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:
//
// $NoKeywords: $
//
//=============================================================================//
#include "cbase.h"
#include "basehlcombatweapon.h"
#include "player.h"
#include "gamerules.h"
#include "ammodef.h"
#include "mathlib/mathlib.h"
#include "in_buttons.h"
#include "soundent.h"
#include "animation.h"
#include "ai_condition.h"
#include "basebludgeonweapon.h"
#include "ndebugoverlay.h"
#include "te_effect_dispatch.h"
#include "rumble_shared.h"
#include "gamestats.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
IMPLEMENT_SERVERCLASS_ST( CBaseHLBludgeonWeapon, DT_BaseHLBludgeonWeapon )
END_SEND_TABLE()
#define BLUDGEON_HULL_DIM 16
static const Vector g_bludgeonMins(-BLUDGEON_HULL_DIM,-BLUDGEON_HULL_DIM,-BLUDGEON_HULL_DIM);
static const Vector g_bludgeonMaxs(BLUDGEON_HULL_DIM,BLUDGEON_HULL_DIM,BLUDGEON_HULL_DIM);
//-----------------------------------------------------------------------------
// Constructor
//-----------------------------------------------------------------------------
CBaseHLBludgeonWeapon::CBaseHLBludgeonWeapon()
{
m_bFiresUnderwater = true;
}
//-----------------------------------------------------------------------------
// Purpose: Spawn the weapon
//-----------------------------------------------------------------------------
void CBaseHLBludgeonWeapon::Spawn( void )
{
m_fMinRange1 = 0;
m_fMinRange2 = 0;
m_fMaxRange1 = 64;
m_fMaxRange2 = 64;
//Call base class first
BaseClass::Spawn();
}
//-----------------------------------------------------------------------------
// Purpose: Precache the weapon
//-----------------------------------------------------------------------------
void CBaseHLBludgeonWeapon::Precache( void )
{
//Call base class first
BaseClass::Precache();
}
int CBaseHLBludgeonWeapon::CapabilitiesGet()
{
return bits_CAP_WEAPON_MELEE_ATTACK1;
}
int CBaseHLBludgeonWeapon::WeaponMeleeAttack1Condition( float flDot, float flDist )
{
if (flDist > 64)
{
return COND_TOO_FAR_TO_ATTACK;
}
else if (flDot < 0.7)
{
return COND_NOT_FACING_ATTACK;
}
return COND_CAN_MELEE_ATTACK1;
}
//------------------------------------------------------------------------------
// Purpose : Update weapon
//------------------------------------------------------------------------------
void CBaseHLBludgeonWeapon::ItemPostFrame( void )
{
CBasePlayer *pOwner = ToBasePlayer( GetOwner() );
if ( pOwner == NULL )
return;
if ( (pOwner->m_nButtons & IN_ATTACK) && (m_flNextPrimaryAttack <= gpGlobals->curtime) )
{
PrimaryAttack();
}
else if ( (pOwner->m_nButtons & IN_ATTACK2) && (m_flNextSecondaryAttack <= gpGlobals->curtime) )
{
SecondaryAttack();
}
else
{
WeaponIdle();
return;
}
}
//------------------------------------------------------------------------------
// Purpose :
// Input :
// Output :
//------------------------------------------------------------------------------
void CBaseHLBludgeonWeapon::PrimaryAttack()
{
Swing( false );
}
//------------------------------------------------------------------------------
// Purpose :
// Input :
// Output :
//------------------------------------------------------------------------------
void CBaseHLBludgeonWeapon::SecondaryAttack()
{
Swing( true );
}
//------------------------------------------------------------------------------
// Purpose: Implement impact function
//------------------------------------------------------------------------------
void CBaseHLBludgeonWeapon::Hit( trace_t &traceHit, Activity nHitActivity, bool bIsSecondary )
{
CBasePlayer *pPlayer = ToBasePlayer( GetOwner() );
//Do view kick
AddViewKick();
//Make sound for the AI
CSoundEnt::InsertSound( SOUND_BULLET_IMPACT, traceHit.endpos, 400, 0.2f, pPlayer );
// This isn't great, but it's something for when the crowbar hits.
