hlsdk-xash3d/dlls/cthulhu/teleport.cpp

622 lines
14 KiB
C++
Executable File

/***
*
* Copyright (c) 1996-2001, 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"
#include "soundent.h"
enum teleport_e {
TELEPORT_IDLE1 = 0,
TELEPORT_FIDGET1,
TELEPORT_DRAW,
TELEPORT_DROP
};
enum teleport_radio_e {
TELEPORT_RADIO_IDLE1 = 0,
TELEPORT_RADIO_FIDGET1,
TELEPORT_RADIO_DRAW,
TELEPORT_RADIO_FIRE,
TELEPORT_RADIO_HOLSTER
};
class CTeleportCharge : public CGrenade
{
void Spawn( void );
void Precache( void );
void BounceSound( void );
void EXPORT TeleportSlide( CBaseEntity *pOther );
void EXPORT TeleportThink( void );
public:
void Destroy();
void Deactivate( void );
};
LINK_ENTITY_TO_CLASS( monster_teleport, CTeleportCharge );
class CTeleport : public CBasePlayerWeapon
{
public:
#ifndef CLIENT_DLL
int Save( CSave &save );
int Restore( CRestore &restore );
static TYPEDESCRIPTION m_SaveData[];
#endif
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 AddDuplicate( CBasePlayerItem *pOriginal );
BOOL CanDeploy( void );
BOOL Deploy( void );
BOOL IsUseable( void );
void Holster( int skiplocal = 0 );
void WeaponIdle( void );
void Throw( void );
virtual BOOL UseDecrement( void )
{
#if defined( CLIENT_WEAPONS )
return TRUE;
#else
return FALSE;
#endif
}
};
void CTeleportCharge::Destroy( void )
{
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 );
WRITE_SHORT( g_sModelIndexFireball );
WRITE_BYTE( 5 );
WRITE_BYTE( 15 ); // framerate
WRITE_BYTE( TE_EXPLFLAG_NONE );
MESSAGE_END();
CSoundEnt::InsertSound ( bits_SOUND_COMBAT, pev->origin, SMALL_EXPLOSION_VOLUME, 3.0 );
Deactivate();
}
//=========================================================
// Deactivate - do whatever it is we do to an orphaned
// Teleport when we don't want it in the world anymore.
//=========================================================
void CTeleportCharge::Deactivate( void )
{
pev->solid = SOLID_NOT;
UTIL_Remove( this );
}
void CTeleportCharge :: Spawn( void )
{
Precache( );
// motor
pev->movetype = MOVETYPE_BOUNCE;
pev->solid = SOLID_BBOX;
SET_MODEL(ENT(pev), "models/w_satchel.mdl");
UTIL_SetSize(pev, Vector( -16, -16, -4), Vector(16, 16, 4)); // Old box -- size of headcrab monsters/players get blocked by this
UTIL_SetOrigin( this, pev->origin );
SetTouch( TeleportSlide );
SetUse( DetonateUse );
SetThink( TeleportThink );
SetNextThink( 0.1 );
pev->gravity = 0.5;
pev->friction = 0.8;
// hardcoded small value
pev->dmg = 10;
// ResetSequenceInfo( );
pev->sequence = 1;
}
void CTeleportCharge::TeleportSlide( CBaseEntity *pOther )
{
entvars_t *pevOther = pOther->pev;
// don't hit the guy that launched this grenade
if ( pOther->edict() == pev->owner )
return;
// pev->avelocity = Vector (300, 300, 300);
pev->gravity = 1;// normal gravity now
// HACKHACK - On ground isn't always set, so look for ground underneath
TraceResult tr;
