 0
int pitch = 95 + RANDOM_LONG(0,9);
switch (RANDOM_LONG(0,2))
{
case 0:
EMIT_SOUND_DYN(ENT(pev), CHAN_VOICE, "zombie/zo_alert10.wav", 1.0, ATTN_NORM, 0, pitch);
break;
case 1:
EMIT_SOUND_DYN(ENT(pev), CHAN_VOICE, "zombie/zo_alert20.wav", 1.0, ATTN_NORM, 0, pitch);
break;
case 2:
EMIT_SOUND_DYN(ENT(pev), CHAN_VOICE, "zombie/zo_alert30.wav", 1.0, ATTN_NORM, 0, pitch);
break;
}
#endif
}
void CBloater :: IdleSound( void )
{
#if 0
int pitch = 95 + RANDOM_LONG(0,9);
switch (RANDOM_LONG(0,2))
{
case 0:
EMIT_SOUND_DYN(ENT(pev), CHAN_VOICE, "zombie/zo_idle1.wav", 1.0, ATTN_NORM, 0, pitch);
break;
case 1:
EMIT_SOUND_DYN(ENT(pev), CHAN_VOICE, "zombie/zo_idle2.wav", 1.0, ATTN_NORM, 0, pitch);
break;
case 2:
EMIT_SOUND_DYN(ENT(pev), CHAN_VOICE, "zombie/zo_idle3.wav", 1.0, ATTN_NORM, 0, pitch);
break;
}
#endif
}
void CBloater :: AttackSnd( void )
{
#if 0
int pitch = 95 + RANDOM_LONG(0,9);
switch (RANDOM_LONG(0,1))
{
case 0:
EMIT_SOUND_DYN(ENT(pev), CHAN_VOICE, "zombie/zo_attack1.wav", 1.0, ATTN_NORM, 0, pitch);
break;
case 1:
EMIT_SOUND_DYN(ENT(pev), CHAN_VOICE, "zombie/zo_attack2.wav", 1.0, ATTN_NORM, 0, pitch);
break;
}
#endif
}
//=========================================================
// HandleAnimEvent - catches the monster-specific messages
// that occur when tagged animation frames are played.
//=========================================================
void CBloater :: HandleAnimEvent( MonsterEvent_t *pEvent )
{
switch( pEvent->event )
{
case BLOATER_AE_ATTACK_MELEE1:
{
// do stuff for this event.
AttackSnd();
}
break;
default:
CBaseMonster::HandleAnimEvent( pEvent );
break;
}
}
//=========================================================
// Spawn
//=========================================================
void CBloater :: Spawn()
{
Precache( );
SET_MODEL(ENT(pev), "models/floater.mdl");
UTIL_SetSize( pev, VEC_HUMAN_HULL_MIN, VEC_HUMAN_HULL_MAX );
pev->solid = SOLID_SLIDEBOX;
pev->movetype = MOVETYPE_FLY;
pev->spawnflags |= FL_FLY;
m_bloodColor = BLOOD_COLOR_GREEN;
pev->health = 40;
pev->view_ofs = VEC_VIEW;// position of the eyes relative to monster's origin.
m_flFieldOfView = 0.5;// indicates the width of this monster's forward view cone ( as a dotproduct result )
m_MonsterState = MONSTERSTATE_NONE;
MonsterInit();
}
//=========================================================
// Precache - precaches all resources this monster needs
//=========================================================
void CBloater :: Precache()
{
PRECACHE_MODEL("models/floater.mdl");
}
//=========================================================
// AI Schedules Specific to this monster
//=========================================================

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/***
*
* Copyright (c) 1999, 2000 Valve LLC. All rights reserved.
*
* This product contains software technology licensed from Id
* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
* All Rights Reserved.
*
* Use, distribution, and modification of this source code and/or resulting
* object code is restricted to non-commercial enhancements to products from
* Valve LLC. All other use, distribution, or modification is prohibited
* without written permission from Valve LLC.
*
****/
/*
===== bmodels.cpp ========================================================
spawn, think, and use functions for entities that use brush models
*/
#include "extdll.h"
#include "util.h"
#include "cbase.h"
#include "doors.h"
extern DLL_GLOBAL Vector g_vecAttackDir;
#define SF_BRUSH_ACCDCC 16// brush should accelerate and decelerate when toggled
#define SF_BRUSH_HURT 32// rotating brush that inflicts pain based on rotation speed
#define SF_ROTATING_NOT_SOLID 64 // some special rotating objects are not solid.
// covering cheesy noise1, noise2, & noise3 fields so they make more sense (for rotating fans)
#define noiseStart noise1
#define noiseStop noise2
#define noiseRunning noise3
#define SF_PENDULUM_SWING 2 // spawnflag that makes a pendulum a rope swing.
//
// BModelOrigin - calculates origin of a bmodel from absmin/size because all bmodel origins are 0 0 0
//
Vector VecBModelOrigin( entvars_t* pevBModel )
{
return pevBModel->absmin + ( pevBModel->size * 0.5 );
}
// =================== FUNC_WALL ==============================================
/*QUAKED func_wall (0 .5 .8) ?
This is just a solid wall if not inhibited
*/
class CFuncWall : public CBaseEntity
{
public:
void Spawn( void );
void Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value );
// Bmodels don't go across transitions
virtual int ObjectCaps( void ) { return CBaseEntity :: ObjectCaps() & ~FCAP_ACROSS_TRANSITION; }
};
LINK_ENTITY_TO_CLASS( func_wall, CFuncWall );
void CFuncWall :: Spawn( void )
{
pev->angles = g_vecZero;
pev->movetype = MOVETYPE_PUSH; // so it doesn't get pushed by anything
pev->solid = SOLID_BSP;
SET_MODEL( ENT(pev), STRING(pev->model) );
// If it can't move/go away, it's really part of the world
pev->flags |= FL_WORLDBRUSH;
}
void CFuncWall :: Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value )
{
if ( ShouldToggle( useType, (int)(pev->frame)) )
pev->frame = 1 - pev->frame;
}
#define SF_WALL_START_OFF 0x0001
class CFuncWallToggle : public CFuncWall
{
public:
void Spawn( void );
void Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value );
void TurnOff( void );
void TurnOn( void );
BOOL IsOn( void );
};
LINK_ENTITY_TO_CLASS( func_wall_toggle, CFuncWallToggle );
void CFuncWallToggle :: Spawn( void )
{
CFuncWall::Spawn();
if ( pev->spawnflags & SF_WALL_START_OFF )
TurnOff();
}
void CFuncWallToggle :: TurnOff( void )
{
pev->solid = SOLID_NOT;
pev->effects |= EF_NODRAW;
UTIL_SetOrigin( pev, pev->origin );
}
void CFuncWallToggle :: TurnOn( void )
{
pev->solid = SOLID_BSP;
pev->effects &= ~EF_NODRAW;
UTIL_SetOrigin( pev, pev->origin );
}
BOOL CFuncWallToggle :: IsOn( void )
{
if ( pev->solid == SOLID_NOT )
return FALSE;
return TRUE;
}
void CFuncWallToggle :: Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value )
{
int status = IsOn();
if ( ShouldToggle( useType, status ) )
{
if ( status )
TurnOff();
else
TurnOn();
}
}
#define SF_CONVEYOR_VISUAL 0x0001
#define SF_CONVEYOR_NOTSOLID 0x0002
class CFuncConveyor : public CFuncWall
{
public:
void Spawn( void );
void Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value );
void UpdateSpeed( float speed );
};
LINK_ENTITY_TO_CLASS( func_conveyor, CFuncConveyor );
void CFuncConveyor :: Spawn( void )
{
SetMovedir( pev );
CFuncWall::Spawn();
if ( !(pev->spawnflags & SF_CONVEYOR_VISUAL) )
SetBits( pev->flags, FL_CONVEYOR );
// HACKHACK - This is to allow for some special effects
if ( pev->spawnflags & SF_CONVEYOR_NOTSOLID )
{
pev->solid = SOLID_NOT;
pev->skin = 0; // Don't want the engine thinking we've got special contents on this brush
}
if ( pev->speed == 0 )
pev->speed = 100;
UpdateSpeed( pev->speed );
}
// HACKHACK -- This is ugly, but encode the speed in the rendercolor to avoid adding more data to the network stream
void CFuncConveyor :: UpdateSpeed( float speed )
{
// Encode it as an integer with 4 fractional bits
int speedCode = (int)(fabs(speed) * 16.0);
if ( speed < 0 )
pev->rendercolor.x = 1;
else
pev->rendercolor.x = 0;
pev->rendercolor.y = (speedCode >> 8);
pev->rendercolor.z = (speedCode & 0xFF);
}
void CFuncConveyor :: Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value )
{
pev->speed = -pev->speed;
UpdateSpeed( pev->speed );
}
// =================== FUNC_ILLUSIONARY ==============================================
/*QUAKED func_illusionary (0 .5 .8) ?
A simple entity that looks solid but lets you walk through it.
*/
class CFuncIllusionary : public CBaseToggle
{
public:
void Spawn( void );
void EXPORT SloshTouch( CBaseEntity *pOther );
void KeyValue( KeyValueData *pkvd );
virtual int ObjectCaps( void ) { return CBaseEntity :: ObjectCaps() & ~FCAP_ACROSS_TRANSITION; }
};
LINK_ENTITY_TO_CLASS( func_illusionary, CFuncIllusionary );
void CFuncIllusionary :: KeyValue( KeyValueData *pkvd )
{
if (FStrEq(pkvd->szKeyName, "skin"))//skin is used for content type
{
pev->skin = atof(pkvd->szValue);
pkvd->fHandled = TRUE;
}
else
CBaseToggle::KeyValue( pkvd );
}
void CFuncIllusionary :: Spawn( void )
{
pev->angles = g_vecZero;
pev->movetype = MOVETYPE_NONE;
pev->solid = SOLID_NOT;// always solid_not
SET_MODEL( ENT(pev), STRING(pev->model) );
// I'd rather eat the network bandwidth of this than figure out how to save/restore
// these entities after they have been moved to the client, or respawn them ala Quake
// Perhaps we can do this in deathmatch only.
// MAKE_STATIC(ENT(pev));
}
// -------------------------------------------------------------------------------
//
// Monster only clip brush
//
// This brush will be solid for any entity who has the FL_MONSTERCLIP flag set
// in pev->flags
//
// otherwise it will be invisible and not solid. This can be used to keep
// specific monsters out of certain areas
//
// -------------------------------------------------------------------------------
class CFuncMonsterClip : public CFuncWall
{
public:
void Spawn( void );
void Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value ) {} // Clear out func_wall's use function
};
LINK_ENTITY_TO_CLASS( func_monsterclip, CFuncMonsterClip );
void CFuncMonsterClip::Spawn( void )
{
CFuncWall::Spawn();
if ( CVAR_GET_FLOAT("showtriggers") == 0 )
pev->effects = EF_NODRAW;
pev->flags |= FL_MONSTERCLIP;
}
// =================== FUNC_ROTATING ==============================================
class CFuncRotating : public CBaseEntity
{
public:
// basic functions
void Spawn( void );
void Precache( void );
void EXPORT SpinUp ( void );
void EXPORT SpinDown ( void );
void KeyValue( KeyValueData* pkvd);
void EXPORT HurtTouch ( CBaseEntity *pOther );
void EXPORT RotatingUse( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value );
void EXPORT Rotate( void );
void RampPitchVol (int fUp );
void Blocked( CBaseEntity *pOther );
virtual int ObjectCaps( void ) { return CBaseEntity :: ObjectCaps() & ~FCAP_ACROSS_TRANSITION; }
virtual int Save( CSave &save );
virtual int Restore( CRestore &restore );
static TYPEDESCRIPTION m_SaveData[];
float m_flFanFriction;
float m_flAttenuation;
float m_flVolume;
float m_pitch;
int m_sounds;
};
TYPEDESCRIPTION CFuncRotating::m_SaveData[] =
{
DEFINE_FIELD( CFuncRotating, m_flFanFriction, FIELD_FLOAT ),
DEFINE_FIELD( CFuncRotating, m_flAttenuation, FIELD_FLOAT ),
DEFINE_FIELD( CFuncRotating, m_flVolume, FIELD_FLOAT ),
DEFINE_FIELD( CFuncRotating, m_pitch, FIELD_FLOAT ),
DEFINE_FIELD( CFuncRotating, m_sounds, FIELD_INTEGER )
};
IMPLEMENT_SAVERESTORE( CFuncRotating, CBaseEntity );
LINK_ENTITY_TO_CLASS( func_rotating, CFuncRotating );
void CFuncRotating :: KeyValue( KeyValueData* pkvd)
{
if (FStrEq(pkvd->szKeyName, "fanfriction"))
{
m_flFanFriction = atof(pkvd->szValue)/100;
pkvd->fHandled = TRUE;
}
else if (FStrEq(pkvd->szKeyName, "Volume"))
{
m_flVolume = atof(pkvd->szValue)/10.0;
if (m_flVolume > 1.0)
m_flVolume = 1.0;
if (m_flVolume < 0.0)
m_flVolume = 0.0;
pkvd->fHandled = TRUE;
}
else if (FStrEq(pkvd->szKeyName, "spawnorigin"))
{
Vector tmp;
UTIL_StringToVector( (float *)tmp, pkvd->szValue );
if ( tmp != g_vecZero )
pev->origin = tmp;
}
else if (FStrEq(pkvd->szKeyName, "sounds"))
{
m_sounds = atoi(pkvd->szValue);
pkvd->fHandled = TRUE;
}
else
CBaseEntity::KeyValue( pkvd );
}
/*QUAKED func_rotating (0 .5 .8) ? START_ON REVERSE X_AXIS Y_AXIS
You need to have an origin brush as part of this entity. The
center of that brush will be
the point around which it is rotated. It will rotate around the Z
axis by default. You can
check either the X_AXIS or Y_AXIS box to change that.
"speed" determines how fast it moves; default value is 100.
"dmg" damage to inflict when blocked (2 default)
REVERSE will cause the it to rotate in the opposite direction.
*/
void CFuncRotating :: Spawn( )
{
// set final pitch. Must not be PITCH_NORM, since we
// plan on pitch shifting later.
m_pitch = PITCH_NORM - 1;
// maintain compatibility with previous maps
if (m_flVolume == 0.0)
m_flVolume = 1.0;
// if the designer didn't set a sound attenuation, default to one.
m_flAttenuation = ATTN_NORM;
if ( FBitSet ( pev->spawnflags, SF_BRUSH_ROTATE_SMALLRADIUS) )
{
m_flAttenuation = ATTN_IDLE;
}
else if ( FBitSet ( pev->spawnflags, SF_BRUSH_ROTATE_MEDIUMRADIUS) )
{
m_flAttenuation = ATTN_STATIC;
}
else if ( FBitSet ( pev->spawnflags, SF_BRUSH_ROTATE_LARGERADIUS) )
{
m_flAttenuation = ATTN_NORM;
}
// prevent divide by zero if level designer forgets friction!
if ( m_flFanFriction == 0 )
{
m_flFanFriction = 1;
}
if ( FBitSet(pev->spawnflags, SF_BRUSH_ROTATE_Z_AXIS) )
pev->movedir = Vector(0,0,1);
else if ( FBitSet(pev->spawnflags, SF_BRUSH_ROTATE_X_AXIS) )
pev->movedir = Vector(1,0,0);
else
pev->movedir = Vector(0,1,0); // y-axis
// check for reverse rotation
if ( FBitSet(pev->spawnflags, SF_BRUSH_ROTATE_BACKWARDS) )
pev->movedir = pev->movedir * -1;
// some rotating objects like fake volumetric lights will not be solid.
if ( FBitSet(pev->spawnflags, SF_ROTATING_NOT_SOLID) )
{
pev->solid = SOLID_NOT;
pev->skin = CONTENTS_EMPTY;
pev->movetype = MOVETYPE_PUSH;
}
else
{
pev->solid = SOLID_BSP;
pev->movetype = MOVETYPE_PUSH;
}
UTIL_SetOrigin(pev, pev->origin);
SET_MODEL( ENT(pev), STRING(pev->model) );
SetUse( RotatingUse );
// did level designer forget to assign speed?
if (pev->speed <= 0)
pev->speed = 0;
// Removed this per level designers request. -- JAY
// if (pev->dmg == 0)
// pev->dmg = 2;
// instant-use brush?
if ( FBitSet( pev->spawnflags, SF_BRUSH_ROTATE_INSTANT) )
{
SetThink( SUB_CallUseToggle );
pev->nextthink = pev->ltime + 1.5; // leave a magic delay for client to start up
}
// can this brush inflict pain?
if ( FBitSet (pev->spawnflags, SF_BRUSH_HURT) )
{
SetTouch( HurtTouch );
}
Precache( );
}
void CFuncRotating :: Precache( void )
{
char* szSoundFile = (char*) STRING(pev->message);
// set up fan sounds
if (!FStringNull( pev->message ) && strlen( szSoundFile ) > 0)
{
// if a path is set for a wave, use it
PRECACHE_SOUND(szSoundFile);
pev->noiseRunning = ALLOC_STRING(szSoundFile);
} else
{
// otherwise use preset sound
switch (m_sounds)
{
case 1:
PRECACHE_SOUND ("fans/fan1.wav");
pev->noiseRunning = ALLOC_STRING("fans/fan1.wav");
break;
case 2:
PRECACHE_SOUND ("fans/fan2.wav");
pev->noiseRunning = ALLOC_STRING("fans/fan2.wav");
break;
case 3:
PRECACHE_SOUND ("fans/fan3.wav");
pev->noiseRunning = ALLOC_STRING("fans/fan3.wav");
break;
case 4:
PRECACHE_SOUND ("fans/fan4.wav");
pev->noiseRunning = ALLOC_STRING("fans/fan4.wav");
break;
case 5:
PRECACHE_SOUND ("fans/fan5.wav");
pev->noiseRunning = ALLOC_STRING("fans/fan5.wav");
break;
case 0:
default:
if (!FStringNull( pev->message ) && strlen( szSoundFile ) > 0)
{
PRECACHE_SOUND(szSoundFile);
pev->noiseRunning = ALLOC_STRING(szSoundFile);
break;
} else
{
pev->noiseRunning = ALLOC_STRING("common/null.wav");
break;
}
}
}
if (pev->avelocity != g_vecZero )
{
// if fan was spinning, and we went through transition or save/restore,
// make sure we restart the sound. 1.5 sec delay is magic number. KDB
SetThink ( SpinUp );
pev->nextthink = pev->ltime + 1.5;
}
}
//
// Touch - will hurt others based on how fast the brush is spinning
//
void CFuncRotating :: HurtTouch ( CBaseEntity *pOther )
{
entvars_t *pevOther = pOther->pev;
// we can't hurt this thing, so we're not concerned with it
if ( !pevOther->takedamage )
return;
// calculate damage based on rotation speed
pev->dmg = pev->avelocity.Length() / 10;
pOther->TakeDamage( pev, pev, pev->dmg, DMG_CRUSH);
pevOther->velocity = (pevOther->origin - VecBModelOrigin(pev) ).Normalize() * pev->dmg;
}
//
// RampPitchVol - ramp pitch and volume up to final values, based on difference
// between how fast we're going vs how fast we plan to go
//
#define FANPITCHMIN 30
#define FANPITCHMAX 100
void CFuncRotating :: RampPitchVol (int fUp)
{
Vector vecAVel = pev->avelocity;
vec_t vecCur;
vec_t vecFinal;
float fpct;
float fvol;
float fpitch;
int pitch;
// get current angular velocity
vecCur = abs(vecAVel.x != 0 ? vecAVel.x : (vecAVel.y != 0 ? vecAVel.y : vecAVel.z));
// get target angular velocity
vecFinal = (pev->movedir.x != 0 ? pev->movedir.x : (pev->movedir.y != 0 ? pev->movedir.y : pev->movedir.z));
vecFinal *= pev->speed;
vecFinal = abs(vecFinal);
// calc volume and pitch as % of final vol and pitch
fpct = vecCur / vecFinal;
// if (fUp)
// fvol = m_flVolume * (0.5 + fpct/2.0); // spinup volume ramps up from 50% max vol
// else
fvol = m_flVolume * fpct; // slowdown volume ramps down to 0
fpitch = FANPITCHMIN + (FANPITCHMAX - FANPITCHMIN) * fpct;
pitch = (int) fpitch;
if (pitch == PITCH_NORM)
pitch = PITCH_NORM-1;
// change the fan's vol and pitch
EMIT_SOUND_DYN(ENT(pev), CHAN_STATIC, (char *)STRING(pev->noiseRunning),
fvol, m_flAttenuation, SND_CHANGE_PITCH | SND_CHANGE_VOL, pitch);
}
//
// SpinUp - accelerates a non-moving func_rotating up to it's speed
//
void CFuncRotating :: SpinUp( void )
{
Vector vecAVel;//rotational velocity
pev->nextthink = pev->ltime + 0.1;
pev->avelocity = pev->avelocity + ( pev->movedir * ( pev->speed * m_flFanFriction ) );
vecAVel = pev->avelocity;// cache entity's rotational velocity
// if we've met or exceeded target speed, set target speed and stop thinking
if ( abs(vecAVel.x) >= abs(pev->movedir.x * pev->speed) &&
abs(vecAVel.y) >= abs(pev->movedir.y * pev->speed) &&
abs(vecAVel.z) >= abs(pev->movedir.z * pev->speed) )
{
pev->avelocity = pev->movedir * pev->speed;// set speed in case we overshot
EMIT_SOUND_DYN(ENT(pev), CHAN_STATIC, (char *)STRING(pev->noiseRunning),
m_flVolume, m_flAttenuation, SND_CHANGE_PITCH | SND_CHANGE_VOL, FANPITCHMAX);
SetThink( Rotate );
Rotate();
}
else
{
RampPitchVol(TRUE);
}
}
//
// SpinDown - decelerates a moving func_rotating to a standstill.
//
void CFuncRotating :: SpinDown( void )
{
Vector vecAVel;//rotational velocity
vec_t vecdir;
pev->nextthink = pev->ltime + 0.1;
pev->avelocity = pev->avelocity - ( pev->movedir * ( pev->speed * m_flFanFriction ) );//spin down slower than spinup
vecAVel = pev->avelocity;// cache entity's rotational velocity
if (pev->movedir.x != 0)
vecdir = pev->movedir.x;
else if (pev->movedir.y != 0)
vecdir = pev->movedir.y;
else
vecdir = pev->movedir.z;
// if we've met or exceeded target speed, set target speed and stop thinking
// (note: must check for movedir > 0 or < 0)
if (((vecdir > 0) && (vecAVel.x <= 0 && vecAVel.y <= 0 && vecAVel.z <= 0)) ||
((vecdir < 0) && (vecAVel.x >= 0 && vecAVel.y >= 0 && vecAVel.z >= 0)))
{
pev->avelocity = g_vecZero;// set speed in case we overshot
// stop sound, we're done
EMIT_SOUND_DYN(ENT(pev), CHAN_STATIC, (char *)STRING(pev->noiseRunning /* Stop */),
0, 0, SND_STOP, m_pitch);
SetThink( Rotate );
Rotate();
}
else
{
RampPitchVol(FALSE);
}
}
void CFuncRotating :: Rotate( void )
{
pev->nextthink = pev->ltime + 10;
}
//=========================================================
// Rotating Use - when a rotating brush is triggered
//=========================================================
void CFuncRotating :: RotatingUse( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value )
{
// is this a brush that should accelerate and decelerate when turned on/off (fan)?
if ( FBitSet ( pev->spawnflags, SF_BRUSH_ACCDCC ) )
{
// fan is spinning, so stop it.
if ( pev->avelocity != g_vecZero )
{
SetThink ( SpinDown );
//EMIT_SOUND_DYN(ENT(pev), CHAN_WEAPON, (char *)STRING(pev->noiseStop),
// m_flVolume, m_flAttenuation, 0, m_pitch);
pev->nextthink = pev->ltime + 0.1;
}
else// fan is not moving, so start it
{
SetThink ( SpinUp );
EMIT_SOUND_DYN(ENT(pev), CHAN_STATIC, (char *)STRING(pev->noiseRunning),
0.01, m_flAttenuation, 0, FANPITCHMIN);
pev->nextthink = pev->ltime + 0.1;
}
}
else if ( !FBitSet ( pev->spawnflags, SF_BRUSH_ACCDCC ) )//this is a normal start/stop brush.
{
if ( pev->avelocity != g_vecZero )
{
// play stopping sound here
SetThink ( SpinDown );
// EMIT_SOUND_DYN(ENT(pev), CHAN_WEAPON, (char *)STRING(pev->noiseStop),
// m_flVolume, m_flAttenuation, 0, m_pitch);
pev->nextthink = pev->ltime + 0.1;
// pev->avelocity = g_vecZero;
}
else
{
EMIT_SOUND_DYN(ENT(pev), CHAN_STATIC, (char *)STRING(pev->noiseRunning),
m_flVolume, m_flAttenuation, 0, FANPITCHMAX);
pev->avelocity = pev->movedir * pev->speed;
SetThink( Rotate );
Rotate();
}
}
}
//
// RotatingBlocked - An entity has blocked the brush
//
void CFuncRotating :: Blocked( CBaseEntity *pOther )
{
pOther->TakeDamage( pev, pev, pev->dmg, DMG_CRUSH);
}
//#endif
class CPendulum : public CBaseEntity
{
public:
void Spawn ( void );
void KeyValue( KeyValueData *pkvd );
void EXPORT Swing( void );
void EXPORT PendulumUse( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value );
void EXPORT Stop( void );
void Touch( CBaseEntity *pOther );
void EXPORT RopeTouch ( CBaseEntity *pOther );// this touch func makes the pendulum a rope
virtual int ObjectCaps( void ) { return CBaseEntity :: ObjectCaps() & ~FCAP_ACROSS_TRANSITION; }
virtual int Save( CSave &save );
virtual int Restore( CRestore &restore );
void Blocked( CBaseEntity *pOther );
static TYPEDESCRIPTION m_SaveData[];
float m_accel; // Acceleration
float m_distance; //
float m_time;
float m_damp;
float m_maxSpeed;
float m_dampSpeed;
vec3_t m_center;
vec3_t m_start;
};
LINK_ENTITY_TO_CLASS( func_pendulum, CPendulum );
TYPEDESCRIPTION CPendulum::m_SaveData[] =
{
DEFINE_FIELD( CPendulum, m_accel, FIELD_FLOAT ),
DEFINE_FIELD( CPendulum, m_distance, FIELD_FLOAT ),
DEFINE_FIELD( CPendulum, m_time, FIELD_TIME ),
DEFINE_FIELD( CPendulum, m_damp, FIELD_FLOAT ),
DEFINE_FIELD( CPendulum, m_maxSpeed, FIELD_FLOAT ),
DEFINE_FIELD( CPendulum, m_dampSpeed, FIELD_FLOAT ),
DEFINE_FIELD( CPendulum, m_center, FIELD_VECTOR ),
DEFINE_FIELD( CPendulum, m_start, FIELD_VECTOR ),
};
IMPLEMENT_SAVERESTORE( CPendulum, CBaseEntity );
void CPendulum :: KeyValue( KeyValueData *pkvd )
{
if (FStrEq(pkvd->szKeyName, "distance"))
{
m_distance = atof(pkvd->szValue);
pkvd->fHandled = TRUE;
}
else if (FStrEq(pkvd->szKeyName, "damp"))
{
m_damp = atof(pkvd->szValue) * 0.001;
pkvd->fHandled = TRUE;
}
else
CBaseEntity::KeyValue( pkvd );
}
void CPendulum :: Spawn( void )
{
// set the axis of rotation
CBaseToggle :: AxisDir( pev );
if ( FBitSet (pev->spawnflags, SF_DOOR_PASSABLE) )
pev->solid = SOLID_NOT;
else
pev->solid = SOLID_BSP;
pev->movetype = MOVETYPE_PUSH;
UTIL_SetOrigin(pev, pev->origin);
SET_MODEL(ENT(pev), STRING(pev->model) );
if ( m_distance == 0 )
return;
if (pev->speed == 0)
pev->speed = 100;
m_accel = (pev->speed * pev->speed) / (2 * fabs(m_distance)); // Calculate constant acceleration from speed and distance
m_maxSpeed = pev->speed;
m_start = pev->angles;
m_center = pev->angles + (m_distance * 0.5) * pev->movedir;
if ( FBitSet( pev->spawnflags, SF_BRUSH_ROTATE_INSTANT) )
{
SetThink( SUB_CallUseToggle );
pev->nextthink = gpGlobals->time + 0.1;
}
pev->speed = 0;
SetUse( PendulumUse );
if ( FBitSet( pev->spawnflags, SF_PENDULUM_SWING ) )
{
SetTouch ( RopeTouch );
}
}
void CPendulum :: PendulumUse( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value )
{
if ( pev->speed ) // Pendulum is moving, stop it and auto-return if necessary
{
if ( FBitSet( pev->spawnflags, SF_PENDULUM_AUTO_RETURN ) )
{
float delta;
delta = CBaseToggle :: AxisDelta( pev->spawnflags, pev->angles, m_start );
pev->avelocity = m_maxSpeed * pev->movedir;
pev->nextthink = pev->ltime + (delta / m_maxSpeed);
SetThink( Stop );
}
else
{
pev->speed = 0; // Dead stop
SetThink( NULL );
pev->avelocity = g_vecZero;
}
}
else
{
pev->nextthink = pev->ltime + 0.1; // Start the pendulum moving
m_time = gpGlobals->time; // Save time to calculate dt
SetThink( Swing );
m_dampSpeed = m_maxSpeed;
}
}
void CPendulum :: Stop( void )
{
pev->angles = m_start;
pev->speed = 0;
SetThink( NULL );
pev->avelocity = g_vecZero;
}
void CPendulum::Blocked( CBaseEntity *pOther )
{
m_time = gpGlobals->time;
}
void CPendulum :: Swing( void )
{
float delta, dt;
delta = CBaseToggle :: AxisDelta( pev->spawnflags, pev->angles, m_center );
dt = gpGlobals->time - m_time; // How much time has passed?
m_time = gpGlobals->time; // Remember the last time called
if ( delta > 0 && m_accel > 0 )
pev->speed -= m_accel * dt; // Integrate velocity
else
pev->speed += m_accel * dt;
if ( pev->speed > m_maxSpeed )
pev->speed = m_maxSpeed;
else if ( pev->speed < -m_maxSpeed )
pev->speed = -m_maxSpeed;
// scale the destdelta vector by the time spent traveling to get velocity
pev->avelocity = pev->speed * pev->movedir;
// Call this again
pev->nextthink = pev->ltime + 0.1;
if ( m_damp )
{
m_dampSpeed -= m_damp * m_dampSpeed * dt;
if ( m_dampSpeed < 30.0 )
{
pev->angles = m_center;
pev->speed = 0;
SetThink( NULL );
pev->avelocity = g_vecZero;
}
else if ( pev->speed > m_dampSpeed )
pev->speed = m_dampSpeed;
else if ( pev->speed < -m_dampSpeed )
pev->speed = -m_dampSpeed;
}
}
void CPendulum :: Touch ( CBaseEntity *pOther )
{
entvars_t *pevOther = pOther->pev;
if ( pev->dmg <= 0 )
return;
// we can't hurt this thing, so we're not concerned with it
if ( !pevOther->takedamage )
return;
// calculate damage based on rotation speed
float damage = pev->dmg * pev->speed * 0.01;
if ( damage < 0 )
damage = -damage;
pOther->TakeDamage( pev, pev, damage, DMG_CRUSH );
pevOther->velocity = (pevOther->origin - VecBModelOrigin(pev) ).Normalize() * damage;
}
void CPendulum :: RopeTouch ( CBaseEntity *pOther )
{
entvars_t *pevOther = pOther->pev;
if ( !pOther->IsPlayer() )
{// not a player!
ALERT ( at_console, "Not a client\n" );
return;
}
if ( ENT(pevOther) == pev->enemy )
{// this player already on the rope.
return;
}
pev->enemy = pOther->edict();
pevOther->velocity = g_vecZero;
pevOther->movetype = MOVETYPE_NONE;
}

5
bshift/bshift.def Normal file
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LIBRARY server
EXPORTS
CreateAPI @1
SECTIONS
.data READ WRITE

696
bshift/bshift.dsp Normal file
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1274
bshift/bullsquid.cpp Normal file

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bshift/cbase.cpp Normal file
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/***
*
* Copyright (c) 1999, 2000 Valve LLC. All rights reserved.
*
* This product contains software technology licensed from Id
* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
* All Rights Reserved.
*
* Use, distribution, and modification of this source code and/or resulting
* object code is restricted to non-commercial enhancements to products from
* Valve LLC. All other use, distribution, or modification is prohibited
* without written permission from Valve LLC.
*
****/
#include "extdll.h"
#include "util.h"
#include "cbase.h"
#include "saverestore.h"
#include "client.h"
#include "decals.h"
#include "gamerules.h"
#include "game.h"
void EntvarsKeyvalue( entvars_t *pev, KeyValueData *pkvd );
extern Vector VecBModelOrigin( entvars_t* pevBModel );
extern DLL_GLOBAL Vector g_vecAttackDir;
extern DLL_GLOBAL int g_iSkillLevel;
static DLL_FUNCTIONS gFunctionTable =
{
sizeof( DLL_FUNCTIONS ), // Xash3D requires this
GameDLLInit, //pfnGameInit
DispatchSpawn, //pfnSpawn
DispatchThink, //pfnThink
DispatchUse, //pfnUse
DispatchTouch, //pfnTouch
DispatchBlocked, //pfnBlocked
DispatchKeyValue, //pfnKeyValue
DispatchSave, //pfnSave
DispatchRestore, //pfnRestore
DispatchObjectCollsionBox, //pfnAbsBox
SaveWriteFields, //pfnSaveWriteFields
SaveReadFields, //pfnSaveReadFields
SaveGlobalState, //pfnSaveGlobalState
RestoreGlobalState, //pfnRestoreGlobalState
ResetGlobalState, //pfnResetGlobalState
ClientConnect, //pfnClientConnect
ClientDisconnect, //pfnClientDisconnect
ClientKill, //pfnClientKill
ClientPutInServer, //pfnClientPutInServer
ClientCommand, //pfnClientCommand
ClientUserInfoChanged, //pfnClientUserInfoChanged
ServerActivate, //pfnServerActivate
ServerDeactivate, //pfnServerDeactivate
PlayerPreThink, //pfnPlayerPreThink
PlayerPostThink, //pfnPlayerPostThink
StartFrame, //pfnStartFrame
DispatchCreate, //pfnCreate
ParmsChangeLevel, //pfnParmsChangeLevel
GetGameDescription, //pfnGetGameDescription Returns string describing current .dll game.
GetEntvarsDescirption, // pfnGetEntvarsDescirption engine uses this to lookup entvars table
SpectatorConnect, //pfnSpectatorConnect Called when spectator joins server
SpectatorDisconnect, //pfnSpectatorDisconnect Called when spectator leaves the server
SpectatorThink, //pfnSpectatorThink Called when spectator sends a command packet (usercmd_t)
ServerClassifyEdict, // pfnClassifyEdict
PM_Move, // pfnPM_Move
PM_Init, // pfnPM_Init Server version of player movement initialization
PM_FindTextureType, // pfnPM_FindTextureType
SetupVisibility, // pfnSetupVisibility
DispatchFrame, // pfnPhysicsEntity
AddToFullPack, // pfnAddtoFullPack
EndFrame, // pfnEndFrame
ShouldCollide, // pfnShouldCollide
UpdateEntityState, // pfnUpdateEntityState
OnFreeEntPrivateData, // pfnOnFreeEntPrivateData
CmdStart, // pfnCmdStart
CmdEnd, // pfnCmdEnd
GameDLLShutdown, // pfnGameShutdown
};
static void SetObjectCollisionBox( entvars_t *pev );
//=======================================================================
// General API entering point
//=======================================================================
int CreateAPI( DLL_FUNCTIONS *pFunctionTable, enginefuncs_t* pengfuncsFromEngine, globalvars_t *pGlobals )
{
if( !pFunctionTable || !pengfuncsFromEngine || !pGlobals )
{
return FALSE;
}
memcpy( pFunctionTable, &gFunctionTable, sizeof( DLL_FUNCTIONS ));
memcpy(&g_engfuncs, pengfuncsFromEngine, sizeof( enginefuncs_t ));
gpGlobals = pGlobals;
return TRUE;
}
int DispatchSpawn( edict_t *pent )
{
CBaseEntity *pEntity = (CBaseEntity *)GET_PRIVATE(pent);
if (pEntity)
{
// Initialize these or entities who don't link to the world won't have anything in here
pEntity->pev->absmin = pEntity->pev->origin - Vector(1,1,1);
pEntity->pev->absmax = pEntity->pev->origin + Vector(1,1,1);
pEntity->Spawn();
// Try to get the pointer again, in case the spawn function deleted the entity.
// UNDONE: Spawn() should really return a code to ask that the entity be deleted, but
// that would touch too much code for me to do that right now.
pEntity = (CBaseEntity *)GET_PRIVATE(pent);
if ( pEntity )
{
if ( g_pGameRules && !g_pGameRules->IsAllowedToSpawn( pEntity ) )
return -1; // return that this entity should be deleted
if ( pEntity->pev->flags & FL_KILLME )
return -1;
}
// Handle global stuff here
if ( pEntity && pEntity->pev->globalname )
{
const globalentity_t *pGlobal = gGlobalState.EntityFromTable( pEntity->pev->globalname );
if ( pGlobal )
{
// Already dead? delete
if ( pGlobal->state == GLOBAL_DEAD )
return -1;
else if ( !FStrEq( STRING(gpGlobals->mapname), pGlobal->levelName ) )
pEntity->MakeDormant(); // Hasn't been moved to this level yet, wait but stay alive
// In this level & not dead, continue on as normal
}
else
{
// Spawned entities default to 'On'
gGlobalState.EntityAdd( pEntity->pev->globalname, gpGlobals->mapname, GLOBAL_ON );
// ALERT( at_console, "Added global entity %s (%s)\n", STRING(pEntity->pev->classname), STRING(pEntity->pev->globalname) );
}
}
}
return 0;
}
int DispatchCreate( edict_t *pent, const char *szName )
{
// Xash3D extension
// handle virtual entities here
return -1;
}
void DispatchKeyValue( edict_t *pentKeyvalue, KeyValueData *pkvd )
{
if ( !pkvd || !pentKeyvalue )
return;
EntvarsKeyvalue( VARS(pentKeyvalue), pkvd );
// If the key was an entity variable, or there's no class set yet, don't look for the object, it may
// not exist yet.
if ( pkvd->fHandled || pkvd->szClassName == NULL )
return;
// Get the actualy entity object
CBaseEntity *pEntity = (CBaseEntity *)GET_PRIVATE(pentKeyvalue);
if ( !pEntity )
return;
pEntity->KeyValue( pkvd );
}
/*
-----------------
DispatchFrame
this function can override any physics movement
and let user use custom physic.
e.g. you can replace MOVETYPE_PUSH for new movewith system
and many many other things.
-----------------
*/
int DispatchFrame( edict_t *pent )
{
return 0;
}
// HACKHACK -- this is a hack to keep the node graph entity from "touching" things (like triggers)
// while it builds the graph
BOOL gTouchDisabled = FALSE;
void DispatchTouch( edict_t *pentTouched, edict_t *pentOther )
{
if ( gTouchDisabled )
return;
CBaseEntity *pEntity = (CBaseEntity *)GET_PRIVATE(pentTouched);
CBaseEntity *pOther = (CBaseEntity *)GET_PRIVATE( pentOther );
if ( pEntity && pOther && ! ((pEntity->pev->flags | pOther->pev->flags) & FL_KILLME) )
pEntity->Touch( pOther );
}
void DispatchUse( edict_t *pentUsed, edict_t *pentOther )
{
CBaseEntity *pEntity = (CBaseEntity *)GET_PRIVATE(pentUsed);
CBaseEntity *pOther = (CBaseEntity *)GET_PRIVATE(pentOther);
if (pEntity && !(pEntity->pev->flags & FL_KILLME) )
pEntity->Use( pOther, pOther, USE_TOGGLE, 0 );
}
void DispatchThink( edict_t *pent )
{
CBaseEntity *pEntity = (CBaseEntity *)GET_PRIVATE(pent);
if (pEntity)
{
if ( FBitSet( pEntity->pev->flags, FL_DORMANT ) )
ALERT( at_error, "Dormant entity %s is thinking!!\n", STRING(pEntity->pev->classname) );
pEntity->Think();
}
}
void DispatchBlocked( edict_t *pentBlocked, edict_t *pentOther )
{
CBaseEntity *pEntity = (CBaseEntity *)GET_PRIVATE( pentBlocked );
CBaseEntity *pOther = (CBaseEntity *)GET_PRIVATE( pentOther );
if (pEntity)
pEntity->Blocked( pOther );
}
void DispatchSave( edict_t *pent, SAVERESTOREDATA *pSaveData )
{
CBaseEntity *pEntity = (CBaseEntity *)GET_PRIVATE(pent);
if ( pEntity && pSaveData )
{
ENTITYTABLE *pTable = &pSaveData->pTable[ pSaveData->currentIndex ];
if ( pTable->pent != pent )
ALERT( at_error, "ENTITY TABLE OR INDEX IS WRONG!!!!\n" );
if ( pEntity->ObjectCaps() & FCAP_DONT_SAVE )
return;
// These don't use ltime & nextthink as times really, but we'll fudge around it.
if ( pEntity->pev->movetype == MOVETYPE_PUSH )
{
float delta = pEntity->pev->nextthink - pEntity->pev->ltime;
pEntity->pev->ltime = gpGlobals->time;
pEntity->pev->nextthink = pEntity->pev->ltime + delta;
}
pTable->location = pSaveData->size; // Remember entity position for file I/O
pTable->classname = pEntity->pev->classname; // Remember entity class for respawn
CSave saveHelper( pSaveData );
pEntity->Save( saveHelper );
pTable->size = pSaveData->size - pTable->location; // Size of entity block is data size written to block
}
}
// Find the matching global entity. Spit out an error if the designer made entities of
// different classes with the same global name
CBaseEntity *FindGlobalEntity( string_t classname, string_t globalname )
{
edict_t *pent = FIND_ENTITY_BY_STRING( NULL, "globalname", STRING(globalname) );
CBaseEntity *pReturn = CBaseEntity::Instance( pent );
if ( pReturn )
{
if ( !FClassnameIs( pReturn->pev, STRING(classname) ) )
{
ALERT( at_console, "Global entity found %s, wrong class %s\n", STRING(globalname), STRING(pReturn->pev->classname) );
pReturn = NULL;
}
}
return pReturn;
}
int DispatchRestore( edict_t *pent, SAVERESTOREDATA *pSaveData, int globalEntity )
{
CBaseEntity *pEntity = (CBaseEntity *)GET_PRIVATE(pent);
if ( pEntity && pSaveData )
{
entvars_t tmpVars;
Vector oldOffset;
CRestore restoreHelper( pSaveData );
if ( globalEntity )
{
CRestore tmpRestore( pSaveData );
tmpRestore.PrecacheMode( 0 );
tmpRestore.ReadEntVars( "ENTVARS", &tmpVars );
// HACKHACK - reset the save pointers, we're going to restore for real this time
pSaveData->size = pSaveData->pTable[pSaveData->currentIndex].location;
pSaveData->pCurrentData = pSaveData->pBaseData + pSaveData->size;
// -------------------
const globalentity_t *pGlobal = gGlobalState.EntityFromTable( tmpVars.globalname );
// Don't overlay any instance of the global that isn't the latest
// pSaveData->szCurrentMapName is the level this entity is coming from
// pGlobla->levelName is the last level the global entity was active in.
// If they aren't the same, then this global update is out of date.
if ( !FStrEq( pSaveData->szCurrentMapName, pGlobal->levelName ) )
return 0;
// Compute the new global offset
oldOffset = pSaveData->vecLandmarkOffset;
CBaseEntity *pNewEntity = FindGlobalEntity( tmpVars.classname, tmpVars.globalname );
if ( pNewEntity )
{
// ALERT( at_console, "Overlay %s with %s\n", STRING(pNewEntity->pev->classname), STRING(tmpVars.classname) );
// Tell the restore code we're overlaying a global entity from another level
restoreHelper.SetGlobalMode( 1 ); // Don't overwrite global fields
pSaveData->vecLandmarkOffset = (pSaveData->vecLandmarkOffset - pNewEntity->pev->mins) + tmpVars.mins;
pEntity = pNewEntity;// we're going to restore this data OVER the old entity
pent = ENT( pEntity->pev );
// Update the global table to say that the global definition of this entity should come from this level
gGlobalState.EntityUpdate( pEntity->pev->globalname, gpGlobals->mapname );
}
else
{
// This entity will be freed automatically by the engine. If we don't do a restore on a matching entity (below)
// or call EntityUpdate() to move it to this level, we haven't changed global state at all.
return 0;
}
}
if ( pEntity->ObjectCaps() & FCAP_MUST_SPAWN )
{
pEntity->Restore( restoreHelper );
pEntity->Spawn();
}
else
{
pEntity->Restore( restoreHelper );
pEntity->Precache( );
}
// Again, could be deleted, get the pointer again.
pEntity = (CBaseEntity *)GET_PRIVATE(pent);
#if 0
if ( pEntity && pEntity->pev->globalname && globalEntity )
{
ALERT( at_console, "Global %s is %s\n", STRING(pEntity->pev->globalname), STRING(pEntity->pev->model) );
}
#endif
// Is this an overriding global entity (coming over the transition), or one restoring in a level
if ( globalEntity )
{
// ALERT( at_console, "After: %f %f %f %s\n", pEntity->pev->origin.x, pEntity->pev->origin.y, pEntity->pev->origin.z, STRING(pEntity->pev->model) );
pSaveData->vecLandmarkOffset = oldOffset;
if ( pEntity )
{
UTIL_SetOrigin( pEntity->pev, pEntity->pev->origin );
pEntity->OverrideReset();
}
}
else if ( pEntity && pEntity->pev->globalname )
{
const globalentity_t *pGlobal = gGlobalState.EntityFromTable( pEntity->pev->globalname );
if ( pGlobal )
{
// Already dead? delete
if ( pGlobal->state == GLOBAL_DEAD )
return -1;
else if ( !FStrEq( STRING(gpGlobals->mapname), pGlobal->levelName ) )
{
pEntity->MakeDormant(); // Hasn't been moved to this level yet, wait but stay alive
}
// In this level & not dead, continue on as normal
}
else
{
ALERT( at_error, "Global Entity %s (%s) not in table!!!\n", STRING(pEntity->pev->globalname), STRING(pEntity->pev->classname) );
// Spawned entities default to 'On'
gGlobalState.EntityAdd( pEntity->pev->globalname, gpGlobals->mapname, GLOBAL_ON );
}
}
}
return 0;
}
void DispatchObjectCollsionBox( edict_t *pent )
{
CBaseEntity *pEntity = (CBaseEntity *)GET_PRIVATE(pent);
if (pEntity)
{
pEntity->SetObjectCollisionBox();
}
else
SetObjectCollisionBox( &pent->v );
}
void SaveWriteFields( SAVERESTOREDATA *pSaveData, const char *pname, void *pBaseData, TYPEDESCRIPTION *pFields, int fieldCount )
{
CSave saveHelper( pSaveData );
saveHelper.WriteFields( pname, pBaseData, pFields, fieldCount );
}
void SaveReadFields( SAVERESTOREDATA *pSaveData, const char *pname, void *pBaseData, TYPEDESCRIPTION *pFields, int fieldCount )
{
CRestore restoreHelper( pSaveData );
restoreHelper.ReadFields( pname, pBaseData, pFields, fieldCount );
}
void OnFreeEntPrivateData( edict_t *pEdict )
{
if( pEdict && pEdict->pvPrivateData )
{
((CBaseEntity*)pEdict->pvPrivateData)->~CBaseEntity();
}
}
edict_t * EHANDLE::Get( void )
{
if (m_pent)
{
if (m_pent->serialnumber == m_serialnumber)
return m_pent;
else
return NULL;
}
return NULL;
};
edict_t * EHANDLE::Set( edict_t *pent )
{
m_pent = pent;
if (pent)
m_serialnumber = m_pent->serialnumber;
return pent;
};
EHANDLE :: operator CBaseEntity *()
{
return (CBaseEntity *)GET_PRIVATE( Get( ) );
};
CBaseEntity * EHANDLE :: operator = (CBaseEntity *pEntity)
{
if (pEntity)
{
m_pent = ENT( pEntity->pev );
if (m_pent)
m_serialnumber = m_pent->serialnumber;
}
else
{
m_pent = NULL;
m_serialnumber = 0;
}
return pEntity;
}
EHANDLE :: operator int ()
{
return Get() != NULL;
}
CBaseEntity * EHANDLE :: operator -> ()
{
return (CBaseEntity *)GET_PRIVATE( Get( ) );
}
// give health
int CBaseEntity :: TakeHealth( float flHealth, int bitsDamageType )
{
if (!pev->takedamage)
return 0;
// heal
if ( pev->health >= pev->max_health )
return 0;
pev->health += flHealth;
if (pev->health > pev->max_health)
pev->health = pev->max_health;
return 1;
}
// inflict damage on this entity. bitsDamageType indicates type of damage inflicted, ie: DMG_CRUSH
int CBaseEntity :: TakeDamage( entvars_t* pevInflictor, entvars_t* pevAttacker, float flDamage, int bitsDamageType )
{
Vector vecTemp;
if (!pev->takedamage)
return 0;
// UNDONE: some entity types may be immune or resistant to some bitsDamageType
// if Attacker == Inflictor, the attack was a melee or other instant-hit attack.
// (that is, no actual entity projectile was involved in the attack so use the shooter's origin).
if ( pevAttacker == pevInflictor )
{
vecTemp = pevInflictor->origin - ( VecBModelOrigin(pev) );
}
else
// an actual missile was involved.
{
vecTemp = pevInflictor->origin - ( VecBModelOrigin(pev) );
}
// this global is still used for glass and other non-monster killables, along with decals.
g_vecAttackDir = vecTemp.Normalize();
// save damage based on the target's armor level
// figure momentum add (don't let hurt brushes or other triggers move player)
if ((!FNullEnt(pevInflictor)) && (pev->movetype == MOVETYPE_WALK || pev->movetype == MOVETYPE_STEP) && (pevAttacker->solid != SOLID_TRIGGER) )
{
Vector vecDir = pev->origin - (pevInflictor->absmin + pevInflictor->absmax) * 0.5;
vecDir = vecDir.Normalize();
float flForce = flDamage * ((32 * 32 * 72.0) / (pev->size.x * pev->size.y * pev->size.z)) * 5;
if (flForce > 1000.0)
flForce = 1000.0;
pev->velocity = pev->velocity + vecDir * flForce;
}
// do the damage
pev->health -= flDamage;
if (pev->health <= 0)
{
Killed( pevAttacker, GIB_NORMAL );
return 0;
}
return 1;
}
void CBaseEntity :: Killed( entvars_t *pevAttacker, int iGib )
{
pev->takedamage = DAMAGE_NO;
pev->deadflag = DEAD_DEAD;
UTIL_Remove( this );
}
CBaseEntity *CBaseEntity::GetNextTarget( void )
{
if ( FStringNull( pev->target ) )
return NULL;
edict_t *pTarget = FIND_ENTITY_BY_TARGETNAME ( NULL, STRING(pev->target) );
if ( FNullEnt(pTarget) )
return NULL;
return Instance( pTarget );
}
// Global Savedata for Delay
TYPEDESCRIPTION CBaseEntity::m_SaveData[] =
{
DEFINE_FIELD( CBaseEntity, m_pGoalEnt, FIELD_CLASSPTR ),
DEFINE_FIELD( CBaseEntity, m_iClassType, FIELD_INTEGER ),
DEFINE_FIELD( CBaseEntity, m_pfnThink, FIELD_FUNCTION ), // UNDONE: Build table of these!!!
DEFINE_FIELD( CBaseEntity, m_pfnTouch, FIELD_FUNCTION ),
DEFINE_FIELD( CBaseEntity, m_pfnUse, FIELD_FUNCTION ),
DEFINE_FIELD( CBaseEntity, m_pfnBlocked, FIELD_FUNCTION ),
};
int CBaseEntity::Save( CSave &save )
{
if ( save.WriteEntVars( "ENTVARS", pev ) )
return save.WriteFields( "BASE", this, m_SaveData, ARRAYSIZE(m_SaveData) );
return 0;
}
int CBaseEntity::Restore( CRestore &restore )
{
int status;
status = restore.ReadEntVars( "ENTVARS", pev );
if ( status )
status = restore.ReadFields( "BASE", this, m_SaveData, ARRAYSIZE(m_SaveData) );
// restore edict class here
SetObjectClass( m_iClassType );
if ( pev->modelindex != 0 && !FStringNull(pev->model) )
{
Vector mins, maxs;
mins = pev->mins; // Set model is about to destroy these
maxs = pev->maxs;
PRECACHE_MODEL( (char *)STRING(pev->model) );
SET_MODEL(ENT(pev), STRING(pev->model));
UTIL_SetSize(pev, mins, maxs); // Reset them
}
return status;
}
// Initialize absmin & absmax to the appropriate box
void SetObjectCollisionBox( entvars_t *pev )
{
if ( (pev->solid == SOLID_BSP) &&
(pev->angles.x || pev->angles.y|| pev->angles.z) )
{ // expand for rotation
float max, v;
int i;
max = 0;
for (i=0 ; i<3 ; i++)
{
v = fabs( pev->mins[i]);
if (v > max)
max = v;
v = fabs( pev->maxs[i]);
if (v > max)
max = v;
}
for (i=0 ; i<3 ; i++)
{
pev->absmin[i] = pev->origin[i] - max;
pev->absmax[i] = pev->origin[i] + max;
}
}
else
{
pev->absmin = pev->origin + pev->mins;
pev->absmax = pev->origin + pev->maxs;
}
pev->absmin.x -= 1;
pev->absmin.y -= 1;
pev->absmin.z -= 1;
pev->absmax.x += 1;
pev->absmax.y += 1;
pev->absmax.z += 1;
}
void CBaseEntity::SetObjectCollisionBox( void )
{
::SetObjectCollisionBox( pev );
}
int CBaseEntity :: Intersects( CBaseEntity *pOther )
{
if ( pOther->pev->absmin.x > pev->absmax.x ||
pOther->pev->absmin.y > pev->absmax.y ||
pOther->pev->absmin.z > pev->absmax.z ||
pOther->pev->absmax.x < pev->absmin.x ||
pOther->pev->absmax.y < pev->absmin.y ||
pOther->pev->absmax.z < pev->absmin.z )
return 0;
return 1;
}
void CBaseEntity :: MakeDormant( void )
{
SetBits( pev->flags, FL_DORMANT );
// Don't touch
pev->solid = SOLID_NOT;
// Don't move
pev->movetype = MOVETYPE_NONE;
// Don't draw
SetBits( pev->effects, EF_NODRAW );
// Don't think
pev->nextthink = 0;
// Relink
UTIL_SetOrigin( pev, pev->origin );
}
int CBaseEntity :: IsDormant( void )
{
return FBitSet( pev->flags, FL_DORMANT );
}
BOOL CBaseEntity :: IsInWorld( void )
{
// position
if (pev->origin.x >= 4096) return FALSE;
if (pev->origin.y >= 4096) return FALSE;
if (pev->origin.z >= 4096) return FALSE;
if (pev->origin.x <= -4096) return FALSE;
if (pev->origin.y <= -4096) return FALSE;
if (pev->origin.z <= -4096) return FALSE;
// speed
if (pev->velocity.x >= 2000) return FALSE;
if (pev->velocity.y >= 2000) return FALSE;
if (pev->velocity.z >= 2000) return FALSE;
if (pev->velocity.x <= -2000) return FALSE;
if (pev->velocity.y <= -2000) return FALSE;
if (pev->velocity.z <= -2000) return FALSE;
return TRUE;
}
int CBaseEntity::ShouldToggle( USE_TYPE useType, BOOL currentState )
{
if ( useType != USE_TOGGLE && useType != USE_SET )
{
if ( (currentState && useType == USE_ON) || (!currentState && useType == USE_OFF) )
return 0;
}
return 1;
}
int CBaseEntity :: DamageDecal( int bitsDamageType )
{
if ( pev->rendermode == kRenderTransAlpha )
return -1;
if ( pev->rendermode != kRenderNormal )
return DECAL_BPROOF1;
return DECAL_GUNSHOT1 + RANDOM_LONG(0,4);
}
// NOTE: szName must be a pointer to constant memory, e.g. "monster_class" because the entity
// will keep a pointer to it after this call.
CBaseEntity * CBaseEntity::Create( char *szName, const Vector &vecOrigin, const Vector &vecAngles, edict_t *pentOwner )
{
edict_t *pent;
CBaseEntity *pEntity;
pent = CREATE_NAMED_ENTITY( MAKE_STRING( szName ));
if ( FNullEnt( pent ) )
{
ALERT ( at_console, "NULL Ent in Create!\n" );
return NULL;
}
pEntity = Instance( pent );
pEntity->pev->owner = pentOwner;
pEntity->pev->origin = vecOrigin;
pEntity->pev->angles = vecAngles;
DispatchSpawn( pEntity->edict() );
return pEntity;
}

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/***
*
* Copyright (c) 1999, 2000 Valve LLC. All rights reserved.
*
* This product contains software technology licensed from Id
* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
* All Rights Reserved.
*
* Use, distribution, and modification of this source code and/or resulting
* object code is restricted to non-commercial enhancements to products from
* Valve LLC. All other use, distribution, or modification is prohibited
* without written permission from Valve LLC.
*
****/
/*
Class Hierachy
CBaseEntity
CBaseDelay
CBaseToggle
CBaseItem
CBaseMonster
CBaseCycler
CBasePlayer
CBaseGroup
*/
#include "entity_state.h"
#define MAX_PATH_SIZE 10 // max number of nodes available for a path.
// These are caps bits to indicate what an object's capabilities (currently used for save/restore and level transitions)
#define FCAP_CUSTOMSAVE 0x00000001
#define FCAP_ACROSS_TRANSITION 0x00000002 // should transfer between transitions
#define FCAP_MUST_SPAWN 0x00000004 // Spawn after restore
#define FCAP_DONT_SAVE 0x80000000 // Don't save this
#define FCAP_IMPULSE_USE 0x00000008 // can be used by the player
#define FCAP_CONTINUOUS_USE 0x00000010 // can be used by the player
#define FCAP_ONOFF_USE 0x00000020 // can be used by the player
#define FCAP_DIRECTIONAL_USE 0x00000040 // Player sends +/- 1 when using (currently only tracktrains)
#define FCAP_MASTER 0x00000080 // Can be used to "master" other entities (like multisource)
// UNDONE: This will ignore transition volumes (trigger_transition), but not the PVS!!!
#define FCAP_FORCE_TRANSITION 0x00000080 // ALWAYS goes across transitions
#include "saverestore.h"
#include "schedule.h"
#include "studio_ref.h"
#ifndef MONSTEREVENT_H
#include "monsterevent.h"
#endif
// C functions for external declarations that call the appropriate C++ methods
#ifdef _WIN32
#define EXPORT _declspec( dllexport )
#else
#define EXPORT
#endif
extern int DispatchSpawn( edict_t *pent );
extern int DispatchCreate( edict_t *pent, const char *szName );
extern void DispatchKeyValue( edict_t *pentKeyvalue, KeyValueData *pkvd );
extern void DispatchTouch( edict_t *pentTouched, edict_t *pentOther );
extern void DispatchUse( edict_t *pentUsed, edict_t *pentOther );
extern void DispatchThink( edict_t *pent );
extern int DispatchFrame( edict_t *pent );
extern void DispatchBlocked( edict_t *pentBlocked, edict_t *pentOther );
extern void DispatchSave( edict_t *pent, SAVERESTOREDATA *pSaveData );
extern int DispatchRestore( edict_t *pent, SAVERESTOREDATA *pSaveData, int globalEntity );
extern void DispatchObjectCollsionBox( edict_t *pent );
extern void SaveWriteFields( SAVERESTOREDATA *pSaveData, const char *pname, void *pBaseData, TYPEDESCRIPTION *pFields, int fieldCount );
extern void SaveReadFields( SAVERESTOREDATA *pSaveData, const char *pname, void *pBaseData, TYPEDESCRIPTION *pFields, int fieldCount );
extern void SaveGlobalState( SAVERESTOREDATA *pSaveData );
extern void RestoreGlobalState( SAVERESTOREDATA *pSaveData );
extern void ResetGlobalState( void );
extern TYPEDESCRIPTION *GetEntvarsDescirption( int number );
extern int ServerClassifyEdict( edict_t *pentToClassify );
extern void UpdateEntityState( struct entity_state_s *to, edict_t *from, int baseline );
extern void OnFreeEntPrivateData( edict_s *pEdict );
extern int ShouldCollide( edict_t *pentTouched, edict_t *pentOther );
typedef enum { USE_OFF = 0, USE_ON = 1, USE_SET = 2, USE_TOGGLE = 3 } USE_TYPE;
extern void FireTargets( const char *targetName, CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value );
typedef void (CBaseEntity::*BASEPTR)(void);
typedef void (CBaseEntity::*ENTITYFUNCPTR)(CBaseEntity *pOther );
typedef void (CBaseEntity::*USEPTR)( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value );
// For CLASSIFY
#define CLASS_NONE 0
#define CLASS_MACHINE 1
#define CLASS_PLAYER 2
#define CLASS_HUMAN_PASSIVE 3
#define CLASS_HUMAN_MILITARY 4
#define CLASS_ALIEN_MILITARY 5
#define CLASS_ALIEN_PASSIVE 6
#define CLASS_ALIEN_MONSTER 7
#define CLASS_ALIEN_PREY 8
#define CLASS_ALIEN_PREDATOR 9
#define CLASS_INSECT 10
#define CLASS_PLAYER_ALLY 11
#define CLASS_PLAYER_BIOWEAPON 12 // hornets and snarks.launched by players
#define CLASS_ALIEN_BIOWEAPON 13 // hornets and snarks.launched by the alien menace
#define CLASS_BARNACLE 99 // special because no one pays attention to it, and it eats a wide cross-section of creatures.
class CBaseEntity;
class CBaseMonster;
class CBasePlayerItem;
class CSquadMonster;
#define SF_NORESPAWN ( 1 << 30 )// !!!set this bit on guns and stuff that should never respawn.
//
// EHANDLE. Safe way to point to CBaseEntities who may die between frames
//
class EHANDLE
{
private:
edict_t *m_pent;
int m_serialnumber;
public:
edict_t *Get( void );
edict_t *Set( edict_t *pent );
operator int ();
operator CBaseEntity *();
CBaseEntity * operator = (CBaseEntity *pEntity);
CBaseEntity * operator ->();
};
//
// Base Entity. All entity types derive from this
//
class CBaseEntity
{
public:
// Constructor. Set engine to use C/C++ callback functions
// pointers to engine data
entvars_t *pev; // Don't need to save/restore this pointer, the engine resets it
// path corners
CBaseEntity *m_pGoalEnt;// path corner we are heading towards
CBaseEntity *m_pLink;// used for temporary link-list operations.
int m_iClassType; // edict classtype
virtual void SetObjectClass( int iClassType = ED_SPAWNED )
{
m_iClassType = iClassType;
}
// initialization functions
virtual void Spawn( void ) { return; }
virtual void Precache( void ) { return; }
virtual void KeyValue( KeyValueData* pkvd) { pkvd->fHandled = FALSE; }
virtual int Save( CSave &save );
virtual int Restore( CRestore &restore );
virtual int ObjectCaps( void ) { return FCAP_ACROSS_TRANSITION; }
virtual void Activate( void ) {}
// Setup the object->object collision box (pev->mins / pev->maxs is the object->world collision box)
virtual void SetObjectCollisionBox( void );
// Classify - returns the type of group (i.e, "houndeye", or "human military" so that monsters with different classnames
// still realize that they are teammates. (overridden for monsters that form groups)
virtual int Classify ( void ) { return CLASS_NONE; };
virtual void DeathNotice ( entvars_t *pevChild ) {}// monster maker children use this to tell the monster maker that they have died.
static TYPEDESCRIPTION m_SaveData[];
virtual void TraceAttack( entvars_t *pevAttacker, float flDamage, Vector vecDir, TraceResult *ptr, int bitsDamageType);
virtual int TakeDamage( entvars_t* pevInflictor, entvars_t* pevAttacker, float flDamage, int bitsDamageType );
virtual int TakeHealth( float flHealth, int bitsDamageType );
virtual void Killed( entvars_t *pevAttacker, int iGib );
virtual int BloodColor( void ) { return DONT_BLEED; }
virtual void TraceBleed( float flDamage, Vector vecDir, TraceResult *ptr, int bitsDamageType );
virtual BOOL IsTriggered( CBaseEntity *pActivator ) {return TRUE;}
virtual CBaseMonster *MyMonsterPointer( void ) { return NULL;}
virtual CSquadMonster *MySquadMonsterPointer( void ) { return NULL;}
virtual int GetToggleState( void ) { return TS_AT_TOP; }
virtual void AddPoints( int score, BOOL bAllowNegativeScore ) {}
virtual void AddPointsToTeam( int score, BOOL bAllowNegativeScore ) {}
virtual BOOL AddPlayerItem( CBasePlayerItem *pItem ) { return 0; }
virtual BOOL RemovePlayerItem( CBasePlayerItem *pItem ) { return 0; }
virtual int GiveAmmo( int iAmount, char *szName, int iMax ) { return -1; };
virtual float GetDelay( void ) { return 0; }
virtual int IsMoving( void ) { return pev->velocity != g_vecZero; }
virtual void OverrideReset( void ) {}
virtual int DamageDecal( int bitsDamageType );
// This is ONLY used by the node graph to test movement through a door
virtual void SetToggleState( int state ) {}
virtual void StartSneaking( void ) {}
virtual void StopSneaking( void ) {}
virtual BOOL OnControls( entvars_t *pev ) { return FALSE; }
virtual BOOL IsSneaking( void ) { return FALSE; }
virtual BOOL IsAlive( void ) { return (pev->deadflag == DEAD_NO) && pev->health > 0; }
virtual BOOL IsBSPModel( void ) { return pev->solid == SOLID_BSP || pev->movetype == MOVETYPE_PUSHSTEP; }
virtual BOOL ReflectGauss( void ) { return ( IsBSPModel() && !pev->takedamage ); }
virtual BOOL HasTarget( string_t targetname ) { return FStrEq(STRING(targetname), STRING(pev->targetname) ); }
virtual BOOL IsInWorld( void );
virtual BOOL IsPlayer( void ) { return FALSE; }
virtual BOOL IsNetClient( void ) { return FALSE; }
virtual const char *TeamID( void ) { return ""; }
// virtual void SetActivator( CBaseEntity *pActivator ) {}
virtual CBaseEntity *GetNextTarget( void );
// fundamental callbacks
void (CBaseEntity ::*m_pfnThink)(void);
void (CBaseEntity ::*m_pfnTouch)( CBaseEntity *pOther );
void (CBaseEntity ::*m_pfnUse)( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value );
void (CBaseEntity ::*m_pfnBlocked)( CBaseEntity *pOther );
virtual void Think( void ) { if (m_pfnThink) (this->*m_pfnThink)(); };
virtual void Touch( CBaseEntity *pOther ) { if (m_pfnTouch) (this->*m_pfnTouch)( pOther ); };
virtual void Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value )
{
if (m_pfnUse)
(this->*m_pfnUse)( pActivator, pCaller, useType, value );
}
virtual void Blocked( CBaseEntity *pOther ) { if (m_pfnBlocked) (this->*m_pfnBlocked)( pOther ); };
// allow engine to allocate instance data
void *operator new( size_t stAllocateBlock, entvars_t *pev )
{
return (void *)ALLOC_PRIVATE(ENT(pev), stAllocateBlock);
};
// don't use this.
#if _MSC_VER >= 1200 // only build this code if MSVC++ 6.0 or higher
void operator delete(void *pMem, entvars_t *pev)
{
pev->flags |= FL_KILLME;
};
#endif
void UpdateOnRemove( void );
// common member functions
void EXPORT SUB_Remove( void );
void EXPORT SUB_DoNothing( void );
void EXPORT SUB_StartFadeOut ( void );
void EXPORT SUB_FadeOut ( void );
void EXPORT SUB_CallUseToggle( void ) { this->Use( this, this, USE_TOGGLE, 0 ); }
int ShouldToggle( USE_TYPE useType, BOOL currentState );
void FireBullets( ULONG cShots, Vector vecSrc, Vector vecDirShooting, Vector vecSpread, float flDistance, int iBulletType, int iTracerFreq = 4, int iDamage = 0, entvars_t *pevAttacker = NULL );
virtual CBaseEntity *Respawn( void ) { return NULL; }
void SUB_UseTargets( CBaseEntity *pActivator, USE_TYPE useType, float value );
// Do the bounding boxes of these two intersect?
int Intersects( CBaseEntity *pOther );
void MakeDormant( void );
int IsDormant( void );
BOOL IsLockedByMaster( void ) { return FALSE; }
#ifdef _DEBUG
static CBaseEntity *Instance( edict_t *pent )
{
if ( !pent )
pent = ENT(0);
CBaseEntity *pEnt = (CBaseEntity *)GET_PRIVATE(pent);
ASSERT(pEnt!=NULL);
return pEnt;
}
#else
static CBaseEntity *Instance( edict_t *pent )
{
if ( !pent )
pent = ENT(0);
CBaseEntity *pEnt = (CBaseEntity *)GET_PRIVATE(pent);
return pEnt;
}
#endif
static CBaseEntity *Instance( entvars_t *pev ) { return Instance( ENT( pev ) ); }
static CBaseEntity *Instance( int eoffset) { return Instance( ENT( eoffset) ); }
CBaseMonster *GetMonsterPointer( entvars_t *pevMonster )
{
CBaseEntity *pEntity = Instance( pevMonster );
if ( pEntity )
return pEntity->MyMonsterPointer();
return NULL;
}
CBaseMonster *GetMonsterPointer( edict_t *pentMonster )
{
CBaseEntity *pEntity = Instance( pentMonster );
if ( pEntity )
return pEntity->MyMonsterPointer();
return NULL;
}
// Ugly code to lookup all functions to make sure they are exported when set.
#ifdef _DEBUG
void FunctionCheck( void *pFunction, char *name )
{
#ifdef _WIN32
if (pFunction && !NAME_FOR_FUNCTION((unsigned long)(pFunction)) )
ALERT( at_error, "No EXPORT: %s:%s (%08lx)\n", STRING(pev->classname), name, (unsigned long)pFunction );
#endif // _WIN32
}
BASEPTR ThinkSet( BASEPTR func, char *name )
{
m_pfnThink = func;
FunctionCheck( (void *)*((int *)((char *)this + ( offsetof(CBaseEntity,m_pfnThink)))), name );
return func;
}
ENTITYFUNCPTR TouchSet( ENTITYFUNCPTR func, char *name )
{
m_pfnTouch = func;
FunctionCheck( (void *)*((int *)((char *)this + ( offsetof(CBaseEntity,m_pfnTouch)))), name );
return func;
}
USEPTR UseSet( USEPTR func, char *name )
{
m_pfnUse = func;
FunctionCheck( (void *)*((int *)((char *)this + ( offsetof(CBaseEntity,m_pfnUse)))), name );
return func;
}
ENTITYFUNCPTR BlockedSet( ENTITYFUNCPTR func, char *name )
{
m_pfnBlocked = func;
FunctionCheck( (void *)*((int *)((char *)this + ( offsetof(CBaseEntity,m_pfnBlocked)))), name );
return func;
}
#endif
// virtual functions used by a few classes
// used by monsters that are created by the MonsterMaker
virtual void UpdateOwner( void ) { return; };
//
static CBaseEntity *Create( char *szName, const Vector &vecOrigin, const Vector &vecAngles, edict_t *pentOwner = NULL );
virtual BOOL FBecomeProne( void ) {return FALSE;};
edict_t *edict() { return ENT( pev ); };
EOFFSET eoffset( ) { return OFFSET( pev ); };
int entindex( ) { return ENTINDEX( edict() ); };
virtual Vector Center( ) { return (pev->absmax + pev->absmin) * 0.5; }; // center point of entity
virtual Vector EyePosition( ) { return pev->origin + pev->view_ofs; }; // position of eyes
virtual Vector EarPosition( ) { return pev->origin + pev->view_ofs; }; // position of ears
virtual Vector BodyTarget( const Vector &posSrc ) { return Center( ); }; // position to shoot at
virtual int Illumination( ) { return GETENTITYILLUM( ENT( pev ) ); };
virtual BOOL FVisible ( CBaseEntity *pEntity );
virtual BOOL FVisible ( const Vector &vecOrigin );
};
// Ugly technique to override base member functions
// Normally it's illegal to cast a pointer to a member function of a derived class to a pointer to a
// member function of a base class. static_cast is a sleezy way around that problem.
#ifdef _DEBUG
#define SetThink( a ) ThinkSet( static_cast <void (CBaseEntity::*)(void)> (a), #a )
#define SetTouch( a ) TouchSet( static_cast <void (CBaseEntity::*)(CBaseEntity *)> (a), #a )
#define SetUse( a ) UseSet( static_cast <void (CBaseEntity::*)( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value )> (a), #a )
#define SetBlocked( a ) BlockedSet( static_cast <void (CBaseEntity::*)(CBaseEntity *)> (a), #a )
#else
#define SetThink( a ) m_pfnThink = static_cast <void (CBaseEntity::*)(void)> (a)
#define SetTouch( a ) m_pfnTouch = static_cast <void (CBaseEntity::*)(CBaseEntity *)> (a)
#define SetUse( a ) m_pfnUse = static_cast <void (CBaseEntity::*)( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value )> (a)
#define SetBlocked( a ) m_pfnBlocked = static_cast <void (CBaseEntity::*)(CBaseEntity *)> (a)
#endif
class CPointEntity : public CBaseEntity
{
public:
void Spawn( void );
virtual int ObjectCaps( void ) { return CBaseEntity :: ObjectCaps() & ~FCAP_ACROSS_TRANSITION; }
private:
};
typedef struct locksounds // sounds that doors and buttons make when locked/unlocked
{
string_t sLockedSound; // sound a door makes when it's locked
string_t sLockedSentence; // sentence group played when door is locked
string_t sUnlockedSound; // sound a door makes when it's unlocked
string_t sUnlockedSentence; // sentence group played when door is unlocked
int iLockedSentence; // which sentence in sentence group to play next
int iUnlockedSentence; // which sentence in sentence group to play next
float flwaitSound; // time delay between playing consecutive 'locked/unlocked' sounds
float flwaitSentence; // time delay between playing consecutive sentences
BYTE bEOFLocked; // true if hit end of list of locked sentences
BYTE bEOFUnlocked; // true if hit end of list of unlocked sentences
} locksound_t;
void PlayLockSounds(entvars_t *pev, locksound_t *pls, int flocked, int fbutton);
//
// MultiSouce
//
#define MAX_MULTI_TARGETS 16 // maximum number of targets a single multi_manager entity may be assigned.
#define MS_MAX_TARGETS 32
class CMultiSource : public CPointEntity
{
public:
void Spawn( );
void KeyValue( KeyValueData *pkvd );
void Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value );
int ObjectCaps( void ) { return (CPointEntity::ObjectCaps() | FCAP_MASTER); }
BOOL IsTriggered( CBaseEntity *pActivator );
void EXPORT Register( void );
virtual int Save( CSave &save );
virtual int Restore( CRestore &restore );
static TYPEDESCRIPTION m_SaveData[];
EHANDLE m_rgEntities[MS_MAX_TARGETS];
int m_rgTriggered[MS_MAX_TARGETS];
int m_iTotal;
string_t m_globalstate;
};
//
// generic Delay entity.
//
class CBaseDelay : public CBaseEntity
{
public:
float m_flDelay;
int m_iszKillTarget;
virtual void KeyValue( KeyValueData* pkvd);
virtual int Save( CSave &save );
virtual int Restore( CRestore &restore );
static TYPEDESCRIPTION m_SaveData[];
// common member functions
void SUB_UseTargets( CBaseEntity *pActivator, USE_TYPE useType, float value );
void EXPORT DelayThink( void );
};
class CBaseAnimating : public CBaseDelay
{
public:
virtual int Save( CSave &save );
virtual int Restore( CRestore &restore );
static TYPEDESCRIPTION m_SaveData[];
// Basic Monster Animation functions
float StudioFrameAdvance( float flInterval = 0.0 ); // accumulate animation frame time from last time called until now
int GetSequenceFlags( void );
int LookupActivity ( int activity );
int LookupActivityHeaviest ( int activity );
int LookupSequence ( const char *label );
void ResetSequenceInfo ( );
void DispatchAnimEvents ( float flFutureInterval = 0.1 ); // Handle events that have happend since last time called up until X seconds into the future
virtual void HandleAnimEvent( MonsterEvent_t *pEvent ) { return; };
float SetBoneController ( int iController, float flValue );
void InitBoneControllers ( void );
float SetBlending ( int iBlender, float flValue );
void GetBonePosition ( int iBone, Vector &origin, Vector &angles );
void GetAutomovement( Vector &origin, Vector &angles, float flInterval = 0.1 );
int FindTransition( int iEndingSequence, int iGoalSequence, int *piDir );
void GetAttachment ( int iAttachment, Vector &origin, Vector &angles );
void SetBodygroup( int iGroup, int iValue );
int GetBodygroup( int iGroup );
int ExtractBbox( int sequence, Vector &mins, Vector &maxs );
void SetSequenceBox( void );
// animation needs
float m_flFrameRate; // computed FPS for current sequence
float m_flGroundSpeed; // computed linear movement rate for current sequence
float m_flLastEventCheck; // last time the event list was checked
BOOL m_fSequenceFinished;// flag set when StudioAdvanceFrame moves across a frame boundry
BOOL m_fSequenceLoops; // true if the sequence loops
};
//
// generic Toggle entity.
//
#define SF_ITEM_USE_ONLY 256 // ITEM_USE_ONLY = BUTTON_USE_ONLY = DOOR_USE_ONLY!!!
class CBaseToggle : public CBaseAnimating
{
public:
void KeyValue( KeyValueData *pkvd );
TOGGLE_STATE m_toggle_state;
float m_flActivateFinished;//like attack_finished, but for doors
float m_flMoveDistance;// how far a door should slide or rotate
float m_flWait;
float m_flLip;
float m_flTWidth;// for plats
float m_flTLength;// for plats
Vector m_vecPosition1;
Vector m_vecPosition2;
Vector m_vecAngle1;
Vector m_vecAngle2;
int m_cTriggersLeft; // trigger_counter only, # of activations remaining
float m_flHeight;
EHANDLE m_hActivator;
void (CBaseToggle::*m_pfnCallWhenMoveDone)(void);
Vector m_vecFinalDest;
Vector m_vecFinalAngle;
int m_bitsDamageInflict; // DMG_ damage type that the door or tigger does
virtual int Save( CSave &save );
virtual int Restore( CRestore &restore );
static TYPEDESCRIPTION m_SaveData[];
virtual int GetToggleState( void ) { return m_toggle_state; }
virtual float GetDelay( void ) { return m_flWait; }
// common member functions
void LinearMove( Vector vecDest, float flSpeed );
void EXPORT LinearMoveDone( void );
void AngularMove( Vector vecDestAngle, float flSpeed );
void EXPORT AngularMoveDone( void );
BOOL IsLockedByMaster( void );
static float AxisValue( int flags, const Vector &angles );
static void AxisDir( entvars_t *pev );
static float AxisDelta( int flags, const Vector &angle1, const Vector &angle2 );
string_t m_sMaster; // If this button has a master switch, this is the targetname.
// A master switch must be of the multisource type. If all
// of the switches in the multisource have been triggered, then
// the button will be allowed to operate. Otherwise, it will be
// deactivated.
};
#define SetMoveDone( a ) m_pfnCallWhenMoveDone = static_cast <void (CBaseToggle::*)(void)> (a)
// people gib if their health is <= this at the time of death
#define GIB_HEALTH_VALUE -30
#define ROUTE_SIZE 8 // how many waypoints a monster can store at one time
#define MAX_OLD_ENEMIES 4 // how many old enemies to remember
#define bits_CAP_DUCK ( 1 << 0 )// crouch
#define bits_CAP_JUMP ( 1 << 1 )// jump/leap
#define bits_CAP_STRAFE ( 1 << 2 )// strafe ( walk/run sideways)
#define bits_CAP_SQUAD ( 1 << 3 )// can form squads
#define bits_CAP_SWIM ( 1 << 4 )// proficiently navigate in water
#define bits_CAP_CLIMB ( 1 << 5 )// climb ladders/ropes
#define bits_CAP_USE ( 1 << 6 )// open doors/push buttons/pull levers
#define bits_CAP_HEAR ( 1 << 7 )// can hear forced sounds
#define bits_CAP_AUTO_DOORS ( 1 << 8 )// can trigger auto doors
#define bits_CAP_OPEN_DOORS ( 1 << 9 )// can open manual doors
#define bits_CAP_TURN_HEAD ( 1 << 10)// can turn head, always bone controller 0
#define bits_CAP_RANGE_ATTACK1 ( 1 << 11)// can do a range attack 1
#define bits_CAP_RANGE_ATTACK2 ( 1 << 12)// can do a range attack 2
#define bits_CAP_MELEE_ATTACK1 ( 1 << 13)// can do a melee attack 1
#define bits_CAP_MELEE_ATTACK2 ( 1 << 14)// can do a melee attack 2
#define bits_CAP_FLY ( 1 << 15)// can fly, move all around
#define bits_CAP_DOORS_GROUP (bits_CAP_USE | bits_CAP_AUTO_DOORS | bits_CAP_OPEN_DOORS)
// used by suit voice to indicate damage sustained and repaired type to player
// instant damage
#define DMG_GENERIC 0 // generic damage was done
#define DMG_CRUSH (1 << 0) // crushed by falling or moving object
#define DMG_BULLET (1 << 1) // shot
#define DMG_SLASH (1 << 2) // cut, clawed, stabbed
#define DMG_BURN (1 << 3) // heat burned
#define DMG_FREEZE (1 << 4) // frozen
#define DMG_FALL (1 << 5) // fell too far
#define DMG_BLAST (1 << 6) // explosive blast damage
#define DMG_CLUB (1 << 7) // crowbar, punch, headbutt
#define DMG_SHOCK (1 << 8) // electric shock
#define DMG_SONIC (1 << 9) // sound pulse shockwave
#define DMG_ENERGYBEAM (1 << 10) // laser or other high energy beam
#define DMG_NEVERGIB (1 << 12) // with this bit OR'd in, no damage type will be able to gib victims upon death
#define DMG_ALWAYSGIB (1 << 13) // with this bit OR'd in, any damage type can be made to gib victims upon death.
#define DMG_DROWN (1 << 14) // Drowning
// time-based damage
#define DMG_TIMEBASED (~(0x3fff)) // mask for time-based damage
#define DMG_PARALYZE (1 << 15) // slows affected creature down
#define DMG_NERVEGAS (1 << 16) // nerve toxins, very bad
#define DMG_POISON (1 << 17) // blood poisioning
#define DMG_RADIATION (1 << 18) // radiation exposure
#define DMG_DROWNRECOVER (1 << 19) // drowning recovery
#define DMG_ACID (1 << 20) // toxic chemicals or acid burns
#define DMG_SLOWBURN (1 << 21) // in an oven
#define DMG_SLOWFREEZE (1 << 22) // in a subzero freezer
#define DMG_MORTAR (1 << 23) // Hit by air raid (done to distinguish grenade from mortar)
// these are the damage types that are allowed to gib corpses
#define DMG_GIB_CORPSE ( DMG_CRUSH | DMG_FALL | DMG_BLAST | DMG_SONIC | DMG_CLUB )
// these are the damage types that have client hud art
#define DMG_SHOWNHUD (DMG_POISON | DMG_ACID | DMG_FREEZE | DMG_SLOWFREEZE | DMG_DROWN | DMG_BURN | DMG_SLOWBURN | DMG_NERVEGAS | DMG_RADIATION | DMG_SHOCK)
// NOTE: tweak these values based on gameplay feedback:
#define PARALYZE_DURATION 2 // number of 2 second intervals to take damage
#define PARALYZE_DAMAGE 1.0 // damage to take each 2 second interval
#define NERVEGAS_DURATION 2
#define NERVEGAS_DAMAGE 5.0
#define POISON_DURATION 5
#define POISON_DAMAGE 2.0
#define RADIATION_DURATION 2
#define RADIATION_DAMAGE 1.0
#define ACID_DURATION 2
#define ACID_DAMAGE 5.0
#define SLOWBURN_DURATION 2
#define SLOWBURN_DAMAGE 1.0
#define SLOWFREEZE_DURATION 2
#define SLOWFREEZE_DAMAGE 1.0
#define itbd_Paralyze 0
#define itbd_NerveGas 1
#define itbd_Poison 2
#define itbd_Radiation 3
#define itbd_DrownRecover 4
#define itbd_Acid 5
#define itbd_SlowBurn 6
#define itbd_SlowFreeze 7
#define CDMG_TIMEBASED 8
// when calling KILLED(), a value that governs gib behavior is expected to be
// one of these three values
#define GIB_NORMAL 0// gib if entity was overkilled
#define GIB_NEVER 1// never gib, no matter how much death damage is done ( freezing, etc )
#define GIB_ALWAYS 2// always gib ( Houndeye Shock, Barnacle Bite )
class CBaseMonster;
class CCineMonster;
class CSound;
#include "basemonster.h"
char *ButtonSound( int sound ); // get string of button sound number
//
// Generic Button
//
class CBaseButton : public CBaseToggle
{
public:
void Spawn( void );
virtual void Precache( void );
void RotSpawn( void );
virtual void KeyValue( KeyValueData* pkvd);
void ButtonActivate( );
void SparkSoundCache( void );
void EXPORT ButtonShot( void );
void EXPORT ButtonTouch( CBaseEntity *pOther );
void EXPORT ButtonSpark ( void );
void EXPORT TriggerAndWait( void );
void EXPORT ButtonReturn( void );
void EXPORT ButtonBackHome( void );
void EXPORT ButtonUse ( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value );
virtual int TakeDamage( entvars_t* pevInflictor, entvars_t* pevAttacker, float flDamage, int bitsDamageType );
virtual int Save( CSave &save );
virtual int Restore( CRestore &restore );
enum BUTTON_CODE { BUTTON_NOTHING, BUTTON_ACTIVATE, BUTTON_RETURN };
BUTTON_CODE ButtonResponseToTouch( void );
static TYPEDESCRIPTION m_SaveData[];
// Buttons that don't take damage can be IMPULSE used
virtual int ObjectCaps( void ) { return (CBaseToggle:: ObjectCaps() & ~FCAP_ACROSS_TRANSITION) | (pev->takedamage?0:FCAP_IMPULSE_USE); }
BOOL m_fStayPushed; // button stays pushed in until touched again?
BOOL m_fRotating; // a rotating button? default is a sliding button.
string_t m_strChangeTarget; // if this field is not null, this is an index into the engine string array.
// when this button is touched, it's target entity's TARGET field will be set
// to the button's ChangeTarget. This allows you to make a func_train switch paths, etc.
locksound_t m_ls; // door lock sounds
BYTE m_bLockedSound; // ordinals from entity selection
BYTE m_bLockedSentence;
BYTE m_bUnlockedSound;
BYTE m_bUnlockedSentence;
int m_sounds;
};
//
// Weapons
//
#define BAD_WEAPON 0x00007FFF
//
// Converts a entvars_t * to a class pointer
// It will allocate the class and entity if necessary
//
template <class T> T * GetClassPtr( T *a )
{
entvars_t *pev = (entvars_t *)a;
// allocate entity if necessary
if (pev == NULL)
pev = VARS(CREATE_ENTITY());
// get the private data
a = (T *)GET_PRIVATE(ENT(pev));
if (a == NULL)
{
// allocate private data
a = new(pev) T;
a->pev = pev;
}
return a;
}
/*
bit_PUSHBRUSH_DATA | bit_TOGGLE_DATA
bit_MONSTER_DATA
bit_DELAY_DATA
bit_TOGGLE_DATA | bit_DELAY_DATA | bit_MONSTER_DATA
bit_PLAYER_DATA | bit_MONSTER_DATA
bit_MONSTER_DATA | CYCLER_DATA
bit_LIGHT_DATA
path_corner_data
bit_MONSTER_DATA | wildcard_data
bit_MONSTER_DATA | bit_GROUP_DATA
boid_flock_data
boid_data
CYCLER_DATA
bit_ITEM_DATA
bit_ITEM_DATA | func_hud_data
bit_TOGGLE_DATA | bit_ITEM_DATA
EOFFSET
env_sound_data
env_sound_data
push_trigger_data
*/
#define TRACER_FREQ 4 // Tracers fire every 4 bullets
typedef struct _SelAmmo
{
BYTE Ammo1Type;
BYTE Ammo1;
BYTE Ammo2Type;
BYTE Ammo2;
} SelAmmo;
// this moved here from world.cpp, to allow classes to be derived from it
//=======================
// CWorld
//
// This spawns first when each level begins.
//=======================
class CWorld : public CBaseEntity
{
public:
void Spawn( void );
void Precache( void );
void KeyValue( KeyValueData *pkvd );
};

