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385 lines
10 KiB
C++
385 lines
10 KiB
C++
//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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// $NoKeywords: $
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//
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//=============================================================================//
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#include "cbase.h"
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#include "basehlcombatweapon.h"
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#include "player.h"
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#include "gamerules.h"
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#include "ammodef.h"
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#include "mathlib/mathlib.h"
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#include "in_buttons.h"
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#include "soundent.h"
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#include "animation.h"
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#include "ai_condition.h"
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#include "basebludgeonweapon.h"
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#include "ndebugoverlay.h"
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#include "te_effect_dispatch.h"
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#include "rumble_shared.h"
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#include "gamestats.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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IMPLEMENT_SERVERCLASS_ST( CBaseHLBludgeonWeapon, DT_BaseHLBludgeonWeapon )
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END_SEND_TABLE()
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#define BLUDGEON_HULL_DIM 16
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static const Vector g_bludgeonMins(-BLUDGEON_HULL_DIM,-BLUDGEON_HULL_DIM,-BLUDGEON_HULL_DIM);
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static const Vector g_bludgeonMaxs(BLUDGEON_HULL_DIM,BLUDGEON_HULL_DIM,BLUDGEON_HULL_DIM);
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//-----------------------------------------------------------------------------
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// Constructor
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//-----------------------------------------------------------------------------
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CBaseHLBludgeonWeapon::CBaseHLBludgeonWeapon()
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{
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m_bFiresUnderwater = true;
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}
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//-----------------------------------------------------------------------------
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// Purpose: Spawn the weapon
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//-----------------------------------------------------------------------------
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void CBaseHLBludgeonWeapon::Spawn( void )
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{
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m_fMinRange1 = 0;
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m_fMinRange2 = 0;
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m_fMaxRange1 = 64;
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m_fMaxRange2 = 64;
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//Call base class first
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BaseClass::Spawn();
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}
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//-----------------------------------------------------------------------------
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// Purpose: Precache the weapon
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//-----------------------------------------------------------------------------
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void CBaseHLBludgeonWeapon::Precache( void )
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{
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//Call base class first
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BaseClass::Precache();
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}
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int CBaseHLBludgeonWeapon::CapabilitiesGet()
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{
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return bits_CAP_WEAPON_MELEE_ATTACK1;
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}
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int CBaseHLBludgeonWeapon::WeaponMeleeAttack1Condition( float flDot, float flDist )
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{
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if (flDist > 64)
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{
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return COND_TOO_FAR_TO_ATTACK;
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}
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else if (flDot < 0.7)
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{
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return COND_NOT_FACING_ATTACK;
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}
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return COND_CAN_MELEE_ATTACK1;
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}
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//------------------------------------------------------------------------------
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// Purpose : Update weapon
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//------------------------------------------------------------------------------
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void CBaseHLBludgeonWeapon::ItemPostFrame( void )
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{
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CBasePlayer *pOwner = ToBasePlayer( GetOwner() );
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if ( pOwner == NULL )
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return;
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if ( (pOwner->m_nButtons & IN_ATTACK) && (m_flNextPrimaryAttack <= gpGlobals->curtime) )
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{
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PrimaryAttack();
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}
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else if ( (pOwner->m_nButtons & IN_ATTACK2) && (m_flNextSecondaryAttack <= gpGlobals->curtime) )
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{
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SecondaryAttack();
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}
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else
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{
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WeaponIdle();
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return;
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}
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}
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//------------------------------------------------------------------------------
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// Purpose :
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// Input :
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// Output :
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//------------------------------------------------------------------------------
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void CBaseHLBludgeonWeapon::PrimaryAttack()
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{
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Swing( false );
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}
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//------------------------------------------------------------------------------
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// Purpose :
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// Input :
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// Output :
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//------------------------------------------------------------------------------
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void CBaseHLBludgeonWeapon::SecondaryAttack()
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{
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Swing( true );
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}
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//------------------------------------------------------------------------------
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// Purpose: Implement impact function
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//------------------------------------------------------------------------------
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void CBaseHLBludgeonWeapon::Hit( trace_t &traceHit, Activity nHitActivity, bool bIsSecondary )
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{
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CBasePlayer *pPlayer = ToBasePlayer( GetOwner() );
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//Do view kick
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AddViewKick();
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//Make sound for the AI
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CSoundEnt::InsertSound( SOUND_BULLET_IMPACT, traceHit.endpos, 400, 0.2f, pPlayer );
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// This isn't great, but it's something for when the crowbar hits.
