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508 lines
14 KiB
508 lines
14 KiB
//========= 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 "basehlcombatweapon.h" |
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#include "player.h" |
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#include "gamerules.h" |
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#include "grenade_frag.h" |
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#include "npcevent.h" |
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#include "engine/IEngineSound.h" |
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#include "items.h" |
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#include "in_buttons.h" |
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#include "soundent.h" |
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#include "grenade_hopwire.h" |
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// memdbgon must be the last include file in a .cpp file!!! |
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#include "tier0/memdbgon.h" |
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#define GRENADE_TIMER 2.0f //Seconds |
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#define GRENADE_PAUSED_NO 0 |
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#define GRENADE_PAUSED_PRIMARY 1 |
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#define GRENADE_PAUSED_SECONDARY 2 |
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#define GRENADE_RADIUS 4.0f // inches |
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//----------------------------------------------------------------------------- |
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// Fragmentation grenades |
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//----------------------------------------------------------------------------- |
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class CWeaponHopwire: public CBaseHLCombatWeapon |
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{ |
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DECLARE_CLASS( CWeaponHopwire, CBaseHLCombatWeapon ); |
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public: |
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DECLARE_SERVERCLASS(); |
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void Precache( void ); |
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void Operator_HandleAnimEvent( animevent_t *pEvent, CBaseCombatCharacter *pOperator ); |
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void PrimaryAttack( void ); |
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void SecondaryAttack( void ); |
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void DecrementAmmo( CBaseCombatCharacter *pOwner ); |
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void ItemPostFrame( void ); |
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void HandleFireOnEmpty( void ); |
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bool HasAnyAmmo( void ); |
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bool Deploy( void ); |
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bool Holster( CBaseCombatWeapon *pSwitchingTo = NULL ); |
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int CapabilitiesGet( void ) { return bits_CAP_WEAPON_RANGE_ATTACK1; } |
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bool Reload( void ); |
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private: |
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void ThrowGrenade( CBasePlayer *pPlayer ); |
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void RollGrenade( CBasePlayer *pPlayer ); |
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void LobGrenade( CBasePlayer *pPlayer ); |
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// check a throw from vecSrc. If not valid, move the position back along the line to vecEye |
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void CheckThrowPosition( CBasePlayer *pPlayer, const Vector &vecEye, Vector &vecSrc ); |
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bool m_bRedraw; //Draw the weapon again after throwing a grenade |
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int m_AttackPaused; |
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bool m_fDrawbackFinished; |
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CHandle<CGrenadeHopwire> m_hActiveHopWire; |
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DECLARE_ACTTABLE(); |
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DECLARE_DATADESC(); |
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}; |
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BEGIN_DATADESC( CWeaponHopwire ) |
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DEFINE_FIELD( m_bRedraw, FIELD_BOOLEAN ), |
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DEFINE_FIELD( m_AttackPaused, FIELD_INTEGER ), |
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DEFINE_FIELD( m_fDrawbackFinished, FIELD_BOOLEAN ), |
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DEFINE_FIELD( m_hActiveHopWire, FIELD_EHANDLE ), |
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END_DATADESC() |
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acttable_t CWeaponHopwire::m_acttable[] = |
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{ |
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{ ACT_RANGE_ATTACK1, ACT_RANGE_ATTACK_SLAM, true }, |
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}; |
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IMPLEMENT_ACTTABLE(CWeaponHopwire); |
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IMPLEMENT_SERVERCLASS_ST(CWeaponHopwire, DT_WeaponHopwire) |
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END_SEND_TABLE() |
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LINK_ENTITY_TO_CLASS( weapon_hopwire, CWeaponHopwire ); |
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PRECACHE_WEAPON_REGISTER(weapon_hopwire); |
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//----------------------------------------------------------------------------- |
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// Purpose: |
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//----------------------------------------------------------------------------- |
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void CWeaponHopwire::Precache( void ) |
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{ |
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BaseClass::Precache(); |
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UTIL_PrecacheOther( "npc_grenade_hopwire" ); |
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PrecacheScriptSound( "WeaponFrag.Throw" ); |
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PrecacheScriptSound( "WeaponFrag.Roll" ); |
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m_bRedraw = false; |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: |
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//----------------------------------------------------------------------------- |
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bool CWeaponHopwire::Deploy( void ) |
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{ |
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m_bRedraw = false; |
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m_fDrawbackFinished = false; |
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return BaseClass::Deploy(); |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: |
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// Output : Returns true on success, false on failure. |
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//----------------------------------------------------------------------------- |
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bool CWeaponHopwire::Holster( CBaseCombatWeapon *pSwitchingTo ) |
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{ |
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if ( m_hActiveHopWire != NULL ) |
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return false; |
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m_bRedraw = false; |
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m_fDrawbackFinished = false; |
