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