Modified source engine (2017) developed by valve and leaked in 2020. Not for commercial purporses
You can not select more than 25 topics Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
 
 
 
 
 
 

663 lines
18 KiB

//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose: This is the brickbat weapon
//
// $Workfile: $
// $Date: $
// $NoKeywords: $
//=============================================================================//
#include "cbase.h"
#include "npcevent.h"
#include "basehlcombatweapon.h"
#include "basecombatcharacter.h"
#include "ai_basenpc.h"
#include "AI_Memory.h"
#include "player.h"
#include "gamerules.h" // For g_pGameRules
#include "weapon_brickbat.h"
#include "grenade_brickbat.h"
#include "ammodef.h"
#include "in_buttons.h"
#include "game.h"
#include "IEffects.h"
#include "vstdlib/random.h"
#include "baseviewmodel.h"
#include "movevars_shared.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
extern ConVar sk_npc_dmg_brickbat;
extern ConVar sk_plr_dmg_brickbat;
struct BrickbatAmmo_s
{
const char *m_sClassName;
int m_nAmmoType;
int m_nMaxCarry;
const char *m_sViewModel;
const char *m_sWorldModel;
};
BrickbatAmmo_s BrickBatAmmoArray[NUM_BRICKBAT_AMMO_TYPES] =
{
{ "grenade_rockbb", BRICKBAT_ROCK, 5, "models/weapons/v_bb_bottle.mdl", "models/props_junk/Rock001a.mdl" },
{ "grenade_beerbottle", BRICKBAT_BOTTLE, 3, "models/weapons/v_bb_bottle.mdl", "models/weapons/w_bb_bottle.mdl" },
};
IMPLEMENT_SERVERCLASS_ST(CWeaponBrickbat, DT_WeaponBrickbat)
END_SEND_TABLE()
//LINK_ENTITY_TO_CLASS( weapon_brickbat, CWeaponBrickbat );
//PRECACHE_WEAPON_REGISTER(weapon_brickbat);
acttable_t CWeaponBrickbat::m_acttable[] =
{
{ ACT_RANGE_ATTACK1, ACT_RANGE_ATTACK_THROW, true },
};
IMPLEMENT_ACTTABLE(CWeaponBrickbat);
BEGIN_DATADESC( CWeaponBrickbat )
DEFINE_FIELD( m_bNeedDraw, FIELD_BOOLEAN ),
DEFINE_FIELD( m_bNeedThrow, FIELD_BOOLEAN ),
DEFINE_FIELD( m_iThrowBits, FIELD_INTEGER ),
DEFINE_FIELD( m_fNextThrowCheck, FIELD_TIME ),
DEFINE_FIELD( m_vecTossVelocity, FIELD_VECTOR ),
DEFINE_ARRAY( m_nAmmoCount, FIELD_INTEGER, NUM_BRICKBAT_AMMO_TYPES ),
DEFINE_KEYFIELD( m_iCurrentAmmoType, FIELD_INTEGER, "BrickbatType" ),
// Function Pointers
DEFINE_FUNCTION( BrickbatTouch ),
END_DATADESC()
//------------------------------------------------------------------------------
// Purpose :
// Input :
// Output :
//------------------------------------------------------------------------------
void CWeaponBrickbat::Precache( void )
{
for (int i=0;i<ARRAYSIZE(BrickBatAmmoArray);i++)
{
PrecacheModel(BrickBatAmmoArray[i].m_sWorldModel);
PrecacheModel(BrickBatAmmoArray[i].m_sViewModel);
}
UTIL_PrecacheOther("grenade_molotov");
BaseClass::Precache();
}
void CWeaponBrickbat::Spawn( void )
{
m_bNeedDraw = true;
m_bNeedThrow = false;
for (int i=0;i<NUM_BRICKBAT_AMMO_TYPES;i++)
{
m_nAmmoCount[i] = 0;
}
// Call base class first
BaseClass::Spawn();
// Deactivate the trigger bounds so we can pick it up with the physgun
CollisionProp()->UseTriggerBounds( false );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
const char *CWeaponBrickbat::GetViewModel( int viewmodelindex /*=0*/ )
{
return BrickBatAmmoArray[m_iCurrentAmmoType].m_sViewModel;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
const char *CWeaponBrickbat::GetWorldModel( void )
{
return BrickBatAmmoArray[m_iCurrentAmmoType].m_sWorldModel;
}
//------------------------------------------------------------------------------
// Purpose :
// Input :
// Output :
//------------------------------------------------------------------------------
bool CWeaponBrickbat::Deploy( void )
