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396 lines
9.6 KiB
396 lines
9.6 KiB
![]()
4 years ago
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//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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//=============================================================================//
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#include "cbase.h"
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#include "tf_walker_strider.h"
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#include "npcevent.h"
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#include "engine/IEngineSound.h"
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#include "tf_gamerules.h"
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#include "shake.h"
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#include "in_buttons.h"
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#include "studio.h"
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#define STRIDER_AE_FOOTSTEP_LEFT 1
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#define STRIDER_AE_FOOTSTEP_RIGHT 2
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#define STRIDER_AE_FOOTSTEP_BACK 3
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#define STRIDER_AE_FOOTSTEP_LEFTM 4
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#define STRIDER_AE_FOOTSTEP_RIGHTM 5
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#define STRIDER_AE_FOOTSTEP_BACKM 6
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#define STRIDER_AE_FOOTSTEP_LEFTL 7
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#define STRIDER_AE_FOOTSTEP_RIGHTL 8
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#define STRIDER_AE_FOOTSTEP_BACKL 9
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// How many inches/sec the strider's torso moves up and down to get the torso at the right height.
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#define STRIDER_TORSO_VERTICAL_SLIDE_SPEED 100
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#define STRIDER_FIRE_TIME 5
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#define STRIDER_FIRE_INTERVAL 0.3
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#define STRIDER_FIRE_ANGLE_ERROR 6 // N degrees of error when he fires.
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#define WALKER_STRIDER_MODEL "models/objects/walker_strider.mdl"
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IMPLEMENT_SERVERCLASS_ST( CWalkerStrider, DT_WalkerStrider )
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SendPropInt( SENDINFO( m_bCrouched ), 1, SPROP_UNSIGNED )
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END_SEND_TABLE()
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LINK_ENTITY_TO_CLASS( walker_strider, CWalkerStrider );
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PRECACHE_REGISTER( walker_strider );
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char *g_StriderFeet[] =
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{
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"left foot",
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"right foot",
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"back foot"
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};
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#define NUM_STRIDER_FEET ARRAYSIZE( g_StriderFeet )
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CWalkerStrider::CWalkerStrider()
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{
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m_bCrouched = false;
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m_flOriginToLowestLegHeight = -1;
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m_flWantedZ = -1;
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m_bFiring = false;
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m_vDriverAngles.Init();
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}
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void CWalkerStrider::Precache()
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{
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PrecacheModel( WALKER_STRIDER_MODEL );
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PrecacheScriptSound( "Brush.Footstep" );
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PrecacheScriptSound( "Brush.Fire" );
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BaseClass::Precache();
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}
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void CWalkerStrider::Spawn()
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{
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SpawnWalker(
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WALKER_STRIDER_MODEL, // Model name.
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OBJ_WALKER_STRIDER, // Object type.
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Vector( -186, -157, -504 ), // Placement dimensions.
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Vector( 194, 159, 41 ),
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200, // Health.
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1, // Max passengers.
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2.0 // 2x animation speed boost
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);
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}
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bool CWalkerStrider::IsPassengerVisible( int nRole )
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{
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if ( nRole == VEHICLE_ROLE_DRIVER )
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return false;
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return true;
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}
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void CWalkerStrider::Fire()
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{
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EnableWalkMode( false );
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m_bFiring = true;
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m_flFireEndTime = gpGlobals->curtime + STRIDER_FIRE_TIME;
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ResetSequence( LookupSequence( "shoot01a" ) );
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m_flAnimTime = m_flPrevAnimTime = 0;
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SetCycle( 0 );
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m_flNextShootTime = gpGlobals->curtime;
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m_vFireAngles[ROLL] = 0;
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m_vFireAngles[PITCH] = m_vDriverAngles[PITCH];
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m_vFireAngles[YAW] = GetAbsAngles()[YAW];
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// Play the fire sound.
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CPASAttenuationFilter filter( this, "Brush.Fire" );
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EmitSound( filter, 0, "Brush.Fire", &GetAbsOrigin() );
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}
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void CWalkerStrider::Crouch()
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{
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// Disable the base class's walking functionality while we're crouched.
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EnableWalkMode( false );
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m_bCrouched = true;
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m_flNextCrouchTime = gpGlobals->curtime + 0.3;
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ResetSequence( LookupSequence( "low" ) );
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// HACK: there should be a better way to this.. like CBaseAnimating::ResetAnimation,
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// or ResetSequence should do it.
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m_flAnimTime = m_flPrevAnimTime = 0;
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SetCycle( 0 );
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// HACK CITY.. This forces it to invalidate the abs origins of the gun bases.
