source-engine/game/server/hl2/weapon_frag.cpp

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2020-04-22 16:56:21 +00:00
//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//=============================================================================//
#include "cbase.h"
#include "basehlcombatweapon.h"
#include "player.h"
#include "gamerules.h"
#include "grenade_frag.h"
#include "npcevent.h"
#include "engine/IEngineSound.h"
#include "items.h"
#include "in_buttons.h"
#include "soundent.h"
#include "gamestats.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
#define GRENADE_TIMER 3.0f //Seconds
#define GRENADE_PAUSED_NO 0
#define GRENADE_PAUSED_PRIMARY 1
#define GRENADE_PAUSED_SECONDARY 2
#define GRENADE_RADIUS 4.0f // inches
//-----------------------------------------------------------------------------
// Fragmentation grenades
//-----------------------------------------------------------------------------
class CWeaponFrag: public CBaseHLCombatWeapon
{
DECLARE_CLASS( CWeaponFrag, CBaseHLCombatWeapon );
public:
DECLARE_SERVERCLASS();
public:
CWeaponFrag();
void Precache( void );
void Operator_HandleAnimEvent( animevent_t *pEvent, CBaseCombatCharacter *pOperator );
void PrimaryAttack( void );
void SecondaryAttack( void );
void DecrementAmmo( CBaseCombatCharacter *pOwner );
void ItemPostFrame( void );
bool Deploy( void );
bool Holster( CBaseCombatWeapon *pSwitchingTo = NULL );
int CapabilitiesGet( void ) { return bits_CAP_WEAPON_RANGE_ATTACK1; }
bool Reload( void );
bool ShouldDisplayHUDHint() { return true; }
private:
void ThrowGrenade( CBasePlayer *pPlayer );
void RollGrenade( CBasePlayer *pPlayer );
void LobGrenade( CBasePlayer *pPlayer );
// check a throw from vecSrc. If not valid, move the position back along the line to vecEye
void CheckThrowPosition( CBasePlayer *pPlayer, const Vector &vecEye, Vector &vecSrc );
bool m_bRedraw; //Draw the weapon again after throwing a grenade
int m_AttackPaused;
bool m_fDrawbackFinished;
DECLARE_ACTTABLE();
DECLARE_DATADESC();
};
BEGIN_DATADESC( CWeaponFrag )
DEFINE_FIELD( m_bRedraw, FIELD_BOOLEAN ),
DEFINE_FIELD( m_AttackPaused, FIELD_INTEGER ),
DEFINE_FIELD( m_fDrawbackFinished, FIELD_BOOLEAN ),
END_DATADESC()
acttable_t CWeaponFrag::m_acttable[] =
{
{ ACT_RANGE_ATTACK1, ACT_RANGE_ATTACK_SLAM, true },
};
IMPLEMENT_ACTTABLE(CWeaponFrag);
IMPLEMENT_SERVERCLASS_ST(CWeaponFrag, DT_WeaponFrag)
END_SEND_TABLE()
LINK_ENTITY_TO_CLASS( weapon_frag, CWeaponFrag );
PRECACHE_WEAPON_REGISTER(weapon_frag);
CWeaponFrag::CWeaponFrag() :
CBaseHLCombatWeapon(),
m_bRedraw( false )
{
NULL;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CWeaponFrag::Precache( void )
{
BaseClass::Precache();
UTIL_PrecacheOther( "npc_grenade_frag" );
PrecacheScriptSound( "WeaponFrag.Throw" );
PrecacheScriptSound( "WeaponFrag.Roll" );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
bool CWeaponFrag::Deploy( void )
{
m_bRedraw = false;
m_fDrawbackFinished = false;
return BaseClass::Deploy();
}
//-----------------------------------------------------------------------------
// Purpose:
// Output : Returns true on success, false on failure.
//-----------------------------------------------------------------------------
bool CWeaponFrag::Holster( CBaseCombatWeapon *pSwitchingTo )
{
m_bRedraw = false;
m_fDrawbackFinished = false;
return BaseClass::Holster( pSwitchingTo );
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : *pEvent -
// *pOperator -
//-----------------------------------------------------------------------------
void CWeaponFrag::Operator_HandleAnimEvent( animevent_t *pEvent, CBaseCombatCharacter *pOperator )
{
CBasePlayer *pOwner = ToBasePlayer( GetOwner() );
bool fThrewGrenade = false;
switch( pEvent->event )
{
case EVENT_WEAPON_SEQUENCE_FINISHED:
m_fDrawbackFinished = true;
break;
case EVENT_WEAPON_THROW:
ThrowGrenade( pOwner );
DecrementAmmo( pOwner );
fThrewGrenade = true;
break;
case EVENT_WEAPON_THROW2:
RollGrenade( pOwner );
DecrementAmmo( pOwner );
fThrewGrenade = true;
break;
case EVENT_WEAPON_THROW3:
LobGrenade( pOwner );
DecrementAmmo( pOwner );
fThrewGrenade = true;
break;
default:
BaseClass::Operator_HandleAnimEvent( pEvent, pOperator );
break;
}
#define RETHROW_DELAY 0.5
if( fThrewGrenade )
{
m_flNextPrimaryAttack = gpGlobals->curtime + RETHROW_DELAY;
m_flNextSecondaryAttack = gpGlobals->curtime + RETHROW_DELAY;
m_flTimeWeaponIdle = FLT_MAX; //NOTE: This is set once the animation has finished up!
