mirror of
https://github.com/mapbase-source/source-sdk-2013.git
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452 lines
13 KiB
C++
452 lines
13 KiB
C++
//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose: The various ammo types for HL2
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//
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//=============================================================================//
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#include "cbase.h"
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#include "props.h"
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#include "items.h"
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#include "item_dynamic_resupply.h"
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#ifdef MAPBASE
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#include "point_template.h"
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#endif
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// memdbgon must be the last include file in a .cpp file!!!
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#include "tier0/memdbgon.h"
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const char *pszItemCrateModelName[] =
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{
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"models/items/item_item_crate.mdl",
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"models/items/item_beacon_crate.mdl",
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#ifdef MAPBASE
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"models/items/item_item_crate.mdl", // Custom model placeholder/fallback, this should never be selected
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#endif
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};
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//-----------------------------------------------------------------------------
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// A breakable crate that drops items
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//-----------------------------------------------------------------------------
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class CItem_ItemCrate : public CPhysicsProp
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{
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public:
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DECLARE_CLASS( CItem_ItemCrate, CPhysicsProp );
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DECLARE_DATADESC();
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void Precache( void );
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void Spawn( void );
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virtual int ObjectCaps() { return BaseClass::ObjectCaps() | FCAP_WCEDIT_POSITION; };
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virtual int OnTakeDamage( const CTakeDamageInfo &info );
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void InputKill( inputdata_t &data );
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virtual void VPhysicsCollision( int index, gamevcollisionevent_t *pEvent );
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virtual void OnPhysGunPickup( CBasePlayer *pPhysGunUser, PhysGunPickup_t reason );
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#ifdef MAPBASE
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// Item crates always override prop data for custom models
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bool OverridePropdata( void ) { return true; }
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#endif
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protected:
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virtual void OnBreak( const Vector &vecVelocity, const AngularImpulse &angVel, CBaseEntity *pBreaker );
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#ifdef MAPBASE
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bool ShouldRandomizeAngles( CBaseEntity *pEnt );
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#define ITEM_ITEMCRATE_TEMPLATE_TARGET m_strAlternateMaster
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CPointTemplate *FindTemplate();
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#endif
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private:
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// Crate types. Add more!
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enum CrateType_t
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{
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CRATE_SPECIFIC_ITEM = 0,
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#ifdef MAPBASE
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CRATE_POINT_TEMPLATE,
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#endif
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CRATE_TYPE_COUNT,
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};
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enum CrateAppearance_t
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{
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CRATE_APPEARANCE_DEFAULT = 0,
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CRATE_APPEARANCE_RADAR_BEACON,
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#ifdef MAPBASE
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CRATE_APPEARANCE_CUSTOM,
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#endif
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};
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private:
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CrateType_t m_CrateType;
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string_t m_strItemClass;
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int m_nItemCount;
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string_t m_strAlternateMaster;
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CrateAppearance_t m_CrateAppearance;
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COutputEvent m_OnCacheInteraction;
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#ifdef MAPBASE
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COutputEHANDLE m_OnItem;
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#endif
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};
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LINK_ENTITY_TO_CLASS(item_item_crate, CItem_ItemCrate);
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//-----------------------------------------------------------------------------
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// Save/load:
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//-----------------------------------------------------------------------------
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BEGIN_DATADESC( CItem_ItemCrate )
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DEFINE_KEYFIELD( m_CrateType, FIELD_INTEGER, "CrateType" ),
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DEFINE_KEYFIELD( m_strItemClass, FIELD_STRING, "ItemClass" ),
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DEFINE_KEYFIELD( m_nItemCount, FIELD_INTEGER, "ItemCount" ),
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DEFINE_KEYFIELD( m_strAlternateMaster, FIELD_STRING, "SpecificResupply" ),
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DEFINE_KEYFIELD( m_CrateAppearance, FIELD_INTEGER, "CrateAppearance" ),
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DEFINE_INPUTFUNC( FIELD_VOID, "Kill", InputKill ),
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DEFINE_OUTPUT( m_OnCacheInteraction, "OnCacheInteraction" ),
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#ifdef MAPBASE
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DEFINE_OUTPUT( m_OnItem, "OnItem" ),
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#endif
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END_DATADESC()
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CItem_ItemCrate::Precache( void )
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{
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// Set this here to quiet base prop warnings
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#ifdef MAPBASE
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// Set our model name here instead of in Spawn() so we could use custom crates.