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Vector vPos = GetLocalOrigin();
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SetLocalOrigin( vPos + Vector( 100, 0, 0 ) );
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SetLocalOrigin( vPos );
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}
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void CWalkerStrider::UnCrouch()
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{
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EnableWalkMode( true );
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m_flNextCrouchTime = gpGlobals->curtime + 0.3;
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m_bCrouched = false;
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// HACK CITY.. This forces it to invalidate the abs origins of the gun bases.
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Vector vPos = GetLocalOrigin();
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SetLocalOrigin( vPos + Vector( 100, 0, 0 ) );
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SetLocalOrigin( vPos );
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}
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void CWalkerStrider::WalkerThink()
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{
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float dt = GetTimeDelta();
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BaseClass::WalkerThink();
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if ( m_bCrouched )
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{
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// Just sit there until they hit IN_DUCK again.
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if ( (m_LastButtons & IN_DUCK) && gpGlobals->curtime > m_flNextCrouchTime )
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{
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UnCrouch();
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}
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}
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else
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{
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if ( gpGlobals->curtime > m_flNextCrouchTime )
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{
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if ( m_LastButtons & IN_DUCK )
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{
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// They want to crouch.
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Crouch();
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}
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else if ( !m_bFiring && (m_LastButtons & IN_ATTACK) )
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{
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Fire();
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}
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}
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}
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m_vDriverAngles = m_vLastCmdViewAngles;
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if ( m_bCrouched )
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{
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// The "low" animation gets back up at the end so don't let that happen.
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SetCycle( MIN( GetCycle(), 0.5f ) );
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}
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else if ( m_bFiring )
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{
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if ( gpGlobals->curtime > m_flFireEndTime )
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{
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m_bFiring = false;
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EnableWalkMode( true );
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}
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else
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{
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// Shoot?
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if ( gpGlobals->curtime >= m_flNextShootTime )
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{
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Vector vSrc = GetAbsOrigin();
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Vector vForward;
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QAngle vFireAngles = m_vFireAngles;
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vFireAngles[YAW] += RandomFloat( -STRIDER_FIRE_ANGLE_ERROR, STRIDER_FIRE_ANGLE_ERROR );
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vFireAngles[PITCH] += RandomFloat( -STRIDER_FIRE_ANGLE_ERROR, STRIDER_FIRE_ANGLE_ERROR );
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AngleVectors( vFireAngles, &vForward );
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trace_t trace;
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UTIL_TraceLine( vSrc, vSrc + vForward * 2000, MASK_SOLID, this, COLLISION_GROUP_NONE, &trace );
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Vector vHitPos = trace.endpos;
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float flDamageRadius = 100;
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float flDamage = 50;
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CBasePlayer *pDriver = GetPassenger( VEHICLE_ROLE_DRIVER );
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if ( pDriver )
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{
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UTIL_ImpactTrace( &trace, DMG_ENERGYBEAM, "Strider" );
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// Tell the client entity to make a beam effect.
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EntityMessageBegin( this, true );
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WRITE_VEC3COORD( vHitPos );
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MessageEnd();
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UTIL_ScreenShake( vHitPos, 10.0, 150.0, 1.0, 100, SHAKE_START );
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RadiusDamage( CTakeDamageInfo( this, pDriver, flDamage, DMG_BLAST ), vHitPos, flDamageRadius, CLASS_NONE, NULL );
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}
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m_flNextShootTime = gpGlobals->curtime + STRIDER_FIRE_INTERVAL;
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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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// Move our torso within range of our feet.
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if ( m_flOriginToLowestLegHeight != -1 )
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{
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trace_t trace;
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UTIL_TraceLine(
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GetAbsOrigin(),
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GetAbsOrigin() - Vector( 0, 0, 2000 ),
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MASK_SOLID_BRUSHONLY,
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this,
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COLLISION_GROUP_NONE,
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&trace );
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if ( trace.fraction < 1 )
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{
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m_flWantedZ = trace.endpos.z + m_flOriginToLowestLegHeight;
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}
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// Move our Z towards the wanted Z.
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if ( m_flWantedZ != -1 )
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{
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Vector vCur = GetAbsOrigin();
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vCur.z = Approach( m_flWantedZ, vCur.z, STRIDER_TORSO_VERTICAL_SLIDE_SPEED * dt );
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SetAbsOrigin( vCur );
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}
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}
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}
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}
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void CWalkerStrider::Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value )
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{
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// Sapper removal
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if ( RemoveEnemyAttachments( pActivator ) )
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return;
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CBaseTFPlayer *pPlayer = dynamic_cast<CBaseTFPlayer*>(pActivator);
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if ( !pPlayer || !InSameTeam( pPlayer ) )
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return;
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// Ok, put them in the driver role.