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/***
*
* Copyright (c) 1999, 2000 Valve LLC. All rights reserved.
*
* This product contains software technology licensed from Id
* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
* All Rights Reserved.
*
* Use, distribution, and modification of this source code and/or resulting
* object code is restricted to non-commercial enhancements to products from
* Valve LLC. All other use, distribution, or modification is prohibited
* without written permission from Valve LLC.
*
****/
//
// cdll_dll.h
// this file is included by both the game-dll and the client-dll,
#ifndef CDLL_DLL_H
#define CDLL_DLL_H
#define MAX_WEAPON_SLOTS 5 // hud item selection slots
#define MAX_ITEM_TYPES 6 // hud item selection slots
#define MAX_ITEMS 5 // hard coded item types
#endif

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/***
*
* Copyright (c) 1999, 2000 Valve LLC. All rights reserved.
*
* This product contains software technology licensed from Id
* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
* All Rights Reserved.
*
* Use, distribution, and modification of this source code and/or resulting
* object code is restricted to non-commercial enhancements to products from
* Valve LLC. All other use, distribution, or modification is prohibited
* without written permission from Valve LLC.
*
****/
#ifndef CLIENT_H
#define CLIENT_H
extern void respawn( entvars_t* pev, BOOL fCopyCorpse );
extern BOOL ClientConnect( edict_t *pEntity, const char *userinfo );
extern void ClientDisconnect( edict_t *pEntity );
extern void ClientKill( edict_t *pEntity );
extern void ClientPutInServer( edict_t *pEntity );
extern void ClientCommand( edict_t *pEntity );
extern void ClientUserInfoChanged( edict_t *pEntity, char *infobuffer );
extern void ServerActivate( edict_t *pEdictList, int edictCount, int clientMax );
extern void ServerDeactivate( void );
extern void StartFrame( void );
extern void EndFrame( void );
extern void PlayerPostThink( edict_t *pEntity );
extern void PlayerPreThink( edict_t *pEntity );
extern void ParmsNewLevel( void );
extern void ParmsChangeLevel( void );
extern void ClientPrecache( void );
extern const char *GetGameDescription( void );
extern void SpectatorConnect ( edict_t *pEntity );
extern void SpectatorDisconnect ( edict_t *pEntity );
extern void SpectatorThink ( edict_t *pEntity );
extern void Sys_Error( const char *error_string );
extern int SetupVisibility( edict_t *pViewEntity, edict_t *pClient, int portal, float *rgflViewOrg );
extern int AddToFullPack( edict_t *pView, edict_t *pHost, edict_t *pEdict, int hostflags, int hostarea, byte *pSet );
extern void CmdStart( const edict_t *player, const struct usercmd_s *cmd, unsigned int random_seed );
extern void CmdEnd ( const edict_t *player );
#endif // CLIENT_H

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/***
*
* Copyright (c) 1999, 2000 Valve LLC. All rights reserved.
*
* This product contains software technology licensed from Id
* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
* All Rights Reserved.
*
* Use, distribution, and modification of this source code and/or resulting
* object code is restricted to non-commercial enhancements to products from
* Valve LLC. All other use, distribution, or modification is prohibited
* without written permission from Valve LLC.
*
****/
#if !defined( OEM_BUILD ) && !defined( HLDEMO_BUILD )
#include "extdll.h"
#include "util.h"
#include "cbase.h"
#include "monsters.h"
#include "weapons.h"
#include "nodes.h"
#include "player.h"
#include "gamerules.h"
#define BOLT_AIR_VELOCITY 2000
#define BOLT_WATER_VELOCITY 1000
// UNDONE: Save/restore this? Don't forget to set classname and LINK_ENTITY_TO_CLASS()
//
// OVERLOADS SOME ENTVARS:
//
// speed - the ideal magnitude of my velocity
class CCrossbowBolt : public CBaseEntity
{
void Spawn( void );
void Precache( void );
int Classify ( void );
void EXPORT BubbleThink( void );
void EXPORT BoltTouch( CBaseEntity *pOther );
void EXPORT ExplodeThink( void );
int m_iTrail;
public:
static CCrossbowBolt *BoltCreate( void );
};
LINK_ENTITY_TO_CLASS( crossbow_bolt, CCrossbowBolt );
CCrossbowBolt *CCrossbowBolt::BoltCreate( void )
{
// Create a new entity with CCrossbowBolt private data
CCrossbowBolt *pBolt = GetClassPtr( (CCrossbowBolt *)NULL );
pBolt->pev->classname = MAKE_STRING("bolt");
pBolt->Spawn();
return pBolt;
}
void CCrossbowBolt::Spawn( )
{
Precache( );
pev->movetype = MOVETYPE_FLY;
pev->solid = SOLID_BBOX;
pev->gravity = 0.5;
SET_MODEL(ENT(pev), "models/crossbow_bolt.mdl");
UTIL_SetOrigin( pev, pev->origin );
UTIL_SetSize(pev, Vector(0, 0, 0), Vector(0, 0, 0));
SetTouch( BoltTouch );
SetThink( BubbleThink );
pev->nextthink = gpGlobals->time + 0.2;
}
void CCrossbowBolt::Precache( )
{
PRECACHE_MODEL ("models/crossbow_bolt.mdl");
PRECACHE_SOUND("weapons/xbow_hitbod1.wav");
PRECACHE_SOUND("weapons/xbow_hitbod2.wav");
PRECACHE_SOUND("weapons/xbow_fly1.wav");
PRECACHE_SOUND("weapons/xbow_hit1.wav");
PRECACHE_SOUND("fvox/beep.wav");
m_iTrail = PRECACHE_MODEL("sprites/streak.spr");
}
int CCrossbowBolt :: Classify ( void )
{
return CLASS_NONE;
}
void CCrossbowBolt::BoltTouch( CBaseEntity *pOther )
{
SetTouch( NULL );
SetThink( NULL );
if (pOther->pev->takedamage)
{
TraceResult tr = UTIL_GetGlobalTrace( );
entvars_t *pevOwner;
pevOwner = VARS( pev->owner );
// UNDONE: this needs to call TraceAttack instead
ClearMultiDamage( );
if ( pOther->IsPlayer() )
{
pOther->TraceAttack(pevOwner, gSkillData.plrDmgCrossbowClient, pev->velocity.Normalize(), &tr, DMG_NEVERGIB );
}
else
{
pOther->TraceAttack(pevOwner, gSkillData.plrDmgCrossbowMonster, pev->velocity.Normalize(), &tr, DMG_BULLET | DMG_NEVERGIB );
}
ApplyMultiDamage( pev, pevOwner );
pev->velocity = Vector( 0, 0, 0 );
// play body "thwack" sound
switch( RANDOM_LONG(0,1) )
{
case 0:
EMIT_SOUND(ENT(pev), CHAN_WEAPON, "weapons/xbow_hitbod1.wav", 1, ATTN_NORM); break;
case 1:
EMIT_SOUND(ENT(pev), CHAN_WEAPON, "weapons/xbow_hitbod2.wav", 1, ATTN_NORM); break;
}
if ( !g_pGameRules->IsMultiplayer() )
{
Killed( pev, GIB_NEVER );
}
}
else
{
EMIT_SOUND_DYN(ENT(pev), CHAN_WEAPON, "weapons/xbow_hit1.wav", RANDOM_FLOAT(0.95, 1.0), ATTN_NORM, 0, 98 + RANDOM_LONG(0,7));
SetThink( SUB_Remove );
pev->nextthink = gpGlobals->time;// this will get changed below if the bolt is allowed to stick in what it hit.
if ( FClassnameIs( pOther->pev, "worldspawn" ) )
{
// if what we hit is static architecture, can stay around for a while.
Vector vecDir = pev->velocity.Normalize( );
UTIL_SetOrigin( pev, pev->origin - vecDir * 12 );
pev->angles = UTIL_VecToAngles( vecDir );
pev->solid = SOLID_NOT;
pev->movetype = MOVETYPE_FLY;
pev->velocity = Vector( 0, 0, 0 );
pev->avelocity.z = 0;
pev->angles.z = RANDOM_LONG(0,360);
pev->nextthink = gpGlobals->time + 10.0;
}
if (UTIL_PointContents(pev->origin) != CONTENTS_WATER)
{
UTIL_Sparks( pev->origin );
}
}
if ( g_pGameRules->IsMultiplayer() )
{
SetThink( ExplodeThink );
pev->nextthink = gpGlobals->time + 0.1;
}
}
void CCrossbowBolt::BubbleThink( void )
{
pev->nextthink = gpGlobals->time + 0.1;
if (pev->waterlevel == 0)
return;
UTIL_BubbleTrail( pev->origin - pev->velocity * 0.1, pev->origin, 1 );
}
void CCrossbowBolt::ExplodeThink( void )
{
int iContents = UTIL_PointContents ( pev->origin );
int iScale;
pev->dmg = 40;
iScale = 10;
MESSAGE_BEGIN( MSG_PVS, SVC_TEMPENTITY, pev->origin );
WRITE_BYTE( TE_EXPLOSION);
WRITE_COORD( pev->origin.x );
WRITE_COORD( pev->origin.y );
WRITE_COORD( pev->origin.z );
if (iContents != CONTENTS_WATER)
{
WRITE_SHORT( g_sModelIndexFireball );
}
else
{
WRITE_SHORT( g_sModelIndexWExplosion );
}
WRITE_BYTE( iScale ); // scale * 10
WRITE_BYTE( 15 ); // framerate
WRITE_BYTE( TE_EXPLFLAG_NONE );
MESSAGE_END();
entvars_t *pevOwner;
if ( pev->owner )
pevOwner = VARS( pev->owner );
else
pevOwner = NULL;
pev->owner = NULL; // can't traceline attack owner if this is set
::RadiusDamage( pev->origin, pev, pevOwner, pev->dmg, 128, CLASS_NONE, DMG_BLAST | DMG_ALWAYSGIB );
UTIL_Remove(this);
}
enum crossbow_e {
CROSSBOW_IDLE1 = 0, // full
CROSSBOW_IDLE2, // empty
CROSSBOW_FIDGET1, // full
CROSSBOW_FIDGET2, // empty
CROSSBOW_FIRE1, // full
CROSSBOW_FIRE2, // reload
CROSSBOW_FIRE3, // empty
CROSSBOW_RELOAD, // from empty
CROSSBOW_DRAW1, // full
CROSSBOW_DRAW2, // empty
CROSSBOW_HOLSTER1, // full
CROSSBOW_HOLSTER2, // empty
};
class CCrossbow : public CBasePlayerWeapon
{
public:
void Spawn( void );
void Precache( void );
int iItemSlot( ) { return 3; }
int GetItemInfo(ItemInfo *p);
void FireBolt( void );
void FireSniperBolt( void );
void PrimaryAttack( void );
void SecondaryAttack( void );
int AddToPlayer( CBasePlayer *pPlayer );
BOOL Deploy( );
void Holster( int skiplocal = 0 );
void Reload( void );
void WeaponIdle( void );
int m_fInZoom; // don't save this
};
LINK_ENTITY_TO_CLASS( weapon_crossbow, CCrossbow );
void CCrossbow::Spawn( )
{
Precache( );
m_iId = WEAPON_CROSSBOW;
SET_MODEL(ENT(pev), "models/w_crossbow.mdl");
m_iDefaultAmmo = CROSSBOW_DEFAULT_GIVE;
FallInit();// get ready to fall down.
}
int CCrossbow::AddToPlayer( CBasePlayer *pPlayer )
{
if ( CBasePlayerWeapon::AddToPlayer( pPlayer ) )
{
MESSAGE_BEGIN( MSG_ONE, gmsgWeapPickup, NULL, pPlayer->pev );
WRITE_BYTE( m_iId );
MESSAGE_END();
return TRUE;
}
return FALSE;
}
void CCrossbow::Precache( void )
{
PRECACHE_MODEL("models/w_crossbow.mdl");
PRECACHE_MODEL("models/v_crossbow.mdl");
PRECACHE_MODEL("models/p_crossbow.mdl");
PRECACHE_SOUND("weapons/xbow_fire1.wav");
PRECACHE_SOUND("weapons/xbow_reload1.wav");
UTIL_PrecacheOther( "crossbow_bolt" );
}
int CCrossbow::GetItemInfo(ItemInfo *p)
{
p->pszName = STRING(pev->classname);
p->pszAmmo1 = "bolts";
p->iMaxAmmo1 = BOLT_MAX_CARRY;
p->pszAmmo2 = NULL;
p->iMaxAmmo2 = -1;
p->iMaxClip = CROSSBOW_MAX_CLIP;
p->iSlot = 2;
p->iPosition = 2;
p->iId = WEAPON_CROSSBOW;
p->iFlags = 0;
p->iWeight = CROSSBOW_WEIGHT;
return 1;
}
BOOL CCrossbow::Deploy( )
{
if (m_iClip)
return DefaultDeploy( "models/v_crossbow.mdl", "models/p_crossbow.mdl", CROSSBOW_DRAW1, "bow" );
return DefaultDeploy( "models/v_crossbow.mdl", "models/p_crossbow.mdl", CROSSBOW_DRAW2, "bow" );
}
void CCrossbow::Holster( int skiplocal /* = 0 */ )
{
m_fInReload = FALSE;// cancel any reload in progress.
if ( m_fInZoom )
{
SecondaryAttack( );
}
m_pPlayer->m_flNextAttack = UTIL_WeaponTimeBase() + 0.5;
if (m_iClip)
SendWeaponAnim( CROSSBOW_HOLSTER1 );
else
SendWeaponAnim( CROSSBOW_HOLSTER2 );
}
void CCrossbow::PrimaryAttack( void )
{
if ( m_fInZoom && g_pGameRules->IsMultiplayer() )
{
FireSniperBolt();
return;
}
FireBolt();
}
// this function only gets called in multiplayer
void CCrossbow::FireSniperBolt()
{
m_flNextPrimaryAttack = gpGlobals->time + 0.75;
if (m_iClip == 0)
{
PlayEmptySound( );
return;
}
TraceResult tr;
m_pPlayer->m_iWeaponVolume = QUIET_GUN_VOLUME;
m_iClip--;
// make twang sound
EMIT_SOUND_DYN(ENT(m_pPlayer->pev), CHAN_WEAPON, "weapons/xbow_fire1.wav", RANDOM_FLOAT(0.95, 1.0), ATTN_NORM, 0, 93 + RANDOM_LONG(0,0xF));
if (m_iClip)
{
EMIT_SOUND_DYN(ENT(m_pPlayer->pev), CHAN_ITEM, "weapons/xbow_reload1.wav", RANDOM_FLOAT(0.95, 1.0), ATTN_NORM, 0, 93 + RANDOM_LONG(0,0xF));
SendWeaponAnim( CROSSBOW_FIRE1 );
}
else if (m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] == 0)
{
SendWeaponAnim( CROSSBOW_FIRE3 );
}
// player "shoot" animation
m_pPlayer->SetAnimation( PLAYER_ATTACK1 );
Vector anglesAim = m_pPlayer->pev->viewangles + m_pPlayer->pev->punchangle;
UTIL_MakeVectors( anglesAim );
Vector vecSrc = m_pPlayer->GetGunPosition( ) - gpGlobals->v_up * 2;
Vector vecDir = gpGlobals->v_forward;
UTIL_TraceLine(vecSrc, vecSrc + vecDir * 8192, dont_ignore_monsters, m_pPlayer->edict(), &tr);
if ( tr.pHit->v.takedamage )
{
switch( RANDOM_LONG(0,1) )
{
case 0:
EMIT_SOUND( tr.pHit, CHAN_BODY, "weapons/xbow_hitbod1.wav", 1, ATTN_NORM); break;
case 1:
EMIT_SOUND( tr.pHit, CHAN_BODY, "weapons/xbow_hitbod2.wav", 1, ATTN_NORM); break;
}
ClearMultiDamage( );
CBaseEntity::Instance(tr.pHit)->TraceAttack(m_pPlayer->pev, 120, vecDir, &tr, DMG_BULLET | DMG_NEVERGIB );
ApplyMultiDamage( pev, m_pPlayer->pev );
}
else
{
// create a bolt
CCrossbowBolt *pBolt = CCrossbowBolt::BoltCreate();
pBolt->pev->origin = tr.vecEndPos - vecDir * 10;
pBolt->pev->angles = UTIL_VecToAngles( vecDir );
pBolt->pev->solid = SOLID_NOT;
pBolt->SetTouch( NULL );
pBolt->SetThink( SUB_Remove );
EMIT_SOUND( pBolt->edict(), CHAN_WEAPON, "weapons/xbow_hit1.wav", RANDOM_FLOAT(0.95, 1.0), ATTN_NORM );
if (UTIL_PointContents(tr.vecEndPos) != CONTENTS_WATER)
{
UTIL_Sparks( tr.vecEndPos );
}
if ( FClassnameIs( tr.pHit, "worldspawn" ) )
{
// let the bolt sit around for a while if it hit static architecture
pBolt->pev->nextthink = gpGlobals->time + 5.0;
}
else
{
pBolt->pev->nextthink = gpGlobals->time;
}
}
}
void CCrossbow::FireBolt()
{
TraceResult tr;
if (m_iClip == 0)
{
PlayEmptySound( );
return;
}
m_pPlayer->m_iWeaponVolume = QUIET_GUN_VOLUME;
m_iClip--;
// make twang sound
EMIT_SOUND_DYN(ENT(m_pPlayer->pev), CHAN_WEAPON, "weapons/xbow_fire1.wav", RANDOM_FLOAT(0.95, 1.0), ATTN_NORM, 0, 93 + RANDOM_LONG(0,0xF));
if (m_iClip)
{
EMIT_SOUND_DYN(ENT(m_pPlayer->pev), CHAN_ITEM, "weapons/xbow_reload1.wav", RANDOM_FLOAT(0.95, 1.0), ATTN_NORM, 0, 93 + RANDOM_LONG(0,0xF));
SendWeaponAnim( CROSSBOW_FIRE1 );
}
else if (m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] == 0)
{
SendWeaponAnim( CROSSBOW_FIRE3 );
}
// player "shoot" animation
m_pPlayer->SetAnimation( PLAYER_ATTACK1 );
Vector anglesAim = m_pPlayer->pev->viewangles + m_pPlayer->pev->punchangle;
UTIL_MakeVectors( anglesAim );
// Vector vecSrc = pev->origin + gpGlobals->v_up * 16 + gpGlobals->v_forward * 20 + gpGlobals->v_right * 4;
anglesAim.x = -anglesAim.x;
Vector vecSrc = m_pPlayer->GetGunPosition( ) - gpGlobals->v_up * 2;
Vector vecDir = gpGlobals->v_forward;
//CBaseEntity *pBolt = CBaseEntity::Create( "crossbow_bolt", vecSrc, anglesAim, m_pPlayer->edict() );
CCrossbowBolt *pBolt = CCrossbowBolt::BoltCreate();
pBolt->pev->origin = vecSrc;
pBolt->pev->angles = anglesAim;
pBolt->pev->owner = m_pPlayer->edict();
if (m_pPlayer->pev->waterlevel == 3)
{
pBolt->pev->velocity = vecDir * BOLT_WATER_VELOCITY;
pBolt->pev->speed = BOLT_WATER_VELOCITY;
}
else
{
pBolt->pev->velocity = vecDir * BOLT_AIR_VELOCITY;
pBolt->pev->speed = BOLT_AIR_VELOCITY;
}
pBolt->pev->avelocity.z = 10;
if (!m_iClip && m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] <= 0)
// HEV suit - indicate out of ammo condition
m_pPlayer->SetSuitUpdate("!HEV_AMO0", FALSE, 0);
m_flNextPrimaryAttack = gpGlobals->time + 0.75;
m_flNextSecondaryAttack = gpGlobals->time + 0.75;
if (m_iClip != 0)
m_flTimeWeaponIdle = gpGlobals->time + 5.0;
else
m_flTimeWeaponIdle = 0.75;
m_pPlayer->pev->punchangle.x -= 2;
}
void CCrossbow::SecondaryAttack()
{
if (m_fInZoom)
{
m_pPlayer->pev->fov = 90; // 90 means reset to default fov
m_fInZoom = 0;
}
else
{
m_pPlayer->pev->fov = 20;
m_fInZoom = 1;
}
pev->nextthink = gpGlobals->time + 0.1;
m_flNextSecondaryAttack = gpGlobals->time + 1.0;
}
void CCrossbow::Reload( void )
{
if ( m_fInZoom )
{
SecondaryAttack();
}
if (DefaultReload( 5, CROSSBOW_RELOAD, 4.5 ))
{
EMIT_SOUND_DYN(ENT(m_pPlayer->pev), CHAN_ITEM, "weapons/xbow_reload1.wav", RANDOM_FLOAT(0.95, 1.0), ATTN_NORM, 0, 93 + RANDOM_LONG(0,0xF));
}
}
void CCrossbow::WeaponIdle( void )
{
m_pPlayer->GetAutoaimVector( AUTOAIM_2DEGREES ); // get the autoaim vector but ignore it; used for autoaim crosshair in DM
ResetEmptySound( );
if (m_flTimeWeaponIdle < gpGlobals->time)
{
float flRand = RANDOM_FLOAT(0, 1);
if (flRand <= 0.75)
{
if (m_iClip)
{
SendWeaponAnim( CROSSBOW_IDLE1 );
}
else
{
SendWeaponAnim( CROSSBOW_IDLE2 );
}
m_flTimeWeaponIdle = gpGlobals->time + RANDOM_FLOAT ( 10, 15 );
}
else
{
if (m_iClip)
{
SendWeaponAnim( CROSSBOW_FIDGET1 );
m_flTimeWeaponIdle = gpGlobals->time + 90.0 / 30.0;
}
else
{
SendWeaponAnim( CROSSBOW_FIDGET2 );
m_flTimeWeaponIdle = gpGlobals->time + 80.0 / 30.0;
}
}
}
}
class CCrossbowAmmo : public CBasePlayerAmmo
{
void Spawn( void )
{
Precache( );
SET_MODEL(ENT(pev), "models/w_crossbow_clip.mdl");
CBasePlayerAmmo::Spawn( );
}
void Precache( void )
{
PRECACHE_MODEL ("models/w_crossbow_clip.mdl");
PRECACHE_SOUND("items/9mmclip1.wav");
}
BOOL AddAmmo( CBaseEntity *pOther )
{
if (pOther->GiveAmmo( AMMO_CROSSBOWCLIP_GIVE, "bolts", BOLT_MAX_CARRY ) != -1)
{
EMIT_SOUND(ENT(pev), CHAN_ITEM, "items/9mmclip1.wav", 1, ATTN_NORM);
return TRUE;
}
return FALSE;
}
};
LINK_ENTITY_TO_CLASS( ammo_crossbow, CCrossbowAmmo );
#endif

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/***
*
* Copyright (c) 1999, 2000 Valve LLC. All rights reserved.
*
* This product contains software technology licensed from Id
* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
* All Rights Reserved.
*
* Use, distribution, and modification of this source code and/or resulting
* object code is restricted to non-commercial enhancements to products from
* Valve LLC. All other use, distribution, or modification is prohibited
* without written permission from Valve LLC.
*
****/
#include "extdll.h"
#include "util.h"
#include "cbase.h"
#include "monsters.h"
#include "weapons.h"
#include "nodes.h"
#include "player.h"
#include "gamerules.h"
#define CROWBAR_BODYHIT_VOLUME 128
#define CROWBAR_WALLHIT_VOLUME 512
class CCrowbar : public CBasePlayerWeapon
{
public:
void Spawn( void );
void Precache( void );
int iItemSlot( void ) { return 1; }
void EXPORT SwingAgain( void );
void EXPORT Smack( void );
int GetItemInfo(ItemInfo *p);
void PrimaryAttack( void );
int Swing( int fFirst );
BOOL Deploy( void );
void Holster( int skiplocal = 0 );
int m_iSwing;
TraceResult m_trHit;
};
LINK_ENTITY_TO_CLASS( weapon_crowbar, CCrowbar );
enum gauss_e {
CROWBAR_IDLE = 0,
CROWBAR_DRAW,
CROWBAR_HOLSTER,
CROWBAR_ATTACK1HIT,
CROWBAR_ATTACK1MISS,
CROWBAR_ATTACK2MISS,
CROWBAR_ATTACK2HIT,
CROWBAR_ATTACK3MISS,
CROWBAR_ATTACK3HIT
};
void CCrowbar::Spawn( )
{
Precache( );
m_iId = WEAPON_CROWBAR;
SET_MODEL(ENT(pev), "models/w_crowbar.mdl");
m_iClip = -1;
FallInit();// get ready to fall down.
}
void CCrowbar::Precache( void )
{
PRECACHE_MODEL("models/v_crowbar.mdl");
PRECACHE_MODEL("models/w_crowbar.mdl");
PRECACHE_MODEL("models/p_crowbar.mdl");
PRECACHE_SOUND("weapons/cbar_hit1.wav");
PRECACHE_SOUND("weapons/cbar_hit2.wav");
PRECACHE_SOUND("weapons/cbar_hitbod1.wav");
PRECACHE_SOUND("weapons/cbar_hitbod2.wav");
PRECACHE_SOUND("weapons/cbar_hitbod3.wav");
PRECACHE_SOUND("weapons/cbar_miss1.wav");
}
int CCrowbar::GetItemInfo(ItemInfo *p)
{
p->pszName = STRING(pev->classname);
p->pszAmmo1 = NULL;
p->iMaxAmmo1 = -1;
p->pszAmmo2 = NULL;
p->iMaxAmmo2 = -1;
p->iMaxClip = WEAPON_NOCLIP;
p->iSlot = 0;
p->iPosition = 0;
p->iId = WEAPON_CROWBAR;
p->iWeight = CROWBAR_WEIGHT;
return 1;
}
BOOL CCrowbar::Deploy( )
{
return DefaultDeploy( "models/v_crowbar.mdl", "models/p_crowbar.mdl", CROWBAR_DRAW, "crowbar" );
}
void CCrowbar::Holster( int skiplocal /* = 0 */ )
{
m_pPlayer->m_flNextAttack = UTIL_WeaponTimeBase() + 0.5;
SendWeaponAnim( CROWBAR_HOLSTER );
}
void FindHullIntersection( const Vector &vecSrc, TraceResult &tr, float *mins, float *maxs, edict_t *pEntity )
{
int i, j, k;
float distance;
float *minmaxs[2] = {mins, maxs};
TraceResult tmpTrace;
Vector vecHullEnd = tr.vecEndPos;
Vector vecEnd;
distance = 1e6f;
vecHullEnd = vecSrc + ((vecHullEnd - vecSrc)*2);
UTIL_TraceLine( vecSrc, vecHullEnd, dont_ignore_monsters, pEntity, &tmpTrace );
if ( tmpTrace.flFraction < 1.0 )
{
tr = tmpTrace;
return;
}
for ( i = 0; i < 2; i++ )
{
for ( j = 0; j < 2; j++ )
{
for ( k = 0; k < 2; k++ )
{
vecEnd.x = vecHullEnd.x + minmaxs[i][0];
vecEnd.y = vecHullEnd.y + minmaxs[j][1];
vecEnd.z = vecHullEnd.z + minmaxs[k][2];
UTIL_TraceLine( vecSrc, vecEnd, dont_ignore_monsters, pEntity, &tmpTrace );
if ( tmpTrace.flFraction < 1.0 )
{
float thisDistance = (tmpTrace.vecEndPos - vecSrc).Length();
if ( thisDistance < distance )
{
tr = tmpTrace;
distance = thisDistance;
}
}
}
}
}
}
void CCrowbar::PrimaryAttack()
{
if (! Swing( 1 ))
{
SetThink( SwingAgain );
pev->nextthink = gpGlobals->time + 0.1;
}
}
void CCrowbar::Smack( )
{
DecalGunshot( &m_trHit, BULLET_PLAYER_CROWBAR );
}
void CCrowbar::SwingAgain( void )
{
Swing( 0 );
}
int CCrowbar::Swing( int fFirst )
{
int fDidHit = FALSE;
TraceResult tr;
UTIL_MakeVectors (m_pPlayer->pev->viewangles);
Vector vecSrc = m_pPlayer->GetGunPosition( );
Vector vecEnd = vecSrc + gpGlobals->v_forward * 32;
UTIL_TraceLine( vecSrc, vecEnd, dont_ignore_monsters, ENT( m_pPlayer->pev ), &tr );
if ( tr.flFraction >= 1.0 )
{
UTIL_TraceHull( vecSrc, vecEnd, dont_ignore_monsters, head_hull, ENT( m_pPlayer->pev ), &tr );
if ( tr.flFraction < 1.0 )
{
// Calculate the point of intersection of the line (or hull) and the object we hit
// This is and approximation of the "best" intersection
CBaseEntity *pHit = CBaseEntity::Instance( tr.pHit );
if ( !pHit || pHit->IsBSPModel() )
FindHullIntersection( vecSrc, tr, VEC_DUCK_HULL_MIN, VEC_DUCK_HULL_MAX, m_pPlayer->edict() );
vecEnd = tr.vecEndPos; // This is the point on the actual surface (the hull could have hit space)
}
}
if ( tr.flFraction >= 1.0 )
{
if (fFirst)
{
// miss
switch( (m_iSwing++) % 3 )
{
case 0:
SendWeaponAnim( CROWBAR_ATTACK1MISS ); break;
case 1:
SendWeaponAnim( CROWBAR_ATTACK2MISS ); break;
case 2:
SendWeaponAnim( CROWBAR_ATTACK3MISS ); break;
}
m_flNextPrimaryAttack = gpGlobals->time + 0.5;
// play wiff or swish sound
EMIT_SOUND_DYN(ENT(m_pPlayer->pev), CHAN_WEAPON, "weapons/cbar_miss1.wav", 1, ATTN_NORM, 0, 94 + RANDOM_LONG(0,0xF));
// player "shoot" animation
m_pPlayer->SetAnimation( PLAYER_ATTACK1 );
}
}
else
{
// hit
fDidHit = TRUE;
CBaseEntity *pEntity = CBaseEntity::Instance(tr.pHit);
switch( ((m_iSwing++) % 2) + 1 )
{
case 0:
SendWeaponAnim( CROWBAR_ATTACK1HIT ); break;
case 1:
SendWeaponAnim( CROWBAR_ATTACK2HIT ); break;
case 2:
SendWeaponAnim( CROWBAR_ATTACK3HIT ); break;
}
// player "shoot" animation
m_pPlayer->SetAnimation( PLAYER_ATTACK1 );
ClearMultiDamage( );
if ( (m_flNextPrimaryAttack + 1 < gpGlobals->time) || g_pGameRules->IsMultiplayer() )
{
// first swing does full damage
pEntity->TraceAttack(m_pPlayer->pev, gSkillData.plrDmgCrowbar, gpGlobals->v_forward, &tr, DMG_CLUB );
}
else
{
// subsequent swings do half
pEntity->TraceAttack(m_pPlayer->pev, gSkillData.plrDmgCrowbar / 2, gpGlobals->v_forward, &tr, DMG_CLUB );
}
ApplyMultiDamage( m_pPlayer->pev, m_pPlayer->pev );
m_flNextPrimaryAttack = gpGlobals->time + 0.25;
// play thwack, smack, or dong sound
float flVol = 1.0;
int fHitWorld = TRUE;
if (pEntity)
{
if (pEntity->Classify() != CLASS_NONE && pEntity->Classify() != CLASS_MACHINE)
{
// play thwack or smack sound
switch( RANDOM_LONG(0,2) )
{
case 0:
EMIT_SOUND(ENT(m_pPlayer->pev), CHAN_WEAPON, "weapons/cbar_hitbod1.wav", 1, ATTN_NORM); break;
case 1:
EMIT_SOUND(ENT(m_pPlayer->pev), CHAN_WEAPON, "weapons/cbar_hitbod2.wav", 1, ATTN_NORM); break;
case 2:
EMIT_SOUND(ENT(m_pPlayer->pev), CHAN_WEAPON, "weapons/cbar_hitbod3.wav", 1, ATTN_NORM); break;
}
m_pPlayer->m_iWeaponVolume = CROWBAR_BODYHIT_VOLUME;
if (!pEntity->IsAlive() )
return TRUE;
else
flVol = 0.1;
fHitWorld = FALSE;
}
}
// play texture hit sound
// UNDONE: Calculate the correct point of intersection when we hit with the hull instead of the line
if (fHitWorld)
{
float fvolbar = TEXTURETYPE_PlaySound(&tr, vecSrc, vecSrc + (vecEnd-vecSrc)*2, BULLET_PLAYER_CROWBAR);
if ( g_pGameRules->IsMultiplayer() )
{
// override the volume here, cause we don't play texture sounds in multiplayer,
// and fvolbar is going to be 0 from the above call.
fvolbar = 1;
}
// also play crowbar strike
switch( RANDOM_LONG(0,1) )
{
case 0:
//UTIL_EmitAmbientSound(ENT(0), ptr->vecEndPos, "weapons/cbar_hit1.wav", fvolbar, ATTN_NORM, 0, 98 + RANDOM_LONG(0,3));
EMIT_SOUND_DYN(ENT(m_pPlayer->pev), CHAN_ITEM, "weapons/cbar_hit1.wav", fvolbar, ATTN_NORM, 0, 98 + RANDOM_LONG(0,3));
break;
case 1:
//UTIL_EmitAmbientSound(ENT(0), ptr->vecEndPos, "weapons/cbar_hit2.wav", fvolbar, ATTN_NORM, 0, 98 + RANDOM_LONG(0,3));
EMIT_SOUND_DYN(ENT(m_pPlayer->pev), CHAN_ITEM, "weapons/cbar_hit2.wav", fvolbar, ATTN_NORM, 0, 98 + RANDOM_LONG(0,3));
break;
}
}
// delay the decal a bit
m_trHit = tr;
SetThink( Smack );
pev->nextthink = gpGlobals->time + 0.2;
m_pPlayer->m_iWeaponVolume = flVol * CROWBAR_WALLHIT_VOLUME;
}
return fDidHit;
}

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/***
*
* Copyright (c) 1999, 2000 Valve LLC. All rights reserved.
*
* This product contains software technology licensed from Id
* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
* All Rights Reserved.
*
* Use, distribution, and modification of this source code and/or resulting
* object code is restricted to non-commercial enhancements to products from
* Valve LLC. All other use, distribution, or modification is prohibited
* without written permission from Valve LLC.
*
****/
#ifndef DECALS_H
#define DECALS_H
//
// Dynamic Decals
//
enum decal_e
{
DECAL_GUNSHOT1 = 0,
DECAL_GUNSHOT2,
DECAL_GUNSHOT3,
DECAL_GUNSHOT4,
DECAL_GUNSHOT5,
DECAL_LAMBDA1,
DECAL_LAMBDA2,
DECAL_LAMBDA3,
DECAL_LAMBDA4,
DECAL_LAMBDA5,
DECAL_LAMBDA6,
DECAL_SCORCH1,
DECAL_SCORCH2,
DECAL_BLOOD1,
DECAL_BLOOD2,
DECAL_BLOOD3,
DECAL_BLOOD4,
DECAL_BLOOD5,
DECAL_BLOOD6,
DECAL_YBLOOD1,
DECAL_YBLOOD2,
DECAL_YBLOOD3,
DECAL_YBLOOD4,
DECAL_YBLOOD5,
DECAL_YBLOOD6,
DECAL_GLASSBREAK1,
DECAL_GLASSBREAK2,
DECAL_GLASSBREAK3,
DECAL_BIGSHOT1,
DECAL_BIGSHOT2,
DECAL_BIGSHOT3,
DECAL_BIGSHOT4,
DECAL_BIGSHOT5,
DECAL_SPIT1,
DECAL_SPIT2,
DECAL_BPROOF1, // Bulletproof glass decal
DECAL_GARGSTOMP1, // Gargantua stomp crack
DECAL_SMALLSCORCH1, // Small scorch mark
DECAL_SMALLSCORCH2, // Small scorch mark
DECAL_SMALLSCORCH3, // Small scorch mark
DECAL_MOMMABIRTH, // Big momma birth splatter
DECAL_MOMMASPLAT,
};
typedef struct
{
char *name;
int index;
} DLL_DECALLIST;
extern DLL_DECALLIST gDecals[];
#endif // DECALS_H

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/***
*
* Copyright (c) 1999, 2000 Valve LLC. All rights reserved.
*
* This product contains software technology licensed from Id
* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
* All Rights Reserved.
*
* This source code contains proprietary and confidential information of
* Valve LLC and its suppliers. Access to this code is restricted to
* persons who have executed a written SDK license with Valve. Any access,
* use or distribution of this code by or to any unlicensed person is illegal.
*
****/
#ifndef DEFAULTAI_H
#define DEFAULTAI_H
//=========================================================
// Failed
//=========================================================
extern Schedule_t slFail[];
//=========================================================
// Idle Schedules
//=========================================================
extern Schedule_t slIdleStand[];
extern Schedule_t slIdleTrigger[];
extern Schedule_t slIdleWalk[];
//=========================================================
// Wake Schedules
//=========================================================
extern Schedule_t slWakeAngry[];
//=========================================================
// AlertTurn Schedules
//=========================================================
extern Schedule_t slAlertFace[];
//=========================================================
// AlertIdle Schedules
//=========================================================
extern Schedule_t slAlertStand[];
//=========================================================
// CombatIdle Schedule
//=========================================================
extern Schedule_t slCombatStand[];
//=========================================================
// CombatFace Schedule
//=========================================================
extern Schedule_t slCombatFace[];
//=========================================================
// reload schedule
//=========================================================
extern Schedule_t slReload[];
//=========================================================
// Attack Schedules
//=========================================================
extern Schedule_t slRangeAttack1[];
extern Schedule_t slRangeAttack2[];
extern Schedule_t slTakeCoverFromBestSound[];
// primary melee attack
extern Schedule_t slMeleeAttack[];
// Chase enemy schedule
extern Schedule_t slChaseEnemy[];
//=========================================================
// small flinch, used when a relatively minor bit of damage
// is inflicted.
//=========================================================
extern Schedule_t slSmallFlinch[];
//=========================================================
// Die!
//=========================================================
extern Schedule_t slDie[];
//=========================================================
// Universal Error Schedule
//=========================================================
extern Schedule_t slError[];
//=========================================================
// Scripted sequences
//=========================================================
extern Schedule_t slWalkToScript[];
extern Schedule_t slRunToScript[];
extern Schedule_t slWaitScript[];
#endif // DEFAULTAI_H

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/***
*
* Copyright (c) 1999, 2000 Valve LLC. All rights reserved.
*
* This product contains software technology licensed from Id
* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
* All Rights Reserved.
*
* Use, distribution, and modification of this source code and/or resulting
* object code is restricted to non-commercial enhancements to products from
* Valve LLC. All other use, distribution, or modification is prohibited
* without written permission from Valve LLC.
*
****/
#ifndef DOORS_H
#define DOORS_H
// doors
#define SF_DOOR_ROTATE_Y 0
#define SF_DOOR_START_OPEN 1
#define SF_DOOR_ROTATE_BACKWARDS 2
#define SF_DOOR_PASSABLE 8
#define SF_DOOR_ONEWAY 16
#define SF_DOOR_NO_AUTO_RETURN 32
#define SF_DOOR_ROTATE_Z 64
#define SF_DOOR_ROTATE_X 128
#define SF_DOOR_USE_ONLY 256 // door must be opened by player's use button.
#define SF_DOOR_NOMONSTERS 512 // Monster can't open
#define SF_DOOR_SILENT 0x80000000
#endif //DOORS_H

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/***
*
* Copyright (c) 1999, 2000 Valve LLC. All rights reserved.
*
* This product contains software technology licensed from Id
* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
* All Rights Reserved.
*
* Use, distribution, and modification of this source code and/or resulting
* object code is restricted to non-commercial enhancements to products from
* Valve LLC. All other use, distribution, or modification is prohibited
* without written permission from Valve LLC.
*
****/
#ifndef EFFECTS_H
#define EFFECTS_H
#include "beam_def.h"
#define SF_BEAM_STARTON 0x0001
#define SF_BEAM_TOGGLE 0x0002
#define SF_BEAM_RANDOM 0x0004
#define SF_BEAM_RING 0x0008
#define SF_BEAM_SPARKSTART 0x0010
#define SF_BEAM_SPARKEND 0x0020
#define SF_BEAM_DECALS 0x0040
#define SF_BEAM_SHADEIN 0x0080
#define SF_BEAM_SHADEOUT 0x0100
#define SF_BEAM_TEMPORARY 0x8000
#define SF_SPRITE_STARTON 0x0001
#define SF_SPRITE_ONCE 0x0002
#define SF_SPRITE_TEMPORARY 0x8000
class CSprite : public CPointEntity
{
public:
void Spawn( void );
void Precache( void );
int ObjectCaps( void )
{
int flags = 0;
if ( pev->spawnflags & SF_SPRITE_TEMPORARY )
flags = FCAP_DONT_SAVE;
return (CBaseEntity :: ObjectCaps() & ~FCAP_ACROSS_TRANSITION) | flags;
}
void EXPORT AnimateThink( void );
void EXPORT ExpandThink( void );
void Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value );
void Animate( float frames );
void Expand( float scaleSpeed, float fadeSpeed );
void SpriteInit( const char *pSpriteName, const Vector &origin );
inline void SetAttachment( edict_t *pEntity, int attachment )
{
if ( pEntity )
{
pev->skin = ENTINDEX(pEntity);
pev->body = attachment;
pev->aiment = pEntity;
pev->movetype = MOVETYPE_FOLLOW;
}
}
void TurnOff( void );
void TurnOn( void );
inline float Frames( void ) { return m_maxFrame; }
inline void SetTransparency( int rendermode, int r, int g, int b, int a, int fx )
{
pev->rendermode = rendermode;
pev->rendercolor.x = r;
pev->rendercolor.y = g;
pev->rendercolor.z = b;
pev->renderamt = a;
pev->renderfx = fx;
}
inline void SetTexture( int spriteIndex ) { pev->modelindex = spriteIndex; }
inline void SetScale( float scale ) { pev->scale = scale; }
inline void SetColor( int r, int g, int b ) { pev->rendercolor.x = r; pev->rendercolor.y = g; pev->rendercolor.z = b; }
inline void SetBrightness( int brightness ) { pev->renderamt = brightness; }
inline void AnimateAndDie( float framerate )
{
SetThink(AnimateUntilDead);
pev->framerate = framerate;
pev->dmgtime = gpGlobals->time + (m_maxFrame / framerate);
pev->nextthink = gpGlobals->time;
}
void EXPORT AnimateUntilDead( void );
virtual int Save( CSave &save );
virtual int Restore( CRestore &restore );
static TYPEDESCRIPTION m_SaveData[];
static CSprite *SpriteCreate( const char *pSpriteName, const Vector &origin, BOOL animate );
private:
float m_lastTime;
float m_maxFrame;
};
class CBeam : public CBaseEntity
{
public:
void Spawn( void );
int ObjectCaps( void )
{
int flags = 0;
if ( pev->spawnflags & SF_BEAM_TEMPORARY )
flags = FCAP_DONT_SAVE;
return (CBaseEntity :: ObjectCaps() & ~FCAP_ACROSS_TRANSITION) | flags;
}
void EXPORT TriggerTouch( CBaseEntity *pOther );
// These functions are here to show the way beams are encoded as entities.
// Encoding beams as entities simplifies their management in the client/server architecture
inline void SetType( int type ) { pev->rendermode = type; }
inline void SetFlags( int flags ) { pev->renderfx |= flags; }
inline void SetStartPos( const Vector& pos ) { pev->origin = pos; }
inline void SetEndPos( const Vector& pos ) { pev->oldorigin = pos; }
inline void SetStartEntity( edict_t *pEnt ) { pev->aiment = pEnt; }
inline void SetEndEntity( edict_t *pEnt ) { pev->owner = pEnt; }
inline void SetStartAttachment( int attachment ) { pev->colormap = (pev->colormap & 0xFF00)>>8 | attachment; }
inline void SetEndAttachment( int attachment ) { pev->colormap = (pev->colormap & 0xFF) | (attachment<<8); }
inline void SetTexture( int spriteIndex ) { pev->modelindex = spriteIndex; }
inline void SetWidth( int width ) { pev->scale = width; }
inline void SetNoise( int amplitude ) { pev->body = amplitude; }
inline void SetColor( int r, int g, int b ) { pev->rendercolor.x = r; pev->rendercolor.y = g; pev->rendercolor.z = b; }
inline void SetBrightness( int brightness ) { pev->renderamt = brightness; }
inline void SetFrame( float frame ) { pev->frame = frame; }
inline void SetScrollRate( int speed ) { pev->animtime = speed; }
inline int GetType( void ) { return pev->rendermode; }
inline int GetFlags( void ) { return pev->renderfx; }
inline edict_t *GetStartEntity( void ) { return pev->owner; }
inline edict_t *GetEndEntity( void ) { return pev->aiment; }
const Vector &GetStartPos( void );
const Vector &GetEndPos( void );
Vector Center( void ) { return (GetStartPos() + GetEndPos()) * 0.5; }; // center point of beam
inline int GetTexture( void ) { return pev->modelindex; }
inline int GetWidth( void ) { return pev->scale; }
inline int GetNoise( void ) { return pev->body; }
// inline void GetColor( int r, int g, int b ) { pev->rendercolor.x = r; pev->rendercolor.y = g; pev->rendercolor.z = b; }
inline int GetBrightness( void ) { return pev->renderamt; }
inline int GetFrame( void ) { return pev->frame; }
inline int GetScrollRate( void ) { return pev->animtime; }
// Call after you change start/end positions
void RelinkBeam( void );
// void SetObjectCollisionBox( void );
void DoSparks( const Vector &start, const Vector &end );
CBaseEntity *RandomTargetname( const char *szName );
void BeamDamage( TraceResult *ptr );
// Init after BeamCreate()
void BeamInit( const char *pSpriteName, int width );
void PointsInit( const Vector &start, const Vector &end );
void PointEntInit( const Vector &start, edict_t *pEnt );
void EntsInit( edict_t *pStart, edict_t *pEnd );
void HoseInit( const Vector &start, const Vector &direction );
static CBeam *BeamCreate( const char *pSpriteName, int width );
inline void LiveForTime( float time ) { SetThink(SUB_Remove); pev->nextthink = gpGlobals->time + time; }
inline void BeamDamageInstant( TraceResult *ptr, float damage )
{
pev->dmg = damage;
pev->dmgtime = gpGlobals->time - 1;
BeamDamage(ptr);
}
};
#define SF_MESSAGE_ONCE 0x0001 // Fade in, not out
#define SF_MESSAGE_ALL 0x0002 // Send to all clients
class CLaser : public CBeam
{
public:
void Spawn( void );
void Precache( void );
void KeyValue( KeyValueData *pkvd );
void TurnOn( void );
void TurnOff( void );
int IsOn( void );
void FireAtPoint( TraceResult &point );
void EXPORT StrikeThink( void );
void Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value );
virtual int Save( CSave &save );
virtual int Restore( CRestore &restore );
static TYPEDESCRIPTION m_SaveData[];
CSprite *m_pSprite;
int m_iszSpriteName;
Vector m_firePosition;
};
#endif //EFFECTS_H

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/***
*
* Copyright (c) 1999, 2000 Valve LLC. All rights reserved.
*
* This product contains software technology licensed from Id
* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
* All Rights Reserved.
*
* Use, distribution, and modification of this source code and/or resulting
* object code is restricted to non-commercial enhancements to products from
* Valve LLC. All other use, distribution, or modification is prohibited
* without written permission from Valve LLC.
*
****/
#if !defined( OEM_BUILD ) && !defined( HLDEMO_BUILD )
#include "extdll.h"
#include "util.h"
#include "cbase.h"
#include "player.h"
#include "monsters.h"
#include "weapons.h"
#include "nodes.h"
#include "effects.h"
#include "gamerules.h"
#define EGON_PRIMARY_VOLUME 450
#define EGON_BEAM_SPRITE "sprites/xbeam1.spr"
#define EGON_FLARE_SPRITE "sprites/XSpark1.spr"
#define EGON_SOUND_OFF "weapons/egon_off1.wav"
#define EGON_SOUND_RUN "weapons/egon_run3.wav"
#define EGON_SOUND_STARTUP "weapons/egon_windup2.wav"
#define EGON_SWITCH_NARROW_TIME 0.75 // Time it takes to switch fire modes
#define EGON_SWITCH_WIDE_TIME 1.5
enum egon_e {
EGON_IDLE1 = 0,
EGON_FIDGET1,
EGON_ALTFIREON,
EGON_ALTFIRECYCLE,
EGON_ALTFIREOFF,
EGON_FIRE1,
EGON_FIRE2,
EGON_FIRE3,
EGON_FIRE4,
EGON_DRAW,
EGON_HOLSTER
};
class CEgon : public CBasePlayerWeapon
{
public:
int Save( CSave &save );
int Restore( CRestore &restore );
static TYPEDESCRIPTION m_SaveData[];
void Spawn( void );
void Precache( void );
int iItemSlot( void ) { return 4; }
int GetItemInfo(ItemInfo *p);
int AddToPlayer( CBasePlayer *pPlayer );
BOOL Deploy( void );
void Holster( int skiplocal = 0 );
void CreateEffect( void );
void UpdateEffect( const Vector &startPoint, const Vector &endPoint, float timeBlend );
void DestroyEffect( void );
void EndAttack( void );
void Attack( void );
void PrimaryAttack( void );
void WeaponIdle( void );
static int g_fireAnims1[];
static int g_fireAnims2[];
float m_flAmmoUseTime;// since we use < 1 point of ammo per update, we subtract ammo on a timer.
float GetPulseInterval( void );
float GetDischargeInterval( void );
void Fire( const Vector &vecOrigSrc, const Vector &vecDir );
BOOL HasAmmo( void )
{
if (m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] <= 0)
return FALSE;
return TRUE;
}
void UseAmmo( int count )
{
if ( m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] >= count )
m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] -= count;
else
m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] = 0;
}
enum EGON_FIRESTATE { FIRE_OFF, FIRE_CHARGE };
enum EGON_FIREMODE { FIRE_NARROW, FIRE_WIDE};
private:
float m_shootTime;
CBeam *m_pBeam;
CBeam *m_pNoise;
CSprite *m_pSprite;
EGON_FIRESTATE m_fireState;
EGON_FIREMODE m_fireMode;
float m_shakeTime;
BOOL m_deployed;
};
LINK_ENTITY_TO_CLASS( weapon_egon, CEgon );
int CEgon::g_fireAnims1[] = { EGON_FIRE1, EGON_FIRE2, EGON_FIRE3, EGON_FIRE4 };
int CEgon::g_fireAnims2[] = { EGON_ALTFIRECYCLE };
TYPEDESCRIPTION CEgon::m_SaveData[] =
{
DEFINE_FIELD( CEgon, m_pBeam, FIELD_CLASSPTR ),
DEFINE_FIELD( CEgon, m_pNoise, FIELD_CLASSPTR ),
DEFINE_FIELD( CEgon, m_pSprite, FIELD_CLASSPTR ),
DEFINE_FIELD( CEgon, m_shootTime, FIELD_TIME ),
DEFINE_FIELD( CEgon, m_fireState, FIELD_INTEGER ),
DEFINE_FIELD( CEgon, m_fireMode, FIELD_INTEGER ),
DEFINE_FIELD( CEgon, m_shakeTime, FIELD_TIME ),
DEFINE_FIELD( CEgon, m_flAmmoUseTime, FIELD_TIME ),
};
IMPLEMENT_SAVERESTORE( CEgon, CBasePlayerWeapon );
void CEgon::Spawn( )
{
Precache( );
m_iId = WEAPON_EGON;
SET_MODEL(ENT(pev), "models/w_egon.mdl");
m_iDefaultAmmo = EGON_DEFAULT_GIVE;
FallInit();// get ready to fall down.
}
void CEgon::Precache( void )
{
PRECACHE_MODEL("models/w_egon.mdl");
PRECACHE_MODEL("models/v_egon.mdl");
PRECACHE_MODEL("models/p_egon.mdl");
PRECACHE_MODEL("models/w_9mmclip.mdl");
PRECACHE_SOUND("items/9mmclip1.wav");
PRECACHE_SOUND( EGON_SOUND_OFF );
PRECACHE_SOUND( EGON_SOUND_RUN );
PRECACHE_SOUND( EGON_SOUND_STARTUP );
PRECACHE_MODEL( EGON_BEAM_SPRITE );
PRECACHE_MODEL( EGON_FLARE_SPRITE );
PRECACHE_SOUND ("weapons/357_cock1.wav");
}
BOOL CEgon::Deploy( void )
{
m_deployed = FALSE;
return DefaultDeploy( "models/v_egon.mdl", "models/p_egon.mdl", EGON_DRAW, "egon" );
}
int CEgon::AddToPlayer( CBasePlayer *pPlayer )
{
if ( CBasePlayerWeapon::AddToPlayer( pPlayer ) )
{
MESSAGE_BEGIN( MSG_ONE, gmsgWeapPickup, NULL, pPlayer->pev );
WRITE_BYTE( m_iId );
MESSAGE_END();
return TRUE;
}
return FALSE;
}
void CEgon::Holster( int skiplocal /* = 0 */ )
{
m_pPlayer->m_flNextAttack = UTIL_WeaponTimeBase() + 0.5;
// m_flTimeWeaponIdle = gpGlobals->time + UTIL_RandomFloat ( 10, 15 );
SendWeaponAnim( EGON_HOLSTER );
if ( m_fireState != FIRE_OFF )
EndAttack();
}
int CEgon::GetItemInfo(ItemInfo *p)
{
p->pszName = STRING(pev->classname);
p->pszAmmo1 = "uranium";
p->iMaxAmmo1 = URANIUM_MAX_CARRY;
p->pszAmmo2 = NULL;
p->iMaxAmmo2 = -1;
p->iMaxClip = WEAPON_NOCLIP;
p->iSlot = 3;
p->iPosition = 2;
p->iId = m_iId = WEAPON_EGON;
p->iFlags = 0;
p->iWeight = EGON_WEIGHT;
return 1;
}
//#define EGON_PULSE_INTERVAL 0.25
//#define EGON_DISCHARGE_INTERVAL 0.5
#define EGON_PULSE_INTERVAL 0.1
#define EGON_DISCHARGE_INTERVAL 0.1
float CEgon::GetPulseInterval( void )
{
if ( g_pGameRules->IsMultiplayer() )
{
return 0.1;
}
return EGON_PULSE_INTERVAL;
}
float CEgon::GetDischargeInterval( void )
{
if ( g_pGameRules->IsMultiplayer() )
{
return 0.1;
}
return EGON_DISCHARGE_INTERVAL;
}
void CEgon::Attack( void )
{
// don't fire underwater
if (m_pPlayer->pev->waterlevel == 3)
{
if ( m_pBeam )
{
EndAttack();
}
else
{
PlayEmptySound( );
}
return;
}
UTIL_MakeVectors( m_pPlayer->pev->viewangles + m_pPlayer->pev->punchangle );
Vector vecAiming = gpGlobals->v_forward;
Vector vecSrc = m_pPlayer->GetGunPosition( );
switch( m_fireState )
{
case FIRE_OFF:
{
if ( !HasAmmo() )
{
m_flNextPrimaryAttack = m_flNextSecondaryAttack = gpGlobals->time + 0.25;
PlayEmptySound( );
return;
}
m_flAmmoUseTime = gpGlobals->time;// start using ammo ASAP.
SendWeaponAnim( g_fireAnims1[ RANDOM_LONG(0,ARRAYSIZE(g_fireAnims1)-1) ] );
m_shakeTime = 0;
m_pPlayer->m_iWeaponVolume = EGON_PRIMARY_VOLUME;
m_flTimeWeaponIdle = gpGlobals->time + 0.1;
m_shootTime = gpGlobals->time + 2;
if ( m_fireMode == FIRE_WIDE )
{
EMIT_SOUND_DYN(ENT(m_pPlayer->pev), CHAN_WEAPON, EGON_SOUND_STARTUP, 0.98, ATTN_NORM, 0, 125 );
}
else
{
EMIT_SOUND_DYN(ENT(m_pPlayer->pev), CHAN_WEAPON, EGON_SOUND_STARTUP, 0.9, ATTN_NORM, 0, 100 );
}
pev->dmgtime = gpGlobals->time + GetPulseInterval();
m_fireState = FIRE_CHARGE;
}
break;
case FIRE_CHARGE:
{
Fire( vecSrc, vecAiming );
m_pPlayer->m_iWeaponVolume = EGON_PRIMARY_VOLUME;
if ( m_shootTime != 0 && gpGlobals->time > m_shootTime )
{
if ( m_fireMode == FIRE_WIDE )
{
EMIT_SOUND_DYN(ENT(m_pPlayer->pev), CHAN_STATIC, EGON_SOUND_RUN, 0.98, ATTN_NORM, 0, 125 );
}
else
{
EMIT_SOUND_DYN(ENT(m_pPlayer->pev), CHAN_STATIC, EGON_SOUND_RUN, 0.9, ATTN_NORM, 0, 100 );
}
m_shootTime = 0;
}
if ( !HasAmmo() )
{
EndAttack();
m_fireState = FIRE_OFF;
m_flNextPrimaryAttack = m_flNextSecondaryAttack = gpGlobals->time + 1.0;
}
}
break;
}
}
void CEgon::PrimaryAttack( void )
{
m_fireMode = FIRE_WIDE;
Attack();
}
void CEgon::Fire( const Vector &vecOrigSrc, const Vector &vecDir )
{
Vector vecDest = vecOrigSrc + vecDir * 2048;
edict_t *pentIgnore;
TraceResult tr;
pentIgnore = m_pPlayer->edict();
Vector tmpSrc = vecOrigSrc + gpGlobals->v_up * -8 + gpGlobals->v_right * 3;
// ALERT( at_console, "." );
UTIL_TraceLine( vecOrigSrc, vecDest, dont_ignore_monsters, pentIgnore, &tr );
if (tr.fAllSolid)
return;
CBaseEntity *pEntity = CBaseEntity::Instance(tr.pHit);
if (pEntity == NULL)
return;
if ( g_pGameRules->IsMultiplayer() )
{
if ( m_pSprite && pEntity->pev->takedamage )
{
m_pSprite->pev->effects &= ~EF_NODRAW;
}
else if ( m_pSprite )
{
m_pSprite->pev->effects |= EF_NODRAW;
}
}
float timedist;
switch ( m_fireMode )
{
case FIRE_NARROW:
if ( pev->dmgtime < gpGlobals->time )
{
// Narrow mode only does damage to the entity it hits
ClearMultiDamage();
if (pEntity->pev->takedamage)
{
pEntity->TraceAttack( m_pPlayer->pev, gSkillData.plrDmgEgonNarrow, vecDir, &tr, DMG_ENERGYBEAM );
}
ApplyMultiDamage(m_pPlayer->pev, m_pPlayer->pev);
if ( g_pGameRules->IsMultiplayer() )
{
// multiplayer uses 1 ammo every 1/10th second
if ( gpGlobals->time >= m_flAmmoUseTime )
{
UseAmmo( 1 );
m_flAmmoUseTime = gpGlobals->time + 0.1;
}
}
else
{
// single player, use 3 ammo/second
if ( gpGlobals->time >= m_flAmmoUseTime )
{
UseAmmo( 1 );
m_flAmmoUseTime = gpGlobals->time + 0.166;
}
}
pev->dmgtime = gpGlobals->time + GetPulseInterval();
}
timedist = ( pev->dmgtime - gpGlobals->time ) / GetPulseInterval();
break;
case FIRE_WIDE:
if ( pev->dmgtime < gpGlobals->time )
{
// wide mode does damage to the ent, and radius damage
ClearMultiDamage();
if (pEntity->pev->takedamage)
{
pEntity->TraceAttack( m_pPlayer->pev, gSkillData.plrDmgEgonWide, vecDir, &tr, DMG_ENERGYBEAM | DMG_ALWAYSGIB);
}
ApplyMultiDamage(m_pPlayer->pev, m_pPlayer->pev);
if ( g_pGameRules->IsMultiplayer() )
{
// radius damage a little more potent in multiplayer.
::RadiusDamage( tr.vecEndPos, pev, m_pPlayer->pev, gSkillData.plrDmgEgonWide/4, 128, CLASS_NONE, DMG_ENERGYBEAM | DMG_BLAST | DMG_ALWAYSGIB );
}
if ( !m_pPlayer->IsAlive() )
return;
if ( g_pGameRules->IsMultiplayer() )
{
//multiplayer uses 5 ammo/second
if ( gpGlobals->time >= m_flAmmoUseTime )
{
UseAmmo( 1 );
m_flAmmoUseTime = gpGlobals->time + 0.2;
}
}
else
{
// Wide mode uses 10 charges per second in single player
if ( gpGlobals->time >= m_flAmmoUseTime )
{
UseAmmo( 1 );
m_flAmmoUseTime = gpGlobals->time + 0.1;
}
}
pev->dmgtime = gpGlobals->time + GetDischargeInterval();
if ( m_shakeTime < gpGlobals->time )
{
UTIL_ScreenShake( tr.vecEndPos, 5.0, 150.0, 0.75, 250.0 );
m_shakeTime = gpGlobals->time + 1.5;
}
}
timedist = ( pev->dmgtime - gpGlobals->time ) / GetDischargeInterval();
break;
}
if ( timedist < 0 )
timedist = 0;
else if ( timedist > 1 )
timedist = 1;
timedist = 1-timedist;
UpdateEffect( tmpSrc, tr.vecEndPos, timedist );
}
void CEgon::UpdateEffect( const Vector &startPoint, const Vector &endPoint, float timeBlend )
{
if ( !m_pBeam )
{
CreateEffect();
}
m_pBeam->SetStartPos( endPoint );
m_pBeam->SetBrightness( 255 - (timeBlend*180) );
m_pBeam->SetWidth( 40 - (timeBlend*20) );
if ( m_fireMode == FIRE_WIDE )
m_pBeam->SetColor( 30 + (25*timeBlend), 30 + (30*timeBlend), 64 + 80*fabs(sin(gpGlobals->time*10)) );
else
m_pBeam->SetColor( 60 + (25*timeBlend), 120 + (30*timeBlend), 64 + 80*fabs(sin(gpGlobals->time*10)) );
UTIL_SetOrigin( m_pSprite->pev, endPoint );
m_pSprite->pev->frame += 8 * gpGlobals->frametime;
if ( m_pSprite->pev->frame > m_pSprite->Frames() )
m_pSprite->pev->frame = 0;
m_pNoise->SetStartPos( endPoint );
}
void CEgon::CreateEffect( void )
{
DestroyEffect();
m_pBeam = CBeam::BeamCreate( EGON_BEAM_SPRITE, 40 );
m_pBeam->PointEntInit( pev->origin, m_pPlayer->edict() );
m_pBeam->SetFlags( FBEAM_SINENOISE );
m_pBeam->SetEndAttachment( 1 );
m_pBeam->pev->spawnflags |= SF_BEAM_TEMPORARY; // Flag these to be destroyed on save/restore or level transition
m_pNoise = CBeam::BeamCreate( EGON_BEAM_SPRITE, 55 );
m_pNoise->PointEntInit( pev->origin, m_pPlayer->edict() );
m_pNoise->SetScrollRate( 25 );
m_pNoise->SetBrightness( 100 );
m_pNoise->SetEndAttachment( 1 );
m_pNoise->pev->spawnflags |= SF_BEAM_TEMPORARY;
m_pSprite = CSprite::SpriteCreate( EGON_FLARE_SPRITE, pev->origin, FALSE );
m_pSprite->pev->scale = 1.0;
m_pSprite->SetTransparency( kRenderGlow, 255, 255, 255, 255, kRenderFxNoDissipation );
m_pSprite->pev->spawnflags |= SF_SPRITE_TEMPORARY;
if ( m_fireMode == FIRE_WIDE )
{
m_pBeam->SetScrollRate( 50 );
m_pBeam->SetNoise( 20 );
m_pNoise->SetColor( 50, 50, 255 );
m_pNoise->SetNoise( 8 );
}
else
{
m_pBeam->SetScrollRate( 110 );
m_pBeam->SetNoise( 5 );
m_pNoise->SetColor( 80, 120, 255 );
m_pNoise->SetNoise( 2 );
}
}
void CEgon::DestroyEffect( void )
{
if ( m_pBeam )
{
UTIL_Remove( m_pBeam );
m_pBeam = NULL;
}
if ( m_pNoise )
{
UTIL_Remove( m_pNoise );
m_pNoise = NULL;
}
if ( m_pSprite )
{
if ( m_fireMode == FIRE_WIDE )
m_pSprite->Expand( 10, 500 );
else
UTIL_Remove( m_pSprite );
m_pSprite = NULL;
}
}
void CEgon::WeaponIdle( void )
{
ResetEmptySound( );
if ( m_flTimeWeaponIdle > gpGlobals->time )
return;
if ( m_fireState != FIRE_OFF )
EndAttack();
int iAnim;
float flRand = RANDOM_FLOAT(0,1);
if ( flRand <= 0.5 )
{
iAnim = EGON_IDLE1;
m_flTimeWeaponIdle = gpGlobals->time + RANDOM_FLOAT(10,15);
}
else
{
iAnim = EGON_FIDGET1;
m_flTimeWeaponIdle = gpGlobals->time + 3;
}
SendWeaponAnim( iAnim );
m_deployed = TRUE;
}
void CEgon::EndAttack( void )
{
STOP_SOUND( ENT(m_pPlayer->pev), CHAN_STATIC, EGON_SOUND_RUN );
EMIT_SOUND_DYN(ENT(m_pPlayer->pev), CHAN_WEAPON, EGON_SOUND_OFF, 0.98, ATTN_NORM, 0, 100);
m_fireState = FIRE_OFF;
m_flTimeWeaponIdle = gpGlobals->time + 2.0;
m_flNextPrimaryAttack = m_flNextSecondaryAttack = gpGlobals->time + 0.5;
DestroyEffect();
}
class CEgonAmmo : public CBasePlayerAmmo
{
void Spawn( void )
{
Precache( );
SET_MODEL(ENT(pev), "models/w_chainammo.mdl");
CBasePlayerAmmo::Spawn( );
}
void Precache( void )
{
PRECACHE_MODEL ("models/w_chainammo.mdl");
PRECACHE_SOUND("items/9mmclip1.wav");
}
BOOL AddAmmo( CBaseEntity *pOther )
{
if (pOther->GiveAmmo( AMMO_URANIUMBOX_GIVE, "uranium", URANIUM_MAX_CARRY ) != -1)
{
EMIT_SOUND(ENT(pev), CHAN_ITEM, "items/9mmclip1.wav", 1, ATTN_NORM);
return TRUE;
}
return FALSE;
}
};
LINK_ENTITY_TO_CLASS( ammo_egonclip, CEgonAmmo );
#endif

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/***
*
* Copyright (c) 1999, 2000 Valve LLC. All rights reserved.
*
* This product contains software technology licensed from Id
* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
* All Rights Reserved.
*
* Use, distribution, and modification of this source code and/or resulting
* object code is restricted to non-commercial enhancements to products from
* Valve LLC. All other use, distribution, or modification is prohibited
* without written permission from Valve LLC.
*
****/
#ifndef ENGINECALLBACK_H
#define ENGINECALLBACK_H
// Must be provided by user of this code
extern enginefuncs_t g_engfuncs;
// The actual engine callbacks
#define MALLOC( x ) (*g_engfuncs.pfnMemAlloc)( x, __FILE__, __LINE__ )
#define CALLOC( x, y ) (*g_engfuncs.pfnMemAlloc)((x) * (y), __FILE__, __LINE__ )
#define FREE( x ) (*g_engfuncs.pfnMemFree)( x, __FILE__, __LINE__ )
// The actual engine callbacks
#define GETPLAYERUSERID (*g_engfuncs.pfnGetPlayerUserId)
#define PRECACHE_MODEL (*g_engfuncs.pfnPrecacheModel)
#define PRECACHE_SOUND (*g_engfuncs.pfnPrecacheSound)
#define PRECACHE_GENERIC (*g_engfuncs.pfnPrecacheGeneric)
#define SET_MODEL (*g_engfuncs.pfnSetModel)
#define MODEL_INDEX (*g_engfuncs.pfnModelIndex)
#define MODEL_FRAMES (*g_engfuncs.pfnModelFrames)
#define SET_SIZE (*g_engfuncs.pfnSetSize)
#define CHANGE_LEVEL (*g_engfuncs.pfnChangeLevel)
#define GET_SPAWN_PARMS (*g_engfuncs.pfnGetSpawnParms)
#define SAVE_SPAWN_PARMS (*g_engfuncs.pfnSaveSpawnParms)
#define VEC_TO_YAW (*g_engfuncs.pfnVecToYaw)
#define VEC_TO_ANGLES (*g_engfuncs.pfnVecToAngles)
#define MOVE_TO_ORIGIN (*g_engfuncs.pfnMoveToOrigin)
#define oldCHANGE_YAW (*g_engfuncs.pfnChangeYaw)
#define CHANGE_PITCH (*g_engfuncs.pfnChangePitch)
#define MAKE_VECTORS (*g_engfuncs.pfnMakeVectors)
#define CREATE_ENTITY (*g_engfuncs.pfnCreateEntity)
#define REMOVE_ENTITY (*g_engfuncs.pfnRemoveEntity)
#define CREATE_NAMED_ENTITY (*g_engfuncs.pfnCreateNamedEntity)
#define MAKE_STATIC (*g_engfuncs.pfnMakeStatic)
#define LINK_ENTITY (*g_engfuncs.pfnLinkEdict)
#define DROP_TO_FLOOR (*g_engfuncs.pfnDropToFloor)
#define WALK_MOVE (*g_engfuncs.pfnWalkMove)
#define SET_ORIGIN (*g_engfuncs.pfnSetOrigin)
#define EMIT_SOUND_DYN2 (*g_engfuncs.pfnEmitSound)
#define BUILD_SOUND_MSG (*g_engfuncs.pfnBuildSoundMsg)
#define TRACE_LINE (*g_engfuncs.pfnTraceLine)
#define TRACE_TOSS (*g_engfuncs.pfnTraceToss)
#define TRACE_MONSTER_HULL (*g_engfuncs.pfnTraceMonsterHull)
#define TRACE_HULL (*g_engfuncs.pfnTraceHull)
#define GET_AIM_VECTOR (*g_engfuncs.pfnGetAimVector)
#define SERVER_COMMAND (*g_engfuncs.pfnServerCommand)
#define CLIENT_COMMAND (*g_engfuncs.pfnClientCommand)
#define PARTICLE_EFFECT (*g_engfuncs.pfnParticleEffect)
#define LIGHT_STYLE (*g_engfuncs.pfnLightStyle)
#define DECAL_INDEX (*g_engfuncs.pfnDecalIndex)
#define POINT_CONTENTS (*g_engfuncs.pfnPointContents)
#define CRC32_INIT (*g_engfuncs.pfnCRC_Init)
#define CRC32_PROCESS_BUFFER (*g_engfuncs.pfnCRC_ProcessBuffer)
#define CRC32_PROCESS_BYTE (*g_engfuncs.pfnCRC_ProcessByte)
#define CRC32_FINAL (*g_engfuncs.pfnCRC_Final)
#define RANDOM_LONG (*g_engfuncs.pfnRandomLong)
#define RANDOM_FLOAT (*g_engfuncs.pfnRandomFloat)
#define CLASSIFY_EDICT (*g_engfuncs.pfnClassifyEdict)
#define SET_AREAPORTAL (*g_engfuncs.pfnAreaPortal)
#define COM_Parse (*g_engfuncs.pfnParseToken)
inline void MESSAGE_BEGIN( int msg_dest, int msg_type, const float *pOrigin = NULL, edict_t *ed = NULL ) {
(*g_engfuncs.pfnMessageBegin)(msg_dest, msg_type, pOrigin, ed);
}
#define MESSAGE_END (*g_engfuncs.pfnMessageEnd)
#define WRITE_BYTE (*g_engfuncs.pfnWriteByte)
#define WRITE_CHAR (*g_engfuncs.pfnWriteChar)
#define WRITE_SHORT (*g_engfuncs.pfnWriteShort)
#define WRITE_LONG (*g_engfuncs.pfnWriteLong)
#define WRITE_ANGLE (*g_engfuncs.pfnWriteAngle)
#define WRITE_COORD (*g_engfuncs.pfnWriteCoord)
inline void WRITE_FLOAT( float flValue )
{ union { float f; int l; } dat; dat.f = flValue; WRITE_LONG( dat.l ); }
#define WRITE_STRING (*g_engfuncs.pfnWriteString)
#define WRITE_ENTITY (*g_engfuncs.pfnWriteEntity)
#define WRITE_DIR( dir ) WRITE_BYTE(DirToBits( dir ))
#define CVAR_REGISTER (*g_engfuncs.pfnCVarRegister)
#define CVAR_GET_FLOAT (*g_engfuncs.pfnCVarGetFloat)
#define CVAR_GET_STRING (*g_engfuncs.pfnCVarGetString)
#define CVAR_SET_FLOAT (*g_engfuncs.pfnCVarSetFloat)
#define CVAR_SET_STRING (*g_engfuncs.pfnCVarSetString)
#define ALERT (*g_engfuncs.pfnAlertMessage)
#define ENGINE_FPRINTF (*g_engfuncs.pfnEngineFprintf)
#define ALLOC_PRIVATE (*g_engfuncs.pfnPvAllocEntPrivateData)
inline void *GET_PRIVATE( edict_t *pent )
{
if ( pent )
return pent->pvPrivateData;
return NULL;
}
// NOTE: Xash3D using custom StringTable System that using safety methods for access to strings
// and never make duplicated strings, so it make no differences between ALLOC_STRING and MAKE_STRING
// leave macros as legacy
// if you want using classical half-life strings for some reasons, please set sys_sharedstrings into "1" in vars.rc
// and get back original strings code from gold source SDK.
#define ALLOC_STRING (*g_engfuncs.pfnAllocString)
#define MAKE_STRING (*g_engfuncs.pfnAllocString)
#define STRING (*g_engfuncs.pfnSzFromIndex)
#define FREE_PRIVATE (*g_engfuncs.pfnFreeEntPrivateData)
#define FIND_ENTITY_BY_STRING (*g_engfuncs.pfnFindEntityByString)
#define GETENTITYILLUM (*g_engfuncs.pfnGetEntityIllum)
#define FIND_ENTITY_IN_SPHERE (*g_engfuncs.pfnFindEntityInSphere)
#define FIND_CLIENT_IN_PVS (*g_engfuncs.pfnFindClientInPVS)
#define EMIT_AMBIENT_SOUND (*g_engfuncs.pfnEmitAmbientSound)
#define GET_MODEL_PTR (*g_engfuncs.pfnGetModelPtr)
#define REG_USER_MSG (*g_engfuncs.pfnRegUserMsg)
#define GET_BONE_POSITION (*g_engfuncs.pfnGetBonePosition)
#define FUNCTION_FROM_NAME (*g_engfuncs.pfnFunctionFromName)
#define NAME_FOR_FUNCTION (*g_engfuncs.pfnNameForFunction)
#define TRACE_TEXTURE (*g_engfuncs.pfnTraceTexture)
#define CLIENT_PRINTF (*g_engfuncs.pfnClientPrintf)
#define CMD_ARGS (*g_engfuncs.pfnCmd_Args)
#define CMD_ARGC (*g_engfuncs.pfnCmd_Argc)
#define CMD_ARGV (*g_engfuncs.pfnCmd_Argv)
#define GET_ATTACHMENT (*g_engfuncs.pfnGetAttachment)
#define SET_VIEW (*g_engfuncs.pfnSetView)
#define SET_CROSSHAIRANGLE (*g_engfuncs.pfnCrosshairAngle)
#define SET_SKYBOX (*g_engfuncs.pfnSetSkybox)
#define LOAD_FILE_FOR_ME (*g_engfuncs.pfnLoadFile)
#define FREE_FILE (*g_engfuncs.pfnFreeFile)
#define COMPARE_FILE_TIME (*g_engfuncs.pfnCompareFileTime)
#define FILE_EXISTS (*g_engfuncs.pfnFileExists)
#define GET_GAME_DIR (*g_engfuncs.pfnGetGameDir)
#define IS_MAP_VALID (*g_engfuncs.pfnIsMapValid)
#define SET_BONE_POSITION (*g_engfuncs.pfnSetBonePos)
#define ENGINE_CHECK_AREA (*g_engfuncs.pfnCheckArea)
#define DROP_CLIENT (*g_engfuncs.pfnDropClient)
#define ENGINE_CHECK_PVS (*g_engfuncs.pfnCheckVisibility)
#define IS_DEDICATED_SERVER (*g_engfuncs.pfnIsDedicatedServer)
#define PRECACHE_EVENT (*g_engfuncs.pfnPrecacheEvent)
#define ENGINE_CANSKIP ( *g_engfuncs.pfnCanSkipPlayer )
#define HOST_ENDGAME (*g_engfuncs.pfnEndGame)
#define HOST_ERROR (*g_engfuncs.pfnHostError)
#define ENGINE_GETPHYSINFO ( *g_engfuncs.pfnGetPhysicsInfoString )
#define ENGINE_SETGROUPMASK ( *g_engfuncs.pfnSetGroupMask )
#define PLAYER_CNX_STATS ( *g_engfuncs.pfnGetPlayerStats )
#endif //ENGINECALLBACK_H

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/***
*
* Copyright (c) 1999, 2000 Valve LLC. All rights reserved.
*
* This product contains software technology licensed from Id
* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
* All Rights Reserved.
*
* Use, distribution, and modification of this source code and/or resulting
* object code is restricted to non-commercial enhancements to products from
* Valve LLC. All other use, distribution, or modification is prohibited
* without written permission from Valve LLC.
*
****/
/*
===== explode.cpp ========================================================
Explosion-related code
*/
#include "extdll.h"
#include "util.h"
#include "cbase.h"
#include "decals.h"
#include "explode.h"
// Spark Shower
class CShower : public CBaseEntity
{
void Spawn( void );
void Think( void );
void Touch( CBaseEntity *pOther );
int ObjectCaps( void ) { return FCAP_DONT_SAVE; }
};
LINK_ENTITY_TO_CLASS( spark_shower, CShower );
void CShower::Spawn( void )
{
pev->velocity = RANDOM_FLOAT( 200, 300 ) * pev->angles;
pev->velocity.x += RANDOM_FLOAT(-100.f,100.f);
pev->velocity.y += RANDOM_FLOAT(-100.f,100.f);
if ( pev->velocity.z >= 0 )
pev->velocity.z += 200;
else
pev->velocity.z -= 200;
pev->movetype = MOVETYPE_BOUNCE;
pev->gravity = 0.5;
pev->nextthink = gpGlobals->time + 0.1;
pev->solid = SOLID_NOT;
SET_MODEL( edict(), "models/grenade.mdl"); // Need a model, just use the grenade, we don't draw it anyway
UTIL_SetSize(pev, g_vecZero, g_vecZero );
pev->effects |= EF_NODRAW;
pev->speed = RANDOM_FLOAT( 0.5, 1.5 );
pev->angles = g_vecZero;
}
void CShower::Think( void )
{
UTIL_Sparks( pev->origin );
pev->speed -= 0.1;
if ( pev->speed > 0 )
pev->nextthink = gpGlobals->time + 0.1;
else
UTIL_Remove( this );
pev->flags &= ~FL_ONGROUND;
}
void CShower::Touch( CBaseEntity *pOther )
{
if ( pev->flags & FL_ONGROUND )
pev->velocity = pev->velocity * 0.1;
else
pev->velocity = pev->velocity * 0.6;
if ( (pev->velocity.x*pev->velocity.x+pev->velocity.y*pev->velocity.y) < 10.0 )
pev->speed = 0;
}
class CEnvExplosion : public CBaseMonster
{
public:
void Spawn( );
void EXPORT Smoke ( void );
void KeyValue( KeyValueData *pkvd );
void Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value );
virtual int Save( CSave &save );
virtual int Restore( CRestore &restore );
static TYPEDESCRIPTION m_SaveData[];
int m_iMagnitude;// how large is the fireball? how much damage?
int m_spriteScale; // what's the exact fireball sprite scale?
};
TYPEDESCRIPTION CEnvExplosion::m_SaveData[] =
{
DEFINE_FIELD( CEnvExplosion, m_iMagnitude, FIELD_INTEGER ),
DEFINE_FIELD( CEnvExplosion, m_spriteScale, FIELD_INTEGER ),
};
IMPLEMENT_SAVERESTORE( CEnvExplosion, CBaseMonster );
LINK_ENTITY_TO_CLASS( env_explosion, CEnvExplosion );
void CEnvExplosion::KeyValue( KeyValueData *pkvd )
{
if (FStrEq(pkvd->szKeyName, "iMagnitude"))
{
m_iMagnitude = atoi(pkvd->szValue);
pkvd->fHandled = TRUE;
}
else
CBaseEntity::KeyValue( pkvd );
}
void CEnvExplosion::Spawn( void )
{
pev->solid = SOLID_NOT;
pev->effects = EF_NODRAW;
pev->movetype = MOVETYPE_NONE;
/*
if ( m_iMagnitude > 250 )
{
m_iMagnitude = 250;
}
*/
float flSpriteScale;
flSpriteScale = ( m_iMagnitude - 50) * 0.6;
/*
if ( flSpriteScale > 50 )
{
flSpriteScale = 50;
}
*/
if ( flSpriteScale < 10 )
{
flSpriteScale = 10;
}
m_spriteScale = (int)flSpriteScale;
}
void CEnvExplosion::Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value )
{
TraceResult tr;
pev->model = iStringNull;//invisible
pev->solid = SOLID_NOT;// intangible
Vector vecSpot;// trace starts here!
vecSpot = pev->origin + Vector ( 0 , 0 , 8 );
UTIL_TraceLine ( vecSpot, vecSpot + Vector ( 0, 0, -40 ), ignore_monsters, ENT(pev), & tr);
// Pull out of the wall a bit
if ( tr.flFraction != 1.0 )
{
pev->origin = tr.vecEndPos + (tr.vecPlaneNormal * (m_iMagnitude - 24) * 0.6);
}
else
{
pev->origin = pev->origin;
}
// draw decal
if (! ( pev->spawnflags & SF_ENVEXPLOSION_NODECAL))
{
if ( RANDOM_FLOAT( 0 , 1 ) < 0.5 )
{
UTIL_DecalTrace( &tr, DECAL_SCORCH1 );
}
else
{
UTIL_DecalTrace( &tr, DECAL_SCORCH2 );
}
}
// draw fireball
if ( !( pev->spawnflags & SF_ENVEXPLOSION_NOFIREBALL ) )
{
MESSAGE_BEGIN( MSG_PAS, SVC_TEMPENTITY, pev->origin );
WRITE_BYTE( TE_EXPLOSION);
WRITE_COORD( pev->origin.x );
WRITE_COORD( pev->origin.y );
WRITE_COORD( pev->origin.z );
WRITE_SHORT( g_sModelIndexFireball );
WRITE_BYTE( (BYTE)m_spriteScale ); // scale * 10
WRITE_BYTE( 15 ); // framerate
WRITE_BYTE( TE_EXPLFLAG_NONE );
MESSAGE_END();
}
else
{
MESSAGE_BEGIN( MSG_PAS, SVC_TEMPENTITY, pev->origin );
WRITE_BYTE( TE_EXPLOSION);
WRITE_COORD( pev->origin.x );
WRITE_COORD( pev->origin.y );
WRITE_COORD( pev->origin.z );
WRITE_SHORT( g_sModelIndexFireball );
WRITE_BYTE( 0 ); // no sprite
WRITE_BYTE( 15 ); // framerate
WRITE_BYTE( TE_EXPLFLAG_NONE );
MESSAGE_END();
}
// do damage
if ( !( pev->spawnflags & SF_ENVEXPLOSION_NODAMAGE ) )
{
RadiusDamage ( pev, pev, m_iMagnitude, CLASS_NONE, DMG_BLAST );
}
SetThink( Smoke );
pev->nextthink = gpGlobals->time + 0.3;
// draw sparks
if ( !( pev->spawnflags & SF_ENVEXPLOSION_NOSPARKS ) )
{
int sparkCount = RANDOM_LONG(0,3);
for ( int i = 0; i < sparkCount; i++ )
{
Create( "spark_shower", pev->origin, tr.vecPlaneNormal, NULL );
}
}
}
void CEnvExplosion::Smoke( void )
{
if ( !( pev->spawnflags & SF_ENVEXPLOSION_NOSMOKE ) )
{
MESSAGE_BEGIN( MSG_PAS, SVC_TEMPENTITY, pev->origin );
WRITE_BYTE( TE_SMOKE );
WRITE_COORD( pev->origin.x );
WRITE_COORD( pev->origin.y );
WRITE_COORD( pev->origin.z );
WRITE_SHORT( g_sModelIndexSmoke );
WRITE_BYTE( (BYTE)m_spriteScale ); // scale * 10
WRITE_BYTE( 12 ); // framerate
MESSAGE_END();
}
if ( !(pev->spawnflags & SF_ENVEXPLOSION_REPEATABLE) )
{
UTIL_Remove( this );
}
}
// HACKHACK -- create one of these and fake a keyvalue to get the right explosion setup
void ExplosionCreate( const Vector &center, const Vector &angles, edict_t *pOwner, int magnitude, BOOL doDamage )
{
KeyValueData kvd;
char buf[128];
CBaseEntity *pExplosion = CBaseEntity::Create( "env_explosion", center, angles, pOwner );
sprintf( buf, "%3d", magnitude );
kvd.szKeyName = "iMagnitude";
kvd.szValue = buf;
pExplosion->KeyValue( &kvd );
if ( !doDamage )
pExplosion->pev->spawnflags |= SF_ENVEXPLOSION_NODAMAGE;
pExplosion->Spawn();
pExplosion->Use( NULL, NULL, USE_TOGGLE, 0 );
}