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if (m_CrateAppearance != CRATE_APPEARANCE_CUSTOM)
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SetModelName(AllocPooledString(pszItemCrateModelName[m_CrateAppearance]));
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PrecacheModel( STRING(GetModelName()) );
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SetModel( STRING(GetModelName()) );
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#else
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PrecacheModel( pszItemCrateModelName[m_CrateAppearance] );
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SetModel( pszItemCrateModelName[m_CrateAppearance] );
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#endif
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BaseClass::Precache();
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if ( m_CrateType == CRATE_SPECIFIC_ITEM )
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{
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if ( NULL_STRING != m_strItemClass )
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{
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// Don't precache if this is a null string.
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UTIL_PrecacheOther( STRING(m_strItemClass) );
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}
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CItem_ItemCrate::Spawn( void )
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{
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if ( g_pGameRules->IsAllowedToSpawn( this ) == false )
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{
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UTIL_Remove( this );
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return;
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}
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DisableAutoFade();
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#ifndef MAPBASE
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SetModelName( AllocPooledString( pszItemCrateModelName[m_CrateAppearance] ) );
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#endif
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if ( NULL_STRING == m_strItemClass )
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{
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Warning( "CItem_ItemCrate(%i): CRATE_SPECIFIC_ITEM with NULL ItemClass string (deleted)!!!\n", entindex() );
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UTIL_Remove( this );
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return;
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}
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Precache( );
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#ifdef MAPBASE
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SetModel( STRING(GetModelName()) );
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#else
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SetModel( pszItemCrateModelName[m_CrateAppearance] );
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#endif
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AddEFlags( EFL_NO_ROTORWASH_PUSH );
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BaseClass::Spawn( );
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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// Input : &data -
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//-----------------------------------------------------------------------------
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void CItem_ItemCrate::InputKill( inputdata_t &data )
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{
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#ifdef MAPBASE
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// Why is this its own function anyway?
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// It just overwrites the death notice stuff.
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m_OnKilled.FireOutput(data.pActivator, this);
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#endif
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UTIL_Remove( this );
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}
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//-----------------------------------------------------------------------------
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// Item crates blow up immediately
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//-----------------------------------------------------------------------------
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int CItem_ItemCrate::OnTakeDamage( const CTakeDamageInfo &info )
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{
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if ( info.GetDamageType() & DMG_AIRBOAT )
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{
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CTakeDamageInfo dmgInfo = info;
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dmgInfo.ScaleDamage( 10.0 );
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return BaseClass::OnTakeDamage( dmgInfo );
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}
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return BaseClass::OnTakeDamage( info );
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CItem_ItemCrate::VPhysicsCollision( int index, gamevcollisionevent_t *pEvent )
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{
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float flDamageScale = 1.0f;
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if ( FClassnameIs( pEvent->pEntities[!index], "prop_vehicle_airboat" ) ||
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FClassnameIs( pEvent->pEntities[!index], "prop_vehicle_jeep" ) )
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{
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flDamageScale = 100.0f;
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}
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m_impactEnergyScale *= flDamageScale;
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BaseClass::VPhysicsCollision( index, pEvent );
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m_impactEnergyScale /= flDamageScale;
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}
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#ifdef MAPBASE
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//-----------------------------------------------------------------------------
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// Purpose: Finds the template for CRATE_POINT_TEMPLATE.
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//-----------------------------------------------------------------------------
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inline CPointTemplate *CItem_ItemCrate::FindTemplate()
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{
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return dynamic_cast<CPointTemplate *>(gEntList.FindEntityByName( NULL, STRING(ITEM_ITEMCRATE_TEMPLATE_TARGET) ));
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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bool CItem_ItemCrate::ShouldRandomizeAngles( CBaseEntity *pEnt )
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{
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// Angles probably not supposed to be randomized.
