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//========= Copyright � 1996-2005, Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//=============================================================================//
#include "cbase.h"
#include "ai_basenpc.h"
#include "animation.h"
#include "basecombatweapon.h"
#include "player.h" // For gEvilImpulse101 / CBasePlayer
#include "gamerules.h" // For g_pGameRules
#include <keyvalues.h>
#include "ammodef.h"
#include "baseviewmodel.h"
#include "in_buttons.h"
#include "soundent.h"
#include "weapon_parse.h"
#include "game.h"
#include "engine/IEngineSound.h"
#include "sendproxy.h"
#include "tier1/strtools.h"
#include "vphysics/constraints.h"
#include "npcevent.h"
#include "igamesystem.h"
#include "collisionutils.h"
#include "iservervehicle.h"
#include "func_break.h"
#if defined(PORTAL2)
#include "weapon_portalgun.h"
#endif
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
extern int gEvilImpulse101; // In Player.h
// -----------------------------------------
// Sprite Index info
// -----------------------------------------
int g_sModelIndexLaser; // holds the index for the laser beam
const char *g_pModelNameLaser = "sprites/laserbeam.vmt"; int g_sModelIndexLaserDot; // holds the index for the laser beam dot
int g_sModelIndexFireball; // holds the index for the fireball
int g_sModelIndexSmoke; // holds the index for the smoke cloud
int g_sModelIndexWExplosion; // holds the index for the underwater explosion
int g_sModelIndexBubbles; // holds the index for the bubbles model
int g_sModelIndexBloodDrop; // holds the sprite index for the initial blood
int g_sModelIndexBloodSpray; // holds the sprite index for splattered blood
ConVar weapon_showproficiency( "weapon_showproficiency", "0" ); extern ConVar ai_debug_shoot_positions;
//-----------------------------------------------------------------------------
// Purpose: Precache global weapon resources
//-----------------------------------------------------------------------------
PRECACHE_REGISTER_BEGIN( GLOBAL, WeaponResources )
#if !defined( TF_DLL ) && !defined ( DOTA_DLL ) && !defined ( PORTAL2 ) && !defined ( CSTRIKE15 )
PRECACHE_INDEX( MODEL, "sprites/zerogxplode.vmt", g_sModelIndexFireball ) PRECACHE_INDEX( MODEL, "sprites/steam1.vmt", g_sModelIndexSmoke ) PRECACHE_INDEX( MODEL, "sprites/bubble.vmt", g_sModelIndexBubbles ) PRECACHE_INDEX( MODEL, "sprites/laserbeam.vmt", g_sModelIndexLaser ) PRECACHE( PARTICLE_SYSTEM, "blood_impact_red_01" ) PRECACHE( PARTICLE_SYSTEM, "blood_impact_green_01" ) PRECACHE( PARTICLE_SYSTEM, "blood_impact_yellow_01" ) PRECACHE( MODEL, "models/weapons/w_bullet.mdl" ) PRECACHE( MODEL, "effects/bubble.vmt" ) #endif // !TF_DLL
#if !defined ( DOTA_DLL ) && !defined ( PORTAL2 )
PRECACHE( GAMESOUND, "BaseCombatWeapon.WeaponDrop" ) PRECACHE( GAMESOUND, "BaseCombatWeapon.WeaponMaterialize" ) #endif
PRECACHE_REGISTER_END()
void W_Precache(void) { PrecacheFileWeaponInfoDatabase(); }
//-----------------------------------------------------------------------------
// Purpose: Transmit weapon data
//-----------------------------------------------------------------------------
int CBaseCombatWeapon::UpdateTransmitState( void) { // If the weapon is being carried by a CBaseCombatCharacter, let the combat character do the logic
// about whether or not to transmit it.
if ( GetOwner() ) { return SetTransmitState( FL_EDICT_PVSCHECK ); } else { // If it's just lying around, then use CBaseEntity's visibility test to see if it should be sent.