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/***
*
* Copyright (c) 1999, 2000 Valve LLC. All rights reserved.
*
* This product contains software technology licensed from Id
* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
* All Rights Reserved.
*
* Use, distribution, and modification of this source code and/or resulting
* object code is restricted to non-commercial enhancements to products from
* Valve LLC. All other use, distribution, or modification is prohibited
* without written permission from Valve LLC.
*
****/
#ifndef EXPLODE_H
#define EXPLODE_H
#define SF_ENVEXPLOSION_NODAMAGE ( 1 << 0 ) // when set, ENV_EXPLOSION will not actually inflict damage
#define SF_ENVEXPLOSION_REPEATABLE ( 1 << 1 ) // can this entity be refired?
#define SF_ENVEXPLOSION_NOFIREBALL ( 1 << 2 ) // don't draw the fireball
#define SF_ENVEXPLOSION_NOSMOKE ( 1 << 3 ) // don't draw the smoke
#define SF_ENVEXPLOSION_NODECAL ( 1 << 4 ) // don't make a scorch mark
#define SF_ENVEXPLOSION_NOSPARKS ( 1 << 5 ) // don't make a scorch mark
extern DLL_GLOBAL short g_sModelIndexFireball;
extern DLL_GLOBAL short g_sModelIndexSmoke;
extern void ExplosionCreate( const Vector &center, const Vector &angles, edict_t *pOwner, int magnitude, BOOL doDamage );
#endif //EXPLODE_H

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/***
*
* Copyright (c) 1999, 2000 Valve LLC. All rights reserved.
*
* This product contains software technology licensed from Id
* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
* All Rights Reserved.
*
* Use, distribution, and modification of this source code and/or resulting
* object code is restricted to non-commercial enhancements to products from
* Valve LLC. All other use, distribution, or modification is prohibited
* without written permission from Valve LLC.
*
****/
#ifndef EXTDLL_H
#define EXTDLL_H
//
// Global header file for extension DLLs
//
// Allow "DEBUG" in addition to default "_DEBUG"
#ifdef _DEBUG
#define DEBUG 1
#endif
// Silence certain warnings
#pragma warning(disable : 4244) // int or float down-conversion
#pragma warning(disable : 4305) // int or float data truncation
#pragma warning(disable : 4201) // nameless struct/union
#pragma warning(disable : 4514) // unreferenced inline function removed
#pragma warning(disable : 4100) // unreferenced formal parameter
#include "windows.h"
#include "basetypes.h"
#define FALSE 0
#define TRUE 1
typedef unsigned long ULONG;
#include <limits.h>
#include <stdarg.h>
#ifndef min
#define min(a,b) (((a) < (b)) ? (a) : (b))
#endif
#ifndef max
#define max(a,b) (((a) > (b)) ? (a) : (b))
#endif
#define _vsnprintf(a,b,c,d) vsnprintf(a,b,c,d)
// Misc C-runtime library headers
#include "stdio.h"
#include "stdlib.h"
#include "math.h"
// Shared engine/DLL constants
#include "const.h"
// Vector class
#include "vector.h"
// Shared header describing protocol between engine and DLLs
#include "entity_def.h"
#include "svgame_api.h"
// Shared header between the client DLL and the game DLLs
#include "cdll_dll.h"
#endif //EXTDLL_H

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/***
*
* Copyright (c) 1999, 2000 Valve LLC. All rights reserved.
*
* This product contains software technology licensed from Id
* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
* All Rights Reserved.
*
* This source code contains proprietary and confidential information of
* Valve LLC and its suppliers. Access to this code is restricted to
* persons who have executed a written SDK license with Valve. Any access,
* use or distribution of this code by or to any unlicensed person is illegal.
*
****/
#include "extdll.h"
#include "util.h"
#include "cbase.h"
#include "monsters.h"
#include "schedule.h"
#include "flyingmonster.h"
#define FLYING_AE_FLAP (8)
#define FLYING_AE_FLAPSOUND (9)
extern DLL_GLOBAL edict_t *g_pBodyQueueHead;
int CFlyingMonster :: CheckLocalMove ( const Vector &vecStart, const Vector &vecEnd, CBaseEntity *pTarget, float *pflDist )
{
// UNDONE: need to check more than the endpoint
if (FBitSet(pev->flags, FL_SWIM) && (UTIL_PointContents(vecEnd) != CONTENTS_WATER))
{
// ALERT(at_aiconsole, "can't swim out of water\n");
return FALSE;
}
TraceResult tr;
UTIL_TraceHull( vecStart + Vector( 0, 0, 32 ), vecEnd + Vector( 0, 0, 32 ), dont_ignore_monsters, large_hull, edict(), &tr );
// ALERT( at_console, "%.0f %.0f %.0f : ", vecStart.x, vecStart.y, vecStart.z );
// ALERT( at_console, "%.0f %.0f %.0f\n", vecEnd.x, vecEnd.y, vecEnd.z );
if (pflDist)
{
*pflDist = ( (tr.vecEndPos - Vector( 0, 0, 32 )) - vecStart ).Length();// get the distance.
}
// ALERT( at_console, "check %d %d %f\n", tr.fStartSolid, tr.fAllSolid, tr.flFraction );
if (tr.fStartSolid || tr.flFraction < 1.0)
{
if ( pTarget && pTarget->edict() == gpGlobals->trace_ent )
return LOCALMOVE_VALID;
return LOCALMOVE_INVALID;
}
return LOCALMOVE_VALID;
}
BOOL CFlyingMonster :: FTriangulate ( const Vector &vecStart , const Vector &vecEnd, float flDist, CBaseEntity *pTargetEnt, Vector *pApex )
{
return CBaseMonster::FTriangulate( vecStart, vecEnd, flDist, pTargetEnt, pApex );
}
Activity CFlyingMonster :: GetStoppedActivity( void )
{
if ( pev->movetype != MOVETYPE_FLY ) // UNDONE: Ground idle here, IDLE may be something else
return ACT_IDLE;
return ACT_HOVER;
}
void CFlyingMonster :: Stop( void )
{
Activity stopped = GetStoppedActivity();
if ( m_IdealActivity != stopped )
{
m_flightSpeed = 0;
m_IdealActivity = stopped;
}
pev->angles.z = 0;
pev->angles.x = 0;
m_vecTravel = g_vecZero;
}
float CFlyingMonster :: ChangeYaw( int speed )
{
if ( pev->movetype == MOVETYPE_FLY )
{
float diff = FlYawDiff();
float target = 0;
if ( m_IdealActivity != GetStoppedActivity() )
{
if ( diff < -20 )
target = 90;
else if ( diff > 20 )
target = -90;
}
pev->angles.z = UTIL_Approach( target, pev->angles.z, 220.0 * gpGlobals->frametime );
}
return CBaseMonster::ChangeYaw( speed );
}
void CFlyingMonster :: Killed( entvars_t *pevAttacker, int iGib )
{
pev->movetype = MOVETYPE_STEP;
ClearBits( pev->flags, FL_ONGROUND );
pev->angles.z = 0;
pev->angles.x = 0;
CBaseMonster::Killed( pevAttacker, iGib );
}
void CFlyingMonster :: HandleAnimEvent( MonsterEvent_t *pEvent )
{
switch( pEvent->event )
{
case FLYING_AE_FLAP:
m_flightSpeed = 400;
break;
case FLYING_AE_FLAPSOUND:
if ( m_pFlapSound )
EMIT_SOUND( edict(), CHAN_BODY, m_pFlapSound, 1, ATTN_NORM );
break;
default:
CBaseMonster::HandleAnimEvent( pEvent );
break;
}
}
void CFlyingMonster :: Move( float flInterval )
{
if ( pev->movetype == MOVETYPE_FLY )
m_flGroundSpeed = m_flightSpeed;
CBaseMonster::Move( flInterval );
}
BOOL CFlyingMonster:: ShouldAdvanceRoute( float flWaypointDist )
{
// Get true 3D distance to the goal so we actually reach the correct height
if ( m_Route[ m_iRouteIndex ].iType & bits_MF_IS_GOAL )
flWaypointDist = ( m_Route[ m_iRouteIndex ].vecLocation - pev->origin ).Length();
if ( flWaypointDist <= 64 + (m_flGroundSpeed * gpGlobals->frametime) )
return TRUE;
return FALSE;
}
void CFlyingMonster::MoveExecute( CBaseEntity *pTargetEnt, const Vector &vecDir, float flInterval )
{
if ( pev->movetype == MOVETYPE_FLY )
{
if ( gpGlobals->time - m_stopTime > 1.0 )
{
if ( m_IdealActivity != m_movementActivity )
{
m_IdealActivity = m_movementActivity;
m_flGroundSpeed = m_flightSpeed = 200;
}
}
Vector vecMove = pev->origin + (( vecDir + (m_vecTravel * m_momentum) ).Normalize() * (m_flGroundSpeed * flInterval));
if ( m_IdealActivity != m_movementActivity )
{
m_flightSpeed = UTIL_Approach( 100, m_flightSpeed, 75 * gpGlobals->frametime );
if ( m_flightSpeed < 100 )
m_stopTime = gpGlobals->time;
}
else
m_flightSpeed = UTIL_Approach( 20, m_flightSpeed, 300 * gpGlobals->frametime );
if ( CheckLocalMove ( pev->origin, vecMove, pTargetEnt, NULL ) )
{
m_vecTravel = (vecMove - pev->origin);
m_vecTravel = m_vecTravel.Normalize();
UTIL_MoveToOrigin(ENT(pev), vecMove, (m_flGroundSpeed * flInterval), MOVE_STRAFE);
}
else
{
m_IdealActivity = GetStoppedActivity();
m_stopTime = gpGlobals->time;
m_vecTravel = g_vecZero;
}
}
else
CBaseMonster::MoveExecute( pTargetEnt, vecDir, flInterval );
}
float CFlyingMonster::CeilingZ( const Vector &position )
{
TraceResult tr;
Vector minUp = position;
Vector maxUp = position;
maxUp.z += 4096.0;
UTIL_TraceLine(position, maxUp, ignore_monsters, NULL, &tr);
if (tr.flFraction != 1.0)
maxUp.z = tr.vecEndPos.z;
if ((pev->flags) & FL_SWIM)
{
return UTIL_WaterLevel( position, minUp.z, maxUp.z );
}
return maxUp.z;
}
BOOL CFlyingMonster::ProbeZ( const Vector &position, const Vector &probe, float *pFraction)
{
int conPosition = UTIL_PointContents(position);
if ( (((pev->flags) & FL_SWIM) == FL_SWIM) ^ (conPosition == CONTENTS_WATER))
{
// SWIMING & !WATER
// or FLYING & WATER
//
*pFraction = 0.0;
return TRUE; // We hit a water boundary because we are where we don't belong.
}
int conProbe = UTIL_PointContents(probe);
if (conProbe == conPosition)
{
// The probe is either entirely inside the water (for fish) or entirely
// outside the water (for birds).
//
*pFraction = 1.0;
return FALSE;
}
Vector ProbeUnit = (probe-position).Normalize();
float ProbeLength = (probe-position).Length();
float maxProbeLength = ProbeLength;
float minProbeLength = 0;
float diff = maxProbeLength - minProbeLength;
while (diff > 1.0)
{
float midProbeLength = minProbeLength + diff/2.0;
Vector midProbeVec = midProbeLength * ProbeUnit;
if (UTIL_PointContents(position+midProbeVec) == conPosition)
{
minProbeLength = midProbeLength;
}
else
{
maxProbeLength = midProbeLength;
}
diff = maxProbeLength - minProbeLength;
}
*pFraction = minProbeLength/ProbeLength;
return TRUE;
}
float CFlyingMonster::FloorZ( const Vector &position )
{
TraceResult tr;
Vector down = position;
down.z -= 2048;
UTIL_TraceLine( position, down, ignore_monsters, NULL, &tr );
if ( tr.flFraction != 1.0 )
return tr.vecEndPos.z;
return down.z;
}

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/***
*
* Copyright (c) 1999, 2000 Valve LLC. All rights reserved.
*
* This product contains software technology licensed from Id
* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
* All Rights Reserved.
*
* This source code contains proprietary and confidential information of
* Valve LLC and its suppliers. Access to this code is restricted to
* persons who have executed a written SDK license with Valve. Any access,
* use or distribution of this code by or to any unlicensed person is illegal.
*
****/
// Base class for flying monsters. This overrides the movement test & execution code from CBaseMonster
#ifndef FLYINGMONSTER_H
#define FLYINGMONSTER_H
class CFlyingMonster : public CBaseMonster
{
public:
int CheckLocalMove ( const Vector &vecStart, const Vector &vecEnd, CBaseEntity *pTarget, float *pflDist );// check validity of a straight move through space
BOOL FTriangulate ( const Vector &vecStart , const Vector &vecEnd, float flDist, CBaseEntity *pTargetEnt, Vector *pApex );
Activity GetStoppedActivity( void );
void Killed( entvars_t *pevAttacker, int iGib );
void Stop( void );
float ChangeYaw( int speed );
void HandleAnimEvent( MonsterEvent_t *pEvent );
void MoveExecute( CBaseEntity *pTargetEnt, const Vector &vecDir, float flInterval );
void Move( float flInterval = 0.1 );
BOOL ShouldAdvanceRoute( float flWaypointDist );
inline void SetFlyingMomentum( float momentum ) { m_momentum = momentum; }
inline void SetFlyingFlapSound( const char *pFlapSound ) { m_pFlapSound = pFlapSound; }
inline void SetFlyingSpeed( float speed ) { m_flightSpeed = speed; }
float CeilingZ( const Vector &position );
float FloorZ( const Vector &position );
BOOL ProbeZ( const Vector &position, const Vector &probe, float *pFraction );
// UNDONE: Save/restore this stuff!!!
protected:
Vector m_vecTravel; // Current direction
float m_flightSpeed; // Current flight speed (decays when not flapping or gliding)
float m_stopTime; // Last time we stopped (to avoid switching states too soon)
float m_momentum; // Weight for desired vs. momentum velocity
const char *m_pFlapSound;
};
#endif //FLYINGMONSTER_H

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/***
*
* Copyright (c) 1999, 2000 Valve LLC. All rights reserved.
*
* This product contains software technology licensed from Id
* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
* All Rights Reserved.
*
* Use, distribution, and modification of this source code and/or resulting
* object code is restricted to non-commercial enhancements to products from
* Valve LLC. All other use, distribution, or modification is prohibited
* without written permission from Valve LLC.
*
****/
/*
===== bmodels.cpp ========================================================
spawn, think, and use functions for entities that use brush models
*/
#include "extdll.h"
#include "util.h"
#include "cbase.h"
#include "saverestore.h"
#include "func_break.h"
#include "decals.h"
#include "explode.h"
extern DLL_GLOBAL Vector g_vecAttackDir;
// =================== FUNC_Breakable ==============================================
// Just add more items to the bottom of this array and they will automagically be supported
// This is done instead of just a classname in the FGD so we can control which entities can
// be spawned, and still remain fairly flexible
const char *CBreakable::pSpawnObjects[] =
{
NULL, // 0
"item_battery", // 1
"item_healthkit", // 2
"weapon_9mmhandgun",// 3
"ammo_9mmclip", // 4
"weapon_9mmAR", // 5
"ammo_9mmAR", // 6
"ammo_ARgrenades", // 7
"weapon_shotgun", // 8
"ammo_buckshot", // 9
"weapon_crossbow", // 10
"ammo_crossbow", // 11
"weapon_357", // 12
"ammo_357", // 13
"weapon_rpg", // 14
"ammo_rpgclip", // 15
"ammo_gaussclip", // 16
"weapon_handgrenade",// 17
"weapon_tripmine", // 18
"weapon_satchel", // 19
"weapon_snark", // 20
"weapon_hornetgun", // 21
};
void CBreakable::KeyValue( KeyValueData* pkvd )
{
// UNDONE_WC: explicitly ignoring these fields, but they shouldn't be in the map file!
if (FStrEq(pkvd->szKeyName, "explosion"))
{
if (!stricmp(pkvd->szValue, "directed"))
m_Explosion = expDirected;
else if (!stricmp(pkvd->szValue, "random"))
m_Explosion = expRandom;
else
m_Explosion = expRandom;
pkvd->fHandled = TRUE;
}
else if (FStrEq(pkvd->szKeyName, "material"))
{
int i = atoi( pkvd->szValue);
// 0:glass, 1:metal, 2:flesh, 3:wood
if ((i < 0) || (i >= matLastMaterial))
m_Material = matWood;
else
m_Material = (Materials)i;
pkvd->fHandled = TRUE;
}
else if (FStrEq(pkvd->szKeyName, "deadmodel"))
{
pkvd->fHandled = TRUE;
}
else if (FStrEq(pkvd->szKeyName, "shards"))
{
// m_iShards = atof(pkvd->szValue);
pkvd->fHandled = TRUE;
}
else if (FStrEq(pkvd->szKeyName, "gibmodel") )
{
m_iszGibModel = ALLOC_STRING(pkvd->szValue);
pkvd->fHandled = TRUE;
}
else if (FStrEq(pkvd->szKeyName, "spawnobject") )
{
int object = atoi( pkvd->szValue );
if ( object > 0 && object < ARRAYSIZE(pSpawnObjects) )
m_iszSpawnObject = MAKE_STRING( pSpawnObjects[object] );
pkvd->fHandled = TRUE;
}
else if (FStrEq(pkvd->szKeyName, "explodemagnitude") )
{
ExplosionSetMagnitude( atoi( pkvd->szValue ) );
pkvd->fHandled = TRUE;
}
else if (FStrEq(pkvd->szKeyName, "lip") )
pkvd->fHandled = TRUE;
else
CBaseDelay::KeyValue( pkvd );
}
//
// func_breakable - bmodel that breaks into pieces after taking damage
//
LINK_ENTITY_TO_CLASS( func_breakable, CBreakable );
TYPEDESCRIPTION CBreakable::m_SaveData[] =
{
DEFINE_FIELD( CBreakable, m_Material, FIELD_INTEGER ),
DEFINE_FIELD( CBreakable, m_Explosion, FIELD_INTEGER ),
// Don't need to save/restore these because we precache after restore
// DEFINE_FIELD( CBreakable, m_idShard, FIELD_INTEGER ),
DEFINE_FIELD( CBreakable, m_angle, FIELD_FLOAT ),
DEFINE_FIELD( CBreakable, m_iszGibModel, FIELD_STRING ),
DEFINE_FIELD( CBreakable, m_iszSpawnObject, FIELD_STRING ),
// Explosion magnitude is stored in pev->impulse
};
IMPLEMENT_SAVERESTORE( CBreakable, CBaseEntity );
void CBreakable::Spawn( void )
{
Precache( );
if ( FBitSet( pev->spawnflags, SF_BREAK_TRIGGER_ONLY ) )
pev->takedamage = DAMAGE_NO;
else
pev->takedamage = DAMAGE_YES;
pev->solid = SOLID_BSP;
pev->movetype = MOVETYPE_PUSH;
m_angle = pev->angles.y;
pev->angles.y = 0;
SET_MODEL(ENT(pev), STRING(pev->model) );//set size and link into world.
SetTouch( BreakTouch );
if ( FBitSet( pev->spawnflags, SF_BREAK_TRIGGER_ONLY ) ) // Only break on trigger
SetTouch( NULL );
// Flag unbreakable glass as "worldbrush" so it will block ALL tracelines
if ( !IsBreakable() && pev->rendermode != kRenderNormal )
pev->flags |= FL_WORLDBRUSH;
}
const char *CBreakable::pSoundsWood[] =
{
"debris/wood1.wav",
"debris/wood2.wav",
"debris/wood3.wav",
};
const char *CBreakable::pSoundsFlesh[] =
{
"debris/flesh1.wav",
"debris/flesh2.wav",
"debris/flesh3.wav",
"debris/flesh5.wav",
"debris/flesh6.wav",
"debris/flesh7.wav",
};
const char *CBreakable::pSoundsMetal[] =
{
"debris/metal1.wav",
"debris/metal2.wav",
"debris/metal3.wav",
};
const char *CBreakable::pSoundsConcrete[] =
{
"debris/concrete1.wav",
"debris/concrete2.wav",
"debris/concrete3.wav",
};
const char *CBreakable::pSoundsGlass[] =
{
"debris/glass1.wav",
"debris/glass2.wav",
"debris/glass3.wav",
};
const char **CBreakable::MaterialSoundList( Materials precacheMaterial, int &soundCount )
{
const char **pSoundList = NULL;
switch ( precacheMaterial )
{
case matWood:
pSoundList = pSoundsWood;
soundCount = ARRAYSIZE(pSoundsWood);
break;
case matFlesh:
pSoundList = pSoundsFlesh;
soundCount = ARRAYSIZE(pSoundsFlesh);
break;
case matComputer:
case matUnbreakableGlass:
case matGlass:
pSoundList = pSoundsGlass;
soundCount = ARRAYSIZE(pSoundsGlass);
break;
case matMetal:
pSoundList = pSoundsMetal;
soundCount = ARRAYSIZE(pSoundsMetal);
break;
case matCinderBlock:
case matRocks:
pSoundList = pSoundsConcrete;
soundCount = ARRAYSIZE(pSoundsConcrete);
break;
case matCeilingTile:
case matNone:
default:
soundCount = 0;
break;
}
return pSoundList;
}
void CBreakable::MaterialSoundPrecache( Materials precacheMaterial )
{
const char **pSoundList;
int i, soundCount = 0;
pSoundList = MaterialSoundList( precacheMaterial, soundCount );
for ( i = 0; i < soundCount; i++ )
{
PRECACHE_SOUND( (char *)pSoundList[i] );
}
}
void CBreakable::MaterialSoundRandom( edict_t *pEdict, Materials soundMaterial, float volume )
{
const char **pSoundList;
int soundCount = 0;
pSoundList = MaterialSoundList( soundMaterial, soundCount );
if ( soundCount )
EMIT_SOUND( pEdict, CHAN_BODY, pSoundList[ RANDOM_LONG(0,soundCount-1) ], volume, 1.0 );
}
void CBreakable::Precache( void )
{
const char *pGibName;
switch (m_Material)
{
case matWood:
pGibName = "models/woodgibs.mdl";
PRECACHE_SOUND("debris/bustcrate1.wav");
PRECACHE_SOUND("debris/bustcrate2.wav");
break;
case matFlesh:
pGibName = "models/fleshgibs.mdl";
PRECACHE_SOUND("debris/bustflesh1.wav");
PRECACHE_SOUND("debris/bustflesh2.wav");
break;
case matComputer:
PRECACHE_SOUND("buttons/spark5.wav");
PRECACHE_SOUND("buttons/spark6.wav");
pGibName = "models/computergibs.mdl";
PRECACHE_SOUND("debris/bustmetal1.wav");
PRECACHE_SOUND("debris/bustmetal2.wav");
break;
case matUnbreakableGlass:
case matGlass:
pGibName = "models/glassgibs.mdl";
PRECACHE_SOUND("debris/bustglass1.wav");
PRECACHE_SOUND("debris/bustglass2.wav");
break;
case matMetal:
pGibName = "models/metalplategibs.mdl";
PRECACHE_SOUND("debris/bustmetal1.wav");
PRECACHE_SOUND("debris/bustmetal2.wav");
break;
case matCinderBlock:
pGibName = "models/cindergibs.mdl";
PRECACHE_SOUND("debris/bustconcrete1.wav");
PRECACHE_SOUND("debris/bustconcrete2.wav");
break;
case matRocks:
pGibName = "models/rockgibs.mdl";
PRECACHE_SOUND("debris/bustconcrete1.wav");
PRECACHE_SOUND("debris/bustconcrete2.wav");
break;
case matCeilingTile:
pGibName = "models/ceilinggibs.mdl";
PRECACHE_SOUND ("debris/bustceiling.wav");
break;
}
MaterialSoundPrecache( m_Material );
if ( m_iszGibModel )
pGibName = STRING(m_iszGibModel);
m_idShard = PRECACHE_MODEL( (char *)pGibName );
// Precache the spawn item's data
if ( m_iszSpawnObject )
UTIL_PrecacheOther( (char *)STRING( m_iszSpawnObject ) );
}
// play shard sound when func_breakable takes damage.
// the more damage, the louder the shard sound.
void CBreakable::DamageSound( void )
{
int pitch;
float fvol;
char *rgpsz[6];
int i;
int material = m_Material;
// if (RANDOM_LONG(0,1))
// return;
if (RANDOM_LONG(0,2))
pitch = PITCH_NORM;
else
pitch = 95 + RANDOM_LONG(0,34);
fvol = RANDOM_FLOAT(0.75, 1.0);
if (material == matComputer && RANDOM_LONG(0,1))
material = matMetal;
switch (material)
{
case matComputer:
case matGlass:
case matUnbreakableGlass:
rgpsz[0] = "debris/glass1.wav";
rgpsz[1] = "debris/glass2.wav";
rgpsz[2] = "debris/glass3.wav";
i = 3;
break;
case matWood:
rgpsz[0] = "debris/wood1.wav";
rgpsz[1] = "debris/wood2.wav";
rgpsz[2] = "debris/wood3.wav";
i = 3;
break;
case matMetal:
rgpsz[0] = "debris/metal1.wav";
rgpsz[1] = "debris/metal3.wav";
rgpsz[2] = "debris/metal2.wav";
i = 2;
break;
case matFlesh:
rgpsz[0] = "debris/flesh1.wav";
rgpsz[1] = "debris/flesh2.wav";
rgpsz[2] = "debris/flesh3.wav";
rgpsz[3] = "debris/flesh5.wav";
rgpsz[4] = "debris/flesh6.wav";
rgpsz[5] = "debris/flesh7.wav";
i = 6;
break;
case matRocks:
case matCinderBlock:
rgpsz[0] = "debris/concrete1.wav";
rgpsz[1] = "debris/concrete2.wav";
rgpsz[2] = "debris/concrete3.wav";
i = 3;
break;
case matCeilingTile:
// UNDONE: no ceiling tile shard sound yet
i = 0;
break;
}
if (i)
EMIT_SOUND_DYN(ENT(pev), CHAN_VOICE, rgpsz[RANDOM_LONG(0,i-1)], fvol, ATTN_NORM, 0, pitch);
}
void CBreakable::BreakTouch( CBaseEntity *pOther )
{
float flDamage;
entvars_t* pevToucher = pOther->pev;
// only players can break these right now
if ( !pOther->IsPlayer() || !IsBreakable() )
{
return;
}
if ( FBitSet ( pev->spawnflags, SF_BREAK_TOUCH ) )
{// can be broken when run into
flDamage = pevToucher->velocity.Length() * 0.01;
if (flDamage >= pev->health)
{
SetTouch( NULL );
TakeDamage(pevToucher, pevToucher, flDamage, DMG_CRUSH);
// do a little damage to player if we broke glass or computer
pOther->TakeDamage( pev, pev, flDamage/4, DMG_SLASH );
}
}
if ( FBitSet ( pev->spawnflags, SF_BREAK_PRESSURE ) && pevToucher->absmin.z >= pev->maxs.z - 2 )
{// can be broken when stood upon
// play creaking sound here.
DamageSound();
SetThink ( Die );
SetTouch( NULL );
if ( m_flDelay == 0 )
{// !!!BUGBUG - why doesn't zero delay work?
m_flDelay = 0.1;
}
pev->nextthink = pev->ltime + m_flDelay;
}
}
//
// Smash the our breakable object
//
// Break when triggered
void CBreakable::Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value )
{
if ( IsBreakable() )
{
pev->angles.y = m_angle;
UTIL_MakeVectors(pev->angles);
g_vecAttackDir = gpGlobals->v_forward;
Die();
}
}
void CBreakable::TraceAttack( entvars_t *pevAttacker, float flDamage, Vector vecDir, TraceResult *ptr, int bitsDamageType )
{
// random spark if this is a 'computer' object
if (RANDOM_LONG(0,1) )
{
switch( m_Material )
{
case matComputer:
{
UTIL_Sparks( ptr->vecEndPos );
float flVolume = RANDOM_FLOAT ( 0.7 , 1.0 );//random volume range
switch ( RANDOM_LONG(0,1) )
{
case 0: EMIT_SOUND(ENT(pev), CHAN_VOICE, "buttons/spark5.wav", flVolume, ATTN_NORM); break;
case 1: EMIT_SOUND(ENT(pev), CHAN_VOICE, "buttons/spark6.wav", flVolume, ATTN_NORM); break;
}
}
break;
case matUnbreakableGlass:
UTIL_Ricochet( ptr->vecEndPos, RANDOM_FLOAT(0.5,1.5) );
break;
}
}
CBaseDelay::TraceAttack( pevAttacker, flDamage, vecDir, ptr, bitsDamageType );
}
//=========================================================
// Special takedamage for func_breakable. Allows us to make
// exceptions that are breakable-specific
// bitsDamageType indicates the type of damage sustained ie: DMG_CRUSH
//=========================================================
int CBreakable :: TakeDamage( entvars_t* pevInflictor, entvars_t* pevAttacker, float flDamage, int bitsDamageType )
{
Vector vecTemp;
// if Attacker == Inflictor, the attack was a melee or other instant-hit attack.
// (that is, no actual entity projectile was involved in the attack so use the shooter's origin).
if ( pevAttacker == pevInflictor )
{
vecTemp = pevInflictor->origin - ( pev->absmin + ( pev->size * 0.5 ) );
// if a client hit the breakable with a crowbar, and breakable is crowbar-sensitive, break it now.
if ( FBitSet ( pevAttacker->flags, FL_CLIENT ) &&
FBitSet ( pev->spawnflags, SF_BREAK_CROWBAR ) && (bitsDamageType & DMG_CLUB))
flDamage = pev->health;
}
else
// an actual missile was involved.
{
vecTemp = pevInflictor->origin - ( pev->absmin + ( pev->size * 0.5 ) );
}
if (!IsBreakable())
return 0;
// Breakables take double damage from the crowbar
if ( bitsDamageType & DMG_CLUB )
flDamage *= 2;
// Boxes / glass / etc. don't take much poison damage, just the impact of the dart - consider that 10%
if ( bitsDamageType & DMG_POISON )
flDamage *= 0.1;
// this global is still used for glass and other non-monster killables, along with decals.
g_vecAttackDir = vecTemp.Normalize();
// do the damage
pev->health -= flDamage;
if (pev->health <= 0)
{
Killed( pevAttacker, GIB_NORMAL );
Die();
return 0;
}
// Make a shard noise each time func breakable is hit.
// Don't play shard noise if cbreakable actually died.
DamageSound();
return 1;
}
void CBreakable::Die( void )
{
Vector vecSpot;// shard origin
Vector vecVelocity;// shard velocity
CBaseEntity *pEntity = NULL;
char cFlag = 0;
int pitch;
float fvol;
pitch = 95 + RANDOM_LONG(0,29);
if (pitch > 97 && pitch < 103)
pitch = 100;
// The more negative pev->health, the louder
// the sound should be.
fvol = RANDOM_FLOAT(0.85, 1.0) + (abs(pev->health) / 100.0);
if (fvol > 1.0)
fvol = 1.0;
switch (m_Material)
{
case matGlass:
switch ( RANDOM_LONG(0,1) )
{
case 0: EMIT_SOUND_DYN(ENT(pev), CHAN_VOICE, "debris/bustglass1.wav", fvol, ATTN_NORM, 0, pitch);
break;
case 1: EMIT_SOUND_DYN(ENT(pev), CHAN_VOICE, "debris/bustglass2.wav", fvol, ATTN_NORM, 0, pitch);
break;
}
cFlag = BREAK_GLASS;
break;
case matWood:
switch ( RANDOM_LONG(0,1) )
{
case 0: EMIT_SOUND_DYN(ENT(pev), CHAN_VOICE, "debris/bustcrate1.wav", fvol, ATTN_NORM, 0, pitch);
break;
case 1: EMIT_SOUND_DYN(ENT(pev), CHAN_VOICE, "debris/bustcrate2.wav", fvol, ATTN_NORM, 0, pitch);
break;
}
cFlag = BREAK_WOOD;
break;
case matComputer:
case matMetal:
switch ( RANDOM_LONG(0,1) )
{
case 0: EMIT_SOUND_DYN(ENT(pev), CHAN_VOICE, "debris/bustmetal1.wav", fvol, ATTN_NORM, 0, pitch);
break;
case 1: EMIT_SOUND_DYN(ENT(pev), CHAN_VOICE, "debris/bustmetal2.wav", fvol, ATTN_NORM, 0, pitch);
break;
}
cFlag = BREAK_METAL;
break;
case matFlesh:
switch ( RANDOM_LONG(0,1) )
{
case 0: EMIT_SOUND_DYN(ENT(pev), CHAN_VOICE, "debris/bustflesh1.wav", fvol, ATTN_NORM, 0, pitch);
break;
case 1: EMIT_SOUND_DYN(ENT(pev), CHAN_VOICE, "debris/bustflesh2.wav", fvol, ATTN_NORM, 0, pitch);
break;
}
cFlag = BREAK_FLESH;
break;
case matRocks:
case matCinderBlock:
switch ( RANDOM_LONG(0,1) )
{
case 0: EMIT_SOUND_DYN(ENT(pev), CHAN_VOICE, "debris/bustconcrete1.wav", fvol, ATTN_NORM, 0, pitch);
break;
case 1: EMIT_SOUND_DYN(ENT(pev), CHAN_VOICE, "debris/bustconcrete2.wav", fvol, ATTN_NORM, 0, pitch);
break;
}
cFlag = BREAK_CONCRETE;
break;
case matCeilingTile:
EMIT_SOUND_DYN(ENT(pev), CHAN_VOICE, "debris/bustceiling.wav", fvol, ATTN_NORM, 0, pitch);
break;
}
if (m_Explosion == expDirected)
vecVelocity = g_vecAttackDir * 200;
else
{
vecVelocity.x = 0;
vecVelocity.y = 0;
vecVelocity.z = 0;
}
vecSpot = pev->origin + (pev->mins + pev->maxs) * 0.5;
MESSAGE_BEGIN( MSG_PVS, SVC_TEMPENTITY, vecSpot );
WRITE_BYTE( TE_BREAKMODEL);
// position
WRITE_COORD( vecSpot.x );
WRITE_COORD( vecSpot.y );
WRITE_COORD( vecSpot.z );
// size
WRITE_COORD( pev->size.x);
WRITE_COORD( pev->size.y);
WRITE_COORD( pev->size.z);
// velocity
WRITE_COORD( vecVelocity.x );
WRITE_COORD( vecVelocity.y );
WRITE_COORD( vecVelocity.z );
// randomization
WRITE_BYTE( 10 );
// Model
WRITE_SHORT( m_idShard ); //model id#
// # of shards
WRITE_BYTE( 0 ); // let client decide
// duration
WRITE_BYTE( 25 );// 2.5 seconds
// flags
WRITE_BYTE( cFlag );
MESSAGE_END();
float size = pev->size.x;
if ( size < pev->size.y )
size = pev->size.y;
if ( size < pev->size.z )
size = pev->size.z;
// !!! HACK This should work!
// Build a box above the entity that looks like an 8 pixel high sheet
Vector mins = pev->absmin;
Vector maxs = pev->absmax;
mins.z = pev->absmax.z;
maxs.z += 8;
// BUGBUG -- can only find 256 entities on a breakable -- should be enough
CBaseEntity *pList[256];
int count = UTIL_EntitiesInBox( pList, 256, mins, maxs, FL_ONGROUND );
if ( count )
{
for ( int i = 0; i < count; i++ )
{
ClearBits( pList[i]->pev->flags, FL_ONGROUND );
pList[i]->pev->groundentity = NULL;
}
}
// Don't fire something that could fire myself
pev->targetname = 0;
pev->solid = SOLID_NOT;
// Fire targets on break
SUB_UseTargets( NULL, USE_TOGGLE, 0 );
SetThink( SUB_Remove );
pev->nextthink = pev->ltime + 0.1;
if ( m_iszSpawnObject )
CBaseEntity::Create( (char *)STRING(m_iszSpawnObject), VecBModelOrigin(pev), pev->angles, edict() );
if ( Explodable() )
{
ExplosionCreate( Center(), pev->angles, edict(), ExplosionMagnitude(), TRUE );
}
}
BOOL CBreakable :: IsBreakable( void )
{
return m_Material != matUnbreakableGlass;
}
int CBreakable :: DamageDecal( int bitsDamageType )
{
if ( m_Material == matGlass )
return DECAL_GLASSBREAK1 + RANDOM_LONG(0,2);
if ( m_Material == matUnbreakableGlass )
return DECAL_BPROOF1;
return CBaseEntity::DamageDecal( bitsDamageType );
}
class CPushable : public CBreakable
{
public:
void Spawn ( void );
void Precache( void );
void Touch ( CBaseEntity *pOther );
void Move( CBaseEntity *pMover, int push );
void KeyValue( KeyValueData *pkvd );
void Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value );
void EXPORT StopSound( void );
// virtual void SetActivator( CBaseEntity *pActivator ) { m_pPusher = pActivator; }
virtual int ObjectCaps( void ) { return (CBaseEntity :: ObjectCaps() & ~FCAP_ACROSS_TRANSITION) | FCAP_CONTINUOUS_USE; }
virtual int Save( CSave &save );
virtual int Restore( CRestore &restore );
inline float MaxSpeed( void ) { return m_maxSpeed; }
// breakables use an overridden takedamage
virtual int TakeDamage( entvars_t* pevInflictor, entvars_t* pevAttacker, float flDamage, int bitsDamageType );
static TYPEDESCRIPTION m_SaveData[];
static char *m_soundNames[3];
int m_lastSound; // no need to save/restore, just keeps the same sound from playing twice in a row
float m_maxSpeed;
float m_soundTime;
};
TYPEDESCRIPTION CPushable::m_SaveData[] =
{
DEFINE_FIELD( CPushable, m_maxSpeed, FIELD_FLOAT ),
DEFINE_FIELD( CPushable, m_soundTime, FIELD_TIME ),
};
IMPLEMENT_SAVERESTORE( CPushable, CBreakable );
LINK_ENTITY_TO_CLASS( func_pushable, CPushable );
char *CPushable :: m_soundNames[3] = { "debris/pushbox1.wav", "debris/pushbox2.wav", "debris/pushbox3.wav" };
void CPushable :: Spawn( void )
{
if ( pev->spawnflags & SF_PUSH_BREAKABLE )
CBreakable::Spawn();
else
Precache( );
pev->movetype = MOVETYPE_PUSHSTEP;
pev->solid = SOLID_BBOX;
SET_MODEL( ENT(pev), STRING(pev->model) );
if ( pev->friction > 399 )
pev->friction = 399;
m_maxSpeed = 400 - pev->friction;
SetBits( pev->flags, FL_FLOAT );
pev->friction = 0;
pev->origin.z += 1; // Pick up off of the floor
UTIL_SetOrigin( pev, pev->origin );
// Multiply by area of the box's cross-section (assume 1000 units^3 standard volume)
pev->skin = ( pev->skin * (pev->maxs.x - pev->mins.x) * (pev->maxs.y - pev->mins.y) ) * 0.0005;
m_soundTime = 0;
}
void CPushable :: Precache( void )
{
for ( int i = 0; i < 3; i++ )
PRECACHE_SOUND( m_soundNames[i] );
if ( pev->spawnflags & SF_PUSH_BREAKABLE )
CBreakable::Precache( );
}
void CPushable :: KeyValue( KeyValueData *pkvd )
{
if ( FStrEq(pkvd->szKeyName, "size") )
{
int bbox = atoi(pkvd->szValue);
pkvd->fHandled = TRUE;
switch( bbox )
{
case 0: // Point
UTIL_SetSize(pev, Vector(-8, -8, -8), Vector(8, 8, 8));
break;
case 2: // Big Hull!?!? !!!BUGBUG Figure out what this hull really is
UTIL_SetSize(pev, VEC_DUCK_HULL_MIN*2, VEC_DUCK_HULL_MAX*2);
break;
case 3: // Player duck
UTIL_SetSize(pev, VEC_DUCK_HULL_MIN, VEC_DUCK_HULL_MAX);
break;
default:
case 1: // Player
UTIL_SetSize(pev, VEC_HULL_MIN, VEC_HULL_MAX);
break;
}
}
else if ( FStrEq(pkvd->szKeyName, "buoyancy") )
{
pev->skin = atof(pkvd->szValue);
pkvd->fHandled = TRUE;
}
else
CBreakable::KeyValue( pkvd );
}
// Pull the func_pushable
void CPushable :: Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value )
{
if ( !pActivator || !pActivator->IsPlayer() )
{
if ( pev->spawnflags & SF_PUSH_BREAKABLE )
this->CBreakable::Use( pActivator, pCaller, useType, value );
return;
}
if ( pActivator->pev->velocity != g_vecZero )
Move( pActivator, 0 );
}
void CPushable :: Touch( CBaseEntity *pOther )
{
if ( FClassnameIs( pOther->pev, "worldspawn" ) )
return;
Move( pOther, 1 );
}
void CPushable :: Move( CBaseEntity *pOther, int push )
{
entvars_t* pevToucher = pOther->pev;
int playerTouch = 0;
// Is entity standing on this pushable ?
if ( FBitSet(pevToucher->flags,FL_ONGROUND) && pevToucher->groundentity && VARS(pevToucher->groundentity) == pev )
{
// Only push if floating
if ( pev->waterlevel > 0 )
pev->velocity.z += pevToucher->velocity.z * 0.1;
return;
}
if ( pOther->IsPlayer() )
{
if ( push && !(pevToucher->button & (IN_FORWARD|IN_USE)) ) // Don't push unless the player is pushing forward and NOT use (pull)
return;
playerTouch = 1;
}
float factor;
if ( playerTouch )
{
if ( !(pevToucher->flags & FL_ONGROUND) ) // Don't push away from jumping/falling players unless in water
{
if ( pev->waterlevel < 1 )
return;
else
factor = 0.1;
}
else
factor = 1;
}
else
factor = 0.25;
pev->velocity.x += pevToucher->velocity.x * factor;
pev->velocity.y += pevToucher->velocity.y * factor;
float length = sqrt( pev->velocity.x * pev->velocity.x + pev->velocity.y * pev->velocity.y );
if ( push && (length > MaxSpeed()) )
{
pev->velocity.x = (pev->velocity.x * MaxSpeed() / length );
pev->velocity.y = (pev->velocity.y * MaxSpeed() / length );
}
if ( playerTouch )
{
pevToucher->velocity.x = pev->velocity.x;
pevToucher->velocity.y = pev->velocity.y;
if ( (gpGlobals->time - m_soundTime) > 0.7 )
{
m_soundTime = gpGlobals->time;
if ( length > 0 && FBitSet(pev->flags,FL_ONGROUND) )
{
m_lastSound = RANDOM_LONG(0,2);
EMIT_SOUND(ENT(pev), CHAN_WEAPON, m_soundNames[m_lastSound], 0.5, ATTN_NORM);
// SetThink( StopSound );
// pev->nextthink = pev->ltime + 0.1;
}
else
STOP_SOUND( ENT(pev), CHAN_WEAPON, m_soundNames[m_lastSound] );
}
}
}
#if 0
void CPushable::StopSound( void )
{
Vector dist = pev->oldorigin - pev->origin;
if ( dist.Length() <= 0 )
STOP_SOUND( ENT(pev), CHAN_WEAPON, m_soundNames[m_lastSound] );
}
#endif
int CPushable::TakeDamage( entvars_t* pevInflictor, entvars_t* pevAttacker, float flDamage, int bitsDamageType )
{
if ( pev->spawnflags & SF_PUSH_BREAKABLE )
return CBreakable::TakeDamage( pevInflictor, pevAttacker, flDamage, bitsDamageType );
return 1;
}

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/***
*
* Copyright (c) 1999, 2000 Valve LLC. All rights reserved.
*
* This product contains software technology licensed from Id
* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
* All Rights Reserved.
*
* Use, distribution, and modification of this source code and/or resulting
* object code is restricted to non-commercial enhancements to products from
* Valve LLC. All other use, distribution, or modification is prohibited
* without written permission from Valve LLC.
*
****/
#ifndef FUNC_BREAK_H
#define FUNC_BREAK_H
typedef enum { expRandom, expDirected} Explosions;
typedef enum { matGlass = 0, matWood, matMetal, matFlesh, matCinderBlock, matCeilingTile, matComputer, matUnbreakableGlass, matRocks, matNone, matLastMaterial } Materials;
#define NUM_SHARDS 6 // this many shards spawned when breakable objects break;
class CBreakable : public CBaseDelay
{
public:
// basic functions
void Spawn( void );
void Precache( void );
void KeyValue( KeyValueData* pkvd);
void EXPORT BreakTouch( CBaseEntity *pOther );
void Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value );
void DamageSound( void );
// breakables use an overridden takedamage
virtual int TakeDamage( entvars_t* pevInflictor, entvars_t* pevAttacker, float flDamage, int bitsDamageType );
// To spark when hit
void TraceAttack( entvars_t *pevAttacker, float flDamage, Vector vecDir, TraceResult *ptr, int bitsDamageType );
BOOL IsBreakable( void );
BOOL SparkWhenHit( void );
int DamageDecal( int bitsDamageType );
void EXPORT Die( void );
virtual int ObjectCaps( void ) { return (CBaseEntity :: ObjectCaps() & ~FCAP_ACROSS_TRANSITION); }
virtual int Save( CSave &save );
virtual int Restore( CRestore &restore );
inline BOOL Explodable( void ) { return ExplosionMagnitude() > 0; }
inline int ExplosionMagnitude( void ) { return pev->impulse; }
inline void ExplosionSetMagnitude( int magnitude ) { pev->impulse = magnitude; }
static void MaterialSoundPrecache( Materials precacheMaterial );
static void MaterialSoundRandom( edict_t *pEdict, Materials soundMaterial, float volume );
static const char **MaterialSoundList( Materials precacheMaterial, int &soundCount );
static const char *pSoundsWood[];
static const char *pSoundsFlesh[];
static const char *pSoundsGlass[];
static const char *pSoundsMetal[];
static const char *pSoundsConcrete[];
static const char *pSpawnObjects[];
static TYPEDESCRIPTION m_SaveData[];
Materials m_Material;
Explosions m_Explosion;
int m_idShard;
float m_angle;
int m_iszGibModel;
int m_iszSpawnObject;
};
#endif // FUNC_BREAK_H

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/***
*
* Copyright (c) 1999, 2000 Valve LLC. All rights reserved.
*
* This product contains software technology licensed from Id
* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
* All Rights Reserved.
*
* Use, distribution, and modification of this source code and/or resulting
* object code is restricted to non-commercial enhancements to products from
* Valve LLC. All other use, distribution, or modification is prohibited
* without written permission from Valve LLC.
*
****/
#include "extdll.h"
#include "util.h"
#include "game.h"
// special macros for handle skill data
#define CVAR_REGISTER_SKILL( x ) (*g_engfuncs.pfnCVarRegister)( #x, "0", 0, "skill config cvar" )
cvar_t *displaysoundlist;
// multiplayer server rules
cvar_t *teamplay;
cvar_t *fraglimit;
cvar_t *timelimit;
cvar_t *friendlyfire;
cvar_t *falldamage;
cvar_t *weaponstay;
cvar_t *forcerespawn;
cvar_t *flashlight;
cvar_t *aimcrosshair;
cvar_t *decalfrequency;
cvar_t *teamlist;
cvar_t *timeleft;
cvar_t *teamoverride;
cvar_t *defaultteam;
cvar_t *allowmonsters;
cvar_t *mp_chattime;
cvar_t *g_psv_gravity = NULL;
cvar_t *g_psv_aim = NULL;
cvar_t *g_psv_maxspeed = NULL;
cvar_t *g_footsteps = NULL;
// Register your console variables here
// This gets called one time when the game is initialied
void GameDLLInit( void )
{
// Register cvars here:
ALERT( at_aiconsole, "GameDLLInit();\n" );
g_psv_maxspeed = CVAR_REGISTER( "sv_maxspeed", "320", 0, "maximum speed a player can accelerate to when on ground" );
g_psv_gravity = CVAR_REGISTER( "sv_gravity", "800", 0, "world gravity" );
g_psv_aim = CVAR_REGISTER( "sv_aim", "1", 0, "enable auto-aiming" );
g_footsteps = CVAR_REGISTER( "mp_footsteps", "0", FCVAR_SERVERINFO, "can hear footsteps from other players" );
displaysoundlist = CVAR_REGISTER( "displaysoundlist", "0", 0, "show monster sounds that actually playing" );
teamplay = CVAR_REGISTER( "mp_teamplay", "0", FCVAR_SERVERINFO, "sets to 1 to indicate teamplay" );
fraglimit = CVAR_REGISTER( "mp_fraglimit", "0", FCVAR_SERVERINFO, "limit of frags for current server" );
timelimit = CVAR_REGISTER( "mp_timelimit", "0", FCVAR_SERVERINFO, "server timelimit" );
CVAR_REGISTER( "mp_footsteps", "0", FCVAR_SERVERINFO, "can hear footsteps from other players" );
CVAR_REGISTER( "mp_fragsleft", "0", FCVAR_SERVERINFO, "counter that indicated how many frags remaining" );
timeleft = CVAR_REGISTER( "mp_timeleft", "0" , FCVAR_SERVERINFO, "counter that indicated how many time remaining" );
friendlyfire = CVAR_REGISTER( "mp_friendlyfire", "0", FCVAR_SERVERINFO, "enables firedlyfire for teamplay" );
falldamage = CVAR_REGISTER( "mp_falldamage", "0", FCVAR_SERVERINFO, "falldamage multiplier" );
weaponstay = CVAR_REGISTER( "mp_weaponstay", "0", FCVAR_SERVERINFO, "weapon leave stays on ground" );
forcerespawn = CVAR_REGISTER( "mp_forcerespawn", "1", FCVAR_SERVERINFO, "force client respawn after his death" );
flashlight = CVAR_REGISTER( "mp_flashlight", "0", FCVAR_SERVERINFO, "attempt to use flashlight in multiplayer" );
aimcrosshair = CVAR_REGISTER( "mp_autocrosshair", "1", FCVAR_SERVERINFO, "enables auto-aim in multiplayer" );
decalfrequency = CVAR_REGISTER( "decalfrequency", "30", FCVAR_SERVERINFO, "how many decals can be spawned" );
teamlist = CVAR_REGISTER( "mp_teamlist", "hgrunt,scientist", FCVAR_SERVERINFO, "names of default teams" );
teamoverride = CVAR_REGISTER( "mp_teamoverride", "1", 0, "can ovveride teams from map settings ?" );
defaultteam = CVAR_REGISTER( "mp_defaultteam", "0", 0, "use default team instead ?" );
allowmonsters = CVAR_REGISTER( "mp_allowmonsters", "0", FCVAR_SERVERINFO, "allow monsters in multiplayer" );
mp_chattime = CVAR_REGISTER( "mp_chattime", "10", FCVAR_SERVERINFO, "time beetween messages" );;
// REGISTER CVARS FOR SKILL LEVEL STUFF
// Agrunt
CVAR_REGISTER_SKILL ( sk_agrunt_health1 );// {"sk_agrunt_health1","0"};
CVAR_REGISTER_SKILL ( sk_agrunt_health2 );// {"sk_agrunt_health2","0"};
CVAR_REGISTER_SKILL ( sk_agrunt_health3 );// {"sk_agrunt_health3","0"};
CVAR_REGISTER_SKILL ( sk_agrunt_dmg_punch1 );// {"sk_agrunt_dmg_punch1","0"};
CVAR_REGISTER_SKILL ( sk_agrunt_dmg_punch2 );// {"sk_agrunt_dmg_punch2","0"};
CVAR_REGISTER_SKILL ( sk_agrunt_dmg_punch3 );// {"sk_agrunt_dmg_punch3","0"};
// Apache
CVAR_REGISTER_SKILL ( sk_apache_health1 );// {"sk_apache_health1","0"};
CVAR_REGISTER_SKILL ( sk_apache_health2 );// {"sk_apache_health2","0"};
CVAR_REGISTER_SKILL ( sk_apache_health3 );// {"sk_apache_health3","0"};
// Barney
CVAR_REGISTER_SKILL ( sk_barney_health1 );// {"sk_barney_health1","0"};
CVAR_REGISTER_SKILL ( sk_barney_health2 );// {"sk_barney_health2","0"};
CVAR_REGISTER_SKILL ( sk_barney_health3 );// {"sk_barney_health3","0"};
// Bullsquid
CVAR_REGISTER_SKILL ( sk_bullsquid_health1 );// {"sk_bullsquid_health1","0"};
CVAR_REGISTER_SKILL ( sk_bullsquid_health2 );// {"sk_bullsquid_health2","0"};
CVAR_REGISTER_SKILL ( sk_bullsquid_health3 );// {"sk_bullsquid_health3","0"};
CVAR_REGISTER_SKILL ( sk_bullsquid_dmg_bite1 );// {"sk_bullsquid_dmg_bite1","0"};
CVAR_REGISTER_SKILL ( sk_bullsquid_dmg_bite2 );// {"sk_bullsquid_dmg_bite2","0"};
CVAR_REGISTER_SKILL ( sk_bullsquid_dmg_bite3 );// {"sk_bullsquid_dmg_bite3","0"};
CVAR_REGISTER_SKILL ( sk_bullsquid_dmg_whip1 );// {"sk_bullsquid_dmg_whip1","0"};
CVAR_REGISTER_SKILL ( sk_bullsquid_dmg_whip2 );// {"sk_bullsquid_dmg_whip2","0"};
CVAR_REGISTER_SKILL ( sk_bullsquid_dmg_whip3 );// {"sk_bullsquid_dmg_whip3","0"};
CVAR_REGISTER_SKILL ( sk_bullsquid_dmg_spit1 );// {"sk_bullsquid_dmg_spit1","0"};
CVAR_REGISTER_SKILL ( sk_bullsquid_dmg_spit2 );// {"sk_bullsquid_dmg_spit2","0"};
CVAR_REGISTER_SKILL ( sk_bullsquid_dmg_spit3 );// {"sk_bullsquid_dmg_spit3","0"};
CVAR_REGISTER_SKILL ( sk_bigmomma_health_factor1 );// {"sk_bigmomma_health_factor1","1.0"};
CVAR_REGISTER_SKILL ( sk_bigmomma_health_factor2 );// {"sk_bigmomma_health_factor2","1.0"};
CVAR_REGISTER_SKILL ( sk_bigmomma_health_factor3 );// {"sk_bigmomma_health_factor3","1.0"};
CVAR_REGISTER_SKILL ( sk_bigmomma_dmg_slash1 );// {"sk_bigmomma_dmg_slash1","50"};
CVAR_REGISTER_SKILL ( sk_bigmomma_dmg_slash2 );// {"sk_bigmomma_dmg_slash2","50"};
CVAR_REGISTER_SKILL ( sk_bigmomma_dmg_slash3 );// {"sk_bigmomma_dmg_slash3","50"};
CVAR_REGISTER_SKILL ( sk_bigmomma_dmg_blast1 );// {"sk_bigmomma_dmg_blast1","100"};
CVAR_REGISTER_SKILL ( sk_bigmomma_dmg_blast2 );// {"sk_bigmomma_dmg_blast2","100"};
CVAR_REGISTER_SKILL ( sk_bigmomma_dmg_blast3 );// {"sk_bigmomma_dmg_blast3","100"};
CVAR_REGISTER_SKILL ( sk_bigmomma_radius_blast1 );// {"sk_bigmomma_radius_blast1","250"};
CVAR_REGISTER_SKILL ( sk_bigmomma_radius_blast2 );// {"sk_bigmomma_radius_blast2","250"};
CVAR_REGISTER_SKILL ( sk_bigmomma_radius_blast3 );// {"sk_bigmomma_radius_blast3","250"};
// Gargantua
CVAR_REGISTER_SKILL ( sk_gargantua_health1 );// {"sk_gargantua_health1","0"};
CVAR_REGISTER_SKILL ( sk_gargantua_health2 );// {"sk_gargantua_health2","0"};
CVAR_REGISTER_SKILL ( sk_gargantua_health3 );// {"sk_gargantua_health3","0"};
CVAR_REGISTER_SKILL ( sk_gargantua_dmg_slash1 );// {"sk_gargantua_dmg_slash1","0"};
CVAR_REGISTER_SKILL ( sk_gargantua_dmg_slash2 );// {"sk_gargantua_dmg_slash2","0"};
CVAR_REGISTER_SKILL ( sk_gargantua_dmg_slash3 );// {"sk_gargantua_dmg_slash3","0"};
CVAR_REGISTER_SKILL ( sk_gargantua_dmg_fire1 );// {"sk_gargantua_dmg_fire1","0"};
CVAR_REGISTER_SKILL ( sk_gargantua_dmg_fire2 );// {"sk_gargantua_dmg_fire2","0"};
CVAR_REGISTER_SKILL ( sk_gargantua_dmg_fire3 );// {"sk_gargantua_dmg_fire3","0"};
CVAR_REGISTER_SKILL ( sk_gargantua_dmg_stomp1 );// {"sk_gargantua_dmg_stomp1","0"};
CVAR_REGISTER_SKILL ( sk_gargantua_dmg_stomp2 );// {"sk_gargantua_dmg_stomp2","0"};
CVAR_REGISTER_SKILL ( sk_gargantua_dmg_stomp3 );// {"sk_gargantua_dmg_stomp3","0"};
// Hassassin
CVAR_REGISTER_SKILL ( sk_hassassin_health1 );// {"sk_hassassin_health1","0"};
CVAR_REGISTER_SKILL ( sk_hassassin_health2 );// {"sk_hassassin_health2","0"};
CVAR_REGISTER_SKILL ( sk_hassassin_health3 );// {"sk_hassassin_health3","0"};
// Headcrab
CVAR_REGISTER_SKILL ( sk_headcrab_health1 );// {"sk_headcrab_health1","0"};
CVAR_REGISTER_SKILL ( sk_headcrab_health2 );// {"sk_headcrab_health2","0"};
CVAR_REGISTER_SKILL ( sk_headcrab_health3 );// {"sk_headcrab_health3","0"};
CVAR_REGISTER_SKILL ( sk_headcrab_dmg_bite1 );// {"sk_headcrab_dmg_bite1","0"};
CVAR_REGISTER_SKILL ( sk_headcrab_dmg_bite2 );// {"sk_headcrab_dmg_bite2","0"};
CVAR_REGISTER_SKILL ( sk_headcrab_dmg_bite3 );// {"sk_headcrab_dmg_bite3","0"};
// Hgrunt
CVAR_REGISTER_SKILL ( sk_hgrunt_health1 );// {"sk_hgrunt_health1","0"};
CVAR_REGISTER_SKILL ( sk_hgrunt_health2 );// {"sk_hgrunt_health2","0"};
CVAR_REGISTER_SKILL ( sk_hgrunt_health3 );// {"sk_hgrunt_health3","0"};
CVAR_REGISTER_SKILL ( sk_hgrunt_kick1 );// {"sk_hgrunt_kick1","0"};
CVAR_REGISTER_SKILL ( sk_hgrunt_kick2 );// {"sk_hgrunt_kick2","0"};
CVAR_REGISTER_SKILL ( sk_hgrunt_kick3 );// {"sk_hgrunt_kick3","0"};
CVAR_REGISTER_SKILL ( sk_hgrunt_pellets1 );
CVAR_REGISTER_SKILL ( sk_hgrunt_pellets2 );
CVAR_REGISTER_SKILL ( sk_hgrunt_pellets3 );
CVAR_REGISTER_SKILL ( sk_hgrunt_gspeed1 );
CVAR_REGISTER_SKILL ( sk_hgrunt_gspeed2 );
CVAR_REGISTER_SKILL ( sk_hgrunt_gspeed3 );
// Houndeye
CVAR_REGISTER_SKILL ( sk_houndeye_health1 );// {"sk_houndeye_health1","0"};
CVAR_REGISTER_SKILL ( sk_houndeye_health2 );// {"sk_houndeye_health2","0"};
CVAR_REGISTER_SKILL ( sk_houndeye_health3 );// {"sk_houndeye_health3","0"};
CVAR_REGISTER_SKILL ( sk_houndeye_dmg_blast1 );// {"sk_houndeye_dmg_blast1","0"};
CVAR_REGISTER_SKILL ( sk_houndeye_dmg_blast2 );// {"sk_houndeye_dmg_blast2","0"};
CVAR_REGISTER_SKILL ( sk_houndeye_dmg_blast3 );// {"sk_houndeye_dmg_blast3","0"};
// ISlave
CVAR_REGISTER_SKILL ( sk_islave_health1 );// {"sk_islave_health1","0"};
CVAR_REGISTER_SKILL ( sk_islave_health2 );// {"sk_islave_health2","0"};
CVAR_REGISTER_SKILL ( sk_islave_health3 );// {"sk_islave_health3","0"};
CVAR_REGISTER_SKILL ( sk_islave_dmg_claw1 );// {"sk_islave_dmg_claw1","0"};
CVAR_REGISTER_SKILL ( sk_islave_dmg_claw2 );// {"sk_islave_dmg_claw2","0"};
CVAR_REGISTER_SKILL ( sk_islave_dmg_claw3 );// {"sk_islave_dmg_claw3","0"};
CVAR_REGISTER_SKILL ( sk_islave_dmg_clawrake1 );// {"sk_islave_dmg_clawrake1","0"};
CVAR_REGISTER_SKILL ( sk_islave_dmg_clawrake2 );// {"sk_islave_dmg_clawrake2","0"};
CVAR_REGISTER_SKILL ( sk_islave_dmg_clawrake3 );// {"sk_islave_dmg_clawrake3","0"};
CVAR_REGISTER_SKILL ( sk_islave_dmg_zap1 );// {"sk_islave_dmg_zap1","0"};
CVAR_REGISTER_SKILL ( sk_islave_dmg_zap2 );// {"sk_islave_dmg_zap2","0"};
CVAR_REGISTER_SKILL ( sk_islave_dmg_zap3 );// {"sk_islave_dmg_zap3","0"};
// Icthyosaur
CVAR_REGISTER_SKILL ( sk_ichthyosaur_health1 );// {"sk_ichthyosaur_health1","0"};
CVAR_REGISTER_SKILL ( sk_ichthyosaur_health2 );// {"sk_ichthyosaur_health2","0"};
CVAR_REGISTER_SKILL ( sk_ichthyosaur_health3 );// {"sk_ichthyosaur_health3","0"};
CVAR_REGISTER_SKILL ( sk_ichthyosaur_shake1 );// {"sk_ichthyosaur_health3","0"};
CVAR_REGISTER_SKILL ( sk_ichthyosaur_shake2 );// {"sk_ichthyosaur_health3","0"};
CVAR_REGISTER_SKILL ( sk_ichthyosaur_shake3 );// {"sk_ichthyosaur_health3","0"};
// Leech
CVAR_REGISTER_SKILL ( sk_leech_health1 );// {"sk_leech_health1","0"};
CVAR_REGISTER_SKILL ( sk_leech_health2 );// {"sk_leech_health2","0"};
CVAR_REGISTER_SKILL ( sk_leech_health3 );// {"sk_leech_health3","0"};
CVAR_REGISTER_SKILL ( sk_leech_dmg_bite1 );// {"sk_leech_dmg_bite1","0"};
CVAR_REGISTER_SKILL ( sk_leech_dmg_bite2 );// {"sk_leech_dmg_bite2","0"};
CVAR_REGISTER_SKILL ( sk_leech_dmg_bite3 );// {"sk_leech_dmg_bite3","0"};
// Controller
CVAR_REGISTER_SKILL ( sk_controller_health1 );
CVAR_REGISTER_SKILL ( sk_controller_health2 );
CVAR_REGISTER_SKILL ( sk_controller_health3 );
CVAR_REGISTER_SKILL ( sk_controller_dmgzap1 );
CVAR_REGISTER_SKILL ( sk_controller_dmgzap2 );
CVAR_REGISTER_SKILL ( sk_controller_dmgzap3 );
CVAR_REGISTER_SKILL ( sk_controller_speedball1 );
CVAR_REGISTER_SKILL ( sk_controller_speedball2 );
CVAR_REGISTER_SKILL ( sk_controller_speedball3 );
CVAR_REGISTER_SKILL ( sk_controller_dmgball1 );
CVAR_REGISTER_SKILL ( sk_controller_dmgball2 );
CVAR_REGISTER_SKILL ( sk_controller_dmgball3 );
// Nihilanth
CVAR_REGISTER_SKILL ( sk_nihilanth_health1 );// {"sk_nihilanth_health1","0"};
CVAR_REGISTER_SKILL ( sk_nihilanth_health2 );// {"sk_nihilanth_health2","0"};
CVAR_REGISTER_SKILL ( sk_nihilanth_health3 );// {"sk_nihilanth_health3","0"};
CVAR_REGISTER_SKILL ( sk_nihilanth_zap1 );
CVAR_REGISTER_SKILL ( sk_nihilanth_zap2 );
CVAR_REGISTER_SKILL ( sk_nihilanth_zap3 );
// Scientist
CVAR_REGISTER_SKILL ( sk_scientist_health1 );// {"sk_scientist_health1","0"};
CVAR_REGISTER_SKILL ( sk_scientist_health2 );// {"sk_scientist_health2","0"};
CVAR_REGISTER_SKILL ( sk_scientist_health3 );// {"sk_scientist_health3","0"};
// Snark
CVAR_REGISTER_SKILL ( sk_snark_health1 );// {"sk_snark_health1","0"};
CVAR_REGISTER_SKILL ( sk_snark_health2 );// {"sk_snark_health2","0"};
CVAR_REGISTER_SKILL ( sk_snark_health3 );// {"sk_snark_health3","0"};
CVAR_REGISTER_SKILL ( sk_snark_dmg_bite1 );// {"sk_snark_dmg_bite1","0"};
CVAR_REGISTER_SKILL ( sk_snark_dmg_bite2 );// {"sk_snark_dmg_bite2","0"};
CVAR_REGISTER_SKILL ( sk_snark_dmg_bite3 );// {"sk_snark_dmg_bite3","0"};
CVAR_REGISTER_SKILL ( sk_snark_dmg_pop1 );// {"sk_snark_dmg_pop1","0"};
CVAR_REGISTER_SKILL ( sk_snark_dmg_pop2 );// {"sk_snark_dmg_pop2","0"};
CVAR_REGISTER_SKILL ( sk_snark_dmg_pop3 );// {"sk_snark_dmg_pop3","0"};
// Zombie
CVAR_REGISTER_SKILL ( sk_zombie_health1 );// {"sk_zombie_health1","0"};
CVAR_REGISTER_SKILL ( sk_zombie_health2 );// {"sk_zombie_health3","0"};
CVAR_REGISTER_SKILL ( sk_zombie_health3 );// {"sk_zombie_health3","0"};
CVAR_REGISTER_SKILL ( sk_zombie_dmg_one_slash1 );// {"sk_zombie_dmg_one_slash1","0"};
CVAR_REGISTER_SKILL ( sk_zombie_dmg_one_slash2 );// {"sk_zombie_dmg_one_slash2","0"};
CVAR_REGISTER_SKILL ( sk_zombie_dmg_one_slash3 );// {"sk_zombie_dmg_one_slash3","0"};
CVAR_REGISTER_SKILL ( sk_zombie_dmg_both_slash1 );// {"sk_zombie_dmg_both_slash1","0"};
CVAR_REGISTER_SKILL ( sk_zombie_dmg_both_slash2 );// {"sk_zombie_dmg_both_slash2","0"};
CVAR_REGISTER_SKILL ( sk_zombie_dmg_both_slash3 );// {"sk_zombie_dmg_both_slash3","0"};
//Turret
CVAR_REGISTER_SKILL ( sk_turret_health1 );// {"sk_turret_health1","0"};
CVAR_REGISTER_SKILL ( sk_turret_health2 );// {"sk_turret_health2","0"};
CVAR_REGISTER_SKILL ( sk_turret_health3 );// {"sk_turret_health3","0"};
// MiniTurret
CVAR_REGISTER_SKILL ( sk_miniturret_health1 );// {"sk_miniturret_health1","0"};
CVAR_REGISTER_SKILL ( sk_miniturret_health2 );// {"sk_miniturret_health2","0"};
CVAR_REGISTER_SKILL ( sk_miniturret_health3 );// {"sk_miniturret_health3","0"};
// Sentry Turret
CVAR_REGISTER_SKILL ( sk_sentry_health1 );// {"sk_sentry_health1","0"};
CVAR_REGISTER_SKILL ( sk_sentry_health2 );// {"sk_sentry_health2","0"};
CVAR_REGISTER_SKILL ( sk_sentry_health3 );// {"sk_sentry_health3","0"};
// PLAYER WEAPONS
// Crowbar whack
CVAR_REGISTER_SKILL ( sk_plr_crowbar1 );// {"sk_plr_crowbar1","0"};
CVAR_REGISTER_SKILL ( sk_plr_crowbar2 );// {"sk_plr_crowbar2","0"};
CVAR_REGISTER_SKILL ( sk_plr_crowbar3 );// {"sk_plr_crowbar3","0"};
// Glock Round
CVAR_REGISTER_SKILL ( sk_plr_9mm_bullet1 );// {"sk_plr_9mm_bullet1","0"};
CVAR_REGISTER_SKILL ( sk_plr_9mm_bullet2 );// {"sk_plr_9mm_bullet2","0"};
CVAR_REGISTER_SKILL ( sk_plr_9mm_bullet3 );// {"sk_plr_9mm_bullet3","0"};
// 357 Round
CVAR_REGISTER_SKILL ( sk_plr_357_bullet1 );// {"sk_plr_357_bullet1","0"};
CVAR_REGISTER_SKILL ( sk_plr_357_bullet2 );// {"sk_plr_357_bullet2","0"};
CVAR_REGISTER_SKILL ( sk_plr_357_bullet3 );// {"sk_plr_357_bullet3","0"};
// MP5 Round
CVAR_REGISTER_SKILL ( sk_plr_9mmAR_bullet1 );// {"sk_plr_9mmAR_bullet1","0"};
CVAR_REGISTER_SKILL ( sk_plr_9mmAR_bullet2 );// {"sk_plr_9mmAR_bullet2","0"};
CVAR_REGISTER_SKILL ( sk_plr_9mmAR_bullet3 );// {"sk_plr_9mmAR_bullet3","0"};
// M203 grenade
CVAR_REGISTER_SKILL ( sk_plr_9mmAR_grenade1 );// {"sk_plr_9mmAR_grenade1","0"};
CVAR_REGISTER_SKILL ( sk_plr_9mmAR_grenade2 );// {"sk_plr_9mmAR_grenade2","0"};
CVAR_REGISTER_SKILL ( sk_plr_9mmAR_grenade3 );// {"sk_plr_9mmAR_grenade3","0"};
// Shotgun buckshot
CVAR_REGISTER_SKILL ( sk_plr_buckshot1 );// {"sk_plr_buckshot1","0"};
CVAR_REGISTER_SKILL ( sk_plr_buckshot2 );// {"sk_plr_buckshot2","0"};
CVAR_REGISTER_SKILL ( sk_plr_buckshot3 );// {"sk_plr_buckshot3","0"};
// Crossbow
CVAR_REGISTER_SKILL ( sk_plr_xbow_bolt_monster1 );// {"sk_plr_xbow_bolt1","0"};
CVAR_REGISTER_SKILL ( sk_plr_xbow_bolt_monster2 );// {"sk_plr_xbow_bolt2","0"};
CVAR_REGISTER_SKILL ( sk_plr_xbow_bolt_monster3 );// {"sk_plr_xbow_bolt3","0"};
CVAR_REGISTER_SKILL ( sk_plr_xbow_bolt_client1 );// {"sk_plr_xbow_bolt1","0"};
CVAR_REGISTER_SKILL ( sk_plr_xbow_bolt_client2 );// {"sk_plr_xbow_bolt2","0"};
CVAR_REGISTER_SKILL ( sk_plr_xbow_bolt_client3 );// {"sk_plr_xbow_bolt3","0"};
// RPG
CVAR_REGISTER_SKILL ( sk_plr_rpg1 );// {"sk_plr_rpg1","0"};
CVAR_REGISTER_SKILL ( sk_plr_rpg2 );// {"sk_plr_rpg2","0"};
CVAR_REGISTER_SKILL ( sk_plr_rpg3 );// {"sk_plr_rpg3","0"};
// Gauss Gun
CVAR_REGISTER_SKILL ( sk_plr_gauss1 );// {"sk_plr_gauss1","0"};
CVAR_REGISTER_SKILL ( sk_plr_gauss2 );// {"sk_plr_gauss2","0"};
CVAR_REGISTER_SKILL ( sk_plr_gauss3 );// {"sk_plr_gauss3","0"};
// Egon Gun
CVAR_REGISTER_SKILL ( sk_plr_egon_narrow1 );// {"sk_plr_egon_narrow1","0"};
CVAR_REGISTER_SKILL ( sk_plr_egon_narrow2 );// {"sk_plr_egon_narrow2","0"};
CVAR_REGISTER_SKILL ( sk_plr_egon_narrow3 );// {"sk_plr_egon_narrow3","0"};
CVAR_REGISTER_SKILL ( sk_plr_egon_wide1 );// {"sk_plr_egon_wide1","0"};
CVAR_REGISTER_SKILL ( sk_plr_egon_wide2 );// {"sk_plr_egon_wide2","0"};
CVAR_REGISTER_SKILL ( sk_plr_egon_wide3 );// {"sk_plr_egon_wide3","0"};
// Hand Grendade
CVAR_REGISTER_SKILL ( sk_plr_hand_grenade1 );// {"sk_plr_hand_grenade1","0"};
CVAR_REGISTER_SKILL ( sk_plr_hand_grenade2 );// {"sk_plr_hand_grenade2","0"};
CVAR_REGISTER_SKILL ( sk_plr_hand_grenade3 );// {"sk_plr_hand_grenade3","0"};
// Satchel Charge
CVAR_REGISTER_SKILL ( sk_plr_satchel1 );// {"sk_plr_satchel1","0"};
CVAR_REGISTER_SKILL ( sk_plr_satchel2 );// {"sk_plr_satchel2","0"};
CVAR_REGISTER_SKILL ( sk_plr_satchel3 );// {"sk_plr_satchel3","0"};
// Tripmine
CVAR_REGISTER_SKILL ( sk_plr_tripmine1 );// {"sk_plr_tripmine1","0"};
CVAR_REGISTER_SKILL ( sk_plr_tripmine2 );// {"sk_plr_tripmine2","0"};
CVAR_REGISTER_SKILL ( sk_plr_tripmine3 );// {"sk_plr_tripmine3","0"};
// WORLD WEAPONS
CVAR_REGISTER_SKILL ( sk_12mm_bullet1 );// {"sk_12mm_bullet1","0"};
CVAR_REGISTER_SKILL ( sk_12mm_bullet2 );// {"sk_12mm_bullet2","0"};
CVAR_REGISTER_SKILL ( sk_12mm_bullet3 );// {"sk_12mm_bullet3","0"};
CVAR_REGISTER_SKILL ( sk_9mmAR_bullet1 );// {"sk_9mm_bullet1","0"};
CVAR_REGISTER_SKILL ( sk_9mmAR_bullet2 );// {"sk_9mm_bullet1","0"};
CVAR_REGISTER_SKILL ( sk_9mmAR_bullet3 );// {"sk_9mm_bullet1","0"};
CVAR_REGISTER_SKILL ( sk_9mm_bullet1 );// {"sk_9mm_bullet1","0"};
CVAR_REGISTER_SKILL ( sk_9mm_bullet2 );// {"sk_9mm_bullet2","0"};
CVAR_REGISTER_SKILL ( sk_9mm_bullet3 );// {"sk_9mm_bullet3","0"};
// HORNET
CVAR_REGISTER_SKILL ( sk_hornet_dmg1 );// {"sk_hornet_dmg1","0"};
CVAR_REGISTER_SKILL ( sk_hornet_dmg2 );// {"sk_hornet_dmg2","0"};
CVAR_REGISTER_SKILL ( sk_hornet_dmg3 );// {"sk_hornet_dmg3","0"};
// HEALTH/SUIT CHARGE DISTRIBUTION
CVAR_REGISTER_SKILL ( sk_suitcharger1 );
CVAR_REGISTER_SKILL ( sk_suitcharger2 );
CVAR_REGISTER_SKILL ( sk_suitcharger3 );
CVAR_REGISTER_SKILL ( sk_battery1 );
CVAR_REGISTER_SKILL ( sk_battery2 );
CVAR_REGISTER_SKILL ( sk_battery3 );
CVAR_REGISTER_SKILL ( sk_healthcharger1 );
CVAR_REGISTER_SKILL ( sk_healthcharger2 );
CVAR_REGISTER_SKILL ( sk_healthcharger3 );
CVAR_REGISTER_SKILL ( sk_healthkit1 );
CVAR_REGISTER_SKILL ( sk_healthkit2 );
CVAR_REGISTER_SKILL ( sk_healthkit3 );
CVAR_REGISTER_SKILL ( sk_scientist_heal1 );
CVAR_REGISTER_SKILL ( sk_scientist_heal2 );
CVAR_REGISTER_SKILL ( sk_scientist_heal3 );
// monster damage adjusters
CVAR_REGISTER_SKILL ( sk_monster_head1 );
CVAR_REGISTER_SKILL ( sk_monster_head2 );
CVAR_REGISTER_SKILL ( sk_monster_head3 );
CVAR_REGISTER_SKILL ( sk_monster_chest1 );
CVAR_REGISTER_SKILL ( sk_monster_chest2 );
CVAR_REGISTER_SKILL ( sk_monster_chest3 );
CVAR_REGISTER_SKILL ( sk_monster_stomach1 );
CVAR_REGISTER_SKILL ( sk_monster_stomach2 );
CVAR_REGISTER_SKILL ( sk_monster_stomach3 );
CVAR_REGISTER_SKILL ( sk_monster_arm1 );
CVAR_REGISTER_SKILL ( sk_monster_arm2 );
CVAR_REGISTER_SKILL ( sk_monster_arm3 );
CVAR_REGISTER_SKILL ( sk_monster_leg1 );
CVAR_REGISTER_SKILL ( sk_monster_leg2 );
CVAR_REGISTER_SKILL ( sk_monster_leg3 );
// player damage adjusters
CVAR_REGISTER_SKILL ( sk_player_head1 );
CVAR_REGISTER_SKILL ( sk_player_head2 );
CVAR_REGISTER_SKILL ( sk_player_head3 );
CVAR_REGISTER_SKILL ( sk_player_chest1 );
CVAR_REGISTER_SKILL ( sk_player_chest2 );
CVAR_REGISTER_SKILL ( sk_player_chest3 );
CVAR_REGISTER_SKILL ( sk_player_stomach1 );
CVAR_REGISTER_SKILL ( sk_player_stomach2 );
CVAR_REGISTER_SKILL ( sk_player_stomach3 );
CVAR_REGISTER_SKILL ( sk_player_arm1 );
CVAR_REGISTER_SKILL ( sk_player_arm2 );
CVAR_REGISTER_SKILL ( sk_player_arm3 );
CVAR_REGISTER_SKILL ( sk_player_leg1 );
CVAR_REGISTER_SKILL ( sk_player_leg2 );
CVAR_REGISTER_SKILL ( sk_player_leg3 );
// END REGISTER CVARS FOR SKILL LEVEL STUFF
SERVER_COMMAND( "exec skill.rc\n" );
}
// perform any shutdown operations
void GameDLLShutdown( void )
{
}

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/***
*
* Copyright (c) 1999, 2000 Valve LLC. All rights reserved.
*
* This product contains software technology licensed from Id
* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
* All Rights Reserved.
*
* Use, distribution, and modification of this source code and/or resulting
* object code is restricted to non-commercial enhancements to products from
* Valve LLC. All other use, distribution, or modification is prohibited
* without written permission from Valve LLC.
*
****/
#ifndef GAME_H
#define GAME_H
extern void GameDLLInit( void );
extern void GameDLLShutdown( void );
#include "cvardef.h"
extern cvar_t *displaysoundlist;
extern cvar_t *mapcyclefile;
extern cvar_t *servercfgfile;
extern cvar_t *lservercfgfile;
// multiplayer server rules
extern cvar_t *teamplay;
extern cvar_t *fraglimit;
extern cvar_t *timelimit;
extern cvar_t *friendlyfir;
extern cvar_t *falldamage;
extern cvar_t *weaponstay;
extern cvar_t *forcerespaw;
extern cvar_t *flashlight;
extern cvar_t *aimcrosshair;
extern cvar_t *decalfrequency;
extern cvar_t *teamlist;
extern cvar_t *teamoverride;
extern cvar_t *defaultteam;
extern cvar_t *allowmonsters;
// Engine Cvars
extern cvar_t *g_psv_gravity;
extern cvar_t *g_psv_aim;
extern cvar_t *g_footsteps;
extern cvar_t *g_psv_maxspeed;
#endif // GAME_H

