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| 1 | +/* |
| 2 | +weapon_context.cpp - part of weapons implementation common for client & server |
| 3 | +Copyright (C) 2024 SNMetamorph |
| 4 | +
|
| 5 | +This program is free software: you can redistribute it and/or modify |
| 6 | +it under the terms of the GNU General Public License as published by |
| 7 | +the Free Software Foundation, either version 3 of the License, or |
| 8 | +(at your option) any later version. |
| 9 | +
|
| 10 | +This program is distributed in the hope that it will be useful, |
| 11 | +but WITHOUT ANY WARRANTY; without even the implied warranty of |
| 12 | +MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
| 13 | +GNU General Public License for more details. |
| 14 | +*/ |
| 15 | + |
| 16 | +#include "weapon_context.h" |
| 17 | +#ifdef CLIENT_DLL |
| 18 | +#include "const.h" |
| 19 | +#else |
| 20 | +#include "extdll.h" |
| 21 | +#include "util.h" |
| 22 | +#include "cbase.h" |
| 23 | +#include "player.h" |
| 24 | +#include "monsters.h" |
| 25 | +#include "weapons.h" |
| 26 | +#include "nodes.h" |
| 27 | +#include "soundent.h" |
| 28 | +#include "decals.h" |
| 29 | +#include "gamerules.h" |
| 30 | +#endif |
| 31 | + |
| 32 | +ItemInfo CBaseWeaponContext::ItemInfoArray[ MAX_WEAPONS ]; |
| 33 | +AmmoInfo CBaseWeaponContext::AmmoInfoArray[ MAX_AMMO_SLOTS ]; |
| 34 | + |
| 35 | +CBaseWeaponContext::CBaseWeaponContext(IWeaponLayer *funcs) : |
| 36 | + m_pFuncs(funcs), |
| 37 | + m_pWeaponEntity(nullptr) |
| 38 | +{ |
| 39 | +} |
| 40 | + |
| 41 | +CBaseWeaponContext::~CBaseWeaponContext() |
| 42 | +{ |
| 43 | + if (m_pFuncs) { |
| 44 | + delete m_pFuncs; |
| 45 | + } |
| 46 | +} |
| 47 | + |
| 48 | +void CBaseWeaponContext::ItemPostFrame() |
| 49 | +{ |
| 50 | + if ((m_fInReload) && m_pFuncs->GetPlayerNextAttackTime() <= m_pFuncs->GetWeaponTimeBase()) |
| 51 | + { |
| 52 | + // complete the reload. |
| 53 | + int j = Q_min( iMaxClip() - m_iClip, m_pFuncs->GetPlayerAmmo(m_iPrimaryAmmoType) ); |
| 54 | + |
| 55 | + // Add them to the clip |
| 56 | + m_iClip += j; |
| 57 | + m_pFuncs->SetPlayerAmmo( m_iPrimaryAmmoType, m_pFuncs->GetPlayerAmmo(m_iPrimaryAmmoType) - j ); |
| 58 | + |
| 59 | + m_fInReload = FALSE; |
| 60 | + } |
| 61 | + |
| 62 | + if (m_pFuncs->CheckPlayerButtonFlag(IN_ATTACK2) && m_flNextSecondaryAttack <= m_pFuncs->GetWeaponTimeBase() ) |
| 63 | + { |
| 64 | + if ( pszAmmo2() && !m_pFuncs->GetPlayerAmmo(SecondaryAmmoIndex()) ) |
| 65 | + { |
| 66 | + m_fFireOnEmpty = TRUE; |
| 67 | + } |
| 68 | + |
| 69 | + SecondaryAttack(); |
| 70 | + m_pFuncs->ClearPlayerButtonFlag(IN_ATTACK2); |
| 71 | + } |
| 72 | + else if (m_pFuncs->CheckPlayerButtonFlag(IN_ATTACK) && m_flNextPrimaryAttack <= m_pFuncs->GetWeaponTimeBase() ) |
