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453 lines
12 KiB
453 lines
12 KiB
//========= Copyright Valve Corporation, All rights reserved. ============// |
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// |
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// Purpose: This is the molotov weapon |
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// |
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// $Workfile: $ |
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// $Date: $ |
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// $NoKeywords: $ |
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//=============================================================================// |
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#include "cbase.h" |
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#include "npcevent.h" |
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#include "basehlcombatweapon.h" |
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#include "basecombatcharacter.h" |
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#include "ai_basenpc.h" |
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#include "AI_Memory.h" |
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#include "player.h" |
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#include "gamerules.h" // For g_pGameRules |
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#include "weapon_molotov.h" |
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#include "grenade_molotov.h" |
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#include "in_buttons.h" |
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#include "game.h" |
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#include "vstdlib/random.h" |
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#include "movevars_shared.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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BEGIN_DATADESC( CWeaponMolotov ) |
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DEFINE_FIELD( m_nNumAmmoTypes, FIELD_INTEGER ), |
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DEFINE_FIELD( m_bNeedDraw, FIELD_BOOLEAN ), |
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DEFINE_FIELD( m_iThrowBits, FIELD_INTEGER ), |
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DEFINE_FIELD( m_fNextThrowCheck, FIELD_TIME ), |
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DEFINE_FIELD( m_vecTossVelocity, FIELD_VECTOR ), |
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// Function Pointers |
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DEFINE_FUNCTION( MolotovTouch ), |
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END_DATADESC() |
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IMPLEMENT_SERVERCLASS_ST(CWeaponMolotov, DT_WeaponMolotov) |
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END_SEND_TABLE() |
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LINK_ENTITY_TO_CLASS( weapon_molotov, CWeaponMolotov ); |
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PRECACHE_WEAPON_REGISTER(weapon_molotov); |
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acttable_t CWeaponMolotov::m_acttable[] = |
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{ |
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{ ACT_RANGE_ATTACK1, ACT_RANGE_ATTACK_THROW, true }, |
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}; |
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IMPLEMENT_ACTTABLE(CWeaponMolotov); |
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void CWeaponMolotov::Precache( void ) |
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{ |
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PrecacheModel("models/props_junk/w_garb_beerbottle.mdl"); //<<TEMP>> need real model |
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BaseClass::Precache(); |
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} |
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void CWeaponMolotov::Spawn( void ) |
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{ |
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// Call base class first |
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BaseClass::Spawn(); |
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m_bNeedDraw = true; |
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SetModel( GetWorldModel() ); |
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UTIL_SetSize(this, Vector( -6, -6, -2), Vector(6, 6, 2)); |
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} |
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//------------------------------------------------------------------------------ |
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// Purpose : Override to use molotovs pickup touch function |
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// Input : |
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// Output : |
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//------------------------------------------------------------------------------ |
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void CWeaponMolotov::SetPickupTouch( void ) |
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{ |
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SetTouch(MolotovTouch); |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: Override so give correct ammo |
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// Input : pOther - the entity that touched me |
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// Output : |
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//----------------------------------------------------------------------------- |
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void CWeaponMolotov::MolotovTouch( CBaseEntity *pOther ) |
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{ |
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// --------------------------------------------------- |
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// First give weapon to touching entity if allowed |
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// --------------------------------------------------- |
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BaseClass::DefaultTouch(pOther); |
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// ---------------------------------------------------- |
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// Give molotov ammo if touching client |
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// ---------------------------------------------------- |
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if (pOther->GetFlags() & FL_CLIENT) |
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{ |
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// ------------------------------------------------ |
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// If already owned weapon of this type remove me |
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// ------------------------------------------------ |
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CBaseCombatCharacter* pBCC = ToBaseCombatCharacter( pOther ); |
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CWeaponMolotov* oldWeapon = (CWeaponMolotov*)pBCC->Weapon_OwnsThisType( GetClassname() ); |
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if (oldWeapon != this) |
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{ |
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UTIL_Remove( this ); |
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} |
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else |
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{ |
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pBCC->GiveAmmo( 1, m_iSecondaryAmmoType ); |
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SetThink (NULL); |
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} |
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} |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: Gets event from anim stream and throws the object |
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// Input : |
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// Output : |
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//----------------------------------------------------------------------------- |
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void CWeaponMolotov::Operator_HandleAnimEvent( animevent_t *pEvent, CBaseCombatCharacter *pOperator ) |
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{ |
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switch( pEvent->event ) |
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{ |
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case EVENT_WEAPON_THROW: |
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{ |
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CAI_BaseNPC *pNPC = GetOwner()->MyNPCPointer(); |
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if (!pNPC) |
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{ |
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return; |
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} |
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CBaseEntity *pEnemy = pNPC->GetEnemy(); |
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if (!pEnemy) |
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{ |
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return; |
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} |
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Vector vec_target = pNPC->GetEnemyLKP(); |
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// ----------------------------------------------------- |
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// Get position of throw |
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// ----------------------------------------------------- |
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// If owner has a hand, set position to the hand bone position |