{
SetModel( GetViewModel() );
m_bNeedDraw = false;
m_bNeedThrow = false;
return DefaultDeploy( (char*)GetViewModel(), (char*)GetWorldModel(), ACT_VM_DRAW, (char*)GetAnimPrefix() );
}
//------------------------------------------------------------------------------
// Purpose : Override to use brickbats pickup touch function
// Input :
// Output :
//------------------------------------------------------------------------------
void CWeaponBrickbat::SetPickupTouch( void )
{
SetTouch( BrickbatTouch );
}
//-----------------------------------------------------------------------------
// Purpose: Override so give correct ammo
// Input : pOther - the entity that touched me
// Output :
//-----------------------------------------------------------------------------
void CWeaponBrickbat::BrickbatTouch( CBaseEntity *pOther )
{
// ---------------------------------------------------
// First give weapon to touching entity if allowed
// Skip ammo given portion by setting clips to zero
// and handle ammo giving here
// ---------------------------------------------------
BaseClass::DefaultTouch(pOther);
//FIXME: This ammo handling code is a bit bogus, need a real solution if brickbats are going to live
/*
// ----------------------------------------------------
// Give brickbat ammo if touching client
// ----------------------------------------------------
if (pOther->GetFlags() & FL_CLIENT)
{
CBaseCombatCharacter* pBCC = ToBaseCombatCharacter( pOther );
// Exit if game rules say I can't have any more of this ammo type.
if ( g_pGameRules->CanHaveAmmo( pBCC, m_iPrimaryAmmoType ) == false )
return;
// ------------------------------------------------
// If already owned weapon of this type remove me
// ------------------------------------------------
CWeaponBrickbat* oldWeapon = (CWeaponBrickbat*)pBCC->Weapon_OwnsThisType( GetClassname() );
// Remove physics object if is one
VPhysicsDestroyObject();
if ( ( oldWeapon != NULL ) && ( oldWeapon != this ) )
{
// Only pick up if not at max ammo amount
if (oldWeapon->m_nAmmoCount[m_iCurrentAmmoType] < BrickBatAmmoArray[m_iCurrentAmmoType].m_nMaxCarry)
{
oldWeapon->m_nAmmoCount[m_iCurrentAmmoType]++;
pBCC->GiveAmmo( 1, oldWeapon->m_iPrimaryAmmoType );
UTIL_Remove( this );
}
}
else
{
// Only pick up if not at max ammo amount
if (m_nAmmoCount[m_iCurrentAmmoType] < BrickBatAmmoArray[m_iCurrentAmmoType].m_nMaxCarry)
{
m_nAmmoCount[m_iCurrentAmmoType]++;
pBCC->GiveAmmo( 1, m_iPrimaryAmmoType );
SetThink (NULL);
}
}
// -----------------------------------------------------
// Switch to this weapon if the only weapon I own
// -----------------------------------------------------
if (!pBCC->GetActiveWeapon() && pBCC->GetActiveWeapon() != this)
{
pBCC->Weapon_Switch(oldWeapon);
}
}
*/
}
//-----------------------------------------------------------------------------
// Purpose: Gets event from anim stream and throws the object
// Input :
// Output :
//-----------------------------------------------------------------------------
void CWeaponBrickbat::Operator_HandleAnimEvent( animevent_t *pEvent, CBaseCombatCharacter *pOperator )
{
switch( pEvent->event )
{
case EVENT_WEAPON_THROW:
{
CAI_BaseNPC *pNPC = GetOwner()->MyNPCPointer();
if (!pNPC)
{
return;
}
Vector vec_target = pNPC->GetEnemyLKP();
// -----------------------------------------------------
// Get position of throw
// -----------------------------------------------------
// If owner has a hand, set position to the hand bone position
Vector launchPos;
int iBIndex = pNPC->LookupBone("Bip01 R Hand");
if (iBIndex != -1) {
