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//========= Copyright � 1996-2005, Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//
//=============================================================================//
#include "cbase.h"
#include "basecombatweapon.h"
#include "player.h"
#include "gamerules.h"
#include "ammodef.h"
#include "mathlib/mathlib.h"
#include "in_buttons.h"
#include "soundent.h"
#include "animation.h"
#include "ai_condition.h"
#include "basebludgeonweapon.h"
#include "ndebugoverlay.h"
#include "te_effect_dispatch.h"
#include "rumble_shared.h"
#include "gamestats.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
IMPLEMENT_SERVERCLASS_ST( CBaseHLBludgeonWeapon, DT_BaseHLBludgeonWeapon ) END_SEND_TABLE()
#define BLUDGEON_HULL_DIM 16
static const Vector g_bludgeonMins(-BLUDGEON_HULL_DIM,-BLUDGEON_HULL_DIM,-BLUDGEON_HULL_DIM); static const Vector g_bludgeonMaxs(BLUDGEON_HULL_DIM,BLUDGEON_HULL_DIM,BLUDGEON_HULL_DIM);
//-----------------------------------------------------------------------------
// Constructor
//-----------------------------------------------------------------------------
CBaseHLBludgeonWeapon::CBaseHLBludgeonWeapon() { m_bFiresUnderwater = true; }
//-----------------------------------------------------------------------------
// Purpose: Spawn the weapon
//-----------------------------------------------------------------------------
void CBaseHLBludgeonWeapon::Spawn( void ) { m_fMinRange1 = 0; m_fMinRange2 = 0; m_fMaxRange1 = 64; m_fMaxRange2 = 64; //Call base class first
BaseClass::Spawn(); }
//-----------------------------------------------------------------------------
// Purpose: Precache the weapon
//-----------------------------------------------------------------------------
void CBaseHLBludgeonWeapon::Precache( void ) { //Call base class first
PrecacheEffect( "watersplash" ); BaseClass::Precache(); }
int CBaseHLBludgeonWeapon::CapabilitiesGet() { return bits_CAP_WEAPON_MELEE_ATTACK1; }
int CBaseHLBludgeonWeapon::WeaponMeleeAttack1Condition( float flDot, float flDist ) { if (flDist > 64) { return COND_TOO_FAR_TO_ATTACK; } else if (flDot < 0.7) { return COND_NOT_FACING_ATTACK; }
return COND_CAN_MELEE_ATTACK1; }
//------------------------------------------------------------------------------
// Purpose : Update weapon
//------------------------------------------------------------------------------
void CBaseHLBludgeonWeapon::ItemPostFrame( void ) { CBasePlayer *pOwner = ToBasePlayer( GetOwner() ); if ( pOwner == NULL ) return;
if ( (pOwner->m_nButtons & IN_ATTACK) && (m_flNextPrimaryAttack <= gpGlobals->curtime) ) { PrimaryAttack(); } else if ( (pOwner->m_nButtons & IN_ATTACK2) && (m_flNextSecondaryAttack <= gpGlobals->curtime) ) { SecondaryAttack(); } else { WeaponIdle(); return; } }
//------------------------------------------------------------------------------
// Purpose :
// Input :
// Output :
//------------------------------------------------------------------------------
void CBaseHLBludgeonWeapon::PrimaryAttack() { Swing( false ); }
//------------------------------------------------------------------------------
// Purpose :
// Input :
// Output :
//------------------------------------------------------------------------------
void CBaseHLBludgeonWeapon::SecondaryAttack() { Swing( true ); }
//------------------------------------------------------------------------------
// Purpose: Implement impact function
//------------------------------------------------------------------------------
void CBaseHLBludgeonWeapon::Hit( trace_t &traceHit, Activity nHitActivity, bool bIsSecondary ) { CBasePlayer *pPlayer = ToBasePlayer( GetOwner() ); //Do view kick
AddViewKick();
//Make sound for the AI
CSoundEnt::InsertSound( SOUND_BULLET_IMPACT, traceHit.endpos, 400, 0.2f, pPlayer );
// This isn't great, but it's something for when the crowbar hits.