return BaseClass::UpdateTransmitState(); } }
void CBaseCombatWeapon::Operator_FrameUpdate( CBaseCombatCharacter *pOperator ) { StudioFrameAdvance( ); // animate
if ( IsSequenceFinished() ) { if ( SequenceLoops() ) { // animation does loop, which means we're playing subtle idle. Might need to fidget.
int iSequence = SelectWeightedSequence( GetActivity() ); if ( iSequence != ACTIVITY_NOT_AVAILABLE ) { ResetSequence( iSequence ); // Set to new anim (if it's there)
} } #if 0
else { // animation that just ended doesn't loop! That means we just finished a fidget
// and should return to our heaviest weighted idle (the subtle one)
SelectHeaviestSequence( GetActivity() ); } #endif
}
CBasePlayer *pOwner = ToBasePlayer( GetOwner() ); if ( pOwner == NULL ) return;
CBaseViewModel *vm = pOwner->GetViewModel( m_nViewModelIndex ); if ( vm == NULL ) return;
// HACK: Player weapon and view model often use the same mdl, which results
// in duplicate anim events. For now, let the view model handle the events
// if they're the same, which is the preferred behavior in general.
CStudioHdr *w_hdr = GetModelPtr(); CStudioHdr *v_hdr = vm->GetModelPtr(); if ( w_hdr->GetRenderHdr() != v_hdr->GetRenderHdr() ) { // Animation events are passed back to the weapon's owner/operator
DispatchAnimEvents( pOperator ); }
// Update and dispatch the viewmodel events
if ( vm != NULL ) { vm->StudioFrameAdvance(); vm->DispatchAnimEvents( this ); } }
//-----------------------------------------------------------------------------
// Purpose:
// Input : *pEvent -
// *pOperator -
//-----------------------------------------------------------------------------
void CBaseCombatWeapon::Operator_HandleAnimEvent( animevent_t *pEvent, CBaseCombatCharacter *pOperator ) { int nEvent = pEvent->Event(); if ( (pEvent->type & AE_TYPE_NEWEVENTSYSTEM) && (pEvent->type & AE_TYPE_SERVER) ) { if ( nEvent == AE_NPC_WEAPON_FIRE ) { bool bSecondary = (atoi( pEvent->options ) != 0); Operator_ForceNPCFire( pOperator, bSecondary ); } else if ( nEvent == AE_WPN_PLAYWPNSOUND ) { int iSnd = GetWeaponSoundFromString(pEvent->options); if ( iSnd != -1 ) { WeaponSound( (WeaponSound_t)iSnd ); } } } }
// NOTE: This should never be called when a character is operating the weapon. Animation events should be
// routed through the character, and then back into CharacterAnimEvent()
void CBaseCombatWeapon::HandleAnimEvent( animevent_t *pEvent ) { //If the player is receiving this message, pass it through
CBasePlayer *pOwner = ToBasePlayer( GetOwner() );
if ( pOwner != NULL ) { Operator_HandleAnimEvent( pEvent, pOwner ); } }
//-----------------------------------------------------------------------------
// Purpose: Make the weapon visible and tangible
//-----------------------------------------------------------------------------
CBaseEntity* CBaseCombatWeapon::Respawn( void ) { // make a copy of this weapon that is invisible and inaccessible to players (no touch function). The weapon spawn/respawn code
// will decide when to make the weapon visible and touchable.
CBaseEntity *pNewWeapon = CBaseEntity::Create( GetClassname(), g_pGameRules->VecWeaponRespawnSpot( this ), GetLocalAngles(), GetOwnerEntity() );
if ( pNewWeapon ) { pNewWeapon->AddEffects( EF_NODRAW );// invisible for now
pNewWeapon->SetTouch( NULL );// no touch
pNewWeapon->SetThink( &CBaseCombatWeapon::AttemptToMaterialize );
UTIL_DropToFloor( this, MASK_SOLID );
// not a typo! We want to know when the weapon the player just picked up should respawn! This new entity we created is the replacement,
// but when it should respawn is based on conditions belonging to the weapon that was taken.
