/*** * * 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. * ****/ #ifndef WEAPONS_H #define WEAPONS_H #include "effects.h" class CBasePlayer; extern int gmsgWeapPickup; void DeactivateSatchels( CBasePlayer *pOwner ); // Contact Grenade / Timed grenade / Satchel Charge class CGrenade : public CBaseMonster { public: void Spawn( void ); typedef enum { SATCHEL_DETONATE = 0, SATCHEL_RELEASE } SATCHELCODE; static CGrenade *ShootTimed( entvars_t *pevOwner, Vector vecStart, Vector vecVelocity, float time ); static CGrenade *ShootContact( entvars_t *pevOwner, Vector vecStart, Vector vecVelocity ); static CGrenade *ShootSatchelCharge( entvars_t *pevOwner, Vector vecStart, Vector vecVelocity ); static void UseSatchelCharges( entvars_t *pevOwner, SATCHELCODE code ); void Explode( Vector vecSrc, Vector vecAim ); void Explode( TraceResult *pTrace, int bitsDamageType ); void EXPORT Smoke( void ); void EXPORT BounceTouch( CBaseEntity *pOther ); void EXPORT SlideTouch( CBaseEntity *pOther ); void EXPORT ExplodeTouch( CBaseEntity *pOther ); void EXPORT DangerSoundThink( void ); void EXPORT PreDetonate( void ); void EXPORT Detonate( void ); void EXPORT DetonateUse( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value ); void EXPORT TumbleThink( void ); virtual void BounceSound( void ); virtual int BloodColor( void ) { return DONT_BLEED; } virtual void Killed( entvars_t *pevAttacker, int iGib ); BOOL m_fRegisteredSound;// whether or not this grenade has issued its DANGER sound to the world sound list yet. }; // constant items #define WEAPON_NONE 0 #define WEAPON_ALLWEAPONS (~(1<<31)) #define MAX_WEAPONS 32 // the maximum amount of ammo each weapon's clip can hold #define WEAPON_NOCLIP -1 // bullet types typedef enum { BULLET_NONE = 0, // Wasteland Bullet Types BULLET_9MMP, BULLET_10MM, BULLET_50AE, BULLET_454CASULL, BULLET_556MM, BULLET_20GAUGE, BULLET_10GAUGE, BULLET_12GAUGE, BULLET_SLUG, BULLET_9MM, BULLET_762MM, BULLET_45ACP, BULLET_47MM, } Bullet; #define ITEM_FLAG_SELECTONEMPTY 1 #define ITEM_FLAG_NOAUTORELOAD 2 #define ITEM_FLAG_NOAUTOSWITCHEMPTY 4 #define ITEM_FLAG_LIMITINWORLD 8 #define ITEM_FLAG_EXHAUSTIBLE 16 // A player can totally exhaust their ammo supply and lose this weapon #define WEAPON_IS_ONTARGET 0x40 typedef struct { int iSlot; int iPosition; const char *pszAmmo1; // ammo 1 type int iMaxAmmo1; // max ammo 1 const char *pszAmmo2; // ammo 2 type int iMaxAmmo2; // max ammo 2 const char *pszName; int iMaxClip; int iId; int iFlags; int iWeight;// this value used to determine this weapon's importance in autoselection. } ItemInfo; typedef struct { const char *pszName; int iId; } AmmoInfo; // Items that the player has in their inventory that they can use class CBasePlayerItem : public CBaseAnimating { public: virtual void SetObjectCollisionBox( void ); virtual int Save( CSave &save ); virtual int Restore( CRestore &restore ); static TYPEDESCRIPTION m_SaveData[]; virtual int AddToPlayer( CBasePlayer *pPlayer ); // return TRUE if the item you want the item added to the player inventory virtual int AddDuplicate( CBasePlayerItem *pItem ) { return FALSE; } // return TRUE if you want your duplicate removed from world void EXPORT DestroyItem( void ); void EXPORT DefaultTouch( CBaseEntity *pOther ); // default weapon touch void EXPORT FallThink ( void );// when an item is first spawned, this think is run to determine when the object has hit the ground. void EXPORT Materialize( void );// make a weapon visible and tangible void EXPORT AttemptToMaterialize( void ); // the weapon desires to become visible and tangible, if the game rules allow for it CBaseEntity* Respawn ( void );// copy a weapon void FallInit( void ); void CheckRespawn( void ); virtual int GetItemInfo(ItemInfo *p) { return 0; }; // returns 0 if struct not filled out virtual BOOL CanDeploy( void ) { return TRUE; }; virtual BOOL Deploy( ) // returns is deploy was successful { return TRUE; }; virtual BOOL CanHolster( void ) { return TRUE; };// can this weapon be put away right now? virtual void Holster( int skiplocal = 0 ); virtual void UpdateItemInfo( void ) { return; }; virtual void ItemPreFrame( void ) { return; } // called each frame by the player PreThink virtual void ItemPostFrame( void ) { return; } // called each frame by the player PostThink virtual void Drop( void ); virtual void Kill( void ); virtual void AttachToPlayer ( CBasePlayer *pPlayer ); virtual int PrimaryAmmoIndex() { return -1; }; virtual int SecondaryAmmoIndex() { return -1; }; virtual int UpdateClientData( CBasePlayer *pPlayer ) { return 0; } virtual CBasePlayerItem *GetWeaponPtr( void ) { return NULL; }; static ItemInfo ItemInfoArray[ MAX_WEAPONS ]; static AmmoInfo AmmoInfoArray[ MAX_AMMO_SLOTS ]; CBasePlayer *m_pPlayer; CBasePlayerItem *m_pNext; int m_iId; // WEAPON_??? virtual int iItemSlot( void ) { return 0; } // return 0 to MAX_ITEMS_SLOTS, used in hud int iItemPosition( void ) { return ItemInfoArray[ m_iId ].iPosition; } const char *pszAmmo1( void ) { return ItemInfoArray[ m_iId ].pszAmmo1; } int iMaxAmmo1( void ) { return ItemInfoArray[ m_iId ].iMaxAmmo1; } const char *pszAmmo2( void ) { return ItemInfoArray[ m_iId ].pszAmmo2; } int iMaxAmmo2( void ) { return ItemInfoArray[ m_iId ].iMaxAmmo2; } const char *pszName( void ) { return ItemInfoArray[ m_iId ].pszName; } int iMaxClip( void ) { return ItemInfoArray[ m_iId ].iMaxClip; } int iWeight( void ) { return ItemInfoArray[ m_iId ].iWeight; } int iFlags( void ) { return ItemInfoArray[ m_iId ].iFlags; } // int m_iIdPrimary; // Unique Id for primary ammo // int m_iIdSecondary; // Unique Id for secondary ammo }; // inventory items that class CBasePlayerWeapon : public CBasePlayerItem { public: virtual int Save( CSave &save ); virtual int Restore( CRestore &restore ); static TYPEDESCRIPTION m_SaveData[]; // generic weapon versions of CBasePlayerItem calls virtual int AddToPlayer( CBasePlayer *pPlayer ); virtual int AddDuplicate( CBasePlayerItem *pItem ); virtual int ExtractAmmo( CBasePlayerWeapon *pWeapon ); //{ return TRUE; }; // Return TRUE if you can add ammo to yourself when picked up virtual int ExtractClipAmmo( CBasePlayerWeapon *pWeapon );// { return TRUE; }; // Return TRUE if you can add ammo to yourself when picked up virtual int AddWeapon( void ) { ExtractAmmo( this ); return TRUE; }; // Return TRUE if you want to add yourself to the player // generic "shared" ammo handlers BOOL AddPrimaryAmmo( int iCount, char *szName, int iMaxClip, int iMaxCarry ); BOOL AddSecondaryAmmo( int iCount, char *szName, int iMaxCarry ); virtual void UpdateItemInfo( void ) {}; // updates HUD state int