| 73 | + { |
| 74 | + if ( (m_iClip == 0 && pszAmmo1()) || (iMaxClip() == -1 && !m_pFuncs->GetPlayerAmmo(PrimaryAmmoIndex())) ) |
| 75 | + { |
| 76 | + m_fFireOnEmpty = TRUE; |
| 77 | + } |
| 78 | + |
| 79 | + PrimaryAttack(); |
| 80 | + } |
| 81 | + else if ( m_pFuncs->CheckPlayerButtonFlag(IN_RELOAD) && iMaxClip() != WEAPON_NOCLIP && !m_fInReload ) |
| 82 | + { |
| 83 | + // reload when reload is pressed, or if no buttons are down and weapon is empty. |
| 84 | + Reload(); |
| 85 | + } |
| 86 | + else if ( !(m_pFuncs->CheckPlayerButtonFlag(IN_ATTACK|IN_ATTACK2) ) ) |
| 87 | + { |
| 88 | + // no fire buttons down |
| 89 | + |
| 90 | + m_fFireOnEmpty = FALSE; |
| 91 | +#ifndef CLIENT_DLL // we don't need this branch on client side, because client is not responsible for changing weapons |
| 92 | + if ( !IsUseable() && m_flNextPrimaryAttack < m_pFuncs->GetWeaponTimeBase() ) |
| 93 | + { |
| 94 | + // weapon isn't useable, switch. GetNextBestWeapon exactly does weapon switching |
| 95 | + if ( !(iFlags() & ITEM_FLAG_NOAUTOSWITCHEMPTY) && m_pFuncs->GetNextBestWeapon() ) |
| 96 | + { |
| 97 | + m_flNextPrimaryAttack = m_pFuncs->GetWeaponTimeBase() + 0.3; |
| 98 | + return; |
| 99 | + } |
| 100 | + } |
| 101 | + else |
| 102 | +#endif |
| 103 | + { |
| 104 | + // weapon is useable. Reload if empty and weapon has waited as long as it has to after firing |
| 105 | + if ( m_iClip == 0 && !(iFlags() & ITEM_FLAG_NOAUTORELOAD) && m_flNextPrimaryAttack < m_pFuncs->GetWeaponTimeBase() ) |
| 106 | + { |
| 107 | + Reload(); |
| 108 | + return; |
| 109 | + } |
| 110 | + } |
| 111 | + |
| 112 | + WeaponIdle( ); |
| 113 | + return; |
| 114 | + } |
| 115 | + |
| 116 | + // catch all |
| 117 | + if ( ShouldWeaponIdle() ) |
| 118 | + { |
| 119 | + WeaponIdle(); |
| 120 | + } |
| 121 | +} |
| 122 | + |
| 123 | +void CBaseWeaponContext::Holster() |
| 124 | +{ |
| 125 | + m_fInReload = FALSE; // cancel any reload in progress. |
| 126 | + m_pFuncs->SetPlayerViewmodel(0); |
| 127 | +#ifndef CLIENT_DLL |
| 128 | + m_pWeaponEntity->m_pPlayer->pev->weaponmodel = 0; |
| 129 | +#endif |
| 130 | +} |
| 131 | + |
| 132 | +//========================================================= |
| 133 | +// IsUseable - this function determines whether or not a |
| 134 | +// weapon is useable by the player in its current state. |
| 135 | +// (does it have ammo loaded? do I have any ammo for the |
| 136 | +// weapon?, etc) |
| 137 | +//========================================================= |
| 138 | +bool CBaseWeaponContext :: IsUseable() |
| 139 | +{ |
| 140 | + if ( m_iClip <= 0 ) |
| 141 | + { |
| 142 | + if ( m_pFuncs->GetPlayerAmmo( PrimaryAmmoIndex() ) <= 0 && iMaxAmmo1() != -1 ) |
| 143 | + { |