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if (m_CrateType == CRATE_POINT_TEMPLATE)
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return false;
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// If we have only one NPC, it's probably supposed to spawn correctly.
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// (if we have a bunch, it's probably a gag)
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if (m_nItemCount == 1 && pEnt->IsNPC())
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return false;
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return true;
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}
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#endif
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CItem_ItemCrate::OnBreak( const Vector &vecVelocity, const AngularImpulse &angImpulse, CBaseEntity *pBreaker )
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{
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// FIXME: We could simply store the name of an entity to put into the crate
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// as a string entered in by worldcraft. Should we? I'd do it for sure
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// if it was easy to get a dropdown with all entity types in it.
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m_OnCacheInteraction.FireOutput(pBreaker,this);
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#ifdef MAPBASE
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int iCount = m_nItemCount;
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CUtlVector<CBaseEntity*> hNewEntities;
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CPointTemplate *pTemplate = FindTemplate();
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if (m_CrateType == CRATE_POINT_TEMPLATE)
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{
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if (pTemplate && pTemplate->CreateInstance(GetLocalOrigin(), GetLocalAngles(), &hNewEntities))
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{
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iCount = hNewEntities.Count() * m_nItemCount;
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}
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else
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{
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// This only runs if our template can't be found or its template instancing didn't work.
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Warning("item_item_crate %s with CRATE_POINT_TEMPLATE couldn't find point_template %s! Falling back to CRATE_SPECIFIC_ITEM...\n", GetDebugName(), STRING(ITEM_ITEMCRATE_TEMPLATE_TARGET));
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m_CrateType = CRATE_SPECIFIC_ITEM;
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}
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}
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#endif
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#ifdef MAPBASE
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for ( int i = 0; i < iCount; i++ )
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#else
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for ( int i = 0; i < m_nItemCount; ++i )
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#endif
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{
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CBaseEntity *pSpawn = NULL;
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switch( m_CrateType )
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{
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case CRATE_SPECIFIC_ITEM:
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pSpawn = CreateEntityByName( STRING(m_strItemClass) );
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break;
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#ifdef MAPBASE
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case CRATE_POINT_TEMPLATE:
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{
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if (i >= hNewEntities.Count())
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{
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if (!pTemplate || !pTemplate->CreateInstance(GetLocalOrigin(), GetLocalAngles(), &hNewEntities))
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{
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pSpawn = NULL;
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i = iCount;
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break;
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}
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i = 0;
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iCount -= hNewEntities.Count();
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}
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pSpawn = hNewEntities[i];
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} break;
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#endif
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default:
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break;
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}
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if ( !pSpawn )
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return;
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#ifdef MAPBASE
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Vector vecOrigin;
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CollisionProp()->RandomPointInBounds(Vector(0.25, 0.25, 0.25), Vector(0.75, 0.75, 0.75), &vecOrigin);
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pSpawn->SetAbsOrigin(vecOrigin);
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if (ShouldRandomizeAngles(pSpawn))
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{
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// Give a little randomness...
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QAngle vecAngles;
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vecAngles.x = random->RandomFloat(-20.0f, 20.0f);
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vecAngles.y = random->RandomFloat(0.0f, 360.0f);
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vecAngles.z = random->RandomFloat(-20.0f, 20.0f);
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pSpawn->SetAbsAngles(vecAngles);
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Vector vecActualVelocity;
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vecActualVelocity.Random(-10.0f, 10.0f);
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// vecActualVelocity += vecVelocity;
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pSpawn->SetAbsVelocity(vecActualVelocity);
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QAngle angVel;
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AngularImpulseToQAngle(angImpulse, angVel);
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pSpawn->SetLocalAngularVelocity(angVel);
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}
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else
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{
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// Only modify the Y value.
