//========= Copyright Valve Corporation, All rights reserved. ============// // // // //============================================================================= #include "cbase.h" #include "tf_fx_shared.h" #include "tf_weaponbase.h" #include "takedamageinfo.h" #include "tf_gamerules.h" // Client specific. #ifdef CLIENT_DLL #include "fx_impact.h" // Server specific. #else #include "tf_fx.h" #include "ilagcompensationmanager.h" #include "tf_passtime_logic.h" #endif ConVar tf_use_fixed_weaponspreads( "tf_use_fixed_weaponspreads", "0", FCVAR_REPLICATED | FCVAR_NOTIFY, "If set to 1, weapons that fire multiple pellets per shot will use a non-random pellet distribution." ); // Client specific. #ifdef CLIENT_DLL class CGroupedSound { public: string_t m_SoundName; Vector m_vecPos; }; CUtlVector g_aGroupedSounds; //----------------------------------------------------------------------------- // Purpose: Called by the ImpactSound function. //----------------------------------------------------------------------------- void ImpactSoundGroup( const char *pSoundName, const Vector &vecEndPos ) { int iSound = 0; // Don't play the sound if it's too close to another impact sound. for ( iSound = 0; iSound < g_aGroupedSounds.Count(); ++iSound ) { CGroupedSound *pSound = &g_aGroupedSounds[iSound]; if ( pSound ) { if ( vecEndPos.DistToSqr( pSound->m_vecPos ) < ( 300.0f * 300.0f ) ) { if ( Q_stricmp( pSound->m_SoundName, pSoundName ) == 0 ) return; } } } // Ok, play the sound and add it to the list. CLocalPlayerFilter filter; C_BaseEntity::EmitSound( filter, NULL, pSoundName, &vecEndPos ); iSound = g_aGroupedSounds.AddToTail(); g_aGroupedSounds[iSound].m_SoundName = pSoundName; g_aGroupedSounds[iSound].m_vecPos = vecEndPos; } //----------------------------------------------------------------------------- // Purpose: This is a cheap ripoff from CBaseCombatWeapon::WeaponSound(). //----------------------------------------------------------------------------- void FX_WeaponSound( int iPlayer, WeaponSound_t soundType, const Vector &vecOrigin, CTFWeaponInfo *pWeaponInfo ) { // If we have some sounds from the weapon classname.txt file, play a random one of them const char *pShootSound = pWeaponInfo->aShootSounds[soundType]; if ( !pShootSound || !pShootSound[0] ) return; CBroadcastRecipientFilter filter; if ( !te->CanPredict() ) return; CBaseEntity::EmitSound( filter, iPlayer, pShootSound, &vecOrigin ); } //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- void StartGroupingSounds() { Assert( g_aGroupedSounds.Count() == 0 ); SetImpactSoundRoute( ImpactSoundGroup ); } //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- void EndGroupingSounds() { g_aGroupedSounds.Purge(); SetImpactSoundRoute( NULL ); } // Server specific. #else // Server doesn't play sounds. void FX_WeaponSound ( int iPlayer, WeaponSound_t soundType, const Vector &vecOrigin, CTFWeaponInfo *pWeaponInfo ) {} void StartGroupingSounds() {} void EndGroupingSounds() {} #endif Vector g_vecFixedWpnSpreadPellets[] = { Vector( 0,0,0 ), // First pellet goes down the middle Vector( 1,0,0 ), Vector( -1,0,0 ), Vector( 0,-1,0 ), Vector( 0,1,0 ), Vector( 0.85,-0.85,0 ), Vector( 0.85,0.85,0 ), Vector( -0.85,-0.85,0 ), Vector( -0.85,0.85,0 ), Vector( 0,0,0 ), // last pellet goes down the middle as well to reward fine aim }; //----------------------------------------------------------------------------- // Purpose: This runs on both the client and the server. On the server, it // only does the damage calculations. On the client, it does all the effects. //----------------------------------------------------------------------------- void