halflife-photomode/dlls/weapons.cpp
Joël Troch e0ba8cebc7 [HL25] Backport busters game mode
Also backport a define being moved at the top in "multiplay_gamerules.cpp".
And two changes related to weapons in general in "weapons.cpp".
2024-08-28 16:37:49 +02:00

1461 lines
38 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.
*
****/
/*
===== weapons.cpp ========================================================
functions governing the selection/use of weapons for players
*/
#include "extdll.h"
#include "util.h"
#include "cbase.h"
#include "player.h"
#include "monsters.h"
#include "weapons.h"
#include "soundent.h"
#include "decals.h"
#include "gamerules.h"
#include "UserMessages.h"
#define NOT_USED 255
#define TRACER_FREQ 4 // Tracers fire every fourth bullet
extern bool IsBustingGame();
extern bool IsPlayerBusting(CBaseEntity* pPlayer);
//=========================================================
// MaxAmmoCarry - pass in a name and this function will tell
// you the maximum amount of that type of ammunition that a
// player can carry.
//=========================================================
int MaxAmmoCarry(int iszName)
{
for (int i = 0; i < MAX_WEAPONS; i++)
{
if (CBasePlayerItem::ItemInfoArray[i].pszAmmo1 && 0 == strcmp(STRING(iszName), CBasePlayerItem::ItemInfoArray[i].pszAmmo1))
return CBasePlayerItem::ItemInfoArray[i].iMaxAmmo1;
if (CBasePlayerItem::ItemInfoArray[i].pszAmmo2 && 0 == strcmp(STRING(iszName), CBasePlayerItem::ItemInfoArray[i].pszAmmo2))
return CBasePlayerItem::ItemInfoArray[i].iMaxAmmo2;
}
ALERT(at_console, "MaxAmmoCarry() doesn't recognize '%s'!\n", STRING(iszName));
return -1;
}
/*
==============================================================================
MULTI-DAMAGE
Collects multiple small damages into a single damage
==============================================================================
*/
//
// ClearMultiDamage - resets the global multi damage accumulator
//
void ClearMultiDamage()
{
gMultiDamage.pEntity = NULL;
gMultiDamage.amount = 0;
gMultiDamage.type = 0;
}
//
// ApplyMultiDamage - inflicts contents of global multi damage register on gMultiDamage.pEntity
//
// GLOBALS USED:
// gMultiDamage
void ApplyMultiDamage(entvars_t* pevInflictor, entvars_t* pevAttacker)
{
Vector vecSpot1; //where blood comes from
Vector vecDir; //direction blood should go
TraceResult tr;
if (!gMultiDamage.pEntity)
return;
gMultiDamage.pEntity->TakeDamage(pevInflictor, pevAttacker, gMultiDamage.amount, gMultiDamage.type);
}
// GLOBALS USED:
// gMultiDamage
void AddMultiDamage(entvars_t* pevInflictor, CBaseEntity* pEntity, float flDamage, int bitsDamageType)
{
if (!pEntity)
return;
gMultiDamage.type |= bitsDamageType;
if (pEntity != gMultiDamage.pEntity)
{
ApplyMultiDamage(pevInflictor, pevInflictor); // UNDONE: wrong attacker!
gMultiDamage.pEntity = pEntity;
gMultiDamage.amount = 0;
}
gMultiDamage.amount += flDamage;
}
/*
================
SpawnBlood
================
*/
void SpawnBlood(Vector vecSpot, int bloodColor, float flDamage)
{
UTIL_BloodDrips(vecSpot, g_vecAttackDir, bloodColor, (int)flDamage);
}
int DamageDecal(CBaseEntity* pEntity, int bitsDamageType)
{
if (!pEntity)
return (DECAL_GUNSHOT1 + RANDOM_LONG(0, 4));
return pEntity->DamageDecal(bitsDamageType);
}
void DecalGunshot(TraceResult* pTrace, int iBulletType)
{
// Is the entity valid
if (!UTIL_IsValidEntity(pTrace->pHit))
return;
if (VARS(pTrace->pHit)->solid == SOLID_BSP || VARS(pTrace->pHit)->movetype == MOVETYPE_PUSHSTEP)
{
CBaseEntity* pEntity = NULL;
// Decal the wall with a gunshot
if (!FNullEnt(pTrace->pHit))
pEntity = CBaseEntity::Instance(pTrace->pHit);
switch (iBulletType)
{
case BULLET_PLAYER_9MM:
case BULLET_MONSTER_9MM:
case BULLET_PLAYER_MP5:
case BULLET_MONSTER_MP5:
case BULLET_PLAYER_BUCKSHOT:
case BULLET_PLAYER_357:
default:
// smoke and decal
UTIL_GunshotDecalTrace(pTrace, DamageDecal(pEntity, DMG_BULLET));
break;
case BULLET_MONSTER_12MM:
// smoke and decal
UTIL_GunshotDecalTrace(pTrace, DamageDecal(pEntity, DMG_BULLET));
break;
case BULLET_PLAYER_CROWBAR:
// wall decal
UTIL_DecalTrace(pTrace, DamageDecal(pEntity, DMG_CLUB));
break;
}
}
}
//
// EjectBrass - tosses a brass shell from passed origin at passed velocity
//
void EjectBrass(const Vector& vecOrigin, const Vector& vecVelocity, float rotation, int model, int soundtype)
{
// FIX: when the player shoots, their gun isn't in the same position as it is on the model other players see.