UTIL_TraceLine( pev->origin, pev->origin - Vector(0,0,10), ignore_monsters, edict(), &tr );
if ( tr.flFraction < 1.0 )
{
// add a bit of static friction
pev->velocity = pev->velocity * 0.95;
pev->avelocity = pev->avelocity * 0.9;
// play sliding sound, volume based on velocity
}
if ( !(pev->flags & FL_ONGROUND) && pev->velocity.Length2D() > 10 )
{
BounceSound();
}
StudioFrameAdvance( );
}
void CTeleportCharge :: TeleportThink( void )
{
StudioFrameAdvance( );
SetNextThink( 0.1 );
if (!IsInWorld())
{
UTIL_Remove( this );
return;
}
if (pev->waterlevel == 3 && pev->watertype != CONTENT_FOG)
{
pev->movetype = MOVETYPE_FLY;
pev->velocity = pev->velocity * 0.8;
pev->avelocity = pev->avelocity * 0.9;
pev->velocity.z += 8;
}
else if (pev->waterlevel == 0 || pev->watertype == CONTENT_FOG)
{
pev->movetype = MOVETYPE_BOUNCE;
}
else
{
pev->velocity.z -= 8;
}
}
void CTeleportCharge :: Precache( void )
{
PRECACHE_MODEL("models/grenade.mdl");
PRECACHE_SOUND("weapons/g_bounce1.wav");
PRECACHE_SOUND("weapons/g_bounce2.wav");
PRECACHE_SOUND("weapons/g_bounce3.wav");
}
void CTeleportCharge :: BounceSound( void )
{
switch ( RANDOM_LONG( 0, 2 ) )
{
case 0: EMIT_SOUND(ENT(pev), CHAN_VOICE, "weapons/g_bounce1.wav", 1, ATTN_NORM); break;
case 1: EMIT_SOUND(ENT(pev), CHAN_VOICE, "weapons/g_bounce2.wav", 1, ATTN_NORM); break;
case 2: EMIT_SOUND(ENT(pev), CHAN_VOICE, "weapons/g_bounce3.wav", 1, ATTN_NORM); break;
}
}
LINK_ENTITY_TO_CLASS( weapon_teleport, CTeleport );
TYPEDESCRIPTION CTeleport::m_SaveData[] =
{
DEFINE_FIELD( CTeleport, m_chargeReady, FIELD_INTEGER ),
};
IMPLEMENT_SAVERESTORE( CTeleport, CBasePlayerWeapon );
//=========================================================
// CALLED THROUGH the newly-touched weapon's instance. The existing player weapon is pOriginal
//=========================================================
int CTeleport::AddDuplicate( CBasePlayerItem *pOriginal )
{
CTeleport *pTeleport;
#ifdef CLIENT_DLL
if ( bIsMultiplayer() )
#else
if ( g_pGameRules->IsMultiplayer() )
#endif
{
pTeleport = (CTeleport *)pOriginal;
if ( pTeleport->m_chargeReady != 0 )
{
// player has some teleports deployed. Refuse to add more.
return FALSE;
}
}
return CBasePlayerWeapon::AddDuplicate ( pOriginal );
}
//=========================================================
//=========================================================
int CTeleport::AddToPlayer( CBasePlayer *pPlayer )
{
int bResult = CBasePlayerItem::AddToPlayer( pPlayer );
// cthulhu
m_iPrimaryAmmoType = pPlayer->GetAmmoIndex( pszAmmo1() );
pPlayer->pev->weapons |= (1<<m_iId);
m_chargeReady = 0;// this teleport charge weapon now forgets that any teleports are deployed by it.
if ( bResult )
{
return AddWeapon( );
}
return FALSE;
}
void CTeleport::Spawn( )
{
Precache( );
m_iId = WEAPON_TELEPORT;
SET_MODEL(ENT(pev), "models/w_satchel.mdl");
m_iDefaultAmmo = TELEPORT_DEFAULT_GIVE;
FallInit();// get ready to fall down.