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/***
*
* Copyright (c) 1999, 2000 Valve LLC. All rights reserved.
*
* This product contains software technology licensed from Id
* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
* All Rights Reserved.
*
* Use, distribution, and modification of this source code and/or resulting
* object code is restricted to non-commercial enhancements to products from
* Valve LLC. All other use, distribution, or modification is prohibited
* without written permission from Valve LLC.
*
****/
//=========================================================
// GameRules.cpp
//=========================================================
#include "extdll.h"
#include "util.h"
#include "cbase.h"
#include "player.h"
#include "weapons.h"
#include "gamerules.h"
#include "teamplay_gamerules.h"
#include "skill.h"
#include "game.h"
extern edict_t *EntSelectSpawnPoint( CBaseEntity *pPlayer );
DLL_GLOBAL CGameRules* g_pGameRules = NULL;
extern DLL_GLOBAL BOOL g_fGameOver;
extern int gmsgDeathMsg; // client dll messages
extern int gmsgScoreInfo;
extern int gmsgMOTD;
int g_teamplay = 0;
//=========================================================
//=========================================================
BOOL CGameRules::CanHaveAmmo( CBasePlayer *pPlayer, const char *pszAmmoName, int iMaxCarry )
{
int iAmmoIndex;
if ( pszAmmoName )
{
iAmmoIndex = pPlayer->GetAmmoIndex( pszAmmoName );
if ( iAmmoIndex > -1 )
{
if ( pPlayer->AmmoInventory( iAmmoIndex ) < iMaxCarry )
{
// player has room for more of this type of ammo
return TRUE;
}
}
}
return FALSE;
}
//=========================================================
//=========================================================
edict_t *CGameRules :: GetPlayerSpawnSpot( CBasePlayer *pPlayer )
{
edict_t *pentSpawnSpot = EntSelectSpawnPoint( pPlayer );
pPlayer->pev->origin = VARS(pentSpawnSpot)->origin + Vector(0,0,1);
pPlayer->pev->viewangles = g_vecZero;
pPlayer->pev->velocity = g_vecZero;
pPlayer->pev->angles = VARS(pentSpawnSpot)->angles;
pPlayer->pev->punchangle = g_vecZero;
pPlayer->pev->fixangle = TRUE;
if (pentSpawnSpot->v.spawnflags & 1) // the START WITH SUIT flag
{
pPlayer->pev->weapons |= ITEM_SUIT;
}
return pentSpawnSpot;
}
//=========================================================
//=========================================================
BOOL CGameRules::CanHavePlayerItem( CBasePlayer *pPlayer, CBasePlayerItem *pWeapon )
{
// only living players can have items
if ( pPlayer->pev->deadflag != DEAD_NO )
return FALSE;
if ( pWeapon->pszAmmo1() )
{
if ( !CanHaveAmmo( pPlayer, pWeapon->pszAmmo1(), pWeapon->iMaxAmmo1() ) )
{
// we can't carry anymore ammo for this gun. We can only
// have the gun if we aren't already carrying one of this type
if ( pPlayer->HasPlayerItem( pWeapon ) )
{
return FALSE;
}
}
}
else
{
// weapon doesn't use ammo, don't take another if you already have it.
if ( pPlayer->HasPlayerItem( pWeapon ) )
{
return FALSE;
}
}
// note: will fall through to here if GetItemInfo doesn't fill the struct!
return TRUE;
}
//=========================================================
// load the SkillData struct with the proper values based on the skill level.
//=========================================================
void CGameRules::RefreshSkillData ( void )
{
int iSkill;
iSkill = (int)CVAR_GET_FLOAT("skill");
if ( iSkill < 1 )
{
iSkill = 1;
}
else if ( iSkill > 3 )
{
iSkill = 3;
}
gSkillData.iSkillLevel = iSkill;
ALERT ( at_console, "\nGAME SKILL LEVEL:%d\n",iSkill );
//Agrunt
gSkillData.agruntHealth = GetSkillCvar( "sk_agrunt_health" );
gSkillData.agruntDmgPunch = GetSkillCvar( "sk_agrunt_dmg_punch");
// Apache
gSkillData.apacheHealth = GetSkillCvar( "sk_apache_health");
// Barney
gSkillData.barneyHealth = GetSkillCvar( "sk_barney_health");
// Big Momma
gSkillData.bigmommaHealthFactor = GetSkillCvar( "sk_bigmomma_health_factor" );
gSkillData.bigmommaDmgSlash = GetSkillCvar( "sk_bigmomma_dmg_slash" );
gSkillData.bigmommaDmgBlast = GetSkillCvar( "sk_bigmomma_dmg_blast" );
gSkillData.bigmommaRadiusBlast = GetSkillCvar( "sk_bigmomma_radius_blast" );
// Bullsquid
gSkillData.bullsquidHealth = GetSkillCvar( "sk_bullsquid_health");
gSkillData.bullsquidDmgBite = GetSkillCvar( "sk_bullsquid_dmg_bite");
gSkillData.bullsquidDmgWhip = GetSkillCvar( "sk_bullsquid_dmg_whip");
gSkillData.bullsquidDmgSpit = GetSkillCvar( "sk_bullsquid_dmg_spit");
// Gargantua
gSkillData.gargantuaHealth = GetSkillCvar( "sk_gargantua_health");
gSkillData.gargantuaDmgSlash = GetSkillCvar( "sk_gargantua_dmg_slash");
gSkillData.gargantuaDmgFire = GetSkillCvar( "sk_gargantua_dmg_fire");
gSkillData.gargantuaDmgStomp = GetSkillCvar( "sk_gargantua_dmg_stomp");
// Hassassin
gSkillData.hassassinHealth = GetSkillCvar( "sk_hassassin_health");
// Headcrab
gSkillData.headcrabHealth = GetSkillCvar( "sk_headcrab_health");
gSkillData.headcrabDmgBite = GetSkillCvar( "sk_headcrab_dmg_bite");
// Hgrunt
gSkillData.hgruntHealth = GetSkillCvar( "sk_hgrunt_health");
gSkillData.hgruntDmgKick = GetSkillCvar( "sk_hgrunt_kick");
gSkillData.hgruntShotgunPellets = GetSkillCvar( "sk_hgrunt_pellets");
gSkillData.hgruntGrenadeSpeed = GetSkillCvar( "sk_hgrunt_gspeed");
// Houndeye
gSkillData.houndeyeHealth = GetSkillCvar( "sk_houndeye_health");
gSkillData.houndeyeDmgBlast = GetSkillCvar( "sk_houndeye_dmg_blast");
// ISlave
gSkillData.slaveHealth = GetSkillCvar( "sk_islave_health");
gSkillData.slaveDmgClaw = GetSkillCvar( "sk_islave_dmg_claw");
gSkillData.slaveDmgClawrake = GetSkillCvar( "sk_islave_dmg_clawrake");
gSkillData.slaveDmgZap = GetSkillCvar( "sk_islave_dmg_zap");
// Icthyosaur
gSkillData.ichthyosaurHealth = GetSkillCvar( "sk_ichthyosaur_health");
gSkillData.ichthyosaurDmgShake = GetSkillCvar( "sk_ichthyosaur_shake");
// Leech
gSkillData.leechHealth = GetSkillCvar( "sk_leech_health");
gSkillData.leechDmgBite = GetSkillCvar( "sk_leech_dmg_bite");
// Controller
gSkillData.controllerHealth = GetSkillCvar( "sk_controller_health");
gSkillData.controllerDmgZap = GetSkillCvar( "sk_controller_dmgzap");
gSkillData.controllerSpeedBall = GetSkillCvar( "sk_controller_speedball");
gSkillData.controllerDmgBall = GetSkillCvar( "sk_controller_dmgball");
// Nihilanth
gSkillData.nihilanthHealth = GetSkillCvar( "sk_nihilanth_health");
gSkillData.nihilanthZap = GetSkillCvar( "sk_nihilanth_zap");
// Scientist
gSkillData.scientistHealth = GetSkillCvar( "sk_scientist_health");
// Snark
gSkillData.snarkHealth = GetSkillCvar( "sk_snark_health");
gSkillData.snarkDmgBite = GetSkillCvar( "sk_snark_dmg_bite");
gSkillData.snarkDmgPop = GetSkillCvar( "sk_snark_dmg_pop");
// Zombie
gSkillData.zombieHealth = GetSkillCvar( "sk_zombie_health");
gSkillData.zombieDmgOneSlash = GetSkillCvar( "sk_zombie_dmg_one_slash");
gSkillData.zombieDmgBothSlash = GetSkillCvar( "sk_zombie_dmg_both_slash");
//Turret
gSkillData.turretHealth = GetSkillCvar( "sk_turret_health");
// MiniTurret
gSkillData.miniturretHealth = GetSkillCvar( "sk_miniturret_health");
// Sentry Turret
gSkillData.sentryHealth = GetSkillCvar( "sk_sentry_health");
// PLAYER WEAPONS
// Crowbar whack
gSkillData.plrDmgCrowbar = GetSkillCvar( "sk_plr_crowbar");
// Glock Round
gSkillData.plrDmg9MM = GetSkillCvar( "sk_plr_9mm_bullet");
// 357 Round
gSkillData.plrDmg357 = GetSkillCvar( "sk_plr_357_bullet");
// MP5 Round
gSkillData.plrDmgMP5 = GetSkillCvar( "sk_plr_9mmAR_bullet");
// M203 grenade
gSkillData.plrDmgM203Grenade = GetSkillCvar( "sk_plr_9mmAR_grenade");
// Shotgun buckshot
gSkillData.plrDmgBuckshot = GetSkillCvar( "sk_plr_buckshot");
// Crossbow
gSkillData.plrDmgCrossbowClient = GetSkillCvar( "sk_plr_xbow_bolt_client");
gSkillData.plrDmgCrossbowMonster = GetSkillCvar( "sk_plr_xbow_bolt_monster");
// RPG
gSkillData.plrDmgRPG = GetSkillCvar( "sk_plr_rpg");
// Gauss gun
gSkillData.plrDmgGauss = GetSkillCvar( "sk_plr_gauss");
// Egon Gun
gSkillData.plrDmgEgonNarrow = GetSkillCvar( "sk_plr_egon_narrow");
gSkillData.plrDmgEgonWide = GetSkillCvar( "sk_plr_egon_wide");
// Hand Grendade
gSkillData.plrDmgHandGrenade = GetSkillCvar( "sk_plr_hand_grenade");
// Satchel Charge
gSkillData.plrDmgSatchel = GetSkillCvar( "sk_plr_satchel");
// Tripmine
gSkillData.plrDmgTripmine = GetSkillCvar( "sk_plr_tripmine");
// MONSTER WEAPONS
gSkillData.monDmg12MM = GetSkillCvar( "sk_12mm_bullet");
gSkillData.monDmgMP5 = GetSkillCvar ("sk_9mmAR_bullet" );
gSkillData.monDmg9MM = GetSkillCvar( "sk_9mm_bullet");
// MONSTER HORNET
gSkillData.monDmgHornet = GetSkillCvar( "sk_hornet_dmg");
// PLAYER HORNET
// Up to this point, player hornet damage and monster hornet damage were both using
// monDmgHornet to determine how much damage to do. In tuning the hivehand, we now need
// to separate player damage and monster hivehand damage. Since it's so late in the project, we've
// added plrDmgHornet to the SKILLDATA struct, but not to the engine CVar list, so it's inaccesible
// via SKILLS.CFG. Any player hivehand tuning must take place in the code. (sjb)
gSkillData.plrDmgHornet = 7;
// HEALTH/CHARGE
gSkillData.suitchargerCapacity = GetSkillCvar( "sk_suitcharger" );
gSkillData.batteryCapacity = GetSkillCvar( "sk_battery" );
gSkillData.healthchargerCapacity = GetSkillCvar ( "sk_healthcharger" );
gSkillData.healthkitCapacity = GetSkillCvar ( "sk_healthkit" );
gSkillData.scientistHeal = GetSkillCvar ( "sk_scientist_heal" );
// monster damage adj
gSkillData.monHead = GetSkillCvar( "sk_monster_head" );
gSkillData.monChest = GetSkillCvar( "sk_monster_chest" );
gSkillData.monStomach = GetSkillCvar( "sk_monster_stomach" );
gSkillData.monLeg = GetSkillCvar( "sk_monster_leg" );
gSkillData.monArm = GetSkillCvar( "sk_monster_arm" );
// player damage adj
gSkillData.plrHead = GetSkillCvar( "sk_player_head" );
gSkillData.plrChest = GetSkillCvar( "sk_player_chest" );
gSkillData.plrStomach = GetSkillCvar( "sk_player_stomach" );
gSkillData.plrLeg = GetSkillCvar( "sk_player_leg" );
gSkillData.plrArm = GetSkillCvar( "sk_player_arm" );
}
//=========================================================
// instantiate the proper game rules object
//=========================================================
CGameRules *InstallGameRules( void )
{
SERVER_COMMAND( "exec game.rc\n" );
g_engfuncs.pfnServerExecute(); // stupid fucking winspool.h AGRHHH!!!!
if ( !gpGlobals->deathmatch )
{
// generic half-life
return new CHalfLifeRules;
}
else
{
if ( teamplay->value > 0 )
{
// teamplay
g_teamplay = 1;
return new CHalfLifeTeamplay;
}
if ((int)gpGlobals->deathmatch == 1)
{
// vanilla deathmatch
g_teamplay = 0;
return new CHalfLifeMultiplay;
}
else
{
// vanilla deathmatch??
g_teamplay = 0;
return new CHalfLifeMultiplay;
}
}
}

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/***
*
* Copyright (c) 1999, 2000 Valve LLC. All rights reserved.
*
* This product contains software technology licensed from Id
* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
* All Rights Reserved.
*
* Use, distribution, and modification of this source code and/or resulting
* object code is restricted to non-commercial enhancements to products from
* Valve LLC. All other use, distribution, or modification is prohibited
* without written permission from Valve LLC.
*
****/
//=========================================================
// GameRules
//=========================================================
//#include "weapons.h"
//#include "items.h"
class CBasePlayerItem;
class CBasePlayer;
class CItem;
class CBasePlayerAmmo;
// weapon respawning return codes
enum
{
GR_NONE = 0,
GR_WEAPON_RESPAWN_YES,
GR_WEAPON_RESPAWN_NO,
GR_AMMO_RESPAWN_YES,
GR_AMMO_RESPAWN_NO,
GR_ITEM_RESPAWN_YES,
GR_ITEM_RESPAWN_NO,
GR_PLR_DROP_GUN_ALL,
GR_PLR_DROP_GUN_ACTIVE,
GR_PLR_DROP_GUN_NO,
GR_PLR_DROP_AMMO_ALL,
GR_PLR_DROP_AMMO_ACTIVE,
GR_PLR_DROP_AMMO_NO,
};
// Player relationship return codes
enum
{
GR_NOTTEAMMATE = 0,
GR_TEAMMATE,
GR_ENEMY,
GR_ALLY,
GR_NEUTRAL,
};
class CGameRules
{
public:
virtual void RefreshSkillData( void );// fill skill data struct with proper values
virtual void Think( void ) = 0;// GR_Think - runs every server frame, should handle any timer tasks, periodic events, etc.
virtual BOOL IsAllowedToSpawn( CBaseEntity *pEntity ) = 0; // Can this item spawn (eg monsters don't spawn in deathmatch).
virtual BOOL FAllowFlashlight( void ) = 0;// Are players allowed to switch on their flashlight?
virtual BOOL FShouldSwitchWeapon( CBasePlayer *pPlayer, CBasePlayerItem *pWeapon ) = 0;// should the player switch to this weapon?
virtual BOOL GetNextBestWeapon( CBasePlayer *pPlayer, CBasePlayerItem *pCurrentWeapon ) = 0;// I can't use this weapon anymore, get me the next best one.
// Functions to verify the single/multiplayer status of a game
virtual BOOL IsMultiplayer( void ) = 0;// is this a multiplayer game? (either coop or deathmatch)
virtual BOOL IsDeathmatch( void ) = 0;//is this a deathmatch game?
virtual BOOL IsTeamplay( void ) { return FALSE; };// is this deathmatch game being played with team rules?
virtual BOOL IsCoOp( void ) = 0;// is this a coop game?
virtual const char *GetGameDescription( void ) { return "Half-Life"; } // this is the game name that gets seen in the server browser
// Client connection/disconnection
virtual BOOL ClientConnected( edict_t *pEntity, const char *userinfo ) = 0;// a client just connected to the server (player hasn't spawned yet)
virtual void InitHUD( CBasePlayer *pl ) = 0; // the client dll is ready for updating
virtual void ClientDisconnected( edict_t *pClient ) = 0;// a client just disconnected from the server
virtual void UpdateGameMode( CBasePlayer *pPlayer ) {} // the client needs to be informed of the current game mode
// Client damage rules
virtual float FlPlayerFallDamage( CBasePlayer *pPlayer ) = 0;// this client just hit the ground after a fall. How much damage?
virtual BOOL FPlayerCanTakeDamage( CBasePlayer *pPlayer, CBaseEntity *pAttacker ) {return TRUE;};// can this player take damage from this attacker?
virtual BOOL ShouldAutoAim( CBasePlayer *pPlayer, edict_t *target ) { return TRUE; }
// Client spawn/respawn control
virtual void PlayerSpawn( CBasePlayer *pPlayer ) = 0;// called by CBasePlayer::Spawn just before releasing player into the game
virtual void PlayerThink( CBasePlayer *pPlayer ) = 0; // called by CBasePlayer::PreThink every frame, before physics are run and after keys are accepted
virtual BOOL FPlayerCanRespawn( CBasePlayer *pPlayer ) = 0;// is this player allowed to respawn now?
virtual float FlPlayerSpawnTime( CBasePlayer *pPlayer ) = 0;// When in the future will this player be able to spawn?
virtual edict_t *GetPlayerSpawnSpot( CBasePlayer *pPlayer );// Place this player on their spawnspot and face them the proper direction.
virtual BOOL AllowAutoTargetCrosshair( void ) { return TRUE; };
virtual BOOL ClientCommand( CBasePlayer *pPlayer, const char *pcmd ) { return FALSE; }; // handles the user commands; returns TRUE if command handled properly
virtual void ClientUserInfoChanged( CBasePlayer *pPlayer, char *infobuffer ) {} // the player has changed userinfo; can change it now
// Client kills/scoring
virtual int IPointsForKill( CBasePlayer *pAttacker, CBasePlayer *pKilled ) = 0;// how many points do I award whoever kills this player?
virtual void PlayerKilled( CBasePlayer *pVictim, entvars_t *pKiller, entvars_t *pInflictor ) = 0;// Called each time a player dies
virtual void DeathNotice( CBasePlayer *pVictim, entvars_t *pKiller, entvars_t *pInflictor )= 0;// Call this from within a GameRules class to report an obituary.
// Weapon retrieval
virtual BOOL CanHavePlayerItem( CBasePlayer *pPlayer, CBasePlayerItem *pWeapon );// The player is touching an CBasePlayerItem, do I give it to him?
virtual void PlayerGotWeapon( CBasePlayer *pPlayer, CBasePlayerItem *pWeapon ) = 0;// Called each time a player picks up a weapon from the ground
// Weapon spawn/respawn control
virtual int WeaponShouldRespawn( CBasePlayerItem *pWeapon ) = 0;// should this weapon respawn?
virtual float FlWeaponRespawnTime( CBasePlayerItem *pWeapon ) = 0;// when may this weapon respawn?
virtual float FlWeaponTryRespawn( CBasePlayerItem *pWeapon ) = 0; // can i respawn now, and if not, when should i try again?
virtual Vector VecWeaponRespawnSpot( CBasePlayerItem *pWeapon ) = 0;// where in the world should this weapon respawn?
// Item retrieval
virtual BOOL CanHaveItem( CBasePlayer *pPlayer, CItem *pItem ) = 0;// is this player allowed to take this item?
virtual void PlayerGotItem( CBasePlayer *pPlayer, CItem *pItem ) = 0;// call each time a player picks up an item (battery, healthkit, longjump)
// Item spawn/respawn control
virtual int ItemShouldRespawn( CItem *pItem ) = 0;// Should this item respawn?
virtual float FlItemRespawnTime( CItem *pItem ) = 0;// when may this item respawn?
virtual Vector VecItemRespawnSpot( CItem *pItem ) = 0;// where in the world should this item respawn?
// Ammo retrieval
virtual BOOL CanHaveAmmo( CBasePlayer *pPlayer, const char *pszAmmoName, int iMaxCarry );// can this player take more of this ammo?
virtual void PlayerGotAmmo( CBasePlayer *pPlayer, char *szName, int iCount ) = 0;// called each time a player picks up some ammo in the world
// Ammo spawn/respawn control
virtual int AmmoShouldRespawn( CBasePlayerAmmo *pAmmo ) = 0;// should this ammo item respawn?
virtual float FlAmmoRespawnTime( CBasePlayerAmmo *pAmmo ) = 0;// when should this ammo item respawn?
virtual Vector VecAmmoRespawnSpot( CBasePlayerAmmo *pAmmo ) = 0;// where in the world should this ammo item respawn?
// by default, everything spawns
// Healthcharger respawn control
virtual float FlHealthChargerRechargeTime( void ) = 0;// how long until a depleted HealthCharger recharges itself?
virtual float FlHEVChargerRechargeTime( void ) { return 0; }// how long until a depleted HealthCharger recharges itself?
// What happens to a dead player's weapons
virtual int DeadPlayerWeapons( CBasePlayer *pPlayer ) = 0;// what do I do with a player's weapons when he's killed?
// What happens to a dead player's ammo
virtual int DeadPlayerAmmo( CBasePlayer *pPlayer ) = 0;// Do I drop ammo when the player dies? How much?
// Teamplay stuff
virtual const char *GetTeamID( CBaseEntity *pEntity ) = 0;// what team is this entity on?
virtual int PlayerRelationship( CBaseEntity *pPlayer, CBaseEntity *pTarget ) = 0;// What is the player's relationship with this entity?
virtual int GetTeamIndex( const char *pTeamName ) { return -1; }
virtual const char *GetIndexedTeamName( int teamIndex ) { return ""; }
virtual BOOL IsValidTeam( const char *pTeamName ) { return TRUE; }
virtual void ChangePlayerTeam( CBasePlayer *pPlayer, const char *pTeamName, BOOL bKill, BOOL bGib ) {}
virtual const char *SetDefaultPlayerTeam( CBasePlayer *pPlayer ) { return ""; }
// Sounds
virtual BOOL PlayTextureSounds( void ) { return TRUE; }
virtual BOOL PlayFootstepSounds( CBasePlayer *pl, float fvol ) { return TRUE; }
// Monsters
virtual BOOL FAllowMonsters( void ) = 0;//are monsters allowed
// Immediately end a multiplayer game
virtual void EndMultiplayerGame( void ) {}
};
extern CGameRules *InstallGameRules( void );
//=========================================================
// CHalfLifeRules - rules for the single player Half-Life
// game.
//=========================================================
class CHalfLifeRules : public CGameRules
{
public:
CHalfLifeRules ( void );
// GR_Think
virtual void Think( void );
virtual BOOL IsAllowedToSpawn( CBaseEntity *pEntity );
virtual BOOL FAllowFlashlight( void ) { return TRUE; };
virtual BOOL FShouldSwitchWeapon( CBasePlayer *pPlayer, CBasePlayerItem *pWeapon );
virtual BOOL GetNextBestWeapon( CBasePlayer *pPlayer, CBasePlayerItem *pCurrentWeapon );
// Functions to verify the single/multiplayer status of a game
virtual BOOL IsMultiplayer( void );
virtual BOOL IsDeathmatch( void );
virtual BOOL IsCoOp( void );
// Client connection/disconnection
virtual BOOL ClientConnected( edict_t *pEntity, const char *userinfo );
virtual void InitHUD( CBasePlayer *pl ); // the client dll is ready for updating
virtual void ClientDisconnected( edict_t *pClient );
// Client damage rules
virtual float FlPlayerFallDamage( CBasePlayer *pPlayer );
// Client spawn/respawn control
virtual void PlayerSpawn( CBasePlayer *pPlayer );
virtual void PlayerThink( CBasePlayer *pPlayer );
virtual BOOL FPlayerCanRespawn( CBasePlayer *pPlayer );
virtual float FlPlayerSpawnTime( CBasePlayer *pPlayer );
virtual BOOL AllowAutoTargetCrosshair( void );
// Client kills/scoring
virtual int IPointsForKill( CBasePlayer *pAttacker, CBasePlayer *pKilled );
virtual void PlayerKilled( CBasePlayer *pVictim, entvars_t *pKiller, entvars_t *pInflictor );
virtual void DeathNotice( CBasePlayer *pVictim, entvars_t *pKiller, entvars_t *pInflictor );
// Weapon retrieval
virtual void PlayerGotWeapon( CBasePlayer *pPlayer, CBasePlayerItem *pWeapon );
// Weapon spawn/respawn control
virtual int WeaponShouldRespawn( CBasePlayerItem *pWeapon );
virtual float FlWeaponRespawnTime( CBasePlayerItem *pWeapon );
virtual float FlWeaponTryRespawn( CBasePlayerItem *pWeapon );
virtual Vector VecWeaponRespawnSpot( CBasePlayerItem *pWeapon );
// Item retrieval
virtual BOOL CanHaveItem( CBasePlayer *pPlayer, CItem *pItem );
virtual void PlayerGotItem( CBasePlayer *pPlayer, CItem *pItem );
// Item spawn/respawn control
virtual int ItemShouldRespawn( CItem *pItem );
virtual float FlItemRespawnTime( CItem *pItem );
virtual Vector VecItemRespawnSpot( CItem *pItem );
// Ammo retrieval
virtual void PlayerGotAmmo( CBasePlayer *pPlayer, char *szName, int iCount );
// Ammo spawn/respawn control
virtual int AmmoShouldRespawn( CBasePlayerAmmo *pAmmo );
virtual float FlAmmoRespawnTime( CBasePlayerAmmo *pAmmo );
virtual Vector VecAmmoRespawnSpot( CBasePlayerAmmo *pAmmo );
// Healthcharger respawn control
virtual float FlHealthChargerRechargeTime( void );
// What happens to a dead player's weapons
virtual int DeadPlayerWeapons( CBasePlayer *pPlayer );
// What happens to a dead player's ammo
virtual int DeadPlayerAmmo( CBasePlayer *pPlayer );
// Monsters
virtual BOOL FAllowMonsters( void );
// Teamplay stuff
virtual const char *GetTeamID( CBaseEntity *pEntity ) {return "";};
virtual int PlayerRelationship( CBaseEntity *pPlayer, CBaseEntity *pTarget );
};
//=========================================================
// CHalfLifeMultiplay - rules for the basic half life multiplayer
// competition
//=========================================================
class CHalfLifeMultiplay : public CGameRules
{
public:
CHalfLifeMultiplay();
// GR_Think
virtual void Think( void );
virtual void RefreshSkillData( void );
virtual BOOL IsAllowedToSpawn( CBaseEntity *pEntity );
virtual BOOL FAllowFlashlight( void );
virtual BOOL FShouldSwitchWeapon( CBasePlayer *pPlayer, CBasePlayerItem *pWeapon );
virtual BOOL GetNextBestWeapon( CBasePlayer *pPlayer, CBasePlayerItem *pCurrentWeapon );
// Functions to verify the single/multiplayer status of a game
virtual BOOL IsMultiplayer( void );
virtual BOOL IsDeathmatch( void );
virtual BOOL IsCoOp( void );
// Client connection/disconnection
// If ClientConnected returns FALSE, the connection is rejected and the user is provided the reason specified in
// svRejectReason
// Only the client's name and remote address are provided to the dll for verification.
virtual BOOL ClientConnected( edict_t *pEntity, const char *userinfo );
virtual void InitHUD( CBasePlayer *pl ); // the client dll is ready for updating
virtual void ClientDisconnected( edict_t *pClient );
virtual void UpdateGameMode( CBasePlayer *pPlayer ); // the client needs to be informed of the current game mode
// Client damage rules
virtual float FlPlayerFallDamage( CBasePlayer *pPlayer );
virtual BOOL FPlayerCanTakeDamage( CBasePlayer *pPlayer, CBaseEntity *pAttacker );
// Client spawn/respawn control
virtual void PlayerSpawn( CBasePlayer *pPlayer );
virtual void PlayerThink( CBasePlayer *pPlayer );
virtual BOOL FPlayerCanRespawn( CBasePlayer *pPlayer );
virtual float FlPlayerSpawnTime( CBasePlayer *pPlayer );
virtual edict_t *GetPlayerSpawnSpot( CBasePlayer *pPlayer );
virtual BOOL AllowAutoTargetCrosshair( void );
// Client kills/scoring
virtual int IPointsForKill( CBasePlayer *pAttacker, CBasePlayer *pKilled );
virtual void PlayerKilled( CBasePlayer *pVictim, entvars_t *pKiller, entvars_t *pInflictor );
virtual void DeathNotice( CBasePlayer *pVictim, entvars_t *pKiller, entvars_t *pInflictor );
// Weapon retrieval
virtual void PlayerGotWeapon( CBasePlayer *pPlayer, CBasePlayerItem *pWeapon );
virtual BOOL CanHavePlayerItem( CBasePlayer *pPlayer, CBasePlayerItem *pWeapon );// The player is touching an CBasePlayerItem, do I give it to him?
// Weapon spawn/respawn control
virtual int WeaponShouldRespawn( CBasePlayerItem *pWeapon );
virtual float FlWeaponRespawnTime( CBasePlayerItem *pWeapon );
virtual float FlWeaponTryRespawn( CBasePlayerItem *pWeapon );
virtual Vector VecWeaponRespawnSpot( CBasePlayerItem *pWeapon );
// Item retrieval
virtual BOOL CanHaveItem( CBasePlayer *pPlayer, CItem *pItem );
virtual void PlayerGotItem( CBasePlayer *pPlayer, CItem *pItem );
// Item spawn/respawn control
virtual int ItemShouldRespawn( CItem *pItem );
virtual float FlItemRespawnTime( CItem *pItem );
virtual Vector VecItemRespawnSpot( CItem *pItem );
// Ammo retrieval
virtual void PlayerGotAmmo( CBasePlayer *pPlayer, char *szName, int iCount );
// Ammo spawn/respawn control
virtual int AmmoShouldRespawn( CBasePlayerAmmo *pAmmo );
virtual float FlAmmoRespawnTime( CBasePlayerAmmo *pAmmo );
virtual Vector VecAmmoRespawnSpot( CBasePlayerAmmo *pAmmo );
// Healthcharger respawn control
virtual float FlHealthChargerRechargeTime( void );
virtual float FlHEVChargerRechargeTime( void );
// What happens to a dead player's weapons
virtual int DeadPlayerWeapons( CBasePlayer *pPlayer );
// What happens to a dead player's ammo
virtual int DeadPlayerAmmo( CBasePlayer *pPlayer );
// Teamplay stuff
virtual const char *GetTeamID( CBaseEntity *pEntity ) {return "";}
virtual int PlayerRelationship( CBaseEntity *pPlayer, CBaseEntity *pTarget );
virtual BOOL PlayTextureSounds( void ) { return FALSE; }
virtual BOOL PlayFootstepSounds( CBasePlayer *pl, float fvol );
// Monsters
virtual BOOL FAllowMonsters( void );
// Immediately end a multiplayer game
virtual void EndMultiplayerGame( void ) { GoToIntermission(); }
protected:
virtual void ChangeLevel( void );
virtual void GoToIntermission( void );
float m_flIntermissionEndTime;
BOOL m_iEndIntermissionButtonHit;
void SendMOTDToClient( edict_t *client );
};
extern DLL_GLOBAL CGameRules* g_pGameRules;

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/***
*
* Copyright (c) 1999, 2000 Valve LLC. All rights reserved.
*
* This product contains software technology licensed from Id
* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
* All Rights Reserved.
*
* Use, distribution, and modification of this source code and/or resulting
* object code is restricted to non-commercial enhancements to products from
* Valve LLC. All other use, distribution, or modification is prohibited
* without written permission from Valve LLC.
*
****/
#if !defined( OEM_BUILD ) && !defined( HLDEMO_BUILD )
#include "extdll.h"
#include "util.h"
#include "cbase.h"
#include "monsters.h"
#include "weapons.h"
#include "nodes.h"
#include "player.h"
#include "soundent.h"
#include "shake.h"
#include "gamerules.h"
#define GAUSS_PRIMARY_CHARGE_VOLUME 256// how loud gauss is while charging
#define GAUSS_PRIMARY_FIRE_VOLUME 450// how loud gauss is when discharged
enum gauss_e {
GAUSS_IDLE = 0,
GAUSS_IDLE2,
GAUSS_FIDGET,
GAUSS_SPINUP,
GAUSS_SPIN,
GAUSS_FIRE,
GAUSS_FIRE2,
GAUSS_HOLSTER,
GAUSS_DRAW
};
class CGauss : public CBasePlayerWeapon
{
public:
int Save( CSave &save );
int Restore( CRestore &restore );
static TYPEDESCRIPTION m_SaveData[];
void Spawn( void );
void Precache( void );
int iItemSlot( void ) { return 4; }
int GetItemInfo(ItemInfo *p);
int AddToPlayer( CBasePlayer *pPlayer );
BOOL Deploy( void );
void Holster( int skiplocal = 0 );
void PrimaryAttack( void );
void SecondaryAttack( void );
void WeaponIdle( void );
int m_fInAttack;
float m_flStartCharge;
float m_flPlayAftershock;
void StartFire( void );
void Fire( Vector vecOrigSrc, Vector vecDirShooting, float flDamage );
float GetFullChargeTime( void );
int m_iBalls;
int m_iGlow;
int m_iBeam;
int m_iSoundState; // don't save this
float m_flNextAmmoBurn;// while charging, when to absorb another unit of player's ammo?
// was this weapon just fired primary or secondary?
// we need to know so we can pick the right set of effects.
BOOL m_fPrimaryFire;
private:
unsigned short m_usGaussFire;
unsigned short m_usGaussSpin;
};
LINK_ENTITY_TO_CLASS( weapon_gauss, CGauss );
TYPEDESCRIPTION CGauss::m_SaveData[] =
{
DEFINE_FIELD( CGauss, m_fInAttack, FIELD_INTEGER ),
DEFINE_FIELD( CGauss, m_flStartCharge, FIELD_TIME ),
DEFINE_FIELD( CGauss, m_flPlayAftershock, FIELD_TIME ),
DEFINE_FIELD( CGauss, m_flNextAmmoBurn, FIELD_TIME ),
DEFINE_FIELD( CGauss, m_fPrimaryFire, FIELD_BOOLEAN ),
};
IMPLEMENT_SAVERESTORE( CGauss, CBasePlayerWeapon );
float CGauss::GetFullChargeTime( void )
{
if ( g_pGameRules->IsMultiplayer() )
{
return 1.5;
}
return 4;
}
void CGauss::Spawn( )
{
Precache( );
m_iId = WEAPON_GAUSS;
SET_MODEL(ENT(pev), "models/w_gauss.mdl");
m_iDefaultAmmo = GAUSS_DEFAULT_GIVE;
FallInit();// get ready to fall down.
}
void CGauss::Precache( void )
{
PRECACHE_MODEL("models/w_gauss.mdl");
PRECACHE_MODEL("models/v_gauss.mdl");
PRECACHE_MODEL("models/p_gauss.mdl");
PRECACHE_SOUND("items/9mmclip1.wav");
PRECACHE_SOUND("weapons/gauss2.wav");
PRECACHE_SOUND("weapons/electro4.wav");
PRECACHE_SOUND("weapons/electro5.wav");
PRECACHE_SOUND("weapons/electro6.wav");
PRECACHE_SOUND("ambience/pulsemachine.wav");
m_iGlow = PRECACHE_MODEL( "sprites/hotglow.spr" );
m_iBalls = PRECACHE_MODEL( "sprites/hotglow.spr" );
m_iBeam = PRECACHE_MODEL( "sprites/smoke.spr" );
m_usGaussFire = PRECACHE_EVENT( 1, "events/gauss.sc" );
m_usGaussSpin = PRECACHE_EVENT( 1, "events/gaussspin.sc" );
}
int CGauss::AddToPlayer( CBasePlayer *pPlayer )
{
if ( CBasePlayerWeapon::AddToPlayer( pPlayer ) )
{
MESSAGE_BEGIN( MSG_ONE, gmsgWeapPickup, NULL, pPlayer->pev );
WRITE_BYTE( m_iId );
MESSAGE_END();
return TRUE;
}
return FALSE;
}
int CGauss::GetItemInfo(ItemInfo *p)
{
p->pszName = STRING(pev->classname);
p->pszAmmo1 = "uranium";
p->iMaxAmmo1 = URANIUM_MAX_CARRY;
p->pszAmmo2 = NULL;
p->iMaxAmmo2 = -1;
p->iMaxClip = WEAPON_NOCLIP;
p->iSlot = 3;
p->iPosition = 1;
p->iId = m_iId = WEAPON_GAUSS;
p->iFlags = 0;
p->iWeight = GAUSS_WEIGHT;
return 1;
}
BOOL CGauss::Deploy( )
{
return DefaultDeploy( "models/v_gauss.mdl", "models/p_gauss.mdl", GAUSS_DRAW, "gauss" );
}
void CGauss::Holster( int skiplocal /* = 0 */ )
{
m_pPlayer->m_flNextAttack = UTIL_WeaponTimeBase() + 0.5;
// m_flTimeWeaponIdle = gpGlobals->time + RANDOM_FLOAT ( 10, 15 );
SendWeaponAnim( GAUSS_HOLSTER );
m_fInAttack = 0;
EMIT_SOUND(ENT(m_pPlayer->pev), CHAN_WEAPON, "common/null.wav", 1.0, ATTN_NORM);
}
void CGauss::PrimaryAttack()
{
// don't fire underwater
if (m_pPlayer->pev->waterlevel == 3)
{
PlayEmptySound( );
m_flNextSecondaryAttack = m_flNextPrimaryAttack = gpGlobals->time + 0.15;
return;
}
if (m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] < 2)
{
PlayEmptySound( );
m_pPlayer->m_flNextAttack = UTIL_WeaponTimeBase() + 0.5;
return;
}
m_pPlayer->m_iWeaponVolume = GAUSS_PRIMARY_FIRE_VOLUME;
m_fPrimaryFire = TRUE;
m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] -= 2;
StartFire();
m_fInAttack = 0;
m_flTimeWeaponIdle = gpGlobals->time + 1.0;
m_pPlayer->m_flNextAttack = UTIL_WeaponTimeBase() + 0.2;
}
void CGauss::SecondaryAttack()
{
// don't fire underwater
if (m_pPlayer->pev->waterlevel == 3)
{
if ( m_fInAttack != 0 )
{
EMIT_SOUND_DYN(ENT(m_pPlayer->pev), CHAN_WEAPON, "weapons/electro4.wav", 1.0, ATTN_NORM, 0, 80 + RANDOM_LONG(0,0x3f));
SendWeaponAnim( GAUSS_IDLE );
m_fInAttack = 0;
}
else
{
PlayEmptySound( );
}
m_flNextSecondaryAttack = m_flNextPrimaryAttack = gpGlobals->time + 0.5;
return;
}
if (m_fInAttack == 0)
{
if (m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] <= 0)
{
EMIT_SOUND(ENT(m_pPlayer->pev), CHAN_WEAPON, "weapons/357_cock1.wav", 0.8, ATTN_NORM);
m_pPlayer->m_flNextAttack = UTIL_WeaponTimeBase() + 0.5;
return;
}
m_fPrimaryFire = FALSE;
m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType]--;// take one ammo just to start the spin
m_flNextAmmoBurn = gpGlobals->time;
// spin up
m_pPlayer->m_iWeaponVolume = GAUSS_PRIMARY_CHARGE_VOLUME;
SendWeaponAnim( GAUSS_SPINUP );
m_fInAttack = 1;
m_flTimeWeaponIdle = gpGlobals->time + 0.5;
m_flStartCharge = gpGlobals->time;
PLAYBACK_EVENT_FULL( 0, m_pPlayer->edict(), m_usGaussSpin, 0.0, (float *)&g_vecZero, (float *)&g_vecZero, 0.0, 0.0, 110, 0, 0, 0 );
m_iSoundState = SND_CHANGE_PITCH;
}
else if (m_fInAttack == 1)
{
if (m_flTimeWeaponIdle < gpGlobals->time)
{
SendWeaponAnim( GAUSS_SPIN );
m_fInAttack = 2;
}
}
else
{
if ( m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] == 0 )
{
// out of ammo! force the gun to fire
StartFire();
m_fInAttack = 0;
m_flTimeWeaponIdle = gpGlobals->time + 1.0;
m_pPlayer->m_flNextAttack = UTIL_WeaponTimeBase() + 1;
return;
}
// during the charging process, eat one bit of ammo every once in a while
if ( gpGlobals->time > m_flNextAmmoBurn && m_flNextAmmoBurn != -1 )
{
if ( g_pGameRules->IsMultiplayer() )
{
m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType]--;
m_flNextAmmoBurn = gpGlobals->time + 0.1;
}
else
{
m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType]--;
m_flNextAmmoBurn = gpGlobals->time + 0.3;
}
}
if ( gpGlobals->time - m_flStartCharge >= GetFullChargeTime() )
{
// don't eat any more ammo after gun is fully charged.
m_flNextAmmoBurn = -1;
}
int pitch = (gpGlobals->time - m_flStartCharge) * (150/GetFullChargeTime()) + 100;
if (pitch > 250)
pitch = 250;
// ALERT( at_console, "%d %d %d\n", m_fInAttack, m_iSoundState, pitch );
if (m_iSoundState == 0)
ALERT( at_console, "sound state %d\n", m_iSoundState );
PLAYBACK_EVENT_FULL( 0, m_pPlayer->edict(), m_usGaussSpin, 0.0, (float *)&g_vecZero, (float *)&g_vecZero, 0.0, 0.0, pitch, 0, ( m_iSoundState == SND_CHANGE_PITCH ) ? 1 : 0, 0 );
m_iSoundState = SND_CHANGE_PITCH; // hack for going through level transitions
m_pPlayer->m_iWeaponVolume = GAUSS_PRIMARY_CHARGE_VOLUME;
// m_flTimeWeaponIdle = gpGlobals->time + 0.1;
if (m_flStartCharge < gpGlobals->time - 10)
{
// Player charged up too long. Zap him.
EMIT_SOUND_DYN(ENT(m_pPlayer->pev), CHAN_WEAPON, "weapons/electro4.wav", 1.0, ATTN_NORM, 0, 80 + RANDOM_LONG(0,0x3f));
EMIT_SOUND_DYN(ENT(m_pPlayer->pev), CHAN_ITEM, "weapons/electro6.wav", 1.0, ATTN_NORM, 0, 75 + RANDOM_LONG(0,0x3f));
m_fInAttack = 0;
m_flTimeWeaponIdle = gpGlobals->time + 1.0;
m_pPlayer->m_flNextAttack = UTIL_WeaponTimeBase() + 1.0;
m_pPlayer->TakeDamage( VARS(eoNullEntity), VARS(eoNullEntity), 50, DMG_SHOCK );
UTIL_ScreenFade( m_pPlayer, Vector(255,128,0), 2, 0.5, 128, FFADE_IN );
SendWeaponAnim( GAUSS_IDLE );
// Player may have been killed and this weapon dropped, don't execute any more code after this!
return;
}
}
}
//=========================================================
// StartFire- since all of this code has to run and then
// call Fire(), it was easier at this point to rip it out
// of weaponidle() and make its own function then to try to
// merge this into Fire(), which has some identical variable names
//=========================================================
void CGauss::StartFire( void )
{
float flDamage;
UTIL_MakeVectors( m_pPlayer->pev->viewangles + m_pPlayer->pev->punchangle );
Vector vecAiming = gpGlobals->v_forward;
Vector vecSrc = m_pPlayer->GetGunPosition( ); // + gpGlobals->v_up * -8 + gpGlobals->v_right * 8;
if (gpGlobals->time - m_flStartCharge > GetFullChargeTime())
{
flDamage = 200;
}
else
{
flDamage = 200 * ((gpGlobals->time - m_flStartCharge) / GetFullChargeTime() );
}
if ( m_fPrimaryFire )
{
// fixed damage on primary attack
flDamage = gSkillData.plrDmgGauss;
}
if (m_fInAttack != 3)
{
//ALERT ( at_console, "Time:%f Damage:%f\n", gpGlobals->time - m_flStartCharge, flDamage );
float flZVel = m_pPlayer->pev->velocity.z;
if ( !m_fPrimaryFire )
{
m_pPlayer->pev->velocity = m_pPlayer->pev->velocity - gpGlobals->v_forward * flDamage * 5;
}
if ( !g_pGameRules->IsDeathmatch() )
{
// in deathmatch, gauss can pop you up into the air. Not in single play.
m_pPlayer->pev->velocity.z = flZVel;
}
// player "shoot" animation
m_pPlayer->SetAnimation( PLAYER_ATTACK1 );
}
// time until aftershock 'static discharge' sound
m_flPlayAftershock = gpGlobals->time + RANDOM_FLOAT(0.3, 0.8);
Fire( vecSrc, vecAiming, flDamage );
}
void CGauss::Fire( Vector vecOrigSrc, Vector vecDir, float flDamage )
{
m_pPlayer->m_iWeaponVolume = GAUSS_PRIMARY_FIRE_VOLUME;
Vector vecSrc = vecOrigSrc;
Vector vecDest = vecSrc + vecDir * 8192;
edict_t *pentIgnore;
TraceResult tr, beam_tr;
float flMaxFrac = 1.0;
int nTotal = 0;
int fHasPunched = 0;
int fFirstBeam = 1;
int nMaxHits = 10;
pentIgnore = ENT( m_pPlayer->pev );
// The main firing event is sent unreliably so it won't be delayed.
PLAYBACK_EVENT_FULL( 0, m_pPlayer->edict(), m_usGaussFire, 0.0, (float *)&g_vecZero, (float *)&g_vecZero, flDamage, 0.0, 0, 0, m_fPrimaryFire ? 1 : 0, 0 );
// This reliable event is used to stop the spinning sound
// It's delayed by a fraction of second to make sure it is delayed by 1 frame on the client
// It's sent reliably anyway, which could lead to other delays
PLAYBACK_EVENT_FULL( FEV_RELIABLE, m_pPlayer->edict(), m_usGaussFire, 0.01, (float *)&g_vecZero, (float *)&g_vecZero, 0.0, 0.0, 0, 0, 0, 1 );
/*
ALERT( at_console, "%f %f %f\n%f %f %f\n",
vecSrc.x, vecSrc.y, vecSrc.z,
vecDest.x, vecDest.y, vecDest.z );
*/
// ALERT( at_console, "%f %f\n", tr.flFraction, flMaxFrac );
while (flDamage > 10 && nMaxHits > 0)
{
nMaxHits--;
// ALERT( at_console, "." );
UTIL_TraceLine(vecSrc, vecDest, dont_ignore_monsters, pentIgnore, &tr);
if (tr.fAllSolid)
break;
CBaseEntity *pEntity = CBaseEntity::Instance(tr.pHit);
if (pEntity == NULL)
break;
if (fFirstBeam)
{
m_pPlayer->pev->effects |= EF_MUZZLEFLASH;
fFirstBeam = 0;
}
else
{
}
if (pEntity->pev->takedamage)
{
ClearMultiDamage();
pEntity->TraceAttack( m_pPlayer->pev, flDamage, vecDir, &tr, DMG_BULLET );
ApplyMultiDamage(m_pPlayer->pev, m_pPlayer->pev);
}
// ALERT( at_console, "%s\n", STRING( pEntity->pev->classname ));
if ( pEntity->ReflectGauss() )
{
float n;
pentIgnore = NULL;
n = -DotProduct(tr.vecPlaneNormal, vecDir);
if (n < 0.5) // 60 degrees
{
// ALERT( at_console, "reflect %f\n", n );
// reflect
Vector r;
r = 2.0 * tr.vecPlaneNormal * n + vecDir;
flMaxFrac = flMaxFrac - tr.flFraction;
vecDir = r;
vecSrc = tr.vecEndPos + vecDir * 8;
vecDest = vecSrc + vecDir * 8192;
// explode a bit
m_pPlayer->RadiusDamage( tr.vecEndPos, pev, m_pPlayer->pev, flDamage * n, CLASS_NONE, DMG_BLAST );
// lose energy
if (n == 0) n = 0.1;
flDamage = flDamage * (1 - n);
}
else
{
// limit it to one hole punch
if (fHasPunched)
break;
fHasPunched = 1;
// try punching through wall if secondary attack (primary is incapable of breaking through)
if ( !m_fPrimaryFire )
{
UTIL_TraceLine( tr.vecEndPos + vecDir * 8, vecDest, dont_ignore_monsters, pentIgnore, &beam_tr);
if (!beam_tr.fAllSolid)
{
// trace backwards to find exit point
UTIL_TraceLine( beam_tr.vecEndPos, tr.vecEndPos, dont_ignore_monsters, pentIgnore, &beam_tr);
float n = (beam_tr.vecEndPos - tr.vecEndPos).Length( );
if (n < flDamage)
{
if (n == 0) n = 1;
flDamage -= n;
// exit blast damage
//m_pPlayer->RadiusDamage( beam_tr.vecEndPos + vecDir * 8, pev, m_pPlayer->pev, flDamage, CLASS_NONE, DMG_BLAST );
float damage_radius;
if ( g_pGameRules->IsMultiplayer() )
{
damage_radius = flDamage * 1.75; // Old code == 2.5
}
else
{
damage_radius = flDamage * 2.5;
}
::RadiusDamage( beam_tr.vecEndPos + vecDir * 8, pev, m_pPlayer->pev, flDamage, damage_radius, CLASS_NONE, DMG_BLAST );
CSoundEnt::InsertSound ( bits_SOUND_COMBAT, pev->origin, NORMAL_EXPLOSION_VOLUME, 3.0 );
vecSrc = beam_tr.vecEndPos + vecDir;
}
}
else
{
//ALERT( at_console, "blocked %f\n", n );
flDamage = 0;
}
}
else
{
//ALERT( at_console, "blocked solid\n" );
flDamage = 0;
}
}
}
else
{
vecSrc = tr.vecEndPos + vecDir;
pentIgnore = ENT( pEntity->pev );
}
}
// ALERT( at_console, "%d bytes\n", nTotal );
}
void CGauss::WeaponIdle( void )
{
ResetEmptySound( );
// play aftershock static discharge
if (m_flPlayAftershock && m_flPlayAftershock < gpGlobals->time)
{
switch (RANDOM_LONG(0,3))
{
case 0: EMIT_SOUND(ENT(m_pPlayer->pev), CHAN_WEAPON, "weapons/electro4.wav", RANDOM_FLOAT(0.7, 0.8), ATTN_NORM); break;
case 1: EMIT_SOUND(ENT(m_pPlayer->pev), CHAN_WEAPON, "weapons/electro5.wav", RANDOM_FLOAT(0.7, 0.8), ATTN_NORM); break;
case 2: EMIT_SOUND(ENT(m_pPlayer->pev), CHAN_WEAPON, "weapons/electro6.wav", RANDOM_FLOAT(0.7, 0.8), ATTN_NORM); break;
case 3: break; // no sound
}
m_flPlayAftershock = 0.0;
}
if (m_flTimeWeaponIdle > gpGlobals->time)
return;
if (m_fInAttack != 0)
{
StartFire();
m_fInAttack = 0;
m_flTimeWeaponIdle = gpGlobals->time + 2.0;
}
else
{
int iAnim;
float flRand = RANDOM_FLOAT(0, 1);
if (flRand <= 0.5)
{
iAnim = GAUSS_IDLE;
m_flTimeWeaponIdle = gpGlobals->time + RANDOM_FLOAT ( 10, 15 );
}
else if (flRand <= 0.75)
{
iAnim = GAUSS_IDLE2;
m_flTimeWeaponIdle = gpGlobals->time + RANDOM_FLOAT ( 10, 15 );
}
else
{
iAnim = GAUSS_FIDGET;
m_flTimeWeaponIdle = gpGlobals->time + 3;
}
return;
SendWeaponAnim( iAnim );
}
}
class CGaussAmmo : public CBasePlayerAmmo
{
void Spawn( void )
{
Precache( );
SET_MODEL(ENT(pev), "models/w_gaussammo.mdl");
CBasePlayerAmmo::Spawn( );
}
void Precache( void )
{
PRECACHE_MODEL ("models/w_gaussammo.mdl");
PRECACHE_SOUND("items/9mmclip1.wav");
}
BOOL AddAmmo( CBaseEntity *pOther )
{
if (pOther->GiveAmmo( AMMO_URANIUMBOX_GIVE, "uranium", URANIUM_MAX_CARRY ) != -1)
{
EMIT_SOUND(ENT(pev), CHAN_ITEM, "items/9mmclip1.wav", 1, ATTN_NORM);
return TRUE;
}
return FALSE;
}
};
LINK_ENTITY_TO_CLASS( ammo_gaussclip, CGaussAmmo );
#endif

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/***
*
* Copyright (c) 1999, 2000 Valve LLC. All rights reserved.
*
* This product contains software technology licensed from Id
* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
* All Rights Reserved.
*
* This source code contains proprietary and confidential information of
* Valve LLC and its suppliers. Access to this code is restricted to
* persons who have executed a written SDK license with Valve. Any access,
* use or distribution of this code by or to any unlicensed person is illegal.
*
****/
//=========================================================
// Generic Monster - purely for scripted sequence work.
//=========================================================
#include "extdll.h"
#include "util.h"
#include "cbase.h"
#include "monsters.h"
#include "schedule.h"
#include "talkmonster.h"
// For holograms, make them not solid so the player can walk through them
#define SF_GENERICMONSTER_NOTSOLID 4
#define SF_HEAD_CONTROLLER 8
//=========================================================
// Monster's Anim Events Go Here
//=========================================================
class CGenericMonster : public CTalkMonster
{
public:
void Spawn( void );
void Precache( void );
void SetYawSpeed( void );
int Classify ( void );
void HandleAnimEvent( MonsterEvent_t *pEvent );
int ISoundMask ( void );
};
LINK_ENTITY_TO_CLASS( monster_generic, CGenericMonster );
//=========================================================
// Classify - indicates this monster's place in the
// relationship table.
//=========================================================
int CGenericMonster :: Classify ( void )
{
return CLASS_PLAYER_ALLY;
}
//=========================================================
// SetYawSpeed - allows each sequence to have a different
// turn rate associated with it.
//=========================================================
void CGenericMonster :: SetYawSpeed ( void )
{
int ys;
switch ( m_Activity )
{
case ACT_IDLE:
default:
ys = 90;
}
pev->yaw_speed = ys;
}
//=========================================================
// HandleAnimEvent - catches the monster-specific messages
// that occur when tagged animation frames are played.
//=========================================================
void CGenericMonster :: HandleAnimEvent( MonsterEvent_t *pEvent )
{
switch( pEvent->event )
{
case 0:
default:
CBaseMonster::HandleAnimEvent( pEvent );
break;
}
}
//=========================================================
// ISoundMask - generic monster can't hear.
//=========================================================
int CGenericMonster :: ISoundMask ( void )
{
return NULL;
}
//=========================================================
// Spawn
//=========================================================
void CGenericMonster :: Spawn()
{
Precache();
SET_MODEL( ENT(pev), STRING(pev->model) );
if ( FStrEq( STRING(pev->model), "models/player.mdl" ) || FStrEq( STRING(pev->model), "models/holo.mdl" ) )
UTIL_SetSize(pev, VEC_HULL_MIN, VEC_HULL_MAX);
else
UTIL_SetSize(pev, VEC_HUMAN_HULL_MIN, VEC_HUMAN_HULL_MAX);
pev->solid = SOLID_SLIDEBOX;
pev->movetype = MOVETYPE_STEP;
m_bloodColor = BLOOD_COLOR_RED;
pev->health = 8;
m_flFieldOfView = 0.5;// indicates the width of this monster's forward view cone ( as a dotproduct result )
m_MonsterState = MONSTERSTATE_NONE;
MonsterInit();
if ( pev->spawnflags & SF_HEAD_CONTROLLER )
{
m_afCapability = bits_CAP_TURN_HEAD;
}
if ( pev->spawnflags & SF_GENERICMONSTER_NOTSOLID )
{
pev->solid = SOLID_NOT;
pev->takedamage = DAMAGE_NO;
}
}
//=========================================================
// Precache - precaches all resources this monster needs
//=========================================================
void CGenericMonster :: Precache()
{
CTalkMonster::Precache();
TalkInit();
PRECACHE_MODEL( (char *)STRING(pev->model) );
}
//=========================================================
// AI Schedules Specific to this monster
//=========================================================

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/***
*
* Copyright (c) 1999, 2000 Valve LLC. All rights reserved.
*
* This product contains software technology licensed from Id
* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
* All Rights Reserved.
*
* Use, distribution, and modification of this source code and/or resulting
* object code is restricted to non-commercial enhancements to products from
* Valve LLC. All other use, distribution, or modification is prohibited
* without written permission from Valve LLC.
*
****/
/*
===== generic grenade.cpp ========================================================
*/
#include "extdll.h"
#include "util.h"
#include "cbase.h"
#include "monsters.h"
#include "weapons.h"
#include "nodes.h"
#include "soundent.h"
#include "decals.h"
//===================grenade
LINK_ENTITY_TO_CLASS( grenade, CGrenade );
// Grenades flagged with this will be triggered when the owner calls detonateSatchelCharges
#define SF_DETONATE 0x0001
//
// Grenade Explode
//
void CGrenade::Explode( Vector vecSrc, Vector vecAim )
{
TraceResult tr;
UTIL_TraceLine ( pev->origin, pev->origin + Vector ( 0, 0, -32 ), ignore_monsters, ENT(pev), & tr);
Explode( &tr, DMG_BLAST );
}
// UNDONE: temporary scorching for PreAlpha - find a less sleazy permenant solution.
void CGrenade::Explode( TraceResult *pTrace, int bitsDamageType )
{
float flRndSound;// sound randomizer
pev->model = iStringNull;//invisible
pev->solid = SOLID_NOT;// intangible
pev->takedamage = DAMAGE_NO;
// Pull out of the wall a bit
if ( pTrace->flFraction != 1.0 )
{
pev->origin = pTrace->vecEndPos + (pTrace->vecPlaneNormal * (pev->dmg - 24) * 0.6);
}
int iContents = UTIL_PointContents ( pev->origin );
MESSAGE_BEGIN( MSG_PAS, SVC_TEMPENTITY, pev->origin );
WRITE_BYTE( TE_EXPLOSION ); // This makes a dynamic light and the explosion sprites/sound
WRITE_COORD( pev->origin.x ); // Send to PAS because of the sound
WRITE_COORD( pev->origin.y );
WRITE_COORD( pev->origin.z );
if (iContents != CONTENTS_WATER)
{
WRITE_SHORT( g_sModelIndexFireball );
}
else
{
WRITE_SHORT( g_sModelIndexWExplosion );
}
WRITE_BYTE( (pev->dmg - 50) * .60 ); // scale * 10
WRITE_BYTE( 15 ); // framerate
WRITE_BYTE( TE_EXPLFLAG_NONE );
MESSAGE_END();
CSoundEnt::InsertSound ( bits_SOUND_COMBAT, pev->origin, NORMAL_EXPLOSION_VOLUME, 3.0 );
entvars_t *pevOwner;
if ( pev->owner )
pevOwner = VARS( pev->owner );
else
pevOwner = NULL;
pev->owner = NULL; // can't traceline attack owner if this is set
RadiusDamage ( pev, pevOwner, pev->dmg, CLASS_NONE, bitsDamageType );
if ( RANDOM_FLOAT( 0 , 1 ) < 0.5 )
{
UTIL_DecalTrace( pTrace, DECAL_SCORCH1 );
}
else
{
UTIL_DecalTrace( pTrace, DECAL_SCORCH2 );
}
flRndSound = RANDOM_FLOAT( 0 , 1 );
switch ( RANDOM_LONG( 0, 2 ) )
{
case 0: EMIT_SOUND(ENT(pev), CHAN_VOICE, "weapons/debris1.wav", 0.55, ATTN_NORM); break;
case 1: EMIT_SOUND(ENT(pev), CHAN_VOICE, "weapons/debris2.wav", 0.55, ATTN_NORM); break;
case 2: EMIT_SOUND(ENT(pev), CHAN_VOICE, "weapons/debris3.wav", 0.55, ATTN_NORM); break;
}
pev->effects |= EF_NODRAW;
SetThink( Smoke );
pev->velocity = g_vecZero;
pev->nextthink = gpGlobals->time + 0.3;
if (iContents != CONTENTS_WATER)
{
int sparkCount = RANDOM_LONG(0,3);
for ( int i = 0; i < sparkCount; i++ )
Create( "spark_shower", pev->origin, pTrace->vecPlaneNormal, NULL );
}
}
void CGrenade::Smoke( void )
{
if (UTIL_PointContents ( pev->origin ) == CONTENTS_WATER)
{
UTIL_Bubbles( pev->origin - Vector( 64, 64, 64 ), pev->origin + Vector( 64, 64, 64 ), 100 );
}
else
{
MESSAGE_BEGIN( MSG_PVS, SVC_TEMPENTITY, pev->origin );
WRITE_BYTE( TE_SMOKE );
WRITE_COORD( pev->origin.x );
WRITE_COORD( pev->origin.y );
WRITE_COORD( pev->origin.z );
WRITE_SHORT( g_sModelIndexSmoke );
WRITE_BYTE( (pev->dmg - 50) * 0.80 ); // scale * 10
WRITE_BYTE( 12 ); // framerate
MESSAGE_END();
}
UTIL_Remove( this );
}
void CGrenade::Killed( entvars_t *pevAttacker, int iGib )
{
Detonate( );
}
// Timed grenade, this think is called when time runs out.
void CGrenade::DetonateUse( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value )
{
SetThink( Detonate );
pev->nextthink = gpGlobals->time;
}
void CGrenade::PreDetonate( void )
{
CSoundEnt::InsertSound ( bits_SOUND_DANGER, pev->origin, 400, 0.3 );
SetThink( Detonate );
pev->nextthink = gpGlobals->time + 1;
}
void CGrenade::Detonate( void )
{
TraceResult tr;
Vector vecSpot;// trace starts here!
vecSpot = pev->origin + Vector ( 0 , 0 , 8 );
UTIL_TraceLine ( vecSpot, vecSpot + Vector ( 0, 0, -40 ), ignore_monsters, ENT(pev), & tr);
Explode( &tr, DMG_BLAST );
}
//
// Contact grenade, explode when it touches something
//
void CGrenade::ExplodeTouch( CBaseEntity *pOther )
{
TraceResult tr;
Vector vecSpot;// trace starts here!
pev->enemy = pOther->edict();
vecSpot = pev->origin - pev->velocity.Normalize() * 32;
UTIL_TraceLine( vecSpot, vecSpot + pev->velocity.Normalize() * 64, ignore_monsters, ENT(pev), &tr );
Explode( &tr, DMG_BLAST );
}
void CGrenade::DangerSoundThink( void )
{
if (!IsInWorld())
{
UTIL_Remove( this );
return;
}
CSoundEnt::InsertSound ( bits_SOUND_DANGER, pev->origin + pev->velocity * 0.5, pev->velocity.Length( ), 0.2 );
pev->nextthink = gpGlobals->time + 0.2;
if (pev->waterlevel != 0)
{
pev->velocity = pev->velocity * 0.5;
}
}
void CGrenade::BounceTouch( CBaseEntity *pOther )
{
// don't hit the guy that launched this grenade
if ( pOther->edict() == pev->owner )
return;
// only do damage if we're moving fairly fast
if (m_flNextAttack < gpGlobals->time && pev->velocity.Length() > 100)
{
entvars_t *pevOwner = VARS( pev->owner );
if (pevOwner)
{
TraceResult tr = UTIL_GetGlobalTrace( );
ClearMultiDamage( );
pOther->TraceAttack(pevOwner, 1, gpGlobals->v_forward, &tr, DMG_CLUB );
ApplyMultiDamage( pev, pevOwner);
}
m_flNextAttack = gpGlobals->time + 1.0; // debounce
}
Vector vecTestVelocity;
// pev->avelocity = Vector (300, 300, 300);
// this is my heuristic for modulating the grenade velocity because grenades dropped purely vertical
// or thrown very far tend to slow down too quickly for me to always catch just by testing velocity.
// trimming the Z velocity a bit seems to help quite a bit.
vecTestVelocity = pev->velocity;
vecTestVelocity.z *= 0.45;
if ( !m_fRegisteredSound && vecTestVelocity.Length() <= 60 )
{
//ALERT( at_console, "Grenade Registered!: %f\n", vecTestVelocity.Length() );
// grenade is moving really slow. It's probably very close to where it will ultimately stop moving.
// go ahead and emit the danger sound.
// register a radius louder than the explosion, so we make sure everyone gets out of the way
CSoundEnt::InsertSound ( bits_SOUND_DANGER, pev->origin, pev->dmg / 0.4, 0.3 );
m_fRegisteredSound = TRUE;
}
if (pev->flags & FL_ONGROUND)
{
// add a bit of static friction
pev->velocity = pev->velocity * 0.8;
pev->sequence = RANDOM_LONG( 1, 1 );
}
else
{
// play bounce sound
BounceSound();
}
pev->framerate = pev->velocity.Length() / 200.0;
if (pev->framerate > 1.0)
pev->framerate = 1;
else if (pev->framerate < 0.5)
pev->framerate = 0;
}
void CGrenade::SlideTouch( CBaseEntity *pOther )
{
// don't hit the guy that launched this grenade
if ( pOther->edict() == pev->owner )
return;
// pev->avelocity = Vector (300, 300, 300);
if (pev->flags & FL_ONGROUND)
{
// add a bit of static friction
pev->velocity = pev->velocity * 0.95;
if (pev->velocity.x != 0 || pev->velocity.y != 0)
{
// maintain sliding sound
}
}
else
{
BounceSound();
}
}
void CGrenade :: BounceSound( void )
{
switch ( RANDOM_LONG( 0, 2 ) )
{
case 0: EMIT_SOUND(ENT(pev), CHAN_VOICE, "weapons/grenade_hit1.wav", 0.25, ATTN_NORM); break;
case 1: EMIT_SOUND(ENT(pev), CHAN_VOICE, "weapons/grenade_hit2.wav", 0.25, ATTN_NORM); break;
case 2: EMIT_SOUND(ENT(pev), CHAN_VOICE, "weapons/grenade_hit3.wav", 0.25, ATTN_NORM); break;
}
}
void CGrenade :: TumbleThink( void )
{
if (!IsInWorld())
{
UTIL_Remove( this );
return;
}
StudioFrameAdvance( );
pev->nextthink = gpGlobals->time + 0.1;
if (pev->dmgtime - 1 < gpGlobals->time)
{
CSoundEnt::InsertSound ( bits_SOUND_DANGER, pev->origin + pev->velocity * (pev->dmgtime - gpGlobals->time), 400, 0.1 );
}
if (pev->dmgtime <= gpGlobals->time)
{
SetThink( Detonate );
}
if (pev->waterlevel != 0)
{
pev->velocity = pev->velocity * 0.5;
pev->framerate = 0.2;
}
}
void CGrenade:: Spawn( void )
{
pev->movetype = MOVETYPE_BOUNCE;
pev->classname = MAKE_STRING( "grenade" );
pev->solid = SOLID_BBOX;
SET_MODEL(ENT(pev), "models/grenade.mdl");
UTIL_SetSize(pev, Vector( 0, 0, 0), Vector(0, 0, 0));
pev->dmg = 100;
m_fRegisteredSound = FALSE;
}
CGrenade *CGrenade::ShootContact( entvars_t *pevOwner, Vector vecStart, Vector vecVelocity )
{
CGrenade *pGrenade = GetClassPtr( (CGrenade *)NULL );
pGrenade->Spawn();
// contact grenades arc lower
pGrenade->pev->gravity = 0.5;// lower gravity since grenade is aerodynamic and engine doesn't know it.
UTIL_SetOrigin( pGrenade->pev, vecStart );
pGrenade->pev->velocity = vecVelocity;
pGrenade->pev->angles = UTIL_VecToAngles (pGrenade->pev->velocity);
pGrenade->pev->owner = ENT(pevOwner);
// make monsters afaid of it while in the air
pGrenade->SetThink( DangerSoundThink );
pGrenade->pev->nextthink = gpGlobals->time;
// Tumble in air
pGrenade->pev->avelocity.x = RANDOM_FLOAT ( -100, -500 );
// Explode on contact
pGrenade->SetTouch( ExplodeTouch );
pGrenade->pev->dmg = gSkillData.plrDmgM203Grenade;
return pGrenade;
}
CGrenade * CGrenade:: ShootTimed( entvars_t *pevOwner, Vector vecStart, Vector vecVelocity, float time )
{
CGrenade *pGrenade = GetClassPtr( (CGrenade *)NULL );
pGrenade->Spawn();
UTIL_SetOrigin( pGrenade->pev, vecStart );
pGrenade->pev->velocity = vecVelocity;
pGrenade->pev->angles = UTIL_VecToAngles(pGrenade->pev->velocity);
pGrenade->pev->owner = ENT(pevOwner);
pGrenade->SetTouch( BounceTouch ); // Bounce if touched
// Take one second off of the desired detonation time and set the think to PreDetonate. PreDetonate
// will insert a DANGER sound into the world sound list and delay detonation for one second so that
// the grenade explodes after the exact amount of time specified in the call to ShootTimed().
pGrenade->pev->dmgtime = gpGlobals->time + time;
pGrenade->SetThink( TumbleThink );
pGrenade->pev->nextthink = gpGlobals->time + 0.1;
if (time < 0.1)
{
pGrenade->pev->nextthink = gpGlobals->time;
pGrenade->pev->velocity = Vector( 0, 0, 0 );
}
pGrenade->pev->sequence = RANDOM_LONG( 3, 6 );
pGrenade->pev->framerate = 1.0;
// Tumble through the air
// pGrenade->pev->avelocity.x = -400;
pGrenade->pev->gravity = 0.5;
pGrenade->pev->friction = 0.8;
SET_MODEL(ENT(pGrenade->pev), "models/w_grenade.mdl");
pGrenade->pev->dmg = 100;
return pGrenade;
}
CGrenade * CGrenade :: ShootSatchelCharge( entvars_t *pevOwner, Vector vecStart, Vector vecVelocity )
{
CGrenade *pGrenade = GetClassPtr( (CGrenade *)NULL );
pGrenade->pev->movetype = MOVETYPE_BOUNCE;
pGrenade->pev->classname = MAKE_STRING( "grenade" );
pGrenade->pev->solid = SOLID_BBOX;
SET_MODEL(ENT(pGrenade->pev), "models/grenade.mdl"); // Change this to satchel charge model
UTIL_SetSize(pGrenade->pev, Vector( 0, 0, 0), Vector(0, 0, 0));
pGrenade->pev->dmg = 200;
UTIL_SetOrigin( pGrenade->pev, vecStart );
pGrenade->pev->velocity = vecVelocity;
pGrenade->pev->angles = g_vecZero;
pGrenade->pev->owner = ENT(pevOwner);
// Detonate in "time" seconds
pGrenade->SetThink( SUB_DoNothing );
pGrenade->SetUse( DetonateUse );
pGrenade->SetTouch( SlideTouch );
pGrenade->pev->spawnflags = SF_DETONATE;
pGrenade->pev->friction = 0.9;
return pGrenade;
}
void CGrenade :: UseSatchelCharges( entvars_t *pevOwner, SATCHELCODE code )
{
edict_t *pentFind;
edict_t *pentOwner;
if ( !pevOwner )
return;
CBaseEntity *pOwner = CBaseEntity::Instance( pevOwner );
pentOwner = pOwner->edict();
pentFind = FIND_ENTITY_BY_CLASSNAME( NULL, "grenade" );
while ( !FNullEnt( pentFind ) )
{
CBaseEntity *pEnt = Instance( pentFind );
if ( pEnt )
{
if ( FBitSet( pEnt->pev->spawnflags, SF_DETONATE ) && pEnt->pev->owner == pentOwner )
{
if ( code == SATCHEL_DETONATE )
pEnt->Use( pOwner, pOwner, USE_ON, 0 );
else // SATCHEL_RELEASE
pEnt->pev->owner = NULL;
}
}
pentFind = FIND_ENTITY_BY_CLASSNAME( pentFind, "grenade" );
}
}
//======================end grenade

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/***
*
* Copyright (c) 1999, 2000 Valve LLC. All rights reserved.
*
* This product contains software technology licensed from Id
* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
* All Rights Reserved.
*
* Use, distribution, and modification of this source code and/or resulting
* object code is restricted to non-commercial enhancements to products from
* Valve LLC. All other use, distribution, or modification is prohibited
* without written permission from Valve LLC.
*
****/
/*
===== globals.cpp ========================================================
DLL-wide global variable definitions.
They're all defined here, for convenient centralization.
Source files that need them should "extern ..." declare each
variable, to better document what globals they care about.
*/
#include "extdll.h"
#include "util.h"
#include "cbase.h"
#include "soundent.h"
DLL_GLOBAL ULONG g_ulFrameCount;
DLL_GLOBAL ULONG g_ulModelIndexEyes;
DLL_GLOBAL ULONG g_ulModelIndexPlayer;
DLL_GLOBAL Vector g_vecAttackDir;
DLL_GLOBAL int g_iSkillLevel;
DLL_GLOBAL int gDisplayTitle;
DLL_GLOBAL BOOL g_fGameOver;
DLL_GLOBAL const Vector g_vecZero = Vector(0,0,0);
DLL_GLOBAL int g_Language;

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/***
*
* Copyright (c) 1999, Valve LLC. All rights reserved.
*
* This product contains software technology licensed from Id
* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
* All Rights Reserved.
*
* Use, distribution, and modification of this source code and/or resulting
* object code is restricted to non-commercial enhancements to products from
* Valve LLC. All other use, distribution, or modification is prohibited
* without written permission from Valve LLC.
*
****/
#include "extdll.h"
#include "util.h"
#include "cbase.h"
#include "monsters.h"
#include "weapons.h"
#include "nodes.h"
#include "player.h"
enum glock_e {
GLOCK_IDLE1 = 0,
GLOCK_IDLE2,
GLOCK_IDLE3,
GLOCK_SHOOT,
GLOCK_SHOOT_EMPTY,
GLOCK_RELOAD,
GLOCK_RELOAD_NOT_EMPTY,
GLOCK_DRAW,
GLOCK_HOLSTER,
GLOCK_ADD_SILENCER
};
class CGlock : public CBasePlayerWeapon
{
public:
void Spawn( void );
void Precache( void );
int iItemSlot( void ) { return 2; }
int GetItemInfo(ItemInfo *p);
void PrimaryAttack( void );
void SecondaryAttack( void );
void GlockFire( float flSpread, float flCycleTime, BOOL fUseAutoAim );
BOOL Deploy( void );
void Reload( void );
void WeaponIdle( void );
int m_iShell;
};
LINK_ENTITY_TO_CLASS( weapon_glock, CGlock );
LINK_ENTITY_TO_CLASS( weapon_9mmhandgun, CGlock );
void CGlock::Spawn( )
{
pev->classname = MAKE_STRING("weapon_9mmhandgun"); // hack to allow for old names
Precache( );
m_iId = WEAPON_GLOCK;
SET_MODEL(ENT(pev), "models/w_9mmhandgun.mdl");
m_iDefaultAmmo = GLOCK_DEFAULT_GIVE;
FallInit();// get ready to fall down.
}
void CGlock::Precache( void )
{
PRECACHE_MODEL("models/v_9mmhandgun.mdl");
PRECACHE_MODEL("models/w_9mmhandgun.mdl");
PRECACHE_MODEL("models/p_9mmhandgun.mdl");
m_iShell = PRECACHE_MODEL ("models/shell.mdl");// brass shell
PRECACHE_SOUND("items/9mmclip1.wav");
PRECACHE_SOUND("items/9mmclip2.wav");
PRECACHE_SOUND ("weapons/pl_gun1.wav");//silenced handgun
PRECACHE_SOUND ("weapons/pl_gun2.wav");//silenced handgun
PRECACHE_SOUND ("weapons/pl_gun3.wav");//handgun
}
int CGlock::GetItemInfo(ItemInfo *p)
{
p->pszName = STRING(pev->classname);
p->pszAmmo1 = "9mm";
p->iMaxAmmo1 = _9MM_MAX_CARRY;
p->pszAmmo2 = NULL;
p->iMaxAmmo2 = -1;
p->iMaxClip = GLOCK_MAX_CLIP;
p->iSlot = 1;
p->iPosition = 0;
p->iFlags = 0;
p->iId = m_iId = WEAPON_GLOCK;
p->iWeight = GLOCK_WEIGHT;
return 1;
}
BOOL CGlock::Deploy( )
{
// pev->body = 1;
return DefaultDeploy( "models/v_9mmhandgun.mdl", "models/p_9mmhandgun.mdl", GLOCK_DRAW, "onehanded" );
}
void CGlock::SecondaryAttack( void )
{
GlockFire( 0.1, 0.2, FALSE );
}
void CGlock::PrimaryAttack( void )
{
GlockFire( 0.01, 0.3, TRUE );
}
void CGlock::GlockFire( float flSpread , float flCycleTime, BOOL fUseAutoAim )
{
if (m_iClip <= 0)
{
if (m_fFireOnEmpty)
{
PlayEmptySound();
m_flNextPrimaryAttack = UTIL_WeaponTimeBase() + 0.2;
}
return;
}
m_iClip--;
m_pPlayer->pev->effects = (int)(m_pPlayer->pev->effects) | EF_MUZZLEFLASH;
if (m_iClip != 0)
SendWeaponAnim( GLOCK_SHOOT );
else
SendWeaponAnim( GLOCK_SHOOT_EMPTY );
// player "shoot" animation
m_pPlayer->SetAnimation( PLAYER_ATTACK1 );
UTIL_MakeVectors( m_pPlayer->pev->viewangles + m_pPlayer->pev->punchangle );
Vector vecShellVelocity = m_pPlayer->pev->velocity
+ gpGlobals->v_right * RANDOM_FLOAT(50,70)
+ gpGlobals->v_up * RANDOM_FLOAT(100,150)
+ gpGlobals->v_forward * 25;
EjectBrass ( pev->origin + m_pPlayer->pev->view_ofs + gpGlobals->v_up * -12 + gpGlobals->v_forward * 32 + gpGlobals->v_right * 6 , vecShellVelocity, pev->angles.y, m_iShell, TE_BOUNCE_SHELL );
// silenced
if (pev->body == 1)
{
m_pPlayer->m_iWeaponVolume = QUIET_GUN_VOLUME;
m_pPlayer->m_iWeaponFlash = DIM_GUN_FLASH;
switch(RANDOM_LONG(0,1))
{
case 0:
EMIT_SOUND(ENT(m_pPlayer->pev), CHAN_WEAPON, "weapons/pl_gun1.wav", RANDOM_FLOAT(0.9, 1.0), ATTN_NORM);
break;
case 1:
EMIT_SOUND(ENT(m_pPlayer->pev), CHAN_WEAPON, "weapons/pl_gun2.wav", RANDOM_FLOAT(0.9, 1.0), ATTN_NORM);
break;
}
}
else
{
// non-silenced
m_pPlayer->m_iWeaponVolume = NORMAL_GUN_VOLUME;
m_pPlayer->m_iWeaponFlash = NORMAL_GUN_FLASH;
EMIT_SOUND_DYN(ENT(m_pPlayer->pev), CHAN_WEAPON, "weapons/pl_gun3.wav", RANDOM_FLOAT(0.92, 1.0), ATTN_NORM, 0, 98 + RANDOM_LONG(0,3));
}
Vector vecSrc = m_pPlayer->GetGunPosition( );
Vector vecAiming;
if ( fUseAutoAim )
{
vecAiming = m_pPlayer->GetAutoaimVector( AUTOAIM_10DEGREES );
}
else
{
vecAiming = gpGlobals->v_forward;
}
m_pPlayer->FireBullets( 1, vecSrc, vecAiming, Vector( flSpread, flSpread, flSpread ), 8192, BULLET_PLAYER_9MM, 0 );
m_flNextPrimaryAttack = m_flNextSecondaryAttack = UTIL_WeaponTimeBase() + flCycleTime;
if (!m_iClip && m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] <= 0)
// HEV suit - indicate out of ammo condition
m_pPlayer->SetSuitUpdate("!HEV_AMO0", FALSE, 0);
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + RANDOM_FLOAT ( 10, 15 );
m_pPlayer->pev->punchangle.x -= 2;
}
void CGlock::Reload( void )
{
int iResult;
if (m_iClip == 0)
iResult = DefaultReload( 17, GLOCK_RELOAD, 1.5 );
else
iResult = DefaultReload( 18, GLOCK_RELOAD_NOT_EMPTY, 1.5 );
if (iResult)
{
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + RANDOM_FLOAT ( 10, 15 );
}
}
void CGlock::WeaponIdle( void )
{
ResetEmptySound( );
m_pPlayer->GetAutoaimVector( AUTOAIM_10DEGREES );
if ( m_flTimeWeaponIdle > UTIL_WeaponTimeBase() )
return;
// only idle if the slid isn't back
if (m_iClip != 0)
{
int iAnim;
float flRand = RANDOM_FLOAT(0, 1);
if (flRand <= 0.3 + 0 * 0.75)
{
iAnim = GLOCK_IDLE3;
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 49.0 / 16;
}
else if (flRand <= 0.6 + 0 * 0.875)
{
iAnim = GLOCK_IDLE1;
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 60.0 / 16.0;
}
else
{
iAnim = GLOCK_IDLE2;
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 40.0 / 16.0;
}
SendWeaponAnim( iAnim );
}
}
class CGlockAmmo : public CBasePlayerAmmo
{
void Spawn( void )
{
Precache( );
SET_MODEL(ENT(pev), "models/w_9mmclip.mdl");
CBasePlayerAmmo::Spawn( );
}
void Precache( void )
{
PRECACHE_MODEL ("models/w_9mmclip.mdl");
PRECACHE_SOUND("items/9mmclip1.wav");
}
BOOL AddAmmo( CBaseEntity *pOther )
{
if (pOther->GiveAmmo( AMMO_GLOCKCLIP_GIVE, "9mm", _9MM_MAX_CARRY ) != -1)
{
EMIT_SOUND(ENT(pev), CHAN_ITEM, "items/9mmclip1.wav", 1, ATTN_NORM);
return TRUE;
}
return FALSE;
}
};
LINK_ENTITY_TO_CLASS( ammo_glockclip, CGlockAmmo );
LINK_ENTITY_TO_CLASS( ammo_9mmclip, CGlockAmmo );

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/***
*
* Copyright (c) 1999, 2000 Valve LLC. All rights reserved.
*
* This product contains software technology licensed from Id
* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
* All Rights Reserved.
*
* This source code contains proprietary and confidential information of
* Valve LLC and its suppliers. Access to this code is restricted to
* persons who have executed a written SDK license with Valve. Any access,
* use or distribution of this code by or to any unlicensed person is illegal.
*
****/
//=========================================================
// GMan - misunderstood servant of the people
//=========================================================
#include "extdll.h"
#include "util.h"
#include "cbase.h"
#include "monsters.h"
#include "schedule.h"
#include "weapons.h"
//=========================================================
// Monster's Anim Events Go Here
//=========================================================
class CGMan : public CBaseMonster
{
public:
void Spawn( void );
void Precache( void );
void SetYawSpeed( void );
int Classify ( void );
void HandleAnimEvent( MonsterEvent_t *pEvent );
int ISoundMask ( void );
int Save( CSave &save );
int Restore( CRestore &restore );
static TYPEDESCRIPTION m_SaveData[];
void StartTask( Task_t *pTask );
void RunTask( Task_t *pTask );
int TakeDamage( entvars_t* pevInflictor, entvars_t* pevAttacker, float flDamage, int bitsDamageType );
void TraceAttack( entvars_t *pevAttacker, float flDamage, Vector vecDir, TraceResult *ptr, int bitsDamageType);
void PlayScriptedSentence( const char *pszSentence, float duration, float volume, float attenuation, BOOL bConcurrent, CBaseEntity *pListener );
EHANDLE m_hPlayer;
EHANDLE m_hTalkTarget;
float m_flTalkTime;
};
LINK_ENTITY_TO_CLASS( monster_gman, CGMan );
TYPEDESCRIPTION CGMan::m_SaveData[] =
{
DEFINE_FIELD( CGMan, m_hTalkTarget, FIELD_EHANDLE ),
DEFINE_FIELD( CGMan, m_flTalkTime, FIELD_TIME ),
};
IMPLEMENT_SAVERESTORE( CGMan, CBaseMonster );
//=========================================================
// Classify - indicates this monster's place in the
// relationship table.
//=========================================================
int CGMan :: Classify ( void )
{
return CLASS_NONE;
}
//=========================================================
// SetYawSpeed - allows each sequence to have a different
// turn rate associated with it.
//=========================================================
void CGMan :: SetYawSpeed ( void )
{
int ys;
switch ( m_Activity )
{
case ACT_IDLE:
default:
ys = 90;
}
pev->yaw_speed = ys;
}
//=========================================================
// HandleAnimEvent - catches the monster-specific messages
// that occur when tagged animation frames are played.
//=========================================================
void CGMan :: HandleAnimEvent( MonsterEvent_t *pEvent )
{
switch( pEvent->event )
{
case 0:
default:
CBaseMonster::HandleAnimEvent( pEvent );
break;
}
}
//=========================================================
// ISoundMask - generic monster can't hear.
//=========================================================
int CGMan :: ISoundMask ( void )
{
return NULL;
}
//=========================================================
// Spawn
//=========================================================
void CGMan :: Spawn()
{
Precache();
SET_MODEL( ENT(pev), "models/gman.mdl" );
UTIL_SetSize(pev, VEC_HUMAN_HULL_MIN, VEC_HUMAN_HULL_MAX);
pev->solid = SOLID_SLIDEBOX;
pev->movetype = MOVETYPE_STEP;
m_bloodColor = DONT_BLEED;
pev->health = 100;
m_flFieldOfView = 0.5;// indicates the width of this monster's forward view cone ( as a dotproduct result )
m_MonsterState = MONSTERSTATE_NONE;
MonsterInit();
}
//=========================================================
// Precache - precaches all resources this monster needs
//=========================================================
void CGMan :: Precache()
{
PRECACHE_MODEL( "models/gman.mdl" );
}
//=========================================================
// AI Schedules Specific to this monster
//=========================================================
void CGMan :: StartTask( Task_t *pTask )
{
switch( pTask->iTask )
{
case TASK_WAIT:
if (m_hPlayer == NULL)
{
m_hPlayer = UTIL_FindEntityByClassname( NULL, "player" );
}
break;
}
CBaseMonster::StartTask( pTask );
}
void CGMan :: RunTask( Task_t *pTask )
{
switch( pTask->iTask )
{
case TASK_WAIT:
// look at who I'm talking to
if (m_flTalkTime > gpGlobals->time && m_hTalkTarget != NULL)
{
float yaw = VecToYaw(m_hTalkTarget->pev->origin - pev->origin) - pev->angles.y;
if (yaw > 180) yaw -= 360;
if (yaw < -180) yaw += 360;
// turn towards vector
SetBoneController( 0, yaw );
}
// look at player, but only if playing a "safe" idle animation
else if (m_hPlayer != NULL && pev->sequence == 0)
{
float yaw = VecToYaw(m_hPlayer->pev->origin - pev->origin) - pev->angles.y;
if (yaw > 180) yaw -= 360;
if (yaw < -180) yaw += 360;
// turn towards vector
SetBoneController( 0, yaw );
}
else
{
SetBoneController( 0, 0 );
}
CBaseMonster::RunTask( pTask );
break;
default:
SetBoneController( 0, 0 );
CBaseMonster::RunTask( pTask );
break;
}
}
//=========================================================
// Override all damage
//=========================================================
int CGMan :: TakeDamage( entvars_t* pevInflictor, entvars_t* pevAttacker, float flDamage, int bitsDamageType )
{
pev->health = pev->max_health / 2; // always trigger the 50% damage aitrigger
if ( flDamage > 0 )
{
SetConditions(bits_COND_LIGHT_DAMAGE);
}
if ( flDamage >= 20 )
{
SetConditions(bits_COND_HEAVY_DAMAGE);
}
return TRUE;
}
void CGMan::TraceAttack( entvars_t *pevAttacker, float flDamage, Vector vecDir, TraceResult *ptr, int bitsDamageType)
{
UTIL_Ricochet( ptr->vecEndPos, 1.0 );
AddMultiDamage( pevAttacker, this, flDamage, bitsDamageType );
}
void CGMan::PlayScriptedSentence( const char *pszSentence, float duration, float volume, float attenuation, BOOL bConcurrent, CBaseEntity *pListener )
{
CBaseMonster::PlayScriptedSentence( pszSentence, duration, volume, attenuation, bConcurrent, pListener );
m_flTalkTime = gpGlobals->time + duration;
m_hTalkTarget = pListener;
}