MESSAGE_BEGIN(MSG_PVS, SVC_TEMPENTITY, vecOrigin);
WRITE_BYTE(TE_MODEL);
WRITE_COORD(vecOrigin.x);
WRITE_COORD(vecOrigin.y);
WRITE_COORD(vecOrigin.z);
WRITE_COORD(vecVelocity.x);
WRITE_COORD(vecVelocity.y);
WRITE_COORD(vecVelocity.z);
WRITE_ANGLE(rotation);
WRITE_SHORT(model);
WRITE_BYTE(soundtype);
WRITE_BYTE(25); // 2.5 seconds
MESSAGE_END();
}
#if 0
// UNDONE: This is no longer used?
void ExplodeModel( const Vector &vecOrigin, float speed, int model, int count )
{
MESSAGE_BEGIN( MSG_PVS, SVC_TEMPENTITY, vecOrigin );
WRITE_BYTE ( TE_EXPLODEMODEL );
WRITE_COORD( vecOrigin.x );
WRITE_COORD( vecOrigin.y );
WRITE_COORD( vecOrigin.z );
WRITE_COORD( speed );
WRITE_SHORT( model );
WRITE_SHORT( count );
WRITE_BYTE ( 15 );// 1.5 seconds
MESSAGE_END();
}
#endif
// Precaches the weapon and queues the weapon info for sending to clients
void UTIL_PrecacheOtherWeapon(const char* szClassname)
{
edict_t* pent;
pent = CREATE_NAMED_ENTITY(MAKE_STRING(szClassname));
if (FNullEnt(pent))
{
ALERT(at_console, "NULL Ent in UTIL_PrecacheOtherWeapon\n");
return;
}
CBaseEntity* pEntity = CBaseEntity::Instance(VARS(pent));
if (pEntity)
{
ItemInfo II;
pEntity->Precache();
memset(&II, 0, sizeof II);
if (((CBasePlayerItem*)pEntity)->GetItemInfo(&II))
{
CBasePlayerItem::ItemInfoArray[II.iId] = II;
const char* weaponName = ((II.iFlags & ITEM_FLAG_EXHAUSTIBLE) != 0) ? STRING(pEntity->pev->classname) : nullptr;
if (II.pszAmmo1 && '\0' != *II.pszAmmo1)
{
AddAmmoNameToAmmoRegistry(II.pszAmmo1, weaponName);
}
if (II.pszAmmo2 && '\0' != *II.pszAmmo2)
{
AddAmmoNameToAmmoRegistry(II.pszAmmo2, weaponName);
}
memset(&II, 0, sizeof II);
}
}
REMOVE_ENTITY(pent);
}
// called by worldspawn
void W_Precache()
{
memset(CBasePlayerItem::ItemInfoArray, 0, sizeof(CBasePlayerItem::ItemInfoArray));
memset(CBasePlayerItem::AmmoInfoArray, 0, sizeof(CBasePlayerItem::AmmoInfoArray));
giAmmoIndex = 0;
// custom items...
// common world objects
UTIL_PrecacheOther("item_suit");
UTIL_PrecacheOther("item_battery");
UTIL_PrecacheOther("item_antidote");
UTIL_PrecacheOther("item_security");
UTIL_PrecacheOther("item_longjump");
// shotgun
UTIL_PrecacheOtherWeapon("weapon_shotgun");
UTIL_PrecacheOther("ammo_buckshot");
// crowbar
UTIL_PrecacheOtherWeapon("weapon_crowbar");
// glock
UTIL_PrecacheOtherWeapon("weapon_9mmhandgun");
UTIL_PrecacheOther("ammo_9mmclip");
// mp5
UTIL_PrecacheOtherWeapon("weapon_9mmAR");
UTIL_PrecacheOther("ammo_9mmAR");
UTIL_PrecacheOther("ammo_ARgrenades");
// python
UTIL_PrecacheOtherWeapon("weapon_357");
UTIL_PrecacheOther("ammo_357");
// gauss
UTIL_PrecacheOtherWeapon("weapon_gauss");
UTIL_PrecacheOther("ammo_gaussclip");
// rpg
UTIL_PrecacheOtherWeapon("weapon_rpg");
UTIL_PrecacheOther("ammo_rpgclip");
// crossbow
UTIL_PrecacheOtherWeapon("weapon_crossbow");
UTIL_PrecacheOther("ammo_crossbow");
// egon
UTIL_PrecacheOtherWeapon("weapon_egon");
// tripmine
UTIL_PrecacheOtherWeapon("weapon_tripmine");
// satchel charge
UTIL_PrecacheOtherWeapon("weapon_satchel");
// hand grenade
UTIL_PrecacheOtherWeapon("weapon_handgrenade");
// squeak grenade
UTIL_PrecacheOtherWeapon("weapon_snark");
// hornetgun
UTIL_PrecacheOtherWeapon("weapon_hornetgun");
if (g_pGameRules->IsDeathmatch())
{
UTIL_PrecacheOther("weaponbox"); // container for dropped deathmatch weapons
}
g_sModelIndexFireball = PRECACHE_MODEL("sprites/zerogxplode.spr"); // fireball
g_sModelIndexWExplosion = PRECACHE_MODEL("sprites/WXplo1.spr"); // underwater fireball
g_sModelIndexSmoke = PRECACHE_MODEL("sprites/steam1.spr"); // smoke
g_sModelIndexBubbles = PRECACHE_MODEL("sprites/bubble.spr"); //bubbles
g_sModelIndexBloodSpray = PRECACHE_MODEL("sprites/bloodspray.spr"); // initial blood
g_sModelIndexBloodDrop = PRECACHE_MODEL("sprites/blood.spr"); // splattered blood
g_sModelIndexLaser = PRECACHE_MODEL((char*)g_pModelNameLaser);
g_sModelIndexLaserDot = PRECACHE_MODEL("sprites/laserdot.spr");
// used by explosions
PRECACHE_MODEL("models/grenade.mdl");
PRECACHE_MODEL("sprites/explode1.spr");
PRECACHE_SOUND("weapons/debris1.wav"); // explosion aftermaths
PRECACHE_SOUND("weapons/debris2.wav"); // explosion aftermaths
PRECACHE_SOUND("weapons/debris3.wav"); // explosion aftermaths
PRECACHE_SOUND("weapons/grenade_hit1.wav"); //grenade
PRECACHE_SOUND("weapons/grenade_hit2.wav"); //grenade
PRECACHE_SOUND("weapons/grenade_hit3.wav"); //grenade
PRECACHE_SOUND("weapons/bullet_hit1.wav"); // hit by bullet
PRECACHE_SOUND("weapons/bullet_hit2.wav"); // hit by bullet
PRECACHE_SOUND("items/weapondrop1.wav"); // weapon falls to the ground
}
TYPEDESCRIPTION CBasePlayerItem::m_SaveData[] =
{
DEFINE_FIELD(CBasePlayerItem, m_pPlayer, FIELD_CLASSPTR),
DEFINE_FIELD(CBasePlayerItem, m_pNext, FIELD_CLASSPTR),
//DEFINE_FIELD( CBasePlayerItem, m_fKnown, FIELD_INTEGER ),Reset to zero on load
