halflife-thewastes-sdk/dlls/weapons.h

381 lines
14 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.
*
****/
#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[];
BOOL 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