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/***
*
* Copyright (c) 1999, 2000 Valve LLC. All rights reserved.
*
* This product contains software technology licensed from Id
* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
* All Rights Reserved.
*
* Use, distribution, and modification of this source code and/or resulting
* object code is restricted to non-commercial enhancements to products from
* Valve LLC. All other use, distribution, or modification is prohibited
* without written permission from Valve LLC.
*
****/
/*
h_ai.cpp - halflife specific ai code
*/
#include "extdll.h"
#include "util.h"
#include "cbase.h"
#include "monsters.h"
#define NUM_LATERAL_CHECKS 13 // how many checks are made on each side of a monster looking for lateral cover
#define NUM_LATERAL_LOS_CHECKS 6 // how many checks are made on each side of a monster looking for lateral cover
//float flRandom = RANDOM_FLOAT(0,1);
DLL_GLOBAL BOOL g_fDrawLines = FALSE;
//=========================================================
//
// AI UTILITY FUNCTIONS
//
// !!!UNDONE - move CBaseMonster functions to monsters.cpp
//=========================================================
//=========================================================
// FBoxVisible - a more accurate ( and slower ) version
// of FVisible.
//
// !!!UNDONE - make this CBaseMonster?
//=========================================================
BOOL FBoxVisible ( entvars_t *pevLooker, entvars_t *pevTarget, Vector &vecTargetOrigin, float flSize )
{
// don't look through water
if ((pevLooker->waterlevel != 3 && pevTarget->waterlevel == 3)
|| (pevLooker->waterlevel == 3 && pevTarget->waterlevel == 0))
return FALSE;
TraceResult tr;
Vector vecLookerOrigin = pevLooker->origin + pevLooker->view_ofs;//look through the monster's 'eyes'
for (int i = 0; i < 5; i++)
{
Vector vecTarget = pevTarget->origin;
vecTarget.x += RANDOM_FLOAT( pevTarget->mins.x + flSize, pevTarget->maxs.x - flSize);
vecTarget.y += RANDOM_FLOAT( pevTarget->mins.y + flSize, pevTarget->maxs.y - flSize);
vecTarget.z += RANDOM_FLOAT( pevTarget->mins.z + flSize, pevTarget->maxs.z - flSize);
UTIL_TraceLine(vecLookerOrigin, vecTarget, ignore_monsters, ignore_glass, ENT(pevLooker)/*pentIgnore*/, &tr);
if (tr.flFraction == 1.0)
{
vecTargetOrigin = vecTarget;
return TRUE;// line of sight is valid.
}
}
return FALSE;// Line of sight is not established
}
//
// VecCheckToss - returns the velocity at which an object should be lobbed from vecspot1 to land near vecspot2.
// returns g_vecZero if toss is not feasible.
//
Vector VecCheckToss ( entvars_t *pev, const Vector &vecSpot1, Vector vecSpot2, float flGravityAdj )
{
TraceResult tr;
Vector vecMidPoint;// halfway point between Spot1 and Spot2
Vector vecApex;// highest point
Vector vecScale;
Vector vecGrenadeVel;
Vector vecTemp;
float flGravity = CVAR_GET_FLOAT( "sv_gravity" ) * flGravityAdj;
if (vecSpot2.z - vecSpot1.z > 500)
{
// to high, fail
return g_vecZero;
}
UTIL_MakeVectors (pev->angles);
// toss a little bit to the left or right, not right down on the enemy's bean (head).
vecSpot2 = vecSpot2 + gpGlobals->v_right * ( RANDOM_FLOAT(-8,8) + RANDOM_FLOAT(-16,16) );
vecSpot2 = vecSpot2 + gpGlobals->v_forward * ( RANDOM_FLOAT(-8,8) + RANDOM_FLOAT(-16,16) );
// calculate the midpoint and apex of the 'triangle'
// UNDONE: normalize any Z position differences between spot1 and spot2 so that triangle is always RIGHT
// How much time does it take to get there?
// get a rough idea of how high it can be thrown
vecMidPoint = vecSpot1 + (vecSpot2 - vecSpot1) * 0.5;
UTIL_TraceLine(vecMidPoint, vecMidPoint + Vector(0,0,500), ignore_monsters, ENT(pev), &tr);
vecMidPoint = tr.vecEndPos;
// (subtract 15 so the grenade doesn't hit the ceiling)
vecMidPoint.z -= 15;
if (vecMidPoint.z < vecSpot1.z || vecMidPoint.z < vecSpot2.z)
{
// to not enough space, fail
return g_vecZero;
}
// How high should the grenade travel to reach the apex
float distance1 = (vecMidPoint.z - vecSpot1.z);
float distance2 = (vecMidPoint.z - vecSpot2.z);
// How long will it take for the grenade to travel this distance
float time1 = sqrt( distance1 / (0.5 * flGravity) );
float time2 = sqrt( distance2 / (0.5 * flGravity) );
if (time1 < 0.1)
{
// too close
return g_vecZero;
}
// how hard to throw sideways to get there in time.
vecGrenadeVel = (vecSpot2 - vecSpot1) / (time1 + time2);
// how hard upwards to reach the apex at the right time.
vecGrenadeVel.z = flGravity * time1;
// find the apex
vecApex = vecSpot1 + vecGrenadeVel * time1;
vecApex.z = vecMidPoint.z;
UTIL_TraceLine(vecSpot1, vecApex, dont_ignore_monsters, ENT(pev), &tr);
if (tr.flFraction != 1.0)
{
// fail!
return g_vecZero;
}
// UNDONE: either ignore monsters or change it to not care if we hit our enemy
UTIL_TraceLine(vecSpot2, vecApex, ignore_monsters, ENT(pev), &tr);
if (tr.flFraction != 1.0)
{
// fail!
return g_vecZero;
}
return vecGrenadeVel;
}
//
// VecCheckThrow - returns the velocity vector at which an object should be thrown from vecspot1 to hit vecspot2.
// returns g_vecZero if throw is not feasible.
//
Vector VecCheckThrow ( entvars_t *pev, const Vector &vecSpot1, Vector vecSpot2, float flSpeed, float flGravityAdj )
{
float flGravity = CVAR_GET_FLOAT( "sv_gravity" ) * flGravityAdj;
Vector vecGrenadeVel = (vecSpot2 - vecSpot1);
// throw at a constant time
float time = vecGrenadeVel.Length( ) / flSpeed;
vecGrenadeVel = vecGrenadeVel * (1.0 / time);
// adjust upward toss to compensate for gravity loss
vecGrenadeVel.z += flGravity * time * 0.5;
Vector vecApex = vecSpot1 + (vecSpot2 - vecSpot1) * 0.5;
vecApex.z += 0.5 * flGravity * (time * 0.5) * (time * 0.5);
TraceResult tr;
UTIL_TraceLine(vecSpot1, vecApex, dont_ignore_monsters, ENT(pev), &tr);
if (tr.flFraction != 1.0)
{
// fail!
return g_vecZero;
}
UTIL_TraceLine(vecSpot2, vecApex, ignore_monsters, ENT(pev), &tr);
if (tr.flFraction != 1.0)
{
// fail!
return g_vecZero;
}
return vecGrenadeVel;
}

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/***
*
* Copyright (c) 1999, 2000 Valve LLC. All rights reserved.
*
* This product contains software technology licensed from Id
* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
* All Rights Reserved.
*
* Use, distribution, and modification of this source code and/or resulting
* object code is restricted to non-commercial enhancements to products from
* Valve LLC. All other use, distribution, or modification is prohibited
* without written permission from Valve LLC.
*
****/
/*
===== h_battery.cpp ========================================================
battery-related code
*/
#include "extdll.h"
#include "util.h"
#include "cbase.h"
#include "saverestore.h"
#include "skill.h"
#include "gamerules.h"
class CRecharge : public CBaseToggle
{
public:
void Spawn( );
void Precache( void );
void EXPORT Off(void);
void EXPORT Recharge(void);
void KeyValue( KeyValueData *pkvd );
void Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value );
virtual int ObjectCaps( void ) { return (CBaseToggle :: ObjectCaps() | FCAP_CONTINUOUS_USE) & ~FCAP_ACROSS_TRANSITION; }
virtual int Save( CSave &save );
virtual int Restore( CRestore &restore );
static TYPEDESCRIPTION m_SaveData[];
float m_flNextCharge;
int m_iReactivate ; // DeathMatch Delay until reactvated
int m_iJuice;
int m_iOn; // 0 = off, 1 = startup, 2 = going
float m_flSoundTime;
};
TYPEDESCRIPTION CRecharge::m_SaveData[] =
{
DEFINE_FIELD( CRecharge, m_flNextCharge, FIELD_TIME ),
DEFINE_FIELD( CRecharge, m_iReactivate, FIELD_INTEGER),
DEFINE_FIELD( CRecharge, m_iJuice, FIELD_INTEGER),
DEFINE_FIELD( CRecharge, m_iOn, FIELD_INTEGER),
DEFINE_FIELD( CRecharge, m_flSoundTime, FIELD_TIME ),
};
IMPLEMENT_SAVERESTORE( CRecharge, CBaseEntity );
LINK_ENTITY_TO_CLASS(func_recharge, CRecharge);
void CRecharge::KeyValue( KeyValueData *pkvd )
{
if ( FStrEq(pkvd->szKeyName, "style") ||
FStrEq(pkvd->szKeyName, "height") ||
FStrEq(pkvd->szKeyName, "value1") ||
FStrEq(pkvd->szKeyName, "value2") ||
FStrEq(pkvd->szKeyName, "value3"))
{
pkvd->fHandled = TRUE;
}
else if (FStrEq(pkvd->szKeyName, "dmdelay"))
{
m_iReactivate = atoi(pkvd->szValue);
pkvd->fHandled = TRUE;
}
else
CBaseToggle::KeyValue( pkvd );
}
void CRecharge::Spawn()
{
Precache( );
pev->solid = SOLID_BSP;
pev->movetype = MOVETYPE_PUSH;
UTIL_SetOrigin(pev, pev->origin); // set size and link into world
UTIL_SetSize(pev, pev->mins, pev->maxs);
SET_MODEL(ENT(pev), STRING(pev->model) );
m_iJuice = gSkillData.suitchargerCapacity;
pev->frame = 0;
}
void CRecharge::Precache()
{
PRECACHE_SOUND("items/suitcharge1.wav");
PRECACHE_SOUND("items/suitchargeno1.wav");
PRECACHE_SOUND("items/suitchargeok1.wav");
}
void CRecharge::Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value )
{
// if it's not a player, ignore
if (!FClassnameIs(pActivator->pev, "player"))
return;
// if there is no juice left, turn it off
if (m_iJuice <= 0)
{
pev->frame = 1;
Off();
}
// if the player doesn't have the suit, or there is no juice left, make the deny noise
if ((m_iJuice <= 0) || (!(pActivator->pev->weapons & (1<<WEAPON_SUIT))))
{
if (m_flSoundTime <= gpGlobals->time)
{
m_flSoundTime = gpGlobals->time + 0.62;
EMIT_SOUND(ENT(pev), CHAN_ITEM, "items/suitchargeno1.wav", 0.85, ATTN_NORM );
}
return;
}
pev->nextthink = pev->ltime + 0.25;
SetThink(Off);
// Time to recharge yet?
if (m_flNextCharge >= gpGlobals->time)
return;
// Make sure that we have a caller
if (!pActivator)
return;
m_hActivator = pActivator;
//only recharge the player
if (!m_hActivator->IsPlayer() )
return;
// Play the on sound or the looping charging sound
if (!m_iOn)
{
m_iOn++;
EMIT_SOUND(ENT(pev), CHAN_ITEM, "items/suitchargeok1.wav", 0.85, ATTN_NORM );
m_flSoundTime = 0.56 + gpGlobals->time;
}
if ((m_iOn == 1) && (m_flSoundTime <= gpGlobals->time))
{
m_iOn++;
EMIT_SOUND(ENT(pev), CHAN_STATIC, "items/suitcharge1.wav", 0.85, ATTN_NORM );
}
// charge the player
if (m_hActivator->pev->armorvalue < 100)
{
m_iJuice--;
m_hActivator->pev->armorvalue += 1;
if (m_hActivator->pev->armorvalue > 100)
m_hActivator->pev->armorvalue = 100;
}
// govern the rate of charge
m_flNextCharge = gpGlobals->time + 0.1;
}
void CRecharge::Recharge(void)
{
m_iJuice = gSkillData.suitchargerCapacity;
pev->frame = 0;
SetThink( SUB_DoNothing );
}
void CRecharge::Off(void)
{
// Stop looping sound.
if (m_iOn > 1)
STOP_SOUND( ENT(pev), CHAN_STATIC, "items/suitcharge1.wav" );
m_iOn = 0;
if ((!m_iJuice) && ( ( m_iReactivate = g_pGameRules->FlHEVChargerRechargeTime() ) > 0) )
{
pev->nextthink = pev->ltime + m_iReactivate;
SetThink(Recharge);
}
else
SetThink( SUB_DoNothing );
}

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/***
*
* Copyright (c) 1999, 2000 Valve LLC. All rights reserved.
*
* This product contains software technology licensed from Id
* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
* All Rights Reserved.
*
* This source code contains proprietary and confidential information of
* Valve LLC and its suppliers. Access to this code is restricted to
* persons who have executed a written SDK license with Valve. Any access,
* use or distribution of this code by or to any unlicensed person is illegal.
*
****/
/*
===== h_cine.cpp ========================================================
The Halflife hard coded "scripted sequence".
I'm pretty sure all this code is obsolete
*/
#include "extdll.h"
#include "util.h"
#include "cbase.h"
#include "monsters.h"
#include "decals.h"
class CLegacyCineMonster : public CBaseMonster
{
public:
void CineSpawn( char *szModel );
void Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value );
void EXPORT CineThink( void );
void Pain( void );
void Die( void );
};
class CCineScientist : public CLegacyCineMonster
{
public:
void Spawn( void ) { CineSpawn("models/cine-scientist.mdl"); }
};
class CCine2Scientist : public CLegacyCineMonster
{
public:
void Spawn( void ) { CineSpawn("models/cine2-scientist.mdl"); }
};
class CCinePanther : public CLegacyCineMonster
{
public:
void Spawn( void ) { CineSpawn("models/cine-panther.mdl"); }
};
class CCineBarney : public CLegacyCineMonster
{
public:
void Spawn( void ) { CineSpawn("models/cine-barney.mdl"); }
};
class CCine2HeavyWeapons : public CLegacyCineMonster
{
public:
void Spawn( void ) { CineSpawn("models/cine2_hvyweapons.mdl"); }
};
class CCine2Slave : public CLegacyCineMonster
{
public:
void Spawn( void ) { CineSpawn("models/cine2_slave.mdl"); }
};
class CCine3Scientist : public CLegacyCineMonster
{
public:
void Spawn( void ) { CineSpawn("models/cine3-scientist.mdl"); }
};
class CCine3Barney : public CLegacyCineMonster
{
public:
void Spawn( void ) { CineSpawn("models/cine3-barney.mdl"); }
};
//
// ********** Scientist SPAWN **********
//
LINK_ENTITY_TO_CLASS( monster_cine_scientist, CCineScientist );
LINK_ENTITY_TO_CLASS( monster_cine_panther, CCinePanther );
LINK_ENTITY_TO_CLASS( monster_cine_barney, CCineBarney );
LINK_ENTITY_TO_CLASS( monster_cine2_scientist, CCine2Scientist );
LINK_ENTITY_TO_CLASS( monster_cine2_hvyweapons, CCine2HeavyWeapons );
LINK_ENTITY_TO_CLASS( monster_cine2_slave, CCine2Slave );
LINK_ENTITY_TO_CLASS( monster_cine3_scientist, CCine3Scientist );
LINK_ENTITY_TO_CLASS( monster_cine3_barney, CCine3Barney );
//
// ********** Scientist SPAWN **********
//
void CLegacyCineMonster :: CineSpawn( char *szModel )
{
PRECACHE_MODEL(szModel);
SET_MODEL(ENT(pev), szModel);
UTIL_SetSize(pev, Vector(-16, -16, 0), Vector(16, 16, 64));
pev->solid = SOLID_SLIDEBOX;
pev->movetype = MOVETYPE_STEP;
pev->effects = 0;
pev->health = 1;
pev->yaw_speed = 10;
// ugly alpha hack, can't set ints from the bsp.
pev->sequence = (int)pev->impulse;
ResetSequenceInfo( );
pev->framerate = 0.0;
m_bloodColor = BLOOD_COLOR_RED;
// if no targetname, start now
if ( FStringNull(pev->targetname) )
{
SetThink( CineThink );
pev->nextthink += 1.0;
}
}
//
// CineStart
//
void CLegacyCineMonster :: Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value )
{
pev->animtime = 0; // reset the sequence
SetThink( CineThink );
pev->nextthink = gpGlobals->time;
}
//
// ********** Scientist DIE **********
//
void CLegacyCineMonster :: Die( void )
{
SetThink( SUB_Remove );
}
//
// ********** Scientist PAIN **********
//
void CLegacyCineMonster :: Pain( void )
{
EMIT_SOUND(ENT(pev), CHAN_VOICE, "player/pain3.wav", 1, ATTN_NORM);
}
void CLegacyCineMonster :: CineThink( void )
{
// DBG_CheckMonsterData(pev);
// Emit particles from origin (double check animator's placement of model)
// THIS is a test feature
//UTIL_ParticleEffect(pev->origin, g_vecZero, 255, 20);
if (!pev->animtime)
ResetSequenceInfo( );
pev->nextthink = gpGlobals->time + 1.0;
if (pev->spawnflags != 0 && m_fSequenceFinished)
{
Die();
return;
}
StudioFrameAdvance ( );
}
//
// cine_blood
//
// e3/prealpha only.
class CCineBlood : public CBaseEntity
{
public:
void Spawn( void );
void EXPORT BloodStart ( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value );
void EXPORT BloodGush ( void );
};
LINK_ENTITY_TO_CLASS( cine_blood, CCineBlood );
void CCineBlood :: BloodGush ( void )
{
Vector vecSplatDir;
TraceResult tr;
pev->nextthink = gpGlobals->time + 0.1;
UTIL_MakeVectors(pev->angles);
if ( pev->health-- < 0 )
REMOVE_ENTITY(ENT(pev));
// CHANGE_METHOD ( ENT(pev), em_think, SUB_Remove );
if ( RANDOM_FLOAT ( 0 , 1 ) < 0.7 )// larger chance of globs
{
UTIL_BloodDrips( pev->origin, UTIL_RandomBloodVector(), BLOOD_COLOR_RED, 10 );
}
else// slim chance of geyser
{
UTIL_BloodStream( pev->origin, UTIL_RandomBloodVector(), BLOOD_COLOR_RED, RANDOM_LONG(50, 150) );
}
if ( RANDOM_FLOAT ( 0, 1 ) < 0.75 )
{// decals the floor with blood.
vecSplatDir = Vector ( 0 , 0 , -1 );
vecSplatDir = vecSplatDir + (RANDOM_FLOAT(-1,1) * 0.6 * gpGlobals->v_right) + (RANDOM_FLOAT(-1,1) * 0.6 * gpGlobals->v_forward);// randomize a bit
UTIL_TraceLine( pev->origin + Vector ( 0, 0 , 64) , pev->origin + vecSplatDir * 256, ignore_monsters, ENT(pev), &tr);
if ( tr.flFraction != 1.0 )
{
// Decal with a bloodsplat
UTIL_BloodDecalTrace( &tr, BLOOD_COLOR_RED );
}
}
}
void CCineBlood :: BloodStart ( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value )
{
SetThink( BloodGush );
pev->nextthink = gpGlobals->time;// now!
}
void CCineBlood :: Spawn ( void )
{
pev->solid = SOLID_NOT;
SetUse ( BloodStart );
pev->health = 20;//hacked health to count iterations
}

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/***
*
* Copyright (c) 1999, 2000 Valve LLC. All rights reserved.
*
* This product contains software technology licensed from Id
* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
* All Rights Reserved.
*
* Use, distribution, and modification of this source code and/or resulting
* object code is restricted to non-commercial enhancements to products from
* Valve LLC. All other use, distribution, or modification is prohibited
* without written permission from Valve LLC.
*
****/
/*
===== h_cycler.cpp ========================================================
The Halflife Cycler Monsters
*/
#include "extdll.h"
#include "util.h"
#include "cbase.h"
#include "monsters.h"
#include "animation.h"
#include "weapons.h"
#include "player.h"
#define TEMP_FOR_SCREEN_SHOTS
#ifdef TEMP_FOR_SCREEN_SHOTS //===================================================
class CCycler : public CBaseMonster
{
public:
void GenericCyclerSpawn(char *szModel, Vector vecMin, Vector vecMax);
virtual int ObjectCaps( void ) { return (CBaseEntity :: ObjectCaps() | FCAP_IMPULSE_USE); }
int TakeDamage( entvars_t* pevInflictor, entvars_t* pevAttacker, float flDamage, int bitsDamageType );
void Spawn( void );
void Think( void );
//void Pain( float flDamage );
void Use ( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value );
// Don't treat as a live target
virtual BOOL IsAlive( void ) { return FALSE; }
virtual int Save( CSave &save );
virtual int Restore( CRestore &restore );
static TYPEDESCRIPTION m_SaveData[];
int m_animate;
};
TYPEDESCRIPTION CCycler::m_SaveData[] =
{
DEFINE_FIELD( CCycler, m_animate, FIELD_INTEGER ),
};
IMPLEMENT_SAVERESTORE( CCycler, CBaseMonster );
//
// we should get rid of all the other cyclers and replace them with this.
//
class CGenericCycler : public CCycler
{
public:
void Spawn( void ) { GenericCyclerSpawn( (char *)STRING(pev->model), Vector(-16, -16, 0), Vector(16, 16, 72) ); }
};
LINK_ENTITY_TO_CLASS( cycler, CGenericCycler );
// Probe droid imported for tech demo compatibility
//
// PROBE DROID
//
class CCyclerProbe : public CCycler
{
public:
void Spawn( void );
};
LINK_ENTITY_TO_CLASS( cycler_prdroid, CCyclerProbe );
void CCyclerProbe :: Spawn( void )
{
pev->origin = pev->origin + Vector ( 0, 0, 16 );
GenericCyclerSpawn( "models/prdroid.mdl", Vector(-16,-16,-16), Vector(16,16,16));
}
// Cycler member functions
void CCycler :: GenericCyclerSpawn(char *szModel, Vector vecMin, Vector vecMax)
{
if (!szModel || !*szModel)
{
ALERT(at_error, "cycler at %.0f %.0f %0.f missing modelname", pev->origin.x, pev->origin.y, pev->origin.z );
REMOVE_ENTITY(ENT(pev));
return;
}
pev->classname = MAKE_STRING("cycler");
PRECACHE_MODEL( szModel );
SET_MODEL(ENT(pev), szModel);
CCycler::Spawn( );
UTIL_SetSize(pev, vecMin, vecMax);
}
void CCycler :: Spawn( )
{
InitBoneControllers();
pev->solid = SOLID_SLIDEBOX;
pev->movetype = MOVETYPE_NONE;
pev->takedamage = DAMAGE_YES;
pev->effects = 0;
pev->health = 80000;// no cycler should die
pev->yaw_speed = 5;
pev->ideal_yaw = pev->angles.y;
ChangeYaw( 360 );
m_flFrameRate = 75;
m_flGroundSpeed = 0;
pev->nextthink += 1.0;
ResetSequenceInfo( );
if (pev->sequence != 0 || pev->frame != 0)
{
m_animate = 0;
pev->framerate = 0;
}
else
{
m_animate = 1;
}
}
//
// cycler think
//
void CCycler :: Think( void )
{
pev->nextthink = gpGlobals->time + 0.1;
if (m_animate)
{
StudioFrameAdvance ( );
}
if (m_fSequenceFinished && !m_fSequenceLoops)
{
// ResetSequenceInfo();
// hack to avoid reloading model every frame
pev->animtime = gpGlobals->time;
pev->framerate = 1.0;
m_fSequenceFinished = FALSE;
m_flLastEventCheck = gpGlobals->time;
pev->frame = 0;
if (!m_animate)
pev->framerate = 0.0; // FIX: don't reset framerate
}
}
//
// CyclerUse - starts a rotation trend
//
void CCycler :: Use ( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value )
{
m_animate = !m_animate;
if (m_animate)
pev->framerate = 1.0;
else
pev->framerate = 0.0;
}
//
// CyclerPain , changes sequences when shot
//
//void CCycler :: Pain( float flDamage )
int CCycler :: TakeDamage( entvars_t* pevInflictor, entvars_t* pevAttacker, float flDamage, int bitsDamageType )
{
if (m_animate)
{
pev->sequence++;
ResetSequenceInfo( );
if (m_flFrameRate == 0.0)
{
pev->sequence = 0;
ResetSequenceInfo( );
}
pev->frame = 0;
}
else
{
pev->framerate = 1.0;
StudioFrameAdvance ( 0.1 );
pev->framerate = 0;
ALERT( at_console, "sequence: %d, frame %.0f\n", pev->sequence, pev->frame );
}
return 0;
}
#endif
class CCyclerSprite : public CBaseEntity
{
public:
void Spawn( void );
void Think( void );
void Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value );
virtual int ObjectCaps( void ) { return (CBaseEntity :: ObjectCaps() | FCAP_DONT_SAVE | FCAP_IMPULSE_USE); }
virtual int TakeDamage( entvars_t* pevInflictor, entvars_t* pevAttacker, float flDamage, int bitsDamageType );
void Animate( float frames );
virtual int Save( CSave &save );
virtual int Restore( CRestore &restore );
static TYPEDESCRIPTION m_SaveData[];
inline int ShouldAnimate( void ) { return m_animate && m_maxFrame > 1.0; }
int m_animate;
float m_lastTime;
float m_maxFrame;
};
LINK_ENTITY_TO_CLASS( cycler_sprite, CCyclerSprite );
TYPEDESCRIPTION CCyclerSprite::m_SaveData[] =
{
DEFINE_FIELD( CCyclerSprite, m_animate, FIELD_INTEGER ),
DEFINE_FIELD( CCyclerSprite, m_lastTime, FIELD_TIME ),
DEFINE_FIELD( CCyclerSprite, m_maxFrame, FIELD_FLOAT ),
};
IMPLEMENT_SAVERESTORE( CCyclerSprite, CBaseEntity );
void CCyclerSprite::Spawn( void )
{
pev->solid = SOLID_SLIDEBOX;
pev->movetype = MOVETYPE_NONE;
pev->takedamage = DAMAGE_YES;
pev->effects = 0;
pev->frame = 0;
pev->nextthink = gpGlobals->time + 0.1;
m_animate = 1;
m_lastTime = gpGlobals->time;
PRECACHE_MODEL( (char *)STRING(pev->model) );
SET_MODEL( ENT(pev), STRING(pev->model) );
m_maxFrame = (float) MODEL_FRAMES( pev->modelindex ) - 1;
}
void CCyclerSprite::Think( void )
{
if ( ShouldAnimate() )
Animate( pev->framerate * (gpGlobals->time - m_lastTime) );
pev->nextthink = gpGlobals->time + 0.1;
m_lastTime = gpGlobals->time;
}
void CCyclerSprite::Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value )
{
m_animate = !m_animate;
ALERT( at_console, "Sprite: %s\n", STRING(pev->model) );
}
int CCyclerSprite::TakeDamage( entvars_t* pevInflictor, entvars_t* pevAttacker, float flDamage, int bitsDamageType )
{
if ( m_maxFrame > 1.0 )
{
Animate( 1.0 );
}
return 1;
}
void CCyclerSprite::Animate( float frames )
{
pev->frame += frames;
if ( m_maxFrame > 0 )
pev->frame = fmod( pev->frame, m_maxFrame );
}
class CWeaponCycler : public CBasePlayerWeapon
{
public:
void Spawn( void );
int iItemSlot( void ) { return 1; }
int GetItemInfo(ItemInfo *p) {return 0; }
void PrimaryAttack( void );
void SecondaryAttack( void );
BOOL Deploy( void );
void Holster( int skiplocal = 0 );
int m_iszModel;
int m_iModel;
};
LINK_ENTITY_TO_CLASS( cycler_weapon, CWeaponCycler );
void CWeaponCycler::Spawn( )
{
pev->solid = SOLID_SLIDEBOX;
pev->movetype = MOVETYPE_NONE;
PRECACHE_MODEL( (char *)STRING(pev->model) );
SET_MODEL( ENT(pev), STRING(pev->model) );
m_iszModel = pev->model;
m_iModel = pev->modelindex;
UTIL_SetOrigin( pev, pev->origin );
UTIL_SetSize(pev, Vector(-16, -16, 0), Vector(16, 16, 16));
SetTouch( DefaultTouch );
}
BOOL CWeaponCycler::Deploy( )
{
m_pPlayer->pev->viewmodel = m_iszModel;
m_pPlayer->m_flNextAttack = UTIL_WeaponTimeBase() + 1.0;
SendWeaponAnim( 0 );
m_iClip = 0;
return TRUE;
}
void CWeaponCycler::Holster( int skiplocal /* = 0 */ )
{
m_pPlayer->m_flNextAttack = UTIL_WeaponTimeBase() + 0.5;
}
void CWeaponCycler::PrimaryAttack()
{
SendWeaponAnim( pev->sequence );
m_flNextPrimaryAttack = gpGlobals->time + 0.3;
}
void CWeaponCycler::SecondaryAttack( void )
{
float flFrameRate, flGroundSpeed;
pev->sequence = (pev->sequence + 1) % 8;
pev->modelindex = m_iModel;
void *pmodel = GET_MODEL_PTR( ENT(pev) );
GetSequenceInfo( pmodel, pev, &flFrameRate, &flGroundSpeed );
pev->modelindex = 0;
if (flFrameRate == 0.0)
{
pev->sequence = 0;
}
SendWeaponAnim( pev->sequence );
m_flNextSecondaryAttack = gpGlobals->time + 0.3;
}
// Flaming Wreakage
class CWreckage : public CBaseMonster
{
int Save( CSave &save );
int Restore( CRestore &restore );
static TYPEDESCRIPTION m_SaveData[];
void Spawn( void );
void Precache( void );
void Think( void );
int m_flStartTime;
};
TYPEDESCRIPTION CWreckage::m_SaveData[] =
{
DEFINE_FIELD( CWreckage, m_flStartTime, FIELD_TIME ),
};
IMPLEMENT_SAVERESTORE( CWreckage, CBaseMonster );
LINK_ENTITY_TO_CLASS( cycler_wreckage, CWreckage );
void CWreckage::Spawn( void )
{
pev->solid = SOLID_NOT;
pev->movetype = MOVETYPE_NONE;
pev->takedamage = 0;
pev->effects = 0;
pev->frame = 0;
pev->nextthink = gpGlobals->time + 0.1;
if (pev->model)
{
PRECACHE_MODEL( (char *)STRING(pev->model) );
SET_MODEL( ENT(pev), STRING(pev->model) );
}
// pev->scale = 5.0;
m_flStartTime = gpGlobals->time;
}
void CWreckage::Precache( )
{
if ( pev->model )
PRECACHE_MODEL( (char *)STRING(pev->model) );
}
void CWreckage::Think( void )
{
StudioFrameAdvance( );
pev->nextthink = gpGlobals->time + 0.2;
if (pev->dmgtime)
{
if (pev->dmgtime < gpGlobals->time)
{
UTIL_Remove( this );
return;
}
else if (RANDOM_FLOAT( 0, pev->dmgtime - m_flStartTime ) > pev->dmgtime - gpGlobals->time)
{
return;
}
}
Vector VecSrc;
VecSrc.x = RANDOM_FLOAT( pev->absmin.x, pev->absmax.x );
VecSrc.y = RANDOM_FLOAT( pev->absmin.y, pev->absmax.y );
VecSrc.z = RANDOM_FLOAT( pev->absmin.z, pev->absmax.z );
MESSAGE_BEGIN( MSG_PVS, SVC_TEMPENTITY, VecSrc );
WRITE_BYTE( TE_SMOKE );
WRITE_COORD( VecSrc.x );
WRITE_COORD( VecSrc.y );
WRITE_COORD( VecSrc.z );
WRITE_SHORT( g_sModelIndexSmoke );
WRITE_BYTE( RANDOM_LONG(0,49) + 50 ); // scale * 10
WRITE_BYTE( RANDOM_LONG(0, 3) + 8 ); // framerate
MESSAGE_END();
}

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/***
*
* Copyright (c) 1999, 2000 Valve LLC. All rights reserved.
*
* This product contains software technology licensed from Id
* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
* All Rights Reserved.
*
* Use, distribution, and modification of this source code and/or resulting
* object code is restricted to non-commercial enhancements to products from
* Valve LLC. All other use, distribution, or modification is prohibited
* without written permission from Valve LLC.
*
****/
/*
===== h_export.cpp ========================================================
Entity classes exported by Halflife.
*/
#include "extdll.h"
#include "util.h"
#include "cbase.h"
#ifdef _WIN32
// Required DLL entry point
BOOL WINAPI DllMain(
HINSTANCE hinstDLL,
DWORD fdwReason,
LPVOID lpvReserved)
{
if (fdwReason == DLL_PROCESS_ATTACH)
{
}
else if (fdwReason == DLL_PROCESS_DETACH)
{
}
return TRUE;
}
#endif
// Holds engine functionality callbacks
enginefuncs_t g_engfuncs;
globalvars_t *gpGlobals;
#ifdef _WIN32
void DLLEXPORT GiveFnptrsToDll( enginefuncs_t* pengfuncsFromEngine, globalvars_t *pGlobals )
#else
extern "C" void DLLEXPORT GiveFnptrsToDll( enginefuncs_t* pengfuncsFromEngine, globalvars_t *pGlobals )
#endif
{
memcpy(&g_engfuncs, pengfuncsFromEngine, sizeof(enginefuncs_t));
gpGlobals = pGlobals;
}

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/***
*
* Copyright (c) 1999, 2000 Valve LLC. All rights reserved.
*
* This product contains software technology licensed from Id
* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
* All Rights Reserved.
*
* Use, distribution, and modification of this source code and/or resulting
* object code is restricted to non-commercial enhancements to products from
* Valve LLC. All other use, distribution, or modification is prohibited
* without written permission from Valve LLC.
*
****/
#include "extdll.h"
#include "util.h"
#include "cbase.h"
#include "monsters.h"
#include "weapons.h"
#include "nodes.h"
#include "player.h"
#define HANDGRENADE_PRIMARY_VOLUME 450
enum handgrenade_e {
HANDGRENADE_IDLE = 0,
HANDGRENADE_FIDGET,
HANDGRENADE_PINPULL,
HANDGRENADE_THROW1, // toss
HANDGRENADE_THROW2, // medium
HANDGRENADE_THROW3, // hard
HANDGRENADE_HOLSTER,
HANDGRENADE_DRAW
};
class CHandGrenade : public CBasePlayerWeapon
{
public:
void Spawn( void );
void Precache( void );
int iItemSlot( void ) { return 5; }
int GetItemInfo(ItemInfo *p);
void PrimaryAttack( void );
BOOL Deploy( void );
BOOL CanHolster( void );
void Holster( int skiplocal = 0 );
void WeaponIdle( void );
float m_flStartThrow;
float m_flReleaseThrow;
};
LINK_ENTITY_TO_CLASS( weapon_handgrenade, CHandGrenade );
void CHandGrenade::Spawn( )
{
Precache( );
m_iId = WEAPON_HANDGRENADE;
SET_MODEL(ENT(pev), "models/w_grenade.mdl");
pev->dmg = gSkillData.plrDmgHandGrenade;
m_iDefaultAmmo = HANDGRENADE_DEFAULT_GIVE;
FallInit();// get ready to fall down.
}
void CHandGrenade::Precache( void )
{
PRECACHE_MODEL("models/w_grenade.mdl");
PRECACHE_MODEL("models/v_grenade.mdl");
PRECACHE_MODEL("models/p_grenade.mdl");
}
int CHandGrenade::GetItemInfo(ItemInfo *p)
{
p->pszName = STRING(pev->classname);
p->pszAmmo1 = "Hand Grenade";
p->iMaxAmmo1 = HANDGRENADE_MAX_CARRY;
p->pszAmmo2 = NULL;
p->iMaxAmmo2 = -1;
p->iMaxClip = WEAPON_NOCLIP;
p->iSlot = 4;
p->iPosition = 0;
p->iId = m_iId = WEAPON_HANDGRENADE;
p->iWeight = HANDGRENADE_WEIGHT;
p->iFlags = ITEM_FLAG_LIMITINWORLD | ITEM_FLAG_EXHAUSTIBLE;
return 1;
}
BOOL CHandGrenade::Deploy( )
{
m_flReleaseThrow = -1;
return DefaultDeploy( "models/v_grenade.mdl", "models/p_grenade.mdl", HANDGRENADE_DRAW, "crowbar" );
}
BOOL CHandGrenade::CanHolster( void )
{
// can only holster hand grenades when not primed!
return ( m_flStartThrow == 0 );
}
void CHandGrenade::Holster( int skiplocal /* = 0 */ )
{
m_pPlayer->m_flNextAttack = UTIL_WeaponTimeBase() + 0.5;
if (m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType])
{
SendWeaponAnim( HANDGRENADE_HOLSTER );
}
else
{
// no more grenades!
m_pPlayer->pev->weapons &= ~(1<<WEAPON_HANDGRENADE);
SetThink( DestroyItem );
pev->nextthink = gpGlobals->time + 0.1;
}
EMIT_SOUND(ENT(m_pPlayer->pev), CHAN_WEAPON, "common/null.wav", 1.0, ATTN_NORM);
}
void CHandGrenade::PrimaryAttack()
{
if (!m_flStartThrow && m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] > 0)
{
m_flStartThrow = gpGlobals->time;
m_flReleaseThrow = 0;
SendWeaponAnim( HANDGRENADE_PINPULL );
m_flTimeWeaponIdle = gpGlobals->time + 0.5;
}
}
void CHandGrenade::WeaponIdle( void )
{
if (m_flReleaseThrow == 0)
m_flReleaseThrow = gpGlobals->time;
if (m_flTimeWeaponIdle > gpGlobals->time)
return;
if (m_flStartThrow)
{
Vector angThrow = m_pPlayer->pev->viewangles + m_pPlayer->pev->punchangle;
if (angThrow.x < 0)
angThrow.x = -10 + angThrow.x * ((90 - 10) / 90.0);
else
angThrow.x = -10 + angThrow.x * ((90 + 10) / 90.0);
float flVel = (90 - angThrow.x) * 4;
if (flVel > 500)
flVel = 500;
UTIL_MakeVectors( angThrow );
Vector vecSrc = m_pPlayer->pev->origin + m_pPlayer->pev->view_ofs + gpGlobals->v_forward * 16;
Vector vecThrow = gpGlobals->v_forward * flVel + m_pPlayer->pev->velocity;
// alway explode 3 seconds after the pin was pulled
float time = m_flStartThrow - gpGlobals->time + 3.0;
if (time < 0)
time = 0;
CGrenade::ShootTimed( m_pPlayer->pev, vecSrc, vecThrow, time );
if (flVel < 500)
{
SendWeaponAnim( HANDGRENADE_THROW1 );
}
else if (flVel < 1000)
{
SendWeaponAnim( HANDGRENADE_THROW2 );
}
else
{
SendWeaponAnim( HANDGRENADE_THROW3 );
}
// player "shoot" animation
m_pPlayer->SetAnimation( PLAYER_ATTACK1 );
m_flStartThrow = 0;
m_flNextPrimaryAttack = gpGlobals->time + 0.5;
m_flTimeWeaponIdle = gpGlobals->time + 0.5;
m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType]--;
if ( !m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] )
{
// just threw last grenade
// set attack times in the future, and weapon idle in the future so we can see the whole throw
// animation, weapon idle will automatically retire the weapon for us.
m_flTimeWeaponIdle = m_flNextSecondaryAttack = m_flNextPrimaryAttack = gpGlobals->time + 0.5;// ensure that the animation can finish playing
}
return;
}
else if (m_flReleaseThrow > 0)
{
// we've finished the throw, restart.
m_flStartThrow = 0;
if (m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType])
{
SendWeaponAnim( HANDGRENADE_DRAW );
}
else
{
RetireWeapon();
return;
}
m_flTimeWeaponIdle = gpGlobals->time + RANDOM_FLOAT ( 10, 15 );
m_flReleaseThrow = -1;
return;
}
if (m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType])
{
int iAnim;
float flRand = RANDOM_FLOAT(0, 1);
if (flRand <= 0.75)
{
iAnim = HANDGRENADE_IDLE;
m_flTimeWeaponIdle = gpGlobals->time + RANDOM_FLOAT ( 10, 15 );// how long till we do this again.
}
else
{
iAnim = HANDGRENADE_FIDGET;
m_flTimeWeaponIdle = gpGlobals->time + 75.0 / 30.0;
}
SendWeaponAnim( iAnim );
}
}

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/***
*
* Copyright (c) 1999, 2000 Valve LLC. All rights reserved.
*
* This product contains software technology licensed from Id
* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
* All Rights Reserved.
*
* This source code contains proprietary and confidential information of
* Valve LLC and its suppliers. Access to this code is restricted to
* persons who have executed a written SDK license with Valve. Any access,
* use or distribution of this code by or to any unlicensed person is illegal.
*
****/
//=========================================================
// headcrab.cpp - tiny, jumpy alien parasite
//=========================================================
#include "extdll.h"
#include "util.h"
#include "cbase.h"
#include "monsters.h"
#include "schedule.h"
//=========================================================
// Monster's Anim Events Go Here
//=========================================================
#define HC_AE_JUMPATTACK ( 2 )
Task_t tlHCRangeAttack1[] =
{
{ TASK_STOP_MOVING, (float)0 },
{ TASK_FACE_IDEAL, (float)0 },
{ TASK_RANGE_ATTACK1, (float)0 },
{ TASK_SET_ACTIVITY, (float)ACT_IDLE },
{ TASK_FACE_IDEAL, (float)0 },
{ TASK_WAIT_RANDOM, (float)0.5 },
};
Schedule_t slHCRangeAttack1[] =
{
{
tlHCRangeAttack1,
ARRAYSIZE ( tlHCRangeAttack1 ),
bits_COND_ENEMY_OCCLUDED |
bits_COND_NO_AMMO_LOADED,
0,
"HCRangeAttack1"
},
};
Task_t tlHCRangeAttack1Fast[] =
{
{ TASK_STOP_MOVING, (float)0 },
{ TASK_FACE_IDEAL, (float)0 },
{ TASK_RANGE_ATTACK1, (float)0 },
{ TASK_SET_ACTIVITY, (float)ACT_IDLE },
};
Schedule_t slHCRangeAttack1Fast[] =
{
{
tlHCRangeAttack1Fast,
ARRAYSIZE ( tlHCRangeAttack1Fast ),
bits_COND_ENEMY_OCCLUDED |
bits_COND_NO_AMMO_LOADED,
0,
"HCRAFast"
},
};
class CHeadCrab : public CBaseMonster
{
public:
void Spawn( void );
void Precache( void );
void RunTask ( Task_t *pTask );
void StartTask ( Task_t *pTask );
void SetYawSpeed ( void );
void EXPORT LeapTouch ( CBaseEntity *pOther );
Vector Center( void );
Vector BodyTarget( const Vector &posSrc );
void PainSound( void );
void DeathSound( void );
void IdleSound( void );
void AlertSound( void );
void PrescheduleThink( void );
int Classify ( void );
void HandleAnimEvent( MonsterEvent_t *pEvent );
BOOL CheckRangeAttack1 ( float flDot, float flDist );
BOOL CheckRangeAttack2 ( float flDot, float flDist );
int TakeDamage( entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, int bitsDamageType );
virtual float GetDamageAmount( void ) { return gSkillData.headcrabDmgBite; }
virtual int GetVoicePitch( void ) { return 100; }
virtual float GetSoundVolue( void ) { return 1.0; }
Schedule_t* GetScheduleOfType ( int Type );
CUSTOM_SCHEDULES;
static const char *pIdleSounds[];
static const char *pAlertSounds[];
static const char *pPainSounds[];
static const char *pAttackSounds[];
static const char *pDeathSounds[];
static const char *pBiteSounds[];
};
LINK_ENTITY_TO_CLASS( monster_headcrab, CHeadCrab );
DEFINE_CUSTOM_SCHEDULES( CHeadCrab )
{
slHCRangeAttack1,
slHCRangeAttack1Fast,
};
IMPLEMENT_CUSTOM_SCHEDULES( CHeadCrab, CBaseMonster );
const char *CHeadCrab::pIdleSounds[] =
{
"headcrab/hc_idle1.wav",
"headcrab/hc_idle2.wav",
"headcrab/hc_idle3.wav",
};
const char *CHeadCrab::pAlertSounds[] =
{
"headcrab/hc_alert1.wav",
};
const char *CHeadCrab::pPainSounds[] =
{
"headcrab/hc_pain1.wav",
"headcrab/hc_pain2.wav",
"headcrab/hc_pain3.wav",
};
const char *CHeadCrab::pAttackSounds[] =
{
"headcrab/hc_attack1.wav",
"headcrab/hc_attack2.wav",
"headcrab/hc_attack3.wav",
};
const char *CHeadCrab::pDeathSounds[] =
{
"headcrab/hc_die1.wav",
"headcrab/hc_die2.wav",
};
const char *CHeadCrab::pBiteSounds[] =
{
"headcrab/hc_headbite.wav",
};
//=========================================================
// Classify - indicates this monster's place in the
// relationship table.
//=========================================================
int CHeadCrab :: Classify ( void )
{
return CLASS_ALIEN_PREY;
}
//=========================================================
// Center - returns the real center of the headcrab. The
// bounding box is much larger than the actual creature so
// this is needed for targeting
//=========================================================
Vector CHeadCrab :: Center ( void )
{
return Vector( pev->origin.x, pev->origin.y, pev->origin.z + 6 );
}
Vector CHeadCrab :: BodyTarget( const Vector &posSrc )
{
return Center( );
}
//=========================================================
// SetYawSpeed - allows each sequence to have a different
// turn rate associated with it.
//=========================================================
void CHeadCrab :: SetYawSpeed ( void )
{
int ys;
switch ( m_Activity )
{
case ACT_IDLE:
ys = 30;
break;
case ACT_RUN:
case ACT_WALK:
ys = 20;
break;
case ACT_TURN_LEFT:
case ACT_TURN_RIGHT:
ys = 60;
break;
case ACT_RANGE_ATTACK1:
ys = 30;
break;
default:
ys = 30;
break;
}
pev->yaw_speed = ys;
}
//=========================================================
// HandleAnimEvent - catches the monster-specific messages
// that occur when tagged animation frames are played.
//=========================================================
void CHeadCrab :: HandleAnimEvent( MonsterEvent_t *pEvent )
{
switch( pEvent->event )
{
case HC_AE_JUMPATTACK:
{
ClearBits( pev->flags, FL_ONGROUND );
UTIL_SetOrigin (pev, pev->origin + Vector ( 0 , 0 , 1) );// take him off ground so engine doesn't instantly reset onground
UTIL_MakeVectors ( pev->angles );
Vector vecJumpDir;
if (m_hEnemy != NULL)
{
float gravity = CVAR_GET_FLOAT( "sv_gravity" );
if (gravity <= 1)
gravity = 1;
// How fast does the headcrab need to travel to reach that height given gravity?
float height = (m_hEnemy->pev->origin.z + m_hEnemy->pev->view_ofs.z - pev->origin.z);
if (height < 16)
height = 16;
float speed = sqrt( 2 * gravity * height );
float time = speed / gravity;
// Scale the sideways velocity to get there at the right time
vecJumpDir = (m_hEnemy->pev->origin + m_hEnemy->pev->view_ofs - pev->origin);
vecJumpDir = vecJumpDir * ( 1.0 / time );
// Speed to offset gravity at the desired height
vecJumpDir.z = speed;
// Don't jump too far/fast
float distance = vecJumpDir.Length();
if (distance > 650)
{
vecJumpDir = vecJumpDir * ( 650.0 / distance );
}
}
else
{
// jump hop, don't care where
vecJumpDir = Vector( gpGlobals->v_forward.x, gpGlobals->v_forward.y, gpGlobals->v_up.z ) * 350;
}
int iSound = RANDOM_LONG(0,2);
if ( iSound != 0 )
EMIT_SOUND_DYN( edict(), CHAN_VOICE, pAttackSounds[iSound], GetSoundVolue(), ATTN_IDLE, 0, GetVoicePitch() );
pev->velocity = vecJumpDir;
m_flNextAttack = gpGlobals->time + 2;
}
break;
default:
CBaseMonster::HandleAnimEvent( pEvent );
break;
}
}
//=========================================================
// Spawn
//=========================================================
void CHeadCrab :: Spawn()
{
Precache( );
SET_MODEL(ENT(pev), "models/headcrab.mdl");
UTIL_SetSize(pev, Vector(-12, -12, 0), Vector(12, 12, 24));
pev->solid = SOLID_SLIDEBOX;
pev->movetype = MOVETYPE_STEP;
m_bloodColor = BLOOD_COLOR_GREEN;
pev->effects = 0;
pev->health = gSkillData.headcrabHealth;
pev->view_ofs = Vector ( 0, 0, 20 );// position of the eyes relative to monster's origin.
pev->yaw_speed = 5;//!!! should we put this in the monster's changeanim function since turn rates may vary with state/anim?
m_flFieldOfView = 0.5;// indicates the width of this monster's forward view cone ( as a dotproduct result )
m_MonsterState = MONSTERSTATE_NONE;
MonsterInit();
}
//=========================================================
// Precache - precaches all resources this monster needs
//=========================================================
void CHeadCrab :: Precache()
{
PRECACHE_SOUND_ARRAY(pIdleSounds);
PRECACHE_SOUND_ARRAY(pAlertSounds);
PRECACHE_SOUND_ARRAY(pPainSounds);
PRECACHE_SOUND_ARRAY(pAttackSounds);
PRECACHE_SOUND_ARRAY(pDeathSounds);
PRECACHE_SOUND_ARRAY(pBiteSounds);
PRECACHE_MODEL("models/headcrab.mdl");
}
//=========================================================
// RunTask
//=========================================================
void CHeadCrab :: RunTask ( Task_t *pTask )
{
switch ( pTask->iTask )
{
case TASK_RANGE_ATTACK1:
case TASK_RANGE_ATTACK2:
{
if ( m_fSequenceFinished )
{
TaskComplete();
SetTouch( NULL );
m_IdealActivity = ACT_IDLE;
}
break;
}
default:
{
CBaseMonster :: RunTask(pTask);
}
}
}
//=========================================================
// LeapTouch - this is the headcrab's touch function when it
// is in the air
//=========================================================
void CHeadCrab :: LeapTouch ( CBaseEntity *pOther )
{
if ( !pOther->pev->takedamage )
{
return;
}
if ( pOther->Classify() == Classify() )
{
return;
}
// Don't hit if back on ground
if ( !FBitSet( pev->flags, FL_ONGROUND ) )
{
EMIT_SOUND_DYN( edict(), CHAN_WEAPON, RANDOM_SOUND_ARRAY(pBiteSounds), GetSoundVolue(), ATTN_IDLE, 0, GetVoicePitch() );
pOther->TakeDamage( pev, pev, GetDamageAmount(), DMG_SLASH );
}
SetTouch( NULL );
}
//=========================================================
// PrescheduleThink
//=========================================================
void CHeadCrab :: PrescheduleThink ( void )
{
// make the crab coo a little bit in combat state
if ( m_MonsterState == MONSTERSTATE_COMBAT && RANDOM_FLOAT( 0, 5 ) < 0.1 )
{
IdleSound();
}
}
void CHeadCrab :: StartTask ( Task_t *pTask )
{
m_iTaskStatus = TASKSTATUS_RUNNING;
switch ( pTask->iTask )
{
case TASK_RANGE_ATTACK1:
{
EMIT_SOUND_DYN( edict(), CHAN_WEAPON, pAttackSounds[0], GetSoundVolue(), ATTN_IDLE, 0, GetVoicePitch() );
m_IdealActivity = ACT_RANGE_ATTACK1;
SetTouch ( LeapTouch );
break;
}
default:
{
CBaseMonster :: StartTask( pTask );
}
}
}
//=========================================================
// CheckRangeAttack1
//=========================================================
BOOL CHeadCrab :: CheckRangeAttack1 ( float flDot, float flDist )
{
if ( FBitSet( pev->flags, FL_ONGROUND ) && flDist <= 256 && flDot >= 0.65 )
{
return TRUE;
}
return FALSE;
}
//=========================================================
// CheckRangeAttack2
//=========================================================
BOOL CHeadCrab :: CheckRangeAttack2 ( float flDot, float flDist )
{
return FALSE;
// BUGBUG: Why is this code here? There is no ACT_RANGE_ATTACK2 animation. I've disabled it for now.
#if 0
if ( FBitSet( pev->flags, FL_ONGROUND ) && flDist > 64 && flDist <= 256 && flDot >= 0.5 )
{
return TRUE;
}
return FALSE;
#endif
}
int CHeadCrab :: TakeDamage( entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, int bitsDamageType )
{
// Don't take any acid damage -- BigMomma's mortar is acid
if ( bitsDamageType & DMG_ACID )
flDamage = 0;
return CBaseMonster::TakeDamage( pevInflictor, pevAttacker, flDamage, bitsDamageType );
}
//=========================================================
// IdleSound
//=========================================================
#define CRAB_ATTN_IDLE (float)1.5
void CHeadCrab :: IdleSound ( void )
{
EMIT_SOUND_DYN( edict(), CHAN_VOICE, RANDOM_SOUND_ARRAY(pIdleSounds), GetSoundVolue(), ATTN_IDLE, 0, GetVoicePitch() );
}
//=========================================================
// AlertSound
//=========================================================
void CHeadCrab :: AlertSound ( void )
{
EMIT_SOUND_DYN( edict(), CHAN_VOICE, RANDOM_SOUND_ARRAY(pAlertSounds), GetSoundVolue(), ATTN_IDLE, 0, GetVoicePitch() );
}
//=========================================================
// AlertSound
//=========================================================
void CHeadCrab :: PainSound ( void )
{
EMIT_SOUND_DYN( edict(), CHAN_VOICE, RANDOM_SOUND_ARRAY(pPainSounds), GetSoundVolue(), ATTN_IDLE, 0, GetVoicePitch() );
}
//=========================================================
// DeathSound
//=========================================================
void CHeadCrab :: DeathSound ( void )
{
EMIT_SOUND_DYN( edict(), CHAN_VOICE, RANDOM_SOUND_ARRAY(pDeathSounds), GetSoundVolue(), ATTN_IDLE, 0, GetVoicePitch() );
}
Schedule_t* CHeadCrab :: GetScheduleOfType ( int Type )
{
switch ( Type )
{
case SCHED_RANGE_ATTACK1:
{
return &slHCRangeAttack1[ 0 ];
}
break;
}
return CBaseMonster::GetScheduleOfType( Type );
}
class CBabyCrab : public CHeadCrab
{
public:
void Spawn( void );
void Precache( void );
void SetYawSpeed ( void );
float GetDamageAmount( void ) { return gSkillData.headcrabDmgBite * 0.3; }
BOOL CheckRangeAttack1 ( float flDot, float flDist );
Schedule_t* GetScheduleOfType ( int Type );
virtual int GetVoicePitch( void ) { return PITCH_NORM + RANDOM_LONG(40,50); }
virtual float GetSoundVolue( void ) { return 0.8; }
};
LINK_ENTITY_TO_CLASS( monster_babycrab, CBabyCrab );
void CBabyCrab :: Spawn( void )
{
CHeadCrab::Spawn();
SET_MODEL(ENT(pev), "models/baby_headcrab.mdl");
pev->rendermode = kRenderTransTexture;
pev->renderamt = 192;
UTIL_SetSize(pev, Vector(-12, -12, 0), Vector(12, 12, 24));
pev->health = gSkillData.headcrabHealth * 0.25; // less health than full grown
}
void CBabyCrab :: Precache( void )
{
PRECACHE_MODEL( "models/baby_headcrab.mdl" );
CHeadCrab::Precache();
}
void CBabyCrab :: SetYawSpeed ( void )
{
pev->yaw_speed = 120;
}
BOOL CBabyCrab :: CheckRangeAttack1( float flDot, float flDist )
{
if ( pev->flags & FL_ONGROUND )
{
if ( pev->groundentity && (pev->groundentity->v.flags & (FL_CLIENT|FL_MONSTER)) )
return TRUE;
// A little less accurate, but jump from closer
if ( flDist <= 180 && flDot >= 0.55 )
return TRUE;
}
return FALSE;
}
Schedule_t* CBabyCrab :: GetScheduleOfType ( int Type )
{
switch( Type )
{
case SCHED_FAIL: // If you fail, try to jump!
if ( m_hEnemy != NULL )
return slHCRangeAttack1Fast;
break;
case SCHED_RANGE_ATTACK1:
{
return slHCRangeAttack1Fast;
}
break;
}
return CHeadCrab::GetScheduleOfType( Type );
}

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/***
*
* Copyright (c) 1999, 2000 Valve LLC. All rights reserved.
*
* This product contains software technology licensed from Id
* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
* All Rights Reserved.
*
* Use, distribution, and modification of this source code and/or resulting
* object code is restricted to non-commercial enhancements to products from
* Valve LLC. All other use, distribution, or modification is prohibited
* without written permission from Valve LLC.
*
****/
#include "extdll.h"
#include "util.h"
#include "cbase.h"
#include "monsters.h"
#include "weapons.h"
#include "nodes.h"
#include "player.h"
#include "items.h"
#include "gamerules.h"
extern int gmsgItemPickup;
class CHealthKit : public CItem
{
void Spawn( void );
void Precache( void );
BOOL MyTouch( CBasePlayer *pPlayer );
/*
virtual int Save( CSave &save );
virtual int Restore( CRestore &restore );
static TYPEDESCRIPTION m_SaveData[];
*/
};
LINK_ENTITY_TO_CLASS( item_healthkit, CHealthKit );
/*
TYPEDESCRIPTION CHealthKit::m_SaveData[] =
{
};
IMPLEMENT_SAVERESTORE( CHealthKit, CItem);
*/
void CHealthKit :: Spawn( void )
{
Precache( );
SET_MODEL(ENT(pev), "models/w_medkit.mdl");
CItem::Spawn();
}
void CHealthKit::Precache( void )
{
PRECACHE_MODEL("models/w_medkit.mdl");
PRECACHE_SOUND("items/smallmedkit1.wav");
}
BOOL CHealthKit::MyTouch( CBasePlayer *pPlayer )
{
if ( pPlayer->TakeHealth( gSkillData.healthkitCapacity, DMG_GENERIC ) )
{
MESSAGE_BEGIN( MSG_ONE, gmsgItemPickup, NULL, pPlayer->pev );
WRITE_STRING( STRING(pev->classname) );
MESSAGE_END();
EMIT_SOUND(ENT(pPlayer->pev), CHAN_ITEM, "items/smallmedkit1.wav", 1, ATTN_NORM);
if ( g_pGameRules->ItemShouldRespawn( this ) )
{
Respawn();
}
else
{
UTIL_Remove(this);
}
return TRUE;
}
return FALSE;
}
//-------------------------------------------------------------
// Wall mounted health kit
//-------------------------------------------------------------
class CWallHealth : public CBaseToggle
{
public:
void Spawn( );
void Precache( void );
void EXPORT Off(void);
void EXPORT Recharge(void);
void KeyValue( KeyValueData *pkvd );
void Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value );
virtual int ObjectCaps( void ) { return (CBaseToggle :: ObjectCaps() | FCAP_CONTINUOUS_USE) & ~FCAP_ACROSS_TRANSITION; }
virtual int Save( CSave &save );
virtual int Restore( CRestore &restore );
static TYPEDESCRIPTION m_SaveData[];
float m_flNextCharge;
int m_iReactivate ; // DeathMatch Delay until reactvated
int m_iJuice;
int m_iOn; // 0 = off, 1 = startup, 2 = going
float m_flSoundTime;
};
TYPEDESCRIPTION CWallHealth::m_SaveData[] =
{
DEFINE_FIELD( CWallHealth, m_flNextCharge, FIELD_TIME),
DEFINE_FIELD( CWallHealth, m_iReactivate, FIELD_INTEGER),
DEFINE_FIELD( CWallHealth, m_iJuice, FIELD_INTEGER),
DEFINE_FIELD( CWallHealth, m_iOn, FIELD_INTEGER),
DEFINE_FIELD( CWallHealth, m_flSoundTime, FIELD_TIME),
};
IMPLEMENT_SAVERESTORE( CWallHealth, CBaseEntity );
LINK_ENTITY_TO_CLASS(func_healthcharger, CWallHealth);
void CWallHealth::KeyValue( KeyValueData *pkvd )
{
if ( FStrEq(pkvd->szKeyName, "style") ||
FStrEq(pkvd->szKeyName, "height") ||
FStrEq(pkvd->szKeyName, "value1") ||
FStrEq(pkvd->szKeyName, "value2") ||
FStrEq(pkvd->szKeyName, "value3"))
{
pkvd->fHandled = TRUE;
}
else if (FStrEq(pkvd->szKeyName, "dmdelay"))
{
m_iReactivate = atoi(pkvd->szValue);
pkvd->fHandled = TRUE;
}
else
CBaseToggle::KeyValue( pkvd );
}
void CWallHealth::Spawn()
{
Precache( );
pev->solid = SOLID_BSP;
pev->movetype = MOVETYPE_PUSH;
UTIL_SetOrigin(pev, pev->origin); // set size and link into world
UTIL_SetSize(pev, pev->mins, pev->maxs);
SET_MODEL(ENT(pev), STRING(pev->model) );
m_iJuice = gSkillData.healthchargerCapacity;
pev->frame = 0;
}
void CWallHealth::Precache()
{
PRECACHE_SOUND("items/medshot4.wav");
PRECACHE_SOUND("items/medshotno1.wav");
PRECACHE_SOUND("items/medcharge4.wav");
}
void CWallHealth::Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value )
{
// Make sure that we have a caller
if (!pActivator)
return;
// if it's not a player, ignore
if ( !pActivator->IsPlayer() )
return;
// if there is no juice left, turn it off
if (m_iJuice <= 0)
{
pev->frame = 1;
Off();
}
// if the player doesn't have the suit, or there is no juice left, make the deny noise
if ((m_iJuice <= 0) || (!(pActivator->pev->weapons & (1<<WEAPON_SUIT))))
{
if (m_flSoundTime <= gpGlobals->time)
{
m_flSoundTime = gpGlobals->time + 0.62;
EMIT_SOUND(ENT(pev), CHAN_ITEM, "items/medshotno1.wav", 1.0, ATTN_NORM );
}
return;
}
pev->nextthink = pev->ltime + 0.25;
SetThink(Off);
// Time to recharge yet?
if (m_flNextCharge >= gpGlobals->time)
return;
// Play the on sound or the looping charging sound
if (!m_iOn)
{
m_iOn++;
EMIT_SOUND(ENT(pev), CHAN_ITEM, "items/medshot4.wav", 1.0, ATTN_NORM );
m_flSoundTime = 0.56 + gpGlobals->time;
}
if ((m_iOn == 1) && (m_flSoundTime <= gpGlobals->time))
{
m_iOn++;
EMIT_SOUND(ENT(pev), CHAN_STATIC, "items/medcharge4.wav", 1.0, ATTN_NORM );
}
// charge the player
if ( pActivator->TakeHealth( 1, DMG_GENERIC ) )
{
m_iJuice--;
}
// govern the rate of charge
m_flNextCharge = gpGlobals->time + 0.1;
}
void CWallHealth::Recharge(void)
{
EMIT_SOUND(ENT(pev), CHAN_ITEM, "items/medshot4.wav", 1.0, ATTN_NORM );
m_iJuice = gSkillData.healthchargerCapacity;
pev->frame = 0;
SetThink( SUB_DoNothing );
}
void CWallHealth::Off(void)
{
// Stop looping sound.
if (m_iOn > 1)
STOP_SOUND( ENT(pev), CHAN_STATIC, "items/medcharge4.wav" );
m_iOn = 0;
if ((!m_iJuice) && ( ( m_iReactivate = g_pGameRules->FlHealthChargerRechargeTime() ) > 0) )
{
pev->nextthink = pev->ltime + m_iReactivate;
SetThink(Recharge);
}
else
SetThink( SUB_DoNothing );
}

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/***
*
* Copyright (c) 1999, 2000 Valve LLC. All rights reserved.
*
* This product contains software technology licensed from Id
* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
* All Rights Reserved.
*
* Use, distribution, and modification of this source code and/or resulting
* object code is restricted to non-commercial enhancements to products from
* Valve LLC. All other use, distribution, or modification is prohibited
* without written permission from Valve LLC.
*
****/
//=========================================================
// Hornets
//=========================================================
#include "extdll.h"
#include "util.h"
#include "cbase.h"
#include "monsters.h"
#include "weapons.h"
#include "soundent.h"
#include "hornet.h"
#include "gamerules.h"
int iHornetTrail;
int iHornetPuff;
LINK_ENTITY_TO_CLASS( hornet, CHornet );
//=========================================================
// Save/Restore
//=========================================================
TYPEDESCRIPTION CHornet::m_SaveData[] =
{
DEFINE_FIELD( CHornet, m_flStopAttack, FIELD_TIME ),
DEFINE_FIELD( CHornet, m_iHornetType, FIELD_INTEGER ),
DEFINE_FIELD( CHornet, m_flFlySpeed, FIELD_FLOAT ),
};
IMPLEMENT_SAVERESTORE( CHornet, CBaseMonster );
//=========================================================
// don't let hornets gib, ever.
//=========================================================
int CHornet :: TakeDamage( entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, int bitsDamageType )
{
// filter these bits a little.
bitsDamageType &= ~ ( DMG_ALWAYSGIB );
bitsDamageType |= DMG_NEVERGIB;
return CBaseMonster :: TakeDamage ( pevInflictor, pevAttacker, flDamage, bitsDamageType );
}
//=========================================================
//=========================================================
void CHornet :: Spawn( void )
{
Precache();
pev->movetype = MOVETYPE_FLY;
pev->solid = SOLID_BBOX;
pev->takedamage = DAMAGE_YES;
pev->flags |= FL_MONSTER;
pev->health = 1;// weak!
if ( g_pGameRules->IsMultiplayer() )
{
// hornets don't live as long in multiplayer
m_flStopAttack = gpGlobals->time + 3.5;
}
else
{
m_flStopAttack = gpGlobals->time + 5.0;
}
m_flFieldOfView = 0.9; // +- 25 degrees
if ( RANDOM_LONG ( 1, 5 ) <= 2 )
{
m_iHornetType = HORNET_TYPE_RED;
m_flFlySpeed = HORNET_RED_SPEED;
}
else
{
m_iHornetType = HORNET_TYPE_ORANGE;
m_flFlySpeed = HORNET_ORANGE_SPEED;
}
SET_MODEL(ENT( pev ), "models/hornet.mdl");
UTIL_SetSize( pev, Vector( -4, -4, -4 ), Vector( 4, 4, 4 ) );
SetTouch( DieTouch );
SetThink( StartTrack );
edict_t *pSoundEnt = pev->owner;
if ( !pSoundEnt )
pSoundEnt = edict();
switch (RANDOM_LONG(0,2))
{
case 0: EMIT_SOUND( pSoundEnt, CHAN_WEAPON, "agrunt/ag_fire1.wav", 1, ATTN_NORM); break;
case 1: EMIT_SOUND( pSoundEnt, CHAN_WEAPON, "agrunt/ag_fire2.wav", 1, ATTN_NORM); break;
case 2: EMIT_SOUND( pSoundEnt, CHAN_WEAPON, "agrunt/ag_fire3.wav", 1, ATTN_NORM); break;
}
if ( !FNullEnt(pev->owner) && (pev->owner->v.flags & FL_CLIENT) )
{
pev->dmg = gSkillData.plrDmgHornet;
}
else
{
// no real owner, or owner isn't a client.
pev->dmg = gSkillData.monDmgHornet;
}
pev->nextthink = gpGlobals->time + 0.1;
ResetSequenceInfo( );
}
void CHornet :: Precache()
{
PRECACHE_MODEL("models/hornet.mdl");
PRECACHE_SOUND( "agrunt/ag_fire1.wav" );
PRECACHE_SOUND( "agrunt/ag_fire2.wav" );
PRECACHE_SOUND( "agrunt/ag_fire3.wav" );
PRECACHE_SOUND( "hornet/ag_buzz1.wav" );
PRECACHE_SOUND( "hornet/ag_buzz2.wav" );
PRECACHE_SOUND( "hornet/ag_buzz3.wav" );
PRECACHE_SOUND( "hornet/ag_hornethit1.wav" );
PRECACHE_SOUND( "hornet/ag_hornethit2.wav" );
PRECACHE_SOUND( "hornet/ag_hornethit3.wav" );
iHornetPuff = PRECACHE_MODEL( "sprites/muz1.spr" );
iHornetTrail = PRECACHE_MODEL("sprites/laserbeam.spr");
}
//=========================================================
// hornets will never get mad at each other, no matter who the owner is.
//=========================================================
int CHornet::IRelationship ( CBaseEntity *pTarget )
{
if ( pTarget->pev->modelindex == pev->modelindex )
{
return R_NO;
}
return CBaseMonster :: IRelationship( pTarget );
}
//=========================================================
// ID's Hornet as their owner
//=========================================================
int CHornet::Classify ( void )
{
if ( pev->owner && pev->owner->v.flags & FL_CLIENT)
{
return CLASS_PLAYER_BIOWEAPON;
}
return CLASS_ALIEN_BIOWEAPON;
}
//=========================================================
// StartTrack - starts a hornet out tracking its target
//=========================================================
void CHornet :: StartTrack ( void )
{
IgniteTrail();
SetTouch( TrackTouch );
SetThink( TrackTarget );
pev->nextthink = gpGlobals->time + 0.1;
}
//=========================================================
// StartDart - starts a hornet out just flying straight.
//=========================================================
void CHornet :: StartDart ( void )
{
IgniteTrail();
SetTouch( DartTouch );
SetThink( SUB_Remove );
pev->nextthink = gpGlobals->time + 4;
}
void CHornet::IgniteTrail( void )
{
/*
ted's suggested trail colors:
r161
g25
b97
r173
g39
b14
old colors
case HORNET_TYPE_RED:
WRITE_BYTE( 255 ); // r, g, b
WRITE_BYTE( 128 ); // r, g, b
WRITE_BYTE( 0 ); // r, g, b
break;
case HORNET_TYPE_ORANGE:
WRITE_BYTE( 0 ); // r, g, b
WRITE_BYTE( 100 ); // r, g, b
WRITE_BYTE( 255 ); // r, g, b
break;
*/
// trail
MESSAGE_BEGIN( MSG_BROADCAST, SVC_TEMPENTITY );
WRITE_BYTE( TE_BEAMFOLLOW );
WRITE_SHORT( entindex() ); // entity
WRITE_SHORT( iHornetTrail ); // model
WRITE_BYTE( 10 ); // life
WRITE_BYTE( 2 ); // width
switch ( m_iHornetType )
{
case HORNET_TYPE_RED:
WRITE_BYTE( 179 ); // r, g, b
WRITE_BYTE( 39 ); // r, g, b
WRITE_BYTE( 14 ); // r, g, b
break;
case HORNET_TYPE_ORANGE:
WRITE_BYTE( 255 ); // r, g, b
WRITE_BYTE( 128 ); // r, g, b
WRITE_BYTE( 0 ); // r, g, b
break;
}
WRITE_BYTE( 128 ); // brightness
MESSAGE_END();
}
//=========================================================
// Hornet is flying, gently tracking target
//=========================================================
void CHornet :: TrackTarget ( void )
{
Vector vecFlightDir;
Vector vecDirToEnemy;
float flDelta;
StudioFrameAdvance( );
if (gpGlobals->time > m_flStopAttack)
{
SetTouch( NULL );
SetThink( SUB_Remove );
pev->nextthink = gpGlobals->time + 0.1;
return;
}
// UNDONE: The player pointer should come back after returning from another level
if ( m_hEnemy == NULL )
{// enemy is dead.
Look( 512 );
m_hEnemy = BestVisibleEnemy( );
}
if ( m_hEnemy != NULL && FVisible( m_hEnemy ))
{
m_vecEnemyLKP = m_hEnemy->BodyTarget( pev->origin );
}
else
{
m_vecEnemyLKP = m_vecEnemyLKP + pev->velocity * m_flFlySpeed * 0.1;
}
vecDirToEnemy = ( m_vecEnemyLKP - pev->origin ).Normalize();
if (pev->velocity.Length() < 0.1)
vecFlightDir = vecDirToEnemy;
else
vecFlightDir = pev->velocity.Normalize();
// measure how far the turn is, the wider the turn, the slow we'll go this time.
flDelta = DotProduct ( vecFlightDir, vecDirToEnemy );
if ( flDelta < 0.5 )
{// hafta turn wide again. play sound
switch (RANDOM_LONG(0,2))
{
case 0: EMIT_SOUND( ENT(pev), CHAN_VOICE, "hornet/ag_buzz1.wav", HORNET_BUZZ_VOLUME, ATTN_NORM); break;
case 1: EMIT_SOUND( ENT(pev), CHAN_VOICE, "hornet/ag_buzz2.wav", HORNET_BUZZ_VOLUME, ATTN_NORM); break;
case 2: EMIT_SOUND( ENT(pev), CHAN_VOICE, "hornet/ag_buzz3.wav", HORNET_BUZZ_VOLUME, ATTN_NORM); break;
}
}
if ( flDelta <= 0 && m_iHornetType == HORNET_TYPE_RED )
{// no flying backwards, but we don't want to invert this, cause we'd go fast when we have to turn REAL far.
flDelta = 0.25;
}
pev->velocity = ( vecFlightDir + vecDirToEnemy).Normalize();
if ( pev->owner && (pev->owner->v.flags & FL_MONSTER) )
{
// random pattern only applies to hornets fired by monsters, not players.
pev->velocity.x += RANDOM_FLOAT ( -0.10, 0.10 );// scramble the flight dir a bit.
pev->velocity.y += RANDOM_FLOAT ( -0.10, 0.10 );
pev->velocity.z += RANDOM_FLOAT ( -0.10, 0.10 );
}
switch ( m_iHornetType )
{
case HORNET_TYPE_RED:
pev->velocity = pev->velocity * ( m_flFlySpeed * flDelta );// scale the dir by the ( speed * width of turn )
pev->nextthink = gpGlobals->time + RANDOM_FLOAT( 0.1, 0.3 );
break;
case HORNET_TYPE_ORANGE:
pev->velocity = pev->velocity * m_flFlySpeed;// do not have to slow down to turn.
pev->nextthink = gpGlobals->time + 0.1;// fixed think time
break;
}
pev->angles = UTIL_VecToAngles (pev->velocity);
pev->solid = SOLID_BBOX;
// if hornet is close to the enemy, jet in a straight line for a half second.
// (only in the single player game)
if ( m_hEnemy != NULL && !g_pGameRules->IsMultiplayer() )
{
if ( flDelta >= 0.4 && ( pev->origin - m_vecEnemyLKP ).Length() <= 300 )
{
MESSAGE_BEGIN( MSG_PVS, SVC_TEMPENTITY, pev->origin );
WRITE_BYTE( TE_SPRITE );
WRITE_COORD( pev->origin.x); // pos
WRITE_COORD( pev->origin.y);
WRITE_COORD( pev->origin.z);
WRITE_SHORT( iHornetPuff ); // model
// WRITE_BYTE( 0 ); // life * 10
WRITE_BYTE( 2 ); // size * 10
WRITE_BYTE( 128 ); // brightness
MESSAGE_END();
switch (RANDOM_LONG(0,2))
{
case 0: EMIT_SOUND( ENT(pev), CHAN_VOICE, "hornet/ag_buzz1.wav", HORNET_BUZZ_VOLUME, ATTN_NORM); break;
case 1: EMIT_SOUND( ENT(pev), CHAN_VOICE, "hornet/ag_buzz2.wav", HORNET_BUZZ_VOLUME, ATTN_NORM); break;
case 2: EMIT_SOUND( ENT(pev), CHAN_VOICE, "hornet/ag_buzz3.wav", HORNET_BUZZ_VOLUME, ATTN_NORM); break;
}
pev->velocity = pev->velocity * 2;
pev->nextthink = gpGlobals->time + 1.0;
// don't attack again
m_flStopAttack = gpGlobals->time;
}
}
}
//=========================================================
// Tracking Hornet hit something
//=========================================================
void CHornet :: TrackTouch ( CBaseEntity *pOther )
{
if ( pOther->edict() == pev->owner || pOther->pev->modelindex == pev->modelindex )
{// bumped into the guy that shot it.
pev->solid = SOLID_NOT;
return;
}
if ( IRelationship( pOther ) <= R_NO )
{
// hit something we don't want to hurt, so turn around.
pev->velocity = pev->velocity.Normalize();
pev->velocity.x *= -1;
pev->velocity.y *= -1;
pev->origin = pev->origin + pev->velocity * 4; // bounce the hornet off a bit.
pev->velocity = pev->velocity * m_flFlySpeed;
return;
}
DieTouch( pOther );
}
void CHornet::DartTouch( CBaseEntity *pOther )
{
DieTouch( pOther );
}
void CHornet::DieTouch ( CBaseEntity *pOther )
{
if ( pOther && pOther->pev->takedamage )
{// do the damage
switch (RANDOM_LONG(0,2))
{// buzz when you plug someone
case 0: EMIT_SOUND( ENT(pev), CHAN_VOICE, "hornet/ag_hornethit1.wav", 1, ATTN_NORM); break;
case 1: EMIT_SOUND( ENT(pev), CHAN_VOICE, "hornet/ag_hornethit2.wav", 1, ATTN_NORM); break;
case 2: EMIT_SOUND( ENT(pev), CHAN_VOICE, "hornet/ag_hornethit3.wav", 1, ATTN_NORM); break;
}
pOther->TakeDamage( pev, VARS( pev->owner ), pev->dmg, DMG_BULLET );
}
pev->modelindex = 0;// so will disappear for the 0.1 secs we wait until NEXTTHINK gets rid
pev->solid = SOLID_NOT;
SetThink ( SUB_Remove );
pev->nextthink = gpGlobals->time + 1;// stick around long enough for the sound to finish!
}

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/***
*
* Copyright (c) 1999, 2000 Valve LLC. All rights reserved.
*
* This product contains software technology licensed from Id
* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
* All Rights Reserved.
*
* Use, distribution, and modification of this source code and/or resulting
* object code is restricted to non-commercial enhancements to products from
* Valve LLC. All other use, distribution, or modification is prohibited
* without written permission from Valve LLC.
*
****/
//=========================================================
// Hornets
//=========================================================
//=========================================================
// Hornet Defines
//=========================================================
#define HORNET_TYPE_RED 0
#define HORNET_TYPE_ORANGE 1
#define HORNET_RED_SPEED (float)600
#define HORNET_ORANGE_SPEED (float)800
#define HORNET_BUZZ_VOLUME (float)0.8
extern int iHornetPuff;
//=========================================================
// Hornet - this is the projectile that the Alien Grunt fires.
//=========================================================
class CHornet : public CBaseMonster
{
public:
void Spawn( void );
void Precache( void );
int Classify ( void );
int IRelationship ( CBaseEntity *pTarget );
virtual int Save( CSave &save );
virtual int Restore( CRestore &restore );
static TYPEDESCRIPTION m_SaveData[];
void IgniteTrail( void );
void EXPORT StartTrack ( void );
void EXPORT StartDart ( void );
void EXPORT TrackTarget ( void );
void EXPORT TrackTouch ( CBaseEntity *pOther );
void EXPORT DartTouch( CBaseEntity *pOther );
void EXPORT DieTouch ( CBaseEntity *pOther );
int TakeDamage( entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, int bitsDamageType );
float m_flStopAttack;
int m_iHornetType;
float m_flFlySpeed;
};

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/***
*
* Copyright (c) 1999, 2000 Valve LLC. All rights reserved.
*
* This product contains software technology licensed from Id
* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
* All Rights Reserved.
*
* Use, distribution, and modification of this source code and/or resulting
* object code is restricted to non-commercial enhancements to products from
* Valve LLC. All other use, distribution, or modification is prohibited
* without written permission from Valve LLC.
*
****/
#if !defined( OEM_BUILD ) && !defined( HLDEMO_BUILD )
#include "extdll.h"
#include "util.h"
#include "cbase.h"
#include "monsters.h"
#include "weapons.h"
#include "nodes.h"
#include "player.h"
#include "hornet.h"
#include "gamerules.h"
enum hgun_e {
HGUN_IDLE1 = 0,
HGUN_FIDGETSWAY,
HGUN_FIDGETSHAKE,
HGUN_DOWN,
HGUN_UP,
HGUN_SHOOT
};
class CHgun : public CBasePlayerWeapon
{
public:
void Spawn( void );
void Precache( void );
int iItemSlot( void ) { return 4; }
int GetItemInfo(ItemInfo *p);
int AddToPlayer( CBasePlayer *pPlayer );
void PrimaryAttack( void );
void SecondaryAttack( void );
BOOL Deploy( void );
BOOL IsUseable( void );
void Holster( int skiplocal = 0 );
void Reload( void );
void WeaponIdle( void );
float m_flNextAnimTime;
float m_flRechargeTime;
int m_iFirePhase;// don't save me.
};
LINK_ENTITY_TO_CLASS( weapon_hornetgun, CHgun );
BOOL CHgun::IsUseable( void )
{
return TRUE;
}
void CHgun::Spawn( )
{
Precache( );
m_iId = WEAPON_HORNETGUN;
SET_MODEL(ENT(pev), "models/w_hgun.mdl");
m_iDefaultAmmo = HIVEHAND_DEFAULT_GIVE;
m_iFirePhase = 0;
FallInit();// get ready to fall down.
}
void CHgun::Precache( void )
{
PRECACHE_MODEL("models/v_hgun.mdl");
PRECACHE_MODEL("models/w_hgun.mdl");
PRECACHE_MODEL("models/p_hgun.mdl");
UTIL_PrecacheOther("hornet");
}
int CHgun::AddToPlayer( CBasePlayer *pPlayer )
{
if ( CBasePlayerWeapon::AddToPlayer( pPlayer ) )
{
if ( g_pGameRules->IsMultiplayer() )
{
// in multiplayer, all hivehands come full.
pPlayer->m_rgAmmo[ PrimaryAmmoIndex() ] = HORNET_MAX_CARRY;
}
MESSAGE_BEGIN( MSG_ONE, gmsgWeapPickup, NULL, pPlayer->pev );
WRITE_BYTE( m_iId );
MESSAGE_END();
return TRUE;
}
return FALSE;
}
int CHgun::GetItemInfo(ItemInfo *p)
{
p->pszName = STRING(pev->classname);
p->pszAmmo1 = "Hornets";
p->iMaxAmmo1 = HORNET_MAX_CARRY;
p->pszAmmo2 = NULL;
p->iMaxAmmo2 = -1;
p->iMaxClip = WEAPON_NOCLIP;
p->iSlot = 3;
p->iPosition = 3;
p->iId = m_iId = WEAPON_HORNETGUN;
p->iFlags = ITEM_FLAG_NOAUTOSWITCHEMPTY | ITEM_FLAG_NOAUTORELOAD;
p->iWeight = HORNETGUN_WEIGHT;
return 1;
}
BOOL CHgun::Deploy( )
{
return DefaultDeploy( "models/v_hgun.mdl", "models/p_hgun.mdl", HGUN_UP, "hive" );
}
void CHgun::Holster( int skiplocal /* = 0 */ )
{
m_pPlayer->m_flNextAttack = UTIL_WeaponTimeBase() + 0.5;
// m_flTimeWeaponIdle = gpGlobals->time + RANDOM_FLOAT ( 10, 15 );
SendWeaponAnim( HGUN_DOWN );
//!!!HACKHACK - can't select hornetgun if it's empty! no way to get ammo for it, either.
if ( !m_pPlayer->m_rgAmmo[ PrimaryAmmoIndex() ] )
{
m_pPlayer->m_rgAmmo[ PrimaryAmmoIndex() ] = 1;
}
}
void CHgun::PrimaryAttack()
{
Reload( );
if (m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] <= 0)
{
return;
}
UTIL_MakeVectors( m_pPlayer->pev->viewangles );
CBaseEntity *pHornet = CBaseEntity::Create( "hornet", m_pPlayer->GetGunPosition( ) + gpGlobals->v_forward * 16 + gpGlobals->v_right * 8 + gpGlobals->v_up * -12, m_pPlayer->pev->viewangles, m_pPlayer->edict() );
pHornet->pev->velocity = gpGlobals->v_forward * 300;
m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType]--;
m_flRechargeTime = gpGlobals->time + 0.5;
m_pPlayer->m_iWeaponVolume = QUIET_GUN_VOLUME;
m_pPlayer->m_iWeaponFlash = DIM_GUN_FLASH;
SendWeaponAnim( HGUN_SHOOT );
// player "shoot" animation
m_pPlayer->SetAnimation( PLAYER_ATTACK1 );
m_flNextPrimaryAttack = m_flNextPrimaryAttack + 0.25;
if (m_flNextPrimaryAttack < gpGlobals->time)
{
m_flNextPrimaryAttack = gpGlobals->time + 0.25;
}
m_flTimeWeaponIdle = gpGlobals->time + RANDOM_FLOAT ( 10, 15 );
}
void CHgun::SecondaryAttack( void )
{
Reload();
if (m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] <= 0)
{
return;
}
CBaseEntity *pHornet;
Vector vecSrc;
UTIL_MakeVectors( m_pPlayer->pev->viewangles );
vecSrc = m_pPlayer->GetGunPosition( ) + gpGlobals->v_forward * 16 + gpGlobals->v_right * 8 + gpGlobals->v_up * -12;
m_iFirePhase++;
switch ( m_iFirePhase )
{
case 1:
vecSrc = vecSrc + gpGlobals->v_up * 8;
break;
case 2:
vecSrc = vecSrc + gpGlobals->v_up * 8;
vecSrc = vecSrc + gpGlobals->v_right * 8;
break;
case 3:
vecSrc = vecSrc + gpGlobals->v_right * 8;
break;
case 4:
vecSrc = vecSrc + gpGlobals->v_up * -8;
vecSrc = vecSrc + gpGlobals->v_right * 8;
break;
case 5:
vecSrc = vecSrc + gpGlobals->v_up * -8;
break;
case 6:
vecSrc = vecSrc + gpGlobals->v_up * -8;
vecSrc = vecSrc + gpGlobals->v_right * -8;
break;
case 7:
vecSrc = vecSrc + gpGlobals->v_right * -8;
break;
case 8:
vecSrc = vecSrc + gpGlobals->v_up * 8;
vecSrc = vecSrc + gpGlobals->v_right * -8;
m_iFirePhase = 0;
break;
}
pHornet = CBaseEntity::Create( "hornet", vecSrc, m_pPlayer->pev->viewangles, m_pPlayer->edict() );
pHornet->pev->velocity = gpGlobals->v_forward * 1200;
pHornet->pev->angles = UTIL_VecToAngles( pHornet->pev->velocity );
pHornet->SetThink( CHornet::StartDart );
m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType]--;
m_pPlayer->m_iWeaponVolume = NORMAL_GUN_VOLUME;
m_pPlayer->m_iWeaponFlash = DIM_GUN_FLASH;
m_flRechargeTime = gpGlobals->time + 0.5;
SendWeaponAnim( HGUN_SHOOT );
// player "shoot" animation
m_pPlayer->SetAnimation( PLAYER_ATTACK1 );
m_flNextPrimaryAttack = m_flNextSecondaryAttack = gpGlobals->time + 0.1;
m_flTimeWeaponIdle = gpGlobals->time + RANDOM_FLOAT ( 10, 15 );
m_pPlayer->pev->punchangle.x = RANDOM_FLOAT( 0, 2 );
}
void CHgun::Reload( void )
{
if (m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] >= HORNET_MAX_CARRY)
return;
while (m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] < HORNET_MAX_CARRY && m_flRechargeTime < gpGlobals->time)
{
m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType]++;
m_flRechargeTime += 0.5;
}
}
void CHgun::WeaponIdle( void )
{
Reload( );
if (m_flTimeWeaponIdle > gpGlobals->time)
return;
int iAnim;
float flRand = RANDOM_FLOAT(0, 1);
if (flRand <= 0.75)
{
iAnim = HGUN_IDLE1;
m_flTimeWeaponIdle = gpGlobals->time + 30.0 / 16 * (2);
}
else if (flRand <= 0.875)
{
iAnim = HGUN_FIDGETSWAY;
m_flTimeWeaponIdle = gpGlobals->time + 40.0 / 16.0;
}
else
{
iAnim = HGUN_FIDGETSHAKE;
m_flTimeWeaponIdle = gpGlobals->time + 35.0 / 16.0;
}
SendWeaponAnim( iAnim );
}
#endif

