/*** * * 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 "player.h" #include "gamerules.h" #include "UserMessages.h" #ifndef CLIENT_DLL #define BOLT_AIR_VELOCITY 2000 #define BOLT_WATER_VELOCITY 1000 // UNDONE: Save/restore this? Don't forget to set classname and LINK_ENTITY_TO_CLASS() // // OVERLOADS SOME ENTVARS: // // speed - the ideal magnitude of my velocity class CCrossbowBolt : public CBaseEntity { void Spawn() override; void Precache() override; int Classify() override; void EXPORT BubbleThink(); void EXPORT BoltTouch(CBaseEntity* pOther); void EXPORT ExplodeThink(); int m_iTrail; public: static CCrossbowBolt* BoltCreate(); }; LINK_ENTITY_TO_CLASS(crossbow_bolt, CCrossbowBolt); CCrossbowBolt* CCrossbowBolt::BoltCreate() { // Create a new entity with CCrossbowBolt private data CCrossbowBolt* pBolt = GetClassPtr((CCrossbowBolt*)NULL); pBolt->pev->classname = MAKE_STRING("bolt"); pBolt->Spawn(); return pBolt; } void CCrossbowBolt::Spawn() { Precache(); pev->movetype = MOVETYPE_FLY; pev->solid = SOLID_BBOX; pev->gravity = 0.5; SET_MODEL(ENT(pev), "models/crossbow_bolt.mdl"); UTIL_SetOrigin(pev, pev->origin); UTIL_SetSize(pev, Vector(0, 0, 0), Vector(0, 0, 0)); SetTouch(&CCrossbowBolt::BoltTouch); SetThink(&CCrossbowBolt::BubbleThink); pev->nextthink = gpGlobals->time + 0.2; } void CCrossbowBolt::Precache() { PRECACHE_MODEL("models/crossbow_bolt.mdl"); PRECACHE_SOUND("weapons/xbow_hitbod1.wav"); PRECACHE_SOUND("weapons/xbow_hitbod2.wav"); PRECACHE_SOUND("weapons/xbow_fly1.wav"); PRECACHE_SOUND("weapons/xbow_hit1.wav"); PRECACHE_SOUND("fvox/beep.wav"); m_iTrail = PRECACHE_MODEL("sprites/streak.spr"); } int CCrossbowBolt::Classify() { return CLASS_NONE; } void CCrossbowBolt::BoltTouch(CBaseEntity* pOther) { SetTouch(NULL); SetThink(NULL); if (0 != pOther->pev->takedamage) { TraceResult tr = UTIL_GetGlobalTrace(); entvars_t* pevOwner; pevOwner = VARS(pev->owner); // UNDONE: this needs to call TraceAttack instead ClearMultiDamage(); if (pOther->IsPlayer()) { pOther->TraceAttack(pevOwner, gSkillData.plrDmgCrossbowClient, pev->velocity.Normalize(), &tr, DMG_NEVERGIB); } else { pOther->TraceAttack(pevOwner, gSkillData.plrDmgCrossbowMonster, pev->velocity.Normalize(), &tr, DMG_BULLET | DMG_NEVERGIB); } ApplyMultiDamage(pev, pevOwner); pev->velocity = Vector(0, 0, 0); // play body "thwack" sound switch (RANDOM_LONG(0, 1)) { case 0: EMIT_SOUND(ENT(pev), CHAN_BODY, "weapons/xbow_hitbod1.wav", 1, ATTN_NORM); break; case 1: EMIT_SOUND(ENT(pev), CHAN_BODY, "weapons/xbow_hitbod2.wav", 1, ATTN_NORM); break; } if (!g_pGameRules->IsMultiplayer()) { Killed(pev, GIB_NEVER); } } else { EMIT_SOUND_DYN(ENT(pev), CHAN_BODY, "weapons/xbow_hit1.wav", RANDOM_FLOAT(0.95, 