/*** * * Copyright (c) 1996-2002, 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" enum satchel_e { SATCHEL_IDLE1 = 0, SATCHEL_FIDGET1, SATCHEL_DRAW, SATCHEL_DROP }; enum satchel_radio_e { SATCHEL_RADIO_IDLE1 = 0, SATCHEL_RADIO_FIDGET1, SATCHEL_RADIO_DRAW, SATCHEL_RADIO_FIRE, SATCHEL_RADIO_HOLSTER }; class CSatchelCharge : public CGrenade { void Spawn( void ); void Precache( void ); void BounceSound( void ); void EXPORT SatchelSlide( CBaseEntity *pOther ); void EXPORT SatchelThink( void ); public: void Deactivate( void ); }; LINK_ENTITY_TO_CLASS( monster_satchel, CSatchelCharge ); //========================================================= // Deactivate - do whatever it is we do to an orphaned // satchel when we don't want it in the world anymore. //========================================================= void CSatchelCharge::Deactivate( void ) { pev->solid = SOLID_NOT; UTIL_Remove( this ); } void CSatchelCharge :: 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, 32)); // Old box -- size of headcrab monsters/players get blocked by this UTIL_SetSize(pev, Vector( -4, -4, -4), Vector(4, 4, 4)); // Uses point-sized, and can be stepped over UTIL_SetOrigin( pev, pev->origin ); SetTouch( &CSatchelCharge::SatchelSlide ); SetUse( &CGrenade::DetonateUse ); SetThink( &CSatchelCharge::SatchelThink ); pev->nextthink = gpGlobals->time + 0.1; pev->gravity = 0.5; pev->friction = 0.8; pev->dmg = gSkillData.plrDmgSatchel; // ResetSequenceInfo( ); pev->sequence = 1; } void CSatchelCharge::SatchelSlide( CBaseEntity *pOther ) { // 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 CSatchelCharge :: SatchelThink( void ) { StudioFrameAdvance( ); pev->nextthink = gpGlobals->time + 0.1; if (!IsInWorld()) { UTIL_Remove( this ); return; } if (pev->waterlevel == 3) { 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->movetype = MOVETYPE_BOUNCE; } else { pev->velocity.z -= 8; } } void CSatchelCharge :: 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 CSatchelCharge :: 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_satchel, CSatchel ); //========================================================= // CALLED THROUGH the newly-touched weapon's instance. The existing player weapon is pOriginal //========================================================= int CSatchel::AddDuplicate( CBasePlayerItem *pOriginal ) { CSatchel *pSatchel; #ifdef CLIENT_DLL if ( bIsMultiplayer() ) #else if ( g_pGameRules->IsMultiplayer() ) #endif { pSatchel = (CSatchel *)pOriginal; if ( pSatchel->m_chargeReady != 0 ) { // player has some satchels deployed. Refuse to add more. return FALSE; } } return CBasePlayerWeapon::AddDuplicate ( pOriginal ); } //========================================================= //========================================================= int CSatchel::AddToPlayer( CBasePlayer *pPlayer ) { int bResult = CBasePlayerItem::AddToPlayer( pPlayer ); pPlayer->pev->weapons |= (1<pszName = STRING(pev->classname); p->pszAmmo1 = "Satchel Charge"; p->iMaxAmmo1 = SATCHEL_MAX_CARRY; p->pszAmmo2 = NULL; p->iMaxAmmo2 = -1; p->iMaxClip = WEAPON_NOCLIP; p->iSlot = 4; p->iPosition = 1; p->iFlags = ITEM_FLAG_SELECTONEMPTY | ITEM_FLAG_LIMITINWORLD | ITEM_FLAG_EXHAUSTIBLE; p->iId = m_iId = WEAPON_SATCHEL; p->iWeight = SATCHEL_WEIGHT; return 1; } //========================================================= //========================================================= BOOL CSatchel::IsUseable( void ) { if ( m_pPlayer->m_rgAmmo[ PrimaryAmmoIndex() ] > 0 ) { // player is carrying some satchels return TRUE; } if ( m_chargeReady != 0 ) { // player isn't carrying any satchels, but has some out return TRUE; } return FALSE; } BOOL CSatchel::CanDeploy( void ) { if ( m_pPlayer->m_rgAmmo[ PrimaryAmmoIndex() ] > 0 ) { // player is carrying some satchels return TRUE; } if ( m_chargeReady != 0 ) { // player isn't carrying any satchels, but has some out return TRUE; } return FALSE; } BOOL CSatchel::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", SATCHEL_RADIO_DRAW, "hive" ); else return DefaultDeploy( "models/v_satchel.mdl", "models/p_satchel.mdl", SATCHEL_DRAW, "trip" ); return TRUE; } void CSatchel::Holster( int skiplocal /* = 0 */ ) { m_pPlayer->m_flNextAttack = UTIL_WeaponTimeBase() + 0.5; if ( m_chargeReady ) { SendWeaponAnim( SATCHEL_RADIO_HOLSTER ); } else { SendWeaponAnim( SATCHEL_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<nextthink = gpGlobals->time + 0.1; } } void CSatchel::PrimaryAttack() { switch (m_chargeReady) { case 0: { Throw( ); } break; case 1: { SendWeaponAnim( SATCHEL_RADIO_FIRE ); edict_t *pPlayer = m_pPlayer->edict( ); CBaseEntity *pSatchel = NULL; while ((pSatchel = UTIL_FindEntityInSphere( pSatchel, m_pPlayer->pev->origin, 4096 )) != NULL) { if (FClassnameIs( pSatchel->pev, "monster_satchel")) { if (pSatchel->pev->owner == pPlayer) { pSatchel->Use( m_pPlayer, m_pPlayer, USE_ON, 0 ); 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 CSatchel::SecondaryAttack( void ) { if ( m_chargeReady != 2 ) { Throw( ); } } void CSatchel::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 *pSatchel = Create( "monster_satchel", vecSrc, Vector( 0, 0, 0), m_pPlayer->edict() ); pSatchel->pev->velocity = vecThrow; pSatchel->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( SATCHEL_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 CSatchel::WeaponIdle( void ) { if ( m_flTimeWeaponIdle > UTIL_WeaponTimeBase() ) return; switch( m_chargeReady ) { case 0: SendWeaponAnim( SATCHEL_FIDGET1 ); // use tripmine animations strcpy( m_pPlayer->m_szAnimExtention, "trip" ); break; case 1: SendWeaponAnim( SATCHEL_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( SATCHEL_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. } //========================================================= // DeactivateSatchels - removes all satchels owned by // the provided player. Should only be used upon death. // // Made this global on purpose. //========================================================= void DeactivateSatchels( CBasePlayer *pOwner ) { edict_t *pFind; pFind = FIND_ENTITY_BY_CLASSNAME( NULL, "monster_satchel" ); while ( !FNullEnt( pFind ) ) { CBaseEntity *pEnt = CBaseEntity::Instance( pFind ); CSatchelCharge *pSatchel = (CSatchelCharge *)pEnt; if ( pSatchel ) { if ( pSatchel->pev->owner == pOwner->edict() ) { pSatchel->Deactivate(); } } pFind = FIND_ENTITY_BY_CLASSNAME( pFind, "monster_satchel" ); } } #endif