hlsdk-xash3d/dlls/cthulhu/Rifle.cpp

342 lines
7.8 KiB
C++
Executable File

/***
*
* 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 rifle_e {
RIFLE_IDLE1 = 0,
RIFLE_FIRE1,
RIFLE_RELOAD,
RIFLE_CLOSEBREAK,
RIFLE_BREAK,
RIFLE_DRAW,
RIFLE_HOLSTER
};
#include "Rifle.h"
LINK_ENTITY_TO_CLASS( weapon_rifle, CRifle );
int CRifle::GetItemInfo(ItemInfo *p)
{
p->pszName = STRING(pev->classname);
p->pszAmmo1 = "Rifle";
p->iMaxAmmo1 = RIFLE_MAX_CARRY;
p->pszAmmo2 = NULL;
p->iMaxAmmo2 = -1;
p->iMaxClip = RIFLE_MAX_CLIP;
p->iFlags = 0;
p->iSlot = 1;
p->iPosition = 3;
p->iId = m_iId = WEAPON_RIFLE;
p->iWeight = RIFLE_WEIGHT;
return 1;
}
int CRifle::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 CRifle::Spawn( )
{
pev->classname = MAKE_STRING("weapon_rifle"); // hack to allow for old names
Precache( );
m_iId = WEAPON_RIFLE;
SET_MODEL(ENT(pev), "models/w_rifle.mdl");
m_iDefaultAmmo = RIFLE_DEFAULT_GIVE;
m_fInZoom = FALSE;
FallInit();// get ready to fall down.
}
void CRifle::Precache( void )
{
PRECACHE_MODEL("models/v_rifle.mdl");
PRECACHE_MODEL("models/w_rifle.mdl");
// PRECACHE_MODEL("models/p_rifle.mdl");
PRECACHE_MODEL("models/w_rifleammo.mdl");
PRECACHE_SOUND("items/9mmclip1.wav");
PRECACHE_SOUND ("weapons/rifle_reload.wav");
PRECACHE_SOUND ("weapons/rifle_break.wav");
//PRECACHE_SOUND ("weapons/rifle_closebreak.wav");
PRECACHE_SOUND ("weapons/rifle_fire.wav");
PRECACHE_SOUND ("weapons/rifle_dryfire.wav");
m_usFireRifle = PRECACHE_EVENT( 1, "events/rifle.sc" );
}
BOOL CRifle::Deploy( )
{
if ( g_pGameRules->IsMultiplayer() )
{
// enable laser sight geometry.
pev->body = 1;
}
else
{
pev->body = 0;
}
return DefaultDeploy( "models/v_rifle.mdl", "", RIFLE_DRAW, "rifle" );
}
void CRifle::Holster( int skiplocal /* = 0 */ )
{
m_fInReload = FALSE;// cancel any reload in progress.
if ( m_fInZoom )
{
m_fInZoom = FALSE;
m_pPlayer->m_iFOV = 0; // 0 means reset to default fov
}
m_pPlayer->m_flNextAttack = UTIL_WeaponTimeBase() + 1.0;
m_flTimeWeaponIdle = gpGlobals->time + 10 + RANDOM_FLOAT ( 0, 5 );
SendWeaponAnim( RIFLE_HOLSTER );
}
void CRifle::SecondaryAttack( void )
{
if (m_iClip <= 0) return;
if ( m_fInZoom )
{
m_fInZoom = FALSE;
m_pPlayer->m_iFOV = 0; // 0 means reset to default fov
}
else
{
m_fInZoom = TRUE;
m_pPlayer->m_iFOV = 40;
}
m_flNextSecondaryAttack = gpGlobals->time + 0.5;
}
void CRifle::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_fInZoom)
SecondaryAttack();
if (!m_fFireOnEmpty)
Reload( );
else
{
EMIT_SOUND(ENT(m_pPlayer->pev), CHAN_WEAPON, "weapons/rifle_dryfire.wav", 0.8, ATTN_NORM);
m_flNextPrimaryAttack = gpGlobals->time + 0.15;
}
return;
}
PLAYBACK_EVENT( 0, m_pPlayer->edict(), m_usFireRifle );
m_pPlayer->m_iWeaponVolume = LOUD_GUN_VOLUME;
m_pPlayer->m_iWeaponFlash = BRIGHT_GUN_FLASH;
m_iClip--;
if (m_iClip <= 0)
{
if (m_fInZoom)
SecondaryAttack();
}
// player "shoot" animation
m_pPlayer->SetAnimation( PLAYER_ATTACK1 );
m_pPlayer->pev->effects = (int)(m_pPlayer->pev->effects) | EF_MUZZLEFLASH;
UTIL_MakeVectors( m_pPlayer->pev->v_angle + m_pPlayer->pev->punchangle );
Vector vecSrc = m_pPlayer->GetGunPosition( );
Vector vecAiming = m_pPlayer->GetAutoaimVector( AUTOAIM_2DEGREES );
m_pPlayer->FireBullets( 1, vecSrc, vecAiming, VECTOR_CONE_1DEGREES, 8192, BULLET_PLAYER_RIFLE, 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 + 1.0;