m_iPlayEmptySound; int m_fFireOnEmpty; // True when the gun is empty and the player is still holding down the // attack key(s) virtual BOOL PlayEmptySound( void ); virtual void ResetEmptySound( void ); virtual void SendWeaponAnim( int iAnim, int skiplocal = 1, int body = 0 ); // skiplocal is 1 if client is predicting weapon animations virtual BOOL CanDeploy( void ); virtual BOOL IsUseable( void ); BOOL DefaultDeploy( char *szViewModel, char *szWeaponModel, int iAnim, char *szAnimExt, int skiplocal = 0, int body = 0 ); virtual BOOL DefaultReload( int iClipSize, int iAnim, float fDelay, int body = 0 ); virtual void ItemPostFrame( void ); // called each frame by the player PostThink // called by CBasePlayerWeapons ItemPostFrame() virtual void PrimaryAttack( void ) { return; } // do "+ATTACK" virtual void SecondaryAttack( void ) { return; } // do "+ATTACK2" virtual void Reload( void ) { return; } // do "+RELOAD" virtual void WeaponIdle( void ) { return; } // called when no buttons pressed virtual int UpdateClientData( CBasePlayer *pPlayer ); // sends hud info to client dll, if things have changed virtual void RetireWeapon( void ); virtual BOOL ShouldWeaponIdle( void ) { return FALSE; }; virtual void Holster( int skiplocal = 0 ); virtual BOOL UseDecrement( void ) { return FALSE; }; int PrimaryAmmoIndex(); int SecondaryAmmoIndex(); void PrintState( void ); virtual CBasePlayerItem *GetWeaponPtr( void ) { return (CBasePlayerItem *)this; }; float m_flPumpTime; int m_fInSpecialReload; // Are we in the middle of a reload for the shotguns float m_flNextPrimaryAttack; // soonest time ItemPostFrame will call PrimaryAttack float m_flNextSecondaryAttack; // soonest time ItemPostFrame will call SecondaryAttack float m_flTimeWeaponIdle; // soonest time ItemPostFrame will call WeaponIdle int m_iPrimaryAmmoType; // "primary" ammo index into players m_rgAmmo[] int m_iSecondaryAmmoType; // "secondary" ammo index into players m_rgAmmo[] int m_iClip; // number of shots left in the primary weapon clip, -1 it not used int m_iClientClip; // the last version of m_iClip sent to hud dll int m_iClientWeaponState; // the last version of the weapon state sent to hud dll (is current weapon, is on target) int m_fInReload; // Are we in the middle of a reload; int m_iDefaultAmmo;// how much ammo you get when you pick up this weapon as placed by a level designer. }; class CBasePlayerAmmo : public CBaseEntity { public: virtual void Spawn( void ); void EXPORT DefaultTouch( CBaseEntity *pOther ); // default weapon touch virtual BOOL AddAmmo( CBaseEntity *pOther ) { return TRUE; }; CBaseEntity* Respawn( void ); void EXPORT Materialize( void ); }; extern DLL_GLOBAL short g_sModelIndexLaser;// holds the index for the laser beam extern DLL_GLOBAL const char *g_pModelNameLaser; extern DLL_GLOBAL short g_sModelIndexLaserDot;// holds the index for the laser beam dot extern DLL_GLOBAL short g_sModelIndexFireball;// holds the index for the fireball extern DLL_GLOBAL short g_sModelIndexSmoke;// holds the index for the smoke cloud extern DLL_GLOBAL short g_sModelIndexWExplosion;// holds the index for the underwater explosion extern DLL_GLOBAL short g_sModelIndexBubbles;// holds the index for the bubbles model extern DLL_GLOBAL short g_sModelIndexBloodDrop;// holds the sprite index for blood drops extern