Vector origin;
QAngle angles;
pNPC->GetBonePosition( iBIndex, launchPos, angles);
}
// Otherwise just set to in front of the owner
else {
Vector vFacingDir = pNPC->BodyDirection2D( );
vFacingDir = vFacingDir * 60.0;
launchPos = pNPC->GetLocalOrigin()+vFacingDir;
}
ThrowBrickbat( launchPos, m_vecTossVelocity, sk_npc_dmg_brickbat.GetFloat());
// Drop the weapon and remove as no more ammo
pNPC->Weapon_Drop( this );
UTIL_Remove( this );
}
break;
default:
BaseClass::Operator_HandleAnimEvent( pEvent, pOperator );
break;
}
}
//-----------------------------------------------------------------------------
// Purpose:
// Input :
// Output :
//-----------------------------------------------------------------------------
bool CWeaponBrickbat::ObjectInWay( void )
{
CBaseCombatCharacter *pOwner = GetOwner();
if (!pOwner)
{
return false;
}
Vector vecSrc = pOwner->Weapon_ShootPosition( );
Vector vecAiming = pOwner->BodyDirection2D( );
trace_t tr;
Vector vecEnd = vecSrc + (vecAiming * 32);
UTIL_TraceLine( vecSrc, vecEnd, MASK_SOLID, pOwner, COLLISION_GROUP_NONE, &tr );
if (tr.fraction < 1.0)
{
// Don't block on a living creature
if (tr.m_pEnt)
{
CBaseEntity *pEntity = tr.m_pEnt;
CBaseCombatCharacter *pBCC = ToBaseCombatCharacter( pEntity );
if (pBCC)
{
return false;
}
}
return true;
}
else
{
return false;
}
}
//-----------------------------------------------------------------------------
// Purpose: Override to allow throw w/o LOS
// Input :
// Output :
//-----------------------------------------------------------------------------
bool CWeaponBrickbat::WeaponLOSCondition(const Vector &ownerPos, const Vector &targetPos,bool bSetConditions)
{
// <<TODO>> should test if can throw from present location here...
return true;
}
//-----------------------------------------------------------------------------
// Purpose: Override to check throw
// Input :
// Output :
//-----------------------------------------------------------------------------
int CWeaponBrickbat::WeaponRangeAttack1Condition( float flDot, float flDist )
{
// If things haven't changed too much since last time
// just return that previously calculated value
if (gpGlobals->curtime < m_fNextThrowCheck )
{
return m_iThrowBits;
}
if ( flDist < m_fMinRange1)
{
m_iThrowBits = COND_TOO_CLOSE_TO_ATTACK;
}
else if (flDist > m_fMaxRange1)
{
m_iThrowBits = COND_TOO_FAR_TO_ATTACK;
}
else if (flDot < 0.5)
{
m_iThrowBits = COND_NOT_FACING_ATTACK;
}
// If moving, can't throw.
else if ( m_flGroundSpeed != 0 )
{
m_iThrowBits = COND_NONE;
}
else
{
// Ok we should check again as some time has passed
// This function is only used by NPC's so we can cast to a Base Monster
CAI_BaseNPC *pNPC = GetOwner()->MyNPCPointer();
CBaseEntity *pEnemy = pNPC->GetEnemy();
if (!pEnemy)
{
return COND_NONE;
}
// Get Enemy Position
Vector vecTarget;
pEnemy->CollisionProp()->NormalizedToWorldSpace( Vector( 0.5f, 0.5f, 0.0f ), &vecTarget );
// Get Toss Vector
Vector throwStart = pNPC->Weapon_ShootPosition();
Vector vecToss;
CBaseEntity* pBlocker = NULL;
float throwDist = (throwStart - vecTarget).Length();
float fGravity = GetCurrentGravity();
float throwLimit = pNPC->ThrowLimit(throwStart, vecTarget, fGravity, 35, WorldAlignMins(), WorldAlignMaxs(), pEnemy, &vecToss, &pBlocker);
// If I can make the throw (or most of the throw)
if (!throwLimit || (throwLimit != throwDist && throwLimit > 0.8*throwDist))
{
m_vecTossVelocity = vecToss;
m_iThrowBits = COND_CAN_RANGE_ATTACK1;
}
else
{
m_iThrowBits = COND_NONE;
}
}
// don't check again for a while.
m_fNextThrowCheck = gpGlobals->curtime + 0.33; // 1/3 second.