pPlayer->RumbleEffect( RUMBLE_AR2, 0, RUMBLE_FLAG_RESTART );
CBaseEntity *pHitEntity = traceHit.m_pEnt;
//Apply damage to a hit target
if ( pHitEntity != NULL ) { Vector hitDirection; pPlayer->EyeVectors( &hitDirection, NULL, NULL ); VectorNormalize( hitDirection );
CTakeDamageInfo info( GetOwner(), GetOwner(), GetDamageForActivity( nHitActivity ), DMG_CLUB );
if( pPlayer && pHitEntity->IsNPC() ) { // If bonking an NPC, adjust damage.
info.AdjustPlayerDamageInflictedForSkillLevel(); }
CalculateMeleeDamageForce( &info, hitDirection, traceHit.endpos );
pHitEntity->DispatchTraceAttack( info, hitDirection, &traceHit ); ApplyMultiDamage();
// Now hit all triggers along the ray that...
TraceAttackToTriggers( info, traceHit.startpos, traceHit.endpos, hitDirection );
if ( ToBaseCombatCharacter( pHitEntity ) ) { gamestats->Event_WeaponHit( pPlayer, !bIsSecondary, GetClassname(), info ); } }
// Apply an impact effect
ImpactEffect( traceHit ); }
Activity CBaseHLBludgeonWeapon::ChooseIntersectionPointAndActivity( trace_t &hitTrace, const Vector &mins, const Vector &maxs, CBasePlayer *pOwner ) { int i, j, k; float distance; const float *minmaxs[2] = {mins.Base(), maxs.Base()}; trace_t tmpTrace; Vector vecHullEnd = hitTrace.endpos; Vector vecEnd;
distance = 1e6f; Vector vecSrc = hitTrace.startpos;
vecHullEnd = vecSrc + ((vecHullEnd - vecSrc)*2); UTIL_TraceLine( vecSrc, vecHullEnd, MASK_SHOT_HULL, pOwner, COLLISION_GROUP_NONE, &tmpTrace ); if ( tmpTrace.fraction == 1.0 ) { for ( i = 0; i < 2; i++ ) { for ( j = 0; j < 2; j++ ) { for ( k = 0; k < 2; k++ ) { vecEnd.x = vecHullEnd.x + minmaxs[i][0]; vecEnd.y = vecHullEnd.y + minmaxs[j][1]; vecEnd.z = vecHullEnd.z + minmaxs[k][2];
UTIL_TraceLine( vecSrc, vecEnd, MASK_SHOT_HULL, pOwner, COLLISION_GROUP_NONE, &tmpTrace ); if ( tmpTrace.fraction < 1.0 ) { float thisDistance = (tmpTrace.endpos - vecSrc).Length(); if ( thisDistance < distance ) { hitTrace = tmpTrace; distance = thisDistance; } } } } } } else { hitTrace = tmpTrace; }
return ACT_VM_HITCENTER; }
//-----------------------------------------------------------------------------
// Purpose:
// Input : &traceHit -
//-----------------------------------------------------------------------------
bool CBaseHLBludgeonWeapon::ImpactWater( const Vector &start, const Vector &end ) { //FIXME: This doesn't handle the case of trying to splash while being underwater, but that's not going to look good
// right now anyway...
// We must start outside the water
if ( UTIL_PointContents( start, MASK_WATER ) & (CONTENTS_WATER|CONTENTS_SLIME)) return false;
// We must end inside of water
if ( !(UTIL_PointContents( end, MASK_WATER ) & (CONTENTS_WATER|CONTENTS_SLIME))) return false;
trace_t waterTrace;
UTIL_TraceLine( start, end, (CONTENTS_WATER|CONTENTS_SLIME), GetOwner(), COLLISION_GROUP_NONE, &waterTrace );
if ( waterTrace.fraction < 1.0f ) { CEffectData data;
data.m_fFlags = 0; data.m_vOrigin = waterTrace.endpos; data.m_vNormal = waterTrace.plane.normal; data.m_flScale = 8.0f;
// See if we hit slime
if ( waterTrace.contents & CONTENTS_SLIME ) { data.m_fFlags |= FX_WATER_IN_SLIME; }
DispatchEffect( "watersplash", data ); }
return true; }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CBaseHLBludgeonWeapon::ImpactEffect( trace_t &traceHit ) { // See if we hit water (we don't do the other impact effects in this case)
if ( ImpactWater( traceHit.startpos, traceHit.endpos ) ) return;
//FIXME: need new decals
UTIL_ImpactTrace( &traceHit, DMG_CLUB ); }
//------------------------------------------------------------------------------
// Purpose : Starts the swing of the weapon and determines the animation
// Input : bIsSecondary - is this a secondary attack?