// Make a sound designed to scare snipers back into their holes!
CBaseCombatCharacter *pOwner = GetOwner();
if( pOwner )
{
Vector vecSrc = pOwner->Weapon_ShootPosition();
Vector vecDir;
AngleVectors( pOwner->EyeAngles(), &vecDir );
trace_t tr;
UTIL_TraceLine( vecSrc, vecSrc + vecDir * 1024, MASK_SOLID_BRUSHONLY, pOwner, COLLISION_GROUP_NONE, &tr );
CSoundEnt::InsertSound( SOUND_DANGER_SNIPERONLY, tr.endpos, 384, 0.2, pOwner );
}
}
}
//-----------------------------------------------------------------------------
// Purpose:
// Output : Returns true on success, false on failure.
//-----------------------------------------------------------------------------
bool CWeaponFrag::Reload( void )
{
if ( !HasPrimaryAmmo() )
return false;
if ( ( m_bRedraw ) && ( m_flNextPrimaryAttack <= gpGlobals->curtime ) && ( m_flNextSecondaryAttack <= gpGlobals->curtime ) )
{
//Redraw the weapon
SendWeaponAnim( ACT_VM_DRAW );
//Update our times
m_flNextPrimaryAttack = gpGlobals->curtime + SequenceDuration();
m_flNextSecondaryAttack = gpGlobals->curtime + SequenceDuration();
m_flTimeWeaponIdle = gpGlobals->curtime + SequenceDuration();
//Mark this as done
m_bRedraw = false;
}
return true;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CWeaponFrag::SecondaryAttack( void )
{
if ( m_bRedraw )
return;
if ( !HasPrimaryAmmo() )
return;
CBaseCombatCharacter *pOwner = GetOwner();
if ( pOwner == NULL )
return;
CBasePlayer *pPlayer = ToBasePlayer( pOwner );
if ( pPlayer == NULL )
return;
// Note that this is a secondary attack and prepare the grenade attack to pause.
m_AttackPaused = GRENADE_PAUSED_SECONDARY;
SendWeaponAnim( ACT_VM_PULLBACK_LOW );
// Don't let weapon idle interfere in the middle of a throw!
m_flTimeWeaponIdle = FLT_MAX;
m_flNextSecondaryAttack = FLT_MAX;
// If I'm now out of ammo, switch away
if ( !HasPrimaryAmmo() )
{
pPlayer->SwitchToNextBestWeapon( this );
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CWeaponFrag::PrimaryAttack( void )
{
if ( m_bRedraw )
return;
CBaseCombatCharacter *pOwner = GetOwner();
if ( pOwner == NULL )
{
return;
}
CBasePlayer *pPlayer = ToBasePlayer( GetOwner() );;
if ( !pPlayer )
return;
// Note that this is a primary attack and prepare the grenade attack to pause.
m_AttackPaused = GRENADE_PAUSED_PRIMARY;
SendWeaponAnim( ACT_VM_PULLBACK_HIGH );
// Put both of these off indefinitely. We do not know how long
// the player will hold the grenade.