DEFINE_FIELD(CBasePlayerItem, m_iId, FIELD_INTEGER),
// DEFINE_FIELD( CBasePlayerItem, m_iIdPrimary, FIELD_INTEGER ),
// DEFINE_FIELD( CBasePlayerItem, m_iIdSecondary, FIELD_INTEGER ),
};
IMPLEMENT_SAVERESTORE(CBasePlayerItem, CBaseAnimating);
TYPEDESCRIPTION CBasePlayerWeapon::m_SaveData[] =
{
#if defined(CLIENT_WEAPONS)
DEFINE_FIELD(CBasePlayerWeapon, m_flNextPrimaryAttack, FIELD_FLOAT),
DEFINE_FIELD(CBasePlayerWeapon, m_flNextSecondaryAttack, FIELD_FLOAT),
DEFINE_FIELD(CBasePlayerWeapon, m_flTimeWeaponIdle, FIELD_FLOAT),
#else // CLIENT_WEAPONS
DEFINE_FIELD(CBasePlayerWeapon, m_flNextPrimaryAttack, FIELD_TIME),
DEFINE_FIELD(CBasePlayerWeapon, m_flNextSecondaryAttack, FIELD_TIME),
DEFINE_FIELD(CBasePlayerWeapon, m_flTimeWeaponIdle, FIELD_TIME),
#endif // CLIENT_WEAPONS
DEFINE_FIELD(CBasePlayerWeapon, m_iPrimaryAmmoType, FIELD_INTEGER),
DEFINE_FIELD(CBasePlayerWeapon, m_iSecondaryAmmoType, FIELD_INTEGER),
DEFINE_FIELD(CBasePlayerWeapon, m_iClip, FIELD_INTEGER),
DEFINE_FIELD(CBasePlayerWeapon, m_iDefaultAmmo, FIELD_INTEGER),
// DEFINE_FIELD( CBasePlayerWeapon, m_iClientClip, FIELD_INTEGER ) , reset to zero on load so hud gets updated correctly
// DEFINE_FIELD( CBasePlayerWeapon, m_iClientWeaponState, FIELD_INTEGER ), reset to zero on load so hud gets updated correctly
};
IMPLEMENT_SAVERESTORE(CBasePlayerWeapon, CBasePlayerItem);
void CBasePlayerItem::SetObjectCollisionBox()
{
pev->absmin = pev->origin + Vector(-24, -24, 0);
pev->absmax = pev->origin + Vector(24, 24, 16);
}
//=========================================================
// Sets up movetype, size, solidtype for a new weapon.
//=========================================================
void CBasePlayerItem::FallInit()
{
pev->movetype = MOVETYPE_TOSS;
pev->solid = SOLID_BBOX;
UTIL_SetOrigin(pev, pev->origin);
UTIL_SetSize(pev, Vector(0, 0, 0), Vector(0, 0, 0)); //pointsize until it lands on the ground.
SetTouch(&CBasePlayerItem::DefaultTouch);
SetThink(&CBasePlayerItem::FallThink);
pev->nextthink = gpGlobals->time + 0.1;
}
//=========================================================
// FallThink - Items that have just spawned run this think
// to catch them when they hit the ground. Once we're sure
// that the object is grounded, we change its solid type
// to trigger and set it in a large box that helps the
// player get it.
//=========================================================
void CBasePlayerItem::FallThink()
{
pev->nextthink = gpGlobals->time + 0.1;
if ((pev->flags & FL_ONGROUND) != 0)
{
// clatter if we have an owner (i.e., dropped by someone)
// don't clatter if the gun is waiting to respawn (if it's waiting, it is invisible!)
if (!FNullEnt(pev->owner))
{
int pitch = 95 + RANDOM_LONG(0, 29);
EMIT_SOUND_DYN(ENT(pev), CHAN_VOICE, "items/weapondrop1.wav", 1, ATTN_NORM, 0, pitch);
}
// lie flat
pev->angles.x = 0;
pev->angles.z = 0;
Materialize();
}
else if (m_pPlayer != NULL)
{
SetThink(NULL);
}
// This weapon is an egon, it has no owner and we're in busting mode, so just remove it when it hits the ground
if (IsBustingGame() && FNullEnt(pev->owner))
{
if (!strcmp("weapon_egon", STRING(pev->classname)))
{
UTIL_Remove(this);
}
}
}
//=========================================================
// Materialize - make a CBasePlayerItem visible and tangible
//=========================================================
void CBasePlayerItem::Materialize()
{
if ((pev->effects & EF_NODRAW) != 0)
{
// changing from invisible state to visible.
EMIT_SOUND_DYN(ENT(pev), CHAN_WEAPON, "items/suitchargeok1.wav", 1, ATTN_NORM, 0, 150);
pev->effects &= ~EF_NODRAW;
pev->effects |= EF_MUZZLEFLASH;
}
pev->solid = SOLID_TRIGGER;
UTIL_SetOrigin(pev, pev->origin); // link into world.
SetTouch(&CBasePlayerItem::DefaultTouch);
SetThink(NULL);
}
//=========================================================
// AttemptToMaterialize - the item is trying to rematerialize,
// should it do so now or wait longer?
//=========================================================
void CBasePlayerItem::AttemptToMaterialize()
{
float time = g_pGameRules->FlWeaponTryRespawn(this);
if (time == 0)
{
Materialize();
return;
}
pev->nextthink = time;
}
//=========================================================
// CheckRespawn - a player is taking this weapon, should
// it respawn?
//=========================================================
void CBasePlayerItem::CheckRespawn()
{
switch (g_pGameRules->WeaponShouldRespawn(this))
{
case GR_WEAPON_RESPAWN_YES:
Respawn();
break;
case GR_WEAPON_RESPAWN_NO:
return;
break;
}
}
//=========================================================
// Respawn- this item is already in the world, but it is
// invisible and intangible. Make it visible and tangible.