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/***
*
* Copyright (c) 1999, 2000 Valve LLC. All rights reserved.
*
* This product contains software technology licensed from Id
* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
* All Rights Reserved.
*
* This source code contains proprietary and confidential information of
* Valve LLC and its suppliers. Access to this code is restricted to
* persons who have executed a written SDK license with Valve. Any access,
* use or distribution of this code by or to any unlicensed person is illegal.
*
****/
//=========================================================
// Alien slave monster
//=========================================================
#include "extdll.h"
#include "util.h"
#include "cbase.h"
#include "monsters.h"
#include "squadmonster.h"
#include "schedule.h"
#include "effects.h"
#include "weapons.h"
#include "soundent.h"
extern DLL_GLOBAL int g_iSkillLevel;
//=========================================================
// Monster's Anim Events Go Here
//=========================================================
#define ISLAVE_AE_CLAW ( 1 )
#define ISLAVE_AE_CLAWRAKE ( 2 )
#define ISLAVE_AE_ZAP_POWERUP ( 3 )
#define ISLAVE_AE_ZAP_SHOOT ( 4 )
#define ISLAVE_AE_ZAP_DONE ( 5 )
#define ISLAVE_MAX_BEAMS 8
class CISlave : public CSquadMonster
{
public:
void Spawn( void );
void Precache( void );
void SetYawSpeed( void );
int ISoundMask( void );
int Classify ( void );
int IRelationship( CBaseEntity *pTarget );
void HandleAnimEvent( MonsterEvent_t *pEvent );
BOOL CheckRangeAttack1 ( float flDot, float flDist );
BOOL CheckRangeAttack2 ( float flDot, float flDist );
void CallForHelp( char *szClassname, float flDist, EHANDLE hEnemy, Vector &vecLocation );
void TraceAttack( entvars_t *pevAttacker, float flDamage, Vector vecDir, TraceResult *ptr, int bitsDamageType);
int TakeDamage( entvars_t* pevInflictor, entvars_t* pevAttacker, float flDamage, int bitsDamageType);
void DeathSound( void );
void PainSound( void );
void AlertSound( void );
void IdleSound( void );
void Killed( entvars_t *pevAttacker, int iGib );
void StartTask ( Task_t *pTask );
Schedule_t *GetSchedule( void );
Schedule_t *GetScheduleOfType ( int Type );
CUSTOM_SCHEDULES;
int Save( CSave &save );
int Restore( CRestore &restore );
static TYPEDESCRIPTION m_SaveData[];
void ClearBeams( );
void ArmBeam( int side );
void WackBeam( int side, CBaseEntity *pEntity );
void ZapBeam( int side );
void BeamGlow( void );
int m_iBravery;
CBeam *m_pBeam[ISLAVE_MAX_BEAMS];
int m_iBeams;
float m_flNextAttack;
int m_voicePitch;
EHANDLE m_hDead;
static const char *pAttackHitSounds[];
static const char *pAttackMissSounds[];
static const char *pPainSounds[];
static const char *pDeathSounds[];
};
LINK_ENTITY_TO_CLASS( monster_alien_slave, CISlave );
LINK_ENTITY_TO_CLASS( monster_vortigaunt, CISlave );
TYPEDESCRIPTION CISlave::m_SaveData[] =
{
DEFINE_FIELD( CISlave, m_iBravery, FIELD_INTEGER ),
DEFINE_ARRAY( CISlave, m_pBeam, FIELD_CLASSPTR, ISLAVE_MAX_BEAMS ),
DEFINE_FIELD( CISlave, m_iBeams, FIELD_INTEGER ),
DEFINE_FIELD( CISlave, m_flNextAttack, FIELD_TIME ),
DEFINE_FIELD( CISlave, m_voicePitch, FIELD_INTEGER ),
DEFINE_FIELD( CISlave, m_hDead, FIELD_EHANDLE ),
};
IMPLEMENT_SAVERESTORE( CISlave, CSquadMonster );
const char *CISlave::pAttackHitSounds[] =
{
"zombie/claw_strike1.wav",
"zombie/claw_strike2.wav",
"zombie/claw_strike3.wav",
};
const char *CISlave::pAttackMissSounds[] =
{
"zombie/claw_miss1.wav",
"zombie/claw_miss2.wav",
};
const char *CISlave::pPainSounds[] =
{
"aslave/slv_pain1.wav",
"aslave/slv_pain2.wav",
};
const char *CISlave::pDeathSounds[] =
{
"aslave/slv_die1.wav",
"aslave/slv_die2.wav",
};
//=========================================================
// Classify - indicates this monster's place in the
// relationship table.
//=========================================================
int CISlave :: Classify ( void )
{
return CLASS_ALIEN_MILITARY;
}
int CISlave::IRelationship( CBaseEntity *pTarget )
{
if ( (pTarget->IsPlayer()) )
if ( (pev->spawnflags & SF_MONSTER_WAIT_UNTIL_PROVOKED ) && ! (m_afMemory & bits_MEMORY_PROVOKED ))
return R_NO;
return CBaseMonster::IRelationship( pTarget );
}
void CISlave :: CallForHelp( char *szClassname, float flDist, EHANDLE hEnemy, Vector &vecLocation )
{
// ALERT( at_aiconsole, "help " );
// skip ones not on my netname
if ( FStringNull( pev->netname ))
return;
CBaseEntity *pEntity = NULL;
while ((pEntity = UTIL_FindEntityByString( pEntity, "netname", STRING( pev->netname ))) != NULL)
{
float d = (pev->origin - pEntity->pev->origin).Length();
if (d < flDist)
{
CBaseMonster *pMonster = pEntity->MyMonsterPointer( );
if (pMonster)
{
pMonster->m_afMemory |= bits_MEMORY_PROVOKED;
pMonster->PushEnemy( hEnemy, vecLocation );
}
}
}
}
//=========================================================
// ALertSound - scream
//=========================================================
void CISlave :: AlertSound( void )
{
if ( m_hEnemy != NULL )
{
SENTENCEG_PlayRndSz(ENT(pev), "SLV_ALERT", 0.85, ATTN_NORM, 0, m_voicePitch);
CallForHelp( "monster_alien_slave", 512, m_hEnemy, m_vecEnemyLKP );
}
}
//=========================================================
// IdleSound
//=========================================================
void CISlave :: IdleSound( void )
{
if (RANDOM_LONG( 0, 2 ) == 0)
{
SENTENCEG_PlayRndSz(ENT(pev), "SLV_IDLE", 0.85, ATTN_NORM, 0, m_voicePitch);
}
#if 0
int side = RANDOM_LONG( 0, 1 ) * 2 - 1;
ClearBeams( );
ArmBeam( side );
UTIL_MakeAimVectors( pev->angles );
Vector vecSrc = pev->origin + gpGlobals->v_right * 2 * side;
MESSAGE_BEGIN( MSG_PVS, SVC_TEMPENTITY, vecSrc );
WRITE_BYTE(TE_DLIGHT);
WRITE_COORD(vecSrc.x); // X
WRITE_COORD(vecSrc.y); // Y
WRITE_COORD(vecSrc.z); // Z
WRITE_BYTE( 8 ); // radius * 0.1
WRITE_BYTE( 255 ); // r
WRITE_BYTE( 180 ); // g
WRITE_BYTE( 96 ); // b
WRITE_BYTE( 10 ); // time * 10
WRITE_BYTE( 0 ); // decay * 0.1
MESSAGE_END( );
EMIT_SOUND_DYN( ENT(pev), CHAN_WEAPON, "debris/zap1.wav", 1, ATTN_NORM, 0, 100 );
#endif
}
//=========================================================
// PainSound
//=========================================================
void CISlave :: PainSound( void )
{
if (RANDOM_LONG( 0, 2 ) == 0)
{
EMIT_SOUND_DYN ( ENT(pev), CHAN_WEAPON, pPainSounds[ RANDOM_LONG(0,ARRAYSIZE(pPainSounds)-1) ], 1.0, ATTN_NORM, 0, m_voicePitch );
}
}
//=========================================================
// DieSound
//=========================================================
void CISlave :: DeathSound( void )
{
EMIT_SOUND_DYN ( ENT(pev), CHAN_WEAPON, pDeathSounds[ RANDOM_LONG(0,ARRAYSIZE(pDeathSounds)-1) ], 1.0, ATTN_NORM, 0, m_voicePitch );
}
//=========================================================
// ISoundMask - returns a bit mask indicating which types
// of sounds this monster regards.
//=========================================================
int CISlave :: ISoundMask ( void)
{
return bits_SOUND_WORLD |
bits_SOUND_COMBAT |
bits_SOUND_DANGER |
bits_SOUND_PLAYER;
}
void CISlave::Killed( entvars_t *pevAttacker, int iGib )
{
ClearBeams( );
CSquadMonster::Killed( pevAttacker, iGib );
}
//=========================================================
// SetYawSpeed - allows each sequence to have a different
// turn rate associated with it.
//=========================================================
void CISlave :: SetYawSpeed ( void )
{
int ys;
switch ( m_Activity )
{
case ACT_WALK:
ys = 50;
break;
case ACT_RUN:
ys = 70;
break;
case ACT_IDLE:
ys = 50;
break;
default:
ys = 90;
break;
}
pev->yaw_speed = ys;
}
//=========================================================
// HandleAnimEvent - catches the monster-specific messages
// that occur when tagged animation frames are played.
//
// Returns number of events handled, 0 if none.
//=========================================================
void CISlave :: HandleAnimEvent( MonsterEvent_t *pEvent )
{
// ALERT( at_console, "event %d : %f\n", pEvent->event, pev->frame );
switch( pEvent->event )
{
case ISLAVE_AE_CLAW:
{
// SOUND HERE!
CBaseEntity *pHurt = CheckTraceHullAttack( 70, gSkillData.slaveDmgClaw, DMG_SLASH );
if ( pHurt )
{
if ( pHurt->pev->flags & (FL_MONSTER|FL_CLIENT) )
{
pHurt->pev->punchangle.z = -18;
pHurt->pev->punchangle.x = 5;
}
// Play a random attack hit sound
EMIT_SOUND_DYN ( ENT(pev), CHAN_WEAPON, pAttackHitSounds[ RANDOM_LONG(0,ARRAYSIZE(pAttackHitSounds)-1) ], 1.0, ATTN_NORM, 0, m_voicePitch );
}
else
{
// Play a random attack miss sound
EMIT_SOUND_DYN ( ENT(pev), CHAN_WEAPON, pAttackMissSounds[ RANDOM_LONG(0,ARRAYSIZE(pAttackMissSounds)-1) ], 1.0, ATTN_NORM, 0, m_voicePitch );
}
}
break;
case ISLAVE_AE_CLAWRAKE:
{
CBaseEntity *pHurt = CheckTraceHullAttack( 70, gSkillData.slaveDmgClawrake, DMG_SLASH );
if ( pHurt )
{
if ( pHurt->pev->flags & (FL_MONSTER|FL_CLIENT) )
{
pHurt->pev->punchangle.z = -18;
pHurt->pev->punchangle.x = 5;
}
EMIT_SOUND_DYN ( ENT(pev), CHAN_WEAPON, pAttackHitSounds[ RANDOM_LONG(0,ARRAYSIZE(pAttackHitSounds)-1) ], 1.0, ATTN_NORM, 0, m_voicePitch );
}
else
{
EMIT_SOUND_DYN ( ENT(pev), CHAN_WEAPON, pAttackMissSounds[ RANDOM_LONG(0,ARRAYSIZE(pAttackMissSounds)-1) ], 1.0, ATTN_NORM, 0, m_voicePitch );
}
}
break;
case ISLAVE_AE_ZAP_POWERUP:
{
// speed up attack when on hard
if (g_iSkillLevel == SKILL_HARD)
pev->framerate = 1.5;
UTIL_MakeAimVectors( pev->angles );
if (m_iBeams == 0)
{
Vector vecSrc = pev->origin + gpGlobals->v_forward * 2;
MESSAGE_BEGIN( MSG_PVS, SVC_TEMPENTITY, vecSrc );
WRITE_BYTE(TE_DLIGHT);
WRITE_COORD(vecSrc.x); // X
WRITE_COORD(vecSrc.y); // Y
WRITE_COORD(vecSrc.z); // Z
WRITE_BYTE( 12 ); // radius * 0.1
WRITE_BYTE( 255 ); // r
WRITE_BYTE( 180 ); // g
WRITE_BYTE( 96 ); // b
WRITE_BYTE( 20 / pev->framerate ); // time * 10
WRITE_BYTE( 0 ); // decay * 0.1
MESSAGE_END( );
}
if (m_hDead != NULL)
{
WackBeam( -1, m_hDead );
WackBeam( 1, m_hDead );
}
else
{
ArmBeam( -1 );
ArmBeam( 1 );
BeamGlow( );
}
EMIT_SOUND_DYN( ENT(pev), CHAN_WEAPON, "debris/zap4.wav", 1, ATTN_NORM, 0, 100 + m_iBeams * 10 );
pev->skin = m_iBeams / 2;
}
break;
case ISLAVE_AE_ZAP_SHOOT:
{
ClearBeams( );
if (m_hDead != NULL)
{
Vector vecDest = m_hDead->pev->origin + Vector( 0, 0, 38 );
TraceResult trace;
UTIL_TraceHull( vecDest, vecDest, dont_ignore_monsters, human_hull, m_hDead->edict(), &trace );
if ( !trace.fStartSolid )
{
CBaseEntity *pNew = Create( "monster_alien_slave", m_hDead->pev->origin, m_hDead->pev->angles );
CBaseMonster *pNewMonster = pNew->MyMonsterPointer( );
pNew->pev->spawnflags |= 1;
WackBeam( -1, pNew );
WackBeam( 1, pNew );
UTIL_Remove( m_hDead );
EMIT_SOUND_DYN( ENT(pev), CHAN_WEAPON, "hassault/hw_shoot1.wav", 1, ATTN_NORM, 0, RANDOM_LONG( 130, 160 ) );
/*
CBaseEntity *pEffect = Create( "test_effect", pNew->Center(), pev->angles );
pEffect->Use( this, this, USE_ON, 1 );
*/
break;
}
}
ClearMultiDamage();
UTIL_MakeAimVectors( pev->angles );
ZapBeam( -1 );
ZapBeam( 1 );
EMIT_SOUND_DYN( ENT(pev), CHAN_WEAPON, "hassault/hw_shoot1.wav", 1, ATTN_NORM, 0, RANDOM_LONG( 130, 160 ) );
// STOP_SOUND( ENT(pev), CHAN_WEAPON, "debris/zap4.wav" );
ApplyMultiDamage(pev, pev);
m_flNextAttack = gpGlobals->time + RANDOM_FLOAT( 0.5, 4.0 );
}
break;
case ISLAVE_AE_ZAP_DONE:
{
ClearBeams( );
}
break;
default:
CSquadMonster::HandleAnimEvent( pEvent );
break;
}
}
//=========================================================
// CheckRangeAttack1 - normal beam attack
//=========================================================
BOOL CISlave :: CheckRangeAttack1 ( float flDot, float flDist )
{
if (m_flNextAttack > gpGlobals->time)
{
return FALSE;
}
return CSquadMonster::CheckRangeAttack1( flDot, flDist );
}
//=========================================================
// CheckRangeAttack2 - check bravery and try to resurect dead comrades
//=========================================================
BOOL CISlave :: CheckRangeAttack2 ( float flDot, float flDist )
{
return FALSE;
if (m_flNextAttack > gpGlobals->time)
{
return FALSE;
}
m_hDead = NULL;
m_iBravery = 0;
CBaseEntity *pEntity = NULL;
while ((pEntity = UTIL_FindEntityByClassname( pEntity, "monster_alien_slave" )) != NULL)
{
TraceResult tr;
UTIL_TraceLine( EyePosition( ), pEntity->EyePosition( ), ignore_monsters, ENT(pev), &tr );
if (tr.flFraction == 1.0 || tr.pHit == pEntity->edict())
{
if (pEntity->pev->deadflag == DEAD_DEAD)
{
float d = (pev->origin - pEntity->pev->origin).Length();
if (d < flDist)
{
m_hDead = pEntity;
flDist = d;
}
m_iBravery--;
}
else
{
m_iBravery++;
}
}
}
if (m_hDead != NULL)
return TRUE;
else
return FALSE;
}
//=========================================================
// StartTask
//=========================================================
void CISlave :: StartTask ( Task_t *pTask )
{
ClearBeams( );
CSquadMonster :: StartTask ( pTask );
}
//=========================================================
// Spawn
//=========================================================
void CISlave :: Spawn()
{
Precache( );
SET_MODEL(ENT(pev), "models/islave.mdl");
UTIL_SetSize(pev, VEC_HUMAN_HULL_MIN, VEC_HUMAN_HULL_MAX);
pev->solid = SOLID_SLIDEBOX;
pev->movetype = MOVETYPE_STEP;
m_bloodColor = BLOOD_COLOR_GREEN;
pev->effects = 0;
pev->health = gSkillData.slaveHealth;
pev->view_ofs = Vector ( 0, 0, 64 );// position of the eyes relative to monster's origin.
m_flFieldOfView = VIEW_FIELD_WIDE; // NOTE: we need a wide field of view so npc will notice player and say hello
m_MonsterState = MONSTERSTATE_NONE;
m_afCapability = bits_CAP_HEAR | bits_CAP_TURN_HEAD | bits_CAP_RANGE_ATTACK2 | bits_CAP_DOORS_GROUP;
m_voicePitch = RANDOM_LONG( 85, 110 );
MonsterInit();
}
//=========================================================
// Precache - precaches all resources this monster needs
//=========================================================
void CISlave :: Precache()
{
int i;
PRECACHE_MODEL("models/islave.mdl");
PRECACHE_MODEL("sprites/lgtning.spr");
PRECACHE_SOUND("debris/zap1.wav");
PRECACHE_SOUND("debris/zap4.wav");
PRECACHE_SOUND("weapons/electro4.wav");
PRECACHE_SOUND("hassault/hw_shoot1.wav");
PRECACHE_SOUND("zombie/zo_pain2.wav");
PRECACHE_SOUND("headcrab/hc_headbite.wav");
PRECACHE_SOUND("weapons/cbar_miss1.wav");
for ( i = 0; i < ARRAYSIZE( pAttackHitSounds ); i++ )
PRECACHE_SOUND((char *)pAttackHitSounds[i]);
for ( i = 0; i < ARRAYSIZE( pAttackMissSounds ); i++ )
PRECACHE_SOUND((char *)pAttackMissSounds[i]);
for ( i = 0; i < ARRAYSIZE( pPainSounds ); i++ )
PRECACHE_SOUND((char *)pPainSounds[i]);
for ( i = 0; i < ARRAYSIZE( pDeathSounds ); i++ )
PRECACHE_SOUND((char *)pDeathSounds[i]);
UTIL_PrecacheOther( "test_effect" );
}
//=========================================================
// TakeDamage - get provoked when injured
//=========================================================
int CISlave :: TakeDamage( entvars_t* pevInflictor, entvars_t* pevAttacker, float flDamage, int bitsDamageType)
{
// don't slash one of your own
if ((bitsDamageType & DMG_SLASH) && pevAttacker && IRelationship( Instance(pevAttacker) ) < R_DL)
return 0;
m_afMemory |= bits_MEMORY_PROVOKED;
return CSquadMonster::TakeDamage(pevInflictor, pevAttacker, flDamage, bitsDamageType);
}
void CISlave::TraceAttack( entvars_t *pevAttacker, float flDamage, Vector vecDir, TraceResult *ptr, int bitsDamageType)
{
if (bitsDamageType & DMG_SHOCK)
return;
CSquadMonster::TraceAttack( pevAttacker, flDamage, vecDir, ptr, bitsDamageType );
}
//=========================================================
// AI Schedules Specific to this monster
//=========================================================
// primary range attack
Task_t tlSlaveAttack1[] =
{
{ TASK_STOP_MOVING, 0 },
{ TASK_FACE_IDEAL, (float)0 },
{ TASK_RANGE_ATTACK1, (float)0 },
};
Schedule_t slSlaveAttack1[] =
{
{
tlSlaveAttack1,
ARRAYSIZE ( tlSlaveAttack1 ),
bits_COND_CAN_MELEE_ATTACK1 |
bits_COND_HEAR_SOUND |
bits_COND_HEAVY_DAMAGE,
bits_SOUND_DANGER,
"Slave Range Attack1"
},
};
DEFINE_CUSTOM_SCHEDULES( CISlave )
{
slSlaveAttack1,
};
IMPLEMENT_CUSTOM_SCHEDULES( CISlave, CSquadMonster );
//=========================================================
//=========================================================
Schedule_t *CISlave :: GetSchedule( void )
{
ClearBeams( );
/*
if (pev->spawnflags)
{
pev->spawnflags = 0;
return GetScheduleOfType( SCHED_RELOAD );
}
*/
if ( HasConditions( bits_COND_HEAR_SOUND ) )
{
CSound *pSound;
pSound = PBestSound();
ASSERT( pSound != NULL );
if ( pSound && (pSound->m_iType & bits_SOUND_DANGER) )
return GetScheduleOfType( SCHED_TAKE_COVER_FROM_BEST_SOUND );
if ( pSound->m_iType & bits_SOUND_COMBAT )
m_afMemory |= bits_MEMORY_PROVOKED;
}
switch (m_MonsterState)
{
case MONSTERSTATE_COMBAT:
// dead enemy
if ( HasConditions( bits_COND_ENEMY_DEAD ) )
{
// call base class, all code to handle dead enemies is centralized there.
return CBaseMonster :: GetSchedule();
}
if (pev->health < 20 || m_iBravery < 0)
{
if (!HasConditions( bits_COND_CAN_MELEE_ATTACK1 ))
{
m_failSchedule = SCHED_CHASE_ENEMY;
if (HasConditions( bits_COND_LIGHT_DAMAGE | bits_COND_HEAVY_DAMAGE))
{
return GetScheduleOfType( SCHED_TAKE_COVER_FROM_ENEMY );
}
if ( HasConditions ( bits_COND_SEE_ENEMY ) && HasConditions ( bits_COND_ENEMY_FACING_ME ) )
{
// ALERT( at_console, "exposed\n");
return GetScheduleOfType( SCHED_TAKE_COVER_FROM_ENEMY );
}
}
}
break;
}
return CSquadMonster::GetSchedule( );
}
Schedule_t *CISlave :: GetScheduleOfType ( int Type )
{
switch ( Type )
{
case SCHED_FAIL:
if (HasConditions( bits_COND_CAN_MELEE_ATTACK1 ))
{
return CSquadMonster :: GetScheduleOfType( SCHED_MELEE_ATTACK1 ); ;
}
break;
case SCHED_RANGE_ATTACK1:
return slSlaveAttack1;
case SCHED_RANGE_ATTACK2:
return slSlaveAttack1;
}
return CSquadMonster :: GetScheduleOfType( Type );
}
//=========================================================
// ArmBeam - small beam from arm to nearby geometry
//=========================================================
void CISlave :: ArmBeam( int side )
{
TraceResult tr;
float flDist = 1.0;
if (m_iBeams >= ISLAVE_MAX_BEAMS)
return;
UTIL_MakeAimVectors( pev->angles );
Vector vecSrc = pev->origin + gpGlobals->v_up * 36 + gpGlobals->v_right * side * 16 + gpGlobals->v_forward * 32;
for (int i = 0; i < 3; i++)
{
Vector vecAim = gpGlobals->v_right * side * RANDOM_FLOAT( 0, 1 ) + gpGlobals->v_up * RANDOM_FLOAT( -1, 1 );
TraceResult tr1;
UTIL_TraceLine ( vecSrc, vecSrc + vecAim * 512, dont_ignore_monsters, ENT( pev ), &tr1);
if (flDist > tr1.flFraction)
{
tr = tr1;
flDist = tr.flFraction;
}
}
// Couldn't find anything close enough
if ( flDist == 1.0 )
return;
DecalGunshot( &tr, BULLET_PLAYER_CROWBAR );
m_pBeam[m_iBeams] = CBeam::BeamCreate( "sprites/lgtning.spr", 30 );
if (!m_pBeam[m_iBeams])
return;
m_pBeam[m_iBeams]->PointEntInit( tr.vecEndPos, edict( ) );
m_pBeam[m_iBeams]->SetEndAttachment( side < 0 ? 2 : 1 );
// m_pBeam[m_iBeams]->SetColor( 180, 255, 96 );
m_pBeam[m_iBeams]->SetColor( 96, 128, 16 );
m_pBeam[m_iBeams]->SetBrightness( 64 );
m_pBeam[m_iBeams]->SetNoise( 80 );
m_iBeams++;
}
//=========================================================
// BeamGlow - brighten all beams
//=========================================================
void CISlave :: BeamGlow( )
{
int b = m_iBeams * 32;
if (b > 255)
b = 255;
for (int i = 0; i < m_iBeams; i++)
{
if (m_pBeam[i]->GetBrightness() != 255)
{
m_pBeam[i]->SetBrightness( b );
}
}
}
//=========================================================
// WackBeam - regenerate dead colleagues
//=========================================================
void CISlave :: WackBeam( int side, CBaseEntity *pEntity )
{
Vector vecDest;
float flDist = 1.0;
if (m_iBeams >= ISLAVE_MAX_BEAMS)
return;
if (pEntity == NULL)
return;
m_pBeam[m_iBeams] = CBeam::BeamCreate( "sprites/lgtning.spr", 30 );
if (!m_pBeam[m_iBeams])
return;
m_pBeam[m_iBeams]->PointEntInit( pEntity->Center(), edict( ) );
m_pBeam[m_iBeams]->SetEndAttachment( side < 0 ? 2 : 1 );
m_pBeam[m_iBeams]->SetColor( 180, 255, 96 );
m_pBeam[m_iBeams]->SetBrightness( 255 );
m_pBeam[m_iBeams]->SetNoise( 80 );
m_iBeams++;
}
//=========================================================
// ZapBeam - heavy damage directly forward
//=========================================================
void CISlave :: ZapBeam( int side )
{
Vector vecSrc, vecAim;
TraceResult tr;
CBaseEntity *pEntity;
if (m_iBeams >= ISLAVE_MAX_BEAMS)
return;
vecSrc = pev->origin + gpGlobals->v_up * 36;
vecAim = ShootAtEnemy( vecSrc );
float deflection = 0.01;
vecAim = vecAim + side * gpGlobals->v_right * RANDOM_FLOAT( 0, deflection ) + gpGlobals->v_up * RANDOM_FLOAT( -deflection, deflection );
UTIL_TraceLine ( vecSrc, vecSrc + vecAim * 1024, dont_ignore_monsters, ENT( pev ), &tr);
m_pBeam[m_iBeams] = CBeam::BeamCreate( "sprites/lgtning.spr", 50 );
if (!m_pBeam[m_iBeams])
return;
m_pBeam[m_iBeams]->PointEntInit( tr.vecEndPos, edict( ) );
m_pBeam[m_iBeams]->SetEndAttachment( side < 0 ? 2 : 1 );
m_pBeam[m_iBeams]->SetColor( 180, 255, 96 );
m_pBeam[m_iBeams]->SetBrightness( 255 );
m_pBeam[m_iBeams]->SetNoise( 20 );
m_iBeams++;
pEntity = CBaseEntity::Instance(tr.pHit);
if (pEntity != NULL && pEntity->pev->takedamage)
{
pEntity->TraceAttack( pev, gSkillData.slaveDmgZap, vecAim, &tr, DMG_SHOCK );
}
UTIL_EmitAmbientSound( ENT(pev), tr.vecEndPos, "weapons/electro4.wav", 0.5, ATTN_NORM, 0, RANDOM_LONG( 140, 160 ) );
}
//=========================================================
// ClearBeams - remove all beams
//=========================================================
void CISlave :: ClearBeams( )
{
for (int i = 0; i < ISLAVE_MAX_BEAMS; i++)
{
if (m_pBeam[i])
{
UTIL_Remove( m_pBeam[i] );
m_pBeam[i] = NULL;
}
}
m_iBeams = 0;
pev->skin = 0;
STOP_SOUND( ENT(pev), CHAN_WEAPON, "debris/zap4.wav" );
}

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/***
*
* Copyright (c) 1999, 2000 Valve LLC. All rights reserved.
*
* This product contains software technology licensed from Id
* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
* All Rights Reserved.
*
* Use, distribution, and modification of this source code and/or resulting
* object code is restricted to non-commercial enhancements to products from
* Valve LLC. All other use, distribution, or modification is prohibited
* without written permission from Valve LLC.
*
****/
/*
===== items.cpp ========================================================
functions governing the selection/use of weapons for players
*/
#include "extdll.h"
#include "util.h"
#include "cbase.h"
#include "weapons.h"
#include "player.h"
#include "skill.h"
#include "items.h"
#include "gamerules.h"
extern int gmsgItemPickup;
class CWorldItem : public CBaseEntity
{
public:
void KeyValue(KeyValueData *pkvd );
void Spawn( void );
int m_iType;
};
LINK_ENTITY_TO_CLASS(world_items, CWorldItem);
void CWorldItem::KeyValue(KeyValueData *pkvd)
{
if (FStrEq(pkvd->szKeyName, "type"))
{
m_iType = atoi(pkvd->szValue);
pkvd->fHandled = TRUE;
}
else
CBaseEntity::KeyValue( pkvd );
}
void CWorldItem::Spawn( void )
{
CBaseEntity *pEntity = NULL;
switch (m_iType)
{
case 44: // ITEM_BATTERY:
pEntity = CBaseEntity::Create( "item_battery", pev->origin, pev->angles );
break;
case 42: // ITEM_ANTIDOTE:
pEntity = CBaseEntity::Create( "item_antidote", pev->origin, pev->angles );
break;
case 43: // ITEM_SECURITY:
pEntity = CBaseEntity::Create( "item_security", pev->origin, pev->angles );
break;
case 45: // ITEM_SUIT:
pEntity = CBaseEntity::Create( "item_suit", pev->origin, pev->angles );
break;
}
if (!pEntity)
{
ALERT( at_console, "unable to create world_item %d\n", m_iType );
}
else
{
pEntity->pev->target = pev->target;
pEntity->pev->targetname = pev->targetname;
pEntity->pev->spawnflags = pev->spawnflags;
}
REMOVE_ENTITY(edict());
}
void CItem::Spawn( void )
{
pev->movetype = MOVETYPE_TOSS;
pev->solid = SOLID_TRIGGER;
UTIL_SetOrigin( pev, pev->origin );
UTIL_SetSize(pev, Vector(-16, -16, 0), Vector(16, 16, 16));
SetTouch(ItemTouch);
if (DROP_TO_FLOOR(ENT(pev)) == 0)
{
ALERT(at_error, "Item %s fell out of level at %f,%f,%f", STRING( pev->classname ), pev->origin.x, pev->origin.y, pev->origin.z);
UTIL_Remove( this );
return;
}
}
extern int gEvilImpulse101;
void CItem::ItemTouch( CBaseEntity *pOther )
{
// if it's not a player, ignore
if ( !pOther->IsPlayer() )
{
return;
}
CBasePlayer *pPlayer = (CBasePlayer *)pOther;
// ok, a player is touching this item, but can he have it?
if ( !g_pGameRules->CanHaveItem( pPlayer, this ) )
{
// no? Ignore the touch.
return;
}
if (MyTouch( pPlayer ))
{
SUB_UseTargets( pOther, USE_TOGGLE, 0 );
SetTouch( NULL );
// player grabbed the item.
g_pGameRules->PlayerGotItem( pPlayer, this );
if ( g_pGameRules->ItemShouldRespawn( this ) == GR_ITEM_RESPAWN_YES )
{
Respawn();
}
else
{
UTIL_Remove( this );
}
}
else if (gEvilImpulse101)
{
UTIL_Remove( this );
}
}
CBaseEntity* CItem::Respawn( void )
{
SetTouch( NULL );
pev->effects |= EF_NODRAW;
UTIL_SetOrigin( pev, g_pGameRules->VecItemRespawnSpot( this ) );// blip to whereever you should respawn.
SetThink ( Materialize );
pev->nextthink = g_pGameRules->FlItemRespawnTime( this );
return this;
}
void CItem::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( ItemTouch );
}
#define SF_SUIT_SHORTLOGON 0x0001
class CItemSuit : public CItem
{
void Spawn( void )
{
Precache( );
SET_MODEL(ENT(pev), "models/w_suit.mdl");
CItem::Spawn( );
}
void Precache( void )
{
PRECACHE_MODEL ("models/w_suit.mdl");
}
BOOL MyTouch( CBasePlayer *pPlayer )
{
if ( pPlayer->pev->weapons & (1<<WEAPON_SUIT) )
return FALSE;
if ( pev->spawnflags & SF_SUIT_SHORTLOGON )
EMIT_SOUND_SUIT(pPlayer->edict(), "!HEV_A0"); // short version of suit logon,
else
EMIT_SOUND_SUIT(pPlayer->edict(), "!HEV_AAx"); // long version of suit logon
pPlayer->pev->weapons |= (1<<WEAPON_SUIT);
return TRUE;
}
};
LINK_ENTITY_TO_CLASS(item_suit, CItemSuit);
class CItemArmorVest : public CItem
{
void Spawn( void )
{
Precache( );
SET_MODEL(ENT(pev), "models/barney_vest.mdl");
CItem::Spawn( );
}
void Precache( void )
{
PRECACHE_MODEL ("models/barney_vest.mdl");
PRECACHE_SOUND( "items/gunpickup2.wav" );
}
BOOL MyTouch( CBasePlayer *pPlayer )
{
if ((pPlayer->pev->armorvalue < MAX_NORMAL_BATTERY) &&
(pPlayer->pev->weapons & (1<<WEAPON_SUIT)))
{
pPlayer->pev->armorvalue += 60;
pPlayer->pev->armorvalue = min(pPlayer->pev->armorvalue, MAX_NORMAL_BATTERY);
EMIT_SOUND( pPlayer->edict(), CHAN_ITEM, "items/gunpickup2.wav", 1, ATTN_NORM );
MESSAGE_BEGIN( MSG_ONE, gmsgItemPickup, NULL, pPlayer->pev );
WRITE_STRING( STRING(pev->classname) );
MESSAGE_END();
return TRUE;
}
return FALSE;
}
};
LINK_ENTITY_TO_CLASS(item_armorvest, CItemArmorVest);
class CItemHelmet : public CItem
{
void Spawn( void )
{
Precache( );
SET_MODEL(ENT(pev), "models/barney_helmet.mdl");
CItem::Spawn( );
}
void Precache( void )
{
PRECACHE_MODEL ("models/barney_helmet.mdl");
PRECACHE_SOUND( "items/gunpickup2.wav" );
}
BOOL MyTouch( CBasePlayer *pPlayer )
{
if ((pPlayer->pev->armorvalue < MAX_NORMAL_BATTERY) &&
(pPlayer->pev->weapons & (1<<WEAPON_SUIT)))
{
pPlayer->pev->armorvalue += 40;
pPlayer->pev->armorvalue = min(pPlayer->pev->armorvalue, MAX_NORMAL_BATTERY);
EMIT_SOUND( pPlayer->edict(), CHAN_ITEM, "items/gunpickup2.wav", 1, ATTN_NORM );
MESSAGE_BEGIN( MSG_ONE, gmsgItemPickup, NULL, pPlayer->pev );
WRITE_STRING( STRING(pev->classname) );
MESSAGE_END();
return TRUE;
}
return FALSE;
}
};
LINK_ENTITY_TO_CLASS(item_helmet, CItemHelmet);
class CItemBattery : public CItem
{
void Spawn( void )
{
Precache( );
SET_MODEL(ENT(pev), "models/w_battery.mdl");
CItem::Spawn( );
}
void Precache( void )
{
PRECACHE_MODEL ("models/w_battery.mdl");
PRECACHE_SOUND( "items/gunpickup2.wav" );
}
BOOL MyTouch( CBasePlayer *pPlayer )
{
if ((pPlayer->pev->armorvalue < MAX_NORMAL_BATTERY) &&
(pPlayer->pev->weapons & (1<<WEAPON_SUIT)))
{
int pct;
char szcharge[64];
pPlayer->pev->armorvalue += gSkillData.batteryCapacity;
pPlayer->pev->armorvalue = min(pPlayer->pev->armorvalue, MAX_NORMAL_BATTERY);
EMIT_SOUND( pPlayer->edict(), CHAN_ITEM, "items/gunpickup2.wav", 1, ATTN_NORM );
MESSAGE_BEGIN( MSG_ONE, gmsgItemPickup, NULL, pPlayer->pev );
WRITE_STRING( STRING(pev->classname) );
MESSAGE_END();
// Suit reports new power level
// For some reason this wasn't working in release build -- round it.
pct = (int)( (float)(pPlayer->pev->armorvalue * 100.0) * (1.0/MAX_NORMAL_BATTERY) + 0.5);
pct = (pct / 5);
if (pct > 0)
pct--;
sprintf( szcharge,"!HEV_%1dP", pct );
//EMIT_SOUND_SUIT(ENT(pev), szcharge);
pPlayer->SetSuitUpdate(szcharge, FALSE, SUIT_NEXT_IN_30SEC);
return TRUE;
}
return FALSE;
}
};
LINK_ENTITY_TO_CLASS(item_battery, CItemBattery);
class CItemAntidote : public CItem
{
void Spawn( void )
{
Precache( );
SET_MODEL(ENT(pev), "models/w_antidote.mdl");
CItem::Spawn( );
}
void Precache( void )
{
PRECACHE_MODEL ("models/w_antidote.mdl");
}
BOOL MyTouch( CBasePlayer *pPlayer )
{
pPlayer->SetSuitUpdate("!HEV_DET4", FALSE, SUIT_NEXT_IN_1MIN);
pPlayer->m_rgItems[ITEM_ANTIDOTE] += 1;
return TRUE;
}
};
LINK_ENTITY_TO_CLASS(item_antidote, CItemAntidote);
class CItemSecurity : public CItem
{
void Spawn( void )
{
Precache( );
SET_MODEL(ENT(pev), "models/w_security.mdl");
CItem::Spawn( );
}
void Precache( void )
{
PRECACHE_MODEL ("models/w_security.mdl");
}
BOOL MyTouch( CBasePlayer *pPlayer )
{
pPlayer->m_rgItems[ITEM_SECURITY] += 1;
return TRUE;
}
};
LINK_ENTITY_TO_CLASS(item_security, CItemSecurity);
class CItemLongJump : public CItem
{
void Spawn( void )
{
Precache( );
SET_MODEL(ENT(pev), "models/w_longjump.mdl");
CItem::Spawn( );
}
void Precache( void )
{
PRECACHE_MODEL ("models/w_longjump.mdl");
}
BOOL MyTouch( CBasePlayer *pPlayer )
{
if ( pPlayer->m_fLongJump )
{
return FALSE;
}
if ( ( pPlayer->pev->weapons & (1<<WEAPON_SUIT) ) )
{
pPlayer->m_fLongJump = TRUE;// player now has longjump module
g_engfuncs.pfnSetPhysicsKeyValue( pPlayer->edict(), "slj", "1" );
MESSAGE_BEGIN( MSG_ONE, gmsgItemPickup, NULL, pPlayer->pev );
WRITE_STRING( STRING(pev->classname) );
MESSAGE_END();
EMIT_SOUND_SUIT( pPlayer->edict(), "!HEV_A1" ); // Play the longjump sound UNDONE: Kelly? correct sound?
return TRUE;
}
return FALSE;
}
};
LINK_ENTITY_TO_CLASS( item_longjump, CItemLongJump );

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/***
*
* Copyright (c) 1999, 2000 Valve LLC. All rights reserved.
*
* This product contains software technology licensed from Id
* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
* All Rights Reserved.
*
* Use, distribution, and modification of this source code and/or resulting
* object code is restricted to non-commercial enhancements to products from
* Valve LLC. All other use, distribution, or modification is prohibited
* without written permission from Valve LLC.
*
****/
#ifndef ITEMS_H
#define ITEMS_H
class CItem : public CBaseEntity
{
public:
void Spawn( void );
CBaseEntity* Respawn( void );
void EXPORT ItemTouch( CBaseEntity *pOther );
void EXPORT Materialize( void );
virtual BOOL MyTouch( CBasePlayer *pPlayer ) { return FALSE; };
};
#endif // ITEMS_H

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/***
*
* Copyright (c) 1999, 2000 Valve LLC. All rights reserved.
*
* This product contains software technology licensed from Id
* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
* All Rights Reserved.
*
* This source code contains proprietary and confidential information of
* Valve LLC and its suppliers. Access to this code is restricted to
* persons who have executed a written SDK license with Valve. Any access,
* use or distribution of this code by or to any unlicensed person is illegal.
*
****/
//=========================================================
// leech - basic little swimming monster
//=========================================================
//
// UNDONE:
// DONE:Steering force model for attack
// DONE:Attack animation control / damage
// DONE:Establish range of up/down motion and steer around vertical obstacles
// DONE:Re-evaluate height periodically
// DONE:Fall (MOVETYPE_TOSS) and play different anim if out of water
// Test in complex room (c2a3?)
// DONE:Sounds? - Kelly will fix
// Blood cloud? Hurt effect?
// Group behavior?
// DONE:Save/restore
// Flop animation - just bind to ACT_TWITCH
// Fix fatal push into wall case
//
// Try this on a bird
// Try this on a model with hulls/tracehull?
//
#include "float.h"
#include "extdll.h"
#include "util.h"
#include "cbase.h"
#include "monsters.h"
// Animation events
#define LEECH_AE_ATTACK 1
#define LEECH_AE_FLOP 2
// Movement constants
#define LEECH_ACCELERATE 10
#define LEECH_CHECK_DIST 45
#define LEECH_SWIM_SPEED 50
#define LEECH_SWIM_ACCEL 80
#define LEECH_SWIM_DECEL 10
#define LEECH_TURN_RATE 90
#define LEECH_SIZEX 10
#define LEECH_FRAMETIME 0.1
#define DEBUG_BEAMS 0
#if DEBUG_BEAMS
#include "effects.h"
#endif
class CLeech : public CBaseMonster
{
public:
void Spawn( void );
void Precache( void );
void EXPORT SwimThink( void );
void EXPORT DeadThink( void );
void Touch( CBaseEntity *pOther )
{
if ( pOther->IsPlayer() )
{
// If the client is pushing me, give me some base velocity
if ( gpGlobals->trace_ent && gpGlobals->trace_ent == edict() )
{
pev->basevelocity = pOther->pev->velocity;
pev->flags |= FL_BASEVELOCITY;
}
}
}
void SetObjectCollisionBox( void )
{
pev->absmin = pev->origin + Vector(-8,-8,0);
pev->absmax = pev->origin + Vector(8,8,2);
}
void AttackSound( void );
void AlertSound( void );
void UpdateMotion( void );
float ObstacleDistance( CBaseEntity *pTarget );
void MakeVectors( void );
void RecalculateWaterlevel( void );
void SwitchLeechState( void );
// Base entity functions
void HandleAnimEvent( MonsterEvent_t *pEvent );
int BloodColor( void ) { return DONT_BLEED; }
void Killed( entvars_t *pevAttacker, int iGib );
void Activate( void );
int TakeDamage( entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, int bitsDamageType );
int Classify( void ) { return CLASS_INSECT; }
int IRelationship( CBaseEntity *pTarget );
virtual int Save( CSave &save );
virtual int Restore( CRestore &restore );
static TYPEDESCRIPTION m_SaveData[];
static const char *pAttackSounds[];
static const char *pAlertSounds[];
private:
// UNDONE: Remove unused boid vars, do group behavior
float m_flTurning;// is this boid turning?
BOOL m_fPathBlocked;// TRUE if there is an obstacle ahead
float m_flAccelerate;
float m_obstacle;
float m_top;
float m_bottom;
float m_height;
float m_waterTime;
float m_sideTime; // Timer to randomly check clearance on sides
float m_zTime;
float m_stateTime;
float m_attackSoundTime;
#if DEBUG_BEAMS
CBeam *m_pb;
CBeam *m_pt;
#endif
};
LINK_ENTITY_TO_CLASS( monster_leech, CLeech );
TYPEDESCRIPTION CLeech::m_SaveData[] =
{
DEFINE_FIELD( CLeech, m_flTurning, FIELD_FLOAT ),
DEFINE_FIELD( CLeech, m_fPathBlocked, FIELD_BOOLEAN ),
DEFINE_FIELD( CLeech, m_flAccelerate, FIELD_FLOAT ),
DEFINE_FIELD( CLeech, m_obstacle, FIELD_FLOAT ),
DEFINE_FIELD( CLeech, m_top, FIELD_FLOAT ),
DEFINE_FIELD( CLeech, m_bottom, FIELD_FLOAT ),
DEFINE_FIELD( CLeech, m_height, FIELD_FLOAT ),
DEFINE_FIELD( CLeech, m_waterTime, FIELD_TIME ),
DEFINE_FIELD( CLeech, m_sideTime, FIELD_TIME ),
DEFINE_FIELD( CLeech, m_zTime, FIELD_TIME ),
DEFINE_FIELD( CLeech, m_stateTime, FIELD_TIME ),
DEFINE_FIELD( CLeech, m_attackSoundTime, FIELD_TIME ),
};
IMPLEMENT_SAVERESTORE( CLeech, CBaseMonster );
const char *CLeech::pAttackSounds[] =
{
"leech/leech_bite1.wav",
"leech/leech_bite2.wav",
"leech/leech_bite3.wav",
};
const char *CLeech::pAlertSounds[] =
{
"leech/leech_alert1.wav",
"leech/leech_alert2.wav",
};
void CLeech::Spawn( void )
{
Precache();
SET_MODEL(ENT(pev), "models/leech.mdl");
// Just for fun
// SET_MODEL(ENT(pev), "models/icky.mdl");
// UTIL_SetSize( pev, g_vecZero, g_vecZero );
UTIL_SetSize( pev, Vector(-1,-1,0), Vector(1,1,2));
// Don't push the minz down too much or the water check will fail because this entity is really point-sized
pev->solid = SOLID_SLIDEBOX;
pev->movetype = MOVETYPE_FLY;
SetBits(pev->flags, FL_SWIM);
pev->health = gSkillData.leechHealth;
m_flFieldOfView = -0.5; // 180 degree FOV
m_flDistLook = 750;
MonsterInit();
SetThink( SwimThink );
SetUse( NULL );
SetTouch( NULL );
pev->view_ofs = g_vecZero;
m_flTurning = 0;
m_fPathBlocked = FALSE;
SetActivity( ACT_SWIM );
SetState( MONSTERSTATE_IDLE );
m_stateTime = gpGlobals->time + RANDOM_FLOAT( 1, 5 );
}
void CLeech::Activate( void )
{
RecalculateWaterlevel();
}
void CLeech::RecalculateWaterlevel( void )
{
// Calculate boundaries
Vector vecTest = pev->origin - Vector(0,0,400);
TraceResult tr;
UTIL_TraceLine(pev->origin, vecTest, missile, edict(), &tr);
if ( tr.flFraction != 1.0 )
m_bottom = tr.vecEndPos.z + 1;
else
m_bottom = vecTest.z;
m_top = UTIL_WaterLevel( pev->origin, pev->origin.z, pev->origin.z + 400 ) - 1;
// Chop off 20% of the outside range
float newBottom = m_bottom * 0.8 + m_top * 0.2;
m_top = m_bottom * 0.2 + m_top * 0.8;
m_bottom = newBottom;
m_height = RANDOM_FLOAT( m_bottom, m_top );
m_waterTime = gpGlobals->time + RANDOM_FLOAT( 5, 7 );
}
void CLeech::SwitchLeechState( void )
{
m_stateTime = gpGlobals->time + RANDOM_FLOAT( 3, 6 );
if ( m_MonsterState == MONSTERSTATE_COMBAT )
{
m_hEnemy = NULL;
SetState( MONSTERSTATE_IDLE );
// We may be up against the player, so redo the side checks
m_sideTime = 0;
}
else
{
Look( m_flDistLook );
CBaseEntity *pEnemy = BestVisibleEnemy();
if ( pEnemy && pEnemy->pev->waterlevel != 0 )
{
m_hEnemy = pEnemy;
SetState( MONSTERSTATE_COMBAT );
m_stateTime = gpGlobals->time + RANDOM_FLOAT( 18, 25 );
AlertSound();
}
}
}
int CLeech::IRelationship( CBaseEntity *pTarget )
{
if ( pTarget->IsPlayer() )
return R_DL;
return CBaseMonster::IRelationship( pTarget );
}
void CLeech::AttackSound( void )
{
if ( gpGlobals->time > m_attackSoundTime )
{
EMIT_SOUND_DYN ( ENT(pev), CHAN_VOICE, pAttackSounds[ RANDOM_LONG(0,ARRAYSIZE(pAttackSounds)-1) ], 1.0, ATTN_NORM, 0, PITCH_NORM );
m_attackSoundTime = gpGlobals->time + 0.5;
}
}
void CLeech::AlertSound( void )
{
EMIT_SOUND_DYN ( ENT(pev), CHAN_VOICE, pAlertSounds[ RANDOM_LONG(0,ARRAYSIZE(pAlertSounds)-1) ], 1.0, ATTN_NORM * 0.5, 0, PITCH_NORM );
}
void CLeech::Precache( void )
{
int i;
//PRECACHE_MODEL("models/icky.mdl");
PRECACHE_MODEL("models/leech.mdl");
for ( i = 0; i < ARRAYSIZE( pAttackSounds ); i++ )
PRECACHE_SOUND((char *)pAttackSounds[i]);
for ( i = 0; i < ARRAYSIZE( pAlertSounds ); i++ )
PRECACHE_SOUND((char *)pAlertSounds[i]);
}
int CLeech::TakeDamage( entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, int bitsDamageType )
{
pev->velocity = g_vecZero;
// Nudge the leech away from the damage
if ( pevInflictor )
{
pev->velocity = (pev->origin - pevInflictor->origin).Normalize() * 25;
}
return CBaseMonster::TakeDamage( pevInflictor, pevAttacker, flDamage, bitsDamageType );
}
void CLeech::HandleAnimEvent( MonsterEvent_t *pEvent )
{
switch( pEvent->event )
{
case LEECH_AE_ATTACK:
AttackSound();
CBaseEntity *pEnemy;
pEnemy = m_hEnemy;
if ( pEnemy != NULL )
{
Vector dir, face;
UTIL_MakeVectorsPrivate( pev->angles, face, NULL, NULL );
face.z = 0;
dir = (pEnemy->pev->origin - pev->origin);
dir.z = 0;
dir = dir.Normalize();
face = face.Normalize();
if ( DotProduct(dir, face) > 0.9 ) // Only take damage if the leech is facing the prey
pEnemy->TakeDamage( pev, pev, gSkillData.leechDmgBite, DMG_SLASH );
}
m_stateTime -= 2;
break;
case LEECH_AE_FLOP:
// Play flop sound
break;
default:
CBaseMonster::HandleAnimEvent( pEvent );
break;
}
}
void CLeech::MakeVectors( void )
{
Vector tmp = pev->angles;
tmp.x = -tmp.x;
UTIL_MakeVectors ( tmp );
}
//
// ObstacleDistance - returns normalized distance to obstacle
//
float CLeech::ObstacleDistance( CBaseEntity *pTarget )
{
TraceResult tr;
Vector vecTest;
// use VELOCITY, not angles, not all boids point the direction they are flying
//Vector vecDir = UTIL_VecToAngles( pev->velocity );
MakeVectors();
// check for obstacle ahead
vecTest = pev->origin + gpGlobals->v_forward * LEECH_CHECK_DIST;
UTIL_TraceLine(pev->origin, vecTest, missile, edict(), &tr);
if ( tr.fStartSolid )
{
pev->speed = -LEECH_SWIM_SPEED * 0.5;
// ALERT( at_console, "Stuck from (%f %f %f) to (%f %f %f)\n", pev->oldorigin.x, pev->oldorigin.y, pev->oldorigin.z, pev->origin.x, pev->origin.y, pev->origin.z );
// UTIL_SetOrigin( pev, pev->oldorigin );
}
if ( tr.flFraction != 1.0 )
{
if ( (pTarget == NULL || tr.pHit != pTarget->edict()) )
{
return tr.flFraction;
}
else
{
if ( fabs(m_height - pev->origin.z) > 10 )
return tr.flFraction;
}
}
if ( m_sideTime < gpGlobals->time )
{
// extra wide checks
vecTest = pev->origin + gpGlobals->v_right * LEECH_SIZEX * 2 + gpGlobals->v_forward * LEECH_CHECK_DIST;
UTIL_TraceLine(pev->origin, vecTest, missile, edict(), &tr);
if (tr.flFraction != 1.0)
return tr.flFraction;
vecTest = pev->origin - gpGlobals->v_right * LEECH_SIZEX * 2 + gpGlobals->v_forward * LEECH_CHECK_DIST;
UTIL_TraceLine(pev->origin, vecTest, missile, edict(), &tr);
if (tr.flFraction != 1.0)
return tr.flFraction;
// Didn't hit either side, so stop testing for another 0.5 - 1 seconds
m_sideTime = gpGlobals->time + RANDOM_FLOAT(0.5,1);
}
return 1.0;
}
void CLeech::DeadThink( void )
{
if ( m_fSequenceFinished )
{
if ( m_Activity == ACT_DIEFORWARD )
{
SetThink( NULL );
StopAnimation();
return;
}
else if ( pev->flags & FL_ONGROUND )
{
pev->solid = SOLID_NOT;
SetActivity(ACT_DIEFORWARD);
}
}
StudioFrameAdvance();
pev->nextthink = gpGlobals->time + 0.1;
// Apply damage velocity, but keep out of the walls
if ( pev->velocity.x != 0 || pev->velocity.y != 0 )
{
TraceResult tr;
// Look 0.5 seconds ahead
UTIL_TraceLine(pev->origin, pev->origin + pev->velocity * 0.5, missile, edict(), &tr);
if (tr.flFraction != 1.0)
{
pev->velocity.x = 0;
pev->velocity.y = 0;
}
}
}
void CLeech::UpdateMotion( void )
{
float flapspeed = (pev->speed - m_flAccelerate) / LEECH_ACCELERATE;
m_flAccelerate = m_flAccelerate * 0.8 + pev->speed * 0.2;
if (flapspeed < 0)
flapspeed = -flapspeed;
flapspeed += 1.0;
if (flapspeed < 0.5)
flapspeed = 0.5;
if (flapspeed > 1.9)
flapspeed = 1.9;
pev->framerate = flapspeed;
if ( !m_fPathBlocked )
pev->avelocity.y = pev->ideal_yaw;
else
pev->avelocity.y = pev->ideal_yaw * m_obstacle;
if ( pev->avelocity.y > 150 )
m_IdealActivity = ACT_TURN_LEFT;
else if ( pev->avelocity.y < -150 )
m_IdealActivity = ACT_TURN_RIGHT;
else
m_IdealActivity = ACT_SWIM;
// lean
float targetPitch, delta;
delta = m_height - pev->origin.z;
if ( delta < -10 )
targetPitch = -30;
else if ( delta > 10 )
targetPitch = 30;
else
targetPitch = 0;
pev->angles.x = UTIL_Approach( targetPitch, pev->angles.x, 60 * LEECH_FRAMETIME );
// bank
pev->avelocity.z = - (pev->angles.z + (pev->avelocity.y * 0.25));
if ( m_MonsterState == MONSTERSTATE_COMBAT && HasConditions( bits_COND_CAN_MELEE_ATTACK1 ) )
m_IdealActivity = ACT_MELEE_ATTACK1;
// Out of water check
if ( !pev->waterlevel )
{
pev->movetype = MOVETYPE_TOSS;
m_IdealActivity = ACT_TWITCH;
pev->velocity = g_vecZero;
// Animation will intersect the floor if either of these is non-zero
pev->angles.z = 0;
pev->angles.x = 0;
if ( pev->framerate < 1.0 )
pev->framerate = 1.0;
}
else if ( pev->movetype == MOVETYPE_TOSS )
{
pev->movetype = MOVETYPE_FLY;
pev->flags &= ~FL_ONGROUND;
RecalculateWaterlevel();
m_waterTime = gpGlobals->time + 2; // Recalc again soon, water may be rising
}
if ( m_Activity != m_IdealActivity )
{
SetActivity ( m_IdealActivity );
}
float flInterval = StudioFrameAdvance();
DispatchAnimEvents ( flInterval );
#if DEBUG_BEAMS
if ( !m_pb )
m_pb = CBeam::BeamCreate( "sprites/laserbeam.spr", 5 );
if ( !m_pt )
m_pt = CBeam::BeamCreate( "sprites/laserbeam.spr", 5 );
m_pb->PointsInit( pev->origin, pev->origin + gpGlobals->v_forward * LEECH_CHECK_DIST );
m_pt->PointsInit( pev->origin, pev->origin - gpGlobals->v_right * (pev->avelocity.y*0.25) );
if ( m_fPathBlocked )
{
float color = m_obstacle * 30;
if ( m_obstacle == 1.0 )
color = 0;
if ( color > 255 )
color = 255;
m_pb->SetColor( 255, (int)color, (int)color );
}
else
m_pb->SetColor( 255, 255, 0 );
m_pt->SetColor( 0, 0, 255 );
#endif
}
void CLeech::SwimThink( void )
{
TraceResult tr;
float flLeftSide;
float flRightSide;
float targetSpeed;
float targetYaw = 0;
CBaseEntity *pTarget;
if ( FNullEnt( FIND_CLIENT_IN_PVS( edict() ) ) )
{
pev->nextthink = gpGlobals->time + RANDOM_FLOAT(1,1.5);
pev->velocity = g_vecZero;
return;
}
else
pev->nextthink = gpGlobals->time + 0.1;
targetSpeed = LEECH_SWIM_SPEED;
if ( m_waterTime < gpGlobals->time )
RecalculateWaterlevel();
if ( m_stateTime < gpGlobals->time )
SwitchLeechState();
ClearConditions( bits_COND_CAN_MELEE_ATTACK1 );
switch( m_MonsterState )
{
case MONSTERSTATE_COMBAT:
pTarget = m_hEnemy;
if ( !pTarget )
SwitchLeechState();
else
{
// Chase the enemy's eyes
m_height = pTarget->pev->origin.z + pTarget->pev->view_ofs.z - 5;
// Clip to viable water area
if ( m_height < m_bottom )
m_height = m_bottom;
else if ( m_height > m_top )
m_height = m_top;
Vector location = pTarget->pev->origin - pev->origin;
location.z += (pTarget->pev->view_ofs.z);
if ( location.Length() < 40 )
SetConditions( bits_COND_CAN_MELEE_ATTACK1 );
// Turn towards target ent
targetYaw = UTIL_VecToYaw( location );
targetYaw = UTIL_AngleDiff( targetYaw, UTIL_AngleMod( pev->angles.y ) );
if ( targetYaw < (-LEECH_TURN_RATE*0.75) )
targetYaw = (-LEECH_TURN_RATE*0.75);
else if ( targetYaw > (LEECH_TURN_RATE*0.75) )
targetYaw = (LEECH_TURN_RATE*0.75);
else
targetSpeed *= 2;
}
break;
default:
if ( m_zTime < gpGlobals->time )
{
float newHeight = RANDOM_FLOAT( m_bottom, m_top );
m_height = 0.5 * m_height + 0.5 * newHeight;
m_zTime = gpGlobals->time + RANDOM_FLOAT( 1, 4 );
}
if ( RANDOM_LONG( 0, 100 ) < 10 )
targetYaw = RANDOM_LONG( -30, 30 );
pTarget = NULL;
// oldorigin test
if ( (pev->origin - pev->oldorigin).Length() < 1 )
{
// If leech didn't move, there must be something blocking it, so try to turn
m_sideTime = 0;
}
break;
}
m_obstacle = ObstacleDistance( pTarget );
pev->oldorigin = pev->origin;
if ( m_obstacle < 0.1 )
m_obstacle = 0.1;
// is the way ahead clear?
if ( m_obstacle == 1.0 )
{
// if the leech is turning, stop the trend.
if ( m_flTurning != 0 )
{
m_flTurning = 0;
}
m_fPathBlocked = FALSE;
pev->speed = UTIL_Approach( targetSpeed, pev->speed, LEECH_SWIM_ACCEL * LEECH_FRAMETIME );
pev->velocity = gpGlobals->v_forward * pev->speed;
}
else
{
m_obstacle = 1.0 / m_obstacle;
// IF we get this far in the function, the leader's path is blocked!
m_fPathBlocked = TRUE;
if ( m_flTurning == 0 )// something in the way and leech is not already turning to avoid
{
Vector vecTest;
// measure clearance on left and right to pick the best dir to turn
vecTest = pev->origin + (gpGlobals->v_right * LEECH_SIZEX) + (gpGlobals->v_forward * LEECH_CHECK_DIST);
UTIL_TraceLine(pev->origin, vecTest, missile, edict(), &tr);
flRightSide = tr.flFraction;
vecTest = pev->origin + (gpGlobals->v_right * -LEECH_SIZEX) + (gpGlobals->v_forward * LEECH_CHECK_DIST);
UTIL_TraceLine(pev->origin, vecTest, missile, edict(), &tr);
flLeftSide = tr.flFraction;
// turn left, right or random depending on clearance ratio
float delta = (flRightSide - flLeftSide);
if ( delta > 0.1 || (delta > -0.1 && RANDOM_LONG(0,100)<50) )
m_flTurning = -LEECH_TURN_RATE;
else
m_flTurning = LEECH_TURN_RATE;
}
pev->speed = UTIL_Approach( -(LEECH_SWIM_SPEED*0.5), pev->speed, LEECH_SWIM_DECEL * LEECH_FRAMETIME * m_obstacle );
pev->velocity = gpGlobals->v_forward * pev->speed;
}
pev->ideal_yaw = m_flTurning + targetYaw;
UpdateMotion();
}
void CLeech::Killed(entvars_t *pevAttacker, int iGib)
{
Vector vecSplatDir;
TraceResult tr;
//ALERT(at_aiconsole, "Leech: killed\n");
// tell owner ( if any ) that we're dead.This is mostly for MonsterMaker functionality.
CBaseEntity *pOwner = CBaseEntity::Instance(pev->owner);
if (pOwner)
pOwner->DeathNotice(pev);
// When we hit the ground, play the "death_end" activity
if ( pev->waterlevel )
{
pev->angles.z = 0;
pev->angles.x = 0;
pev->origin.z += 1;
pev->avelocity = g_vecZero;
if ( RANDOM_LONG( 0, 99 ) < 70 )
pev->avelocity.y = RANDOM_LONG( -720, 720 );
pev->gravity = 0.02;
ClearBits(pev->flags, FL_ONGROUND);
SetActivity( ACT_DIESIMPLE );
}
else
SetActivity( ACT_DIEFORWARD );
pev->movetype = MOVETYPE_TOSS;
pev->takedamage = DAMAGE_NO;
SetThink( DeadThink );
}

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/***
*
* Copyright (c) 1999, 2000 Valve LLC. All rights reserved.
*
* This product contains software technology licensed from Id
* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
* All Rights Reserved.
*
* Use, distribution, and modification of this source code and/or resulting
* object code is restricted to non-commercial enhancements to products from
* Valve LLC. All other use, distribution, or modification is prohibited
* without written permission from Valve LLC.
*
****/
/*
===== lights.cpp ========================================================
spawn and think functions for editor-placed lights
*/
#include "extdll.h"
#include "util.h"
#include "cbase.h"
class CLight : public CPointEntity
{
public:
virtual void KeyValue( KeyValueData* pkvd );
virtual void Spawn( void );
void Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value );
virtual int Save( CSave &save );
virtual int Restore( CRestore &restore );
static TYPEDESCRIPTION m_SaveData[];
private:
int m_iStyle;
int m_iszPattern;
};
LINK_ENTITY_TO_CLASS( light, CLight );
TYPEDESCRIPTION CLight::m_SaveData[] =
{
DEFINE_FIELD( CLight, m_iStyle, FIELD_INTEGER ),
DEFINE_FIELD( CLight, m_iszPattern, FIELD_STRING ),
};
IMPLEMENT_SAVERESTORE( CLight, CPointEntity );
//
// Cache user-entity-field values until spawn is called.
//
void CLight :: KeyValue( KeyValueData* pkvd)
{
if (FStrEq(pkvd->szKeyName, "style"))
{
m_iStyle = atoi(pkvd->szValue);
pkvd->fHandled = TRUE;
}
else if (FStrEq(pkvd->szKeyName, "pitch"))
{
pev->angles.x = atof(pkvd->szValue);
pkvd->fHandled = TRUE;
}
else if (FStrEq(pkvd->szKeyName, "pattern"))
{
m_iszPattern = ALLOC_STRING( pkvd->szValue );
pkvd->fHandled = TRUE;
}
else
{
CPointEntity::KeyValue( pkvd );
}
}
/*QUAKED light (0 1 0) (-8 -8 -8) (8 8 8) LIGHT_START_OFF
Non-displayed light.
Default light value is 300
Default style is 0
If targeted, it will toggle between on or off.
*/
void CLight :: Spawn( void )
{
if (FStringNull(pev->targetname))
{ // inert light
REMOVE_ENTITY(ENT(pev));
return;
}
if (m_iStyle >= 32)
{
// CHANGE_METHOD(ENT(pev), em_use, light_use);
if (FBitSet(pev->spawnflags, SF_LIGHT_START_OFF))
LIGHT_STYLE(m_iStyle, "a");
else if (m_iszPattern)
LIGHT_STYLE(m_iStyle, (char *)STRING( m_iszPattern ));
else
LIGHT_STYLE(m_iStyle, "m");
}
}
void CLight :: Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value )
{
if (m_iStyle >= 32)
{
if ( !ShouldToggle( useType, !FBitSet(pev->spawnflags, SF_LIGHT_START_OFF) ) )
return;
if (FBitSet(pev->spawnflags, SF_LIGHT_START_OFF))
{
if (m_iszPattern)
LIGHT_STYLE(m_iStyle, (char *)STRING( m_iszPattern ));
else
LIGHT_STYLE(m_iStyle, "m");
ClearBits(pev->spawnflags, SF_LIGHT_START_OFF);
}
else
{
LIGHT_STYLE(m_iStyle, "a");
SetBits(pev->spawnflags, SF_LIGHT_START_OFF);
}
}
}
//
// shut up spawn functions for new spotlights
//
LINK_ENTITY_TO_CLASS( light_spot, CLight );
class CEnvLight : public CLight
{
public:
void KeyValue( KeyValueData* pkvd );
void Spawn( void );
};
LINK_ENTITY_TO_CLASS( light_environment, CEnvLight );
void CEnvLight::KeyValue( KeyValueData* pkvd )
{
if (FStrEq(pkvd->szKeyName, "_light"))
{
int r, g, b, v, j;
char szColor[64];
j = sscanf( pkvd->szValue, "%d %d %d %d\n", &r, &g, &b, &v );
if (j == 1)
{
g = b = r;
}
else if (j == 4)
{
r = r * (v / 255.0);
g = g * (v / 255.0);
b = b * (v / 255.0);
}
// simulate qrad direct, ambient,and gamma adjustments, as well as engine scaling
r = pow( r / 114.0, 0.6 ) * 264;
g = pow( g / 114.0, 0.6 ) * 264;
b = pow( b / 114.0, 0.6 ) * 264;
pkvd->fHandled = TRUE;
sprintf( szColor, "%d", r );
CVAR_SET_STRING( "sv_skycolor_r", szColor );
sprintf( szColor, "%d", g );
CVAR_SET_STRING( "sv_skycolor_g", szColor );
sprintf( szColor, "%d", b );
CVAR_SET_STRING( "sv_skycolor_b", szColor );
}
else
{
CLight::KeyValue( pkvd );
}
}
void CEnvLight :: Spawn( void )
{
char szVector[64];
UTIL_MakeAimVectors( pev->angles );
sprintf( szVector, "%f", gpGlobals->v_forward.x );
CVAR_SET_STRING( "sv_skyvec_x", szVector );
sprintf( szVector, "%f", gpGlobals->v_forward.y );
CVAR_SET_STRING( "sv_skyvec_y", szVector );
sprintf( szVector, "%f", gpGlobals->v_forward.z );
CVAR_SET_STRING( "sv_skyvec_z", szVector );
CLight::Spawn( );
}

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/***
*
* Copyright (c) 1999, 2000 Valve LLC. All rights reserved.
*
* This product contains software technology licensed from Id
* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
* All Rights Reserved.
*
* Use, distribution, and modification of this source code and/or resulting
* object code is restricted to non-commercial enhancements to products from
* Valve LLC. All other use, distribution, or modification is prohibited
* without written permission from Valve LLC.
*
****/
// -------------------------------------------
//
// maprules.cpp
//
// This module contains entities for implementing/changing game
// rules dynamically within each map (.BSP)
//
// -------------------------------------------
#include "extdll.h"
#include "util.h"
#include "gamerules.h"
#include "maprules.h"
#include "cbase.h"
#include "player.h"
class CRuleEntity : public CBaseEntity
{
public:
void Spawn( void );
void KeyValue( KeyValueData *pkvd );
virtual int Save( CSave &save );
virtual int Restore( CRestore &restore );
static TYPEDESCRIPTION m_SaveData[];
void SetMaster( int iszMaster ) { m_iszMaster = iszMaster; }
protected:
BOOL CanFireForActivator( CBaseEntity *pActivator );
private:
string_t m_iszMaster;
};
TYPEDESCRIPTION CRuleEntity::m_SaveData[] =
{
DEFINE_FIELD( CRuleEntity, m_iszMaster, FIELD_STRING),
};
IMPLEMENT_SAVERESTORE( CRuleEntity, CBaseEntity );
void CRuleEntity::Spawn( void )
{
pev->solid = SOLID_NOT;
pev->movetype = MOVETYPE_NONE;
pev->effects = EF_NODRAW;
}
void CRuleEntity::KeyValue( KeyValueData *pkvd )
{
if (FStrEq(pkvd->szKeyName, "master"))
{
SetMaster( ALLOC_STRING(pkvd->szValue) );
pkvd->fHandled = TRUE;
}
else
CBaseEntity::KeyValue( pkvd );
}
BOOL CRuleEntity::CanFireForActivator( CBaseEntity *pActivator )
{
if ( m_iszMaster )
{
if ( UTIL_IsMasterTriggered( m_iszMaster, pActivator ) )
return TRUE;
else
return FALSE;
}
return TRUE;
}
//
// CRulePointEntity -- base class for all rule "point" entities (not brushes)
//
class CRulePointEntity : public CRuleEntity
{
public:
void Spawn( void );
};
void CRulePointEntity::Spawn( void )
{
CRuleEntity::Spawn();
pev->frame = 0;
pev->model = 0;
}
//
// CRuleBrushEntity -- base class for all rule "brush" entities (not brushes)
// Default behavior is to set up like a trigger, invisible, but keep the model for volume testing
//
class CRuleBrushEntity : public CRuleEntity
{
public:
void Spawn( void );
private:
};
void CRuleBrushEntity::Spawn( void )
{
SET_MODEL( edict(), STRING(pev->model) );
CRuleEntity::Spawn();
}
// CGameScore / game_score -- award points to player / team
// Points +/- total
// Flag: Allow negative scores SF_SCORE_NEGATIVE
// Flag: Award points to team in teamplay SF_SCORE_TEAM
#define SF_SCORE_NEGATIVE 0x0001
#define SF_SCORE_TEAM 0x0002
class CGameScore : public CRulePointEntity
{
public:
void Spawn( void );
void Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value );
void KeyValue( KeyValueData *pkvd );
inline int Points( void ) { return pev->frags; }
inline BOOL AllowNegativeScore( void ) { return pev->spawnflags & SF_SCORE_NEGATIVE; }
inline BOOL AwardToTeam( void ) { return pev->spawnflags & SF_SCORE_TEAM; }
inline void SetPoints( int points ) { pev->frags = points; }
private:
};
LINK_ENTITY_TO_CLASS( game_score, CGameScore );
void CGameScore::Spawn( void )
{
CRulePointEntity::Spawn();
}
void CGameScore::KeyValue( KeyValueData *pkvd )
{
if (FStrEq(pkvd->szKeyName, "points"))
{
SetPoints( atoi(pkvd->szValue) );
pkvd->fHandled = TRUE;
}
else
CRulePointEntity::KeyValue( pkvd );
}
void CGameScore::Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value )
{
if ( !CanFireForActivator( pActivator ) )
return;
// Only players can use this
if ( pActivator->IsPlayer() )
{
if ( AwardToTeam() )
{
pActivator->AddPointsToTeam( Points(), AllowNegativeScore() );
}
else
{
pActivator->AddPoints( Points(), AllowNegativeScore() );
}
}
}
// CGameEnd / game_end -- Ends the game in MP
class CGameEnd : public CRulePointEntity
{
public:
void Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value );
private:
};
LINK_ENTITY_TO_CLASS( game_end, CGameEnd );
void CGameEnd::Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value )
{
if ( !CanFireForActivator( pActivator ) )
return;
g_pGameRules->EndMultiplayerGame();
}
//
// CGameText / game_text -- NON-Localized HUD Message (use env_message to display a titles.txt message)
// Flag: All players SF_ENVTEXT_ALLPLAYERS
//
#define SF_ENVTEXT_ALLPLAYERS 0x0001
class CGameText : public CRulePointEntity
{
public:
void Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value );
void KeyValue( KeyValueData *pkvd );
virtual int Save( CSave &save );
virtual int Restore( CRestore &restore );
static TYPEDESCRIPTION m_SaveData[];
inline BOOL MessageToAll( void ) { return (pev->spawnflags & SF_ENVTEXT_ALLPLAYERS); }
inline void MessageSet( const char *pMessage ) { pev->message = ALLOC_STRING(pMessage); }
inline const char *MessageGet( void ) { return STRING(pev->message); }
private:
hudtextparms_t m_textParms;
};
LINK_ENTITY_TO_CLASS( game_text, CGameText );
// Save parms as a block. Will break save/restore if the structure changes, but this entity didn't ship with Half-Life, so
// it can't impact saved Half-Life games.
TYPEDESCRIPTION CGameText::m_SaveData[] =
{
DEFINE_ARRAY( CGameText, m_textParms, FIELD_CHARACTER, sizeof(hudtextparms_t) ),
};
IMPLEMENT_SAVERESTORE( CGameText, CRulePointEntity );
void CGameText::KeyValue( KeyValueData *pkvd )
{
if (FStrEq(pkvd->szKeyName, "channel"))
{
m_textParms.channel = atoi( pkvd->szValue );
pkvd->fHandled = TRUE;
}
else if (FStrEq(pkvd->szKeyName, "x"))
{
m_textParms.x = atof( pkvd->szValue );
pkvd->fHandled = TRUE;
}
else if (FStrEq(pkvd->szKeyName, "y"))
{
m_textParms.y = atof( pkvd->szValue );
pkvd->fHandled = TRUE;
}
else if (FStrEq(pkvd->szKeyName, "effect"))
{
m_textParms.effect = atoi( pkvd->szValue );
pkvd->fHandled = TRUE;
}
else if (FStrEq(pkvd->szKeyName, "color"))
{
int color[4];
UTIL_StringToIntArray( color, 4, pkvd->szValue );
m_textParms.r1 = color[0];
m_textParms.g1 = color[1];
m_textParms.b1 = color[2];
m_textParms.a1 = color[3];
pkvd->fHandled = TRUE;
}
else if (FStrEq(pkvd->szKeyName, "color2"))
{
int color[4];
UTIL_StringToIntArray( color, 4, pkvd->szValue );
m_textParms.r2 = color[0];
m_textParms.g2 = color[1];
m_textParms.b2 = color[2];
m_textParms.a2 = color[3];
pkvd->fHandled = TRUE;
}
else if (FStrEq(pkvd->szKeyName, "fadein"))
{
m_textParms.fadeinTime = atof( pkvd->szValue );
pkvd->fHandled = TRUE;
}
else if (FStrEq(pkvd->szKeyName, "fadeout"))
{
m_textParms.fadeoutTime = atof( pkvd->szValue );
pkvd->fHandled = TRUE;
}
else if (FStrEq(pkvd->szKeyName, "holdtime"))
{
m_textParms.holdTime = atof( pkvd->szValue );
pkvd->fHandled = TRUE;
}
else if (FStrEq(pkvd->szKeyName, "fxtime"))
{
m_textParms.fxTime = atof( pkvd->szValue );
pkvd->fHandled = TRUE;
}
else
CRulePointEntity::KeyValue( pkvd );
}
void CGameText::Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value )
{
if ( !CanFireForActivator( pActivator ) )
return;
if ( MessageToAll() )
{
UTIL_HudMessageAll( m_textParms, MessageGet() );
}
else
{
if ( pActivator->IsNetClient() )
{
UTIL_HudMessage( pActivator, m_textParms, MessageGet() );
}
}
}
//
// CGameTeamMaster / game_team_master -- "Masters" like multisource, but based on the team of the activator
// Only allows mastered entity to fire if the team matches my team
//
// team index (pulled from server team list "mp_teamlist"
// Flag: Remove on Fire
// Flag: Any team until set? -- Any team can use this until the team is set (otherwise no teams can use it)
//
#define SF_TEAMMASTER_FIREONCE 0x0001
#define SF_TEAMMASTER_ANYTEAM 0x0002
class CGameTeamMaster : public CRulePointEntity
{
public:
void KeyValue( KeyValueData *pkvd );
void Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value );
int ObjectCaps( void ) { return CRulePointEntity:: ObjectCaps() | FCAP_MASTER; }
BOOL IsTriggered( CBaseEntity *pActivator );
const char *TeamID( void );
inline BOOL RemoveOnFire( void ) { return (pev->spawnflags & SF_TEAMMASTER_FIREONCE) ? TRUE : FALSE; }
inline BOOL AnyTeam( void ) { return (pev->spawnflags & SF_TEAMMASTER_ANYTEAM) ? TRUE : FALSE; }
private:
BOOL TeamMatch( CBaseEntity *pActivator );
int m_teamIndex;
USE_TYPE triggerType;
};
LINK_ENTITY_TO_CLASS( game_team_master, CGameTeamMaster );
void CGameTeamMaster::KeyValue( KeyValueData *pkvd )
{
if (FStrEq(pkvd->szKeyName, "teamindex"))
{
m_teamIndex = atoi( pkvd->szValue );
pkvd->fHandled = TRUE;
}
else if (FStrEq(pkvd->szKeyName, "triggerstate"))
{
int type = atoi( pkvd->szValue );
switch( type )
{
case 0:
triggerType = USE_OFF;
break;
case 2:
triggerType = USE_TOGGLE;
break;
default:
triggerType = USE_ON;
break;
}
pkvd->fHandled = TRUE;
}
else
CRulePointEntity::KeyValue( pkvd );
}
void CGameTeamMaster::Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value )
{
if ( !CanFireForActivator( pActivator ) )
return;
if ( useType == USE_SET )
{
if ( value < 0 )
{
m_teamIndex = -1;
}
else
{
m_teamIndex = g_pGameRules->GetTeamIndex( pActivator->TeamID() );
}
return;
}
if ( TeamMatch( pActivator ) )
{
SUB_UseTargets( pActivator, triggerType, value );
if ( RemoveOnFire() )
UTIL_Remove( this );
}
}
BOOL CGameTeamMaster::IsTriggered( CBaseEntity *pActivator )
{
return TeamMatch( pActivator );
}
const char *CGameTeamMaster::TeamID( void )
{
if ( m_teamIndex < 0 ) // Currently set to "no team"
return "";
return g_pGameRules->GetIndexedTeamName( m_teamIndex ); // UNDONE: Fill this in with the team from the "teamlist"
}
BOOL CGameTeamMaster::TeamMatch( CBaseEntity *pActivator )
{
if ( m_teamIndex < 0 && AnyTeam() )
return TRUE;
if ( !pActivator )
return FALSE;
return UTIL_TeamsMatch( pActivator->TeamID(), TeamID() );
}
//
// CGameTeamSet / game_team_set -- Changes the team of the entity it targets to the activator's team
// Flag: Fire once
// Flag: Clear team -- Sets the team to "NONE" instead of activator
#define SF_TEAMSET_FIREONCE 0x0001
#define SF_TEAMSET_CLEARTEAM 0x0002
class CGameTeamSet : public CRulePointEntity
{
public:
void Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value );
inline BOOL RemoveOnFire( void ) { return (pev->spawnflags & SF_TEAMSET_FIREONCE) ? TRUE : FALSE; }
inline BOOL ShouldClearTeam( void ) { return (pev->spawnflags & SF_TEAMSET_CLEARTEAM) ? TRUE : FALSE; }
private:
};
LINK_ENTITY_TO_CLASS( game_team_set, CGameTeamSet );
void CGameTeamSet::Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value )
{
if ( !CanFireForActivator( pActivator ) )
return;
if ( ShouldClearTeam() )
{
SUB_UseTargets( pActivator, USE_SET, -1 );
}
else
{
SUB_UseTargets( pActivator, USE_SET, 0 );
}
if ( RemoveOnFire() )
{
UTIL_Remove( this );
}
}
//
// CGamePlayerZone / game_player_zone -- players in the zone fire my target when I'm fired
//
// Needs master?
class CGamePlayerZone : public CRuleBrushEntity
{
public:
void KeyValue( KeyValueData *pkvd );
void Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value );
virtual int Save( CSave &save );
virtual int Restore( CRestore &restore );
static TYPEDESCRIPTION m_SaveData[];
private:
string_t m_iszInTarget;
string_t m_iszOutTarget;
string_t m_iszInCount;
string_t m_iszOutCount;
};
LINK_ENTITY_TO_CLASS( game_zone_player, CGamePlayerZone );
TYPEDESCRIPTION CGamePlayerZone::m_SaveData[] =
{
DEFINE_FIELD( CGamePlayerZone, m_iszInTarget, FIELD_STRING ),
DEFINE_FIELD( CGamePlayerZone, m_iszOutTarget, FIELD_STRING ),
DEFINE_FIELD( CGamePlayerZone, m_iszInCount, FIELD_STRING ),
DEFINE_FIELD( CGamePlayerZone, m_iszOutCount, FIELD_STRING ),
};
IMPLEMENT_SAVERESTORE( CGamePlayerZone, CRuleBrushEntity );
void CGamePlayerZone::KeyValue( KeyValueData *pkvd )
{
if (FStrEq(pkvd->szKeyName, "intarget"))
{
m_iszInTarget = ALLOC_STRING( pkvd->szValue );
pkvd->fHandled = TRUE;
}
else if (FStrEq(pkvd->szKeyName, "outtarget"))
{
m_iszOutTarget = ALLOC_STRING( pkvd->szValue );
pkvd->fHandled = TRUE;
}
else if (FStrEq(pkvd->szKeyName, "incount"))
{
m_iszInCount = ALLOC_STRING( pkvd->szValue );
pkvd->fHandled = TRUE;
}
else if (FStrEq(pkvd->szKeyName, "outcount"))
{
m_iszOutCount = ALLOC_STRING( pkvd->szValue );
pkvd->fHandled = TRUE;
}
else
CRuleBrushEntity::KeyValue( pkvd );
}
void CGamePlayerZone::Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value )
{
int playersInCount = 0;
int playersOutCount = 0;
if ( !CanFireForActivator( pActivator ) )
return;
CBaseEntity *pPlayer = NULL;
for ( int i = 1; i <= gpGlobals->maxClients; i++ )
{
pPlayer = UTIL_PlayerByIndex( i );
if ( pPlayer )
{
TraceResult trace;
int hullNumber;
hullNumber = human_hull;
if ( pPlayer->pev->flags & FL_DUCKING )
{
hullNumber = head_hull;
}
UTIL_TraceModel( pPlayer->pev->origin, pPlayer->pev->origin, hullNumber, edict(), &trace );
if ( trace.fStartSolid )
{
playersInCount++;
if ( m_iszInTarget )
{
FireTargets( STRING(m_iszInTarget), pPlayer, pActivator, useType, value );
}
}
else
{
playersOutCount++;
if ( m_iszOutTarget )
{
FireTargets( STRING(m_iszOutTarget), pPlayer, pActivator, useType, value );
}
}
}
}
if ( m_iszInCount )
{
FireTargets( STRING(m_iszInCount), pActivator, this, USE_SET, playersInCount );
}
if ( m_iszOutCount )
{
FireTargets( STRING(m_iszOutCount), pActivator, this, USE_SET, playersOutCount );
}
}
//
// CGamePlayerHurt / game_player_hurt -- Damages the player who fires it
// Flag: Fire once
#define SF_PKILL_FIREONCE 0x0001
class CGamePlayerHurt : public CRulePointEntity
{
public:
void Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value );
inline BOOL RemoveOnFire( void ) { return (pev->spawnflags & SF_PKILL_FIREONCE) ? TRUE : FALSE; }
private:
};
LINK_ENTITY_TO_CLASS( game_player_hurt, CGamePlayerHurt );
void CGamePlayerHurt::Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value )
{
if ( !CanFireForActivator( pActivator ) )
return;
if ( pActivator->IsPlayer() )
{
if ( pev->dmg < 0 )
pActivator->TakeHealth( -pev->dmg, DMG_GENERIC );
else
pActivator->TakeDamage( pev, pev, pev->dmg, DMG_GENERIC );
}
SUB_UseTargets( pActivator, useType, value );
if ( RemoveOnFire() )
{
UTIL_Remove( this );
}
}
//
// CGameCounter / game_counter -- Counts events and fires target
// Flag: Fire once
// Flag: Reset on Fire
#define SF_GAMECOUNT_FIREONCE 0x0001
#define SF_GAMECOUNT_RESET 0x0002
class CGameCounter : public CRulePointEntity
{
public:
void Spawn( void );
void Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value );
inline BOOL RemoveOnFire( void ) { return (pev->spawnflags & SF_GAMECOUNT_FIREONCE) ? TRUE : FALSE; }
inline BOOL ResetOnFire( void ) { return (pev->spawnflags & SF_GAMECOUNT_RESET) ? TRUE : FALSE; }
inline void CountUp( void ) { pev->frags++; }
inline void CountDown( void ) { pev->frags--; }
inline void ResetCount( void ) { pev->frags = pev->dmg; }
inline int CountValue( void ) { return pev->frags; }
inline int LimitValue( void ) { return pev->health; }
inline BOOL HitLimit( void ) { return CountValue() == LimitValue(); }
private:
inline void SetCountValue( int value ) { pev->frags = value; }
inline void SetInitialValue( int value ) { pev->dmg = value; }
};
LINK_ENTITY_TO_CLASS( game_counter, CGameCounter );
void CGameCounter::Spawn( void )
{
// Save off the initial count
SetInitialValue( CountValue() );
CRulePointEntity::Spawn();
}
void CGameCounter::Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value )
{
if ( !CanFireForActivator( pActivator ) )
return;
switch( useType )
{
case USE_ON:
case USE_TOGGLE:
CountUp();
break;
case USE_OFF:
CountDown();
break;
case USE_SET:
SetCountValue( (int)value );
break;
}
if ( HitLimit() )
{
SUB_UseTargets( pActivator, USE_TOGGLE, 0 );
if ( RemoveOnFire() )
{
UTIL_Remove( this );
}
if ( ResetOnFire() )
{
ResetCount();
}
}
}
//
// CGameCounterSet / game_counter_set -- Sets the counter's value
// Flag: Fire once
#define SF_GAMECOUNTSET_FIREONCE 0x0001
class CGameCounterSet : public CRulePointEntity
{
public:
void Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value );
inline BOOL RemoveOnFire( void ) { return (pev->spawnflags & SF_GAMECOUNTSET_FIREONCE) ? TRUE : FALSE; }
private:
};
LINK_ENTITY_TO_CLASS( game_counter_set, CGameCounterSet );
void CGameCounterSet::Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value )
{
if ( !CanFireForActivator( pActivator ) )
return;
SUB_UseTargets( pActivator, USE_SET, pev->frags );
if ( RemoveOnFire() )
{
UTIL_Remove( this );
}
}
//
// CGamePlayerEquip / game_playerequip -- Sets the default player equipment
// Flag: USE Only
#define SF_PLAYEREQUIP_USEONLY 0x0001
#define MAX_EQUIP 32
class CGamePlayerEquip : public CRulePointEntity
{
public:
void KeyValue( KeyValueData *pkvd );
void Touch( CBaseEntity *pOther );
void Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value );
inline BOOL UseOnly( void ) { return (pev->spawnflags & SF_PLAYEREQUIP_USEONLY) ? TRUE : FALSE; }
private:
void EquipPlayer( CBaseEntity *pPlayer );
string_t m_weaponNames[MAX_EQUIP];
int m_weaponCount[MAX_EQUIP];
};
LINK_ENTITY_TO_CLASS( game_player_equip, CGamePlayerEquip );
void CGamePlayerEquip::KeyValue( KeyValueData *pkvd )
{
CRulePointEntity::KeyValue( pkvd );
if ( !pkvd->fHandled )
{
for ( int i = 0; i < MAX_EQUIP; i++ )
{
if ( !m_weaponNames[i] )
{
char tmp[128];
UTIL_StripToken( pkvd->szKeyName, tmp );
m_weaponNames[i] = ALLOC_STRING(tmp);
m_weaponCount[i] = atoi(pkvd->szValue);
m_weaponCount[i] = max(1,m_weaponCount[i]);
pkvd->fHandled = TRUE;
break;
}
}
}
}
void CGamePlayerEquip::Touch( CBaseEntity *pOther )
{
if ( !CanFireForActivator( pOther ) )
return;
if ( UseOnly() )
return;
EquipPlayer( pOther );
}
void CGamePlayerEquip::EquipPlayer( CBaseEntity *pEntity )
{
CBasePlayer *pPlayer = NULL;
if ( pEntity->IsPlayer() )
{
pPlayer = (CBasePlayer *)pEntity;
}
if ( !pPlayer )
return;
for ( int i = 0; i < MAX_EQUIP; i++ )
{
if ( !m_weaponNames[i] )
break;
for ( int j = 0; j < m_weaponCount[i]; j++ )
{
pPlayer->GiveNamedItem( STRING(m_weaponNames[i]) );
}
}
}
void CGamePlayerEquip::Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value )
{
EquipPlayer( pActivator );
}
//
// CGamePlayerTeam / game_player_team -- Changes the team of the player who fired it
// Flag: Fire once
// Flag: Kill Player
// Flag: Gib Player
#define SF_PTEAM_FIREONCE 0x0001
#define SF_PTEAM_KILL 0x0002
#define SF_PTEAM_GIB 0x0004
class CGamePlayerTeam : public CRulePointEntity
{
public:
void Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value );
private:
inline BOOL RemoveOnFire( void ) { return (pev->spawnflags & SF_PTEAM_FIREONCE) ? TRUE : FALSE; }
inline BOOL ShouldKillPlayer( void ) { return (pev->spawnflags & SF_PTEAM_KILL) ? TRUE : FALSE; }
inline BOOL ShouldGibPlayer( void ) { return (pev->spawnflags & SF_PTEAM_GIB) ? TRUE : FALSE; }
const char *TargetTeamName( const char *pszTargetName );
};
LINK_ENTITY_TO_CLASS( game_player_team, CGamePlayerTeam );
const char *CGamePlayerTeam::TargetTeamName( const char *pszTargetName )
{
CBaseEntity *pTeamEntity = NULL;
while ((pTeamEntity = UTIL_FindEntityByTargetname( pTeamEntity, pszTargetName )) != NULL)
{
if ( FClassnameIs( pTeamEntity->pev, "game_team_master" ) )
return pTeamEntity->TeamID();
}
return NULL;
}
void CGamePlayerTeam::Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value )
{
if ( !CanFireForActivator( pActivator ) )
return;
if ( pActivator->IsPlayer() )
{
const char *pszTargetTeam = TargetTeamName( STRING(pev->target) );
if ( pszTargetTeam )
{
CBasePlayer *pPlayer = (CBasePlayer *)pActivator;
g_pGameRules->ChangePlayerTeam( pPlayer, pszTargetTeam, ShouldKillPlayer(), ShouldGibPlayer() );
}
}
if ( RemoveOnFire() )
{
UTIL_Remove( this );
}
}