m_flTimeWeaponIdle = FLT_MAX;
m_flNextPrimaryAttack = FLT_MAX;
// If I'm now out of ammo, switch away
if ( !HasPrimaryAmmo() )
{
pPlayer->SwitchToNextBestWeapon( this );
}
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : *pOwner -
//-----------------------------------------------------------------------------
void CWeaponFrag::DecrementAmmo( CBaseCombatCharacter *pOwner )
{
pOwner->RemoveAmmo( 1, m_iPrimaryAmmoType );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CWeaponFrag::ItemPostFrame( void )
{
if( m_fDrawbackFinished )
{
CBasePlayer *pOwner = ToBasePlayer( GetOwner() );
if (pOwner)
{
switch( m_AttackPaused )
{
case GRENADE_PAUSED_PRIMARY:
if( !(pOwner->m_nButtons & IN_ATTACK) )
{
SendWeaponAnim( ACT_VM_THROW );
m_fDrawbackFinished = false;
}
break;
case GRENADE_PAUSED_SECONDARY:
if( !(pOwner->m_nButtons & IN_ATTACK2) )
{
//See if we're ducking
if ( pOwner->m_nButtons & IN_DUCK )
{
//Send the weapon animation
SendWeaponAnim( ACT_VM_SECONDARYATTACK );
}
else
{
//Send the weapon animation
SendWeaponAnim( ACT_VM_HAULBACK );
}
m_fDrawbackFinished = false;
}
break;
default:
break;
}
}
}
BaseClass::ItemPostFrame();
if ( m_bRedraw )
{
if ( IsViewModelSequenceFinished() )
{
Reload();
}
}
}
// check a throw from vecSrc. If not valid, move the position back along the line to vecEye
void CWeaponFrag::CheckThrowPosition( CBasePlayer *pPlayer, const Vector &vecEye, Vector &vecSrc )
{
trace_t tr;
UTIL_TraceHull( vecEye, vecSrc, -Vector(GRENADE_RADIUS+2,GRENADE_RADIUS+2,GRENADE_RADIUS+2), Vector(GRENADE_RADIUS+2,GRENADE_RADIUS+2,GRENADE_RADIUS+2),
pPlayer->PhysicsSolidMaskForEntity(), pPlayer, pPlayer->GetCollisionGroup(), &tr );
if ( tr.DidHit() )
{
vecSrc = tr.endpos;
}
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : *pPlayer -
//-----------------------------------------------------------------------------
void CWeaponFrag::ThrowGrenade( CBasePlayer *pPlayer )
{
Vector vecEye = pPlayer->EyePosition();
Vector vForward, vRight;
pPlayer->EyeVectors( &vForward, &vRight, NULL );
Vector vecSrc = vecEye + vForward * 18.0f + vRight * 8.0f;
CheckThrowPosition( pPlayer, vecEye, vecSrc );
// vForward[0] += 0.1f;
vForward[2] += 0.1f;
Vector vecThrow;
pPlayer->GetVelocity( &vecThrow, NULL );
vecThrow += vForward * 1200;
Fraggrenade_Create( vecSrc, vec3_angle, vecThrow, AngularImpulse(600,random->RandomInt(-1200,1200),0), pPlayer, GRENADE_TIMER, false );
m_bRedraw = true;
WeaponSound( SINGLE );
m_iPrimaryAttacks++;
gamestats->Event_WeaponFired( pPlayer, true, GetClassname() );
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : *pPlayer -
//-----------------------------------------------------------------------------
void CWeaponFrag::LobGrenade( CBasePlayer *pPlayer )
{
Vector vecEye = pPlayer->EyePosition();
Vector vForward, vRight;
pPlayer->EyeVectors( &vForward, &vRight, NULL );
Vector vecSrc = vecEye + vForward * 18.0f + vRight * 8.0f + Vector( 0, 0, -8 );
CheckThrowPosition( pPlayer, vecEye, vecSrc );
Vector vecThrow;
pPlayer->GetVelocity( &vecThrow, NULL );
vecThrow += vForward * 350 + Vector( 0, 0, 50 );
Fraggrenade_Create( vecSrc, vec3_angle, vecThrow, AngularImpulse(200,random->RandomInt(-600,600),0), pPlayer, GRENADE_TIMER, false );
WeaponSound( WPN_DOUBLE );
m_bRedraw = true;
m_iPrimaryAttacks++;
gamestats->Event_WeaponFired( pPlayer, true, GetClassname() );
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : *pPlayer -
//-----------------------------------------------------------------------------
void CWeaponFrag::RollGrenade( CBasePlayer *pPlayer )
{
// BUGBUG: Hardcoded grenade width of 4 - better not change the model :)
Vector vecSrc;
pPlayer->CollisionProp()->NormalizedToWorldSpace( Vector( 0.5f, 0.5f, 0.0f ), &vecSrc );
vecSrc.z += GRENADE_RADIUS;
Vector vecFacing = pPlayer->BodyDirection2D( );
// no up/down direction
vecFacing.z = 0;
VectorNormalize( vecFacing );
trace_t tr;
UTIL_TraceLine( vecSrc, vecSrc - Vector(0,0,16), MASK_PLAYERSOLID, pPlayer, COLLISION_GROUP_NONE, &tr );
if ( tr.fraction != 1.0 )
{
// compute forward vec parallel to floor plane and roll grenade along that
Vector tangent;
CrossProduct( vecFacing, tr.plane.normal, tangent );
CrossProduct( tr.plane.normal, tangent, vecFacing );
}
vecSrc += (vecFacing * 18.0);
CheckThrowPosition( pPlayer, pPlayer->WorldSpaceCenter(), vecSrc );
Vector vecThrow;
pPlayer->GetVelocity( &vecThrow, NULL );
vecThrow += vecFacing * 700;
// put it on its side
QAngle orientation(0,pPlayer->GetLocalAngles().y,-90);
// roll it
AngularImpulse rotSpeed(0,0,720);
Fraggrenade_Create( vecSrc, orientation, vecThrow, rotSpeed, pPlayer, GRENADE_TIMER, false );
WeaponSound( SPECIAL1 );
m_bRedraw = true;
m_iPrimaryAttacks++;
gamestats->Event_WeaponFired( pPlayer, true, GetClassname() );
}