//=========================================================
CBaseEntity* CBasePlayerItem::Respawn()
{
// make a copy of this weapon that is invisible and inaccessible to players (no touch function). The weapon spawn/respawn code
// will decide when to make the weapon visible and touchable.
CBaseEntity* pNewWeapon = CBaseEntity::Create((char*)STRING(pev->classname), g_pGameRules->VecWeaponRespawnSpot(this), pev->angles, pev->owner);
if (pNewWeapon)
{
pNewWeapon->pev->effects |= EF_NODRAW; // invisible for now
pNewWeapon->SetTouch(NULL); // no touch
pNewWeapon->SetThink(&CBasePlayerItem::AttemptToMaterialize);
DROP_TO_FLOOR(ENT(pev));
// not a typo! We want to know when the weapon the player just picked up should respawn! This new entity we created is the replacement,
// but when it should respawn is based on conditions belonging to the weapon that was taken.
pNewWeapon->pev->nextthink = g_pGameRules->FlWeaponRespawnTime(this);
}
else
{
ALERT(at_console, "Respawn failed to create %s!\n", STRING(pev->classname));
}
return pNewWeapon;
}
void CBasePlayerItem::DefaultTouch(CBaseEntity* pOther)
{
// if it's not a player, ignore
if (!pOther->IsPlayer())
return;
if (IsPlayerBusting(pOther))
return;
CBasePlayer* pPlayer = (CBasePlayer*)pOther;
// can I have this?
if (!g_pGameRules->CanHavePlayerItem(pPlayer, this))
{
if (gEvilImpulse101)
{
UTIL_Remove(this);
}
return;
}
if (pOther->AddPlayerItem(this))
{
AttachToPlayer(pPlayer);
EMIT_SOUND(ENT(pPlayer->pev), CHAN_ITEM, "items/gunpickup2.wav", 1, ATTN_NORM);
}
SUB_UseTargets(pOther, USE_TOGGLE, 0); // UNDONE: when should this happen?
}
void CBasePlayerItem::DestroyItem()
{
if (m_pPlayer)
{
// if attached to a player, remove.
m_pPlayer->RemovePlayerItem(this);
}
Kill();
}
void CBasePlayerItem::AddToPlayer(CBasePlayer* pPlayer)
{
m_pPlayer = pPlayer;
}
void CBasePlayerItem::Drop()
{
SetTouch(NULL);
SetThink(&CBasePlayerItem::SUB_Remove);
pev->nextthink = gpGlobals->time + .1;
}
void CBasePlayerItem::Kill()
{
SetTouch(NULL);
SetThink(&CBasePlayerItem::SUB_Remove);
pev->nextthink = gpGlobals->time + .1;
}
void CBasePlayerItem::Holster()
{
m_pPlayer->pev->viewmodel = 0;
m_pPlayer->pev->weaponmodel = 0;
}
void CBasePlayerItem::AttachToPlayer(CBasePlayer* pPlayer)
{
pev->movetype = MOVETYPE_FOLLOW;
pev->solid = SOLID_NOT;
pev->aiment = pPlayer->edict();
pev->effects = EF_NODRAW; // ??
pev->modelindex = 0; // server won't send down to clients if modelindex == 0
pev->model = iStringNull;
pev->owner = pPlayer->edict();
pev->nextthink = gpGlobals->time + .1;
SetTouch(NULL);
SetThink(NULL); // Clear FallThink function so it can't run while attached to player.
}
// CALLED THROUGH the newly-touched weapon's instance. The existing player weapon is pOriginal
bool CBasePlayerWeapon::AddDuplicate(CBasePlayerItem* pOriginal)
{
if (0 != m_iDefaultAmmo)
{
return ExtractAmmo((CBasePlayerWeapon*)pOriginal);
}
else
{
// a dead player dropped this.
return ExtractClipAmmo((CBasePlayerWeapon*)pOriginal);
}
}
void CBasePlayerWeapon::AddToPlayer(CBasePlayer* pPlayer)
{
/*
if ((iFlags() & ITEM_FLAG_EXHAUSTIBLE) != 0 && m_iDefaultAmmo == 0 && m_iClip <= 0)
{
//This is an exhaustible weapon that has no ammo left. Don't add it, queue it up for destruction instead.
SetThink(&CSatchel::DestroyItem);
pev->nextthink = gpGlobals->time + 0.1;
return false;
}
*/
CBasePlayerItem::AddToPlayer(pPlayer);
pPlayer->SetWeaponBit(m_iId);
if (0 == m_iPrimaryAmmoType)
{
m_iPrimaryAmmoType = pPlayer->GetAmmoIndex(pszAmmo1());
m_iSecondaryAmmoType = pPlayer->GetAmmoIndex(pszAmmo2());
}
}
bool CBasePlayerWeapon::UpdateClientData(CBasePlayer* pPlayer)
{
bool bSend = false;
int state = 0;
if (pPlayer->m_pActiveItem == this)
{
if (pPlayer->m_fOnTarget)
state = WEAPON_IS_ONTARGET;
else
state = 1;
}
// Forcing send of all data!
if (!pPlayer->m_fWeapon)
{
bSend = true;
}
// This is the current or last weapon, so the state will need to be updated
if (this == pPlayer->m_pActiveItem ||
this == pPlayer->m_pClientActiveItem)
{
if (pPlayer->m_pActiveItem != pPlayer->m_pClientActiveItem)
{
bSend = true;
}
}
// If the ammo, state, or fov has changed, update the weapon
if (m_iClip != m_iClientClip ||
state != m_iClientWeaponState ||
pPlayer->m_iFOV != pPlayer->m_iClientFOV)
{
bSend = true;
}
if (bSend)
{
MESSAGE_BEGIN(MSG_ONE, gmsgCurWeapon, NULL, pPlayer->pev);
WRITE_BYTE(state);
WRITE_BYTE(m_iId);
WRITE_BYTE(m_iClip);
MESSAGE_END();
m_iClientClip = m_iClip;
m_iClientWeaponState = state;
pPlayer->m_fWeapon = true;
}
if (m_pNext)
m_pNext->UpdateClientData(pPlayer);
return true;
}
void CBasePlayerWeapon::SendWeaponAnim(int iAnim, int body)
{
const bool skiplocal = !m_ForceSendAnimations && UseDecrement() != false;
m_pPlayer->pev->weaponanim = iAnim;
#if defined(CLIENT_WEAPONS)
if (skiplocal && ENGINE_CANSKIP(m_pPlayer->edict()))
return;
#endif
MESSAGE_BEGIN(MSG_ONE, SVC_WEAPONANIM, NULL, m_pPlayer->pev);
WRITE_BYTE(iAnim); // sequence number
WRITE_BYTE(pev->body); // weaponmodel bodygroup.
