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//========= 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; }
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