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Vector launchPos; |
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int iBIndex = pNPC->LookupBone("Bip01 R Hand"); |
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if (iBIndex != -1) |
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{ |
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Vector origin; |
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QAngle angles; |
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pNPC->GetBonePosition( iBIndex, launchPos, angles); |
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} |
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// Otherwise just set to in front of the owner |
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else |
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{ |
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Vector vFacingDir = pNPC->BodyDirection2D( ); |
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vFacingDir = vFacingDir * 60.0; |
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launchPos = pNPC->GetAbsOrigin()+vFacingDir; |
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} |
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//Vector vecVelocity = VecCheckToss( pNPC, launchPos, vec_target, 1.0 ); |
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ThrowMolotov( launchPos, m_vecTossVelocity); |
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// Drop the weapon and remove as no more ammo |
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pNPC->Weapon_Drop( this ); |
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UTIL_Remove( this ); |
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} |
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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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} |
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//----------------------------------------------------------------------------- |
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// Purpose: |
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// Input : |
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// Output : |
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//----------------------------------------------------------------------------- |
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bool CWeaponMolotov::ObjectInWay( void ) |
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{ |
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CBaseCombatCharacter *pOwner = GetOwner(); |
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if (!pOwner) |
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{ |
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return false; |
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} |
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Vector vecSrc = pOwner->Weapon_ShootPosition( ); |
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Vector vecAiming = pOwner->BodyDirection2D( ); |
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trace_t tr; |
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Vector vecEnd = vecSrc + (vecAiming * 32); |
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UTIL_TraceLine( vecSrc, vecEnd, MASK_SOLID, pOwner, COLLISION_GROUP_NONE, &tr ); |
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if (tr.fraction < 1.0) |
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{ |
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// Don't block on a living creature |
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if (tr.m_pEnt) |
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{ |
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CBaseEntity *pEntity = tr.m_pEnt; |
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CBaseCombatCharacter *pBCC = ToBaseCombatCharacter( pEntity ); |
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if (pBCC) |
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{ |
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return false; |
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} |
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} |
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return true; |
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} |
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else |
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{ |
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return false; |
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} |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: Override to allow throw w/o LOS |
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// Input : |
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// Output : |
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//----------------------------------------------------------------------------- |
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bool CWeaponMolotov::WeaponLOSCondition(const Vector &ownerPos, const Vector &targetPos,bool bSetConditions) |
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{ |
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// <<TODO>> should test if can throw from present location here... |
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return true; |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: Override to check throw |
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// Input : |
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// Output : |
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//----------------------------------------------------------------------------- |
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int CWeaponMolotov::WeaponRangeAttack1Condition( float flDot, float flDist ) |
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{ |
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// If things haven't changed too much since last time |
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// just return that previously calculated value |
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if (gpGlobals->curtime < m_fNextThrowCheck ) |
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{ |
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return m_iThrowBits; |
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} |
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if ( flDist < m_fMinRange1) { |
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m_iThrowBits = COND_TOO_CLOSE_TO_ATTACK; |
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} |
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else if (flDist > m_fMaxRange1) { |
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m_iThrowBits = COND_TOO_FAR_TO_ATTACK; |
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} |
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else if (flDot < 0.5) { |
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m_iThrowBits = COND_NOT_FACING_ATTACK; |
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} |
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// If moving, can't throw. |
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else if ( m_flGroundSpeed != 0 ) |
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{ |
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m_iThrowBits = COND_NONE; |
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} |
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else { |
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// Ok we should check again as some time has passed |
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// This function is only used by NPC's so we can cast to a Base Monster |
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CAI_BaseNPC *pNPC = GetOwner()->MyNPCPointer(); |
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CBaseEntity *pEnemy = pNPC->GetEnemy(); |
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if (!pEnemy) |
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{ |
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m_iThrowBits = COND_NONE; |
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} |
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// Get Enemy Position |
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Vector vecTarget; |
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pEnemy->CollisionProp()->NormalizedToWorldSpace( Vector( 0.5f, 0.5f, 0.0f ), &vecTarget ); |
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// Get Toss Vector |
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Vector throwStart = pNPC->Weapon_ShootPosition(); |
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Vector vecToss; |
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CBaseEntity* pBlocker = NULL; |
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float throwDist = (throwStart - vecTarget).Length(); |
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float fGravity = GetCurrentGravity(); |
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float throwLimit = pNPC->ThrowLimit(throwStart, vecTarget, fGravity, 35, WorldAlignMins(), WorldAlignMaxs(), pEnemy, &vecToss, &pBlocker); |
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// If I can make the throw (or most of the throw) |
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if (!throwLimit || (throwLimit != throwDist && throwLimit > 0.8*throwDist)) |
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{ |
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m_vecTossVelocity = vecToss; |
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m_iThrowBits = COND_CAN_RANGE_ATTACK1; |
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} |
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else |
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{ |
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m_iThrowBits = COND_NONE; |
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} |
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} |