//------------------------------------------------------------------------------
void CBaseHLBludgeonWeapon::Swing( int bIsSecondary ) { trace_t traceHit;
// Try a ray
CBasePlayer *pOwner = ToBasePlayer( GetOwner() ); if ( !pOwner ) return;
pOwner->RumbleEffect( RUMBLE_CROWBAR_SWING, 0, RUMBLE_FLAG_RESTART );
Vector swingStart = pOwner->Weapon_ShootPosition( ); Vector forward;
forward = pOwner->GetAutoaimVector( AUTOAIM_SCALE_DEFAULT, GetRange() );
Vector swingEnd = swingStart + forward * GetRange(); UTIL_TraceLine( swingStart, swingEnd, MASK_SHOT_HULL, pOwner, COLLISION_GROUP_NONE, &traceHit ); Activity nHitActivity = ACT_VM_HITCENTER;
// Like bullets, bludgeon traces have to trace against triggers.
CTakeDamageInfo triggerInfo( GetOwner(), GetOwner(), GetDamageForActivity( nHitActivity ), DMG_CLUB ); triggerInfo.SetDamagePosition( traceHit.startpos ); triggerInfo.SetDamageForce( forward ); TraceAttackToTriggers( triggerInfo, traceHit.startpos, traceHit.endpos, forward );
if ( traceHit.fraction == 1.0 ) { float bludgeonHullRadius = 1.732f * BLUDGEON_HULL_DIM; // hull is +/- 16, so use cuberoot of 2 to determine how big the hull is from center to the corner point
// Back off by hull "radius"
swingEnd -= forward * bludgeonHullRadius;
UTIL_TraceHull( swingStart, swingEnd, g_bludgeonMins, g_bludgeonMaxs, MASK_SHOT_HULL, pOwner, COLLISION_GROUP_NONE, &traceHit ); if ( traceHit.fraction < 1.0 && traceHit.m_pEnt ) { Vector vecToTarget = traceHit.m_pEnt->GetAbsOrigin() - swingStart; VectorNormalize( vecToTarget );
float dot = vecToTarget.Dot( forward );
// YWB: Make sure they are sort of facing the guy at least...
if ( dot < 0.70721f ) { // Force amiss
traceHit.fraction = 1.0f; } else { nHitActivity = ChooseIntersectionPointAndActivity( traceHit, g_bludgeonMins, g_bludgeonMaxs, pOwner ); } } }
if ( !bIsSecondary ) { m_iPrimaryAttacks++; } else { m_iSecondaryAttacks++; }
gamestats->Event_WeaponFired( pOwner, !bIsSecondary, GetClassname() );
// -------------------------
// Miss
// -------------------------
if ( traceHit.fraction == 1.0f ) { nHitActivity = bIsSecondary ? ACT_VM_MISSCENTER2 : ACT_VM_MISSCENTER;
// We want to test the first swing again
Vector testEnd = swingStart + forward * GetRange(); // See if we happened to hit water
ImpactWater( swingStart, testEnd ); } else { Hit( traceHit, nHitActivity, bIsSecondary ? true : false ); }
// Send the anim
SendWeaponAnim( nHitActivity );
//Setup our next attack times
m_flNextPrimaryAttack = gpGlobals->curtime + GetFireRate(); m_flNextSecondaryAttack = gpGlobals->curtime + SequenceDuration();
//Play swing sound
WeaponSound( SINGLE ); }
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