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. ============//
//
// Purpose: TF Base Grenade.
//
//=============================================================================//
#include "cbase.h"
#include "tf_weaponbase.h"
#include "tf_weaponbase_grenade.h"
#include "tf_gamerules.h"
#include "npcevent.h"
#include "engine/IEngineSound.h"
#include "in_buttons.h"
#include "tf_weaponbase_grenadeproj.h"
#include "eventlist.h"
// Client specific.
#ifdef CLIENT_DLL
#include "c_tf_player.h"
// Server specific.
#else
#include "tf_player.h"
#include "items.h"
#endif
#define GRENADE_TIMER 1.5f // seconds
//=============================================================================
//
// TF Grenade tables.
//
IMPLEMENT_NETWORKCLASS_ALIASED( TFWeaponBaseGrenade, DT_TFWeaponBaseGrenade )
BEGIN_NETWORK_TABLE( CTFWeaponBaseGrenade, DT_TFWeaponBaseGrenade )
// Client specific.
#ifdef CLIENT_DLL
RecvPropBool( RECVINFO( m_bPrimed ) ),
RecvPropFloat( RECVINFO( m_flThrowTime ) ),
RecvPropBool( RECVINFO( m_bThrow ) ),
// Server specific.
#else
SendPropBool( SENDINFO( m_bPrimed ) ),
SendPropTime( SENDINFO( m_flThrowTime ) ),
SendPropBool( SENDINFO( m_bThrow ) ),
#endif
END_NETWORK_TABLE()
BEGIN_PREDICTION_DATA( CTFWeaponBaseGrenade )
#ifdef CLIENT_DLL
DEFINE_PRED_FIELD( m_bPrimed, FIELD_BOOLEAN, FTYPEDESC_INSENDTABLE ),
DEFINE_PRED_FIELD( m_flThrowTime, FIELD_FLOAT, FTYPEDESC_INSENDTABLE ),
DEFINE_PRED_FIELD( m_bThrow, FIELD_BOOLEAN, FTYPEDESC_INSENDTABLE ),
#endif
END_PREDICTION_DATA()
LINK_ENTITY_TO_CLASS( tf_weaponbase_grenade, CTFWeaponBaseGrenade );
//=============================================================================
//
// TF Grenade functions.
//
CTFWeaponBaseGrenade::CTFWeaponBaseGrenade()
{
}
//-----------------------------------------------------------------------------
// Purpose: Constructor.
//-----------------------------------------------------------------------------
void CTFWeaponBaseGrenade::Spawn( void )
{
BaseClass::Spawn();
SetViewModelIndex( 1 );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTFWeaponBaseGrenade::Precache()
{
BaseClass::Precache();
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
bool CTFWeaponBaseGrenade::IsPrimed( void )
{
return m_bPrimed;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
bool CTFWeaponBaseGrenade::Deploy( void )
{
if ( BaseClass::Deploy() )
{
Prime();
return true;
}
return false;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTFWeaponBaseGrenade::Prime()
{
CTFWeaponInfo weaponInfo = GetTFWpnData();
m_flThrowTime = gpGlobals->curtime + weaponInfo.m_flPrimerTime;
m_bPrimed = true;
#ifndef CLIENT_DLL
if ( GetWeaponID() != TF_WEAPON_GRENADE_SMOKE_BOMB )
{
// Get the player owning the weapon.
CTFPlayer *pPlayer = ToTFPlayer( GetPlayerOwner() );
if ( !pPlayer )
return;
pPlayer->RemoveInvisibility();
}
#endif
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTFWeaponBaseGrenade::Throw()
{
if ( !m_bPrimed )
return;
m_bPrimed = false;
m_bThrow = false;
// Get the owning player.
CTFPlayer *pPlayer = ToTFPlayer( GetOwner() );
if ( !pPlayer )
return;
#ifdef GAME_DLL
// Calculate the time remaining.
float flTime = m_flThrowTime - gpGlobals->curtime;
bool bExplodingInHand = ( flTime <= 0.0f );
// Players who are dying may not have their death state set, so check that too
bool bExplodingOnDeath = ( !pPlayer->IsAlive() || pPlayer->StateGet() == TF_STATE_DYING );
Vector vecSrc, vecThrow;
vecSrc = pPlayer->Weapon_ShootPosition();
if ( bExplodingInHand || bExplodingOnDeath )
{
vecThrow = vec3_origin;
}
else
{
// Determine the throw angle and velocity.
