hlsdk-xash3d/dlls/asheep/poolstick.cpp

374 lines
9.0 KiB
C++

/***
*
* 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.
*
****/
#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 POOLSTICK_BODYHIT_VOLUME 128
#define POOLSTICK_WALLHIT_VOLUME 512
LINK_ENTITY_TO_CLASS( weapon_poolstick, CPoolstick )
enum poolstick_e {
POOLSTICK_IDLE = 0,
POOLSTICK_DRAW,
POOLSTICK_HOLSTER,
POOLSTICK_ATTACK1HIT,
POOLSTICK_ATTACK1MISS,
POOLSTICK_ATTACK2MISS,
POOLSTICK_ATTACK2HIT,
POOLSTICK_ATTACK3MISS,
POOLSTICK_ATTACK3HIT,
POOLSTICK_IDLE2,
POOLSTICK_IDLE3
};
void CPoolstick::Spawn( )
{
Precache( );
m_iId = WEAPON_POOLSTICK;
SET_MODEL(ENT(pev), "models/w_poolstick.mdl");
m_iClip = -1;
FallInit();// get ready to fall down.
}
void CPoolstick::Precache( void )
{
PRECACHE_MODEL("models/v_poolstick.mdl");
PRECACHE_MODEL("models/w_poolstick.mdl");
PRECACHE_MODEL("models/p_poolstick.mdl");
PRECACHE_SOUND("weapons/pstk_hit1.wav");
PRECACHE_SOUND("weapons/pstk_hit2.wav");
PRECACHE_SOUND("weapons/pstk_hitbod1.wav");
PRECACHE_SOUND("weapons/pstk_hitbod2.wav");
PRECACHE_SOUND("weapons/pstk_hitbod3.wav");
PRECACHE_SOUND("weapons/pstk_miss1.wav");
}
int CPoolstick::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 = 1;
p->iId = WEAPON_POOLSTICK;
p->iWeight = CROWBAR_WEIGHT;
return 1;
}
int CPoolstick::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 CPoolstick::Deploy( )
{
return DefaultDeploy( "models/v_poolstick.mdl", "models/p_poolstick.mdl", POOLSTICK_DRAW, "poolstick" );
}
void CPoolstick::Holster( int skiplocal /* = 0 */ )
{
DefaultHolster( POOLSTICK_HOLSTER, 0.7 );
}
extern void FindHullIntersection( const Vector &vecSrc, TraceResult &tr, float *mins, float *maxs, edict_t *pEntity );
/*void 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 CPoolstick::PrimaryAttack()
{
if( m_pPlayer->m_bIsHolster )
{
WeaponIdle();
return;
}
if (! Swing( 1 ))
{
SetThink( &CPoolstick::SwingAgain );
pev->nextthink = gpGlobals->time + 0.1;
}
}
void CPoolstick::Smack( )
{
DecalGunshot( &m_trHit, BULLET_PLAYER_POOLSTICK );
}
void CPoolstick::SwingAgain( void )
{
Swing( 0 );
}
int CPoolstick::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 );
#ifndef CLIENT_DLL
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)
}
}
#endif
if ( tr.flFraction >= 1.0 )
{
if (fFirst)
{
// miss
switch( ( m_iSwing++ ) % 3 )
{
case 0:
SendWeaponAnim( POOLSTICK_ATTACK1MISS );
break;
case 1:
SendWeaponAnim( POOLSTICK_ATTACK2MISS );
break;
case 2:
SendWeaponAnim( POOLSTICK_ATTACK3MISS );
break;
}
m_flNextPrimaryAttack = UTIL_WeaponTimeBase() + 0.5;
EMIT_SOUND_DYN( ENT( m_pPlayer->pev ), CHAN_WEAPON, "weapons/pstk_miss1.wav", 1, ATTN_NORM, 0, 94 + RANDOM_LONG( 0, 0xF ) );
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + UTIL_SharedRandomFloat( m_pPlayer->random_seed, 10, 15 );
// player "shoot" animation
m_pPlayer->SetAnimation( PLAYER_ATTACK1 );
}
}