pPlayer->RumbleEffect( RUMBLE_AR2, 0, RUMBLE_FLAG_RESTART );
CBaseEntity *pHitEntity = traceHit.m_pEnt;
//Apply damage to a hit target
if ( pHitEntity != NULL )
{
Vector hitDirection;
pPlayer->EyeVectors( &hitDirection, NULL, NULL );
VectorNormalize( hitDirection );
CTakeDamageInfo info( GetOwner(), GetOwner(), GetDamageForActivity( nHitActivity ), DMG_CLUB );
if( pPlayer && pHitEntity->IsNPC() )
{
// If bonking an NPC, adjust damage.
info.AdjustPlayerDamageInflictedForSkillLevel();
}
CalculateMeleeDamageForce( &info, hitDirection, traceHit.endpos );
pHitEntity->DispatchTraceAttack( info, hitDirection, &traceHit );
ApplyMultiDamage();
// Now hit all triggers along the ray that...
TraceAttackToTriggers( info, traceHit.startpos, traceHit.endpos, hitDirection );
if ( ToBaseCombatCharacter( pHitEntity ) )
{
gamestats->Event_WeaponHit( pPlayer, !bIsSecondary, GetClassname(), info );
}
}
// Apply an impact effect
ImpactEffect( traceHit );
}
Activity CBaseHLBludgeonWeapon::ChooseIntersectionPointAndActivity( trace_t &hitTrace, const Vector &mins, const Vector &maxs, CBasePlayer *pOwner )
{
int i, j, k;
float distance;
const float *minmaxs[2] = {mins.Base(), maxs.Base()};
trace_t tmpTrace;
Vector vecHullEnd = hitTrace.endpos;
Vector vecEnd;
distance = 1e6f;
Vector vecSrc = hitTrace.startpos;
vecHullEnd = vecSrc + ((vecHullEnd - vecSrc)*2);
UTIL_TraceLine( vecSrc, vecHullEnd, MASK_SHOT_HULL, pOwner, COLLISION_GROUP_NONE, &tmpTrace );
if ( tmpTrace.fraction == 1.0 )
{
for ( i = 0; i < 2; i++ )
{
for ( j = 0; j < 2; j++ )
{
for ( k = 0; k < 2; k++ )
{
vecEnd.x = vecHullEnd.x + minmaxs[i][0];
vecEnd.y = vecHullEnd.y + minmaxs[j][1];
vecEnd.z = vecHullEnd.z + minmaxs[k][2];
UTIL_TraceLine( vecSrc, vecEnd, MASK_SHOT_HULL, pOwner, COLLISION_GROUP_NONE, &tmpTrace );
if ( tmpTrace.fraction < 1.0 )
{
float thisDistance = (tmpTrace.endpos - vecSrc).Length();
if ( thisDistance < distance )
{
hitTrace = tmpTrace;
distance = thisDistance;
}
}
}
}
}
}
else
{
hitTrace = tmpTrace;
}
return ACT_VM_HITCENTER;
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : &traceHit -
//-----------------------------------------------------------------------------
bool CBaseHLBludgeonWeapon::ImpactWater( const Vector &start, const Vector &end )
{
//FIXME: This doesn't handle the case of trying to splash while being underwater, but that's not going to look good
// right now anyway...