return m_iThrowBits;
}
//-----------------------------------------------------------------------------
// Purpose:
//
//
//-----------------------------------------------------------------------------
void CWeaponBrickbat::ThrowBrickbat( Vector vecSrc, Vector vecVelocity, float damage)
{
CGrenade_Brickbat *pBrickbat = (CGrenade_Brickbat*)Create( BrickBatAmmoArray[m_iCurrentAmmoType].m_sClassName, vecSrc, vec3_angle, GetOwner() );
if (!pBrickbat)
{
Msg("Brickbat type (%s) not defined!\n",BrickBatAmmoArray[m_iCurrentAmmoType].m_sClassName);
return;
}
AngularImpulse vecAngVel;
// Tumble through the air
vecAngVel.x = random->RandomFloat ( -100, -500 );
vecAngVel.z = random->RandomFloat ( -100, -500 );
vecAngVel.y = random->RandomFloat ( -100, -500 );
// If physically simulated
IPhysicsObject *pPhysicsObject = pBrickbat->VPhysicsGetObject();
if ( pPhysicsObject )
{
pPhysicsObject->AddVelocity( &vecVelocity, &vecAngVel );
}
// Otherwise
else
{
pBrickbat->SetAbsVelocity( vecVelocity );
QAngle angVel;
AngularImpulseToQAngle( vecAngVel, angVel );
pBrickbat->SetLocalAngularVelocity( angVel );
}
pBrickbat->SetThrower( GetOwner() );
pBrickbat->SetOwnerEntity( ((CBaseEntity*)GetOwner()) );
pBrickbat->SetDamage(damage);
m_nAmmoCount[m_iCurrentAmmoType]--;
m_bNeedThrow = false;
}
//-----------------------------------------------------------------------------
// Purpose:
//
//
//-----------------------------------------------------------------------------
void CWeaponBrickbat::PrimaryAttack( void )
{
CBasePlayer *pPlayer = ToBasePlayer( GetOwner() );
if (!pPlayer)
{
return;
}
SendWeaponAnim(ACT_VM_PULLBACK);
// Don't fire again until fire animation has completed
float flSequenceEndTime = gpGlobals->curtime + SequenceDuration();
pPlayer->m_flNextAttack = m_flNextPrimaryAttack = m_flNextSecondaryAttack = flSequenceEndTime;
m_bNeedThrow = true;
}
//-----------------------------------------------------------------------------
// Purpose:
//
//
//-----------------------------------------------------------------------------
void CWeaponBrickbat::Throw( void )
{
CBasePlayer *pPlayer = ToBasePlayer( GetOwner() );
if (!pPlayer)
{
return;
}
Vector vecSrc = pPlayer->WorldSpaceCenter();
Vector vecFacing = pPlayer->BodyDirection3D( );
vecSrc = vecSrc + vecFacing * 18.0;
vecSrc.z += 24.0f;
// Player may have turned to face a wall during the throw anim in which case
// we don't want to throw the SLAM into the wall
if (ObjectInWay())
{
vecSrc = pPlayer->WorldSpaceCenter() + vecFacing * 5.0;
}
Vector vecAiming = pPlayer->GetAutoaimVector( AUTOAIM_5DEGREES );
vecAiming.z += 0.20; // Raise up so passes through reticle
ThrowBrickbat(vecSrc, vecAiming*800, sk_plr_dmg_brickbat.GetFloat());
pPlayer->RemoveAmmo( 1, m_iPrimaryAmmoType );
SendWeaponAnim(ACT_VM_THROW);
// Don't fire again until fire animation has completed
float flSequenceEndTime = gpGlobals->curtime + SequenceDuration();
pPlayer->m_flNextAttack = m_flNextPrimaryAttack = m_flNextSecondaryAttack = flSequenceEndTime;
m_bNeedThrow = false;
m_bNeedDraw = true;
}
//-----------------------------------------------------------------------------
// Purpose:
//
//
//-----------------------------------------------------------------------------
void CWeaponBrickbat::SecondaryAttack( void )
{
int counter = 0;
while (counter < NUM_BRICKBAT_AMMO_TYPES)
{
m_iCurrentAmmoType = ((++m_iCurrentAmmoType)%NUM_BRICKBAT_AMMO_TYPES);