else
{
switch( (m_iSwing++) % 3)
{
case 0:
SendWeaponAnim( POOLSTICK_ATTACK1HIT ); break;
case 1:
SendWeaponAnim( POOLSTICK_ATTACK2HIT ); break;
case 2:
SendWeaponAnim( POOLSTICK_ATTACK3HIT ); break;
}
// player "shoot" animation
m_pPlayer->SetAnimation( PLAYER_ATTACK1 );
// hit
fDidHit = TRUE;
CBaseEntity *pEntity = CBaseEntity::Instance(tr.pHit);
ClearMultiDamage( );
if ( (m_flNextPrimaryAttack + 1 < UTIL_WeaponTimeBase() ) || g_pGameRules->IsMultiplayer() )
{
// first swing does full damage
pEntity->TraceAttack(m_pPlayer->pev, gSkillData.plrDmgPoolstick, gpGlobals->v_forward, &tr, DMG_CLUB );
}
else
{
// subsequent swings do half
pEntity->TraceAttack(m_pPlayer->pev, gSkillData.plrDmgPoolstick / 2, gpGlobals->v_forward, &tr, DMG_CLUB );
}
ApplyMultiDamage( m_pPlayer->pev, m_pPlayer->pev );
// play thwack, smack, or dong sound
float flVol = 1.0;
int fHitWorld = TRUE;
if (pEntity)
{
if ( pEntity->Classify() != CLASS_NONE && pEntity->Classify() != CLASS_MACHINE )
{
// play thwack or smack sound
switch( RANDOM_LONG(0,2) )
{
case 0:
EMIT_SOUND(ENT(m_pPlayer->pev), CHAN_ITEM, "weapons/pstk_hitbod1.wav", 1, ATTN_NORM); break;
case 1:
EMIT_SOUND(ENT(m_pPlayer->pev), CHAN_ITEM, "weapons/pstk_hitbod2.wav", 1, ATTN_NORM); break;
case 2:
EMIT_SOUND(ENT(m_pPlayer->pev), CHAN_ITEM, "weapons/pstk_hitbod3.wav", 1, ATTN_NORM); break;
}
m_pPlayer->m_iWeaponVolume = POOLSTICK_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_POOLSTICK);
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 poolstick strike
switch( RANDOM_LONG(0,1) )
{
case 0:
EMIT_SOUND_DYN(ENT(m_pPlayer->pev), CHAN_ITEM, "weapons/pstk_hit1.wav", fvolbar, ATTN_NORM, 0, 98 + RANDOM_LONG(0,3));
break;
case 1:
EMIT_SOUND_DYN(ENT(m_pPlayer->pev), CHAN_ITEM, "weapons/pstk_hit2.wav", fvolbar, ATTN_NORM, 0, 98 + RANDOM_LONG(0,3));
break;
}
// delay the decal a bit
m_trHit = tr;
}
m_pPlayer->m_iWeaponVolume = flVol * POOLSTICK_WALLHIT_VOLUME;
m_flNextPrimaryAttack = UTIL_WeaponTimeBase() + 0.25;
SetThink( &CPoolstick::Smack );
pev->nextthink = UTIL_WeaponTimeBase() + 0.2;
}
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + UTIL_SharedRandomFloat( m_pPlayer->random_seed, 10, 15 );
return fDidHit;
}
void CPoolstick::WeaponIdle()
{
if( m_pPlayer->m_bIsHolster )
{
if( m_flTimeWeaponIdle <= UTIL_WeaponTimeBase() )
{
m_pPlayer->m_bIsHolster = FALSE;
Deploy();
}
return;
}
if( m_flTimeWeaponIdle < UTIL_WeaponTimeBase() )
{
int iAnim;
float flRand = UTIL_SharedRandomFloat( m_pPlayer->random_seed, 0, 1 );
if( flRand > 0.9 )
{
iAnim = POOLSTICK_IDLE2;
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 160.0 / 30.0;
}
else
{
if( flRand > 0.5 )
{
iAnim = POOLSTICK_IDLE;
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 70.0 / 30.0;
}
else
{
iAnim = POOLSTICK_IDLE3;
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 160.0 / 30.0;
}
}
SendWeaponAnim( iAnim );
}
}