hlsdk-xash3d/dlls/hs/dosh.cpp

319 lines
7.6 KiB
C++

/***
*
* Copyright (c) 1996-2002, 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"
#include "soundent.h"
#include "gamerules.h"
enum dosh_e {
DOSH_IDLE = 0,
DOSH_FIDGET,
DOSH_PINPULL,
DOSH_THROW1, // to empty
DOSH_THROW2, // loaded
DOSH_THROW3, // loaded
};
LINK_ENTITY_TO_CLASS( weapon_dosh, CDosh );
#ifndef CLIENT_DLL
LINK_ENTITY_TO_CLASS( dosh_rocket, CDoshRocket );
//=========================================================
//=========================================================
CDoshRocket *CDoshRocket::CreateDoshRocket( Vector vecOrigin, Vector vecAngles, CBaseEntity *pOwner, CDosh *pLauncher )
{
CDoshRocket *pRocket = GetClassPtr( (CDoshRocket *)NULL );
UTIL_SetOrigin( pRocket->pev, vecOrigin );
pRocket->pev->angles = vecAngles;
pRocket->Spawn();
pRocket->SetTouch( &CDoshRocket::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 CDoshRocket :: Spawn( void )
{
Precache( );
// motor
pev->movetype = MOVETYPE_TOSS;
pev->solid = SOLID_BBOX;
//SET_MODEL(ENT(pev), "models/doshrocket.mdl");
UTIL_SetSize(pev, Vector( 0, 0, 0), Vector(0, 0, 0));
UTIL_SetOrigin( pev, pev->origin );
pev->classname = MAKE_STRING("dosh_rocket");
SetThink( &CDoshRocket::IgniteThink );
SetTouch( &CDoshRocket::DoshTouch );
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.plrDmgDosh;
}
//=========================================================
//=========================================================
void CDoshRocket :: RocketTouch ( CBaseEntity *pPlayer )
{
if ( m_pLauncher )
{
// my launcher is still around, tell it I'm dead.
m_pLauncher->m_cActiveRockets--;
}
EMIT_SOUND( ENT(pev), CHAN_VOICE, "weapons/doshget.wav", 1, 0.5 );
ExplodeTouch2( pPlayer );
}
void CDoshRocket::DoshTouch( CBaseEntity *pOther )
{
SetTouch( NULL );
SetThink( NULL );
if (pOther->pev->takedamage)
{
pev->velocity = Vector( 0, 0, 0 );
EMIT_SOUND(ENT(pev), CHAN_BODY, "weapons/doshget.wav", 1, ATTN_NORM);
UTIL_Remove( this );
}
else
{
SetThink( &CBaseEntity::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->angles = Vector( 0, 0, 0 ); //Should reset it upright.
//pev->velocity = Vector( 0, 0, 0 );
pev->avelocity.y = 100; //Simulate the Killing Floor spinning
pev->solid = SOLID_BBOX;
pev->movetype = MOVETYPE_FLY;
pev->velocity = Vector( 0, 0, 0 );
pev->avelocity.z = 0;
//pev->angles.x = RANDOM_LONG(0,360);
pev->nextthink = gpGlobals->time + 10.0;
}
}
}
//=========================================================
//=========================================================
void CDoshRocket :: Precache( void )
{
m_iTrail = PRECACHE_MODEL("sprites/smoke.spr");
PRECACHE_SOUND ("weapons/doshget.wav");
}
void CDoshRocket :: IgniteThink( void )
{
pev->movetype = MOVETYPE_FLY;
m_flIgniteTime = gpGlobals->time;
}
#endif
void CDosh::Reload( void )
{
return;
}
void CDosh::Spawn( )
{
Precache( );
m_iId = WEAPON_DOSH;
SET_MODEL(ENT(pev), "models/w_dosh.mdl");
FallInit();// get ready to fall down.
}
void CDosh::Precache( void )
{
PRECACHE_MODEL("models/w_dosh.mdl");
PRECACHE_MODEL("models/v_dosh.mdl");
PRECACHE_MODEL("models/p_dosh.mdl");
PRECACHE_MODEL("models/dosh.mdl"); //Jason!