pNewWeapon->SetNextThink( gpGlobals->curtime + g_pGameRules->FlWeaponRespawnTime( this ) ); } else { Warning("Respawn failed to create %s!\n", GetClassname() ); }
return pNewWeapon; }
//-----------------------------------------------------------------------------
// Purpose: Weapons ignore other weapons when LOS tracing
//-----------------------------------------------------------------------------
class CWeaponLOSFilter : public CTraceFilterSkipTwoEntities { DECLARE_CLASS( CWeaponLOSFilter, CTraceFilterSkipTwoEntities ); public: CWeaponLOSFilter( IHandleEntity *pHandleEntity, IHandleEntity *pHandleEntity2, int collisionGroup ) : CTraceFilterSkipTwoEntities( pHandleEntity, pHandleEntity2, collisionGroup ), m_pVehicle( NULL ) { // If the tracing entity is in a vehicle, then ignore it
if ( pHandleEntity != NULL ) { CBaseCombatCharacter *pBCC = ((CBaseEntity *)pHandleEntity)->MyCombatCharacterPointer(); if ( pBCC != NULL ) { m_pVehicle = pBCC->GetVehicleEntity(); } } } virtual bool ShouldHitEntity( IHandleEntity *pServerEntity, int contentsMask ) { CBaseEntity *pEntity = (CBaseEntity *)pServerEntity;
if ( pEntity->GetCollisionGroup() == COLLISION_GROUP_WEAPON ) return false;
// Don't collide with the tracing entity's vehicle (if it exists)
if ( pServerEntity == m_pVehicle ) return false;
if ( pEntity->GetHealth() > 0 ) { CBreakable *pBreakable = dynamic_cast<CBreakable *>(pEntity); if ( pBreakable && pBreakable->IsBreakable() && pBreakable->GetMaterialType() == matGlass) { return false; } }
return BaseClass::ShouldHitEntity( pServerEntity, contentsMask ); }
private: CBaseEntity *m_pVehicle; };
//-----------------------------------------------------------------------------
// Purpose: Check the weapon LOS for an owner at an arbitrary position
// If bSetConditions is true, LOS related conditions will also be set
//-----------------------------------------------------------------------------
bool CBaseCombatWeapon::WeaponLOSCondition( const Vector &ownerPos, const Vector &targetPos, bool bSetConditions ) { // --------------------
// Check for occlusion
// --------------------
CAI_BaseNPC* npcOwner = m_hOwner.Get()->MyNPCPointer();
// Find its relative shoot position
Vector vecRelativeShootPosition; VectorSubtract( npcOwner->Weapon_ShootPosition(), npcOwner->GetAbsOrigin(), vecRelativeShootPosition ); Vector barrelPos = ownerPos + vecRelativeShootPosition;
// FIXME: If we're in a vehicle, we need some sort of way to handle shooting out of them
// Use the custom LOS trace filter
CWeaponLOSFilter traceFilter( m_hOwner.Get(), npcOwner->GetEnemy(), COLLISION_GROUP_BREAKABLE_GLASS ); trace_t tr; UTIL_TraceLine( barrelPos, targetPos, MASK_SHOT, &traceFilter, &tr );
// See if we completed the trace without interruption
if ( tr.fraction == 1.0 ) { if ( ai_debug_shoot_positions.GetBool() ) { NDebugOverlay::Line( barrelPos, targetPos, 0, 255, 0, false, 1.0 ); }
return true; }
CBaseEntity *pHitEnt = tr.m_pEnt;
CBasePlayer *pEnemyPlayer = ToBasePlayer( npcOwner->GetEnemy() );
// is player in a vehicle? if so, verify vehicle is target and return if so (so npc shoots at vehicle)
if ( pEnemyPlayer && pEnemyPlayer->IsInAVehicle() ) { // Ok, player in vehicle, check if vehicle is target we're looking at, fire if it is
// Also, check to see if the owner of the entity is the vehicle, in which case it's valid too.
