Modified source engine (2017) developed by valve and leaked in 2020. Not for commercial purporses
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
//
//=============================================================================
#include "cbase.h"
#include "tf_weapon_compound_bow.h"
#include "tf_fx_shared.h"
#include "tf_gamerules.h"
#include "in_buttons.h"
// Client specific.
#ifdef CLIENT_DLL
#include "c_tf_player.h"
#include "c_tf_gamestats.h"
#include "prediction.h"
// Server specific.
#else
#include "tf_player.h"
#include "tf_gamestats.h"
#include "tf_projectile_arrow.h"
#endif
//=============================================================================
//
// Weapon tables.
//
IMPLEMENT_NETWORKCLASS_ALIASED( TFCompoundBow, DT_WeaponCompoundBow )
BEGIN_NETWORK_TABLE( CTFCompoundBow, DT_WeaponCompoundBow )
#ifdef CLIENT_DLL
RecvPropBool( RECVINFO( m_bArrowAlight ) ),
RecvPropBool( RECVINFO( m_bNoFire ) ),
#else
SendPropBool( SENDINFO( m_bArrowAlight ) ),
SendPropBool( SENDINFO( m_bNoFire ) ),
#endif
END_NETWORK_TABLE()
BEGIN_PREDICTION_DATA( CTFCompoundBow )
#ifdef CLIENT_DLL
DEFINE_PRED_FIELD( m_flChargeBeginTime, FIELD_FLOAT, FTYPEDESC_INSENDTABLE ),
DEFINE_PRED_FIELD( m_bNoFire, FIELD_BOOLEAN, FTYPEDESC_INSENDTABLE ),
#endif
END_PREDICTION_DATA()
LINK_ENTITY_TO_CLASS( tf_weapon_compound_bow, CTFCompoundBow );
PRECACHE_WEAPON_REGISTER( tf_weapon_compound_bow );
// Server specific.
#ifndef CLIENT_DLL
BEGIN_DATADESC( CTFCompoundBow )
END_DATADESC()
#endif
#define TF_ARROW_MAX_CHARGE_TIME 5.0f
//=============================================================================
//
// Weapon functions.
//
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
CTFCompoundBow::CTFCompoundBow()
{
m_flLastDenySoundTime = 0.0f;
m_bNoFire = false;
m_bReloadsSingly = false;
}
void CTFCompoundBow::Precache( void )
{
PrecacheScriptSound( "Weapon_CompoundBow.SinglePull" );
PrecacheScriptSound( "ArrowLight" );
BaseClass::Precache();
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTFCompoundBow::WeaponReset( void )
{
BaseClass::WeaponReset();
// m_flChargeBeginTime = 0;
m_bArrowAlight = false;
m_bNoAutoRelease = true;
m_bNoFire = false;
}
#ifdef GAME_DLL
#ifdef STAGING_ONLY
void CTFCompoundBow::CreateExtraArrow( CTFProjectile_Arrow* pMainArrow, const QAngle& qSpreadAngles, float flSpeed )
{
CTFProjectile_Arrow* pExtraArrow = CTFProjectile_Arrow::Create( pMainArrow->GetAbsOrigin(), qSpreadAngles, flSpeed, GetProjectileGravity(), (ProjectileType_t)GetWeaponProjectileType(), pMainArrow->GetOwnerEntity(), pMainArrow->GetOwnerEntity() );
if ( pExtraArrow )
{
pExtraArrow->SetLauncher( this );
pExtraArrow->SetCritical( IsCurrentAttackACrit() );
pExtraArrow->SetDamage( 0.5f * GetProjectileDamage() );
if ( pMainArrow->CanPenetrate() )
{
pExtraArrow->SetPenetrate( true );
}
pExtraArrow->SetCollisionGroup( pMainArrow->GetCollisionGroup() );
}
}
ConVar sv_arrow_spread_angle( "sv_arrow_spread_angle", "5.f" );
ConVar sv_arrow_max_random_spread_angle( "sv_arrow_random_spread_angle", "5.f" );
float CTFCompoundBow::GetRandomSpreadOffset( int iLevel )
{
float flMaxRandomSpread = sv_arrow_max_random_spread_angle.GetFloat();
float flRandom = RemapValClamped( gpGlobals->curtime - m_flChargeBeginTime, 0.f, GetChargeMaxTime(), RandomFloat( -flMaxRandomSpread, flMaxRandomSpread ), 0.f );
return sv_arrow_spread_angle.GetFloat() * iLevel + flRandom;
}
#endif // STAGING_ONLY
#endif
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTFCompoundBow::LaunchGrenade( void )
{
// Get the player owning the weapon.