DLL_GLOBAL short g_sModelIndexBloodSpray;// holds the sprite index for blood spray (bigger) extern void ClearMultiDamage(void); extern void ApplyMultiDamage(entvars_t* pevInflictor, entvars_t* pevAttacker ); extern void AddMultiDamage( entvars_t *pevInflictor, CBaseEntity *pEntity, float flDamage, int bitsDamageType); extern void DecalGunshot( TraceResult *pTrace, int iBulletType ); extern void SpawnBlood(Vector vecSpot, int bloodColor, float flDamage); extern int DamageDecal( CBaseEntity *pEntity, int bitsDamageType ); extern void RadiusDamage( Vector vecSrc, entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, float flRadius, int iClassIgnore, int bitsDamageType ); typedef struct { CBaseEntity *pEntity; float amount; int type; } MULTIDAMAGE; extern MULTIDAMAGE gMultiDamage; #define LOUD_GUN_VOLUME 1280 #define NORMAL_GUN_VOLUME 800 #define QUIET_GUN_VOLUME 400 #define BRIGHT_GUN_FLASH 512 #define NORMAL_GUN_FLASH 256 #define DIM_GUN_FLASH 128 #define BIG_EXPLOSION_VOLUME 2048 #define NORMAL_EXPLOSION_VOLUME 1024 #define SMALL_EXPLOSION_VOLUME 512 #define WEAPON_ACTIVITY_VOLUME 64 #define VECTOR_CONE_1DEGREES Vector( 0.00873, 0.00873, 0.00873 ) #define VECTOR_CONE_2DEGREES Vector( 0.01745, 0.01745, 0.01745 ) #define VECTOR_CONE_3DEGREES Vector( 0.02618, 0.02618, 0.02618 ) #define VECTOR_CONE_4DEGREES Vector( 0.03490, 0.03490, 0.03490 ) #define VECTOR_CONE_5DEGREES Vector( 0.04362, 0.04362, 0.04362 ) #define VECTOR_CONE_6DEGREES Vector( 0.05234, 0.05234, 0.05234 ) #define VECTOR_CONE_7DEGREES Vector( 0.06105, 0.06105, 0.06105 ) #define VECTOR_CONE_8DEGREES Vector( 0.06976, 0.06976, 0.06976 ) #define VECTOR_CONE_9DEGREES Vector( 0.07846, 0.07846, 0.07846 ) #define VECTOR_CONE_10DEGREES Vector( 0.08716, 0.08716, 0.08716 ) #define VECTOR_CONE_15DEGREES Vector( 0.13053, 0.13053, 0.13053 ) #define VECTOR_CONE_20DEGREES Vector( 0.17365, 0.17365, 0.17365 ) //========================================================= // CWeaponBox - a single entity that can store weapons // and ammo. //========================================================= class CWeaponBox : public CBaseEntity { void Touch( CBaseEntity *pOther ); void KeyValue( KeyValueData *pkvd ); BOOL IsEmpty( void ); int GiveAmmo( int iCount, char *szName, int iMax, int *pIndex = NULL ); void SetObjectCollisionBox( void ); public: void Precache( void ); void Spawn( void ); void EXPORT Kill ( void ); int Save( CSave &save ); int Restore( CRestore &restore ); static TYPEDESCRIPTION m_SaveData[]; HasWeapon( CBasePlayerItem *pCheckItem ); BOOL PackWeapon( CBasePlayerItem *pWeapon ); BOOL PackAmmo( int iszName, int iCount ); void SetModel(char *pszModelname); CBasePlayerItem *m_rgpPlayerItems[MAX_ITEM_TYPES];// one slot for each int m_rgiszAmmo[MAX_AMMO_SLOTS];// ammo names int m_rgAmmo[MAX_AMMO_SLOTS];// ammo quantities int m_cAmmoTypes;// how many ammo types packed into this box (if packed by a level designer) }; #ifdef CLIENT_DLL bool bIsMultiplayer ( void ); void LoadVModel ( char *szViewModel, CBasePlayer *m_pPlayer ); #endif class CLaserSpot : public CBaseEntity { void Spawn( void ); void Precache( void ); int ObjectCaps( void ) { return FCAP_DONT_SAVE; } public: void Suspend( float flSuspendTime ); void EXPORT Revive( void ); static CLaserSpot *CreateSpot( void ); }; #endif // WEAPONS_H