// We must start outside the water
if ( UTIL_PointContents( start ) & (CONTENTS_WATER|CONTENTS_SLIME))
return false;
// We must end inside of water
if ( !(UTIL_PointContents( end ) & (CONTENTS_WATER|CONTENTS_SLIME)))
return false;
trace_t waterTrace;
UTIL_TraceLine( start, end, (CONTENTS_WATER|CONTENTS_SLIME), GetOwner(), COLLISION_GROUP_NONE, &waterTrace );
if ( waterTrace.fraction < 1.0f )
{
CEffectData data;
data.m_fFlags = 0;
data.m_vOrigin = waterTrace.endpos;
data.m_vNormal = waterTrace.plane.normal;
data.m_flScale = 8.0f;
// See if we hit slime
if ( waterTrace.contents & CONTENTS_SLIME )
{
data.m_fFlags |= FX_WATER_IN_SLIME;
}
DispatchEffect( "watersplash", data );
}
return true;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CBaseHLBludgeonWeapon::ImpactEffect( trace_t &traceHit )
{
// See if we hit water (we don't do the other impact effects in this case)
if ( ImpactWater( traceHit.startpos, traceHit.endpos ) )
return;
//FIXME: need new decals
UTIL_ImpactTrace( &traceHit, DMG_CLUB );
}
//------------------------------------------------------------------------------
// Purpose : Starts the swing of the weapon and determines the animation
// Input : bIsSecondary - is this a secondary attack?
//------------------------------------------------------------------------------
void CBaseHLBludgeonWeapon::Swing( int bIsSecondary )
{
trace_t traceHit;
// Try a ray
CBasePlayer *pOwner = ToBasePlayer( GetOwner() );
if ( !pOwner )
return;
pOwner->RumbleEffect( RUMBLE_CROWBAR_SWING, 0, RUMBLE_FLAG_RESTART );
Vector swingStart = pOwner->Weapon_ShootPosition( );
Vector forward;
forward = pOwner->GetAutoaimVector( AUTOAIM_SCALE_DEFAULT, GetRange() );
Vector swingEnd = swingStart + forward * GetRange();
UTIL_TraceLine( swingStart, swingEnd, MASK_SHOT_HULL, pOwner, COLLISION_GROUP_NONE, &traceHit );
Activity nHitActivity = ACT_VM_HITCENTER;
// Like bullets, bludgeon traces have to trace against triggers.
CTakeDamageInfo triggerInfo( GetOwner(), GetOwner(), GetDamageForActivity( nHitActivity ), DMG_CLUB );
triggerInfo.SetDamagePosition( traceHit.startpos );
triggerInfo.SetDamageForce( forward );
TraceAttackToTriggers( triggerInfo, traceHit.startpos, traceHit.endpos, forward );
if ( traceHit.fraction == 1.0 )
{
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
// Back off by hull "radius"
swingEnd -= forward * bludgeonHullRadius;
UTIL_TraceHull( swingStart, swingEnd, g_bludgeonMins, g_bludgeonMaxs, MASK_SHOT_HULL, pOwner, COLLISION_GROUP_NONE, &traceHit );
if ( traceHit.fraction < 1.0 && traceHit.m_pEnt )
{
Vector vecToTarget = traceHit.m_pEnt->GetAbsOrigin() - swingStart;
VectorNormalize( vecToTarget );
float dot = vecToTarget.Dot( forward );
// YWB: Make sure they are sort of facing the guy at least...
if ( dot < 0.70721f )
{
// Force amiss
traceHit.fraction = 1.0f;
}
else
{
nHitActivity = ChooseIntersectionPointAndActivity( traceHit, g_bludgeonMins, g_bludgeonMaxs, pOwner );
}
}
}
if ( !bIsSecondary )
{
m_iPrimaryAttacks++;
}
else
{
m_iSecondaryAttacks++;
}
gamestats->Event_WeaponFired( pOwner, !bIsSecondary, GetClassname() );
// -------------------------
// Miss
// -------------------------
if ( traceHit.fraction == 1.0f )
{
nHitActivity = bIsSecondary ? ACT_VM_MISSCENTER2 : ACT_VM_MISSCENTER;
// We want to test the first swing again
Vector testEnd = swingStart + forward * GetRange();
// See if we happened to hit water
ImpactWater( swingStart, testEnd );
}
else
{
Hit( traceHit, nHitActivity, bIsSecondary ? true : false );
}
// Send the anim
SendWeaponAnim( nHitActivity );
//Setup our next attack times
m_flNextPrimaryAttack = gpGlobals->curtime + GetFireRate();
m_flNextSecondaryAttack = gpGlobals->curtime + SequenceDuration();
//Play swing sound
WeaponSound( SINGLE );
}