MESSAGE_END();
}
bool CBasePlayerWeapon::AddPrimaryAmmo(CBasePlayerWeapon* origin, int iCount, char* szName, int iMaxClip, int iMaxCarry)
{
int iIdAmmo;
if (iMaxClip < 1)
{
m_iClip = -1;
iIdAmmo = m_pPlayer->GiveAmmo(iCount, szName, iMaxCarry);
}
else if (m_iClip == 0)
{
int i;
i = V_min(m_iClip + iCount, iMaxClip) - m_iClip;
m_iClip += i;
iIdAmmo = m_pPlayer->GiveAmmo(iCount - i, szName, iMaxCarry);
}
else
{
iIdAmmo = m_pPlayer->GiveAmmo(iCount, szName, iMaxCarry);
}
// m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] = iMaxCarry; // hack for testing
if (iIdAmmo > 0)
{
m_iPrimaryAmmoType = iIdAmmo;
if (this != origin)
{
// play the "got ammo" sound only if we gave some ammo to a player that already had this gun.
// if the player is just getting this gun for the first time, DefaultTouch will play the "picked up gun" sound for us.
EMIT_SOUND(ENT(pev), CHAN_ITEM, "items/9mmclip1.wav", 1, ATTN_NORM);
}
}
return iIdAmmo > 0 ? true : false;
}
bool CBasePlayerWeapon::AddSecondaryAmmo(int iCount, char* szName, int iMax)
{
int iIdAmmo;
iIdAmmo = m_pPlayer->GiveAmmo(iCount, szName, iMax);
//m_pPlayer->m_rgAmmo[m_iSecondaryAmmoType] = iMax; // hack for testing
if (iIdAmmo > 0)
{
m_iSecondaryAmmoType = iIdAmmo;
EMIT_SOUND(ENT(pev), CHAN_ITEM, "items/9mmclip1.wav", 1, ATTN_NORM);
}
return iIdAmmo > 0 ? true : false;
}
//=========================================================
// IsUseable - this function determines whether or not a
// weapon is useable by the player in its current state.
// (does it have ammo loaded? do I have any ammo for the
// weapon?, etc)
//=========================================================
bool CBasePlayerWeapon::IsUseable()
{
if (m_iClip > 0)
{
return true;
}
//Player has unlimited ammo for this weapon or does not use magazines
if (iMaxAmmo1() == WEAPON_NOCLIP)
{
return true;
}
if (m_pPlayer->m_rgAmmo[PrimaryAmmoIndex()] > 0)
{
return true;
}
if (pszAmmo2())
{
//Player has unlimited ammo for this weapon or does not use magazines
if (iMaxAmmo2() == WEAPON_NOCLIP)
{
return true;
}
if (m_pPlayer->m_rgAmmo[SecondaryAmmoIndex()] > 0)
{
return true;
}
}
// clip is empty (or nonexistant) and the player has no more ammo of this type.
return CanDeploy();
}
bool CBasePlayerWeapon::DefaultDeploy(const char* szViewModel, const char* szWeaponModel, int iAnim, const char* szAnimExt, int body)
{
if (!CanDeploy())
return false;
m_pPlayer->TabulateAmmo();
m_pPlayer->pev->viewmodel = MAKE_STRING(szViewModel);
m_pPlayer->pev->weaponmodel = MAKE_STRING(szWeaponModel);
strcpy(m_pPlayer->m_szAnimExtention, szAnimExt);
SendWeaponAnim(iAnim, body);
m_pPlayer->m_flNextAttack = UTIL_WeaponTimeBase() + 0.5;
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 1.0;
m_flLastFireTime = 0.0;
return true;
}
bool CBasePlayerWeapon::PlayEmptySound()
{
if (m_iPlayEmptySound)
{
EMIT_SOUND_PREDICTED(ENT(m_pPlayer->pev), CHAN_WEAPON, "weapons/357_cock1.wav", 0.8, ATTN_NORM, 0, PITCH_NORM);
m_iPlayEmptySound = false;
return false;
}
return false;
}
//=========================================================
//=========================================================
int CBasePlayerWeapon::PrimaryAmmoIndex()
{
return m_iPrimaryAmmoType;
}
//=========================================================
//=========================================================
int CBasePlayerWeapon::SecondaryAmmoIndex()
{
return m_iSecondaryAmmoType;
}
void CBasePlayerWeapon::Holster()
{
m_fInReload = false; // cancel any reload in progress.
m_pPlayer->pev->viewmodel = 0;
m_pPlayer->pev->weaponmodel = 0;
}
void CBasePlayerAmmo::Spawn()
{
pev->movetype = MOVETYPE_TOSS;
pev->solid = SOLID_TRIGGER;
UTIL_SetSize(pev, Vector(-16, -16, 0), Vector(16, 16, 16));
UTIL_SetOrigin(pev, pev->origin);
SetTouch(&CBasePlayerAmmo::DefaultTouch);
}
CBaseEntity* CBasePlayerAmmo::Respawn()
{
pev->effects |= EF_NODRAW;
SetTouch(NULL);
UTIL_SetOrigin(pev, g_pGameRules->VecAmmoRespawnSpot(this)); // move to wherever I'm supposed to repawn.
SetThink(&CBasePlayerAmmo::Materialize);
pev->nextthink = g_pGameRules->FlAmmoRespawnTime(this);
return this;
}
void CBasePlayerAmmo::Materialize()
{
if ((pev->effects & EF_NODRAW) != 0)
{
// changing from invisible state to visible.