CTFPlayer *pPlayer = ToTFPlayer( GetPlayerOwner() );
if ( !pPlayer )
return;
CalcIsAttackCritical();
SendWeaponAnim( ACT_VM_PRIMARYATTACK );
pPlayer->SetAnimation( PLAYER_ATTACK1 );
pPlayer->DoAnimationEvent( PLAYERANIMEVENT_ATTACK_PRIMARY );
m_bWantsToShoot = false;
#ifdef GAME_DLL
CTFProjectile_Arrow *pMainArrow = assert_cast<CTFProjectile_Arrow*>( FireProjectile( pPlayer ) );
if ( pMainArrow )
{
pMainArrow->SetArrowAlight( m_bArrowAlight );
#ifdef STAGING_ONLY
if ( TFGameRules() && TFGameRules()->GameModeUsesUpgrades() )
{
Vector vecMainVelocity = pMainArrow->GetAbsVelocity();
float flMainSpeed = vecMainVelocity.Length();
int iArrowMastery = 0;
CALL_ATTRIB_HOOK_INT( iArrowMastery, arrow_mastery );
for ( int i=0; i<iArrowMastery; ++i )
{
QAngle qOffset1 = pMainArrow->GetAbsAngles() + QAngle( 0, GetRandomSpreadOffset( i + 1 ), 0 );
CreateExtraArrow( pMainArrow, qOffset1, flMainSpeed );
QAngle qOffset2 = pMainArrow->GetAbsAngles() + QAngle( 0, -GetRandomSpreadOffset( i + 1 ), 0 );
CreateExtraArrow( pMainArrow, qOffset2, flMainSpeed );
}
}
#endif
}
#else
FireProjectile( pPlayer );
#endif
#if !defined( CLIENT_DLL )
pPlayer->SpeakWeaponFire();
CTF_GameStats.Event_PlayerFiredWeapon( pPlayer, IsCurrentAttackACrit() );
#endif
#ifdef CLIENT_DLL
C_CTF_GameStats.Event_PlayerFiredWeapon( pPlayer, IsCurrentAttackACrit() );
#endif
// Set next attack times.
float flBaseFireDelay = m_pWeaponInfo->GetWeaponData( m_iWeaponMode ).m_flTimeFireDelay;
float flFireDelay = ApplyFireDelay( flBaseFireDelay );
ApplyRefireSpeedModifications( flFireDelay );
float flRateMultiplyer = flBaseFireDelay / flFireDelay;
// Speed up the reload animation built in to firing
if ( pPlayer->GetViewModel(0) )
{
pPlayer->GetViewModel(0)->SetPlaybackRate( flRateMultiplyer );
}
if ( pPlayer->GetViewModel(1) )
{
pPlayer->GetViewModel(1)->SetPlaybackRate( flRateMultiplyer );
}
m_flNextPrimaryAttack = gpGlobals->curtime + flFireDelay;
m_flLastDenySoundTime = gpGlobals->curtime;
float flIdleDelay = 0.5f * flRateMultiplyer;
SetWeaponIdleTime( m_flNextPrimaryAttack + flIdleDelay );
pPlayer->m_Shared.RemoveCond( TF_COND_AIMING );
pPlayer->TeamFortress_SetSpeed();
m_flChargeBeginTime = 0;
m_bArrowAlight = false;
// The bow doesn't actually reload, it instead uses the AE_WPN_INCREMENTAMMO anim event in the fire to reload the clip.
