/*** * * 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 KNIFE_BODYHIT_VOLUME 128 #define KNIFE_WALLHIT_VOLUME 512 #include "Dagger.h" LINK_ENTITY_TO_CLASS( weapon_knife, CKnife ); enum knife_e { KNIFE_IDLE = 0, KNIFE_DRAW, KNIFE_HOLSTER, KNIFE_ATTACK1, KNIFE_ATTACK2 }; void CKnife::Spawn( ) { Precache( ); m_iId = WEAPON_KNIFE; SET_MODEL(ENT(pev), "models/w_knife.mdl"); m_iClip = -1; FallInit();// get ready to fall down. } void CKnife::Precache( void ) { PRECACHE_MODEL("models/v_knife.mdl"); PRECACHE_MODEL("models/w_knife.mdl"); // PRECACHE_MODEL("models/p_knife.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 CKnife::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_KNIFE; p->iWeight = KNIFE_WEIGHT; return 1; } BOOL CKnife::Deploy( ) { return DefaultDeploy( "models/v_knife.mdl", "", KNIFE_DRAW, "knife" ); } void CKnife::Holster( int skiplocal /* = 0 */ ) { m_pPlayer->m_flNextAttack = UTIL_WeaponTimeBase() + 0.5; SendWeaponAnim( KNIFE_HOLSTER ); } int CKnife::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 CKnife::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 CKnife::PrimaryAttack() { if (! Swing( 1 )) { SetThink( SwingAgain ); SetNextThink( 0.5 ); } } void CKnife::SwingAgain( void ) { Swing( 0 ); DontThink(); } int CKnife::Swing( int fFirst ) { int fDidHit = FALSE; TraceResult tr; UTIL_MakeVectors (m_pPlayer->pev->v_angle); 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( KNIFE_ATTACK1 ); break; case 1: SendWeaponAnim( KNIFE_ATTACK2 ); break; default: SendWeaponAnim( KNIFE_ATTACK1 ); 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( KNIFE_ATTACK1); break; case 1: SendWeaponAnim( KNIFE_ATTACK2 ); break; default: SendWeaponAnim( KNIFE_ATTACK1 ); 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.plrDmgKnife, gpGlobals->v_forward, &tr, DMG_SLASH ); } else { // subsequent swings do half pEntity->TraceAttack(m_pPlayer->pev, gSkillData.plrDmgKnife / 2, gpGlobals->v_forward, &tr, DMG_SLASH ); } ApplyMultiDamage( m_pPlayer->pev, m_pPlayer->pev ); m_flNextPrimaryAttack = gpGlobals->time + 0.5; // play thwack, or dong sound float flVol = 1.0; int fHitWorld = TRUE; if (pEntity) { if (pEntity->Classify() != CLASS_NONE && pEntity->Classify() != CLASS_MACHINE) { // play thwack 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 = KNIFE_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_KNIFE); 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 Knife strike switch( RANDOM_LONG(0,1) ) { case 0: //UTIL_EmitAmbientSound(ENT(0), ptr->vecEndPos, "weapons/dagger_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/dagger_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; SetNextThink( 0.2 ); m_pPlayer->m_iWeaponVolume = flVol * KNIFE_WALLHIT_VOLUME; } return fDidHit; } void CKnife::WeaponIdle( void ) { if ( m_flTimeWeaponIdle > UTIL_WeaponTimeBase() ) return; m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + (30.0 / 15.0) + RANDOM_FLOAT ( 1, 3 ); SendWeaponAnim( KNIFE_IDLE, 1 ); }