}
void CTeleport::Precache( void )
{
PRECACHE_MODEL("models/v_satchel.mdl");
PRECACHE_MODEL("models/v_satchel_radio.mdl");
PRECACHE_MODEL("models/w_satchel.mdl");
PRECACHE_MODEL("models/p_satchel.mdl");
PRECACHE_MODEL("models/p_satchel_radio.mdl");
UTIL_PrecacheOther( "monster_teleport" );
UTIL_PrecacheOther( "env_warpball" );
}
int CTeleport::GetItemInfo(ItemInfo *p)
{
p->pszName = STRING(pev->classname);
p->pszAmmo1 = "Teleport Pad";
p->iMaxAmmo1 = TELEPORT_MAX_CARRY;
p->pszAmmo2 = NULL;
p->iMaxAmmo2 = -1;
p->iMaxClip = WEAPON_NOCLIP;
p->iSlot = 3;
p->iPosition = 3;
p->iFlags = ITEM_FLAG_SELECTONEMPTY | ITEM_FLAG_LIMITINWORLD | ITEM_FLAG_EXHAUSTIBLE;
p->iId = m_iId = WEAPON_TELEPORT;
p->iWeight = TELEPORT_WEIGHT;
return 1;
}
//=========================================================
//=========================================================
BOOL CTeleport::IsUseable( void )
{
if ( m_pPlayer->m_rgAmmo[ PrimaryAmmoIndex() ] > 0 )
{
// player is carrying some teleports
return TRUE;
}
if ( m_chargeReady != 0 )
{
// player isn't carrying any teleports, but has some out
return TRUE;
}
return FALSE;
}
BOOL CTeleport::CanDeploy( void )
{
if ( m_pPlayer->m_rgAmmo[ PrimaryAmmoIndex() ] > 0 )
{
// player is carrying some teleports
return TRUE;
}
if ( m_chargeReady != 0 )
{
// player isn't carrying any teleports, but has some out
return TRUE;
}
return FALSE;
}
BOOL CTeleport::Deploy( )
{
m_pPlayer->m_flNextAttack = UTIL_WeaponTimeBase() + 1.0;
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + UTIL_SharedRandomFloat( m_pPlayer->random_seed, 10, 15 );
if ( m_chargeReady )
return DefaultDeploy( "models/v_satchel_radio.mdl", "models/p_satchel_radio.mdl", TELEPORT_RADIO_DRAW, "hive" );
else
return DefaultDeploy( "models/v_satchel.mdl", "models/p_satchel.mdl", TELEPORT_DRAW, "trip" );
return TRUE;
}
void CTeleport::Holster( int skiplocal /* = 0 */ )
{
m_pPlayer->m_flNextAttack = UTIL_WeaponTimeBase() + 0.5;
if ( m_chargeReady )
{
SendWeaponAnim( TELEPORT_RADIO_HOLSTER );
}
else
{
SendWeaponAnim( TELEPORT_DROP );
}
EMIT_SOUND(ENT(m_pPlayer->pev), CHAN_WEAPON, "common/null.wav", 1.0, ATTN_NORM);
if ( !m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] && !m_chargeReady )
{
m_pPlayer->pev->weapons &= ~(1<<WEAPON_TELEPORT);
SetThink( DestroyItem );
SetNextThink( 0.1 );
}
}
void CTeleport::PrimaryAttack()
{
switch (m_chargeReady)
{
case 0:
{
Throw( );
}
break;
case 1:
{
SendWeaponAnim( TELEPORT_RADIO_FIRE );
Vector vOldOrigin;
edict_t *pPlayer = m_pPlayer->edict( );
// get the teleport pad
CBaseEntity *pTeleport = NULL;
while ((pTeleport = UTIL_FindEntityInSphere( pTeleport, m_pPlayer->pev->origin, 4096 )) != NULL)
{
if (FClassnameIs( pTeleport->pev, "monster_teleport"))
{
if (pTeleport->pev->owner == pPlayer)
{
// get its position
vOldOrigin = m_pPlayer->pev->origin;
// move our position (if possible)
m_pPlayer->pev->origin = pTeleport->pev->origin;
m_pPlayer->pev->origin.z += 40;
if (!WALK_MOVE ( ENT(m_pPlayer->pev), 0,1, WALKMOVE_NORMAL ))
{
m_pPlayer->pev->origin = vOldOrigin;
}
else
{
CEnvWarpBall* pWarpIn = (CEnvWarpBall*)CBaseEntity::Create("env_warpball",m_pPlayer->pev->origin,Vector(0,0,0),pPlayer);
pWarpIn->pev->frags = 8; // num of beams
pWarpIn->pev->health = 128; // max length of beam
pWarpIn->Use(NULL,NULL,USE_TOGGLE,0);
CEnvWarpBall* pWarpOut = (CEnvWarpBall*)CBaseEntity::Create("env_warpball",vOldOrigin,Vector(0,0,0),pPlayer);
pWarpOut->pev->frags = 8; // num of beams
pWarpOut->pev->health = 128; // max length of beam
pWarpOut->Use(NULL,NULL,USE_TOGGLE,0);
}
break;
}
}
}
m_flNextPrimaryAttack = UTIL_WeaponTimeBase() + 0.5;
m_flNextSecondaryAttack = UTIL_WeaponTimeBase() + 0.5;