| 144 | + // clip is empty (or nonexistant) and the player has no more ammo of this type. |
| 145 | + return FALSE; |
| 146 | + } |
| 147 | + } |
| 148 | + |
| 149 | + return TRUE; |
| 150 | +} |
| 151 | + |
| 152 | +bool CBaseWeaponContext :: CanDeploy() |
| 153 | +{ |
| 154 | + BOOL bHasAmmo = 0; |
| 155 | + |
| 156 | + if ( !pszAmmo1() ) |
| 157 | + { |
| 158 | + // this weapon doesn't use ammo, can always deploy. |
| 159 | + return TRUE; |
| 160 | + } |
| 161 | + |
| 162 | + if ( pszAmmo1() ) |
| 163 | + { |
| 164 | + bHasAmmo |= (m_pFuncs->GetPlayerAmmo(m_iPrimaryAmmoType) != 0); |
| 165 | + } |
| 166 | + if ( pszAmmo2() ) |
| 167 | + { |
| 168 | + bHasAmmo |= (m_pFuncs->GetPlayerAmmo(m_iSecondaryAmmoType) != 0); |
| 169 | + } |
| 170 | + if (m_iClip > 0) |
| 171 | + { |
| 172 | + bHasAmmo |= 1; |
| 173 | + } |
| 174 | + if (!bHasAmmo) |
| 175 | + { |
| 176 | + return FALSE; |
| 177 | + } |
| 178 | + |
| 179 | + return TRUE; |
| 180 | +} |
| 181 | + |
| 182 | +bool CBaseWeaponContext :: DefaultDeploy( char *szViewModel, char *szWeaponModel, int iAnim, char *szAnimExt, int skiplocal /* = 0 */, int body ) |
| 183 | +{ |
| 184 | + if (!CanDeploy( )) |
| 185 | + return FALSE; |
| 186 | + |
| 187 | +#ifndef CLIENT_DLL |
| 188 | + //m_pWeaponEntity->m_pPlayer->TabulateAmmo(); |
| 189 | + m_pWeaponEntity->m_pPlayer->pev->viewmodel = MAKE_STRING(szViewModel); |
| 190 | + m_pWeaponEntity->m_pPlayer->pev->weaponmodel = MAKE_STRING(szWeaponModel); |
| 191 | + strcpy( m_pWeaponEntity->m_pPlayer->m_szAnimExtention, szAnimExt ); |
| 192 | +#else |
| 193 | + // gEngfuncs.CL_LoadModel( szViewModel, &m_pPlayer->pev->viewmodel ); |
| 194 | +#endif |
| 195 | + SendWeaponAnim( iAnim, skiplocal, body ); |
| 196 | + |
| 197 | + m_pFuncs->SetPlayerNextAttackTime(m_pFuncs->GetWeaponTimeBase() + 0.5); |
| 198 | + m_flTimeWeaponIdle = m_pFuncs->GetWeaponTimeBase() + 1.0; |
| 199 | + return TRUE; |
| 200 | +} |
| 201 | + |
| 202 | +BOOL CBaseWeaponContext :: DefaultReload( int iClipSize, int iAnim, float fDelay, int body ) |
| 203 | +{ |
| 204 | + if (m_pFuncs->GetPlayerAmmo(m_iPrimaryAmmoType) <= 0) |
| 205 | + return FALSE; |
| 206 | + |
| 207 | + int j = Q_min(iClipSize - m_iClip, m_pFuncs->GetPlayerAmmo(m_iPrimaryAmmoType)); |
| 208 | + |
| 209 | + if (j == 0) |
| 210 | + return FALSE; |
| 211 | + |
| 212 | + m_pFuncs->SetPlayerNextAttackTime(m_pFuncs->GetWeaponTimeBase() + fDelay); |
| 213 | + |
| 214 | + //!!UNDONE -- reload sound goes here !!! |
| 215 | + SendWeaponAnim( iAnim, UseDecrement() ? 1 : 0, body ); |
| 216 | + |
| 217 | + m_fInReload = TRUE; |
| 218 | + |
| 219 | + m_flTimeWeaponIdle = m_pFuncs->GetWeaponTimeBase() + 3; |
| 220 | + return TRUE; |
| 221 | +} |
| 222 | + |
| 223 | +void CBaseWeaponContext::SendWeaponAnim( int iAnim, int skiplocal, int body ) |