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pPlayer->RumbleEffect( RUMBLE_AR2, 0, RUMBLE_FLAG_RESTART );
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CBaseEntity *pHitEntity = traceHit.m_pEnt;
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//Apply damage to a hit target
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if ( pHitEntity != NULL )
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{
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Vector hitDirection;
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pPlayer->EyeVectors( &hitDirection, NULL, NULL );
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VectorNormalize( hitDirection );
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CTakeDamageInfo info( GetOwner(), GetOwner(), GetDamageForActivity( nHitActivity ), DMG_CLUB );
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if( pPlayer && pHitEntity->IsNPC() )
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{
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// If bonking an NPC, adjust damage.
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info.AdjustPlayerDamageInflictedForSkillLevel();
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}
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CalculateMeleeDamageForce( &info, hitDirection, traceHit.endpos );
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pHitEntity->DispatchTraceAttack( info, hitDirection, &traceHit );
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ApplyMultiDamage();
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// Now hit all triggers along the ray that...
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TraceAttackToTriggers( info, traceHit.startpos, traceHit.endpos, hitDirection );
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if ( ToBaseCombatCharacter( pHitEntity ) )
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{
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gamestats->Event_WeaponHit( pPlayer, !bIsSecondary, GetClassname(), info );
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}
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}
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// Apply an impact effect
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ImpactEffect( traceHit );
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}
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Activity CBaseHLBludgeonWeapon::ChooseIntersectionPointAndActivity( trace_t &hitTrace, const Vector &mins, const Vector &maxs, CBasePlayer *pOwner )
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{
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int i, j, k;
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float distance;
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const float *minmaxs[2] = {mins.Base(), maxs.Base()};
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trace_t tmpTrace;
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Vector vecHullEnd = hitTrace.endpos;
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Vector vecEnd;
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distance = 1e6f;
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Vector vecSrc = hitTrace.startpos;
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vecHullEnd = vecSrc + ((vecHullEnd - vecSrc)*2);
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UTIL_TraceLine( vecSrc, vecHullEnd, MASK_SHOT_HULL, pOwner, COLLISION_GROUP_NONE, &tmpTrace );
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if ( tmpTrace.fraction == 1.0 )
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{
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for ( i = 0; i < 2; i++ )
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{
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for ( j = 0; j < 2; j++ )
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{
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for ( k = 0; k < 2; k++ )
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{
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vecEnd.x = vecHullEnd.x + minmaxs[i][0];
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vecEnd.y = vecHullEnd.y + minmaxs[j][1];
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vecEnd.z = vecHullEnd.z + minmaxs[k][2];
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UTIL_TraceLine( vecSrc, vecEnd, MASK_SHOT_HULL, pOwner, COLLISION_GROUP_NONE, &tmpTrace );
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if ( tmpTrace.fraction < 1.0 )
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{
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float thisDistance = (tmpTrace.endpos - vecSrc).Length();
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if ( thisDistance < distance )
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{
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hitTrace = tmpTrace;
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distance = thisDistance;
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}
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}
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}
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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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hitTrace = tmpTrace;
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}
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return ACT_VM_HITCENTER;
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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// Input : &traceHit -
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//-----------------------------------------------------------------------------
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bool CBaseHLBludgeonWeapon::ImpactWater( const Vector &start, const Vector &end )
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{
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//FIXME: This doesn't handle the case of trying to splash while being underwater, but that's not going to look good
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// right now anyway...
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// We must start outside the water
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if ( UTIL_PointContents( start ) & (CONTENTS_WATER|CONTENTS_SLIME))
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return false;
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// We must end inside of water
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if ( !(UTIL_PointContents( end ) & (CONTENTS_WATER|CONTENTS_SLIME)))
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return false;
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trace_t waterTrace;
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UTIL_TraceLine( start, end, (CONTENTS_WATER|CONTENTS_SLIME), GetOwner(), COLLISION_GROUP_NONE, &waterTrace );
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if ( waterTrace.fraction < 1.0f )
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{
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CEffectData data;
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data.m_fFlags = 0;
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data.m_vOrigin = waterTrace.endpos;
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data.m_vNormal = waterTrace.plane.normal;
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data.m_flScale = 8.0f;
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// See if we hit slime
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if ( waterTrace.contents & CONTENTS_SLIME )
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{
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data.m_fFlags |= FX_WATER_IN_SLIME;
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}
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DispatchEffect( "watersplash", data );
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}
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return true;
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CBaseHLBludgeonWeapon::ImpactEffect( trace_t &traceHit )
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{
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// See if we hit water (we don't do the other impact effects in this case)
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if ( ImpactWater( traceHit.startpos, traceHit.endpos ) )
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return;
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//FIXME: need new decals
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UTIL_ImpactTrace( &traceHit, DMG_CLUB );
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}
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//------------------------------------------------------------------------------
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// Purpose : Starts the swing of the weapon and determines the animation
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// Input : bIsSecondary - is this a secondary attack?