FX_FireBullets( CTFWeaponBase *pWpn, int iPlayer, const Vector &vecOrigin, const QAngle &vecAngles, int iWeapon, int iMode, int iSeed, float flSpread, float flDamage /* = -1.0f */, bool bCritical /* = false*/ ) { // Get the weapon information. const char *pszWeaponAlias = WeaponIdToAlias( iWeapon ); if ( !pszWeaponAlias ) { DevMsg( 1, "FX_FireBullets: weapon alias for ID %i not found\n", iWeapon ); return; } WEAPON_FILE_INFO_HANDLE hWpnInfo = LookupWeaponInfoSlot( pszWeaponAlias ); if ( hWpnInfo == GetInvalidWeaponInfoHandle() ) { DevMsg( 1, "FX_FireBullets: LookupWeaponInfoSlot failed for weapon %s\n", pszWeaponAlias ); return; } CTFWeaponInfo *pWeaponInfo = static_cast( GetFileWeaponInfoFromHandle( hWpnInfo ) ); if( !pWeaponInfo ) return; bool bDoEffects = false; #ifdef CLIENT_DLL C_TFPlayer *pPlayer = ToTFPlayer( ClientEntityList().GetBaseEntity( iPlayer ) ); #else CTFPlayer *pPlayer = ToTFPlayer( UTIL_PlayerByIndex( iPlayer ) ); #endif if ( !pPlayer ) return; // Client specific. #ifdef CLIENT_DLL bDoEffects = true; // The minigun has custom sound & animation code to deal with its windup/down. if ( !pPlayer->IsLocalPlayer() && iWeapon != TF_WEAPON_MINIGUN ) { // Fire the animation event. if ( pPlayer && !pPlayer->IsDormant() ) { if ( iMode == TF_WEAPON_PRIMARY_MODE ) { pPlayer->m_PlayerAnimState->DoAnimationEvent( PLAYERANIMEVENT_ATTACK_PRIMARY ); } else { pPlayer->m_PlayerAnimState->DoAnimationEvent( PLAYERANIMEVENT_ATTACK_SECONDARY ); } } //FX_WeaponSound( pPlayer->entindex(), SINGLE, vecOrigin, pWeaponInfo ); } // Server specific. #else // If this is server code, send the effect over to client as temp entity and // dispatch one message for all the bullet impacts and sounds. TE_FireBullets( pPlayer->entindex(), vecOrigin, vecAngles, iWeapon, iMode, iSeed, flSpread, bCritical ); // Let the player remember the usercmd he fired a weapon on. Assists in making decisions about lag compensation. pPlayer->NoteWeaponFired(); #endif // Fire bullets, calculate impacts & effects. StartGroupingSounds(); #if !defined (CLIENT_DLL) // Move other players back to history positions based on local player's lag lagcompensation->StartLagCompensation( pPlayer, pPlayer->GetCurrentCommand() ); // PASSTIME custom lag compensation for the ball; see also tf_weapon_flamethrower.cpp // it would be better if all entities could opt-in to this, or a way for lagcompensation to handle non-players automatically if ( g_pPasstimeLogic && g_pPasstimeLogic->GetBall() ) { g_pPasstimeLogic->GetBall()->StartLagCompensation( pPlayer, pPlayer->GetCurrentCommand() ); } #endif // Get the shooting angles. Vector vecShootForward, vecShootRight, vecShootUp; AngleVectors( vecAngles, &vecShootForward, &vecShootRight, &vecShootUp ); // Initialize the static firing information. FireBulletsInfo_t fireInfo; fireInfo.m_vecSrc = vecOrigin; if ( flDamage < 0.0f ) { fireInfo.m_flDamage = pWeaponInfo->GetWeaponData( iMode ).m_nDamage; } else { fireInfo.m_flDamage = flDamage; } fireInfo.m_flDistance = pWeaponInfo->GetWeaponData( iMode ).m_flRange; fireInfo.m_iShots = 1; fireInfo.m_vecSpread.Init( flSpread, flSpread, 0.0f ); fireInfo.m_iAmmoType = pWeaponInfo->iAmmoType; // Ammo override int iModUseMetalOverride = 0; CALL_ATTRIB_HOOK_INT_ON_OTHER( pWpn, iModUseMetalOverride, mod_use_metal_ammo_type ); if ( iModUseMetalOverride ) { fireInfo.m_iAmmoType = TF_AMMO_METAL; } // Setup the bullet damage type & roll for crit. int nDamageType = DMG_GENERIC; int nCustomDamageType = TF_DMG_CUSTOM_NONE; CTFWeaponBase *pWeapon = pPlayer->GetActiveTFWeapon(); // FIXME: Should this