// This catches vehicles that use bone followers.
CBaseEntity *pVehicle = pEnemyPlayer->GetVehicle()->GetVehicleEnt(); if ( pHitEnt == pVehicle || pHitEnt->GetOwnerEntity() == pVehicle ) return true; }
// Hitting our enemy is a success case
if ( pHitEnt == npcOwner->GetEnemy() ) { if ( ai_debug_shoot_positions.GetBool() ) { NDebugOverlay::Line( barrelPos, targetPos, 0, 255, 0, false, 1.0 ); }
return true; }
// If a vehicle is blocking the view, grab its driver and use that as the combat character
CBaseCombatCharacter *pBCC; IServerVehicle *pVehicle = pHitEnt->GetServerVehicle(); if ( pVehicle ) { pBCC = pVehicle->GetPassenger( ); } else { pBCC = ToBaseCombatCharacter( pHitEnt ); }
if ( pBCC ) { if ( npcOwner->IRelationType( pBCC ) == D_HT ) return true;
if ( bSetConditions ) { npcOwner->SetCondition( COND_WEAPON_BLOCKED_BY_FRIEND ); } } else if ( bSetConditions ) { npcOwner->SetCondition( COND_WEAPON_SIGHT_OCCLUDED ); npcOwner->SetEnemyOccluder( pHitEnt );
if( ai_debug_shoot_positions.GetBool() ) { NDebugOverlay::Line( tr.startpos, tr.endpos, 255, 0, 0, false, 1.0 ); } }
return false; }
//-----------------------------------------------------------------------------
// Purpose: Base class always returns not bits
//-----------------------------------------------------------------------------
int CBaseCombatWeapon::WeaponRangeAttack1Condition( float flDot, float flDist ) { if ( UsesPrimaryAmmo() && !HasPrimaryAmmo() ) { return COND_NO_PRIMARY_AMMO; } else if ( flDist < m_fMinRange1) { return COND_TOO_CLOSE_TO_ATTACK; } else if (flDist > m_fMaxRange1) { return COND_TOO_FAR_TO_ATTACK; } else if (flDot < 0.5) // UNDONE: Why check this here? Isn't the AI checking this already?
{ return COND_NOT_FACING_ATTACK; }
return COND_CAN_RANGE_ATTACK1; }
//-----------------------------------------------------------------------------
// Purpose: Base class always returns not bits
//-----------------------------------------------------------------------------
int CBaseCombatWeapon::WeaponRangeAttack2Condition( float flDot, float flDist ) { // currently disabled
return COND_NONE;
if ( m_bReloadsSingly ) { if (m_iClip2 <=0) { return COND_NO_SECONDARY_AMMO; } else if ( flDist < m_fMinRange2) { return COND_TOO_CLOSE_TO_ATTACK; } else if (flDist > m_fMaxRange2) { return COND_TOO_FAR_TO_ATTACK; } else if (flDot < 0.5) { return COND_NOT_FACING_ATTACK; } return COND_CAN_RANGE_ATTACK2; }
return COND_NONE; }
//-----------------------------------------------------------------------------
// Purpose: Base class always returns not bits
//-----------------------------------------------------------------------------
int CBaseCombatWeapon::WeaponMeleeAttack1Condition( float flDot, float flDist ) { return COND_NONE; }
//-----------------------------------------------------------------------------
// Purpose: Base class always returns not bits
//-----------------------------------------------------------------------------
int CBaseCombatWeapon::WeaponMeleeAttack2Condition( float flDot, float flDist ) { return COND_NONE; }
//====================================================================================
// WEAPON DROPPING / DESTRUCTION
//====================================================================================
void CBaseCombatWeapon::Delete( void ) { SetTouch( NULL ); // FIXME: why doesn't this just remove itself now?