QAngle angThrow = pPlayer->LocalEyeAngles();
if ( angThrow.x < 90.0f )
{
angThrow.x = -10.0f + angThrow.x * ( ( 90.0f + 10.0f ) / 90.0f );
}
else
{
angThrow.x = 360.0f - angThrow.x;
angThrow.x = -10.0f + angThrow.x * -( ( 90.0f - 10.0f ) / 90.0f );
}
// Adjust for the lowering of the spawn point
angThrow.x -= 10;
float flVelocity = ( 90.0f - angThrow.x ) * 8.0f;
if ( flVelocity > 950.0f )
{
flVelocity = 950.0f;
}
Vector vForward, vRight, vUp;
AngleVectors( angThrow, &vForward, &vRight, &vUp );
// Throw from the player's left hand position.
vecSrc += vForward * 16.0f + vRight * -8.0f + vUp * -20.0f;
vecThrow = vForward * flVelocity;
}
#if 0
// Debug!!!
char str[256];
Q_snprintf( str, sizeof( str ),"GrenadeTime = %f\n", flTime );
NDebugOverlay::ScreenText( 0.5f, 0.38f, str, 255, 255, 255, 255, 2.0f );
#endif
QAngle vecAngles = RandomAngle( 0, 360 );
// Create the projectile and send in the time remaining.
if ( !bExplodingInHand )
{
EmitGrenade( vecSrc, vecAngles, vecThrow, AngularImpulse( 600, random->RandomInt( -1200, 1200 ), 0 ), pPlayer, flTime );
}
else
{
// We're holding onto an exploding grenade
CTFWeaponBaseGrenadeProj *pGrenade = EmitGrenade( vecSrc, vecAngles, vecThrow, AngularImpulse( 600, random->RandomInt( -1200, 1200 ), 0 ), pPlayer, 0.0 );
if ( pGrenade )
{
pGrenade->Detonate();
}
}
// The grenade is about to be destroyed, so it won't be able to holster.
// Handle the viewmodel hiding for it.
if ( bExplodingInHand || bExplodingOnDeath )
{
SendWeaponAnim( ACT_VM_IDLE );
CBaseViewModel *vm = pPlayer->GetViewModel( 1 );
if ( vm )
{
vm->AddEffects( EF_NODRAW );
}
}
#endif
// Reset the throw time
m_flThrowTime = 0.0f;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
bool CTFWeaponBaseGrenade::ShouldDetonate( void )
{
return ( m_flThrowTime != 0.0f ) && ( m_flThrowTime < gpGlobals->curtime );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTFWeaponBaseGrenade::ItemPostFrame()
{
CTFPlayer *pPlayer = ToTFPlayer( GetPlayerOwner() );
if ( !pPlayer )
return;
if ( m_bPrimed )
{
// Is our timer up? If so, blow up immediately
if ( ShouldDetonate() )
{
Throw();
return;
}
if ( !m_bThrow && !( pPlayer->m_nButtons & IN_GRENADE1 || pPlayer->m_nButtons & IN_GRENADE2 ) )
{
// Start throwing
pPlayer->DoAnimationEvent( PLAYERANIMEVENT_ATTACK_GRENADE );
m_bThrow = true;
}
}
if ( m_bThrow )
{
if ( GetActivity() != ACT_VM_PRIMARYATTACK )
{
// Start the throw animation
if ( !SendWeaponAnim( ACT_VM_PRIMARYATTACK ) )
{
Throw();
}
}
else if ( HasWeaponIdleTimeElapsed() )
{
// The Throw call here exists solely to catch the lone case of thirdperson where the
// viewmodel isn't being drawn, and hence the anim event doesn't trigger and force a throw.
// In all other cases, it'll do nothing because the grenade has already been thrown.
Throw();
}
return;
}
if ( !m_bPrimed && !m_bThrow )
{
// Once we've finished being holstered, we'll be hidden. When that happens,
// tell our player that we're all done with the grenade throw.
if ( IsEffectActive(EF_NODRAW) )
{
pPlayer->FinishThrowGrenade();
return;
}
// We've been thrown. Go away.
if ( HasWeaponIdleTimeElapsed() )
{
Holster();
}
}
// Go straight to idle anim when deploy is done
if ( m_flTimeWeaponIdle <= gpGlobals->curtime )
{
SendWeaponAnim( ACT_VM_IDLE );
}
}
bool CTFWeaponBaseGrenade::ShouldLowerMainWeapon( void )
{
return GetTFWpnData().m_bLowerWeapon;
}
//=============================================================================
//
// Client specific functions.
//
#ifdef CLIENT_DLL
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
bool CTFWeaponBaseGrenade::ShouldDraw( void )
{
if ( !BaseClass::ShouldDraw() )
{
// Grenades need to be visible whenever they're being primed & thrown
if ( !m_bPrimed )
return false;
// Don't draw primed grenades for local player in first person players
if ( !(ToPlayer(GetOwner())->ShouldDrawThisPlayer()) )
return false;
}
return true;
}
//=============================================================================
//
// Server specific functions.
//
#else
BEGIN_DATADESC( CTFWeaponBaseGrenade )
END_DATADESC()
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTFWeaponBaseGrenade::HandleAnimEvent( animevent_t *pEvent )
{
if ( (pEvent->type & AE_TYPE_NEWEVENTSYSTEM) )
{
if ( pEvent->event == AE_WPN_PRIMARYATTACK )
{
Throw();
return;
}
}
BaseClass::HandleAnimEvent( pEvent );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
CTFWeaponBaseGrenadeProj *CTFWeaponBaseGrenade::EmitGrenade( Vector vecSrc, QAngle vecAngles, Vector vecVel, AngularImpulse angImpulse, CBasePlayer *pPlayer, float flTime, int iFlags )
{
Assert( 0 && "CBaseCSGrenade::EmitGrenade should not be called. Make sure to implement this in your subclass!\n" );
return NULL;
}
#endif