halflife-photomode/dlls/satchel.cpp
Joël Troch 1c202f5812 [HL25] Backport satchel charge/radio controls
Those who want the "legacy" behavior can comment the define in
"satchel.cpp" called "MODERN_SATCHEL_CONTROLS".
2024-08-28 15:35:04 +02:00

519 lines
12 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 "player.h"
#include "gamerules.h"
// If you want the "legacy" controls where primary attack is "throw first charge / detonate" and secondary attack is
// "throw extra" charge, simply comment this define.
#define MODERN_SATCHEL_CONTROLS
class CSatchelCharge : public CGrenade
{
void Spawn() override;
void Precache() override;
void BounceSound() override;
void EXPORT SatchelSlide(CBaseEntity* pOther);
void EXPORT SatchelThink();
public:
void Deactivate();
};
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()
{
pev->solid = SOLID_NOT;
UTIL_Remove(this);
}
void CSatchelCharge::Spawn()
{
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(&CSatchelCharge::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)
{
entvars_t* pevOther = pOther->pev;
// 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) == 0 && pev->velocity.Length2D() > 10)
{
BounceSound();
}
StudioFrameAdvance();
}
void CSatchelCharge::SatchelThink()
{
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()
{
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()
{
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
//=========================================================
bool CSatchel::AddDuplicate(CBasePlayerItem* pOriginal)
{
CSatchel* pSatchel = nullptr;
#ifdef CLIENT_DLL
if (bIsMultiplayer())
#else
if (g_pGameRules->IsMultiplayer())
#endif
{
pSatchel = (CSatchel*)pOriginal;
if (pOriginal->m_pPlayer == NULL)
return true;
int nSatchelsInPocket = pSatchel->m_pPlayer->m_rgAmmo[pSatchel->PrimaryAmmoIndex()];
int nNumSatchels = 0;
CBaseEntity* pLiveSatchel = NULL;
while ((pLiveSatchel = UTIL_FindEntityInSphere(pLiveSatchel, pOriginal->m_pPlayer->pev->origin, 4096)) != NULL)
{
if (FClassnameIs(pLiveSatchel->pev, "monster_satchel"))
{
if (pLiveSatchel->pev->owner == pOriginal->m_pPlayer->edict())
{
nNumSatchels++;
}
}
}
if (pSatchel->m_chargeReady != 0 && (nSatchelsInPocket + nNumSatchels) >= SATCHEL_MAX_CARRY)
{
// player has some satchels deployed. Refuse to add more.
return false;
}
}
return CBasePlayerWeapon::AddDuplicate(pOriginal);
}
//=========================================================
//=========================================================
void CSatchel::AddToPlayer(CBasePlayer* pPlayer)
{
m_chargeReady = 0; // this satchel charge weapon now forgets that any satchels are deployed by it.
CBasePlayerWeapon::AddToPlayer(pPlayer);
}
void CSatchel::Spawn()
{
Precache();
m_iId = WEAPON_SATCHEL;
SET_MODEL(ENT(pev), "models/w_satchel.mdl");
m_iDefaultAmmo = SATCHEL_DEFAULT_GIVE;
FallInit(); // get ready to fall down.
}
void CSatchel::Precache()
{
PRECACHE_MODEL("models/v_satchel.mdl");
PRECACHE_MODEL("models/v_satchel_radio.mdl");
PRECACHE_MODEL("models/w_satchel.mdl");
PRECACHE_MODEL("models/p_satchel.mdl");
PRECACHE_MODEL("models/p_satchel_radio.mdl");
UTIL_PrecacheOther("monster_satchel");
}
bool CSatchel::GetItemInfo(ItemInfo* p)
{
p->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 true;
}
//=========================================================
//=========================================================
bool CSatchel::IsUseable()
{
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()
{
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 );
bool result;
if (0 != m_chargeReady)
result = DefaultDeploy("models/v_satchel_radio.mdl", "models/p_satchel_radio.mdl", SATCHEL_RADIO_DRAW, "hive");
else
result = DefaultDeploy("models/v_satchel.mdl", "models/p_satchel.mdl", SATCHEL_DRAW, "trip");
if (result)
{
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 2;
}
return result;
}
void CSatchel::Holster()
{
m_pPlayer->m_flNextAttack = UTIL_WeaponTimeBase() + 0.5;
if (0 != 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 (0 == m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] && 0 == m_chargeReady)
{
m_pPlayer->ClearWeaponBit(m_iId);
SetThink(&CSatchel::DestroyItem);
pev->nextthink = gpGlobals->time + 0.1;
}
}
void CSatchel::PrimaryAttack()
{
#ifdef MODERN_SATCHEL_CONTROLS
// we're reloading, don't allow fire
if (m_chargeReady != 2)
{
Throw();
}
#else
switch (m_chargeReady)
{
case 0:
{
Throw();
}
break;
case 1:
{
Detonate();
break;
}
case 2:
// we're reloading, don't allow fire
{
}
break;
}
#endif
}
void CSatchel::SecondaryAttack()
{
#ifdef MODERN_SATCHEL_CONTROLS
if (m_chargeReady == 1)
{
Detonate();
}
#else
if (m_chargeReady != 2)
{
Throw();
}
#endif
}
void CSatchel::Throw()
{
if (0 != 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 = GetNextAttackDelay(1.0);
m_flNextSecondaryAttack = UTIL_WeaponTimeBase() + 0.5;
}
}
void CSatchel::Detonate()
{
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 = GetNextAttackDelay(0.5);
m_flNextSecondaryAttack = UTIL_WeaponTimeBase() + 0.5;
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 0.5;
}
void CSatchel::WeaponIdle()
{
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 (0 == 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 = GetNextAttackDelay(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");
}
}