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bshift/maprules.h Normal file
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/***
*
* Copyright (c) 1999, 2000 Valve LLC. All rights reserved.
*
* This product contains software technology licensed from Id
* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
* All Rights Reserved.
*
* Use, distribution, and modification of this source code and/or resulting
* object code is restricted to non-commercial enhancements to products from
* Valve LLC. All other use, distribution, or modification is prohibited
* without written permission from Valve LLC.
*
****/
#ifndef MAPRULES_H
#define MAPRULES_H
#endif // MAPRULES_H

34
bshift/monsterevent.h Normal file
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/***
*
* Copyright (c) 1999, 2000 Valve LLC. All rights reserved.
*
* This product contains software technology licensed from Id
* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
* All Rights Reserved.
*
* Use, distribution, and modification of this source code and/or resulting
* object code is restricted to non-commercial enhancements to products from
* Valve LLC. All other use, distribution, or modification is prohibited
* without written permission from Valve LLC.
*
****/
#ifndef MONSTEREVENT_H
#define MONSTEREVENT_H
typedef struct
{
int event;
char *options;
} MonsterEvent_t;
#define EVENT_SPECIFIC 0
#define EVENT_SCRIPTED 1000
#define EVENT_SHARED 2000
#define EVENT_CLIENT 5000
#define MONSTER_EVENT_BODYDROP_LIGHT 2001
#define MONSTER_EVENT_BODYDROP_HEAVY 2002
#define MONSTER_EVENT_SWISHSOUND 2010
#endif // MONSTEREVENT_H

292
bshift/monstermaker.cpp Normal file
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/***
*
* Copyright (c) 1999, 2000 Valve LLC. All rights reserved.
*
* This product contains software technology licensed from Id
* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
* All Rights Reserved.
*
* Use, distribution, and modification of this source code and/or resulting
* object code is restricted to non-commercial enhancements to products from
* Valve LLC. All other use, distribution, or modification is prohibited
* without written permission from Valve LLC.
*
****/
//=========================================================
// Monster Maker - this is an entity that creates monsters
// in the game.
//=========================================================
#include "extdll.h"
#include "util.h"
#include "cbase.h"
#include "monsters.h"
#include "saverestore.h"
// Monstermaker spawnflags
#define SF_MONSTERMAKER_START_ON 1 // start active ( if has targetname )
#define SF_MONSTERMAKER_CYCLIC 4 // drop one monster every time fired.
#define SF_MONSTERMAKER_MONSTERCLIP 8 // Children are blocked by monsterclip
//=========================================================
// MonsterMaker - this ent creates monsters during the game.
//=========================================================
class CMonsterMaker : public CBaseMonster
{
public:
void Spawn( void );
void Precache( void );
void KeyValue( KeyValueData* pkvd);
void EXPORT ToggleUse ( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value );
void EXPORT CyclicUse ( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value );
void EXPORT MakerThink ( void );
void DeathNotice ( entvars_t *pevChild );// monster maker children use this to tell the monster maker that they have died.
void MakeMonster( void );
virtual int Save( CSave &save );
virtual int Restore( CRestore &restore );
static TYPEDESCRIPTION m_SaveData[];
string_t m_iszMonsterClassname;// classname of the monster(s) that will be created.
int m_cNumMonsters;// max number of monsters this ent can create
int m_cLiveChildren;// how many monsters made by this monster maker that are currently alive
int m_iMaxLiveChildren;// max number of monsters that this maker may have out at one time.
float m_flGround; // z coord of the ground under me, used to make sure no monsters are under the maker when it drops a new child
BOOL m_fActive;
BOOL m_fFadeChildren;// should we make the children fadeout?
};
LINK_ENTITY_TO_CLASS( monstermaker, CMonsterMaker );
TYPEDESCRIPTION CMonsterMaker::m_SaveData[] =
{
DEFINE_FIELD( CMonsterMaker, m_iszMonsterClassname, FIELD_STRING ),
DEFINE_FIELD( CMonsterMaker, m_cNumMonsters, FIELD_INTEGER ),
DEFINE_FIELD( CMonsterMaker, m_cLiveChildren, FIELD_INTEGER ),
DEFINE_FIELD( CMonsterMaker, m_flGround, FIELD_FLOAT ),
DEFINE_FIELD( CMonsterMaker, m_iMaxLiveChildren, FIELD_INTEGER ),
DEFINE_FIELD( CMonsterMaker, m_fActive, FIELD_BOOLEAN ),
DEFINE_FIELD( CMonsterMaker, m_fFadeChildren, FIELD_BOOLEAN ),
};
IMPLEMENT_SAVERESTORE( CMonsterMaker, CBaseMonster );
void CMonsterMaker :: KeyValue( KeyValueData *pkvd )
{
if ( FStrEq(pkvd->szKeyName, "monstercount") )
{
m_cNumMonsters = atoi(pkvd->szValue);
pkvd->fHandled = TRUE;
}
else if ( FStrEq(pkvd->szKeyName, "m_imaxlivechildren") )
{
m_iMaxLiveChildren = atoi(pkvd->szValue);
pkvd->fHandled = TRUE;
}
else if ( FStrEq(pkvd->szKeyName, "monstertype") )
{
m_iszMonsterClassname = ALLOC_STRING( pkvd->szValue );
pkvd->fHandled = TRUE;
}
else
CBaseMonster::KeyValue( pkvd );
}
void CMonsterMaker :: Spawn( )
{
pev->solid = SOLID_NOT;
m_cLiveChildren = 0;
Precache();
if ( !FStringNull ( pev->targetname ) )
{
if ( pev->spawnflags & SF_MONSTERMAKER_CYCLIC )
{
SetUse ( CyclicUse );// drop one monster each time we fire
}
else
{
SetUse ( ToggleUse );// so can be turned on/off
}
if ( FBitSet ( pev->spawnflags, SF_MONSTERMAKER_START_ON ) )
{// start making monsters as soon as monstermaker spawns
m_fActive = TRUE;
SetThink ( MakerThink );
}
else
{// wait to be activated.
m_fActive = FALSE;
SetThink ( SUB_DoNothing );
}
}
else
{// no targetname, just start.
pev->nextthink = gpGlobals->time + m_flDelay;
m_fActive = TRUE;
SetThink ( MakerThink );
}
if ( m_cNumMonsters == 1 )
{
m_fFadeChildren = FALSE;
}
else
{
m_fFadeChildren = TRUE;
}
m_flGround = 0;
}
void CMonsterMaker :: Precache( void )
{
CBaseMonster::Precache();
UTIL_PrecacheOther( STRING( m_iszMonsterClassname ) );
}
//=========================================================
// MakeMonster- this is the code that drops the monster
//=========================================================
void CMonsterMaker::MakeMonster( void )
{
edict_t *pent;
entvars_t *pevCreate;
if ( m_iMaxLiveChildren > 0 && m_cLiveChildren >= m_iMaxLiveChildren )
{// not allowed to make a new one yet. Too many live ones out right now.
return;
}
if ( !m_flGround )
{
// set altitude. Now that I'm activated, any breakables, etc should be out from under me.
TraceResult tr;
UTIL_TraceLine ( pev->origin, pev->origin - Vector ( 0, 0, 2048 ), ignore_monsters, ENT(pev), &tr );
m_flGround = tr.vecEndPos.z;
}
Vector mins = pev->origin - Vector( 34, 34, 0 );
Vector maxs = pev->origin + Vector( 34, 34, 0 );
maxs.z = pev->origin.z;
mins.z = m_flGround;
CBaseEntity *pList[2];
int count = UTIL_EntitiesInBox( pList, 2, mins, maxs, FL_CLIENT|FL_MONSTER );
if ( count )
{
// don't build a stack of monsters!
return;
}
pent = CREATE_NAMED_ENTITY( m_iszMonsterClassname );
if ( FNullEnt( pent ) )
{
ALERT ( at_console, "NULL Ent in MonsterMaker!\n" );
return;
}
// If I have a target, fire!
if ( !FStringNull ( pev->target ) )
{
// delay already overloaded for this entity, so can't call SUB_UseTargets()
FireTargets( STRING(pev->target), this, this, USE_TOGGLE, 0 );
}
pevCreate = VARS( pent );
pevCreate->origin = pev->origin;
pevCreate->angles = pev->angles;
SetBits( pevCreate->spawnflags, SF_MONSTER_FALL_TO_GROUND );
// Children hit monsterclip brushes
if ( pev->spawnflags & SF_MONSTERMAKER_MONSTERCLIP )
SetBits( pevCreate->spawnflags, SF_MONSTER_HITMONSTERCLIP );
DispatchSpawn( ENT( pevCreate ) );
pevCreate->owner = edict();
if ( !FStringNull( pev->netname ) )
{
// if I have a netname (overloaded), give the child monster that name as a targetname
pevCreate->targetname = pev->netname;
}
m_cLiveChildren++;// count this monster
m_cNumMonsters--;
if ( m_cNumMonsters == 0 )
{
// Disable this forever. Don't kill it because it still gets death notices
SetThink( NULL );
SetUse( NULL );
}
}
//=========================================================
// CyclicUse - drops one monster from the monstermaker
// each time we call this.
//=========================================================
void CMonsterMaker::CyclicUse ( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value )
{
MakeMonster();
}
//=========================================================
// ToggleUse - activates/deactivates the monster maker
//=========================================================
void CMonsterMaker :: ToggleUse ( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value )
{
if ( !ShouldToggle( useType, m_fActive ) )
return;
if ( m_fActive )
{
m_fActive = FALSE;
SetThink ( NULL );
}
else
{
m_fActive = TRUE;
SetThink ( MakerThink );
}
pev->nextthink = gpGlobals->time;
}
//=========================================================
// MakerThink - creates a new monster every so often
//=========================================================
void CMonsterMaker :: MakerThink ( void )
{
pev->nextthink = gpGlobals->time + m_flDelay;
MakeMonster();
}
//=========================================================
//=========================================================
void CMonsterMaker :: DeathNotice ( entvars_t *pevChild )
{
// ok, we've gotten the deathnotice from our child, now clear out its owner if we don't want it to fade.
m_cLiveChildren--;
if ( !m_fFadeChildren )
{
pevChild->owner = NULL;
}
}

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/***
*
* Copyright (c) 1999, 2000 Valve LLC. All rights reserved.
*
* This product contains software technology licensed from Id
* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
* All Rights Reserved.
*
* This source code contains proprietary and confidential information of
* Valve LLC and its suppliers. Access to this code is restricted to
* persons who have executed a written SDK license with Valve. Any access,
* use or distribution of this code by or to any unlicensed person is illegal.
*
****/
#ifndef MONSTERS_H
#include "skill.h"
#define MONSTERS_H
/*
===== monsters.h ========================================================
Header file for monster-related utility code
*/
// CHECKLOCALMOVE result types
#define LOCALMOVE_INVALID 0 // move is not possible
#define LOCALMOVE_INVALID_DONT_TRIANGULATE 1 // move is not possible, don't try to triangulate
#define LOCALMOVE_VALID 2 // move is possible
// Hit Group standards
#define HITGROUP_GENERIC 0
#define HITGROUP_HEAD 1
#define HITGROUP_CHEST 2
#define HITGROUP_STOMACH 3
#define HITGROUP_LEFTARM 4
#define HITGROUP_RIGHTARM 5
#define HITGROUP_LEFTLEG 6
#define HITGROUP_RIGHTLEG 7
// Monster Spawnflags
#define SF_MONSTER_WAIT_TILL_SEEN 1// spawnflag that makes monsters wait until player can see them before attacking.
#define SF_MONSTER_GAG 2 // no idle noises from this monster
#define SF_MONSTER_HITMONSTERCLIP 4
// 8
#define SF_MONSTER_PRISONER 16 // monster won't attack anyone, no one will attacke him.
// 32
// 64
#define SF_MONSTER_WAIT_FOR_SCRIPT 128 //spawnflag that makes monsters wait to check for attacking until the script is done or they've been attacked
#define SF_MONSTER_PREDISASTER 256 //this is a predisaster scientist or barney. Influences how they speak.
#define SF_MONSTER_FADECORPSE 512 // Fade out corpse after death
#define SF_MONSTER_FALL_TO_GROUND 0x80000000
// specialty spawnflags
#define SF_MONSTER_TURRET_AUTOACTIVATE 32
#define SF_MONSTER_TURRET_STARTINACTIVE 64
#define SF_MONSTER_WAIT_UNTIL_PROVOKED 64 // don't attack the player unless provoked
// MoveToOrigin stuff
#define MOVE_START_TURN_DIST 64 // when this far away from moveGoal, start turning to face next goal
#define MOVE_STUCK_DIST 32 // if a monster can't step this far, it is stuck.
// MoveToOrigin stuff
#define MOVE_NORMAL 0// normal move in the direction monster is facing
#define MOVE_STRAFE 1// moves in direction specified, no matter which way monster is facing
// spawn flags 256 and above are already taken by the engine
extern void UTIL_MoveToOrigin( edict_t* pent, const Vector &vecGoal, float flDist, int iMoveType );
Vector VecCheckToss ( entvars_t *pev, const Vector &vecSpot1, Vector vecSpot2, float flGravityAdj = 1.0 );
Vector VecCheckThrow ( entvars_t *pev, const Vector &vecSpot1, Vector vecSpot2, float flSpeed, float flGravityAdj = 1.0 );
extern DLL_GLOBAL Vector g_vecAttackDir;
extern DLL_GLOBAL CONSTANT float g_flMeleeRange;
extern DLL_GLOBAL CONSTANT float g_flMediumRange;
extern DLL_GLOBAL CONSTANT float g_flLongRange;
extern void EjectBrass (const Vector &vecOrigin, const Vector &vecVelocity, float rotation, int model, int soundtype );
extern void ExplodeModel( const Vector &vecOrigin, float speed, int model, int count );
BOOL FBoxVisible ( entvars_t *pevLooker, entvars_t *pevTarget );
BOOL FBoxVisible ( entvars_t *pevLooker, entvars_t *pevTarget, Vector &vecTargetOrigin, float flSize = 0.0 );
// monster to monster relationship types
#define R_AL -2 // (ALLY) pals. Good alternative to R_NO when applicable.
#define R_FR -1// (FEAR)will run
#define R_NO 0// (NO RELATIONSHIP) disregard
#define R_DL 1// (DISLIKE) will attack
#define R_HT 2// (HATE)will attack this character instead of any visible DISLIKEd characters
#define R_NM 3// (NEMESIS) A monster Will ALWAYS attack its nemsis, no matter what
// these bits represent the monster's memory
#define MEMORY_CLEAR 0
#define bits_MEMORY_PROVOKED ( 1 << 0 )// right now only used for houndeyes.
#define bits_MEMORY_INCOVER ( 1 << 1 )// monster knows it is in a covered position.
#define bits_MEMORY_SUSPICIOUS ( 1 << 2 )// Ally is suspicious of the player, and will move to provoked more easily
#define bits_MEMORY_PATH_FINISHED ( 1 << 3 )// Finished monster path (just used by big momma for now)
#define bits_MEMORY_ON_PATH ( 1 << 4 )// Moving on a path
#define bits_MEMORY_MOVE_FAILED ( 1 << 5 )// Movement has already failed
#define bits_MEMORY_FLINCHED ( 1 << 6 )// Has already flinched
#define bits_MEMORY_KILLED ( 1 << 7 )// HACKHACK -- remember that I've already called my Killed()
#define bits_MEMORY_CUSTOM4 ( 1 << 28 ) // Monster-specific memory
#define bits_MEMORY_CUSTOM3 ( 1 << 29 ) // Monster-specific memory
#define bits_MEMORY_CUSTOM2 ( 1 << 30 ) // Monster-specific memory
#define bits_MEMORY_CUSTOM1 ( 1 << 31 ) // Monster-specific memory
// trigger conditions for scripted AI
// these MUST match the CHOICES interface in halflife.fgd for the base monster
enum
{
AITRIGGER_NONE = 0,
AITRIGGER_SEEPLAYER_ANGRY_AT_PLAYER,
AITRIGGER_TAKEDAMAGE,
AITRIGGER_HALFHEALTH,
AITRIGGER_DEATH,
AITRIGGER_SQUADMEMBERDIE,
AITRIGGER_SQUADLEADERDIE,
AITRIGGER_HEARWORLD,
AITRIGGER_HEARPLAYER,
AITRIGGER_HEARCOMBAT,
AITRIGGER_SEEPLAYER_UNCONDITIONAL,
AITRIGGER_SEEPLAYER_NOT_IN_COMBAT,
};
/*
0 : "No Trigger"
1 : "See Player"
2 : "Take Damage"
3 : "50% Health Remaining"
4 : "Death"
5 : "Squad Member Dead"
6 : "Squad Leader Dead"
7 : "Hear World"
8 : "Hear Player"
9 : "Hear Combat"
*/
//
// A gib is a chunk of a body, or a piece of wood/metal/rocks/etc.
//
class CGib : public CBaseEntity
{
public:
void Spawn( const char *szGibModel );
void EXPORT BounceGibTouch ( CBaseEntity *pOther );
void EXPORT StickyGibTouch ( CBaseEntity *pOther );
void EXPORT WaitTillLand( void );
void LimitVelocity( void );
virtual int ObjectCaps( void ) { return (CBaseEntity :: ObjectCaps() & ~FCAP_ACROSS_TRANSITION) | FCAP_DONT_SAVE; }
static void SpawnHeadGib( entvars_t *pevVictim );
static void SpawnRandomGibs( entvars_t *pevVictim, int cGibs, int human );
static void SpawnStickyGibs( entvars_t *pevVictim, Vector vecOrigin, int cGibs );
int m_bloodColor;
int m_cBloodDecals;
int m_material;
float m_lifeTime;
};
#define CUSTOM_SCHEDULES\
virtual Schedule_t *ScheduleFromName( const char *pName );\
static Schedule_t *m_scheduleList[];
#define DEFINE_CUSTOM_SCHEDULES(derivedClass)\
Schedule_t *derivedClass::m_scheduleList[] =
#define IMPLEMENT_CUSTOM_SCHEDULES(derivedClass, baseClass)\
Schedule_t *derivedClass::ScheduleFromName( const char *pName )\
{\
Schedule_t *pSchedule = ScheduleInList( pName, m_scheduleList, ARRAYSIZE(m_scheduleList) );\
if ( !pSchedule )\
return baseClass::ScheduleFromName(pName);\
return pSchedule;\
}
#endif //MONSTERS_H

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/***
*
* Copyright (c) 1999, 2000 Valve LLC. All rights reserved.
*
* This product contains software technology licensed from Id
* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
* All Rights Reserved.
*
* This source code contains proprietary and confidential information of
* Valve LLC and its suppliers. Access to this code is restricted to
* persons who have executed a written SDK license with Valve. Any access,
* use or distribution of this code by or to any unlicensed person is illegal.
*
****/
//=========================================================
// monsterstate.cpp - base class monster functions for
// controlling core AI.
//=========================================================
#include "extdll.h"
#include "util.h"
#include "cbase.h"
#include "nodes.h"
#include "monsters.h"
#include "animation.h"
#include "saverestore.h"
#include "soundent.h"
//=========================================================
// SetState
//=========================================================
void CBaseMonster :: SetState ( MONSTERSTATE State )
{
/*
if ( State != m_MonsterState )
{
ALERT ( at_aiconsole, "State Changed to %d\n", State );
}
*/
switch( State )
{
// Drop enemy pointers when going to idle
case MONSTERSTATE_IDLE:
if ( m_hEnemy != NULL )
{
m_hEnemy = NULL;// not allowed to have an enemy anymore.
ALERT ( at_aiconsole, "Stripped\n" );
}
break;
}
m_MonsterState = State;
m_IdealMonsterState = State;
}
//=========================================================
// RunAI
//=========================================================
void CBaseMonster :: RunAI ( void )
{
// to test model's eye height
//UTIL_ParticleEffect ( pev->origin + pev->view_ofs, g_vecZero, 255, 10 );
// IDLE sound permitted in ALERT state is because monsters were silent in ALERT state. Only play IDLE sound in IDLE state
// once we have sounds for that state.
if ( ( m_MonsterState == MONSTERSTATE_IDLE || m_MonsterState == MONSTERSTATE_ALERT ) && RANDOM_LONG(0,99) == 0 && !(pev->flags & SF_MONSTER_GAG) )
{
IdleSound();
}
if ( m_MonsterState != MONSTERSTATE_NONE &&
m_MonsterState != MONSTERSTATE_PRONE &&
m_MonsterState != MONSTERSTATE_DEAD )// don't bother with this crap if monster is prone.
{
// collect some sensory Condition information.
// don't let monsters outside of the player's PVS act up, or most of the interesting
// things will happen before the player gets there!
// UPDATE: We now let COMBAT state monsters think and act fully outside of player PVS. This allows the player to leave
// an area where monsters are fighting, and the fight will continue.
if ( !FNullEnt( FIND_CLIENT_IN_PVS( edict() ) ) || ( m_MonsterState == MONSTERSTATE_COMBAT ) )
{
Look( m_flDistLook );
Listen();// check for audible sounds.
// now filter conditions.
ClearConditions( IgnoreConditions() );
GetEnemy();
}
// do these calculations if monster has an enemy.
if ( m_hEnemy != NULL )
{
CheckEnemy( m_hEnemy );
}
CheckAmmo();
}
FCheckAITrigger();
PrescheduleThink();
MaintainSchedule();
// if the monster didn't use these conditions during the above call to MaintainSchedule() or CheckAITrigger()
// we throw them out cause we don't want them sitting around through the lifespan of a schedule
// that doesn't use them.
m_afConditions &= ~( bits_COND_LIGHT_DAMAGE | bits_COND_HEAVY_DAMAGE );
}
//=========================================================
// GetIdealState - surveys the Conditions information available
// and finds the best new state for a monster.
//=========================================================
MONSTERSTATE CBaseMonster :: GetIdealState ( void )
{
int iConditions;
iConditions = IScheduleFlags();
// If no schedule conditions, the new ideal state is probably the reason we're in here.
switch ( m_MonsterState )
{
case MONSTERSTATE_IDLE:
/*
IDLE goes to ALERT upon hearing a sound
-IDLE goes to ALERT upon being injured
IDLE goes to ALERT upon seeing food
-IDLE goes to COMBAT upon sighting an enemy
IDLE goes to HUNT upon smelling food
*/
{
if ( iConditions & bits_COND_NEW_ENEMY )
{
// new enemy! This means an idle monster has seen someone it dislikes, or
// that a monster in combat has found a more suitable target to attack
m_IdealMonsterState = MONSTERSTATE_COMBAT;
}
else if ( iConditions & bits_COND_LIGHT_DAMAGE )
{
MakeIdealYaw ( m_vecEnemyLKP );
m_IdealMonsterState = MONSTERSTATE_ALERT;
}
else if ( iConditions & bits_COND_HEAVY_DAMAGE )
{
MakeIdealYaw ( m_vecEnemyLKP );
m_IdealMonsterState = MONSTERSTATE_ALERT;
}
else if ( iConditions & bits_COND_HEAR_SOUND )
{
CSound *pSound;
pSound = PBestSound();
ASSERT( pSound != NULL );
if ( pSound )
{
MakeIdealYaw ( pSound->m_vecOrigin );
if ( pSound->m_iType & (bits_SOUND_COMBAT|bits_SOUND_DANGER) )
m_IdealMonsterState = MONSTERSTATE_ALERT;
}
}
else if ( iConditions & (bits_COND_SMELL | bits_COND_SMELL_FOOD) )
{
m_IdealMonsterState = MONSTERSTATE_ALERT;
}
break;
}
case MONSTERSTATE_ALERT:
/*
ALERT goes to IDLE upon becoming bored
-ALERT goes to COMBAT upon sighting an enemy
ALERT goes to HUNT upon hearing a noise
*/
{
if ( iConditions & (bits_COND_NEW_ENEMY|bits_COND_SEE_ENEMY) )
{
// see an enemy we MUST attack
m_IdealMonsterState = MONSTERSTATE_COMBAT;
}
else if ( iConditions & bits_COND_HEAR_SOUND )
{
m_IdealMonsterState = MONSTERSTATE_ALERT;
CSound *pSound = PBestSound();
ASSERT( pSound != NULL );
if ( pSound )
MakeIdealYaw ( pSound->m_vecOrigin );
}
break;
}
case MONSTERSTATE_COMBAT:
/*
COMBAT goes to HUNT upon losing sight of enemy
COMBAT goes to ALERT upon death of enemy
*/
{
if ( m_hEnemy == NULL )
{
m_IdealMonsterState = MONSTERSTATE_ALERT;
// pev->effects = EF_BRIGHTFIELD;
ALERT ( at_aiconsole, "***Combat state with no enemy!\n" );
}
break;
}
case MONSTERSTATE_HUNT:
/*
HUNT goes to ALERT upon seeing food
HUNT goes to ALERT upon being injured
HUNT goes to IDLE if goal touched
HUNT goes to COMBAT upon seeing enemy
*/
{
break;
}
case MONSTERSTATE_SCRIPT:
if ( iConditions & (bits_COND_TASK_FAILED|bits_COND_LIGHT_DAMAGE|bits_COND_HEAVY_DAMAGE) )
{
ExitScriptedSequence(); // This will set the ideal state
}
break;
case MONSTERSTATE_DEAD:
m_IdealMonsterState = MONSTERSTATE_DEAD;
break;
}
return m_IdealMonsterState;
}

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/***
*
* Copyright (c) 1999, 2000 Valve LLC. All rights reserved.
*
* This product contains software technology licensed from Id
* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
* All Rights Reserved.
*
* Use, distribution, and modification of this source code and/or resulting
* object code is restricted to non-commercial enhancements to products from
* Valve LLC. All other use, distribution, or modification is prohibited
* without written permission from Valve LLC.
*
****/
/*
===== mortar.cpp ========================================================
the "LaBuznik" mortar device
*/
#include "extdll.h"
#include "util.h"
#include "cbase.h"
#include "saverestore.h"
#include "weapons.h"
#include "decals.h"
#include "soundent.h"
class CFuncMortarField : public CBaseToggle
{
public:
void Spawn( void );
void Precache( void );
void KeyValue( KeyValueData *pkvd );
// Bmodels don't go across transitions
virtual int ObjectCaps( void ) { return CBaseToggle :: ObjectCaps() & ~FCAP_ACROSS_TRANSITION; }
virtual int Save( CSave &save );
virtual int Restore( CRestore &restore );
static TYPEDESCRIPTION m_SaveData[];
void EXPORT FieldUse( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value );
int m_iszXController;
int m_iszYController;
float m_flSpread;
float m_flDelay;
int m_iCount;
int m_fControl;
};
LINK_ENTITY_TO_CLASS( func_mortar_field, CFuncMortarField );
TYPEDESCRIPTION CFuncMortarField::m_SaveData[] =
{
DEFINE_FIELD( CFuncMortarField, m_iszXController, FIELD_STRING ),
DEFINE_FIELD( CFuncMortarField, m_iszYController, FIELD_STRING ),
DEFINE_FIELD( CFuncMortarField, m_flSpread, FIELD_FLOAT ),
DEFINE_FIELD( CFuncMortarField, m_flDelay, FIELD_FLOAT ),
DEFINE_FIELD( CFuncMortarField, m_iCount, FIELD_INTEGER ),
DEFINE_FIELD( CFuncMortarField, m_fControl, FIELD_INTEGER ),
};
IMPLEMENT_SAVERESTORE( CFuncMortarField, CBaseToggle );
void CFuncMortarField :: KeyValue( KeyValueData *pkvd )
{
if (FStrEq(pkvd->szKeyName, "m_iszXController"))
{
m_iszXController = ALLOC_STRING(pkvd->szValue);
pkvd->fHandled = TRUE;
}
else if (FStrEq(pkvd->szKeyName, "m_iszYController"))
{
m_iszYController = ALLOC_STRING(pkvd->szValue);
pkvd->fHandled = TRUE;
}
else if (FStrEq(pkvd->szKeyName, "m_flSpread"))
{
m_flSpread = atof(pkvd->szValue);
pkvd->fHandled = TRUE;
}
else if (FStrEq(pkvd->szKeyName, "m_fControl"))
{
m_fControl = atoi(pkvd->szValue);
pkvd->fHandled = TRUE;
}
else if (FStrEq(pkvd->szKeyName, "m_iCount"))
{
m_iCount = atoi(pkvd->szValue);
pkvd->fHandled = TRUE;
}
}
// Drop bombs from above
void CFuncMortarField :: Spawn( void )
{
pev->solid = SOLID_NOT;
SET_MODEL(ENT(pev), STRING(pev->model)); // set size and link into world
pev->movetype = MOVETYPE_NONE;
SetBits( pev->effects, EF_NODRAW );
SetUse( FieldUse );
Precache();
}
void CFuncMortarField :: Precache( void )
{
PRECACHE_SOUND ("weapons/mortar.wav");
PRECACHE_SOUND ("weapons/mortarhit.wav");
PRECACHE_MODEL( "sprites/lgtning.spr" );
}
// If connected to a table, then use the table controllers, else hit where the trigger is.
void CFuncMortarField :: FieldUse( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value )
{
Vector vecStart;
vecStart.x = RANDOM_FLOAT( pev->mins.x, pev->maxs.x );
vecStart.y = RANDOM_FLOAT( pev->mins.y, pev->maxs.y );
vecStart.z = pev->maxs.z;
switch( m_fControl )
{
case 0: // random
break;
case 1: // Trigger Activator
if (pActivator != NULL)
{
vecStart.x = pActivator->pev->origin.x;
vecStart.y = pActivator->pev->origin.y;
}
break;
case 2: // table
{
CBaseEntity *pController;
if (!FStringNull(m_iszXController))
{
pController = UTIL_FindEntityByTargetname( NULL, STRING(m_iszXController));
if (pController != NULL)
{
vecStart.x = pev->mins.x + pController->pev->ideal_yaw * (pev->size.x);
}
}
if (!FStringNull(m_iszYController))
{
pController = UTIL_FindEntityByTargetname( NULL, STRING(m_iszYController));
if (pController != NULL)
{
vecStart.y = pev->mins.y + pController->pev->ideal_yaw * (pev->size.y);
}
}
}
break;
}
int pitch = RANDOM_LONG(95,124);
EMIT_SOUND_DYN(ENT(pev), CHAN_VOICE, "weapons/mortar.wav", 1.0, ATTN_NONE, 0, pitch);
float t = 2.5;
for (int i = 0; i < m_iCount; i++)
{
Vector vecSpot = vecStart;
vecSpot.x += RANDOM_FLOAT( -m_flSpread, m_flSpread );
vecSpot.y += RANDOM_FLOAT( -m_flSpread, m_flSpread );
TraceResult tr;
UTIL_TraceLine( vecSpot, vecSpot + Vector( 0, 0, -1 ) * 4096, ignore_monsters, ENT(pev), &tr );
edict_t *pentOwner = NULL;
if (pActivator) pentOwner = pActivator->edict();
CBaseEntity *pMortar = Create("monster_mortar", tr.vecEndPos, Vector( 0, 0, 0 ), pentOwner );
pMortar->pev->nextthink = gpGlobals->time + t;
t += RANDOM_FLOAT( 0.2, 0.5 );
if (i == 0)
CSoundEnt::InsertSound ( bits_SOUND_DANGER, tr.vecEndPos, 400, 0.3 );
}
}
class CMortar : public CGrenade
{
public:
void Spawn( void );
void Precache( void );
void EXPORT MortarExplode( void );
int m_spriteTexture;
};
LINK_ENTITY_TO_CLASS( monster_mortar, CMortar );
void CMortar::Spawn( )
{
pev->movetype = MOVETYPE_NONE;
pev->solid = SOLID_NOT;
pev->dmg = 200;
SetThink( MortarExplode );
pev->nextthink = 0;
Precache( );
}
void CMortar::Precache( )
{
m_spriteTexture = PRECACHE_MODEL( "sprites/lgtning.spr" );
}
void CMortar::MortarExplode( void )
{
#if 1
// mortar beam
MESSAGE_BEGIN( MSG_BROADCAST, SVC_TEMPENTITY );
WRITE_BYTE( TE_BEAMPOINTS );
WRITE_COORD(pev->origin.x);
WRITE_COORD(pev->origin.y);
WRITE_COORD(pev->origin.z);
WRITE_COORD(pev->origin.x);
WRITE_COORD(pev->origin.y);
WRITE_COORD(pev->origin.z + 1024);
WRITE_SHORT(m_spriteTexture );
WRITE_BYTE( 0 ); // framerate
WRITE_BYTE( 0 ); // framerate
WRITE_BYTE( 1 ); // life
WRITE_BYTE( 40 ); // width
WRITE_BYTE( 0 ); // noise
WRITE_BYTE( 255 ); // r, g, b
WRITE_BYTE( 160 ); // r, g, b
WRITE_BYTE( 100 ); // r, g, b
WRITE_BYTE( 128 ); // brightness
WRITE_BYTE( 0 ); // speed
MESSAGE_END();
#endif
#if 0
// blast circle
MESSAGE_BEGIN( MSG_BROADCAST, SVC_TEMPENTITY );
WRITE_BYTE( TE_BEAMTORUS);
WRITE_COORD(pev->origin.x);
WRITE_COORD(pev->origin.y);
WRITE_COORD(pev->origin.z + 32);
WRITE_COORD(pev->origin.x);
WRITE_COORD(pev->origin.y);
WRITE_COORD(pev->origin.z + 32 + pev->dmg * 2 / .2); // reach damage radius over .3 seconds
WRITE_SHORT(m_spriteTexture );
WRITE_BYTE( 0 ); // startframe
WRITE_BYTE( 0 ); // framerate
WRITE_BYTE( 2 ); // life
WRITE_BYTE( 12 ); // width
WRITE_BYTE( 0 ); // noise
WRITE_BYTE( 255 ); // r, g, b
WRITE_BYTE( 160 ); // r, g, b
WRITE_BYTE( 100 ); // r, g, b
WRITE_BYTE( 255 ); // brightness
WRITE_BYTE( 0 ); // speed
MESSAGE_END();
#endif
TraceResult tr;
UTIL_TraceLine( pev->origin + Vector( 0, 0, 1024 ), pev->origin - Vector( 0, 0, 1024 ), dont_ignore_monsters, ENT(pev), &tr );
Explode( &tr, DMG_BLAST | DMG_MORTAR );
UTIL_ScreenShake( tr.vecEndPos, 25.0, 150.0, 1.0, 750 );
#if 0
int pitch = RANDOM_LONG(95,124);
EMIT_SOUND_DYN(ENT(pev), CHAN_VOICE, "weapons/mortarhit.wav", 1.0, 0.55, 0, pitch);
// ForceSound( SNDRADIUS_MP5, bits_SOUND_COMBAT );
// ExplodeModel( pev->origin, 400, g_sModelIndexShrapnel, 30 );
RadiusDamage ( pev, VARS(pev->owner), pev->dmg, CLASS_NONE, DMG_BLAST );
/*
if ( RANDOM_FLOAT ( 0 , 1 ) < 0.5 )
{
UTIL_DecalTrace( pTrace, DECAL_SCORCH1 );
}
else
{
UTIL_DecalTrace( pTrace, DECAL_SCORCH2 );
}
*/
SetThink( SUB_Remove );
pev->nextthink = gpGlobals->time + 0.1;
#endif
}
#if 0
void CMortar::ShootTimed( EVARS *pevOwner, Vector vecStart, float time )
{
CMortar *pMortar = GetClassPtr( (CMortar *)NULL );
pMortar->Spawn();
TraceResult tr;
UTIL_TraceLine( vecStart, vecStart + Vector( 0, 0, -1 ) * 4096, ignore_monsters, ENT(pMortar->pev), &tr );
pMortar->pev->nextthink = gpGlobals->time + time;
UTIL_SetOrigin( pMortar->pev, tr.vecEndPos );
}
#endif

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/***
*
* Copyright (c) 1999, 2000 Valve LLC. All rights reserved.
*
* This product contains software technology licensed from Id
* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
* All Rights Reserved.
*
* Use, distribution, and modification of this source code and/or resulting
* object code is restricted to non-commercial enhancements to products from
* Valve LLC. All other use, distribution, or modification is prohibited
* without written permission from Valve LLC.
*
****/
#include "extdll.h"
#include "util.h"
#include "cbase.h"
#include "monsters.h"
#include "weapons.h"
#include "nodes.h"
#include "player.h"
#include "soundent.h"
#include "gamerules.h"
enum mp5_e
{
MP5_LONGIDLE = 0,
MP5_IDLE1,
MP5_LAUNCH,
MP5_RELOAD,
MP5_DEPLOY,
MP5_FIRE1,
MP5_FIRE2,
MP5_FIRE3,
};
class CMP5 : public CBasePlayerWeapon
{
public:
void Spawn( void );
void Precache( void );
int iItemSlot( void ) { return 3; }
int GetItemInfo(ItemInfo *p);
int AddToPlayer( CBasePlayer *pPlayer );
void PrimaryAttack( void );
void SecondaryAttack( void );
int SecondaryAmmoIndex( void );
BOOL Deploy( void );
void Reload( void );
void WeaponIdle( void );
float m_flNextAnimTime;
int m_iShell;
private:
unsigned short m_usMP5;
};
LINK_ENTITY_TO_CLASS( weapon_mp5, CMP5 );
LINK_ENTITY_TO_CLASS( weapon_9mmAR, CMP5 );
//=========================================================
//=========================================================
int CMP5::SecondaryAmmoIndex( void )
{
return m_iSecondaryAmmoType;
}
void CMP5::Spawn( )
{
pev->classname = MAKE_STRING("weapon_9mmAR"); // hack to allow for old names
Precache( );
SET_MODEL(ENT(pev), "models/w_9mmAR.mdl");
m_iId = WEAPON_MP5;
m_iDefaultAmmo = MP5_DEFAULT_GIVE;
FallInit();// get ready to fall down.
}
void CMP5::Precache( void )
{
PRECACHE_MODEL("models/v_9mmAR.mdl");
PRECACHE_MODEL("models/w_9mmAR.mdl");
PRECACHE_MODEL("models/p_9mmAR.mdl");
m_iShell = PRECACHE_MODEL ("models/shell.mdl");// brass shellTE_MODEL
PRECACHE_MODEL("models/grenade.mdl"); // grenade
PRECACHE_MODEL("models/w_9mmARclip.mdl");
PRECACHE_SOUND("items/9mmclip1.wav");
PRECACHE_SOUND("items/clipinsert1.wav");
PRECACHE_SOUND("items/cliprelease1.wav");
// PRECACHE_SOUND("items/guncock1.wav");
PRECACHE_SOUND ("weapons/hks1.wav");// H to the K
PRECACHE_SOUND ("weapons/hks2.wav");// H to the K
PRECACHE_SOUND ("weapons/hks3.wav");// H to the K
PRECACHE_SOUND( "weapons/glauncher.wav" );
PRECACHE_SOUND( "weapons/glauncher2.wav" );
PRECACHE_SOUND ("weapons/357_cock1.wav");
m_usMP5 = PRECACHE_EVENT( 1, "events/mp5.sc" );
}
int CMP5::GetItemInfo(ItemInfo *p)
{
p->pszName = STRING(pev->classname);
p->pszAmmo1 = "9mm";
p->iMaxAmmo1 = _9MM_MAX_CARRY;
p->pszAmmo2 = "ARgrenades";
p->iMaxAmmo2 = M203_GRENADE_MAX_CARRY;
p->iMaxClip = MP5_MAX_CLIP;
p->iSlot = 2;
p->iPosition = 0;
p->iFlags = 0;
p->iId = m_iId = WEAPON_MP5;
p->iWeight = MP5_WEIGHT;
return 1;
}
int CMP5::AddToPlayer( CBasePlayer *pPlayer )
{
if ( CBasePlayerWeapon::AddToPlayer( pPlayer ) )
{
MESSAGE_BEGIN( MSG_ONE, gmsgWeapPickup, NULL, pPlayer->pev );
WRITE_BYTE( m_iId );
MESSAGE_END();
return TRUE;
}
return FALSE;
}
BOOL CMP5::Deploy( )
{
return DefaultDeploy( "models/v_9mmAR.mdl", "models/p_9mmAR.mdl", MP5_DEPLOY, "mp5" );
}
void CMP5::PrimaryAttack()
{
// don't fire underwater
if (m_pPlayer->pev->waterlevel == 3)
{
PlayEmptySound( );
m_flNextPrimaryAttack = gpGlobals->time + 0.15;
return;
}
if (m_iClip <= 0)
{
PlayEmptySound();
m_flNextPrimaryAttack = gpGlobals->time + 0.15;
return;
}
PLAYBACK_EVENT( 0, m_pPlayer->edict(), m_usMP5 );
m_pPlayer->m_iWeaponVolume = NORMAL_GUN_VOLUME;
m_pPlayer->m_iWeaponFlash = NORMAL_GUN_FLASH;
m_iClip--;
// player "shoot" animation
m_pPlayer->SetAnimation( PLAYER_ATTACK1 );
Vector vecSrc = m_pPlayer->GetGunPosition( );
Vector vecAiming = m_pPlayer->GetAutoaimVector( AUTOAIM_5DEGREES );
if ( g_pGameRules->IsDeathmatch() )
{
// optimized multiplayer. Widened to make it easier to hit a moving player
m_pPlayer->FireBullets( 1, vecSrc, vecAiming, VECTOR_CONE_6DEGREES, 8192, BULLET_PLAYER_MP5, 2 );
}
else
{
// single player spread
m_pPlayer->FireBullets( 1, vecSrc, vecAiming, VECTOR_CONE_3DEGREES, 8192, BULLET_PLAYER_MP5, 2 );
}
if (!m_iClip && m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] <= 0)
// HEV suit - indicate out of ammo condition
m_pPlayer->SetSuitUpdate("!HEV_AMO0", FALSE, 0);
m_flNextPrimaryAttack = m_flNextPrimaryAttack + 0.1;
if (m_flNextPrimaryAttack < gpGlobals->time)
m_flNextPrimaryAttack = gpGlobals->time + 0.1;
m_flTimeWeaponIdle = gpGlobals->time + RANDOM_FLOAT ( 10, 15 );
}
void CMP5::SecondaryAttack( void )
{
// don't fire underwater
if (m_pPlayer->pev->waterlevel == 3)
{
PlayEmptySound( );
m_flNextPrimaryAttack = gpGlobals->time + 0.15;
return;
}
if (m_pPlayer->m_rgAmmo[m_iSecondaryAmmoType] == 0)
{
PlayEmptySound( );
return;
}
m_pPlayer->m_iWeaponVolume = NORMAL_GUN_VOLUME;
m_pPlayer->m_iWeaponFlash = BRIGHT_GUN_FLASH;
m_pPlayer->m_iExtraSoundTypes = bits_SOUND_DANGER;
m_pPlayer->m_flStopExtraSoundTime = gpGlobals->time + 0.2;
m_pPlayer->m_rgAmmo[m_iSecondaryAmmoType]--;
SendWeaponAnim( MP5_LAUNCH );
// player "shoot" animation
m_pPlayer->SetAnimation( PLAYER_ATTACK1 );
if ( RANDOM_LONG(0,1) )
{
// play this sound through BODY channel so we can hear it if player didn't stop firing MP3
EMIT_SOUND(ENT(m_pPlayer->pev), CHAN_WEAPON, "weapons/glauncher.wav", 0.8, ATTN_NORM);
}
else
{
// play this sound through BODY channel so we can hear it if player didn't stop firing MP3
EMIT_SOUND(ENT(m_pPlayer->pev), CHAN_WEAPON, "weapons/glauncher2.wav", 0.8, ATTN_NORM);
}
UTIL_MakeVectors( m_pPlayer->pev->viewangles + m_pPlayer->pev->punchangle );
// we don't add in player velocity anymore.
CGrenade::ShootContact( m_pPlayer->pev,
m_pPlayer->pev->origin + m_pPlayer->pev->view_ofs + gpGlobals->v_forward * 16,
gpGlobals->v_forward * 800 );
m_flNextPrimaryAttack = gpGlobals->time + 1;
m_flNextSecondaryAttack = gpGlobals->time + 1;
m_flTimeWeaponIdle = gpGlobals->time + 5;// idle pretty soon after shooting.
if (!m_pPlayer->m_rgAmmo[m_iSecondaryAmmoType])
// HEV suit - indicate out of ammo condition
m_pPlayer->SetSuitUpdate("!HEV_AMO0", FALSE, 0);
m_pPlayer->pev->punchangle.x -= 10;
}
void CMP5::Reload( void )
{
DefaultReload( MP5_MAX_CLIP, MP5_RELOAD, 1.5 );
}
void CMP5::WeaponIdle( void )
{
ResetEmptySound( );
m_pPlayer->GetAutoaimVector( AUTOAIM_5DEGREES );
if (m_flTimeWeaponIdle > gpGlobals->time)
return;
int iAnim;
switch ( RANDOM_LONG( 0, 1 ) )
{
case 0:
iAnim = MP5_LONGIDLE;
break;
default:
case 1:
iAnim = MP5_IDLE1;
break;
}
SendWeaponAnim( iAnim );
m_flTimeWeaponIdle = gpGlobals->time + RANDOM_FLOAT ( 10, 15 );// how long till we do this again.
}
class CMP5AmmoClip : public CBasePlayerAmmo
{
void Spawn( void )
{
Precache( );
SET_MODEL(ENT(pev), "models/w_9mmARclip.mdl");
CBasePlayerAmmo::Spawn( );
}
void Precache( void )
{
PRECACHE_MODEL ("models/w_9mmARclip.mdl");
PRECACHE_SOUND("items/9mmclip1.wav");
}
BOOL AddAmmo( CBaseEntity *pOther )
{
int bResult = (pOther->GiveAmmo( AMMO_MP5CLIP_GIVE, "9mm", _9MM_MAX_CARRY) != -1);
if (bResult)
{
EMIT_SOUND(ENT(pev), CHAN_ITEM, "items/9mmclip1.wav", 1, ATTN_NORM);
}
return bResult;
}
};
LINK_ENTITY_TO_CLASS( ammo_mp5clip, CMP5AmmoClip );
LINK_ENTITY_TO_CLASS( ammo_9mmAR, CMP5AmmoClip );
class CMP5Chainammo : public CBasePlayerAmmo
{
void Spawn( void )
{
Precache( );
SET_MODEL(ENT(pev), "models/w_chainammo.mdl");
CBasePlayerAmmo::Spawn( );
}
void Precache( void )
{
PRECACHE_MODEL ("models/w_chainammo.mdl");
PRECACHE_SOUND("items/9mmclip1.wav");
}
BOOL AddAmmo( CBaseEntity *pOther )
{
int bResult = (pOther->GiveAmmo( AMMO_CHAINBOX_GIVE, "9mm", _9MM_MAX_CARRY) != -1);
if (bResult)
{
EMIT_SOUND(ENT(pev), CHAN_ITEM, "items/9mmclip1.wav", 1, ATTN_NORM);
}
return bResult;
}
};
LINK_ENTITY_TO_CLASS( ammo_9mmbox, CMP5Chainammo );
class CMP5AmmoGrenade : public CBasePlayerAmmo
{
void Spawn( void )
{
Precache( );
SET_MODEL(ENT(pev), "models/w_ARgrenade.mdl");
CBasePlayerAmmo::Spawn( );
}
void Precache( void )
{
PRECACHE_MODEL ("models/w_ARgrenade.mdl");
PRECACHE_SOUND("items/9mmclip1.wav");
}
BOOL AddAmmo( CBaseEntity *pOther )
{
int bResult = (pOther->GiveAmmo( AMMO_M203BOX_GIVE, "ARgrenades", M203_GRENADE_MAX_CARRY ) != -1);
if (bResult)
{
EMIT_SOUND(ENT(pev), CHAN_ITEM, "items/9mmclip1.wav", 1, ATTN_NORM);
}
return bResult;
}
};
LINK_ENTITY_TO_CLASS( ammo_mp5grenades, CMP5AmmoGrenade );
LINK_ENTITY_TO_CLASS( ammo_ARgrenades, CMP5AmmoGrenade );

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bshift/nihilanth.cpp Normal file

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bshift/nodes.cpp Normal file

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/***
*
* Copyright (c) 1999, 2000 Valve LLC. All rights reserved.
*
* This product contains software technology licensed from Id
* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
* All Rights Reserved.
*
* This source code contains proprietary and confidential information of
* Valve LLC and its suppliers. Access to this code is restricted to
* persons who have executed a written SDK license with Valve. Any access,
* use or distribution of this code by or to any unlicensed person is illegal.
*
****/
//=========================================================
// nodes.h
//=========================================================
//=========================================================
// DEFINE
//=========================================================
#define MAX_STACK_NODES 100
#define NO_NODE -1
#define MAX_NODE_HULLS 4
#define bits_NODE_LAND ( 1 << 0 ) // Land node, so nudge if necessary.
#define bits_NODE_AIR ( 1 << 1 ) // Air node, don't nudge.
#define bits_NODE_WATER ( 1 << 2 ) // Water node, don't nudge.
#define bits_NODE_GROUP_REALM (bits_NODE_LAND | bits_NODE_AIR | bits_NODE_WATER)
//=========================================================
// Instance of a node.
//=========================================================
class CNode
{
public:
Vector m_vecOrigin;// location of this node in space
Vector m_vecOriginPeek; // location of this node (LAND nodes are NODE_HEIGHT higher).
BYTE m_Region[3]; // Which of 256 regions do each of the coordinate belong?
int m_afNodeInfo;// bits that tell us more about this location
int m_cNumLinks; // how many links this node has
int m_iFirstLink;// index of this node's first link in the link pool.
// Where to start looking in the compressed routing table (offset into m_pRouteInfo).
// (4 hull sizes -- smallest to largest + fly/swim), and secondly, door capability.
//
int m_pNextBestNode[MAX_NODE_HULLS][2];
// Used in finding the shortest path. m_fClosestSoFar is -1 if not visited.
// Then it is the distance to the source. If another path uses this node
// and has a closer distance, then m_iPreviousNode is also updated.
//
float m_flClosestSoFar; // Used in finding the shortest path.
int m_iPreviousNode;
short m_sHintType;// there is something interesting in the world at this node's position
short m_sHintActivity;// there is something interesting in the world at this node's position
float m_flHintYaw;// monster on this node should face this yaw to face the hint.
};
//=========================================================
// CLink - A link between 2 nodes
//=========================================================
#define bits_LINK_SMALL_HULL ( 1 << 0 )// headcrab box can fit through this connection
#define bits_LINK_HUMAN_HULL ( 1 << 1 )// player box can fit through this connection
#define bits_LINK_LARGE_HULL ( 1 << 2 )// big box can fit through this connection
#define bits_LINK_FLY_HULL ( 1 << 3 )// a flying big box can fit through this connection
#define bits_LINK_DISABLED ( 1 << 4 )// link is not valid when the set
#define NODE_SMALL_HULL 0
#define NODE_HUMAN_HULL 1
#define NODE_LARGE_HULL 2
#define NODE_FLY_HULL 3
class CLink
{
public:
int m_iSrcNode;// the node that 'owns' this link ( keeps us from having to make reverse lookups )
int m_iDestNode;// the node on the other end of the link.
entvars_t *m_pLinkEnt;// the entity that blocks this connection (doors, etc)
// m_szLinkEntModelname is not necessarily NULL terminated (so we can store it in a more alignment-friendly 4 bytes)
char m_szLinkEntModelname[ 4 ];// the unique name of the brush model that blocks the connection (this is kept for save/restore)
int m_afLinkInfo;// information about this link
float m_flWeight;// length of the link line segment
};
typedef struct
{
int m_SortedBy[3];
int m_CheckedEvent;
} DIST_INFO;
typedef struct
{
Vector v;
short n; // Nearest node or -1 if no node found.
} CACHE_ENTRY;
//=========================================================
// CGraph
//=========================================================
#define GRAPH_VERSION (int)16// !!!increment this whever graph/node/link classes change, to obsolesce older disk files.
class CGraph
{
public:
// the graph has two flags, and should not be accessed unless both flags are TRUE!
BOOL m_fGraphPresent;// is the graph in memory?
BOOL m_fGraphPointersSet;// are the entity pointers for the graph all set?
BOOL m_fRoutingComplete; // are the optimal routes computed, yet?
CNode *m_pNodes;// pointer to the memory block that contains all node info
CLink *m_pLinkPool;// big list of all node connections
char *m_pRouteInfo; // compressed routing information the nodes use.
int m_cNodes;// total number of nodes
int m_cLinks;// total number of links
int m_nRouteInfo; // size of m_pRouteInfo in bytes.
// Tables for making nearest node lookup faster. SortedBy provided nodes in a
// order of a particular coordinate. Instead of doing a binary search, RangeStart
// and RangeEnd let you get to the part of SortedBy that you are interested in.
//
// Once you have a point of interest, the only way you'll find a closer point is
// if at least one of the coordinates is closer than the ones you have now. So we
// search each range. After the search is exhausted, we know we have the closest
// node.
//
#define CACHE_SIZE 128
#define NUM_RANGES 256
DIST_INFO *m_di; // This is m_cNodes long, but the entries don't correspond to CNode entries.
int m_RangeStart[3][NUM_RANGES];
int m_RangeEnd[3][NUM_RANGES];
float m_flShortest;
int m_iNearest;
int m_minX, m_minY, m_minZ, m_maxX, m_maxY, m_maxZ;
int m_minBoxX, m_minBoxY, m_minBoxZ, m_maxBoxX, m_maxBoxY, m_maxBoxZ;
int m_CheckedCounter;
float m_RegionMin[3], m_RegionMax[3]; // The range of nodes.
CACHE_ENTRY m_Cache[CACHE_SIZE];
int m_HashPrimes[16];
short *m_pHashLinks;
int m_nHashLinks;
// kinda sleazy. In order to allow variety in active idles for monster groups in a room with more than one node,
// we keep track of the last node we searched from and store it here. Subsequent searches by other monsters will pick
// up where the last search stopped.
int m_iLastActiveIdleSearch;
// another such system used to track the search for cover nodes, helps greatly with two monsters trying to get to the same node.
int m_iLastCoverSearch;
// functions to create the graph
int LinkVisibleNodes ( CLink *pLinkPool, FILE *file, int *piBadNode );
int RejectInlineLinks ( CLink *pLinkPool, FILE *file );
int FindShortestPath ( int *piPath, int iStart, int iDest, int iHull, int afCapMask);
int FindNearestNode ( const Vector &vecOrigin, CBaseEntity *pEntity );
int FindNearestNode ( const Vector &vecOrigin, int afNodeTypes );
//int FindNearestLink ( const Vector &vecTestPoint, int *piNearestLink, BOOL *pfAlongLine );
float PathLength( int iStart, int iDest, int iHull, int afCapMask );
int NextNodeInRoute( int iCurrentNode, int iDest, int iHull, int iCap );
enum NODEQUERY { NODEGRAPH_DYNAMIC, NODEGRAPH_STATIC };
// A static query means we're asking about the possiblity of handling this entity at ANY time
// A dynamic query means we're asking about it RIGHT NOW. So we should query the current state
int HandleLinkEnt ( int iNode, entvars_t *pevLinkEnt, int afCapMask, NODEQUERY queryType );
entvars_t* LinkEntForLink ( CLink *pLink, CNode *pNode );
void ShowNodeConnections ( int iNode );
void InitGraph( void );
int AllocNodes ( void );
int CheckNODFile(char *szMapName);
int FLoadGraph(char *szMapName);
int FSaveGraph(char *szMapName);
int FSetGraphPointers(void);
void CheckNode(Vector vecOrigin, int iNode);
void BuildRegionTables(void);
void ComputeStaticRoutingTables(void);
void TestRoutingTables(void);
void HashInsert(int iSrcNode, int iDestNode, int iKey);
void HashSearch(int iSrcNode, int iDestNode, int &iKey);
void HashChoosePrimes(int TableSize);
void BuildLinkLookups(void);
void SortNodes(void);
int HullIndex( const CBaseEntity *pEntity ); // what hull the monster uses
int NodeType( const CBaseEntity *pEntity ); // what node type the monster uses
inline int CapIndex( int afCapMask )
{
if (afCapMask & (bits_CAP_OPEN_DOORS | bits_CAP_AUTO_DOORS | bits_CAP_USE))
return 1;
return 0;
}
inline CNode &Node( int i )
{
#ifdef _DEBUG
if ( !m_pNodes || i < 0 || i > m_cNodes )
ALERT( at_error, "Bad Node!\n" );
#endif
return m_pNodes[i];
}
inline CLink &Link( int i )
{
#ifdef _DEBUG
if ( !m_pLinkPool || i < 0 || i > m_cLinks )
ALERT( at_error, "Bad link!\n" );
#endif
return m_pLinkPool[i];
}
inline CLink &NodeLink( int iNode, int iLink )
{
return Link( Node( iNode ).m_iFirstLink + iLink );
}
inline CLink &NodeLink( const CNode &node, int iLink )
{
return Link( node.m_iFirstLink + iLink );
}
inline int INodeLink ( int iNode, int iLink )
{
return NodeLink( iNode, iLink ).m_iDestNode;
}
#if 0
inline CNode &SourceNode( int iNode, int iLink )
{
return Node( NodeLink( iNode, iLink ).m_iSrcNode );
}
inline CNode &DestNode( int iNode, int iLink )
{
return Node( NodeLink( iNode, iLink ).m_iDestNode );
}
inline CNode *PNodeLink ( int iNode, int iLink )
{
return &DestNode( iNode, iLink );
}
#endif
};
//=========================================================
// Nodes start out as ents in the level. The node graph
// is built, then these ents are discarded.
//=========================================================
class CNodeEnt : public CBaseEntity
{
void Spawn( void );
void KeyValue( KeyValueData *pkvd );
virtual int ObjectCaps( void ) { return CBaseEntity :: ObjectCaps() & ~FCAP_ACROSS_TRANSITION; }
short m_sHintType;
short m_sHintActivity;
};
//=========================================================
// CStack - last in, first out.
//=========================================================
class CStack
{
public:
CStack( void );
void Push( int value );
int Pop( void );
int Top( void );
int Empty( void ) { return m_level==0; }
int Size( void ) { return m_level; }
void CopyToArray ( int *piArray );
private:
int m_stack[ MAX_STACK_NODES ];
int m_level;
};
//=========================================================
// CQueue - first in, first out.
//=========================================================
class CQueue
{
public:
CQueue( void );// constructor
inline int Full ( void ) { return ( m_cSize == MAX_STACK_NODES ); }
inline int Empty ( void ) { return ( m_cSize == 0 ); }
//inline int Tail ( void ) { return ( m_queue[ m_tail ] ); }
inline int Size ( void ) { return ( m_cSize ); }
void Insert( int, float );
int Remove( float & );
private:
int m_cSize;
struct tag_QUEUE_NODE
{
int Id;
float Priority;
} m_queue[ MAX_STACK_NODES ];
int m_head;
int m_tail;
};
//=========================================================
// CQueuePriority - Priority queue (smallest item out first).
//
//=========================================================
class CQueuePriority
{
public:
CQueuePriority( void );// constructor
inline int Full ( void ) { return ( m_cSize == MAX_STACK_NODES ); }
inline int Empty ( void ) { return ( m_cSize == 0 ); }
//inline int Tail ( float & ) { return ( m_queue[ m_tail ].Id ); }
inline int Size ( void ) { return ( m_cSize ); }
void Insert( int, float );
int Remove( float &);
private:
int m_cSize;
struct tag_HEAP_NODE
{
int Id;
float Priority;
} m_heap[ MAX_STACK_NODES ];
void Heap_SiftDown(int);
void Heap_SiftUp(void);
};
//=========================================================
// hints - these MUST coincide with the HINTS listed under
// info_node in the FGD file!
//=========================================================
enum
{
HINT_NONE = 0,
HINT_WORLD_DOOR,
HINT_WORLD_WINDOW,
HINT_WORLD_BUTTON,
HINT_WORLD_MACHINERY,
HINT_WORLD_LEDGE,
HINT_WORLD_LIGHT_SOURCE,
HINT_WORLD_HEAT_SOURCE,
HINT_WORLD_BLINKING_LIGHT,
HINT_WORLD_BRIGHT_COLORS,
HINT_WORLD_HUMAN_BLOOD,
HINT_WORLD_ALIEN_BLOOD,
HINT_TACTICAL_EXIT = 100,
HINT_TACTICAL_VANTAGE,
HINT_TACTICAL_AMBUSH,
HINT_STUKA_PERCH = 300,
HINT_STUKA_LANDING,
};
extern CGraph WorldGraph;

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@ -0,0 +1,804 @@
/***
*
* Copyright (c) 1999, 2000 Valve LLC. All rights reserved.
*
* This product contains software technology licensed from Id
* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
* All Rights Reserved.
*
* This source code contains proprietary and confidential information of
* Valve LLC and its suppliers. Access to this code is restricted to
* persons who have executed a written SDK license with Valve. Any access,
* use or distribution of this code by or to any unlicensed person is illegal.
*
****/
#include "extdll.h"
#include "util.h"
#include "cbase.h"
#include "monsters.h"
#include "weapons.h"
#include "nodes.h"
#include "soundent.h"
#include "effects.h"
typedef struct
{
int isValid;
EHANDLE hGrunt;
Vector vecOrigin;
Vector vecAngles;
} t_ospreygrunt;
#define SF_WAITFORTRIGGER 0x40
#define MAX_CARRY 24
class COsprey : public CBaseMonster
{
public:
int Save( CSave &save );
int Restore( CRestore &restore );
static TYPEDESCRIPTION m_SaveData[];
int ObjectCaps( void ) { return CBaseMonster :: ObjectCaps() & ~FCAP_ACROSS_TRANSITION; }
void Spawn( void );
void Precache( void );
int Classify( void ) { return CLASS_MACHINE; };
int BloodColor( void ) { return DONT_BLEED; }
void Killed( entvars_t *pevAttacker, int iGib );
void UpdateGoal( void );
BOOL HasDead( void );
void EXPORT FlyThink( void );
void EXPORT DeployThink( void );
void Flight( void );
void EXPORT HitTouch( CBaseEntity *pOther );
void EXPORT FindAllThink( void );
void EXPORT HoverThink( void );
CBaseMonster *MakeGrunt( Vector vecSrc );
void EXPORT CrashTouch( CBaseEntity *pOther );
void EXPORT DyingThink( void );
void EXPORT CommandUse( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value );
// int TakeDamage( entvars_t* pevInflictor, entvars_t* pevAttacker, float flDamage, int bitsDamageType );
void TraceAttack( entvars_t *pevAttacker, float flDamage, Vector vecDir, TraceResult *ptr, int bitsDamageType);
void ShowDamage( void );
CBaseEntity *m_pGoalEnt;
Vector m_vel1;
Vector m_vel2;
Vector m_pos1;
Vector m_pos2;
Vector m_ang1;
Vector m_ang2;
float m_startTime;
float m_dTime;
Vector m_velocity;
float m_flIdealtilt;
float m_flRotortilt;
float m_flRightHealth;
float m_flLeftHealth;
int m_iUnits;
EHANDLE m_hGrunt[MAX_CARRY];
Vector m_vecOrigin[MAX_CARRY];
EHANDLE m_hRepel[4];
int m_iSoundState;
int m_iSpriteTexture;
int m_iPitch;
int m_iExplode;
int m_iTailGibs;
int m_iBodyGibs;
int m_iEngineGibs;
int m_iDoLeftSmokePuff;
int m_iDoRightSmokePuff;
};
LINK_ENTITY_TO_CLASS( monster_osprey, COsprey );
TYPEDESCRIPTION COsprey::m_SaveData[] =
{
DEFINE_FIELD( COsprey, m_pGoalEnt, FIELD_CLASSPTR ),
DEFINE_FIELD( COsprey, m_vel1, FIELD_VECTOR ),
DEFINE_FIELD( COsprey, m_vel2, FIELD_VECTOR ),
DEFINE_FIELD( COsprey, m_pos1, FIELD_POSITION_VECTOR ),
DEFINE_FIELD( COsprey, m_pos2, FIELD_POSITION_VECTOR ),
DEFINE_FIELD( COsprey, m_ang1, FIELD_VECTOR ),
DEFINE_FIELD( COsprey, m_ang2, FIELD_VECTOR ),
DEFINE_FIELD( COsprey, m_startTime, FIELD_TIME ),
DEFINE_FIELD( COsprey, m_dTime, FIELD_FLOAT ),
DEFINE_FIELD( COsprey, m_velocity, FIELD_VECTOR ),
DEFINE_FIELD( COsprey, m_flIdealtilt, FIELD_FLOAT ),
DEFINE_FIELD( COsprey, m_flRotortilt, FIELD_FLOAT ),
DEFINE_FIELD( COsprey, m_flRightHealth, FIELD_FLOAT ),
DEFINE_FIELD( COsprey, m_flLeftHealth, FIELD_FLOAT ),
DEFINE_FIELD( COsprey, m_iUnits, FIELD_INTEGER ),
DEFINE_ARRAY( COsprey, m_hGrunt, FIELD_EHANDLE, MAX_CARRY ),
DEFINE_ARRAY( COsprey, m_vecOrigin, FIELD_POSITION_VECTOR, MAX_CARRY ),
DEFINE_ARRAY( COsprey, m_hRepel, FIELD_EHANDLE, 4 ),
// DEFINE_FIELD( COsprey, m_iSoundState, FIELD_INTEGER ),
// DEFINE_FIELD( COsprey, m_iSpriteTexture, FIELD_INTEGER ),
// DEFINE_FIELD( COsprey, m_iPitch, FIELD_INTEGER ),
DEFINE_FIELD( COsprey, m_iDoLeftSmokePuff, FIELD_INTEGER ),
DEFINE_FIELD( COsprey, m_iDoRightSmokePuff, FIELD_INTEGER ),
};
IMPLEMENT_SAVERESTORE( COsprey, CBaseMonster );
void COsprey :: Spawn( void )
{
Precache( );
// motor
pev->movetype = MOVETYPE_FLY;
pev->solid = SOLID_BBOX;
SET_MODEL(ENT(pev), "models/osprey.mdl");
UTIL_SetSize(pev, Vector( -400, -400, -100), Vector(400, 400, 32));
UTIL_SetOrigin( pev, pev->origin );
pev->flags |= FL_MONSTER;
pev->takedamage = DAMAGE_YES;
m_flRightHealth = 200;
m_flLeftHealth = 200;
pev->health = 400;
m_flFieldOfView = 0; // 180 degrees
pev->sequence = 0;
ResetSequenceInfo( );
pev->frame = RANDOM_LONG(0,0xFF);
InitBoneControllers();
SetThink( FindAllThink );
SetUse( CommandUse );
if (!(pev->spawnflags & SF_WAITFORTRIGGER))
{
pev->nextthink = gpGlobals->time + 1.0;
}
m_pos2 = pev->origin;
m_ang2 = pev->angles;
m_vel2 = pev->velocity;
}
void COsprey::Precache( void )
{
UTIL_PrecacheOther( "monster_human_grunt" );
PRECACHE_MODEL("models/osprey.mdl");
PRECACHE_MODEL("models/HVR.mdl");
PRECACHE_SOUND("apache/ap_rotor4.wav");
PRECACHE_SOUND("weapons/mortarhit.wav");
m_iSpriteTexture = PRECACHE_MODEL( "sprites/rope.spr" );
m_iExplode = PRECACHE_MODEL( "sprites/fexplo.spr" );
m_iTailGibs = PRECACHE_MODEL( "models/osprey_tailgibs.mdl" );
m_iBodyGibs = PRECACHE_MODEL( "models/osprey_bodygibs.mdl" );
m_iEngineGibs = PRECACHE_MODEL( "models/osprey_enginegibs.mdl" );
}
void COsprey::CommandUse( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value )
{
pev->nextthink = gpGlobals->time + 0.1;
}
void COsprey :: FindAllThink( void )
{
CBaseEntity *pEntity = NULL;
m_iUnits = 0;
while (m_iUnits < MAX_CARRY && (pEntity = UTIL_FindEntityByClassname( pEntity, "monster_human_grunt" )) != NULL)
{
if (pEntity->IsAlive())
{
m_hGrunt[m_iUnits] = pEntity;
m_vecOrigin[m_iUnits] = pEntity->pev->origin;
m_iUnits++;
}
}
if (m_iUnits == 0)
{
ALERT( at_console, "osprey error: no grunts to resupply\n");
UTIL_Remove( this );
return;
}
SetThink( FlyThink );
pev->nextthink = gpGlobals->time + 0.1;
m_startTime = gpGlobals->time;
}
void COsprey :: DeployThink( void )
{
UTIL_MakeAimVectors( pev->angles );
Vector vecForward = gpGlobals->v_forward;
Vector vecRight = gpGlobals->v_right;
Vector vecUp = gpGlobals->v_up;
Vector vecSrc;
TraceResult tr;
UTIL_TraceLine( pev->origin, pev->origin + Vector( 0, 0, -4096.0), ignore_monsters, ENT(pev), &tr);
CSoundEnt::InsertSound ( bits_SOUND_DANGER, tr.vecEndPos, 400, 0.3 );
vecSrc = pev->origin + vecForward * 32 + vecRight * 100 + vecUp * -96;
m_hRepel[0] = MakeGrunt( vecSrc );
vecSrc = pev->origin + vecForward * -64 + vecRight * 100 + vecUp * -96;
m_hRepel[1] = MakeGrunt( vecSrc );
vecSrc = pev->origin + vecForward * 32 + vecRight * -100 + vecUp * -96;
m_hRepel[2] = MakeGrunt( vecSrc );
vecSrc = pev->origin + vecForward * -64 + vecRight * -100 + vecUp * -96;
m_hRepel[3] = MakeGrunt( vecSrc );
SetThink( HoverThink );
pev->nextthink = gpGlobals->time + 0.1;
}
BOOL COsprey :: HasDead( )
{
for (int i = 0; i < m_iUnits; i++)
{
if (m_hGrunt[i] == NULL || !m_hGrunt[i]->IsAlive())
{
return TRUE;
}
else
{
m_vecOrigin[i] = m_hGrunt[i]->pev->origin; // send them to where they died
}
}
return FALSE;
}
CBaseMonster *COsprey :: MakeGrunt( Vector vecSrc )
{
CBaseEntity *pEntity;
CBaseMonster *pGrunt;
TraceResult tr;
UTIL_TraceLine( vecSrc, vecSrc + Vector( 0, 0, -4096.0), dont_ignore_monsters, ENT(pev), &tr);
if ( tr.pHit && Instance( tr.pHit )->pev->solid != SOLID_BSP)
return NULL;
for (int i = 0; i < m_iUnits; i++)
{
if (m_hGrunt[i] == NULL || !m_hGrunt[i]->IsAlive())
{
if (m_hGrunt[i] != NULL && m_hGrunt[i]->pev->rendermode == kRenderNormal)
{
m_hGrunt[i]->SUB_StartFadeOut( );
}
pEntity = Create( "monster_human_grunt", vecSrc, pev->angles );
pGrunt = pEntity->MyMonsterPointer( );
pGrunt->pev->movetype = MOVETYPE_FLY;
pGrunt->pev->velocity = Vector( 0, 0, RANDOM_FLOAT( -196, -128 ) );
pGrunt->SetActivity( ACT_GLIDE );
CBeam *pBeam = CBeam::BeamCreate( "sprites/rope.spr", 10 );
pBeam->PointEntInit( vecSrc + Vector(0,0,112), pGrunt->edict() );
pBeam->SetFlags( FBEAM_SOLID );
pBeam->SetColor( 255, 255, 255 );
pBeam->SetThink( SUB_Remove );
pBeam->pev->nextthink = gpGlobals->time + -4096.0 * tr.flFraction / pGrunt->pev->velocity.z + 0.5;
// ALERT( at_console, "%d at %.0f %.0f %.0f\n", i, m_vecOrigin[i].x, m_vecOrigin[i].y, m_vecOrigin[i].z );
pGrunt->m_vecLastPosition = m_vecOrigin[i];
m_hGrunt[i] = pGrunt;
return pGrunt;
}
}
// ALERT( at_console, "none dead\n");
return NULL;
}
void COsprey :: HoverThink( void )
{
int i;
for (i = 0; i < 4; i++)
{
if (m_hRepel[i] != NULL && m_hRepel[i]->pev->health > 0 && !(m_hRepel[i]->pev->flags & FL_ONGROUND))
{
break;
}
}
if (i == 4)
{
m_startTime = gpGlobals->time;
SetThink( FlyThink );
}
pev->nextthink = gpGlobals->time + 0.1;
UTIL_MakeAimVectors( pev->angles );
ShowDamage( );
}
void COsprey::UpdateGoal( )
{
if (m_pGoalEnt)
{
m_pos1 = m_pos2;
m_ang1 = m_ang2;
m_vel1 = m_vel2;
m_pos2 = m_pGoalEnt->pev->origin;
m_ang2 = m_pGoalEnt->pev->angles;
UTIL_MakeAimVectors( Vector( 0, m_ang2.y, 0 ) );
m_vel2 = gpGlobals->v_forward * m_pGoalEnt->pev->speed;
m_startTime = m_startTime + m_dTime;
m_dTime = 2.0 * (m_pos1 - m_pos2).Length() / (m_vel1.Length() + m_pGoalEnt->pev->speed);
if (m_ang1.y - m_ang2.y < -180)
{
m_ang1.y += 360;
}
else if (m_ang1.y - m_ang2.y > 180)
{
m_ang1.y -= 360;
}
if (m_pGoalEnt->pev->speed < 400)
m_flIdealtilt = 0;
else
m_flIdealtilt = -90;
}
else
{
ALERT( at_console, "osprey missing target");
}
}
void COsprey::FlyThink( void )
{
StudioFrameAdvance( );
pev->nextthink = gpGlobals->time + 0.1;
if ( m_pGoalEnt == NULL && !FStringNull(pev->target) )// this monster has a target
{
m_pGoalEnt = CBaseEntity::Instance( FIND_ENTITY_BY_TARGETNAME ( NULL, STRING( pev->target ) ) );
UpdateGoal( );
}
if (gpGlobals->time > m_startTime + m_dTime)
{
if (m_pGoalEnt->pev->speed == 0)
{
SetThink( DeployThink );
}
do {
m_pGoalEnt = CBaseEntity::Instance( FIND_ENTITY_BY_TARGETNAME ( NULL, STRING( m_pGoalEnt->pev->target ) ) );
} while (m_pGoalEnt->pev->speed < 400 && !HasDead());
UpdateGoal( );
}
Flight( );
ShowDamage( );
}
void COsprey::Flight( )
{
float t = (gpGlobals->time - m_startTime);
float scale = 1.0 / m_dTime;
float f = UTIL_SplineFraction( t * scale, 1.0 );
Vector pos = (m_pos1 + m_vel1 * t) * (1.0 - f) + (m_pos2 - m_vel2 * (m_dTime - t)) * f;
Vector ang = (m_ang1) * (1.0 - f) + (m_ang2) * f;
m_velocity = m_vel1 * (1.0 - f) + m_vel2 * f;
UTIL_SetOrigin( pev, pos );
pev->angles = ang;
UTIL_MakeAimVectors( pev->angles );
float flSpeed = DotProduct( gpGlobals->v_forward, m_velocity );
// float flSpeed = DotProduct( gpGlobals->v_forward, pev->velocity );
float m_flIdealtilt = (160 - flSpeed) / 10.0;
// ALERT( at_console, "%f %f\n", flSpeed, flIdealtilt );
if (m_flRotortilt < m_flIdealtilt)
{
m_flRotortilt += 0.5;
if (m_flRotortilt > 0)
m_flRotortilt = 0;
}
if (m_flRotortilt > m_flIdealtilt)
{
m_flRotortilt -= 0.5;
if (m_flRotortilt < -90)
m_flRotortilt = -90;
}
SetBoneController( 0, m_flRotortilt );
if (m_iSoundState == 0)
{
EMIT_SOUND_DYN(ENT(pev), CHAN_STATIC, "apache/ap_rotor4.wav", 1.0, 0.15, 0, 110 );
// EMIT_SOUND_DYN(ENT(pev), CHAN_STATIC, "apache/ap_whine1.wav", 0.5, 0.2, 0, 110 );
m_iSoundState = SND_CHANGE_PITCH; // hack for going through level transitions
}
else
{
CBaseEntity *pPlayer = NULL;
pPlayer = UTIL_FindEntityByClassname( NULL, "player" );
// UNDONE: this needs to send different sounds to every player for multiplayer.
if (pPlayer)
{
float pitch = DotProduct( m_velocity - pPlayer->pev->velocity, (pPlayer->pev->origin - pev->origin).Normalize() );
pitch = (int)(100 + pitch / 75.0);
if (pitch > 250)
pitch = 250;
if (pitch < 50)
pitch = 50;
if (pitch == 100)
pitch = 101;
if (pitch != m_iPitch)
{
m_iPitch = pitch;
EMIT_SOUND_DYN(ENT(pev), CHAN_STATIC, "apache/ap_rotor4.wav", 1.0, 0.15, SND_CHANGE_PITCH | SND_CHANGE_VOL, pitch);
// ALERT( at_console, "%.0f\n", pitch );
}
}
// EMIT_SOUND_DYN(ENT(pev), CHAN_STATIC, "apache/ap_whine1.wav", flVol, 0.2, SND_CHANGE_PITCH | SND_CHANGE_VOL, pitch);
}
}
void COsprey::HitTouch( CBaseEntity *pOther )
{
pev->nextthink = gpGlobals->time + 2.0;
}
/*
int COsprey::TakeDamage( entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, int bitsDamageType )
{
if (m_flRotortilt <= -90)
{
m_flRotortilt = 0;
}
else
{
m_flRotortilt -= 45;
}
SetBoneController( 0, m_flRotortilt );
return 0;
}
*/
void COsprey :: Killed( entvars_t *pevAttacker, int iGib )
{
pev->movetype = MOVETYPE_TOSS;
pev->gravity = 0.3;
pev->velocity = m_velocity;
pev->avelocity = Vector( RANDOM_FLOAT( -20, 20 ), 0, RANDOM_FLOAT( -50, 50 ) );
STOP_SOUND( ENT(pev), CHAN_STATIC, "apache/ap_rotor4.wav" );
UTIL_SetSize( pev, Vector( -32, -32, -64), Vector( 32, 32, 0) );
SetThink( DyingThink );
SetTouch( CrashTouch );
pev->nextthink = gpGlobals->time + 0.1;
pev->health = 0;
pev->takedamage = DAMAGE_NO;
m_startTime = gpGlobals->time + 4.0;
}
void COsprey::CrashTouch( CBaseEntity *pOther )
{
// only crash if we hit something solid
if ( pOther->pev->solid == SOLID_BSP)
{
SetTouch( NULL );
m_startTime = gpGlobals->time;
pev->nextthink = gpGlobals->time;
m_velocity = pev->velocity;
}
}
void COsprey :: DyingThink( void )
{
StudioFrameAdvance( );
pev->nextthink = gpGlobals->time + 0.1;
pev->avelocity = pev->avelocity * 1.02;
// still falling?
if (m_startTime > gpGlobals->time )
{
UTIL_MakeAimVectors( pev->angles );
ShowDamage( );
Vector vecSpot = pev->origin + pev->velocity * 0.2;
// random explosions
MESSAGE_BEGIN( MSG_PVS, SVC_TEMPENTITY, vecSpot );
WRITE_BYTE( TE_EXPLOSION); // This just makes a dynamic light now
WRITE_COORD( vecSpot.x + RANDOM_FLOAT( -150, 150 ));
WRITE_COORD( vecSpot.y + RANDOM_FLOAT( -150, 150 ));
WRITE_COORD( vecSpot.z + RANDOM_FLOAT( -150, -50 ));
WRITE_SHORT( g_sModelIndexFireball );
WRITE_BYTE( RANDOM_LONG(0,29) + 30 ); // scale * 10
WRITE_BYTE( 12 ); // framerate
WRITE_BYTE( TE_EXPLFLAG_NONE );
MESSAGE_END();
// lots of smoke
MESSAGE_BEGIN( MSG_PVS, SVC_TEMPENTITY, vecSpot );
WRITE_BYTE( TE_SMOKE );
WRITE_COORD( vecSpot.x + RANDOM_FLOAT( -150, 150 ));
WRITE_COORD( vecSpot.y + RANDOM_FLOAT( -150, 150 ));
WRITE_COORD( vecSpot.z + RANDOM_FLOAT( -150, -50 ));
WRITE_SHORT( g_sModelIndexSmoke );
WRITE_BYTE( 100 ); // scale * 10
WRITE_BYTE( 10 ); // framerate
MESSAGE_END();
vecSpot = pev->origin + (pev->mins + pev->maxs) * 0.5;
MESSAGE_BEGIN( MSG_PVS, SVC_TEMPENTITY, vecSpot );
WRITE_BYTE( TE_BREAKMODEL);
// position
WRITE_COORD( vecSpot.x );
WRITE_COORD( vecSpot.y );
WRITE_COORD( vecSpot.z );
// size
WRITE_COORD( 800 );
WRITE_COORD( 800 );
WRITE_COORD( 132 );
// velocity
WRITE_COORD( pev->velocity.x );
WRITE_COORD( pev->velocity.y );
WRITE_COORD( pev->velocity.z );
// randomization
WRITE_BYTE( 50 );
// Model
WRITE_SHORT( m_iTailGibs ); //model id#
// # of shards
WRITE_BYTE( 8 ); // let client decide
// duration
WRITE_BYTE( 200 );// 10.0 seconds
// flags
WRITE_BYTE( BREAK_METAL );
MESSAGE_END();
// don't stop it we touch a entity
pev->flags &= ~FL_ONGROUND;
pev->nextthink = gpGlobals->time + 0.2;
return;
}
else
{
Vector vecSpot = pev->origin + (pev->mins + pev->maxs) * 0.5;
/*
MESSAGE_BEGIN( MSG_BROADCAST, SVC_TEMPENTITY );
WRITE_BYTE( TE_EXPLOSION); // This just makes a dynamic light now
WRITE_COORD( vecSpot.x );
WRITE_COORD( vecSpot.y );
WRITE_COORD( vecSpot.z + 512 );
WRITE_SHORT( m_iExplode );
WRITE_BYTE( 250 ); // scale * 10
WRITE_BYTE( 10 ); // framerate
MESSAGE_END();
*/
// gibs
MESSAGE_BEGIN( MSG_PVS, SVC_TEMPENTITY, vecSpot );
WRITE_BYTE( TE_SPRITE );
WRITE_COORD( vecSpot.x );
WRITE_COORD( vecSpot.y );
WRITE_COORD( vecSpot.z + 512 );
WRITE_SHORT( m_iExplode );
WRITE_BYTE( 250 ); // scale * 10
WRITE_BYTE( 255 ); // brightness
MESSAGE_END();
/*
MESSAGE_BEGIN( MSG_BROADCAST, SVC_TEMPENTITY );
WRITE_BYTE( TE_SMOKE );
WRITE_COORD( vecSpot.x );
WRITE_COORD( vecSpot.y );
WRITE_COORD( vecSpot.z + 300 );
WRITE_SHORT( g_sModelIndexSmoke );
WRITE_BYTE( 250 ); // scale * 10
WRITE_BYTE( 6 ); // framerate
MESSAGE_END();
*/
// blast circle
MESSAGE_BEGIN( MSG_PAS, SVC_TEMPENTITY, pev->origin );
WRITE_BYTE( TE_BEAMCYLINDER );
WRITE_COORD( pev->origin.x);
WRITE_COORD( pev->origin.y);
WRITE_COORD( pev->origin.z);
WRITE_COORD( pev->origin.x);
WRITE_COORD( pev->origin.y);
WRITE_COORD( pev->origin.z + 2000 ); // reach damage radius over .2 seconds
WRITE_SHORT( m_iSpriteTexture );
WRITE_BYTE( 0 ); // startframe
WRITE_BYTE( 0 ); // framerate
WRITE_BYTE( 4 ); // life
WRITE_BYTE( 32 ); // width
WRITE_BYTE( 0 ); // noise
WRITE_BYTE( 255 ); // r, g, b
WRITE_BYTE( 255 ); // r, g, b
WRITE_BYTE( 192 ); // r, g, b
WRITE_BYTE( 128 ); // brightness
WRITE_BYTE( 0 ); // speed
MESSAGE_END();
EMIT_SOUND(ENT(pev), CHAN_STATIC, "weapons/mortarhit.wav", 1.0, 0.3);
RadiusDamage( pev->origin, pev, pev, 300, CLASS_NONE, DMG_BLAST );
// gibs
vecSpot = pev->origin + (pev->mins + pev->maxs) * 0.5;
MESSAGE_BEGIN( MSG_PAS, SVC_TEMPENTITY, vecSpot );
WRITE_BYTE( TE_BREAKMODEL);
// position
WRITE_COORD( vecSpot.x );
WRITE_COORD( vecSpot.y );
WRITE_COORD( vecSpot.z + 64);
// size
WRITE_COORD( 800 );
WRITE_COORD( 800 );
WRITE_COORD( 128 );
// velocity
WRITE_COORD( m_velocity.x );
WRITE_COORD( m_velocity.y );
WRITE_COORD( fabs( m_velocity.z ) * 0.25 );
// randomization
WRITE_BYTE( 40 );
// Model
WRITE_SHORT( m_iBodyGibs ); //model id#
// # of shards
WRITE_BYTE( 128 );
// duration
WRITE_BYTE( 200 );// 10.0 seconds
// flags
WRITE_BYTE( BREAK_METAL );
MESSAGE_END();
UTIL_Remove( this );
}
}
void COsprey :: ShowDamage( void )
{
if (m_iDoLeftSmokePuff > 0 || RANDOM_LONG(0,99) > m_flLeftHealth)
{
Vector vecSrc = pev->origin + gpGlobals->v_right * -340;
MESSAGE_BEGIN( MSG_PVS, SVC_TEMPENTITY, vecSrc );
WRITE_BYTE( TE_SMOKE );
WRITE_COORD( vecSrc.x );
WRITE_COORD( vecSrc.y );
WRITE_COORD( vecSrc.z );
WRITE_SHORT( g_sModelIndexSmoke );
WRITE_BYTE( RANDOM_LONG(0,9) + 20 ); // scale * 10
WRITE_BYTE( 12 ); // framerate
MESSAGE_END();
if (m_iDoLeftSmokePuff > 0)
m_iDoLeftSmokePuff--;
}
if (m_iDoRightSmokePuff > 0 || RANDOM_LONG(0,99) > m_flRightHealth)
{
Vector vecSrc = pev->origin + gpGlobals->v_right * 340;
MESSAGE_BEGIN( MSG_PVS, SVC_TEMPENTITY, vecSrc );
WRITE_BYTE( TE_SMOKE );
WRITE_COORD( vecSrc.x );
WRITE_COORD( vecSrc.y );
WRITE_COORD( vecSrc.z );
WRITE_SHORT( g_sModelIndexSmoke );
WRITE_BYTE( RANDOM_LONG(0,9) + 20 ); // scale * 10
WRITE_BYTE( 12 ); // framerate
MESSAGE_END();
if (m_iDoRightSmokePuff > 0)
m_iDoRightSmokePuff--;
}
}
void COsprey::TraceAttack( entvars_t *pevAttacker, float flDamage, Vector vecDir, TraceResult *ptr, int bitsDamageType)
{
// ALERT( at_console, "%d %.0f\n", ptr->iHitgroup, flDamage );
// only so much per engine
if (ptr->iHitgroup == 3)
{
if (m_flRightHealth < 0)
return;
else
m_flRightHealth -= flDamage;
m_iDoLeftSmokePuff = 3 + (flDamage / 5.0);
}
if (ptr->iHitgroup == 2)
{
if (m_flLeftHealth < 0)
return;
else
m_flLeftHealth -= flDamage;
m_iDoRightSmokePuff = 3 + (flDamage / 5.0);
}
// hit hard, hits cockpit, hits engines
if (flDamage > 50 || ptr->iHitgroup == 1 || ptr->iHitgroup == 2 || ptr->iHitgroup == 3)
{
// ALERT( at_console, "%.0f\n", flDamage );
AddMultiDamage( pevAttacker, this, flDamage, bitsDamageType );
}
else
{
UTIL_Sparks( ptr->vecEndPos );
}
}