PRECACHE_SOUND("items/9mmclip1.wav");
// UTIL_PrecacheOther( "laser_spot" );
UTIL_PrecacheOther( "dosh_rocket" );
PRECACHE_SOUND("weapons/dosh1.wav"); //HERES SOME CASH GUYS SOMEONE TAKE IT
PRECACHE_SOUND("weapons/dosh2.wav"); //HERES SOME CASH GUYS SOMEONE TAKE IT
PRECACHE_SOUND("weapons/dosh3.wav"); //HERES SOME CASH GUYS SOMEONE TAKE IT
PRECACHE_SOUND("weapons/dosh4.wav"); //HERES SOME CASH GUYS SOMEONE TAKE IT
PRECACHE_SOUND("weapons/dosh5.wav"); //HERES SOME CASH GUYS SOMEONE TAKE IT
//PRECACHE_SOUND("weapons/dosh6.wav"); //Did I miss the dosh party?
PRECACHE_SOUND("weapons/doshget.wav"); //HERES SOME CASH GUYS SOMEONE TAKE IT
m_usDosh = PRECACHE_EVENT ( 1, "events/dosh.sc" );
m_usDosh2 = PRECACHE_EVENT( 1, "events/dosh2.sc" );
}
int CDosh::GetItemInfo(ItemInfo *p)
{
p->pszName = STRING(pev->classname);
p->pszAmmo1 = NULL;
p->iMaxAmmo1 = -1;
p->pszAmmo2 = NULL;
p->iMaxAmmo2 = -1;
p->iMaxClip = DOSH_MAX_CLIP;
p->iSlot = 3;
p->iPosition = 4;
p->iId = m_iId = WEAPON_DOSH;
p->iFlags = 0;
p->iWeight = DOSH_WEIGHT;
return 1;
}
int CDosh::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 CDosh::Deploy( )
{
if ( m_iClip == 0 )
{
return DefaultDeploy( "models/v_dosh.mdl", "models/p_dosh.mdl", DOSH_IDLE, "crowbar" );
}
return DefaultDeploy( "models/v_dosh.mdl", "models/p_dosh.mdl", DOSH_IDLE, "crowbar" );
}
BOOL CDosh::CanHolster( void )
{
return TRUE;
}
void CDosh::Holster( int skiplocal /* = 0 */ )
{
m_fInReload = FALSE;// cancel any reload in progress.
m_pPlayer->m_flNextAttack = UTIL_WeaponTimeBase() + 0.5;
SendWeaponAnim( DOSH_THROW3 );
#ifndef CLIENT_DLL
#endif
}
void CDosh::PrimaryAttack()
{
m_pPlayer->SetAnimation( PLAYER_ATTACK1 );
UTIL_MakeVectors( m_pPlayer->pev->v_angle + m_pPlayer->pev->punchangle );
// we don't add in player velocity anymore.
CGrenade::ShootContact2( m_pPlayer->pev,
m_pPlayer->pev->origin + m_pPlayer->pev->view_ofs + gpGlobals->v_forward * 60,
gpGlobals->v_forward * 512 );
int flags;
#if defined( CLIENT_WEAPONS )
flags = FEV_NOTHOST;
#else
flags = 0;
#endif
PLAYBACK_EVENT( flags, m_pPlayer->edict(), m_usDosh );
m_flNextPrimaryAttack = UTIL_WeaponTimeBase() + 1;
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 1;// idle pretty soon after shooting.
}
void CDosh::WeaponIdle( void )
{
//UpdateSpot( );
ResetEmptySound( );
if ( m_flTimeWeaponIdle > UTIL_WeaponTimeBase() )
return;
if ( m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType])
{
int iAnim;
float flRand = UTIL_SharedRandomFloat( m_pPlayer->random_seed, 0, 1 );
if (flRand <= 0.75 || m_fSpotActive)
{
iAnim = DOSH_IDLE;
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 90.0 / 15.0;
}
else
{
iAnim = DOSH_FIDGET;
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 5;
}
SendWeaponAnim( iAnim );
}
else
{
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 1;
}
}
#endif