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return BaseClass::Holster( pSwitchingTo ); |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: |
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// Input : *pEvent - |
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// *pOperator - |
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//----------------------------------------------------------------------------- |
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void CWeaponHopwire::Operator_HandleAnimEvent( animevent_t *pEvent, CBaseCombatCharacter *pOperator ) |
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{ |
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CBasePlayer *pOwner = ToBasePlayer( GetOwner() ); |
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bool fThrewGrenade = false; |
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switch( pEvent->event ) |
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{ |
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case EVENT_WEAPON_SEQUENCE_FINISHED: |
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m_fDrawbackFinished = true; |
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break; |
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case EVENT_WEAPON_THROW: |
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ThrowGrenade( pOwner ); |
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DecrementAmmo( pOwner ); |
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fThrewGrenade = true; |
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break; |
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case EVENT_WEAPON_THROW2: |
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RollGrenade( pOwner ); |
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DecrementAmmo( pOwner ); |
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fThrewGrenade = true; |
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break; |
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case EVENT_WEAPON_THROW3: |
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LobGrenade( pOwner ); |
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DecrementAmmo( pOwner ); |
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fThrewGrenade = true; |
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break; |
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default: |
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BaseClass::Operator_HandleAnimEvent( pEvent, pOperator ); |
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break; |
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} |
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#define RETHROW_DELAY 0.5 |
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if( fThrewGrenade ) |
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{ |
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m_flNextPrimaryAttack = gpGlobals->curtime + RETHROW_DELAY; |
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m_flNextSecondaryAttack = gpGlobals->curtime + RETHROW_DELAY; |
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m_flTimeWeaponIdle = FLT_MAX; //NOTE: This is set once the animation has finished up! |
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// Make a sound designed to scare snipers back into their holes! |
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CBaseCombatCharacter *pOwner = GetOwner(); |
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if( pOwner ) |
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{ |
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Vector vecSrc = pOwner->Weapon_ShootPosition(); |
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Vector vecDir; |
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AngleVectors( pOwner->EyeAngles(), &vecDir ); |
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trace_t tr; |
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UTIL_TraceLine( vecSrc, vecSrc + vecDir * 1024, MASK_SOLID_BRUSHONLY, pOwner, COLLISION_GROUP_NONE, &tr ); |
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CSoundEnt::InsertSound( SOUND_DANGER_SNIPERONLY, tr.endpos, 384, 0.2, pOwner ); |
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} |
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} |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: Override the ammo behavior so we never disallow pulling the weapon out |
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// Output : Returns true on success, false on failure. |
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//----------------------------------------------------------------------------- |
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bool CWeaponHopwire::HasAnyAmmo( void ) |
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{ |
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if ( m_hActiveHopWire != NULL ) |
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return true; |
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return BaseClass::HasAnyAmmo(); |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: |
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// Output : Returns true on success, false on failure. |
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//----------------------------------------------------------------------------- |
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bool CWeaponHopwire::Reload( void ) |
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{ |
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if ( !HasPrimaryAmmo() ) |
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return false; |
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if ( ( m_bRedraw ) && ( m_flNextPrimaryAttack <= gpGlobals->curtime ) && ( m_flNextSecondaryAttack <= gpGlobals->curtime ) ) |
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{ |
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//Redraw the weapon |
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SendWeaponAnim( ACT_VM_DRAW ); |
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//Update our times |
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m_flNextPrimaryAttack = gpGlobals->curtime + SequenceDuration(); |
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m_flNextSecondaryAttack = gpGlobals->curtime + SequenceDuration(); |
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m_flTimeWeaponIdle = gpGlobals->curtime + SequenceDuration(); |
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//Mark this as done |
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m_bRedraw = false; |
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} |
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return true; |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: |
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//----------------------------------------------------------------------------- |
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void CWeaponHopwire::SecondaryAttack( void ) |
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{ |
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/* |
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if ( m_bRedraw ) |
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return; |
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if ( !HasPrimaryAmmo() ) |
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return; |
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CBaseCombatCharacter *pOwner = GetOwner(); |
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if ( pOwner == NULL ) |
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return; |
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CBasePlayer *pPlayer = ToBasePlayer( pOwner ); |
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if ( pPlayer == NULL ) |
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return; |
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// Note that this is a secondary attack and prepare the grenade attack to pause. |
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m_AttackPaused = GRENADE_PAUSED_SECONDARY; |
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SendWeaponAnim( ACT_VM_PULLBACK_LOW ); |