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/***
*
* Copyright (c) 1999, 2000 Valve LLC. All rights reserved.
*
* This product contains software technology licensed from Id
* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
* All Rights Reserved.
*
* Use, distribution, and modification of this source code and/or resulting
* object code is restricted to non-commercial enhancements to products from
* Valve LLC. All other use, distribution, or modification is prohibited
* without written permission from Valve LLC.
*
****/
//
// ========================== PATH_CORNER ===========================
//
#include "extdll.h"
#include "util.h"
#include "cbase.h"
#include "trains.h"
#include "saverestore.h"
class CPathCorner : public CPointEntity
{
public:
void Spawn( );
void KeyValue( KeyValueData* pkvd );
float GetDelay( void ) { return m_flWait; }
// void Touch( CBaseEntity *pOther );
virtual int Save( CSave &save );
virtual int Restore( CRestore &restore );
static TYPEDESCRIPTION m_SaveData[];
private:
float m_flWait;
};
LINK_ENTITY_TO_CLASS( path_corner, CPathCorner );
// Global Savedata for Delay
TYPEDESCRIPTION CPathCorner::m_SaveData[] =
{
DEFINE_FIELD( CPathCorner, m_flWait, FIELD_FLOAT ),
};
IMPLEMENT_SAVERESTORE( CPathCorner, CPointEntity );
//
// Cache user-entity-field values until spawn is called.
//
void CPathCorner :: KeyValue( KeyValueData *pkvd )
{
if (FStrEq(pkvd->szKeyName, "wait"))
{
m_flWait = atof(pkvd->szValue);
pkvd->fHandled = TRUE;
}
else
CPointEntity::KeyValue( pkvd );
}
void CPathCorner :: Spawn( )
{
ASSERTSZ(!FStringNull(pev->targetname), "path_corner without a targetname");
}
#if 0
void CPathCorner :: Touch( CBaseEntity *pOther )
{
entvars_t* pevToucher = pOther->pev;
if ( FBitSet ( pevToucher->flags, FL_MONSTER ) )
{// monsters don't navigate path corners based on touch anymore
return;
}
// If OTHER isn't explicitly looking for this path_corner, bail out
if ( pOther->m_pGoalEnt != this )
{
return;
}
// If OTHER has an enemy, this touch is incidental, ignore
if ( !FNullEnt(pevToucher->enemy) )
{
return; // fighting, not following a path
}
// UNDONE: support non-zero flWait
/*
if (m_flWait != 0)
ALERT(at_warning, "Non-zero path-cornder waits NYI");
*/
// Find the next "stop" on the path, make it the goal of the "toucher".
if (FStringNull(pev->target))
{
ALERT(at_warning, "PathCornerTouch: no next stop specified");
}
pOther->m_pGoalEnt = CBaseEntity::Instance( FIND_ENTITY_BY_TARGETNAME ( NULL, STRING(pev->target) ) );
// If "next spot" was not found (does not exist - level design error)
if ( !pOther->m_pGoalEnt )
{
ALERT(at_console, "PathCornerTouch--%s couldn't find next stop in path: %s", STRING(pev->classname), STRING(pev->target));
return;
}
// Turn towards the next stop in the path.
pevToucher->ideal_yaw = UTIL_VecToYaw ( pOther->m_pGoalEnt->pev->origin - pevToucher->origin );
}
#endif
TYPEDESCRIPTION CPathTrack::m_SaveData[] =
{
DEFINE_FIELD( CPathTrack, m_length, FIELD_FLOAT ),
DEFINE_FIELD( CPathTrack, m_pnext, FIELD_CLASSPTR ),
DEFINE_FIELD( CPathTrack, m_paltpath, FIELD_CLASSPTR ),
DEFINE_FIELD( CPathTrack, m_pprevious, FIELD_CLASSPTR ),
DEFINE_FIELD( CPathTrack, m_altName, FIELD_STRING ),
};
IMPLEMENT_SAVERESTORE( CPathTrack, CBaseEntity );
LINK_ENTITY_TO_CLASS( path_track, CPathTrack );
//
// Cache user-entity-field values until spawn is called.
//
void CPathTrack :: KeyValue( KeyValueData *pkvd )
{
if (FStrEq(pkvd->szKeyName, "altpath"))
{
m_altName = ALLOC_STRING(pkvd->szValue);
pkvd->fHandled = TRUE;
}
else
CPointEntity::KeyValue( pkvd );
}
void CPathTrack :: Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value )
{
int on;
// Use toggles between two paths
if ( m_paltpath )
{
on = !FBitSet( pev->spawnflags, SF_PATH_ALTERNATE );
if ( ShouldToggle( useType, on ) )
{
if ( on )
SetBits( pev->spawnflags, SF_PATH_ALTERNATE );
else
ClearBits( pev->spawnflags, SF_PATH_ALTERNATE );
}
}
else // Use toggles between enabled/disabled
{
on = !FBitSet( pev->spawnflags, SF_PATH_DISABLED );
if ( ShouldToggle( useType, on ) )
{
if ( on )
SetBits( pev->spawnflags, SF_PATH_DISABLED );
else
ClearBits( pev->spawnflags, SF_PATH_DISABLED );
}
}
}
void CPathTrack :: Link( void )
{
edict_t *pentTarget;
if ( !FStringNull(pev->target) )
{
pentTarget = FIND_ENTITY_BY_TARGETNAME( NULL, STRING(pev->target) );
if ( !FNullEnt(pentTarget) )
{
m_pnext = CPathTrack::Instance( pentTarget );
if ( m_pnext ) // If no next pointer, this is the end of a path
{
m_pnext->SetPrevious( this );
}
}
else
ALERT( at_console, "Dead end link %s\n", STRING(pev->target) );
}
// Find "alternate" path
if ( m_altName )
{
pentTarget = FIND_ENTITY_BY_TARGETNAME( NULL, STRING(m_altName) );
if ( !FNullEnt(pentTarget) )
{
m_paltpath = CPathTrack::Instance( pentTarget );
if ( m_paltpath ) // If no next pointer, this is the end of a path
{
m_paltpath->SetPrevious( this );
}
}
}
}
void CPathTrack :: Spawn( void )
{
pev->solid = SOLID_TRIGGER;
UTIL_SetSize(pev, Vector(-8, -8, -8), Vector(8, 8, 8));
m_pnext = NULL;
m_pprevious = NULL;
// DEBUGGING CODE
#if PATH_SPARKLE_DEBUG
SetThink( Sparkle );
pev->nextthink = gpGlobals->time + 0.5;
#endif
}
void CPathTrack::Activate( void )
{
if ( !FStringNull( pev->targetname ) ) // Link to next, and back-link
Link();
}
CPathTrack *CPathTrack :: ValidPath( CPathTrack *ppath, int testFlag )
{
if ( !ppath )
return NULL;
if ( testFlag && FBitSet( ppath->pev->spawnflags, SF_PATH_DISABLED ) )
return NULL;
return ppath;
}
void CPathTrack :: Project( CPathTrack *pstart, CPathTrack *pend, Vector *origin, float dist )
{
if ( pstart && pend )
{
Vector dir = (pend->pev->origin - pstart->pev->origin);
dir = dir.Normalize();
*origin = pend->pev->origin + dir * dist;
}
}
CPathTrack *CPathTrack::GetNext( void )
{
if ( m_paltpath && FBitSet( pev->spawnflags, SF_PATH_ALTERNATE ) && !FBitSet( pev->spawnflags, SF_PATH_ALTREVERSE ) )
return m_paltpath;
return m_pnext;
}
CPathTrack *CPathTrack::GetPrevious( void )
{
if ( m_paltpath && FBitSet( pev->spawnflags, SF_PATH_ALTERNATE ) && FBitSet( pev->spawnflags, SF_PATH_ALTREVERSE ) )
return m_paltpath;
return m_pprevious;
}
void CPathTrack::SetPrevious( CPathTrack *pprev )
{
// Only set previous if this isn't my alternate path
if ( pprev && !FStrEq( STRING(pprev->pev->targetname), STRING(m_altName) ) )
m_pprevious = pprev;
}
// Assumes this is ALWAYS enabled
CPathTrack *CPathTrack :: LookAhead( Vector *origin, float dist, int move )
{
CPathTrack *pcurrent;
float originalDist = dist;
pcurrent = this;
Vector currentPos = *origin;
if ( dist < 0 ) // Travelling backwards through path
{
dist = -dist;
while ( dist > 0 )
{
Vector dir = pcurrent->pev->origin - currentPos;
float length = dir.Length();
if ( !length )
{
if ( !ValidPath(pcurrent->GetPrevious(), move) ) // If there is no previous node, or it's disabled, return now.
{
if ( !move )
Project( pcurrent->GetNext(), pcurrent, origin, dist );
return NULL;
}
pcurrent = pcurrent->GetPrevious();
}
else if ( length > dist ) // enough left in this path to move
{
*origin = currentPos + (dir * (dist / length));
return pcurrent;
}
else
{
dist -= length;
currentPos = pcurrent->pev->origin;
*origin = currentPos;
if ( !ValidPath(pcurrent->GetPrevious(), move) ) // If there is no previous node, or it's disabled, return now.
return NULL;
pcurrent = pcurrent->GetPrevious();
}
}
*origin = currentPos;
return pcurrent;
}
else
{
while ( dist > 0 )
{
if ( !ValidPath(pcurrent->GetNext(), move) ) // If there is no next node, or it's disabled, return now.
{
if ( !move )
Project( pcurrent->GetPrevious(), pcurrent, origin, dist );
return NULL;
}
Vector dir = pcurrent->GetNext()->pev->origin - currentPos;
float length = dir.Length();
if ( !length && !ValidPath( pcurrent->GetNext()->GetNext(), move ) )
{
if ( dist == originalDist ) // HACK -- up against a dead end
return NULL;
return pcurrent;
}
if ( length > dist ) // enough left in this path to move
{
*origin = currentPos + (dir * (dist / length));
return pcurrent;
}
else
{
dist -= length;
currentPos = pcurrent->GetNext()->pev->origin;
pcurrent = pcurrent->GetNext();
*origin = currentPos;
}
}
*origin = currentPos;
}
return pcurrent;
}
// Assumes this is ALWAYS enabled
CPathTrack *CPathTrack :: Nearest( Vector origin )
{
int deadCount;
float minDist, dist;
Vector delta;
CPathTrack *ppath, *pnearest;
delta = origin - pev->origin;
delta.z = 0;
minDist = delta.Length();
pnearest = this;
ppath = GetNext();
// Hey, I could use the old 2 racing pointers solution to this, but I'm lazy :)
deadCount = 0;
while ( ppath && ppath != this )
{
deadCount++;
if ( deadCount > 9999 )
{
ALERT( at_error, "Bad sequence of path_tracks from %s", STRING(pev->targetname) );
return NULL;
}
delta = origin - ppath->pev->origin;
delta.z = 0;
dist = delta.Length();
if ( dist < minDist )
{
minDist = dist;
pnearest = ppath;
}
ppath = ppath->GetNext();
}
return pnearest;
}
CPathTrack *CPathTrack::Instance( edict_t *pent )
{
if ( FNullEnt( pent )) return NULL;
if ( FClassnameIs( pent, "path_track" ) )
return (CPathTrack *)GET_PRIVATE(pent);
return NULL;
}
// DEBUGGING CODE
#if PATH_SPARKLE_DEBUG
void CPathTrack :: Sparkle( void )
{
pev->nextthink = gpGlobals->time + 0.2;
if ( FBitSet( pev->spawnflags, SF_PATH_DISABLED ) )
UTIL_ParticleEffect(pev->origin, Vector(0,0,100), 210, 10);
else
UTIL_ParticleEffect(pev->origin, Vector(0,0,100), 84, 10);
}
#endif

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/***
*
* Copyright (c) 1999, 2000 Valve LLC. All rights reserved.
*
* This product contains software technology licensed from Id
* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
* All Rights Reserved.
*
* Use, distribution, and modification of this source code and/or resulting
* object code is restricted to non-commercial enhancements to products from
* Valve LLC. All other use, distribution, or modification is prohibited
* without written permission from Valve LLC.
*
****/
#include "extdll.h"
#include "util.h"
#include "plane.h"
//=========================================================
// Plane
//=========================================================
CPlane :: CPlane ( void )
{
m_fInitialized = FALSE;
}
//=========================================================
// InitializePlane - Takes a normal for the plane and a
// point on the plane and
//=========================================================
void CPlane :: InitializePlane ( const Vector &vecNormal, const Vector &vecPoint )
{
m_vecNormal = vecNormal;
m_flDist = DotProduct ( m_vecNormal, vecPoint );
m_fInitialized = TRUE;
}
//=========================================================
// PointInFront - determines whether the given vector is
// in front of the plane.
//=========================================================
BOOL CPlane :: PointInFront ( const Vector &vecPoint )
{
float flFace;
if ( !m_fInitialized )
{
return FALSE;
}
flFace = DotProduct ( m_vecNormal, vecPoint ) - m_flDist;
if ( flFace >= 0 )
{
return TRUE;
}
return FALSE;
}

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/***
*
* Copyright (c) 1999, 2000 Valve LLC. All rights reserved.
*
* This product contains software technology licensed from Id
* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
* All Rights Reserved.
*
* Use, distribution, and modification of this source code and/or resulting
* object code is restricted to non-commercial enhancements to products from
* Valve LLC. All other use, distribution, or modification is prohibited
* without written permission from Valve LLC.
*
****/
#ifndef PLANE_H
#define PLANE_H
//=========================================================
// Plane
//=========================================================
class CPlane
{
public:
CPlane ( void );
//=========================================================
// InitializePlane - Takes a normal for the plane and a
// point on the plane and
//=========================================================
void InitializePlane ( const Vector &vecNormal, const Vector &vecPoint );
//=========================================================
// PointInFront - determines whether the given vector is
// in front of the plane.
//=========================================================
BOOL PointInFront ( const Vector &vecPoint );
Vector m_vecNormal;
float m_flDist;
BOOL m_fInitialized;
};
#endif // PLANE_H

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/***
*
* Copyright (c) 1999, 2000 Valve LLC. All rights reserved.
*
* This product contains software technology licensed from Id
* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
* All Rights Reserved.
*
* Use, distribution, and modification of this source code and/or resulting
* object code is restricted to non-commercial enhancements to products from
* Valve LLC. All other use, distribution, or modification is prohibited
* without written permission from Valve LLC.
*
****/
#ifndef PLAYER_H
#define PLAYER_H
#define PLAYER_FATAL_FALL_SPEED 1024// approx 60 feet
#define PLAYER_MAX_SAFE_FALL_SPEED 580// approx 20 feet
#define DAMAGE_FOR_FALL_SPEED (float) 100 / ( PLAYER_FATAL_FALL_SPEED - PLAYER_MAX_SAFE_FALL_SPEED )// damage per unit per second.
#define PLAYER_MIN_BOUNCE_SPEED 200
#define PLAYER_FALL_PUNCH_THRESHHOLD (float)350 // won't punch player's screen/make scrape noise unless player falling at least this fast.
//
// Player PHYSICS FLAGS bits
//
#define PFLAG_ONLADDER ( 1<<0 )
#define PFLAG_ONSWING ( 1<<0 )
#define PFLAG_ONTRAIN ( 1<<1 )
#define PFLAG_ONBARNACLE ( 1<<2 )
#define PFLAG_DUCKING ( 1<<3 ) // In the process of ducking, but totally squatted yet
#define PFLAG_USING ( 1<<4 ) // Using a continuous entity
#define PFLAG_OBSERVER ( 1<<5 ) // player is locked in stationary cam mode. Spectators can move, observers can't.
//
// generic player
//
//-----------------------------------------------------
//This is Half-Life player entity
//-----------------------------------------------------
#define CSUITPLAYLIST 4 // max of 4 suit sentences queued up at any time
#define SUIT_GROUP TRUE
#define SUIT_SENTENCE FALSE
#define SUIT_REPEAT_OK 0
#define SUIT_NEXT_IN_30SEC 30
#define SUIT_NEXT_IN_1MIN 60
#define SUIT_NEXT_IN_5MIN 300
#define SUIT_NEXT_IN_10MIN 600
#define SUIT_NEXT_IN_30MIN 1800
#define SUIT_NEXT_IN_1HOUR 3600
#define CSUITNOREPEAT 32
#define SOUND_FLASHLIGHT_ON "items/flashlight1.wav"
#define SOUND_FLASHLIGHT_OFF "items/flashlight1.wav"
#define TEAM_NAME_LENGTH 16
typedef enum
{
PLAYER_IDLE,
PLAYER_WALK,
PLAYER_JUMP,
PLAYER_SUPERJUMP,
PLAYER_DIE,
PLAYER_ATTACK1,
} PLAYER_ANIM;
class CBasePlayer : public CBaseMonster
{
public:
int random_seed; // See that is shared between client & server for shared weapons code
int m_iPlayerSound;// the index of the sound list slot reserved for this player
int m_iTargetVolume;// ideal sound volume.
int m_iWeaponVolume;// how loud the player's weapon is right now.
int m_iExtraSoundTypes;// additional classification for this weapon's sound
int m_iWeaponFlash;// brightness of the weapon flash
float m_flStopExtraSoundTime;
float m_flFlashLightTime; // Time until next battery draw/Recharge
int m_iFlashBattery; // Flashlight Battery Draw
int m_afButtonLast;
int m_afButtonPressed;
int m_afButtonReleased;
edict_t *m_pentSndLast; // last sound entity to modify player room type
float m_flSndRoomtype; // last roomtype set by sound entity
float m_flSndRange; // dist from player to sound entity
float m_flFallVelocity;
int m_rgItems[MAX_ITEMS];
int m_fKnownItem; // True when a new item needs to be added
int m_fNewAmmo; // True when a new item has been added
unsigned int m_afPhysicsFlags; // physics flags - set when 'normal' physics should be revisited or overriden
float m_fNextSuicideTime; // the time after which the player can next use the suicide command
// these are time-sensitive things that we keep track of
float m_flTimeStepSound; // when the last stepping sound was made
float m_flTimeWeaponIdle; // when to play another weapon idle animation.
float m_flSwimTime; // how long player has been underwater
float m_flDuckTime; // how long we've been ducking
float m_flWallJumpTime; // how long until next walljump
float m_flSuitUpdate; // when to play next suit update
int m_rgSuitPlayList[CSUITPLAYLIST];// next sentencenum to play for suit update
int m_iSuitPlayNext; // next sentence slot for queue storage;
int m_rgiSuitNoRepeat[CSUITNOREPEAT]; // suit sentence no repeat list
float m_rgflSuitNoRepeatTime[CSUITNOREPEAT]; // how long to wait before allowing repeat
int m_lastDamageAmount; // Last damage taken
float m_tbdPrev; // Time-based damage timer
float m_flgeigerRange; // range to nearest radiation source
float m_flgeigerDelay; // delay per update of range msg to client
int m_igeigerRangePrev;
int m_iStepLeft; // alternate left/right foot stepping sound
char m_szTextureName[CBTEXTURENAMEMAX]; // current texture name we're standing on
char m_chTextureType; // current texture type
int m_idrowndmg; // track drowning damage taken
int m_idrownrestored; // track drowning damage restored
int m_bitsHUDDamage; // Damage bits for the current fame. These get sent to
// the hude via the DAMAGE message
BOOL m_fInitHUD; // True when deferred HUD restart msg needs to be sent
BOOL m_fGameHUDInitialized;
int m_iTrain; // Train control position
BOOL m_fWeapon; // Set this to FALSE to force a reset of the current weapon HUD info
EHANDLE m_pTank; // the tank which the player is currently controlling, NULL if no tank
float m_fDeadTime; // the time at which the player died (used in PlayerDeathThink())
float m_fAirFinished; // moved here from progdefs.h
float m_fPainFinished; // moved here from progdefs.h
float m_flViewHeight; // keep value from view_ofs.z that engine sets it when player first entering in multiplayer
BOOL m_fNoPlayerSound; // a debugging feature. Player makes no sound if this is true.
BOOL m_fLongJump; // does this player have the longjump module?
float m_tSneaking;
int m_iUpdateTime; // stores the number of frame ticks before sending HUD update messages
int m_iClientHealth; // the health currently known by the client. If this changes, send a new
int m_iClientBattery; // the Battery currently known by the client. If this changes, send a new
int m_iHideHUD; // the players hud weapon info is to be hidden
int m_iClientHideHUD;
// usable player items
CBasePlayerItem *m_rgpPlayerItems[MAX_ITEM_TYPES];
CBasePlayerItem *m_pActiveItem;
CBasePlayerItem *m_pClientActiveItem; // client version of the active item
CBasePlayerItem *m_pLastItem;
// shared ammo slots
int m_rgAmmo[MAX_AMMO_SLOTS];
int m_rgAmmoLast[MAX_AMMO_SLOTS];
Vector m_vecAutoAim;
BOOL m_fOnTarget;
int m_iDeaths;
float m_iRespawnFrames; // used in PlayerDeathThink() to make sure players can always respawn
int m_lastx, m_lasty; // These are the previous update's crosshair angles, DON"T SAVE/RESTORE
int m_nCustomSprayFrames;// Custom clan logo frames for this player
float m_flNextDecalTime;// next time this player can spray a decal
float m_flNextChatTime;
char m_szTeamName[TEAM_NAME_LENGTH];
virtual void Spawn( void );
void Pain( void );
// virtual void Think( void );
virtual void Jump( void );
virtual void Duck( void );
virtual void PreThink( void );
virtual void PostThink( void );
virtual Vector GetGunPosition( void );
virtual int TakeHealth( float flHealth, int bitsDamageType );
virtual void TraceAttack( entvars_t *pevAttacker, float flDamage, Vector vecDir, TraceResult *ptr, int bitsDamageType);
virtual int TakeDamage( entvars_t* pevInflictor, entvars_t* pevAttacker, float flDamage, int bitsDamageType);
virtual void Killed( entvars_t *pevAttacker, int iGib );
virtual Vector BodyTarget( const Vector &posSrc ) { return Center( ) + pev->view_ofs * RANDOM_FLOAT( 0.5, 1.1 ); }; // position to shoot at
virtual void StartSneaking( void ) { m_tSneaking = gpGlobals->time - 1; }
virtual void StopSneaking( void ) { m_tSneaking = gpGlobals->time + 30; }
virtual BOOL IsSneaking( void ) { return m_tSneaking <= gpGlobals->time; }
virtual BOOL IsAlive( void ) { return (pev->deadflag == DEAD_NO) && pev->health > 0; }
virtual BOOL ShouldFadeOnDeath( void ) { return FALSE; }
virtual BOOL IsPlayer( void ) { return TRUE; } // Spectators should return FALSE for this, they aren't "players" as far as game logic is concerned
virtual BOOL IsNetClient( void ) { return TRUE; } // Bots should return FALSE for this, they can't receive NET messages
// Spectators should return TRUE for this
virtual const char *TeamID( void );
virtual int Save( CSave &save );
virtual int Restore( CRestore &restore );
void RenewItems(void);
void PackDeadPlayerItems( void );
void RemoveAllItems( BOOL removeSuit );
BOOL SwitchWeapon( CBasePlayerItem *pWeapon );
// JOHN: sends custom messages if player HUD data has changed (eg health, ammo)
virtual void UpdateClientData( void );
static TYPEDESCRIPTION m_playerSaveData[];
// Player is moved across the transition by other means
virtual int ObjectCaps( void ) { return CBaseMonster :: ObjectCaps() & ~FCAP_ACROSS_TRANSITION; }
virtual void Precache( void );
BOOL IsOnLadder( void );
BOOL FlashlightIsOn( void );
void FlashlightTurnOn( void );
void FlashlightTurnOff( void );
void UpdatePlayerSound ( void );
void DeathSound ( void );
int Classify ( void );
void SetAnimation( PLAYER_ANIM playerAnim );
void SetWeaponAnimType( const char *szExtention );
char m_szAnimExtention[32];
// custom player functions
virtual void ImpulseCommands( void );
void CheatImpulseCommands( int iImpulse );
void StartDeathCam( void );
void StartObserver( Vector vecPosition, Vector vecViewAngle );
void AddPoints( int score, BOOL bAllowNegativeScore );
void AddPointsToTeam( int score, BOOL bAllowNegativeScore );
BOOL AddPlayerItem( CBasePlayerItem *pItem );
BOOL RemovePlayerItem( CBasePlayerItem *pItem );
void DropPlayerItem ( char *pszItemName );
BOOL HasPlayerItem( CBasePlayerItem *pCheckItem );
BOOL HasNamedPlayerItem( const char *pszItemName );
BOOL HasWeapons( void );// do I have ANY weapons?
void SelectPrevItem( int iItem );
void SelectNextItem( int iItem );
void SelectLastItem(void);
void SelectItem(const char *pstr);
void ItemPreFrame( void );
void ItemPostFrame( void );
void GiveNamedItem( const char *szName );
void EnableControl(BOOL fControl);
int GiveAmmo( int iAmount, char *szName, int iMax );
void SendAmmoUpdate(void);
void WaterMove( void );
void EXPORT PlayerDeathThink( void );
void PlayerUse( void );
void CheckSuitUpdate();
void SetSuitUpdate(char *name, int fgroup, int iNoRepeat);
void UpdateGeigerCounter( void );
void CheckTimeBasedDamage( void );
void UpdateStepSound( void );
void PlayStepSound(int step, float fvol);
BOOL FBecomeProne ( void );
void BarnacleVictimBitten ( entvars_t *pevBarnacle );
void BarnacleVictimReleased ( void );
static int GetAmmoIndex(const char *psz);
int AmmoInventory( int iAmmoIndex );
int Illumination( void );
void ResetAutoaim( void );
Vector GetAutoaimVector( float flDelta );
Vector AutoaimDeflection( Vector &vecSrc, float flDist, float flDelta );
void ForceClientDllUpdate( void ); // Forces all client .dll specific data to be resent to client.
void DeathMessage( entvars_t *pevKiller );
void SetCustomDecalFrames( int nFrames );
int GetCustomDecalFrames( void );
};
#define AUTOAIM_2DEGREES 0.0348994967025
#define AUTOAIM_5DEGREES 0.08715574274766
#define AUTOAIM_8DEGREES 0.1391731009601
#define AUTOAIM_10DEGREES 0.1736481776669
extern int gmsgHudText;
extern int gmsgShake;
extern int gmsgFade;
extern int gmsgWeaponAnim;
extern int gmsgIntermission;
extern int gmsgRoomType;
extern BOOL gInitHUD;
#endif // PLAYER_H

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/***
*
* Copyright (c) 1999, 2000 Valve LLC. All rights reserved.
*
* This product contains software technology licensed from Id
* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
* All Rights Reserved.
*
* Use, distribution, and modification of this source code and/or resulting
* object code is restricted to non-commercial enhancements to products from
* Valve LLC. All other use, distribution, or modification is prohibited
* without written permission from Valve LLC.
*
****/
#if !defined( OEM_BUILD ) && !defined( HLDEMO_BUILD )
#include "extdll.h"
#include "util.h"
#include "cbase.h"
#include "weapons.h"
#include "monsters.h"
#include "player.h"
#include "gamerules.h"
enum python_e {
PYTHON_IDLE1 = 0,
PYTHON_FIDGET,
PYTHON_FIRE1,
PYTHON_RELOAD,
PYTHON_HOLSTER,
PYTHON_DRAW,
PYTHON_IDLE2,
PYTHON_IDLE3
};
class CPython : public CBasePlayerWeapon
{
public:
void Spawn( void );
void Precache( void );
int iItemSlot( void ) { return 2; }
int GetItemInfo(ItemInfo *p);
int AddToPlayer( CBasePlayer *pPlayer );
void PrimaryAttack( void );
void SecondaryAttack( void );
BOOL Deploy( void );
void Holster( int skiplocal = 0 );
void Reload( void );
void WeaponIdle( void );
float m_flSoundDelay;
BOOL m_fInZoom;// don't save this.
private:
unsigned short m_usFirePython;
};
LINK_ENTITY_TO_CLASS( weapon_python, CPython );
LINK_ENTITY_TO_CLASS( weapon_357, CPython );
int CPython::GetItemInfo(ItemInfo *p)
{
p->pszName = STRING(pev->classname);
p->pszAmmo1 = "357";
p->iMaxAmmo1 = _357_MAX_CARRY;
p->pszAmmo2 = NULL;
p->iMaxAmmo2 = -1;
p->iMaxClip = PYTHON_MAX_CLIP;
p->iFlags = 0;
p->iSlot = 1;
p->iPosition = 1;
p->iId = m_iId = WEAPON_PYTHON;
p->iWeight = PYTHON_WEIGHT;
return 1;
}
int CPython::AddToPlayer( CBasePlayer *pPlayer )
{
if ( CBasePlayerWeapon::AddToPlayer( pPlayer ) )
{
MESSAGE_BEGIN( MSG_ONE, gmsgWeapPickup, NULL, pPlayer->pev );
WRITE_BYTE( m_iId );
MESSAGE_END();
return TRUE;
}
return FALSE;
}
void CPython::Spawn( )
{
pev->classname = MAKE_STRING("weapon_357"); // hack to allow for old names
Precache( );
m_iId = WEAPON_PYTHON;
SET_MODEL(ENT(pev), "models/w_357.mdl");
m_iDefaultAmmo = PYTHON_DEFAULT_GIVE;
FallInit();// get ready to fall down.
}
void CPython::Precache( void )
{
PRECACHE_MODEL("models/v_357.mdl");
PRECACHE_MODEL("models/w_357.mdl");
PRECACHE_MODEL("models/p_357.mdl");
PRECACHE_MODEL("models/w_357ammobox.mdl");
PRECACHE_SOUND("items/9mmclip1.wav");
PRECACHE_SOUND ("weapons/357_reload1.wav");
PRECACHE_SOUND ("weapons/357_cock1.wav");
PRECACHE_SOUND ("weapons/357_shot1.wav");
PRECACHE_SOUND ("weapons/357_shot2.wav");
m_usFirePython = PRECACHE_EVENT( 1, "events/python.sc" );
}
BOOL CPython::Deploy( )
{
if ( g_pGameRules->IsMultiplayer() )
{
// enable laser sight geometry.
pev->body = 1;
}
else
{
pev->body = 0;
}
return DefaultDeploy( "models/v_357.mdl", "models/p_357.mdl", PYTHON_DRAW, "python" );
}
void CPython::Holster( int skiplocal /* = 0 */ )
{
m_fInReload = FALSE;// cancel any reload in progress.
if ( m_fInZoom )
{
SecondaryAttack();
}
m_pPlayer->m_flNextAttack = UTIL_WeaponTimeBase() + 1.0;
m_flTimeWeaponIdle = gpGlobals->time + 10 + RANDOM_FLOAT ( 0, 5 );
SendWeaponAnim( PYTHON_HOLSTER );
}
void CPython::SecondaryAttack( void )
{
if ( !g_pGameRules->IsMultiplayer() )
{
return;
}
if ( m_fInZoom )
{
m_fInZoom = FALSE;
m_pPlayer->pev->fov = 90; // 0 means reset to default fov
}
else
{
m_fInZoom = TRUE;
m_pPlayer->pev->fov = 40;
}
m_flNextSecondaryAttack = gpGlobals->time + 0.5;
}
void CPython::PrimaryAttack()
{
// don't fire underwater
if (m_pPlayer->pev->waterlevel == 3)
{
PlayEmptySound( );
m_flNextPrimaryAttack = gpGlobals->time + 0.15;
return;
}
if (m_iClip <= 0)
{
if (!m_fFireOnEmpty)
Reload( );
else
{
EMIT_SOUND(ENT(m_pPlayer->pev), CHAN_WEAPON, "weapons/357_cock1.wav", 0.8, ATTN_NORM);
m_flNextPrimaryAttack = gpGlobals->time + 0.15;
}
return;
}
PLAYBACK_EVENT( 0, m_pPlayer->edict(), m_usFirePython );
m_pPlayer->m_iWeaponVolume = LOUD_GUN_VOLUME;
m_pPlayer->m_iWeaponFlash = BRIGHT_GUN_FLASH;
m_iClip--;
// player "shoot" animation
m_pPlayer->SetAnimation( PLAYER_ATTACK1 );
m_pPlayer->pev->effects = (int)(m_pPlayer->pev->effects) | EF_MUZZLEFLASH;
UTIL_MakeVectors( m_pPlayer->pev->viewangles + m_pPlayer->pev->punchangle );
Vector vecSrc = m_pPlayer->GetGunPosition( );
Vector vecAiming = m_pPlayer->GetAutoaimVector( AUTOAIM_10DEGREES );
m_pPlayer->FireBullets( 1, vecSrc, vecAiming, VECTOR_CONE_1DEGREES, 8192, BULLET_PLAYER_357, 0 );
if (!m_iClip && m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] <= 0)
// HEV suit - indicate out of ammo condition
m_pPlayer->SetSuitUpdate("!HEV_AMO0", FALSE, 0);
m_flNextPrimaryAttack = gpGlobals->time + 0.75;
m_flTimeWeaponIdle = gpGlobals->time + RANDOM_FLOAT ( 10, 15 );
}
void CPython::Reload( void )
{
if ( m_fInZoom )
{
m_fInZoom = FALSE;
m_pPlayer->pev->fov = 90; // 0 means reset to default fov
}
if (DefaultReload( 6, PYTHON_RELOAD, 2.0 ))
{
m_flSoundDelay = gpGlobals->time + 1.5;
}
}
void CPython::WeaponIdle( void )
{
ResetEmptySound( );
m_pPlayer->GetAutoaimVector( AUTOAIM_10DEGREES );
// ALERT( at_console, "%.2f\n", gpGlobals->time - m_flSoundDelay );
if (m_flSoundDelay != 0 && m_flSoundDelay <= gpGlobals->time)
{
EMIT_SOUND(ENT(m_pPlayer->pev), CHAN_WEAPON, "weapons/357_reload1.wav", RANDOM_FLOAT(0.8, 0.9), ATTN_NORM);
m_flSoundDelay = 0;
}
if (m_flTimeWeaponIdle > gpGlobals->time)
return;
int iAnim;
float flRand = RANDOM_FLOAT(0, 1);
if (flRand <= 0.5)
{
iAnim = PYTHON_IDLE1;
m_flTimeWeaponIdle = gpGlobals->time + (70.0/30.0);
}
else if (flRand <= 0.7)
{
iAnim = PYTHON_IDLE2;
m_flTimeWeaponIdle = gpGlobals->time + (60.0/30.0);
}
else if (flRand <= 0.9)
{
iAnim = PYTHON_IDLE3;
m_flTimeWeaponIdle = gpGlobals->time + (88.0/30.0);
}
else
{
iAnim = PYTHON_FIDGET;
m_flTimeWeaponIdle = gpGlobals->time + (170.0/30.0);
}
SendWeaponAnim( iAnim );
}
class CPythonAmmo : public CBasePlayerAmmo
{
void Spawn( void )
{
Precache( );
SET_MODEL(ENT(pev), "models/w_357ammobox.mdl");
CBasePlayerAmmo::Spawn( );
}
void Precache( void )
{
PRECACHE_MODEL ("models/w_357ammobox.mdl");
PRECACHE_SOUND("items/9mmclip1.wav");
}
BOOL AddAmmo( CBaseEntity *pOther )
{
if (pOther->GiveAmmo( AMMO_357BOX_GIVE, "357", _357_MAX_CARRY ) != -1)
{
EMIT_SOUND(ENT(pev), CHAN_ITEM, "items/9mmclip1.wav", 1, ATTN_NORM);
return TRUE;
}
return FALSE;
}
};
LINK_ENTITY_TO_CLASS( ammo_357, CPythonAmmo );
#endif

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/***
*
* Copyright (c) 1999, 2000 Valve LLC. All rights reserved.
*
* This product contains software technology licensed from Id
* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
* All Rights Reserved.
*
* This source code contains proprietary and confidential information of
* Valve LLC and its suppliers. Access to this code is restricted to
* persons who have executed a written SDK license with Valve. Any access,
* use or distribution of this code by or to any unlicensed person is illegal.
*
****/
//=========================================================
// rat - environmental monster
//=========================================================
#include "extdll.h"
#include "util.h"
#include "cbase.h"
#include "monsters.h"
#include "schedule.h"
//=========================================================
// Monster's Anim Events Go Here
//=========================================================
class CRat : public CBaseMonster
{
public:
void Spawn( void );
void Precache( void );
void SetYawSpeed( void );
int Classify ( void );
};
LINK_ENTITY_TO_CLASS( monster_rat, CRat );
//=========================================================
// Classify - indicates this monster's place in the
// relationship table.
//=========================================================
int CRat :: Classify ( void )
{
return CLASS_INSECT;
}
//=========================================================
// SetYawSpeed - allows each sequence to have a different
// turn rate associated with it.
//=========================================================
void CRat :: SetYawSpeed ( void )
{
int ys;
switch ( m_Activity )
{
case ACT_IDLE:
default:
ys = 45;
break;
}
pev->yaw_speed = ys;
}
//=========================================================
// Spawn
//=========================================================
void CRat :: Spawn()
{
Precache( );
SET_MODEL(ENT(pev), "models/bigrat.mdl");
UTIL_SetSize( pev, Vector( 0, 0, 0 ), Vector( 0, 0, 0 ) );
pev->solid = SOLID_SLIDEBOX;
pev->movetype = MOVETYPE_STEP;
m_bloodColor = BLOOD_COLOR_RED;
pev->health = 8;
pev->view_ofs = Vector ( 0, 0, 6 );// position of the eyes relative to monster's origin.
m_flFieldOfView = 0.5;// indicates the width of this monster's forward view cone ( as a dotproduct result )
m_MonsterState = MONSTERSTATE_NONE;
MonsterInit();
}
//=========================================================
// Precache - precaches all resources this monster needs
//=========================================================
void CRat :: Precache()
{
PRECACHE_MODEL("models/bigrat.mdl");
}
//=========================================================
// AI Schedules Specific to this monster
//=========================================================

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/***
*
* Copyright (c) 1999, 2000 Valve LLC. All rights reserved.
*
* This product contains software technology licensed from Id
* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
* All Rights Reserved.
*
* This source code contains proprietary and confidential information of
* Valve LLC and its suppliers. Access to this code is restricted to
* persons who have executed a written SDK license with Valve. Any access,
* use or distribution of this code by or to any unlicensed person is illegal.
*
****/
//=========================================================
// cockroach
//=========================================================
#include "extdll.h"
#include "util.h"
#include "cbase.h"
#include "monsters.h"
#include "schedule.h"
#include "soundent.h"
#include "decals.h"
#define ROACH_IDLE 0
#define ROACH_BORED 1
#define ROACH_SCARED_BY_ENT 2
#define ROACH_SCARED_BY_LIGHT 3
#define ROACH_SMELL_FOOD 4
#define ROACH_EAT 5
//=========================================================
// Monster's Anim Events Go Here
//=========================================================
class CRoach : public CBaseMonster
{
public:
void Spawn( void );
void Precache( void );
void SetYawSpeed( void );
void EXPORT MonsterThink ( void );
void Move ( float flInterval );
void PickNewDest ( int iCondition );
void EXPORT Touch ( CBaseEntity *pOther );
void Killed( entvars_t *pevAttacker, int iGib );
float m_flLastLightLevel;
float m_flNextSmellTime;
int Classify ( void );
void Look ( int iDistance );
int ISoundMask ( void );
// UNDONE: These don't necessarily need to be save/restored, but if we add more data, it may
BOOL m_fLightHacked;
int m_iMode;
// -----------------------------
};
LINK_ENTITY_TO_CLASS( monster_cockroach, CRoach );
//=========================================================
// ISoundMask - returns a bit mask indicating which types
// of sounds this monster regards. In the base class implementation,
// monsters care about all sounds, but no scents.
//=========================================================
int CRoach :: ISoundMask ( void )
{
return bits_SOUND_CARCASS | bits_SOUND_MEAT;
}
//=========================================================
// Classify - indicates this monster's place in the
// relationship table.
//=========================================================
int CRoach :: Classify ( void )
{
return CLASS_INSECT;
}
//=========================================================
// Touch
//=========================================================
void CRoach :: Touch ( CBaseEntity *pOther )
{
Vector vecSpot;
TraceResult tr;
if ( pOther->pev->velocity == g_vecZero || !pOther->IsPlayer() )
{
return;
}
vecSpot = pev->origin + Vector ( 0 , 0 , 8 );//move up a bit, and trace down.
UTIL_TraceLine ( vecSpot, vecSpot + Vector ( 0, 0, -24 ), ignore_monsters, ENT(pev), & tr);
// This isn't really blood. So you don't have to screen it out based on violence levels (UTIL_ShouldShowBlood())
UTIL_DecalTrace( &tr, DECAL_YBLOOD1 +RANDOM_LONG(0,5) );
TakeDamage( pOther->pev, pOther->pev, pev->health, DMG_CRUSH );
}
//=========================================================
// SetYawSpeed - allows each sequence to have a different
// turn rate associated with it.
//=========================================================
void CRoach :: SetYawSpeed ( void )
{
int ys;
ys = 120;
pev->yaw_speed = ys;
}
//=========================================================
// Spawn
//=========================================================
void CRoach :: Spawn()
{
Precache( );
SET_MODEL(ENT(pev), "models/roach.mdl");
UTIL_SetSize( pev, Vector( -1, -1, 0 ), Vector( 1, 1, 1 ) );
pev->solid = SOLID_SLIDEBOX;
pev->movetype = MOVETYPE_STEP;
m_bloodColor = BLOOD_COLOR_YELLOW;
pev->effects = 0;
pev->health = 1;
m_flFieldOfView = 0.5;// indicates the width of this monster's forward view cone ( as a dotproduct result )
m_MonsterState = MONSTERSTATE_NONE;
MonsterInit();
SetActivity ( ACT_IDLE );
pev->view_ofs = Vector ( 0, 0, 1 );// position of the eyes relative to monster's origin.
pev->takedamage = DAMAGE_YES;
m_fLightHacked = FALSE;
m_flLastLightLevel = -1;
m_iMode = ROACH_IDLE;
m_flNextSmellTime = gpGlobals->time;
}
//=========================================================
// Precache - precaches all resources this monster needs
//=========================================================
void CRoach :: Precache()
{
PRECACHE_MODEL("models/roach.mdl");
PRECACHE_SOUND("roach/rch_die.wav");
PRECACHE_SOUND("roach/rch_walk.wav");
PRECACHE_SOUND("roach/rch_smash.wav");
}
//=========================================================
// Killed.
//=========================================================
void CRoach :: Killed( entvars_t *pevAttacker, int iGib )
{
pev->solid = SOLID_NOT;
//random sound
if ( RANDOM_LONG(0,4) == 1 )
{
EMIT_SOUND_DYN(ENT(pev), CHAN_VOICE, "roach/rch_die.wav", 0.8, ATTN_NORM, 0, 80 + RANDOM_LONG(0,39) );
}
else
{
EMIT_SOUND_DYN(ENT(pev), CHAN_BODY, "roach/rch_smash.wav", 0.7, ATTN_NORM, 0, 80 + RANDOM_LONG(0,39) );
}
CSoundEnt::InsertSound ( bits_SOUND_WORLD, pev->origin, 128, 1 );
CBaseEntity *pOwner = CBaseEntity::Instance(pev->owner);
if ( pOwner )
{
pOwner->DeathNotice( pev );
}
UTIL_Remove( this );
}
//=========================================================
// MonsterThink, overridden for roaches.
//=========================================================
void CRoach :: MonsterThink( void )
{
if ( FNullEnt( FIND_CLIENT_IN_PVS( edict() ) ) )
pev->nextthink = gpGlobals->time + RANDOM_FLOAT(1,1.5);
else
pev->nextthink = gpGlobals->time + 0.1;// keep monster thinking
float flInterval = StudioFrameAdvance( ); // animate
if ( !m_fLightHacked )
{
// if light value hasn't been collection for the first time yet,
// suspend the creature for a second so the world finishes spawning, then we'll collect the light level.
pev->nextthink = gpGlobals->time + 1;
m_fLightHacked = TRUE;
return;
}
else if ( m_flLastLightLevel < 0 )
{
// collect light level for the first time, now that all of the lightmaps in the roach's area have been calculated.
m_flLastLightLevel = GETENTITYILLUM( ENT( pev ) );
}
switch ( m_iMode )
{
case ROACH_IDLE:
case ROACH_EAT:
{
// if not moving, sample environment to see if anything scary is around. Do a radius search 'look' at random.
if ( RANDOM_LONG(0,3) == 1 )
{
Look( 150 );
if (HasConditions(bits_COND_SEE_FEAR))
{
// if see something scary
//ALERT ( at_aiconsole, "Scared\n" );
Eat( 30 + ( RANDOM_LONG(0,14) ) );// roach will ignore food for 30 to 45 seconds
PickNewDest( ROACH_SCARED_BY_ENT );
SetActivity ( ACT_WALK );
}
else if ( RANDOM_LONG(0,149) == 1 )
{
// if roach doesn't see anything, there's still a chance that it will move. (boredom)
//ALERT ( at_aiconsole, "Bored\n" );
PickNewDest( ROACH_BORED );
SetActivity ( ACT_WALK );
if ( m_iMode == ROACH_EAT )
{
// roach will ignore food for 30 to 45 seconds if it got bored while eating.
Eat( 30 + ( RANDOM_LONG(0,14) ) );
}
}
}
// don't do this stuff if eating!
if ( m_iMode == ROACH_IDLE )
{
if ( FShouldEat() )
{
Listen();
}
if ( GETENTITYILLUM( ENT(pev) ) > m_flLastLightLevel )
{
// someone turned on lights!
//ALERT ( at_console, "Lights!\n" );
PickNewDest( ROACH_SCARED_BY_LIGHT );
SetActivity ( ACT_WALK );
}
else if ( HasConditions(bits_COND_SMELL_FOOD) )
{
CSound *pSound;
pSound = CSoundEnt::SoundPointerForIndex( m_iAudibleList );
// roach smells food and is just standing around. Go to food unless food isn't on same z-plane.
if ( pSound && abs( pSound->m_vecOrigin.z - pev->origin.z ) <= 3 )
{
PickNewDest( ROACH_SMELL_FOOD );
SetActivity ( ACT_WALK );
}
}
}
break;
}
case ROACH_SCARED_BY_LIGHT:
{
// if roach was scared by light, then stop if we're over a spot at least as dark as where we started!
if ( GETENTITYILLUM( ENT( pev ) ) <= m_flLastLightLevel )
{
SetActivity ( ACT_IDLE );
m_flLastLightLevel = GETENTITYILLUM( ENT ( pev ) );// make this our new light level.
}
break;
}
}
if ( m_flGroundSpeed != 0 )
{
Move( flInterval );
}
}
//=========================================================
// Picks a new spot for roach to run to.(
//=========================================================
void CRoach :: PickNewDest ( int iCondition )
{
Vector vecNewDir;
Vector vecDest;
float flDist;
m_iMode = iCondition;
if ( m_iMode == ROACH_SMELL_FOOD )
{
// find the food and go there.
CSound *pSound;
pSound = CSoundEnt::SoundPointerForIndex( m_iAudibleList );
if ( pSound )
{
m_Route[ 0 ].vecLocation.x = pSound->m_vecOrigin.x + ( 3 - RANDOM_LONG(0,5) );
m_Route[ 0 ].vecLocation.y = pSound->m_vecOrigin.y + ( 3 - RANDOM_LONG(0,5) );
m_Route[ 0 ].vecLocation.z = pSound->m_vecOrigin.z;
m_Route[ 0 ].iType = bits_MF_TO_LOCATION;
m_movementGoal = RouteClassify( m_Route[ 0 ].iType );
return;
}
}
do
{
// picks a random spot, requiring that it be at least 128 units away
// else, the roach will pick a spot too close to itself and run in
// circles. this is a hack but buys me time to work on the real monsters.
vecNewDir.x = RANDOM_FLOAT( -1, 1 );
vecNewDir.y = RANDOM_FLOAT( -1, 1 );
flDist = 256 + ( RANDOM_LONG(0,255) );
vecDest = pev->origin + vecNewDir * flDist;
} while ( ( vecDest - pev->origin ).Length2D() < 128 );
m_Route[ 0 ].vecLocation.x = vecDest.x;
m_Route[ 0 ].vecLocation.y = vecDest.y;
m_Route[ 0 ].vecLocation.z = pev->origin.z;
m_Route[ 0 ].iType = bits_MF_TO_LOCATION;
m_movementGoal = RouteClassify( m_Route[ 0 ].iType );
if ( RANDOM_LONG(0,9) == 1 )
{
// every once in a while, a roach will play a skitter sound when they decide to run
EMIT_SOUND_DYN(ENT(pev), CHAN_BODY, "roach/rch_walk.wav", 1, ATTN_NORM, 0, 80 + RANDOM_LONG(0,39) );
}
}
//=========================================================
// roach's move function
//=========================================================
void CRoach :: Move ( float flInterval )
{
float flWaypointDist;
Vector vecApex;
// local move to waypoint.
flWaypointDist = ( m_Route[ m_iRouteIndex ].vecLocation - pev->origin ).Length2D();
MakeIdealYaw ( m_Route[ m_iRouteIndex ].vecLocation );
ChangeYaw ( pev->yaw_speed );
UTIL_MakeVectors( pev->angles );
if ( RANDOM_LONG(0,7) == 1 )
{
// randomly check for blocked path.(more random load balancing)
if ( !WALK_MOVE( ENT(pev), pev->ideal_yaw, 4, WALKMOVE_NORMAL ) )
{
// stuck, so just pick a new spot to run off to
PickNewDest( m_iMode );
}
}
WALK_MOVE( ENT(pev), pev->ideal_yaw, m_flGroundSpeed * flInterval, WALKMOVE_NORMAL );
// if the waypoint is closer than step size, then stop after next step (ok for roach to overshoot)
if ( flWaypointDist <= m_flGroundSpeed * flInterval )
{
// take truncated step and stop
SetActivity ( ACT_IDLE );
m_flLastLightLevel = GETENTITYILLUM( ENT ( pev ) );// this is roach's new comfortable light level
if ( m_iMode == ROACH_SMELL_FOOD )
{
m_iMode = ROACH_EAT;
}
else
{
m_iMode = ROACH_IDLE;
}
}
if ( RANDOM_LONG(0,149) == 1 && m_iMode != ROACH_SCARED_BY_LIGHT && m_iMode != ROACH_SMELL_FOOD )
{
// random skitter while moving as long as not on a b-line to get out of light or going to food
PickNewDest( FALSE );
}
}
//=========================================================
// Look - overriden for the roach, which can virtually see
// 360 degrees.
//=========================================================
void CRoach :: Look ( int iDistance )
{
CBaseEntity *pSightEnt = NULL;// the current visible entity that we're dealing with
CBaseEntity *pPreviousEnt;// the last entity added to the link list
int iSighted = 0;
// DON'T let visibility information from last frame sit around!
ClearConditions( bits_COND_SEE_HATE |bits_COND_SEE_DISLIKE | bits_COND_SEE_ENEMY | bits_COND_SEE_FEAR );
// don't let monsters outside of the player's PVS act up, or most of the interesting
// things will happen before the player gets there!
if ( FNullEnt( FIND_CLIENT_IN_PVS( edict() ) ) )
{
return;
}
m_pLink = NULL;
pPreviousEnt = this;
// Does sphere also limit itself to PVS?
// Examine all entities within a reasonable radius
// !!!PERFORMANCE - let's trivially reject the ent list before radius searching!
while ((pSightEnt = UTIL_FindEntityInSphere( pSightEnt, pev->origin, iDistance )) != NULL)
{
// only consider ents that can be damaged. !!!temporarily only considering other monsters and clients
if ( pSightEnt->IsPlayer() || FBitSet ( pSightEnt->pev->flags, FL_MONSTER ) )
{
if ( /*FVisible( pSightEnt ) &&*/ !FBitSet( pSightEnt->pev->flags, FL_NOTARGET ) && pSightEnt->pev->health > 0 )
{
// NULL the Link pointer for each ent added to the link list. If other ents follow, the will overwrite
// this value. If this ent happens to be the last, the list will be properly terminated.
pPreviousEnt->m_pLink = pSightEnt;
pSightEnt->m_pLink = NULL;
pPreviousEnt = pSightEnt;
// don't add the Enemy's relationship to the conditions. We only want to worry about conditions when
// we see monsters other than the Enemy.
switch ( IRelationship ( pSightEnt ) )
{
case R_FR:
iSighted |= bits_COND_SEE_FEAR;
break;
case R_NO:
break;
default:
ALERT ( at_console, "%s can't asses %s\n", STRING(pev->classname), STRING(pSightEnt->pev->classname ) );
break;
}
}
}
}
SetConditions( iSighted );
}
//=========================================================
// AI Schedules Specific to this monster
//=========================================================

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/***
*
* Copyright (c) 1999, 2000 Valve LLC. All rights reserved.
*
* This product contains software technology licensed from Id
* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
* All Rights Reserved.
*
* Use, distribution, and modification of this source code and/or resulting
* object code is restricted to non-commercial enhancements to products from
* Valve LLC. All other use, distribution, or modification is prohibited
* without written permission from Valve LLC.
*
****/
#if !defined( OEM_BUILD )
#include "extdll.h"
#include "util.h"
#include "cbase.h"
#include "monsters.h"
#include "weapons.h"
#include "nodes.h"
#include "player.h"
#include "gamerules.h"
enum rpg_e {
RPG_IDLE = 0,
RPG_FIDGET,
RPG_RELOAD, // to reload
RPG_FIRE2, // to empty
RPG_HOLSTER1, // loaded
RPG_DRAW1, // loaded
RPG_HOLSTER2, // unloaded
RPG_DRAW_UL, // unloaded
RPG_IDLE_UL, // unloaded idle
RPG_FIDGET_UL, // unloaded fidget
};
class CLaserSpot : public CBaseEntity
{
void Spawn( void );
void Precache( void );
int ObjectCaps( void ) { return FCAP_DONT_SAVE; }
public:
void Suspend( float flSuspendTime );
void EXPORT Revive( void );
static CLaserSpot *CreateSpot( void );
};
LINK_ENTITY_TO_CLASS( laser_spot, CLaserSpot );
class CRpg : public CBasePlayerWeapon
{
public:
int Save( CSave &save );
int Restore( CRestore &restore );
static TYPEDESCRIPTION m_SaveData[];
void Spawn( void );
void Precache( void );
void Reload( void );
int iItemSlot( void ) { return 4; }
int GetItemInfo(ItemInfo *p);
int AddToPlayer( CBasePlayer *pPlayer );
BOOL Deploy( void );
BOOL CanHolster( void );
void Holster( int skiplocal = 0 );
void PrimaryAttack( void );
void SecondaryAttack( void );
void WeaponIdle( void );
void UpdateSpot( void );
BOOL ShouldWeaponIdle( void ) { return TRUE; };
CLaserSpot *m_pSpot;
int m_fSpotActive;
int m_cActiveRockets;// how many missiles in flight from this launcher right now?
};
LINK_ENTITY_TO_CLASS( weapon_rpg, CRpg );
TYPEDESCRIPTION CRpg::m_SaveData[] =
{
DEFINE_FIELD( CRpg, m_fSpotActive, FIELD_INTEGER ),
DEFINE_FIELD( CRpg, m_cActiveRockets, FIELD_INTEGER ),
};
IMPLEMENT_SAVERESTORE( CRpg, CBasePlayerWeapon );
//=========================================================
//=========================================================
CLaserSpot *CLaserSpot::CreateSpot( void )
{
CLaserSpot *pSpot = GetClassPtr( (CLaserSpot *)NULL );
pSpot->Spawn();
pSpot->pev->classname = MAKE_STRING("laser_spot");
return pSpot;
}
//=========================================================
//=========================================================
void CLaserSpot::Spawn( void )
{
Precache( );
pev->movetype = MOVETYPE_NONE;
pev->solid = SOLID_NOT;
pev->rendermode = kRenderGlow;
pev->renderfx = kRenderFxNoDissipation;
pev->renderamt = 255;
SET_MODEL(ENT(pev), "sprites/laserdot.spr");
UTIL_SetOrigin( pev, pev->origin );
};
//=========================================================
// Suspend- make the laser sight invisible.
//=========================================================
void CLaserSpot::Suspend( float flSuspendTime )
{
pev->effects |= EF_NODRAW;
SetThink( Revive );
pev->nextthink = gpGlobals->time + flSuspendTime;
}
//=========================================================
// Revive - bring a suspended laser sight back.
//=========================================================
void CLaserSpot::Revive( void )
{
pev->effects &= ~EF_NODRAW;
SetThink( NULL );
}
void CLaserSpot::Precache( void )
{
PRECACHE_MODEL("sprites/laserdot.spr");
};
class CRpgRocket : public CGrenade
{
public:
int Save( CSave &save );
int Restore( CRestore &restore );
static TYPEDESCRIPTION m_SaveData[];
void Spawn( void );
void Precache( void );
void EXPORT FollowThink( void );
void EXPORT IgniteThink( void );
void EXPORT RocketTouch( CBaseEntity *pOther );
static CRpgRocket *CreateRpgRocket( Vector vecOrigin, Vector vecAngles, CBaseEntity *pOwner, CRpg *pLauncher );
int m_iTrail;
float m_flIgniteTime;
CRpg *m_pLauncher;// pointer back to the launcher that fired me.
};
LINK_ENTITY_TO_CLASS( rpg_rocket, CRpgRocket );
TYPEDESCRIPTION CRpgRocket::m_SaveData[] =
{
DEFINE_FIELD( CRpgRocket, m_flIgniteTime, FIELD_TIME ),
DEFINE_FIELD( CRpgRocket, m_pLauncher, FIELD_CLASSPTR ),
};
IMPLEMENT_SAVERESTORE( CRpgRocket, CGrenade );
//=========================================================
//=========================================================
CRpgRocket *CRpgRocket::CreateRpgRocket( Vector vecOrigin, Vector vecAngles, CBaseEntity *pOwner, CRpg *pLauncher )
{
CRpgRocket *pRocket = GetClassPtr( (CRpgRocket *)NULL );
UTIL_SetOrigin( pRocket->pev, vecOrigin );
pRocket->pev->angles = vecAngles;
pRocket->Spawn();
pRocket->SetTouch( CRpgRocket::RocketTouch );
pRocket->m_pLauncher = pLauncher;// remember what RPG fired me.
pRocket->m_pLauncher->m_cActiveRockets++;// register this missile as active for the launcher
pRocket->pev->owner = pOwner->edict();
return pRocket;
}
//=========================================================
//=========================================================
void CRpgRocket :: Spawn( void )
{
Precache( );
// motor
pev->movetype = MOVETYPE_BOUNCE;
pev->solid = SOLID_BBOX;
SET_MODEL(ENT(pev), "models/rpgrocket.mdl");
UTIL_SetSize(pev, Vector( 0, 0, 0), Vector(0, 0, 0));
UTIL_SetOrigin( pev, pev->origin );
pev->classname = MAKE_STRING("rpg_rocket");
SetThink( IgniteThink );
SetTouch( ExplodeTouch );
pev->angles.x -= 30;
UTIL_MakeVectors( pev->angles );
pev->angles.x = -(pev->angles.x + 30);
pev->velocity = gpGlobals->v_forward * 250;
pev->gravity = 0.5;
pev->nextthink = gpGlobals->time + 0.4;
pev->dmg = gSkillData.plrDmgRPG;
}
//=========================================================
//=========================================================
void CRpgRocket :: RocketTouch ( CBaseEntity *pOther )
{
if ( m_pLauncher )
{
// my launcher is still around, tell it I'm dead.
m_pLauncher->m_cActiveRockets--;
}
STOP_SOUND( edict(), CHAN_VOICE, "weapons/rocket1.wav" );
ExplodeTouch( pOther );
}
//=========================================================
//=========================================================
void CRpgRocket :: Precache( void )
{
PRECACHE_MODEL("models/rpgrocket.mdl");
m_iTrail = PRECACHE_MODEL("sprites/smoke.spr");
PRECACHE_SOUND ("weapons/rocket1.wav");
}
void CRpgRocket :: IgniteThink( void )
{
// pev->movetype = MOVETYPE_TOSS;
pev->movetype = MOVETYPE_FLY;
pev->effects |= EF_LIGHT;
// make rocket sound
EMIT_SOUND( ENT(pev), CHAN_VOICE, "weapons/rocket1.wav", 1, 0.5 );
// rocket trail
MESSAGE_BEGIN( MSG_BROADCAST, SVC_TEMPENTITY );
WRITE_BYTE( TE_BEAMFOLLOW );
WRITE_SHORT(entindex()); // entity
WRITE_SHORT(m_iTrail ); // model
WRITE_BYTE( 40 ); // life
WRITE_BYTE( 5 ); // width
WRITE_BYTE( 224 ); // r, g, b
WRITE_BYTE( 224 ); // r, g, b
WRITE_BYTE( 255 ); // r, g, b
WRITE_BYTE( 255 ); // brightness
MESSAGE_END(); // move PHS/PVS data sending into here (SEND_ALL, SEND_PVS, SEND_PHS)
/*
WRITE_BYTE( MSG_BROADCAST, SVC_TEMPENTITY );
WRITE_BYTE( MSG_BROADCAST, TE_BEAMFOLLOW);
WRITE_SHORT(entindex()); // entity
WRITE_SHORT(MSG_BROADCAST, m_iTrail ); // model
WRITE_BYTE( MSG_BROADCAST, 40 ); // life
WRITE_BYTE( MSG_BROADCAST, 5 ); // width
WRITE_BYTE( MSG_BROADCAST, 224 ); // r, g, b
WRITE_BYTE( MSG_BROADCAST, 224 ); // r, g, b
WRITE_BYTE( MSG_BROADCAST, 255 ); // r, g, b
WRITE_BYTE( MSG_BROADCAST, 255 ); // brightness
*/
m_flIgniteTime = gpGlobals->time;
// set to follow laser spot
SetThink( FollowThink );
pev->nextthink = gpGlobals->time + 0.1;
}
void CRpgRocket :: FollowThink( void )
{
CBaseEntity *pOther = NULL;
Vector vecTarget;
Vector vecDir;
float flDist, flMax, flDot;
TraceResult tr;
UTIL_MakeAimVectors( pev->angles );
vecTarget = gpGlobals->v_forward;
flMax = 4096;
// Examine all entities within a reasonable radius
while ((pOther = UTIL_FindEntityByClassname( pOther, "laser_spot" )) != NULL)
{
UTIL_TraceLine ( pev->origin, pOther->pev->origin, dont_ignore_monsters, ENT(pev), &tr );
// ALERT( at_console, "%f\n", tr.flFraction );
if (tr.flFraction >= 0.90)
{
vecDir = pOther->pev->origin - pev->origin;
flDist = vecDir.Length( );
vecDir = vecDir.Normalize( );
flDot = DotProduct( gpGlobals->v_forward, vecDir );
if ((flDot > 0) && (flDist * (1 - flDot) < flMax))
{
flMax = flDist * (1 - flDot);
vecTarget = vecDir;
}
}
}
pev->angles = UTIL_VecToAngles( vecTarget );
// this acceleration and turning math is totally wrong, but it seems to respond well so don't change it.
float flSpeed = pev->velocity.Length();
if (gpGlobals->time - m_flIgniteTime < 1.0)
{
pev->velocity = pev->velocity * 0.2 + vecTarget * (flSpeed * 0.8 + 400);
if (pev->waterlevel == 3)
{
// go slow underwater
if (pev->velocity.Length() > 300)
{
pev->velocity = pev->velocity.Normalize() * 300;
}
UTIL_BubbleTrail( pev->origin - pev->velocity * 0.1, pev->origin, 4 );
}
else
{
if (pev->velocity.Length() > 2000)
{
pev->velocity = pev->velocity.Normalize() * 2000;
}
}
}
else
{
if (pev->effects & EF_LIGHT)
{
pev->effects = 0;
STOP_SOUND( ENT(pev), CHAN_VOICE, "weapons/rocket1.wav" );
}
pev->velocity = pev->velocity * 0.2 + vecTarget * flSpeed * 0.798;
if (pev->waterlevel == 0 && pev->velocity.Length() < 1500)
{
Detonate( );
}
}
// ALERT( at_console, "%.0f\n", flSpeed );
pev->nextthink = gpGlobals->time + 0.1;
}
void CRpg::Reload( void )
{
int iResult;
if ( m_iClip == 1 )
{
// don't bother with any of this if don't need to reload.
return;
}
// because the RPG waits to autoreload when no missiles are active while the LTD is on, the
// weapons code is constantly calling into this function, but is often denied because
// a) missiles are in flight, but the LTD is on
// or
// b) player is totally out of ammo and has nothing to switch to, and should be allowed to
// shine the designator around
//
// Set the next attack time into the future so that WeaponIdle will get called more often
// than reload, allowing the RPG LTD to be updated
m_flNextPrimaryAttack = gpGlobals->time + 0.5;
if ( m_cActiveRockets && m_fSpotActive )
{
// no reloading when there are active missiles tracking the designator.
// ward off future autoreload attempts by setting next attack time into the future for a bit.
return;
}
if (m_pSpot && m_fSpotActive)
{
m_pSpot->Suspend( 2.1 );
m_flNextSecondaryAttack = gpGlobals->time + 2.1;
}
if (m_iClip == 0)
{
iResult = DefaultReload( RPG_MAX_CLIP, RPG_RELOAD, 2 );
}
if (iResult)
{
m_flTimeWeaponIdle = gpGlobals->time + RANDOM_FLOAT ( 10, 15 );
}
}
void CRpg::Spawn( )
{
Precache( );
m_iId = WEAPON_RPG;
SET_MODEL(ENT(pev), "models/w_rpg.mdl");
m_fSpotActive = 1;
if ( g_pGameRules->IsMultiplayer() )
{
// more default ammo in multiplay.
m_iDefaultAmmo = RPG_DEFAULT_GIVE * 2;
}
else
{
m_iDefaultAmmo = RPG_DEFAULT_GIVE;
}
FallInit();// get ready to fall down.
}
void CRpg::Precache( void )
{
PRECACHE_MODEL("models/w_rpg.mdl");
PRECACHE_MODEL("models/v_rpg.mdl");
PRECACHE_MODEL("models/p_rpg.mdl");
PRECACHE_SOUND("items/9mmclip1.wav");
UTIL_PrecacheOther( "laser_spot" );
UTIL_PrecacheOther( "rpg_rocket" );
PRECACHE_SOUND("weapons/rocketfire1.wav");
PRECACHE_SOUND("weapons/glauncher.wav"); // alternative fire sound
}
int CRpg::GetItemInfo(ItemInfo *p)
{
p->pszName = STRING(pev->classname);
p->pszAmmo1 = "rockets";
p->iMaxAmmo1 = ROCKET_MAX_CARRY;
p->pszAmmo2 = NULL;
p->iMaxAmmo2 = -1;
p->iMaxClip = RPG_MAX_CLIP;
p->iSlot = 3;
p->iPosition = 0;
p->iId = m_iId = WEAPON_RPG;
p->iFlags = 0;
p->iWeight = RPG_WEIGHT;
return 1;
}
int CRpg::AddToPlayer( CBasePlayer *pPlayer )
{
if ( CBasePlayerWeapon::AddToPlayer( pPlayer ) )
{
MESSAGE_BEGIN( MSG_ONE, gmsgWeapPickup, NULL, pPlayer->pev );
WRITE_BYTE( m_iId );
MESSAGE_END();
return TRUE;
}
return FALSE;
}
BOOL CRpg::Deploy( )
{
if ( m_iClip == 0 )
{
return DefaultDeploy( "models/v_rpg.mdl", "models/p_rpg.mdl", RPG_DRAW_UL, "rpg" );
}
return DefaultDeploy( "models/v_rpg.mdl", "models/p_rpg.mdl", RPG_DRAW1, "rpg" );
}
BOOL CRpg::CanHolster( void )
{
if ( m_fSpotActive && m_cActiveRockets )
{
// can't put away while guiding a missile.
return FALSE;
}
return TRUE;
}
void CRpg::Holster( int skiplocal /* = 0 */ )
{
m_fInReload = FALSE;// cancel any reload in progress.
m_pPlayer->m_flNextAttack = UTIL_WeaponTimeBase() + 0.5;
// m_flTimeWeaponIdle = gpGlobals->time + RANDOM_FLOAT ( 10, 15 );
SendWeaponAnim( RPG_HOLSTER1 );
if (m_pSpot)
{
m_pSpot->Killed( NULL, GIB_NEVER );
m_pSpot = NULL;
}
}
void CRpg::PrimaryAttack()
{
if (m_iClip)
{
m_pPlayer->m_iWeaponVolume = LOUD_GUN_VOLUME;
m_pPlayer->m_iWeaponFlash = BRIGHT_GUN_FLASH;
SendWeaponAnim( RPG_FIRE2 );
// player "shoot" animation
m_pPlayer->SetAnimation( PLAYER_ATTACK1 );
UTIL_MakeVectors( m_pPlayer->pev->viewangles );
Vector vecSrc = m_pPlayer->GetGunPosition( ) + gpGlobals->v_forward * 16 + gpGlobals->v_right * 8 + gpGlobals->v_up * -8;
CRpgRocket *pRocket = CRpgRocket::CreateRpgRocket( vecSrc, m_pPlayer->pev->viewangles, m_pPlayer, this );
UTIL_MakeVectors( m_pPlayer->pev->viewangles );// RpgRocket::Create stomps on globals, so remake.
pRocket->pev->velocity = pRocket->pev->velocity + gpGlobals->v_forward * DotProduct( m_pPlayer->pev->velocity, gpGlobals->v_forward );
// firing RPG no longer turns on the designator. ALT fire is a toggle switch for the LTD.
// Ken signed up for this as a global change (sjb)
EMIT_SOUND(ENT(m_pPlayer->pev), CHAN_WEAPON, "weapons/rocketfire1.wav", 0.9, ATTN_NORM );
EMIT_SOUND(ENT(m_pPlayer->pev), CHAN_ITEM, "weapons/glauncher.wav", 0.7, ATTN_NORM );
m_iClip--;
//m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType]--;
m_flNextPrimaryAttack = gpGlobals->time + 1.5;
m_flTimeWeaponIdle = gpGlobals->time + 1.5;
m_pPlayer->pev->punchangle.x -= 5;
}
else
{
PlayEmptySound( );
}
UpdateSpot( );
}
void CRpg::SecondaryAttack()
{
m_fSpotActive = ! m_fSpotActive;
if (!m_fSpotActive && m_pSpot)
{
m_pSpot->Killed( NULL, GIB_NORMAL );
m_pSpot = NULL;
}
m_flNextSecondaryAttack = gpGlobals->time + 0.2;
}
void CRpg::WeaponIdle( void )
{
UpdateSpot( );
ResetEmptySound( );
if (m_flTimeWeaponIdle > gpGlobals->time)
return;
if (m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType])
{
int iAnim;
float flRand = RANDOM_FLOAT(0, 1);
if (flRand <= 0.75 || m_fSpotActive)
{
if ( m_iClip == 0 )
iAnim = RPG_IDLE_UL;
else
iAnim = RPG_IDLE;
m_flTimeWeaponIdle = gpGlobals->time + 90.0 / 15.0;
}
else
{
if ( m_iClip == 0 )
iAnim = RPG_FIDGET_UL;
else
iAnim = RPG_FIDGET;
m_flTimeWeaponIdle = gpGlobals->time + 3.0;
}
SendWeaponAnim( iAnim );
}
else
{
m_flTimeWeaponIdle = gpGlobals->time + 1;
}
}
void CRpg::UpdateSpot( void )
{
if (m_fSpotActive)
{
if (!m_pSpot)
{
m_pSpot = CLaserSpot::CreateSpot();
}
UTIL_MakeVectors( m_pPlayer->pev->viewangles );
Vector vecSrc = m_pPlayer->GetGunPosition( );;
Vector vecAiming = gpGlobals->v_forward;
TraceResult tr;
UTIL_TraceLine ( vecSrc, vecSrc + vecAiming * 8192, dont_ignore_monsters, ENT(m_pPlayer->pev), &tr );
// ALERT( "%f %f\n", gpGlobals->v_forward.y, vecAiming.y );
/*
float a = gpGlobals->v_forward.y * vecAiming.y + gpGlobals->v_forward.x * vecAiming.x;
m_pPlayer->pev->punchangle.y = acos( a ) * (180 / M_PI);
ALERT( at_console, "%f\n", a );
*/
UTIL_SetOrigin( m_pSpot->pev, tr.vecEndPos );
}
}
class CRpgAmmo : public CBasePlayerAmmo
{
void Spawn( void )
{
Precache( );
SET_MODEL(ENT(pev), "models/w_rpgammo.mdl");
CBasePlayerAmmo::Spawn( );
}
void Precache( void )
{
PRECACHE_MODEL ("models/w_rpgammo.mdl");
PRECACHE_SOUND("items/9mmclip1.wav");
}
BOOL AddAmmo( CBaseEntity *pOther )
{
int iGive;
if ( g_pGameRules->IsMultiplayer() )
{
// hand out more ammo per rocket in multiplayer.
iGive = AMMO_RPGCLIP_GIVE * 2;
}
else
{
iGive = AMMO_RPGCLIP_GIVE;
}
if (pOther->GiveAmmo( iGive, "rockets", ROCKET_MAX_CARRY ) != -1)
{
EMIT_SOUND(ENT(pev), CHAN_ITEM, "items/9mmclip1.wav", 1, ATTN_NORM);
return TRUE;
}
return FALSE;
}
};
LINK_ENTITY_TO_CLASS( ammo_rpgclip, CRpgAmmo );
#endif

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