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QAngle vecAngles;
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vecAngles.x = 0;
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vecAngles.y = GetLocalAngles().y;
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vecAngles.z = 0;
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pSpawn->SetAbsAngles(vecAngles);
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}
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// We handle dynamic resupplies differently
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bool bDynResup = FClassnameIs( pSpawn, "item_dynamic_resupply" );
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if (!bDynResup)
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m_OnItem.Set(pSpawn, pSpawn, this);
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else if (m_OnItem.NumberOfElements() > 0)
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{
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// This is here so it could fire OnItem for each item
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CEventAction *ourlist = m_OnItem.GetActionList();
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char outputdata[256];
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for (CEventAction *ev = ourlist; ev != NULL; ev = ev->m_pNext)
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{
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Q_snprintf(outputdata, sizeof(outputdata), "%s,%s,%s,%f,%i", STRING(ev->m_iTarget), STRING(ev->m_iTargetInput), STRING(ev->m_iParameter), ev->m_flDelay, ev->m_nTimesToFire);
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pSpawn->KeyValue("OnItem", outputdata);
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}
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}
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#else
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// Give a little randomness...
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Vector vecOrigin;
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CollisionProp()->RandomPointInBounds( Vector(0.25, 0.25, 0.25), Vector( 0.75, 0.75, 0.75 ), &vecOrigin );
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pSpawn->SetAbsOrigin( vecOrigin );
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QAngle vecAngles;
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vecAngles.x = random->RandomFloat( -20.0f, 20.0f );
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vecAngles.y = random->RandomFloat( 0.0f, 360.0f );
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vecAngles.z = random->RandomFloat( -20.0f, 20.0f );
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pSpawn->SetAbsAngles( vecAngles );
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Vector vecActualVelocity;
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vecActualVelocity.Random( -10.0f, 10.0f );
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// vecActualVelocity += vecVelocity;
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pSpawn->SetAbsVelocity( vecActualVelocity );
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QAngle angVel;
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AngularImpulseToQAngle( angImpulse, angVel );
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pSpawn->SetLocalAngularVelocity( angVel );
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#endif
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// If we're creating an item, it can't be picked up until it comes to rest
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// But only if it wasn't broken by a vehicle
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CItem *pItem = dynamic_cast<CItem*>(pSpawn);
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if ( pItem && !pBreaker->GetServerVehicle())
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{
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pItem->ActivateWhenAtRest();
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}
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pSpawn->Spawn();
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// Avoid missing items drops by a dynamic resupply because they don't think immediately
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#ifdef MAPBASE
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if (bDynResup)
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#else
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if ( FClassnameIs( pSpawn, "item_dynamic_resupply" ) )
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#endif
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{
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if ( m_strAlternateMaster != NULL_STRING )
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{
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DynamicResupply_InitFromAlternateMaster( pSpawn, m_strAlternateMaster );
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}
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if ( i == 0 )
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{
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pSpawn->AddSpawnFlags( SF_DYNAMICRESUPPLY_ALWAYS_SPAWN );
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}
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pSpawn->SetNextThink( gpGlobals->curtime );
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}
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}
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}
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void CItem_ItemCrate::OnPhysGunPickup( CBasePlayer *pPhysGunUser, PhysGunPickup_t reason )
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{
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BaseClass::OnPhysGunPickup( pPhysGunUser, reason );
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m_OnCacheInteraction.FireOutput( pPhysGunUser, this );
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if ( reason == PUNTED_BY_CANNON && m_CrateAppearance != CRATE_APPEARANCE_RADAR_BEACON )
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{
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Vector vForward;
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AngleVectors( pPhysGunUser->EyeAngles(), &vForward, NULL, NULL );
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Vector vForce = Pickup_PhysGunLaunchVelocity( this, vForward, PHYSGUN_FORCE_PUNTED );
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AngularImpulse angular = AngularImpulse( 0, 0, 0 );
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IPhysicsObject *pPhysics = VPhysicsGetObject();
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if ( pPhysics )
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{
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pPhysics->AddVelocity( &vForce, &angular );
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}
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TakeDamage( CTakeDamageInfo( pPhysGunUser, pPhysGunUser, GetHealth(), DMG_GENERIC ) );
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}
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}
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