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// Don't let weapon idle interfere in the middle of a throw! |
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m_flTimeWeaponIdle = FLT_MAX; |
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m_flNextSecondaryAttack = FLT_MAX; |
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// If I'm now out of ammo, switch away |
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if ( !HasPrimaryAmmo() ) |
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{ |
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pPlayer->SwitchToNextBestWeapon( this ); |
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} |
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*/ |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: Allow activation even if this is our last piece of ammo |
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//----------------------------------------------------------------------------- |
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void CWeaponHopwire::HandleFireOnEmpty( void ) |
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{ |
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if ( m_hActiveHopWire!= NULL ) |
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{ |
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// FIXME: This toggle is hokey |
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m_bRedraw = false; |
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PrimaryAttack(); |
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m_bRedraw = true; |
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} |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: |
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//----------------------------------------------------------------------------- |
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void CWeaponHopwire::PrimaryAttack( void ) |
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{ |
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if ( m_bRedraw ) |
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return; |
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CBaseCombatCharacter *pOwner = GetOwner(); |
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if ( pOwner == NULL ) |
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return; |
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CBasePlayer *pPlayer = ToBasePlayer( GetOwner() );; |
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if ( !pPlayer ) |
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return; |
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// See if we're in trap mode |
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if ( hopwire_trap.GetBool() && ( m_hActiveHopWire != NULL ) ) |
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{ |
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// Spring the trap |
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m_hActiveHopWire->Detonate(); |
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m_hActiveHopWire = NULL; |
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// Don't allow another throw for awhile |
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m_flTimeWeaponIdle = m_flNextPrimaryAttack = gpGlobals->curtime + 2.0f; |
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return; |
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} |
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// Note that this is a primary attack and prepare the grenade attack to pause. |
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/* |
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m_AttackPaused = GRENADE_PAUSED_PRIMARY; |
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SendWeaponAnim( ACT_VM_PULLBACK_HIGH ); |
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*/ |
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m_AttackPaused = GRENADE_PAUSED_SECONDARY; |
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SendWeaponAnim( ACT_VM_PULLBACK_LOW ); |
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// Put both of these off indefinitely. We do not know how long |
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// the player will hold the grenade. |
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m_flTimeWeaponIdle = FLT_MAX; |
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m_flNextPrimaryAttack = FLT_MAX; |
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// If I'm now out of ammo, switch away |
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/* |
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if ( !HasPrimaryAmmo() ) |
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{ |
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pPlayer->SwitchToNextBestWeapon( this ); |
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} |
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*/ |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: |
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// Input : *pOwner - |
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//----------------------------------------------------------------------------- |
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void CWeaponHopwire::DecrementAmmo( CBaseCombatCharacter *pOwner ) |
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{ |
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pOwner->RemoveAmmo( 1, m_iPrimaryAmmoType ); |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: |
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//----------------------------------------------------------------------------- |
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void CWeaponHopwire::ItemPostFrame( void ) |
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{ |
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if( m_fDrawbackFinished ) |
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{ |
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CBasePlayer *pOwner = ToBasePlayer( GetOwner() ); |
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if (pOwner) |
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{ |
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switch( m_AttackPaused ) |
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{ |
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case GRENADE_PAUSED_PRIMARY: |
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if( !(pOwner->m_nButtons & IN_ATTACK) ) |
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{ |
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SendWeaponAnim( ACT_VM_THROW ); |
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m_fDrawbackFinished = false; |
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} |
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break; |
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case GRENADE_PAUSED_SECONDARY: |
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if( !(pOwner->m_nButtons & (IN_ATTACK|IN_ATTACK2)) ) |
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{ |
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//See if we're ducking |
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if ( pOwner->m_nButtons & IN_DUCK ) |
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{ |
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//Send the weapon animation |
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SendWeaponAnim( ACT_VM_SECONDARYATTACK ); |
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} |
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else |
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{ |
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//Send the weapon animation |
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SendWeaponAnim( ACT_VM_HAULBACK ); |
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} |
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m_fDrawbackFinished = false; |
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} |
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break; |
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default: |
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break; |
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} |