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// don't check again for a while. |
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m_fNextThrowCheck = gpGlobals->curtime + 0.33; // 1/3 second. |
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return m_iThrowBits; |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: |
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// |
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// |
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//----------------------------------------------------------------------------- |
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void CWeaponMolotov::ThrowMolotov( const Vector &vecSrc, const Vector &vecVelocity) |
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{ |
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CGrenade_Molotov *pMolotov = (CGrenade_Molotov*)Create( "grenade_molotov", vecSrc, vec3_angle, GetOwner() ); |
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if (!pMolotov) |
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{ |
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Msg("Couldn't make molotov!\n"); |
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return; |
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} |
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pMolotov->SetAbsVelocity( vecVelocity ); |
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// Tumble through the air |
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QAngle angVel( random->RandomFloat ( -100, -500 ), random->RandomFloat ( -100, -500 ), random->RandomFloat ( -100, -500 ) ); |
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pMolotov->SetLocalAngularVelocity( angVel ); |
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pMolotov->SetThrower( GetOwner() ); |
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pMolotov->SetOwnerEntity( ((CBaseEntity*)GetOwner()) ); |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: |
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// |
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// |
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//----------------------------------------------------------------------------- |
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void CWeaponMolotov::PrimaryAttack( void ) |
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{ |
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CBasePlayer *pPlayer = ToBasePlayer( GetOwner() ); |
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if (!pPlayer) |
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{ |
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return; |
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} |
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Vector vecSrc = pPlayer->WorldSpaceCenter(); |
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Vector vecFacing = pPlayer->BodyDirection3D( ); |
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vecSrc = vecSrc + vecFacing * 18.0; |
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// BUGBUG: is this some hack because it's not at the eye position???? |
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vecSrc.z += 24.0f; |
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// Player may have turned to face a wall during the throw anim in which case |
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// we don't want to throw the SLAM into the wall |
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if (ObjectInWay()) |
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{ |
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vecSrc = pPlayer->WorldSpaceCenter() + vecFacing * 5.0; |
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} |
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Vector vecAiming = pPlayer->GetAutoaimVector( AUTOAIM_5DEGREES ); |
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vecAiming.z += 0.20; // Raise up so passes through reticle |
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ThrowMolotov(vecSrc, vecAiming*800); |
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pPlayer->RemoveAmmo( 1, m_iSecondaryAmmoType ); |
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// Don't fire again until fire animation has completed |
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//m_flNextPrimaryAttack = gpGlobals->curtime + CurSequenceDuration(); |
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//<<TEMP>> - till real animation is avaible |
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m_flNextPrimaryAttack = gpGlobals->curtime + 1.0; |
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m_flNextSecondaryAttack = gpGlobals->curtime + 1.0; |
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m_bNeedDraw = true; |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: |
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// |
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// |
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//----------------------------------------------------------------------------- |
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void CWeaponMolotov::SecondaryAttack( void ) |
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{ |
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//<<TEMP>> |
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// Hmmm... what should I do here? |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: |
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// |
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// |
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//----------------------------------------------------------------------------- |
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void CWeaponMolotov::DrawAmmo( void ) |
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{ |
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// ------------------------------------------- |
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// Make sure I have ammo of the current type |
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// ------------------------------------------- |
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CBaseCombatCharacter *pOwner = GetOwner(); |
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if (pOwner->GetAmmoCount(m_iSecondaryAmmoType) <=0) |
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{ |
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pOwner->Weapon_Drop( this ); |
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UTIL_Remove(this); |
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return; |
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} |
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Msg("Drawing Molotov...\n"); |
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m_bNeedDraw = false; |
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//<<TEMP>> - till real animation is avaible |
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m_flNextPrimaryAttack = gpGlobals->curtime + 2.0; |
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m_flNextSecondaryAttack = gpGlobals->curtime + 2.0; |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: Override so shotgun can do mulitple reloads in a row |
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// Input : |
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// Output : |
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//----------------------------------------------------------------------------- |
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void CWeaponMolotov::ItemPostFrame( void ) |
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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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return; |
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} |
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if ((pOwner->m_nButtons & IN_ATTACK2) && (m_flNextSecondaryAttack <= gpGlobals->curtime)) |
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{ |
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SecondaryAttack(); |
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} |
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else if ((pOwner->m_nButtons & IN_ATTACK) && (m_flNextPrimaryAttack <= gpGlobals->curtime)) |
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{ |
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// Uses secondary ammo only |
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if (pOwner->GetAmmoCount(m_iSecondaryAmmoType)) |
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{ |
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PrimaryAttack(); |
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} |
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} |
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else if (m_bNeedDraw) |
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{ |
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DrawAmmo(); |
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} |
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else |
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{ |
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WeaponIdle( ); |
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} |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: Constructor |
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//----------------------------------------------------------------------------- |
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CWeaponMolotov::CWeaponMolotov( void ) |
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{ |
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#ifdef _DEBUG |
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m_vecTossVelocity.Init(); |
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#endif |
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m_fMinRange1 = 200; |
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m_fMaxRange1 = 1000; |
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} |