| 224 | +{ |
| 225 | + m_pFuncs->SetPlayerWeaponAnim(iAnim); |
| 226 | + |
| 227 | +#ifndef CLIENT_DLL |
| 228 | + if ( UseDecrement() ) |
| 229 | + skiplocal = 1; |
| 230 | + else |
| 231 | + skiplocal = 0; |
| 232 | + |
| 233 | + if ( skiplocal && ENGINE_CANSKIP( m_pWeaponEntity->m_pPlayer->edict() ) ) |
| 234 | + return; |
| 235 | + |
| 236 | + MESSAGE_BEGIN( MSG_ONE, SVC_WEAPONANIM, NULL, m_pWeaponEntity->m_pPlayer->pev ); |
| 237 | + WRITE_BYTE( iAnim ); // sequence number |
| 238 | + WRITE_BYTE( m_pFuncs->GetWeaponBodygroup() ); // weaponmodel bodygroup. |
| 239 | + MESSAGE_END(); |
| 240 | +#else |
| 241 | + // HUD_SendWeaponAnim( iAnim, body, 0 ); |
| 242 | +#endif |
| 243 | +} |
| 244 | + |
| 245 | +bool CBaseWeaponContext :: PlayEmptySound() |
| 246 | +{ |
| 247 | + if (m_iPlayEmptySound) |
| 248 | + { |
| 249 | +#ifdef CLIENT_DLL |
| 250 | + // HUD_PlaySound( "weapons/357_cock1.wav", 0.8 ); |
| 251 | +#else |
| 252 | + EMIT_SOUND(ENT(m_pWeaponEntity->m_pPlayer->pev), CHAN_WEAPON, "weapons/357_cock1.wav", 0.8, ATTN_NORM); |
| 253 | +#endif |
| 254 | + m_iPlayEmptySound = 0; |
| 255 | + return 0; |
| 256 | + } |
| 257 | + return 0; |
| 258 | +} |
| 259 | + |
| 260 | +void CBaseWeaponContext :: ResetEmptySound() |
| 261 | +{ |
| 262 | + m_iPlayEmptySound = 1; |
| 263 | +} |
| 264 | + |
| 265 | +int CBaseWeaponContext::PrimaryAmmoIndex() |
| 266 | +{ |
| 267 | + return m_iPrimaryAmmoType; |
| 268 | +} |
| 269 | + |
| 270 | +int CBaseWeaponContext::SecondaryAmmoIndex() |
| 271 | +{ |
| 272 | + return -1; |
| 273 | +} |
| 274 | + |
| 275 | +int CBaseWeaponContext::iItemSlot() { return 0; } // return 0 to MAX_ITEMS_SLOTS, used in hud |
| 276 | +int CBaseWeaponContext::iItemPosition() { return CBaseWeaponContext::ItemInfoArray[ m_iId ].iPosition; } |
| 277 | +const char *CBaseWeaponContext::pszAmmo1() { return CBaseWeaponContext::ItemInfoArray[ m_iId ].pszAmmo1; } |
| 278 | +int CBaseWeaponContext::iMaxAmmo1() { return CBaseWeaponContext::ItemInfoArray[ m_iId ].iMaxAmmo1; } |
| 279 | +const char *CBaseWeaponContext::pszAmmo2() { return CBaseWeaponContext::ItemInfoArray[ m_iId ].pszAmmo2; } |
| 280 | +int CBaseWeaponContext::iMaxAmmo2() { return CBaseWeaponContext::ItemInfoArray[ m_iId ].iMaxAmmo2; } |
| 281 | +const char *CBaseWeaponContext::pszName() { return CBaseWeaponContext::ItemInfoArray[ m_iId ].pszName; } |
| 282 | +int CBaseWeaponContext::iMaxClip() { return CBaseWeaponContext::ItemInfoArray[ m_iId ].iMaxClip; } |
| 283 | +int CBaseWeaponContext::iWeight() { return CBaseWeaponContext::ItemInfoArray[ m_iId ].iWeight; } |
| 284 | +int CBaseWeaponContext::iFlags() { return CBaseWeaponContext::ItemInfoArray[ m_iId ].iFlags; } |
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