// If I've found a category with ammo stop looking
if (m_nAmmoCount[m_iCurrentAmmoType] > 0)
{
DrawAmmo();
return;
}
counter++;
}
// I'm out of all ammo types
}
//-----------------------------------------------------------------------------
// Purpose:
//
//
//-----------------------------------------------------------------------------
void CWeaponBrickbat::DrawAmmo( void )
{
CBasePlayer *pOwner = ToBasePlayer( GetOwner() );
// -------------------------------------------
// Make sure I have ammo of the current type
// -------------------------------------------
int counter = 0;
while (m_nAmmoCount[m_iCurrentAmmoType] <=0)
{
m_iCurrentAmmoType = ((++m_iCurrentAmmoType)%NUM_BRICKBAT_AMMO_TYPES);
counter++;
// ----------------------------------------------------
// No ammo of any types so drop the weapon and destroy
// ----------------------------------------------------
if (counter >= NUM_BRICKBAT_AMMO_TYPES)
{
pOwner->Weapon_Drop( this, NULL, NULL );
UTIL_Remove(this);
return;
}
}
SetModel( BrickBatAmmoArray[m_iCurrentAmmoType].m_sViewModel);
CBaseViewModel *vm = pOwner->GetViewModel();
if ( vm )
{
vm->SetModel( BrickBatAmmoArray[m_iCurrentAmmoType].m_sViewModel );
}
//Msg("Drawing %s...\n",BrickBatAmmoArray[m_iCurrentAmmoType].m_sClassName);
m_bNeedDraw = false;
SendWeaponAnim(ACT_VM_DRAW);
// Don't fire again until fire animation has completed
float flSequenceEndTime = gpGlobals->curtime + SequenceDuration();
pOwner->m_flNextAttack = m_flNextPrimaryAttack = m_flNextSecondaryAttack = flSequenceEndTime;
}
//-----------------------------------------------------------------------------
// Purpose: Override so shotgun can do mulitple reloads in a row
// Input :
// Output :
//-----------------------------------------------------------------------------
void CWeaponBrickbat::ItemPostFrame( void )
{
/* HANDY FOR DEBUG
for (int i=0;i<NUM_BRICKBAT_AMMO_TYPES;i++)
{
Msg("%i %s",m_nAmmoCount[i],BrickBatAmmoArray[i].m_sClassName);
if (i==m_iCurrentAmmoType)
{
Msg("**");
}
Msg("\n");
}
*/
CBasePlayer *pOwner = ToBasePlayer( GetOwner() );
if (!pOwner)
{
return;
}
if (m_bNeedThrow)
{
Throw();
}
else if ((pOwner->m_nButtons & IN_ATTACK2) && (m_flNextSecondaryAttack <= gpGlobals->curtime))
{
SecondaryAttack();
}
else if ((pOwner->m_nButtons & IN_ATTACK) && (m_flNextPrimaryAttack <= gpGlobals->curtime))
{
// Uses secondary ammo only
if (pOwner->GetAmmoCount(m_iPrimaryAmmoType))
{
PrimaryAttack();
}
}
else if (m_bNeedDraw)
{
DrawAmmo();
}
else
{
SendWeaponAnim( ACT_VM_IDLE );
//pOwner->m_flNextAttack = gpGlobals->curtime + SequenceDuration();
}
}
//-----------------------------------------------------------------------------
// Purpose:
// Input :
// Output :
//-----------------------------------------------------------------------------
void CWeaponBrickbat::TraceAttack( const CTakeDamageInfo &info, const Vector &vecDir, trace_t *ptr )
{
if ( info.GetDamageType() & DMG_BULLET)
{
if ( BrickBatAmmoArray[m_iCurrentAmmoType].m_nAmmoType == BRICKBAT_ROCK )
{
g_pEffects->Ricochet(ptr->endpos,ptr->plane.normal);
}
}
BaseClass::TraceAttack( info, vecDir, ptr );
}
//-----------------------------------------------------------------------------
// Purpose: Constructor
//-----------------------------------------------------------------------------
CWeaponBrickbat::CWeaponBrickbat( void )
{
#ifdef _DEBUG
m_vecTossVelocity.Init();
#endif
m_fMinRange1 = 200;
m_fMaxRange1 = 1000;
}