275 lines
7.5 KiB
C++
275 lines
7.5 KiB
C++
#include "cbase.h"
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#include "props.h"
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#include "asw_ammo_drop.h"
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#include "asw_ammo_drop_shared.h"
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#include "asw_player.h"
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#include "asw_marine.h"
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#include "asw_weapon.h"
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#include "asw_marine_skills.h"
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#include "asw_marine_speech.h"
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#include "asw_marine_resource.h"
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#include "world.h"
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#include "asw_util_shared.h"
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#include "asw_fx_shared.h"
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#include "asw_gamerules.h"
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#include "ammodef.h"
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#include "asw_weapon_ammo_bag_shared.h"
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#include "particle_parse.h"
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#include "asw_achievements.h"
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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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#define AMMO_DROP_MODEL "models/items/Ammobag/AmmoBag.mdl"
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LINK_ENTITY_TO_CLASS( asw_ammo_drop, CASW_Ammo_Drop );
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PRECACHE_WEAPON_REGISTER( asw_ammo_drop );
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IMPLEMENT_SERVERCLASS_ST(CASW_Ammo_Drop, DT_ASW_Ammo_Drop)
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SendPropInt(SENDINFO(m_iAmmoUnitsRemaining)),
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END_SEND_TABLE()
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BEGIN_DATADESC( CASW_Ammo_Drop )
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DEFINE_FIELD( m_iAmmoUnitsRemaining, FIELD_INTEGER ),
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DEFINE_FIELD( m_bSuppliedAmmo, FIELD_BOOLEAN ),
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END_DATADESC()
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IMPLEMENT_AUTO_LIST( IAmmoDropAutoList );
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CASW_Ammo_Drop::CASW_Ammo_Drop()
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{
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m_iAmmoUnitsRemaining = DEFAULT_AMMO_DROP_UNITS;
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}
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CASW_Ammo_Drop::~CASW_Ammo_Drop()
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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 CASW_Ammo_Drop::Spawn( void )
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{
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SetMoveType( MOVETYPE_NONE );
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SetSolid( SOLID_BBOX );
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SetCollisionGroup( ASW_COLLISION_GROUP_PASSABLE );
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Precache();
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SetModel(AMMO_DROP_MODEL);
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BaseClass::Spawn();
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AddEFlags( EFL_NO_DISSOLVE | EFL_NO_MEGAPHYSCANNON_RAGDOLL | EFL_NO_PHYSCANNON_INTERACTION );
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SetCollisionBounds( Vector(-26,-26,0), Vector(26,26,60));
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m_takedamage = DAMAGE_NO;
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// check for attaching to elevators
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trace_t tr;
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UTIL_TraceLine( GetAbsOrigin() + Vector(0, 0, 2),
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GetAbsOrigin() - Vector(0, 0, 32), MASK_SOLID, this, COLLISION_GROUP_NONE, &tr );
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if ( tr.fraction < 1.0f && tr.m_pEnt && !tr.m_pEnt->IsWorld() && !tr.m_pEnt->IsNPC() )
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{
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SetParent( tr.m_pEnt );
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}
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m_iAmmoUnitsRemaining = DEFAULT_AMMO_DROP_UNITS;
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}
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void CASW_Ammo_Drop::PlayDeploySound()
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{
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EmitSound("ASW_Ammobag.DropImpact");
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}
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void CASW_Ammo_Drop::Precache()
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{
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PrecacheModel( AMMO_DROP_MODEL );
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PrecacheScriptSound( "ASW_Ammobag.DropImpact" );
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PrecacheScriptSound( "ASW_Ammobag.Pickup_sml" );
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PrecacheScriptSound( "ASW_Ammobag.Pickup_med" );
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PrecacheScriptSound( "ASW_Ammobag.Pickup_lrg" );
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PrecacheScriptSound( "ASW_Ammobag.Fail" );
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PrecacheParticleSystem( "ammo_satchel_take_sml" );
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PrecacheParticleSystem( "ammo_satchel_take_med" );
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PrecacheParticleSystem( "ammo_satchel_take_lrg" );
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BaseClass::Precache();
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}
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int CASW_Ammo_Drop::ShouldTransmit( const CCheckTransmitInfo *pInfo )
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{
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return FL_EDICT_ALWAYS;
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}
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int CASW_Ammo_Drop::UpdateTransmitState()
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{
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return SetTransmitState( FL_EDICT_FULLCHECK );
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}
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void CASW_Ammo_Drop::ActivateUseIcon( CASW_Marine* pMarine, int nHoldType )
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{
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if ( nHoldType == ASW_USE_HOLD_START )
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return;
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CASW_Weapon *pWeapon = GetAmmoUseUnits( pMarine );
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if( pWeapon )
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{
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int iAmmoType = pWeapon->GetPrimaryAmmoType();
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int iGuns = pMarine->GetNumberOfWeaponsUsingAmmo( iAmmoType );
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int iMaxAmmoCount = GetAmmoDef()->MaxCarry( iAmmoType, pMarine ) * iGuns;
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int iBullets = pMarine->GetAmmoCount( iAmmoType );
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int iAmmoCost = GetAmmoUnitCost( iAmmoType );
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int iClipsToGive = CASW_Ammo_Drop_Shared::GetAmmoClipsToGive( iAmmoType );
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pMarine->SetAmmoCount( MIN( iBullets + pWeapon->GetMaxClip1() * iClipsToGive, iMaxAmmoCount ), iAmmoType );
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m_iAmmoUnitsRemaining -= iAmmoCost;
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pMarine->GetMarineSpeech()->Chatter(CHATTER_USE);
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IGameEvent * event = gameeventmanager->CreateEvent( "ammo_pickup" );
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if ( event )
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{
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CASW_Player *pPlayer = pMarine->GetCommander();
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event->SetInt( "userid", ( pPlayer ? pPlayer->GetUserID() : 0 ) );
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event->SetInt( "entindex", pMarine->entindex() );
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gameeventmanager->FireEvent( event );
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}