// We need to reset this bool each time we fire so that anim event works.
m_bReloadedThroughAnimEvent = false;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTFCompoundBow::PrimaryAttack( void )
{
CTFPlayer *pPlayer = ToTFPlayer( GetPlayerOwner() );
if ( !pPlayer )
return;
// Check for ammunition.
if ( m_iClip1 <= 0 && m_iClip1 != -1 )
return;
// Are we capable of firing again?
if ( m_flNextPrimaryAttack > gpGlobals->curtime )
return;
if ( m_bNoFire )
return;
if ( !CanAttack() )
{
m_flChargeBeginTime = 0;
return;
}
if ( m_flChargeBeginTime <= 0 )
{
// Set the weapon mode.
m_iWeaponMode = TF_WEAPON_PRIMARY_MODE;
// save that we had the attack button down
m_flChargeBeginTime = gpGlobals->curtime;
SendWeaponAnim( ACT_VM_PULLBACK );
float flRateMultiplyer = ApplyFireDelay( 1.0f );
ApplyRefireSpeedModifications( flRateMultiplyer );
if ( flRateMultiplyer > 0.0f )
{
flRateMultiplyer = 1.0f / flRateMultiplyer;
}
// Speed up the reload animation built in to firing
if ( pPlayer->GetViewModel(0) )
{
pPlayer->GetViewModel(0)->SetPlaybackRate( flRateMultiplyer );
}
if ( pPlayer->GetViewModel(1) )
{
pPlayer->GetViewModel(1)->SetPlaybackRate( flRateMultiplyer );
}
bool bPlaySound = true;
#ifdef CLIENT_DLL
bPlaySound = prediction->IsFirstTimePredicted();
#endif
if ( bPlaySound )
{
// Increase the pitch of the pull sound when the fire rate is higher
CSoundParameters params;
if ( CBaseEntity::GetParametersForSound( "Weapon_CompoundBow.SinglePull", params, NULL ) )
{
CPASAttenuationFilter filter( pPlayer->GetAbsOrigin(), params.soundlevel );
#ifdef GAME_DLL
filter.RemoveRecipient( pPlayer );
#endif
EmitSound_t ep( params );
ep.m_nPitch *= flRateMultiplyer;
pPlayer->EmitSound( filter, pPlayer->entindex(), ep );
}
}
// Slow down movement speed while the bow is pulled back.
pPlayer->m_Shared.AddCond( TF_COND_AIMING );
pPlayer->TeamFortress_SetSpeed();
}
else
{
float flTotalChargeTime = gpGlobals->curtime - m_flChargeBeginTime;
if ( flTotalChargeTime >= GetChargeMaxTime() )
{
flTotalChargeTime = GetChargeMaxTime();
// LaunchGrenade();
}
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
float CTFCompoundBow::GetChargeMaxTime( void )
{
// It takes less time to charge if the fire rate is higher
float flChargeMaxTime = ApplyFireDelay( 1.0f );
ApplyRefireSpeedModifications( flChargeMaxTime );
return flChargeMaxTime;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
float CTFCompoundBow::GetCurrentCharge( void )
{
if ( m_flChargeBeginTime == 0 )
return 0;
else
return MIN( gpGlobals->curtime - m_flChargeBeginTime, 1.f );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
float CTFCompoundBow::GetProjectileDamage( void )
{
float flDamage = BaseClass::GetProjectileDamage();
float flBaseDamage = 50.f;
float flScale = MIN( GetCurrentCharge() / GetChargeMaxTime(), 1.f);
float flScaleDamage = flDamage * flScale;
return (flBaseDamage + flScaleDamage);
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
float CTFCompoundBow::GetProjectileSpeed( void )
{
return RemapValClamped( GetCurrentCharge(), 0.0f, 1.f, 1800, 2600 );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
float CTFCompoundBow::GetProjectileGravity( void )
{
return RemapValClamped( GetCurrentCharge(), 0.0f, 1.f, 0.5, 0.1 );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTFCompoundBow::AddPipeBomb( CTFGrenadePipebombProjectile *pBomb )
{
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTFCompoundBow::SecondaryAttack( void )
{
LowerBow();
}
//-----------------------------------------------------------------------------
// Purpose: Un-nocks a ready arrow.