be pWpn? if ( pWeapon ) { nDamageType = pWeapon->GetDamageType(); if ( pWeapon->IsCurrentAttackACrit() || bCritical ) { nDamageType |= DMG_CRITICAL; } nCustomDamageType = pWeapon->GetCustomDamageType(); } if ( iWeapon != TF_WEAPON_MINIGUN ) { fireInfo.m_iTracerFreq = 2; } // Reset multi-damage structures. ClearMultiDamage(); #if !defined (CLIENT_DLL) // If this weapon fires multiple projectiles per shot, and can penetrate multiple // targets, aggregate CTakeDamageInfo events and send them off as one event CDmgAccumulator *pDmgAccumulator = pWpn ? pWpn->GetDmgAccumulator() : NULL; if ( pDmgAccumulator ) { pDmgAccumulator->Start(); } #endif // !CLIENT int nBulletsPerShot = pWeaponInfo->GetWeaponData( iMode ).m_nBulletsPerShot; bool bFixedSpread = ( nDamageType & DMG_BUCKSHOT ) && ( nBulletsPerShot > 1 ) && IsFixedWeaponSpreadEnabled(); if ( pWeapon ) { CALL_ATTRIB_HOOK_FLOAT_ON_OTHER( pWeapon, nBulletsPerShot, mult_bullets_per_shot ); } for ( int iBullet = 0; iBullet < nBulletsPerShot; ++iBullet ) { // Initialize random system with this seed. RandomSeed( iSeed ); // Get circular gaussian spread. Under some cases we fire a bullet right down the crosshair: // - The first bullet of a spread weapon (except for rapid fire spread weapons like the minigun) // - The first bullet of a non-spread weapon if it's been >1.25 second since firing bool bFirePerfect = false; if ( iBullet == 0 && pWpn ) { float flTimeSinceLastShot = (gpGlobals->curtime - pWpn->m_flLastFireTime ); if ( nBulletsPerShot > 1 && flTimeSinceLastShot > 0.25 ) { bFirePerfect = true; } else if ( nBulletsPerShot == 1 && flTimeSinceLastShot > 1.25 ) { bFirePerfect = true; } } float x,y; if ( bFixedSpread ) { int iSpread = iBullet; while ( iSpread >= ARRAYSIZE(g_vecFixedWpnSpreadPellets) ) { iSpread -= ARRAYSIZE(g_vecFixedWpnSpreadPellets); } float flScalar = 0.5; x = g_vecFixedWpnSpreadPellets[iSpread].x * flScalar; y = g_vecFixedWpnSpreadPellets[iSpread].y * flScalar; } else if ( bFirePerfect ) { x = y = 0; } else { x = RandomFloat( -0.5, 0.5 ) + RandomFloat( -0.5, 0.5 ); y = RandomFloat( -0.5, 0.5 ) + RandomFloat( -0.5, 0.5 ); } // Initialize the varialbe firing information. fireInfo.m_vecDirShooting = vecShootForward + ( x * flSpread * vecShootRight ) + ( y * flSpread * vecShootUp ); fireInfo.m_vecDirShooting.NormalizeInPlace(); fireInfo.m_bUseServerRandomSeed = pWpn && pWpn->UseServerRandomSeed(); // Fire a bullet. pPlayer->FireBullet( pWpn, fireInfo, bDoEffects, nDamageType, nCustomDamageType ); // Use new seed for next bullet. ++iSeed; } #if !defined (CLIENT_DLL) if ( pDmgAccumulator ) { pDmgAccumulator->Process(); } #endif // !CLIENT // Apply damage if any. ApplyMultiDamage(); #if !defined (CLIENT_DLL) lagcompensation->FinishLagCompensation( pPlayer ); // PASSTIME custom lag compensation for the ball; see also tf_weapon_flamethrower.cpp // it would be better if all entities could opt-in to this, or a way for lagcompensation to handle non-players automatically if ( g_pPasstimeLogic && g_pPasstimeLogic->GetBall() ) { g_pPasstimeLogic->GetBall()->FinishLagCompensation( pPlayer ); } #endif EndGroupingSounds(); } //----------------------------------------------------------------------------- // Purpose: Should we make this a per-weapon property? //----------------------------------------------------------------------------- bool IsFixedWeaponSpreadEnabled( void ) { const IMatchGroupDescription *pMatchDesc = GetMatchGroupDescription( TFGameRules()->GetCurrentMatchGroup() ); if ( pMatchDesc ) return pMatchDesc->m_params.m_bFixedWeaponSpread; return tf_use_fixed_weaponspreads.GetBool(); }