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AttemptToBoardVehicle( pPlayer );
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}
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void CWalkerStrider::SetupMove( CBasePlayer *pPlayer, CUserCmd *ucmd, IMoveHelper *pHelper, CMoveData *move )
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{
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BaseClass::SetupMove( pPlayer, ucmd, pHelper, move );
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}
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//
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//
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// This is a TOTAL hack, but we don't have any nodes that work well at all for mounted guns.
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// This all goes away when we get a new model.
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//
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//
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float sideDist = 90;
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float downDist = -400;
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bool CWalkerStrider::GetAttachment( int iAttachment, matrix3x4_t &attachmentToWorld )
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{
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CStudioHdr *pStudioHdr = GetModelPtr( );
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if ( !pStudioHdr || iAttachment < 1 || iAttachment > pStudioHdr->GetNumAttachments() )
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{
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return false;
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}
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Vector vLocalPos( 0, 0, 0 );
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const mstudioattachment_t &pAttachment = pStudioHdr->pAttachment( iAttachment-1 );
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if ( stricmp( pAttachment.pszName(), "build_point_left_gun" ) == 0 )
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{
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vLocalPos.y = sideDist;
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}
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else if ( stricmp( pAttachment.pszName(), "build_point_right_gun" ) == 0 )
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{
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vLocalPos.y = -sideDist;
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}
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else if ( stricmp( pAttachment.pszName(), "ThirdPersonCameraOrigin" ) == 0 )
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{
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}
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else
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{
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// Ok, it's not one of our magical attachments. Use the regular attachment setup stuff.
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return BaseClass::GetAttachment( iAttachment, attachmentToWorld );
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}
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if ( m_bCrouched )
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{
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vLocalPos.z += downDist;
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}
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// Now build the output matrix.
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matrix3x4_t localMatrix;
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SetIdentityMatrix( localMatrix );
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PositionMatrix( vLocalPos, localMatrix );
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ConcatTransforms( EntityToWorldTransform(), localMatrix, attachmentToWorld );
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return true;
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}
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bool CWalkerStrider::StartBuilding( CBaseEntity *pBuilder )
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{
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if ( !BaseClass::StartBuilding( pBuilder ) )
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return false;
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// Now figure out our ideal Z distance from our lowest foot to our torso.
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Vector vOrigin;
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QAngle vAngles;
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BaseClass::GetAttachment( "left foot", vOrigin, vAngles );
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m_flOriginToLowestLegHeight = GetAbsOrigin().z - vOrigin.z;
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m_flOriginToLowestLegHeight -= 40; // fudge it a little so the legs have room to stretch.
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return true;
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}
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void CWalkerStrider::FootHit( const char *pFootName )
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{
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if ( m_bCrouched || gpGlobals->curtime > m_flDontMakeSoundsUntil )
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{
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Vector footPosition;
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QAngle angles;
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((BaseClass*)this)->GetAttachment( pFootName, footPosition, angles );
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CPASAttenuationFilter filter( this, "Brush.Footstep" );
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EmitSound( filter, entindex(), "Brush.Footstep", &footPosition );
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UTIL_ScreenShake( footPosition, 20.0, 1.0, 0.5, 200, SHAKE_START, false );
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CBasePlayer *pPlayer = GetPassenger( VEHICLE_ROLE_DRIVER );
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if ( pPlayer )
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{
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CTakeDamageInfo info( this, pPlayer, 20, DMG_CLUB );
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TFGameRules()->RadiusDamage( info, footPosition, 200, CLASS_NONE );
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}
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m_flDontMakeSoundsUntil = gpGlobals->curtime + 0.4;
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}
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}
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void CWalkerStrider::HandleAnimEvent( animevent_t *pEvent )
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{
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switch( pEvent->event )
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{
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case STRIDER_AE_FOOTSTEP_LEFT:
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case STRIDER_AE_FOOTSTEP_LEFTM:
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case STRIDER_AE_FOOTSTEP_LEFTL:
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FootHit( "left foot" );
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break;
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case STRIDER_AE_FOOTSTEP_RIGHT:
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case STRIDER_AE_FOOTSTEP_RIGHTM:
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case STRIDER_AE_FOOTSTEP_RIGHTL:
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FootHit( "right foot" );
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break;
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case STRIDER_AE_FOOTSTEP_BACK:
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case STRIDER_AE_FOOTSTEP_BACKM:
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case STRIDER_AE_FOOTSTEP_BACKL:
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FootHit( "back foot" );
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break;
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}
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}
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