SetThink(&CBaseCombatWeapon::SUB_Remove); SetNextThink( gpGlobals->curtime + 0.1f ); }
void CBaseCombatWeapon::DestroyItem( void ) { CBaseCombatCharacter *pOwner = m_hOwner.Get();
if ( pOwner ) { // if attached to a player, remove.
pOwner->RemovePlayerItem( this ); }
Kill( ); }
void CBaseCombatWeapon::Kill( void ) { SetTouch( NULL ); // FIXME: why doesn't this just remove itself now?
// FIXME: how is this different than Delete(), and why do they have the same code in them?
SetThink(&CBaseCombatWeapon::SUB_Remove); SetNextThink( gpGlobals->curtime + 0.1f ); }
//====================================================================================
// FALL TO GROUND
//====================================================================================
//-----------------------------------------------------------------------------
// Purpose: Setup for the fall
//-----------------------------------------------------------------------------
void CBaseCombatWeapon::FallInit( void ) {
VPhysicsDestroyObject();
if ( !VPhysicsInitNormal( SOLID_BBOX, GetSolidFlags() | FSOLID_TRIGGER, false ) ) { SetMoveType( MOVETYPE_FLYGRAVITY ); SetSolid( SOLID_BBOX ); AddSolidFlags( FSOLID_TRIGGER ); } else { #if !defined( CLIENT_DLL )
// Constrained start?
if ( HasSpawnFlags( SF_WEAPON_START_CONSTRAINED ) ) { //Constrain the weapon in place
IPhysicsObject *pReferenceObject, *pAttachedObject; pReferenceObject = g_PhysWorldObject; pAttachedObject = VPhysicsGetObject();
if ( pReferenceObject && pAttachedObject ) { constraint_fixedparams_t fixed; fixed.Defaults(); fixed.InitWithCurrentObjectState( pReferenceObject, pAttachedObject ); fixed.constraint.forceLimit = lbs2kg( 10000 ); fixed.constraint.torqueLimit = lbs2kg( 10000 );
m_pConstraint = physenv->CreateFixedConstraint( pReferenceObject, pAttachedObject, NULL, fixed );
m_pConstraint->SetGameData( (void *) this ); } } #endif //CLIENT_DLL
}
SetPickupTouch(); SetThink( &CBaseCombatWeapon::FallThink );
SetNextThink( gpGlobals->curtime + 0.1f ); }
//-----------------------------------------------------------------------------
// Purpose: Items that have just spawned run this think to catch them when
// they hit the ground. Once we're sure that the object is grounded,
// we change its solid type to trigger and set it in a large box that
// helps the player get it.
//-----------------------------------------------------------------------------
void CBaseCombatWeapon::FallThink ( void ) { SetNextThink( gpGlobals->curtime + 0.1f );
bool shouldMaterialize = false; IPhysicsObject *pPhysics = VPhysicsGetObject(); if ( pPhysics ) { shouldMaterialize = pPhysics->IsAsleep(); } else { shouldMaterialize = (GetFlags() & FL_ONGROUND) ? true : false; }
if ( shouldMaterialize ) { // clatter if we have an owner (i.e., dropped by someone)
// don't clatter if the gun is waiting to respawn (if it's waiting, it is invisible!)
if ( GetOwnerEntity() ) { EmitSound( "BaseCombatWeapon.WeaponDrop" ); } Materialize(); } }
//====================================================================================
// WEAPON SPAWNING
//====================================================================================
//-----------------------------------------------------------------------------
// Purpose: Make a weapon visible and tangible
//-----------------------------------------------------------------------------//
void CBaseCombatWeapon::Materialize( void ) { if ( IsEffectActive( EF_NODRAW ) ) { // changing from invisible state to visible.