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 0.5;
}
break;
case 2:
// we're reloading, don't allow fire
{
}
break;
}
}
void CTeleport::SecondaryAttack( void )
{
switch (m_chargeReady)
{
case 0:
{
// we don't do anything if we are ready to throw
}
break;
case 1:
{
SendWeaponAnim( TELEPORT_RADIO_FIRE );
edict_t *pPlayer = m_pPlayer->edict( );
CBaseEntity *pTeleport = NULL;
while ((pTeleport = UTIL_FindEntityInSphere( pTeleport, m_pPlayer->pev->origin, 4096 )) != NULL)
{
if (FClassnameIs( pTeleport->pev, "monster_teleport"))
{
if (pTeleport->pev->owner == pPlayer)
{
//pTeleport->Use( m_pPlayer, m_pPlayer, USE_ON, 0 );
((CTeleportCharge*)pTeleport)->Destroy();
m_chargeReady = 2;
}
}
}
m_chargeReady = 2;
m_flNextPrimaryAttack = UTIL_WeaponTimeBase() + 0.5;
m_flNextSecondaryAttack = UTIL_WeaponTimeBase() + 0.5;
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 0.5;
break;
}
case 2:
// we're reloading, don't allow fire
{
}
break;
}
}
void CTeleport::Throw( void )
{
if ( m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] )
{
Vector vecSrc = m_pPlayer->pev->origin;
Vector vecThrow = gpGlobals->v_forward * 274 + m_pPlayer->pev->velocity;
#ifndef CLIENT_DLL
CBaseEntity *pTeleport = Create( "monster_teleport", vecSrc, Vector( 0, 0, 0), m_pPlayer->edict() );
pTeleport->pev->velocity = vecThrow;
pTeleport->pev->avelocity.y = 400;
m_pPlayer->pev->viewmodel = MAKE_STRING("models/v_satchel_radio.mdl");
m_pPlayer->pev->weaponmodel = MAKE_STRING("models/p_satchel_radio.mdl");
#else
LoadVModel ( "models/v_satchel_radio.mdl", m_pPlayer );
#endif
SendWeaponAnim( TELEPORT_RADIO_DRAW );
// player "shoot" animation
m_pPlayer->SetAnimation( PLAYER_ATTACK1 );
m_chargeReady = 1;
m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType]--;
m_flNextPrimaryAttack = UTIL_WeaponTimeBase() + 1.0;
m_flNextSecondaryAttack = UTIL_WeaponTimeBase() + 0.5;
}
}
void CTeleport::WeaponIdle( void )
{
if ( m_flTimeWeaponIdle > UTIL_WeaponTimeBase() )
return;
switch( m_chargeReady )
{
case 0:
SendWeaponAnim( TELEPORT_FIDGET1 );
// use tripmine animations
strcpy( m_pPlayer->m_szAnimExtention, "trip" );
break;
case 1:
SendWeaponAnim( TELEPORT_RADIO_FIDGET1 );
// use hivehand animations
strcpy( m_pPlayer->m_szAnimExtention, "hive" );
break;
case 2:
if ( !m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] )
{
m_chargeReady = 0;
RetireWeapon();
return;
}
#ifndef CLIENT_DLL
m_pPlayer->pev->viewmodel = MAKE_STRING("models/v_satchel.mdl");
m_pPlayer->pev->weaponmodel = MAKE_STRING("models/p_satchel.mdl");
#else
LoadVModel ( "models/v_satchel.mdl", m_pPlayer );
#endif
SendWeaponAnim( TELEPORT_DRAW );
// use tripmine animations
strcpy( m_pPlayer->m_szAnimExtention, "trip" );
m_flNextPrimaryAttack = UTIL_WeaponTimeBase() + 0.5;
m_flNextSecondaryAttack = UTIL_WeaponTimeBase() + 0.5;
m_chargeReady = 0;
break;
}
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + UTIL_SharedRandomFloat( m_pPlayer->random_seed, 10, 15 );// how long till we do this again.
}
//=========================================================
// DeactivateTeleports - removes all Teleports owned by
// the provided player. Should only be used upon death.
//
// Made this global on purpose.
//=========================================================
void DeactivateTeleports( CBasePlayer *pOwner )
{
edict_t *pFind;
pFind = FIND_ENTITY_BY_CLASSNAME( NULL, "monster_teleport" );
while ( !FNullEnt( pFind ) )
{
CBaseEntity *pEnt = CBaseEntity::Instance( pFind );
CTeleportCharge *pTeleport = (CTeleportCharge *)pEnt;
if ( pTeleport )
{
if ( pTeleport->pev->owner == pOwner->edict() )
{
pTeleport->Deactivate();
}
}
pFind = FIND_ENTITY_BY_CLASSNAME( pFind, "monster_teleport" );
}
}
#endif