EMIT_SOUND_DYN(ENT(pev), CHAN_WEAPON, "items/suitchargeok1.wav", 1, ATTN_NORM, 0, 150);
pev->effects &= ~EF_NODRAW;
pev->effects |= EF_MUZZLEFLASH;
}
SetTouch(&CBasePlayerAmmo::DefaultTouch);
}
void CBasePlayerAmmo::DefaultTouch(CBaseEntity* pOther)
{
if (!pOther->IsPlayer())
{
return;
}
if (AddAmmo(pOther))
{
if (g_pGameRules->AmmoShouldRespawn(this) == GR_AMMO_RESPAWN_YES)
{
Respawn();
}
else
{
SetTouch(NULL);
SetThink(&CBasePlayerAmmo::SUB_Remove);
pev->nextthink = gpGlobals->time + .1;
}
}
else if (gEvilImpulse101)
{
// evil impulse 101 hack, kill always
SetTouch(NULL);
SetThink(&CBasePlayerAmmo::SUB_Remove);
pev->nextthink = gpGlobals->time + .1;
}
}
//=========================================================
// called by the new item with the existing item as parameter
//
// if we call ExtractAmmo(), it's because the player is picking up this type of weapon for
// the first time. If it is spawned by the world, m_iDefaultAmmo will have a default ammo amount in it.
// if this is a weapon dropped by a dying player, has 0 m_iDefaultAmmo, which means only the ammo in
// the weapon clip comes along.
//=========================================================
bool CBasePlayerWeapon::ExtractAmmo(CBasePlayerWeapon* pWeapon)
{
bool iReturn = false;
if (pszAmmo1() != NULL)
{
// blindly call with m_iDefaultAmmo. It's either going to be a value or zero. If it is zero,
// we only get the ammo in the weapon's clip, which is what we want.
iReturn = pWeapon->AddPrimaryAmmo(this, m_iDefaultAmmo, (char*)pszAmmo1(), iMaxClip(), iMaxAmmo1());
m_iDefaultAmmo = 0;
}
if (pszAmmo2() != NULL)
{
iReturn |= pWeapon->AddSecondaryAmmo(0, (char*)pszAmmo2(), iMaxAmmo2());
}
return iReturn;
}
//=========================================================
// called by the new item's class with the existing item as parameter
//=========================================================
bool CBasePlayerWeapon::ExtractClipAmmo(CBasePlayerWeapon* pWeapon)
{
int iAmmo;
if (m_iClip == WEAPON_NOCLIP)
{
iAmmo = 0; // guns with no clips always come empty if they are second-hand
}
else
{
iAmmo = m_iClip;
}
//TODO: should handle -1 return as well (only return true if ammo was taken)
return pWeapon->m_pPlayer->GiveAmmo(iAmmo, pszAmmo1(), iMaxAmmo1()) != 0; // , &m_iPrimaryAmmoType
}
//=========================================================
// RetireWeapon - no more ammo for this gun, put it away.
//=========================================================
void CBasePlayerWeapon::RetireWeapon()
{
SetThink(&CBasePlayerWeapon::CallDoRetireWeapon);
pev->nextthink = gpGlobals->time + 0.01f;
}
void CBasePlayerWeapon::DoRetireWeapon()
{
if (!m_pPlayer || m_pPlayer->m_pActiveItem != this)
{
// Already retired?
return;
}
// first, no viewmodel at all.
m_pPlayer->pev->viewmodel = iStringNull;
m_pPlayer->pev->weaponmodel = iStringNull;
//m_pPlayer->pev->viewmodelindex = NULL;
g_pGameRules->GetNextBestWeapon(m_pPlayer, this);
//If we're still equipped and we couldn't switch to another weapon, dequip this one
if (CanHolster() && m_pPlayer->m_pActiveItem == this)
{
m_pPlayer->SwitchWeapon(nullptr);
}
}
//=========================================================================
// GetNextAttackDelay - An accurate way of calcualting the next attack time.
//=========================================================================
float CBasePlayerWeapon::GetNextAttackDelay(float delay)
{
if (m_flLastFireTime == 0 || m_flNextPrimaryAttack == -1)
{
// At this point, we are assuming that the client has stopped firing
// and we are going to reset our book keeping variables.
m_flLastFireTime = gpGlobals->time;
m_flPrevPrimaryAttack = delay;
}
// calculate the time between this shot and the previous
float flTimeBetweenFires = gpGlobals->time - m_flLastFireTime;
float flCreep = 0.0f;
if (flTimeBetweenFires > 0)
flCreep = flTimeBetweenFires - m_flPrevPrimaryAttack; // postive or negative
// save the last fire time
m_flLastFireTime = gpGlobals->time;
float flNextAttack = UTIL_WeaponTimeBase() + delay - flCreep;
// we need to remember what the m_flNextPrimaryAttack time is set to for each shot,
// store it as m_flPrevPrimaryAttack.
m_flPrevPrimaryAttack = flNextAttack - UTIL_WeaponTimeBase();
// char szMsg[256];
// snprintf( szMsg, sizeof(szMsg), "next attack time: %0.4f\n", gpGlobals->time + flNextAttack );
// OutputDebugString( szMsg );
return flNextAttack;
}
//*********************************************************
// weaponbox code:
//*********************************************************
LINK_ENTITY_TO_CLASS(weaponbox, CWeaponBox);
TYPEDESCRIPTION CWeaponBox::m_SaveData[] =
{
DEFINE_ARRAY(CWeaponBox, m_rgAmmo, FIELD_INTEGER, MAX_AMMO_SLOTS),
DEFINE_ARRAY(CWeaponBox, m_rgiszAmmo, FIELD_STRING, MAX_AMMO_SLOTS),
DEFINE_ARRAY(CWeaponBox, m_rgpPlayerItems, FIELD_CLASSPTR, MAX_ITEM_TYPES),
DEFINE_FIELD(CWeaponBox, m_cAmmoTypes, FIELD_INTEGER),
};
IMPLEMENT_SAVERESTORE(CWeaponBox, CBaseEntity);
//=========================================================
//
//=========================================================
void CWeaponBox::Precache()
{
PRECACHE_MODEL("models/w_weaponbox.mdl");
}
//=========================================================
//=========================================================
bool CWeaponBox::KeyValue(KeyValueData* pkvd)
{
if (m_cAmmoTypes < MAX_AMMO_SLOTS)
{
PackAmmo(ALLOC_STRING(pkvd->szKeyName), atoi(pkvd->szValue));
m_cAmmoTypes++; // count this new ammo type.
return true;
}
else
{
ALERT(at_console, "WeaponBox too full! only %d ammotypes allowed\n", MAX_AMMO_SLOTS);
}
return false;
}
//=========================================================
// CWeaponBox - Spawn
//=========================================================
void CWeaponBox::Spawn()
{
Precache();
pev->movetype = MOVETYPE_TOSS;
pev->solid = SOLID_TRIGGER;
UTIL_SetSize(pev, g_vecZero, g_vecZero);
SET_MODEL(ENT(pev), "models/w_weaponbox.mdl");
}
//=========================================================
// CWeaponBox - Kill - the think function that removes the
// box from the world.