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if ( m_iAmmoUnitsRemaining <= 0 )
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{
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CTakeDamageInfo info;
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BaseClass::Event_Killed( info );
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}
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CASW_Marine *pDeployer = m_hDeployer.Get();
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if ( pDeployer && pMarine != pDeployer && !m_bSuppliedAmmo )
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{
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m_bSuppliedAmmo = true;
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if ( pDeployer->GetCommander() )
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{
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pDeployer->GetCommander()->AwardAchievement( ACHIEVEMENT_ASW_AMMO_RESUPPLY );
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}
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}
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}
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else
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{
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if ( pMarine->IsInhabited() )
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{
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CASW_Player *pCommander = pMarine->GetCommander();
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if ( pCommander )
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{
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CSingleUserRecipientFilter filter( pCommander );
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EmitSound( filter, pMarine->entindex(), "ASW_Ammobag.Fail", NULL, 0.0f );
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}
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}
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}
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}
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void CASW_Ammo_Drop::MarineUsing(CASW_Marine* pMarine, float deltatime)
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{
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}
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void CASW_Ammo_Drop::MarineStartedUsing(CASW_Marine* pMarine)
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{
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}
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void CASW_Ammo_Drop::MarineStoppedUsing(CASW_Marine* pMarine)
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{
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}
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bool CASW_Ammo_Drop::IsUsable(CBaseEntity *pUser)
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{
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return (pUser && pUser->GetAbsOrigin().DistTo(GetAbsOrigin()) < ASW_MARINE_USE_RADIUS); // near enough?
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}
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int CASW_Ammo_Drop::GetAmmoUnitCost( int iAmmoType )
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{
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return CASW_Ammo_Drop_Shared::GetAmmoUnitCost( iAmmoType );
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}
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CASW_Weapon* CASW_Ammo_Drop::GetAmmoUseUnits( CASW_Marine *pMarine )
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{
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if ( pMarine )
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{
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CASW_Weapon *pWeapon = pMarine->GetActiveASWWeapon();
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if ( !pWeapon || pWeapon->Classify() == CLASS_ASW_AMMO_SATCHEL )
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{
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//pWeapon
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CASW_Weapon *pOtherWeapon = pMarine->GetASWWeapon( 0 );
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if ( pOtherWeapon && pOtherWeapon->Classify() != CLASS_ASW_AMMO_SATCHEL )
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{
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pWeapon = pOtherWeapon;
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}
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else
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{
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pOtherWeapon = pMarine->GetASWWeapon( 1 );
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if ( pOtherWeapon && pOtherWeapon->Classify() != CLASS_ASW_AMMO_SATCHEL )
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{
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pWeapon = pOtherWeapon;
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}
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}
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}
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if ( pWeapon && pWeapon->IsOffensiveWeapon() )
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{
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if ( pWeapon->Classify() == CLASS_ASW_CHAINSAW )
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return NULL;
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int iAmmoType = pWeapon->GetPrimaryAmmoType();
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int iGuns = pMarine->GetNumberOfWeaponsUsingAmmo( iAmmoType );
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int iMaxAmmoCount = GetAmmoDef()->MaxCarry( iAmmoType, pMarine ) * iGuns;
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int iBullets = pMarine->GetAmmoCount( iAmmoType );
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int iAmmoCost = CASW_Ammo_Drop_Shared::GetAmmoUnitCost( iAmmoType );
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if ( ( iBullets < iMaxAmmoCount ) && ( m_iAmmoUnitsRemaining >= iAmmoCost ) )
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{
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return pWeapon;
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}
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}
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}
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return NULL;
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}
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int CASW_Ammo_Drop::GetWeaponAmmoInUnits( CASW_Marine *pMarine )
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{
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if ( pMarine )
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{
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CASW_Weapon *pWeapon = pMarine->GetActiveASWWeapon();
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if ( pWeapon && pWeapon->IsOffensiveWeapon() && ( pWeapon->GetMaxClip1() > 0 ) )
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{
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int iAmmoType = pWeapon->GetPrimaryAmmoType();
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//int iGuns = pMarine->GetNumberOfWeaponsUsingAmmo( iAmmoType );
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int iClipsRemaining = pMarine->GetAmmoCount( iAmmoType ) / pWeapon->GetMaxClip1();
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int iAmmoCost = GetAmmoUnitCost( iAmmoType );
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return iClipsRemaining * iAmmoCost;
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}
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else
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{
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return AMMO_UNITS_MAX; // no need for ammo if no offensive weapon
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}
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}
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return AMMO_UNITS_MAX; // no need for ammo if no marine
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}
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// does first marine need ammo more than second? this allows us to compare regardless of weapon
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bool CASW_Ammo_Drop::NeedsAmmoMoreThan( CASW_Marine *pFirstMarine, CASW_Marine *pSecondMarine )
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{
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return GetWeaponAmmoInUnits( pFirstMarine ) < GetWeaponAmmoInUnits( pSecondMarine );
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}
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bool CASW_Ammo_Drop::AllowedToPickup( CASW_Marine *pMarine )
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{
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// if the marine can't use it, the use portion is zero
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return ( GetAmmoUseUnits( pMarine ) != NULL );
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}
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