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//------------------------------------------------------------------------------
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void CBaseHLBludgeonWeapon::Swing( int bIsSecondary )
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{
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trace_t traceHit;
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// Try a ray
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CBasePlayer *pOwner = ToBasePlayer( GetOwner() );
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if ( !pOwner )
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return;
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pOwner->RumbleEffect( RUMBLE_CROWBAR_SWING, 0, RUMBLE_FLAG_RESTART );
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Vector swingStart = pOwner->Weapon_ShootPosition( );
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Vector forward;
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forward = pOwner->GetAutoaimVector( AUTOAIM_SCALE_DEFAULT, GetRange() );
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Vector swingEnd = swingStart + forward * GetRange();
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UTIL_TraceLine( swingStart, swingEnd, MASK_SHOT_HULL, pOwner, COLLISION_GROUP_NONE, &traceHit );
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Activity nHitActivity = ACT_VM_HITCENTER;
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// Like bullets, bludgeon traces have to trace against triggers.
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CTakeDamageInfo triggerInfo( GetOwner(), GetOwner(), GetDamageForActivity( nHitActivity ), DMG_CLUB );
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triggerInfo.SetDamagePosition( traceHit.startpos );
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triggerInfo.SetDamageForce( forward );
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TraceAttackToTriggers( triggerInfo, traceHit.startpos, traceHit.endpos, forward );
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if ( traceHit.fraction == 1.0 )
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{
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float bludgeonHullRadius = 1.732f * BLUDGEON_HULL_DIM; // hull is +/- 16, so use cuberoot of 2 to determine how big the hull is from center to the corner point
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// Back off by hull "radius"
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swingEnd -= forward * bludgeonHullRadius;
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UTIL_TraceHull( swingStart, swingEnd, g_bludgeonMins, g_bludgeonMaxs, MASK_SHOT_HULL, pOwner, COLLISION_GROUP_NONE, &traceHit );
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if ( traceHit.fraction < 1.0 && traceHit.m_pEnt )
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{
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Vector vecToTarget = traceHit.m_pEnt->GetAbsOrigin() - swingStart;
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VectorNormalize( vecToTarget );
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float dot = vecToTarget.Dot( forward );
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// YWB: Make sure they are sort of facing the guy at least...
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if ( dot < 0.70721f )
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{
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// Force amiss
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traceHit.fraction = 1.0f;
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}
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else
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{
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nHitActivity = ChooseIntersectionPointAndActivity( traceHit, g_bludgeonMins, g_bludgeonMaxs, pOwner );
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}
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}
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}
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if ( !bIsSecondary )
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{
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m_iPrimaryAttacks++;
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}
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else
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{
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m_iSecondaryAttacks++;
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}
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gamestats->Event_WeaponFired( pOwner, !bIsSecondary, GetClassname() );
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// -------------------------
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// Miss
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// -------------------------
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if ( traceHit.fraction == 1.0f )
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{
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nHitActivity = bIsSecondary ? ACT_VM_MISSCENTER2 : ACT_VM_MISSCENTER;
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// We want to test the first swing again
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Vector testEnd = swingStart + forward * GetRange();
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// See if we happened to hit water
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ImpactWater( swingStart, testEnd );
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}
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else
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{
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Hit( traceHit, nHitActivity, bIsSecondary ? true : false );
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}
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// Send the anim
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SendWeaponAnim( nHitActivity );
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//Setup our next attack times
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m_flNextPrimaryAttack = gpGlobals->curtime + GetFireRate();
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m_flNextSecondaryAttack = gpGlobals->curtime + SequenceDuration();
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//Play swing sound
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WeaponSound( SINGLE );
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}
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