//=========================================================
void CWeaponBox::Kill()
{
CBasePlayerItem* pWeapon;
int i;
// destroy the weapons
for (i = 0; i < MAX_ITEM_TYPES; i++)
{
pWeapon = m_rgpPlayerItems[i];
while (pWeapon)
{
pWeapon->SetThink(&CBasePlayerItem::SUB_Remove);
pWeapon->pev->nextthink = gpGlobals->time + 0.1;
pWeapon = pWeapon->m_pNext;
}
}
// remove the box
UTIL_Remove(this);
}
//=========================================================
// CWeaponBox - Touch: try to add my contents to the toucher
// if the toucher is a player.
//=========================================================
void CWeaponBox::Touch(CBaseEntity* pOther)
{
if ((pev->flags & FL_ONGROUND) == 0)
{
return;
}
if (!pOther->IsPlayer())
{
// only players may touch a weaponbox.
return;
}
if (!pOther->IsAlive())
{
// no dead guys.
return;
}
CBasePlayer* pPlayer = (CBasePlayer*)pOther;
int i;
// dole out ammo
for (i = 0; i < MAX_AMMO_SLOTS; i++)
{
if (!FStringNull(m_rgiszAmmo[i]))
{
// there's some ammo of this type.
pPlayer->GiveAmmo(m_rgAmmo[i], STRING(m_rgiszAmmo[i]), MaxAmmoCarry(m_rgiszAmmo[i]));
//ALERT ( at_console, "Gave %d rounds of %s\n", m_rgAmmo[i], STRING(m_rgiszAmmo[i]) );
// now empty the ammo from the weaponbox since we just gave it to the player
m_rgiszAmmo[i] = iStringNull;
m_rgAmmo[i] = 0;
}
}
// go through my weapons and try to give the usable ones to the player.
// it's important the the player be given ammo first, so the weapons code doesn't refuse
// to deploy a better weapon that the player may pick up because he has no ammo for it.
for (i = 0; i < MAX_ITEM_TYPES; i++)
{
if (m_rgpPlayerItems[i])
{
CBasePlayerItem* pItem;
// have at least one weapon in this slot
while (m_rgpPlayerItems[i])
{
//ALERT ( at_console, "trying to give %s\n", STRING( m_rgpPlayerItems[ i ]->pev->classname ) );
pItem = m_rgpPlayerItems[i];
m_rgpPlayerItems[i] = m_rgpPlayerItems[i]->m_pNext; // unlink this weapon from the box
if (pPlayer->AddPlayerItem(pItem))
{
pItem->AttachToPlayer(pPlayer);
}
}
}
}
EMIT_SOUND(pOther->edict(), CHAN_ITEM, "items/gunpickup2.wav", 1, ATTN_NORM);
SetTouch(NULL);
UTIL_Remove(this);
}
//=========================================================
// CWeaponBox - PackWeapon: Add this weapon to the box
//=========================================================
bool CWeaponBox::PackWeapon(CBasePlayerItem* pWeapon)
{
// is one of these weapons already packed in this box?
if (HasWeapon(pWeapon))
{
return false; // box can only hold one of each weapon type
}
if (pWeapon->m_pPlayer)
{
if (!pWeapon->m_pPlayer->RemovePlayerItem(pWeapon))
{
// failed to unhook the weapon from the player!
return false;
}
}
int iWeaponSlot = pWeapon->iItemSlot();
if (m_rgpPlayerItems[iWeaponSlot])
{
// there's already one weapon in this slot, so link this into the slot's column
pWeapon->m_pNext = m_rgpPlayerItems[iWeaponSlot];
m_rgpPlayerItems[iWeaponSlot] = pWeapon;
}
else
{
// first weapon we have for this slot
m_rgpPlayerItems[iWeaponSlot] = pWeapon;
pWeapon->m_pNext = NULL;
}
pWeapon->pev->spawnflags |= SF_NORESPAWN; // never respawn
pWeapon->pev->movetype = MOVETYPE_NONE;
pWeapon->pev->solid = SOLID_NOT;
pWeapon->pev->effects = EF_NODRAW;
pWeapon->pev->modelindex = 0;
pWeapon->pev->model = iStringNull;
pWeapon->pev->owner = edict();
pWeapon->SetThink(NULL); // crowbar may be trying to swing again, etc.
pWeapon->SetTouch(NULL);
pWeapon->m_pPlayer = NULL;
//ALERT ( at_console, "packed %s\n", STRING(pWeapon->pev->classname) );
return true;
}
//=========================================================
// CWeaponBox - PackAmmo
//=========================================================
bool CWeaponBox::PackAmmo(int iszName, int iCount)
{
int iMaxCarry;
if (FStringNull(iszName))
{
// error here
ALERT(at_console, "NULL String in PackAmmo!\n");
return false;
}
iMaxCarry = MaxAmmoCarry(iszName);
if (iMaxCarry != -1 && iCount > 0)
{
//ALERT ( at_console, "Packed %d rounds of %s\n", iCount, STRING(iszName) );
GiveAmmo(iCount, STRING(iszName), iMaxCarry);
return true;
}
return false;
}
//=========================================================
// CWeaponBox - GiveAmmo
//=========================================================
int CWeaponBox::GiveAmmo(int iCount, const char* szName, int iMax, int* pIndex /* = NULL*/)
{
int i;
for (i = 1; i < MAX_AMMO_SLOTS && !FStringNull(m_rgiszAmmo[i]); i++)
{
if (stricmp(szName, STRING(m_rgiszAmmo[i])) == 0)
{
if (pIndex)
*pIndex = i;
int iAdd = V_min(iCount, iMax - m_rgAmmo[i]);
if (iCount == 0 || iAdd > 0)
{
m_rgAmmo[i] += iAdd;
return i;
}
return -1;
}
}
if (i < MAX_AMMO_SLOTS)
{
if (pIndex)
*pIndex = i;
m_rgiszAmmo[i] = MAKE_STRING(szName);
m_rgAmmo[i] = iCount;
return i;
}
ALERT(at_console, "out of named ammo slots\n");
return i;
}
//=========================================================
// CWeaponBox::HasWeapon - is a weapon of this type already
// packed in this box?