m_flTimeWeaponIdle = gpGlobals->time + RANDOM_FLOAT ( 10, 15 );
}
void CRifle::Reload( void )
{
if ( m_fInZoom )
{
m_fInZoom = FALSE;
m_pPlayer->m_iFOV = 0; // 0 means reset to default fov
}
if (m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] <= 0 || m_iClip == RIFLE_MAX_CLIP)
return;
if (m_flNextReload > gpGlobals->time)
return;
// don't reload until recoil is done
if (m_flNextPrimaryAttack > gpGlobals->time)
return;
// check to see if we're ready to reload
if (m_fInReload == 0)
{
SendWeaponAnim( RIFLE_BREAK );
EMIT_SOUND(ENT(m_pPlayer->pev), CHAN_WEAPON, "weapons/rifle_break.wav", 0.8, ATTN_NORM);
m_fInReload = 1;
m_pPlayer->m_flNextAttack = UTIL_WeaponTimeBase() + 0.75;
m_flTimeWeaponIdle = gpGlobals->time + 0.75;
m_flNextPrimaryAttack = gpGlobals->time + 1.0;
m_flNextSecondaryAttack = gpGlobals->time + 1.0;
return;
}
else if (m_fInReload == 1)
{
if (m_flTimeWeaponIdle > gpGlobals->time)
return;
// was waiting for gun to move to side
m_fInReload = 2;
EMIT_SOUND_DYN(ENT(m_pPlayer->pev), CHAN_ITEM, "weapons/rifle_reload.wav", 1, ATTN_NORM, 0, 85 + RANDOM_LONG(0,0x1f));
//if (RANDOM_LONG(0,1))
// EMIT_SOUND_DYN(ENT(m_pPlayer->pev), CHAN_ITEM, "weapons/rifle_reload1.wav", 1, ATTN_NORM, 0, 85 + RANDOM_LONG(0,0x1f));
//else
// EMIT_SOUND_DYN(ENT(m_pPlayer->pev), CHAN_ITEM, "weapons/rifle_reload2.wav", 1, ATTN_NORM, 0, 85 + RANDOM_LONG(0,0x1f));
SendWeaponAnim( RIFLE_RELOAD );
m_flNextReload = gpGlobals->time + 0.5;
m_flTimeWeaponIdle = gpGlobals->time + 0.5;
}
else
{
// Add them to the clip
m_iClip += 1;
m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] -= 1;
m_fInReload = 1;
}
// like the HL shotgun reload...
//if (DefaultReload( 6, RIFLE_RELOAD, 2.0 ))
//{
// m_flSoundDelay = gpGlobals->time + 1.5;
//}
}
void CRifle::WeaponIdle( void )
{
ResetEmptySound( );
m_pPlayer->GetAutoaimVector( AUTOAIM_10DEGREES );
if (m_flTimeWeaponIdle > gpGlobals->time)
return;
if (m_iClip == 0 && m_fInReload == 0 && m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType])
{
Reload( );
}
else if (m_fInReload != 0)
{
if (m_iClip != RIFLE_MAX_CLIP && m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType])
{
Reload( );
}
else
{
// reload debounce has timed out
SendWeaponAnim( RIFLE_CLOSEBREAK );
// play cocking sound
//EMIT_SOUND_DYN(ENT(m_pPlayer->pev), CHAN_ITEM, "weapons/rifle_closebreak.wav", 1, ATTN_NORM, 0, 95 + RANDOM_LONG(0,0x1f));
EMIT_SOUND_DYN(ENT(m_pPlayer->pev), CHAN_ITEM, "weapons/rifle_break.wav", 1, ATTN_NORM, 0, 95 + RANDOM_LONG(0,0x1f));
m_fInReload = 0;
m_flTimeWeaponIdle = gpGlobals->time + 0.75;
}
}
else
{
SendWeaponAnim( RIFLE_IDLE1 );
m_flTimeWeaponIdle = gpGlobals->time + (70.0/30.0);// * RANDOM_LONG(2, 5);
}
}
//////////////////////////////////////////////////////////////////////////////
void CRifleAmmo::Spawn( void )
{
Precache( );
SET_MODEL(ENT(pev), "models/w_rifleammo.mdl");
CBasePlayerAmmo::Spawn( );
}
void CRifleAmmo::Precache( void )
{
PRECACHE_MODEL ("models/w_rifleammo.mdl");
PRECACHE_SOUND("items/9mmclip1.wav");
}
BOOL CRifleAmmo::AddAmmo( CBaseEntity *pOther )
{
if (pOther->GiveAmmo( AMMO_RIFLE_GIVE, "Rifle", RIFLE_MAX_CARRY ) != -1)
{
EMIT_SOUND(ENT(pev), CHAN_ITEM, "items/9mmclip1.wav", 1, ATTN_NORM);
return TRUE;
}
return FALSE;
}
LINK_ENTITY_TO_CLASS( ammo_rifle, CRifleAmmo );
#endif