EmitSound( "BaseCombatWeapon.WeaponMaterialize" ); RemoveEffects( EF_NODRAW ); DoMuzzleFlash(); } SetSolid( SOLID_BBOX ); AddSolidFlags( FSOLID_TRIGGER );
SetPickupTouch();
SetThink (NULL); }
//-----------------------------------------------------------------------------
// Purpose: See if the game rules will let this weapon respawn
//-----------------------------------------------------------------------------
void CBaseCombatWeapon::AttemptToMaterialize( void ) { float time = g_pGameRules->FlWeaponTryRespawn( this );
if ( time == 0 ) { Materialize(); return; }
SetNextThink( gpGlobals->curtime + time ); }
//-----------------------------------------------------------------------------
// Purpose: Weapon has been picked up, should it respawn?
//-----------------------------------------------------------------------------
void CBaseCombatWeapon::CheckRespawn( void ) { switch ( g_pGameRules->WeaponShouldRespawn( this ) ) { case GR_WEAPON_RESPAWN_YES: Respawn(); break; case GR_WEAPON_RESPAWN_NO: return; break; } }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
int CBaseCombatWeapon::ObjectCaps( void ) { int caps = BaseClass::ObjectCaps(); if ( !IsFollowingEntity() && !HasSpawnFlags(SF_WEAPON_NO_PLAYER_PICKUP) ) { caps |= FCAP_IMPULSE_USE; }
return caps; }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CBaseCombatWeapon::Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value ) { CBasePlayer *pPlayer = ToBasePlayer( pActivator ); if ( pPlayer ) { m_OnPlayerUse.FireOutput( pActivator, pCaller );
//
// Bump the weapon to try equipping it before picking it up physically. This is
// important in a few spots in the game where the player could potentially +use pickup
// and then THROW AWAY a vital weapon, rendering them unable to continue the game.
//
if ( pPlayer->BumpWeapon( this ) ) { OnPickedUp( pPlayer ); } #if defined(PORTAL2)
else if ( dynamic_cast<CWeaponPortalgun*>( this ) == NULL ) { pPlayer->PickupObject( this ); } #endif
} }
void CBaseCombatWeapon::MakeWeaponNameFromEntity( CBaseEntity *pOther ) { // If I have a name, make my weapon match it with "_weapon" appended
if ( pOther->GetEntityName() != NULL_STRING ) { const char *pMarineName = STRING( pOther->GetEntityName() ); const char *pError = UTIL_VarArgs( "%s_weapon", pMarineName ); string_t pooledName = AllocPooledString( pError ); SetName( pooledName ); } }
//-----------------------------------------------------------------------------
// Purpose: Randomizes weapon model bodygroups if that have the
// keyword 'module_slot', and sets the viewmodel to correspond.
//-----------------------------------------------------------------------------
void CBaseCombatWeapon::SetWeaponModules( void ) {
if (IsViewModel()) return;
//early out if we've checked this model for modular bodygroups before and found none
if (m_iWeaponModule == MODULAR_BODYGROUPS_NONE_AVAILABLE) return;
MDLCACHE_CRITICAL_SECTION(); //init module bodygroups on new weapons
if ( m_iWeaponModule == MODULAR_BODYGROUPS_DEFAULT_NONE_SET ) {
m_iWeaponModule = MODULAR_BODYGROUPS_NONE_AVAILABLE;
for ( int n=0; n<GetNumBodyGroups(); n++ ) { if ( V_strstr( GetBodygroupName( n ), "module_slot" ) != NULL ) { if ( !RandomInt( 0, 4 ) ) // each bodygroup gets a 20% chance to roll
{ SetBodygroup( n, RandomInt( 0, GetBodygroupCount( n ) - 1 ) ); m_iWeaponModule = MODULAR_BODYGROUPS_RANDOMIZED; } } }
if (m_iWeaponModule == MODULAR_BODYGROUPS_NONE_AVAILABLE) return; }
//set viewmodel to match
CBasePlayer *pOwner = ToBasePlayer( GetOwner() ); if ( !pOwner ) return;
CBaseViewModel *vm = pOwner->GetViewModel( m_nViewModelIndex );
if ( vm && m_iWeaponModule == MODULAR_BODYGROUPS_RANDOMIZED && vm->m_nBody != m_nBody ) vm->m_nBody = m_nBody;
}
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