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} |
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} |
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BaseClass::ItemPostFrame(); |
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if ( m_bRedraw ) |
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{ |
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if ( IsViewModelSequenceFinished() ) |
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{ |
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Reload(); |
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} |
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} |
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} |
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// check a throw from vecSrc. If not valid, move the position back along the line to vecEye |
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void CWeaponHopwire::CheckThrowPosition( CBasePlayer *pPlayer, const Vector &vecEye, Vector &vecSrc ) |
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{ |
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trace_t tr; |
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UTIL_TraceHull( vecEye, vecSrc, -Vector(GRENADE_RADIUS+2,GRENADE_RADIUS+2,GRENADE_RADIUS+2), Vector(GRENADE_RADIUS+2,GRENADE_RADIUS+2,GRENADE_RADIUS+2), |
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pPlayer->PhysicsSolidMaskForEntity(), pPlayer, pPlayer->GetCollisionGroup(), &tr ); |
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if ( tr.DidHit() ) |
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{ |
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vecSrc = tr.endpos; |
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} |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: |
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// Input : *pPlayer - |
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//----------------------------------------------------------------------------- |
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void CWeaponHopwire::ThrowGrenade( CBasePlayer *pPlayer ) |
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{ |
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Vector vecEye = pPlayer->EyePosition(); |
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Vector vForward, vRight; |
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pPlayer->EyeVectors( &vForward, &vRight, NULL ); |
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Vector vecSrc = vecEye + vForward * 18.0f + vRight * 8.0f; |
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CheckThrowPosition( pPlayer, vecEye, vecSrc ); |
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vForward[2] += 0.1f; |
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Vector vecThrow; |
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pPlayer->GetVelocity( &vecThrow, NULL ); |
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vecThrow += vForward * 1200; |
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m_hActiveHopWire = static_cast<CGrenadeHopwire *> (HopWire_Create( vecSrc, vec3_angle, vecThrow, AngularImpulse(600,random->RandomInt(-1200,1200),0), pPlayer, GRENADE_TIMER )); |
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m_bRedraw = true; |
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WeaponSound( SINGLE ); |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: |
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// Input : *pPlayer - |
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//----------------------------------------------------------------------------- |
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void CWeaponHopwire::LobGrenade( CBasePlayer *pPlayer ) |
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{ |
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Vector vecEye = pPlayer->EyePosition(); |
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Vector vForward, vRight; |
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pPlayer->EyeVectors( &vForward, &vRight, NULL ); |
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Vector vecSrc = vecEye + vForward * 18.0f + vRight * 8.0f + Vector( 0, 0, -8 ); |
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CheckThrowPosition( pPlayer, vecEye, vecSrc ); |
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Vector vecThrow; |
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pPlayer->GetVelocity( &vecThrow, NULL ); |
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vecThrow += vForward * 350 + Vector( 0, 0, 50 ); |
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m_hActiveHopWire = static_cast<CGrenadeHopwire *> (HopWire_Create( vecSrc, vec3_angle, vecThrow, AngularImpulse(200,random->RandomInt(-600,600),0), pPlayer, GRENADE_TIMER )); |
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WeaponSound( WPN_DOUBLE ); |
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m_bRedraw = true; |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: |
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// Input : *pPlayer - |
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//----------------------------------------------------------------------------- |
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void CWeaponHopwire::RollGrenade( CBasePlayer *pPlayer ) |
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{ |
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// BUGBUG: Hardcoded grenade width of 4 - better not change the model :) |
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Vector vecSrc; |
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pPlayer->CollisionProp()->NormalizedToWorldSpace( Vector( 0.5f, 0.5f, 0.0f ), &vecSrc ); |
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vecSrc.z += GRENADE_RADIUS; |
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Vector vecFacing = pPlayer->BodyDirection2D( ); |
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// no up/down direction |
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vecFacing.z = 0; |
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VectorNormalize( vecFacing ); |
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trace_t tr; |
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UTIL_TraceLine( vecSrc, vecSrc - Vector(0,0,16), MASK_PLAYERSOLID, pPlayer, COLLISION_GROUP_NONE, &tr ); |
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if ( tr.fraction != 1.0 ) |
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{ |
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// compute forward vec parallel to floor plane and roll grenade along that |
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Vector tangent; |
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CrossProduct( vecFacing, tr.plane.normal, tangent ); |
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CrossProduct( tr.plane.normal, tangent, vecFacing ); |
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} |
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vecSrc += (vecFacing * 18.0); |
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CheckThrowPosition( pPlayer, pPlayer->WorldSpaceCenter(), vecSrc ); |
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Vector vecThrow; |
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pPlayer->GetVelocity( &vecThrow, NULL ); |
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vecThrow += vecFacing * 700; |
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// put it on its side |
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QAngle orientation(0,pPlayer->GetLocalAngles().y,-90); |
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// roll it |
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AngularImpulse rotSpeed(0,0,720); |
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m_hActiveHopWire = static_cast<CGrenadeHopwire *> (HopWire_Create( vecSrc, orientation, vecThrow, rotSpeed, pPlayer, GRENADE_TIMER )); |
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WeaponSound( SPECIAL1 ); |
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m_bRedraw = true; |
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}
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