//-----------------------------------------------------------------------------
void CTFCompoundBow::LowerBow( void )
{
if ( GetCurrentCharge() == 0.f )
return; // No arrow nocked.
m_flChargeBeginTime = 0;
CTFPlayer *pPlayer = ToTFPlayer( GetPlayerOwner() );
if ( pPlayer )
{
pPlayer->m_Shared.RemoveCond( TF_COND_AIMING );
pPlayer->TeamFortress_SetSpeed();
}
m_flNextPrimaryAttack = gpGlobals->curtime + 1.f;
m_bNoFire = true;
m_bWantsToShoot = false;
SendWeaponAnim( ACT_ITEM2_VM_DRYFIRE );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
bool CTFCompoundBow::DetonateRemotePipebombs( bool bFizzle )
{
return false;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
bool CTFCompoundBow::OwnerCanJump( void )
{
if ( GetCurrentCharge() > 0.f )
return false;
else
return true;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
bool CTFCompoundBow::Holster( CBaseCombatWeapon *pSwitchingTo )
{
CTFPlayer *pPlayer = ToTFPlayer( GetPlayerOwner() );
if ( pPlayer )
{
pPlayer->m_Shared.RemoveCond( TF_COND_AIMING );
pPlayer->TeamFortress_SetSpeed();
}
m_bNoFire = false;
SetArrowAlight( false );
return BaseClass::Holster( pSwitchingTo );
}
//-----------------------------------------------------------------------------
// Purpose: Play animation appropriate to ball status.
//-----------------------------------------------------------------------------
bool CTFCompoundBow::SendWeaponAnim( int iActivity )
{
CTFPlayer *pPlayer = GetTFPlayerOwner();
if ( !pPlayer )
return BaseClass::SendWeaponAnim( iActivity );
if ( iActivity == ACT_VM_PULLBACK )
{
iActivity = ACT_ITEM2_VM_CHARGE;
}
float flTotalChargeTime = gpGlobals->curtime - m_flChargeBeginTime;
if ( GetCurrentCharge() > 0 )
{
switch ( iActivity )
{
case ACT_VM_IDLE:
if ( flTotalChargeTime >= TF_ARROW_MAX_CHARGE_TIME )
{
int iAct = GetActivity();
if ( iAct == ACT_ITEM2_VM_IDLE_3 || iAct == ACT_ITEM2_VM_CHARGE_IDLE_3 )
{
iActivity = ACT_ITEM2_VM_IDLE_3;
}
else
{
iActivity = ACT_ITEM2_VM_CHARGE_IDLE_3;
}
}
else
{
iActivity = ACT_ITEM2_VM_IDLE_2;
}
break;
default:
break;
}
}
return BaseClass::SendWeaponAnim( iActivity );
}
//-----------------------------------------------------------------------------
// Purpose: Play animation appropriate to ball status.
//-----------------------------------------------------------------------------
void CTFCompoundBow::ItemPostFrame( void )
{
CBasePlayer *pOwner = ToBasePlayer( GetOwner() );
if ( !pOwner )
return;
if ( !CanAttack() )
{
LowerBow();
}
// If we just fired, and we're past the point at which we tried to reload ourselves,
// and we don't have any ammo in the clip, switch away to another weapon to stop us
// from playing the "draw another arrow from the quiver" animation.
if ( m_bReloadedThroughAnimEvent && m_iClip1 <= 0 && pOwner->GetAmmoCount( m_iPrimaryAmmoType ) <= 0 )
{
g_pGameRules->SwitchToNextBestWeapon( pOwner, this );
return;
}
BaseClass::ItemPostFrame();
if ( !(pOwner->m_nButtons & IN_ATTACK) && !(pOwner->m_nButtons & IN_ATTACK2) )
{
// Both buttons released. The player can draw the bow again.
m_bNoFire = false;
if ( GetActivity() == ACT_ITEM2_VM_PRIMARYATTACK && IsViewModelSequenceFinished() )
{
SendWeaponAnim( ACT_VM_IDLE );
}
}
if ( GetCurrentCharge() == 1.f && IsViewModelSequenceFinished() )
{
SendWeaponAnim( ACT_VM_IDLE );
}
if ( m_bNoFire )
{
WeaponIdle();
}
}
//-----------------------------------------------------------------------------
// Purpose: Held the arrow drawn too long. Give up & play a fail animation.
