hlsdk-xash3d/dlls/cthulhu/molotov.cpp

225 lines
4.9 KiB
C++
Executable File

#include "extdll.h"
#include "util.h"
#include "cbase.h"
#include "monsters.h"
#include "weapons.h"
#include "nodes.h"
#include "player.h"
#include "effects.h"
#include "molotov.h"
#include "monster_molotov.h"
LINK_ENTITY_TO_CLASS( weapon_molotov, CMolotov );
void CMolotov::Spawn( )
{
Precache( );
m_iId = WEAPON_MOLOTOV;
SET_MODEL(ENT(pev), "models/w_molotov.mdl");
pev->dmg = gSkillData.plrDmgMolotov;
m_iDefaultAmmo = MOLOTOV_DEFAULT_GIVE;
FallInit();// get ready to fall down.
}
void CMolotov::Precache( void )
{
PRECACHE_MODEL("models/w_molotov.mdl");
PRECACHE_MODEL("models/v_molotov.mdl");
// PRECACHE_MODEL("models/p_molotov.mdl");
}
int CMolotov::GetItemInfo(ItemInfo *p)
{
p->pszName = STRING(pev->classname);
p->pszAmmo1 = "Molotov";
p->iMaxAmmo1 = MOLOTOV_MAX_CARRY;
p->pszAmmo2 = NULL;
p->iMaxAmmo2 = -1;
p->iMaxClip = WEAPON_NOCLIP;
p->iSlot = 2;
p->iPosition = 0;
p->iId = m_iId = WEAPON_MOLOTOV;
p->iWeight = MOLOTOV_WEIGHT;
p->iFlags = ITEM_FLAG_LIMITINWORLD | ITEM_FLAG_EXHAUSTIBLE;
return 1;
}
BOOL CMolotov::Deploy( )
{
m_flReleaseThrow = -1;
m_flFinishThrow = -1;
return DefaultDeploy( "models/v_molotov.mdl", "", MOLOTOV_DRAW, "molotov" );
}
BOOL CMolotov::CanHolster( void )
{
// can only holster molotov when not lit!
return ( m_flStartThrow == 0 );
}
void CMolotov::Holster( int skiplocal /* = 0 */ )
{
m_pPlayer->m_flNextAttack = UTIL_WeaponTimeBase() + 0.5;
if (m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType])
{
SendWeaponAnim( MOLOTOV_HOLSTER );
}
else
{
// no more molotovs!
m_pPlayer->pev->weapons &= ~(1<<WEAPON_MOLOTOV);
SetThink( DestroyItem );
SetNextThink( 0.1 );
}
EMIT_SOUND(ENT(m_pPlayer->pev), CHAN_WEAPON, "common/null.wav", 1.0, ATTN_NORM);
}
int CMolotov::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 CMolotov::PrimaryAttack()
{
if (!m_flStartThrow && m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] > 0)
{
m_flStartThrow = gpGlobals->time;
//m_flReleaseThrow = 0;
//m_flFinishThrow = 0;
m_flReleaseThrow = gpGlobals->time;
m_flFinishThrow = gpGlobals->time;
SendWeaponAnim( MOLOTOV_LIGHT );
m_flTimeWeaponIdle = gpGlobals->time + 1.5;
}
}
void CMolotov::WeaponIdle( void )
{
//if (m_flReleaseThrow == 0)
// m_flReleaseThrow = gpGlobals->time;
//else if (m_flFinishThrow == 0)
// m_flFinishThrow = gpGlobals->time;
if (m_flTimeWeaponIdle > gpGlobals->time)
return;
if (m_flStartThrow > 0)
{
SendWeaponAnim( MOLOTOV_THROW );
// player "shoot" animation
m_pPlayer->SetAnimation( PLAYER_ATTACK1 );
m_flStartThrow = 0;
m_flNextPrimaryAttack = gpGlobals->time + 1.0;
m_flTimeWeaponIdle = gpGlobals->time + 0.5;
return;
}
else if (m_flReleaseThrow > 0)
{
Vector angThrow = m_pPlayer->pev->v_angle + 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;
float time = m_flReleaseThrow - gpGlobals->time + 5.0 - 0.5; // because it has been 0.5 seconds since we lit the fuse...
if (time < 0)
time = 0;
CMonsterMolotov::ShootContact( m_pPlayer->pev, vecSrc, vecThrow );
m_flTimeWeaponIdle = gpGlobals->time + 0.5;
m_flReleaseThrow = -1;
m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType]--;
if ( !m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] )
{
// just threw last bottle of molotov
// 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_flFinishThrow > 0)
{
// we've finished the throw, restart.
m_flStartThrow = 0;
m_flReleaseThrow = -1;
m_flFinishThrow = -1;
m_flTimeWeaponIdle = gpGlobals->time + RANDOM_FLOAT ( 10, 15 );
if (m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType])
{
SendWeaponAnim( MOLOTOV_DRAW );
}
else
{
RetireWeapon();
return;
}
//m_flTimeWeaponIdle = gpGlobals->time + RANDOM_FLOAT ( 10, 15 );
//m_flReleaseThrow = -1;
//m_flFinishThrow = -1;
return;
}
if (m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType])
{
int iAnim;
float flRand = RANDOM_FLOAT(0, 1);
if (flRand <= 0.75)
{
iAnim = MOLOTOV_IDLE1;
m_flTimeWeaponIdle = gpGlobals->time + RANDOM_FLOAT ( 10, 15 );// how long till we do this again.
}
else
{
iAnim = MOLOTOV_IDLE2;
m_flTimeWeaponIdle = gpGlobals->time + 75.0 / 30.0;
}
SendWeaponAnim( iAnim );
}
}