//=========================================================
bool CWeaponBox::HasWeapon(CBasePlayerItem* pCheckItem)
{
CBasePlayerItem* pItem = m_rgpPlayerItems[pCheckItem->iItemSlot()];
while (pItem)
{
if (FClassnameIs(pItem->pev, STRING(pCheckItem->pev->classname)))
{
return true;
}
pItem = pItem->m_pNext;
}
return false;
}
//=========================================================
// CWeaponBox::IsEmpty - is there anything in this box?
//=========================================================
bool CWeaponBox::IsEmpty()
{
int i;
for (i = 0; i < MAX_ITEM_TYPES; i++)
{
if (m_rgpPlayerItems[i])
{
return false;
}
}
for (i = 0; i < MAX_AMMO_SLOTS; i++)
{
if (!FStringNull(m_rgiszAmmo[i]))
{
// still have a bit of this type of ammo
return false;
}
}
return true;
}
//=========================================================
//=========================================================
void CWeaponBox::SetObjectCollisionBox()
{
pev->absmin = pev->origin + Vector(-16, -16, 0);
pev->absmax = pev->origin + Vector(16, 16, 16);
}
void CBasePlayerWeapon::PrintState()
{
ALERT(at_console, "primary: %f\n", m_flNextPrimaryAttack);
ALERT(at_console, "idle : %f\n", m_flTimeWeaponIdle);
// ALERT( at_console, "nextrl : %f\n", m_flNextReload );
// ALERT( at_console, "nextpum: %f\n", m_flPumpTime );
// ALERT( at_console, "m_frt : %f\n", m_fReloadTime );
ALERT(at_console, "m_finre: %i\n", static_cast<int>(m_fInReload));
// ALERT( at_console, "m_finsr: %i\n", m_fInSpecialReload );
ALERT(at_console, "m_iclip: %i\n", m_iClip);
}
TYPEDESCRIPTION CRpg::m_SaveData[] =
{
DEFINE_FIELD(CRpg, m_fSpotActive, FIELD_BOOLEAN),
DEFINE_FIELD(CRpg, m_cActiveRockets, FIELD_INTEGER),
};
IMPLEMENT_SAVERESTORE(CRpg, CBasePlayerWeapon);
TYPEDESCRIPTION CRpgRocket::m_SaveData[] =
{
DEFINE_FIELD(CRpgRocket, m_flIgniteTime, FIELD_TIME),
DEFINE_FIELD(CRpgRocket, m_hLauncher, FIELD_EHANDLE),
};
IMPLEMENT_SAVERESTORE(CRpgRocket, CGrenade);
TYPEDESCRIPTION CShotgun::m_SaveData[] =
{
DEFINE_FIELD(CShotgun, m_flNextReload, FIELD_TIME),
DEFINE_FIELD(CShotgun, m_fInSpecialReload, FIELD_INTEGER),
DEFINE_FIELD(CShotgun, m_flNextReload, FIELD_TIME),
// DEFINE_FIELD( CShotgun, m_iShell, FIELD_INTEGER ),
DEFINE_FIELD(CShotgun, m_flPumpTime, FIELD_TIME),
};
IMPLEMENT_SAVERESTORE(CShotgun, CBasePlayerWeapon);
TYPEDESCRIPTION CGauss::m_SaveData[] =
{
DEFINE_FIELD(CGauss, m_fInAttack, FIELD_INTEGER),
// DEFINE_FIELD( CGauss, m_flStartCharge, FIELD_TIME ),
// DEFINE_FIELD( CGauss, m_flPlayAftershock, FIELD_TIME ),
// DEFINE_FIELD( CGauss, m_flNextAmmoBurn, FIELD_TIME ),
DEFINE_FIELD(CGauss, m_fPrimaryFire, FIELD_BOOLEAN),
};
IMPLEMENT_SAVERESTORE(CGauss, CBasePlayerWeapon);
TYPEDESCRIPTION CEgon::m_SaveData[] =
{
// DEFINE_FIELD( CEgon, m_pBeam, FIELD_CLASSPTR ),
// DEFINE_FIELD( CEgon, m_pNoise, FIELD_CLASSPTR ),
// DEFINE_FIELD( CEgon, m_pSprite, FIELD_CLASSPTR ),
DEFINE_FIELD(CEgon, m_shootTime, FIELD_TIME),
DEFINE_FIELD(CEgon, m_fireState, FIELD_INTEGER),
DEFINE_FIELD(CEgon, m_fireMode, FIELD_INTEGER),
DEFINE_FIELD(CEgon, m_shakeTime, FIELD_TIME),
DEFINE_FIELD(CEgon, m_flAmmoUseTime, FIELD_TIME),
};
IMPLEMENT_SAVERESTORE(CEgon, CBasePlayerWeapon);
TYPEDESCRIPTION CHgun::m_SaveData[] =
{
DEFINE_FIELD(CHgun, m_flRechargeTime, FIELD_TIME),
};
IMPLEMENT_SAVERESTORE(CHgun, CBasePlayerWeapon);
TYPEDESCRIPTION CSatchel::m_SaveData[] =
{
DEFINE_FIELD(CSatchel, m_chargeReady, FIELD_INTEGER),
};
IMPLEMENT_SAVERESTORE(CSatchel, CBasePlayerWeapon);