1.0), ATTN_NORM, 0, 98 + RANDOM_LONG(0, 7)); SetThink(&CCrossbowBolt::SUB_Remove); pev->nextthink = gpGlobals->time; // this will get changed below if the bolt is allowed to stick in what it hit. if (FClassnameIs(pOther->pev, "worldspawn")) { // if what we hit is static architecture, can stay around for a while. Vector vecDir = pev->velocity.Normalize(); UTIL_SetOrigin(pev, pev->origin - vecDir * 12); pev->angles = UTIL_VecToAngles(vecDir); pev->solid = SOLID_NOT; pev->movetype = MOVETYPE_FLY; pev->velocity = Vector(0, 0, 0); pev->avelocity.z = 0; pev->angles.z = RANDOM_LONG(0, 360); pev->nextthink = gpGlobals->time + 10.0; } if (UTIL_PointContents(pev->origin) != CONTENTS_WATER) { UTIL_Sparks(pev->origin); } } if (g_pGameRules->IsMultiplayer()) { SetThink(&CCrossbowBolt::ExplodeThink); pev->nextthink = gpGlobals->time + 0.1; } } void CCrossbowBolt::BubbleThink() { pev->nextthink = gpGlobals->time + 0.1; if (pev->waterlevel == 0) return; UTIL_BubbleTrail(pev->origin - pev->velocity * 0.1, pev->origin, 1); } void CCrossbowBolt::ExplodeThink() { int iContents = UTIL_PointContents(pev->origin); int iScale; pev->dmg = 40; iScale = 10; MESSAGE_BEGIN(MSG_PVS, SVC_TEMPENTITY, pev->origin); WRITE_BYTE(TE_EXPLOSION); WRITE_COORD(pev->origin.x); WRITE_COORD(pev->origin.y); WRITE_COORD(pev->origin.z); if (iContents != CONTENTS_WATER) { WRITE_SHORT(g_sModelIndexFireball); } else { WRITE_SHORT(g_sModelIndexWExplosion); } WRITE_BYTE(iScale); // scale * 10 WRITE_BYTE(15); // framerate WRITE_BYTE(TE_EXPLFLAG_NONE); MESSAGE_END(); entvars_t* pevOwner; if (pev->owner) pevOwner = VARS(pev->owner); else pevOwner = NULL; pev->owner = NULL; // can't traceline attack owner if this is set ::RadiusDamage(pev->origin, pev, pevOwner, pev->dmg, 128, CLASS_NONE, DMG_BLAST | DMG_ALWAYSGIB); UTIL_Remove(this); } #endif LINK_ENTITY_TO_CLASS(weapon_crossbow, CCrossbow); void CCrossbow::Spawn() { Precache(); m_iId = WEAPON_CROSSBOW; SET_MODEL(ENT(pev), "models/w_crossbow.mdl"); m_iDefaultAmmo = CROSSBOW_DEFAULT_GIVE; FallInit(); // get ready to fall down. } void CCrossbow::Precache() { PRECACHE_MODEL("models/w_crossbow.mdl"); PRECACHE_MODEL("models/v_crossbow.mdl"); PRECACHE_MODEL("models/p_crossbow.mdl"); PRECACHE_SOUND("weapons/xbow_fire1.wav"); PRECACHE_SOUND("weapons/xbow_reload1.wav"); UTIL_PrecacheOther("crossbow_bolt"); m_usCrossbow = PRECACHE_EVENT(1, "events/crossbow1.sc"); m_usCrossbow2 = PRECACHE_EVENT(1, "events/crossbow2.sc"); } bool CCrossbow::GetItemInfo(ItemInfo* p) { p->pszName = STRING(pev->classname); p->pszAmmo1 = "bolts"; p->iMaxAmmo1 = BOLT_MAX_CARRY; p->pszAmmo2 = NULL; p->iMaxAmmo2 = -1; p->iMaxClip = CROSSBOW_MAX_CLIP; p->iSlot = 2; p->iPosition = 2; p->iId = WEAPON_CROSSBOW; p->iFlags = 0; p->iWeight = CROSSBOW_WEIGHT; return true; } bool CCrossbow::Deploy() { if (0 != m_iClip) return DefaultDeploy("models/v_crossbow.mdl", "models/p_crossbow.mdl", CROSSBOW_DRAW1, "bow"); return DefaultDeploy("models/v_crossbow.mdl", "models/p_crossbow.mdl", CROSSBOW_DRAW2, "bow"); } void CCrossbow::Holster() { m_fInReload = false; // cancel any reload in progress. if (m_pPlayer->m_iFOV != 0) { SecondaryAttack(); } m_pPlayer->m_flNextAttack = UTIL_WeaponTimeBase() + 0.5; if (0 != m_iClip) SendWeaponAnim(CROSSBOW_HOLSTER1); else SendWeaponAnim(CROSSBOW_HOLSTER2); } void CCrossbow::PrimaryAttack() { #ifdef CLIENT_DLL if (m_pPlayer->m_iFOV != 0 && bIsMultiplayer()) #else if (m_pPlayer->m_iFOV != 0 && g_pGameRules->IsMultiplayer()) #endif { FireSniperBolt(); return; } FireBolt(); } // this function only gets called in multiplayer void CCrossbow::FireSniperBolt() { m_flNextPrimaryAttack = GetNextAttackDelay(0.75); if (m_iClip == 0) { PlayEmptySound(); return; } TraceResult tr; m_pPlayer->m_iWeaponVolume = QUIET_GUN_VOLUME; m_iClip--; int flags; #if defined(CLIENT_WEAPONS) flags = FEV_NOTHOST; #else flags = 0; #endif PLAYBACK_EVENT_FULL(flags, m_pPlayer->edict(), m_usCrossbow2, 0.0, g_vecZero, g_vecZero, 0, 0, m_iClip, 0, 0, 0); // player "shoot" animation m_pPlayer->SetAnimation(PLAYER_ATTACK1); Vector anglesAim = m_pPlayer->pev->v_angle + m_pPlayer->pev->punchangle; UTIL_MakeVectors(anglesAim); Vector vecSrc = m_pPlayer->GetGunPosition() - gpGlobals->v_up * 2; Vector vecDir = gpGlobals->v_forward; UTIL_TraceLine(vecSrc, vecSrc + vecDir * 8192, dont_ignore_monsters, m_pPlayer->edict(), &tr); #ifndef CLIENT_DLL if (0 != tr.pHit->v.takedamage) { ClearMultiDamage(); CBaseEntity::Instance(tr.pHit)->TraceAttack(m_pPlayer->pev, 120, vecDir, &tr, DMG_BULLET | DMG_NEVERGIB); ApplyMultiDamage(pev, m_pPlayer->pev); } #endif } void CCrossbow::FireBolt() { TraceResult tr; if (m_iClip == 0) { PlayEmptySound(); return; } m_pPlayer->m_iWeaponVolume = QUIET_GUN_VOLUME; m_iClip--; int flags; #if defined(CLIENT_WEAPONS) flags = FEV_NOTHOST; #else flags = 0; #endif PLAYBACK_EVENT_FULL(flags, m_pPlayer->edict(), m_usCrossbow, 0.0, g_vecZero, g_vecZero, 0, 0, m_iClip, 0, 0, 0); // player "shoot" animation m_pPlayer->SetAnimation(PLAYER_ATTACK1); Vector anglesAim = m_pPlayer->pev->v_angle + m_pPlayer->pev->punchangle; UTIL_MakeVectors(anglesAim); anglesAim.x = -anglesAim.x; Vector vecSrc = m_pPlayer->GetGunPosition() - gpGlobals->v_up * 2; Vector vecDir = gpGlobals->v_forward; #ifndef CLIENT_DLL CCrossbowBolt* pBolt = CCrossbowBolt::BoltCreate(); pBolt->pev->origin = vecSrc; pBolt->pev->angles = anglesAim; pBolt->pev->owner = m_pPlayer->edict(); if (m_pPlayer->pev->waterlevel == 3) { pBolt->pev->velocity = vecDir * BOLT_WATER_VELOCITY; pBolt->pev->speed = BOLT_WATER_VELOCITY; } else { pBolt->pev->velocity = vecDir * BOLT_AIR_VELOCITY; pBolt->pev->speed = BOLT_AIR_VELOCITY; } pBolt->pev->avelocity.z = 10; #endif if (0 == m_iClip && m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] <= 0) // HEV suit - indicate out of ammo condition m_pPlayer->SetSuitUpdate("!HEV_AMO0", false, 0); m_flNextPrimaryAttack = GetNextAttackDelay(0.75); m_flNextSecondaryAttack = UTIL_WeaponTimeBase() + 0.75; if (m_iClip != 0) m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 5.0; else m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 0.75; } void CCrossbow::SecondaryAttack() { if (m_pPlayer->m_iFOV != 0) { m_pPlayer->m_iFOV = 0; // 0 means reset to default fov } else if (m_pPlayer->m_iFOV != 20) { m_pPlayer->m_iFOV = 20; } pev->nextthink = UTIL_WeaponTimeBase() + 0.1; m_flNextSecondaryAttack = UTIL_WeaponTimeBase() + 1.0; } void CCrossbow::Reload() { if (m_pPlayer->ammo_bolts <= 0) return; if (m_pPlayer->m_iFOV != 0) { SecondaryAttack(); } if (DefaultReload(5, CROSSBOW_RELOAD, 4.5)) { EMIT_SOUND_DYN(ENT(m_pPlayer->pev), CHAN_ITEM, "weapons/xbow_reload1.wav", RANDOM_FLOAT(0.95, 1.0), ATTN_NORM, 0, 93 + RANDOM_LONG(0, 0xF)); } } void CCrossbow::WeaponIdle() { m_pPlayer->GetAutoaimVector(AUTOAIM_2DEGREES); // get the autoaim vector but ignore it; used for autoaim crosshair in DM ResetEmptySound(); if (m_flTimeWeaponIdle < UTIL_WeaponTimeBase()) { float flRand = UTIL_SharedRandomFloat(m_pPlayer->random_seed, 0, 1); if (flRand <= 0.75) { if (0 != m_iClip) { SendWeaponAnim(CROSSBOW_IDLE1); } else { SendWeaponAnim(CROSSBOW_IDLE2); } m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + UTIL_SharedRandomFloat(m_pPlayer->random_seed, 10, 15); } else { if (0 != m_iClip) { SendWeaponAnim(CROSSBOW_FIDGET1); m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 90.0 / 30.0; } else { SendWeaponAnim(CROSSBOW_FIDGET2); m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 80.0 / 30.0; } } } } class CCrossbowAmmo : public CBasePlayerAmmo { void Spawn() override { Precache(); SET_MODEL(ENT(pev), "models/w_crossbow_clip.mdl"); CBasePlayerAmmo::Spawn(); } void Precache() override { PRECACHE_MODEL("models/w_crossbow_clip.mdl"); PRECACHE_SOUND("items/9mmclip1.wav"); } bool AddAmmo(CBaseEntity* pOther) override { if (pOther->GiveAmmo(AMMO_CROSSBOWCLIP_GIVE, "bolts", BOLT_MAX_CARRY) != -1) { EMIT_SOUND(ENT(pev), CHAN_ITEM, "items/9mmclip1.wav", 1, ATTN_NORM); return true; } return false; } }; LINK_ENTITY_TO_CLASS(ammo_crossbow, CCrossbowAmmo);