//-----------------------------------------------------------------------------
void CTFCompoundBow::ForceLaunchGrenade( void )
{
// LowerBow();
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTFCompoundBow::GetProjectileFireSetup( CTFPlayer *pPlayer, Vector vecOffset, Vector *vecSrc, QAngle *angForward, bool bHitTeammates, float flEndDist )
{
BaseClass::GetProjectileFireSetup( pPlayer, vecOffset, vecSrc, angForward, bHitTeammates, flEndDist );
float flTotalChargeTime = gpGlobals->curtime - m_flChargeBeginTime;
if ( flTotalChargeTime >= TF_ARROW_MAX_CHARGE_TIME )
{
// We want to fire a really inaccurate shot.
float frand = (float) rand() / VALVE_RAND_MAX;
angForward->x += -6 + frand*12.f;
frand = (float) rand() / VALVE_RAND_MAX;
angForward->y += -6 + frand*12.f;
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTFCompoundBow::ApplyRefireSpeedModifications( float &flBaseRef )
{
CALL_ATTRIB_HOOK_FLOAT( flBaseRef, fast_reload );
// Prototype hack
CTFPlayer *pPlayer = ToTFPlayer( GetOwner() );
if ( pPlayer )
{
int iMaster = 0;
CALL_ATTRIB_HOOK_INT_ON_OTHER( pPlayer, iMaster, ability_master_sniper );
if ( iMaster )
{
flBaseRef *= RemapValClamped( iMaster, 1, 2, 0.6f, 0.3f );
}
else if ( pPlayer->m_Shared.GetCarryingRuneType() == RUNE_HASTE )
{
flBaseRef *= 0.4f;
}
}
}
#ifdef CLIENT_DLL
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTFCompoundBow::StartBurningEffect( void )
{
// clear any old effect before adding a new one
if ( m_pBurningArrowEffect )
{
StopBurningEffect();
}
const char *pszEffect;
m_hParticleEffectOwner = GetWeaponForEffect();
if ( m_hParticleEffectOwner )
{
if ( m_hParticleEffectOwner != this )
{
// We're on the viewmodel
pszEffect = "v_flaming_arrow";
}
else
{
pszEffect = "flaming_arrow";
}
m_pBurningArrowEffect = m_hParticleEffectOwner->ParticleProp()->Create( pszEffect, PATTACH_POINT_FOLLOW, "muzzle" );
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTFCompoundBow::StopBurningEffect( void )
{
if ( m_pBurningArrowEffect )
{
if ( m_hParticleEffectOwner && m_hParticleEffectOwner->ParticleProp() )
{
m_hParticleEffectOwner->ParticleProp()->StopEmission( m_pBurningArrowEffect );
}
m_pBurningArrowEffect = NULL;
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTFCompoundBow::UpdateOnRemove( void )
{
StopBurningEffect();
BaseClass::UpdateOnRemove();
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTFCompoundBow::OnDataChanged( DataUpdateType_t type )
{
BaseClass::OnDataChanged( type );
// Handle particle effect creation / destruction
if ( m_bArrowAlight && !m_pBurningArrowEffect )
{
StartBurningEffect();
EmitSound( "ArrowLight" );
}
else if ( !m_bArrowAlight && m_pBurningArrowEffect )
{
StopBurningEffect();
}
}
#endif
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
bool CTFCompoundBow::Reload( void )
{
if ( m_flNextPrimaryAttack > gpGlobals->curtime )
return false;
return BaseClass::Reload();
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
bool CTFCompoundBow::CalcIsAttackCriticalHelper()
{
CTFPlayer *pPlayer = GetTFPlayerOwner();
// Crit boosted players fire all crits
if ( pPlayer && pPlayer->m_Shared.IsCritBoosted() )
return true;
return false;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTFCompoundBow::SetArrowAlight( bool bAlight )
{
// Don't light arrows if we're still firing one.
if (GetActivity() != ACT_ITEM2_VM_PRIMARYATTACK )
{
m_bArrowAlight = bAlight;
}
}