Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
//
//
//=============================================================================
#include "cbase.h"
#include "tf_fx_shared.h"
#include "tf_weaponbase.h"
#include "takedamageinfo.h"
#include "tf_gamerules.h"
// Client specific.
#ifdef CLIENT_DLL
#include "fx_impact.h"
// Server specific.
#else
#include "tf_fx.h"
#include "ilagcompensationmanager.h"
#include "tf_passtime_logic.h"
#endif
ConVar tf_use_fixed_weaponspreads( "tf_use_fixed_weaponspreads", "0", FCVAR_REPLICATED | FCVAR_NOTIFY, "If set to 1, weapons that fire multiple pellets per shot will use a non-random pellet distribution." );
// Client specific.
#ifdef CLIENT_DLL
class CGroupedSound
{
public:
string_t m_SoundName;
Vector m_vecPos;
};
CUtlVector<CGroupedSound> g_aGroupedSounds;
//-----------------------------------------------------------------------------
// Purpose: Called by the ImpactSound function.
//-----------------------------------------------------------------------------
void ImpactSoundGroup( const char *pSoundName, const Vector &vecEndPos )
{
int iSound = 0;
// Don't play the sound if it's too close to another impact sound.
for ( iSound = 0; iSound < g_aGroupedSounds.Count(); ++iSound )
{
CGroupedSound *pSound = &g_aGroupedSounds[iSound];
if ( pSound )
{
if ( vecEndPos.DistToSqr( pSound->m_vecPos ) < ( 300.0f * 300.0f ) )
{
if ( Q_stricmp( pSound->m_SoundName, pSoundName ) == 0 )
return;
}
}
}
// Ok, play the sound and add it to the list.
CLocalPlayerFilter filter;
C_BaseEntity::EmitSound( filter, NULL, pSoundName, &vecEndPos );
iSound = g_aGroupedSounds.AddToTail();
g_aGroupedSounds[iSound].m_SoundName = pSoundName;
g_aGroupedSounds[iSound].m_vecPos = vecEndPos;
}
//-----------------------------------------------------------------------------
// Purpose: This is a cheap ripoff from CBaseCombatWeapon::WeaponSound().
//-----------------------------------------------------------------------------
void FX_WeaponSound( int iPlayer, WeaponSound_t soundType, const Vector &vecOrigin, CTFWeaponInfo *pWeaponInfo )
{
// If we have some sounds from the weapon classname.txt file, play a random one of them
const char *pShootSound = pWeaponInfo->aShootSounds[soundType];
if ( !pShootSound || !pShootSound[0] )
return;
CBroadcastRecipientFilter filter;
if ( !te->CanPredict() )
return;
CBaseEntity::EmitSound( filter, iPlayer, pShootSound, &vecOrigin );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void StartGroupingSounds()
{
Assert( g_aGroupedSounds.Count() == 0 );
SetImpactSoundRoute( ImpactSoundGroup );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void EndGroupingSounds()
{
g_aGroupedSounds.Purge();
SetImpactSoundRoute( NULL );
}
// Server specific.
#else
// Server doesn't play sounds.
void FX_WeaponSound ( int iPlayer, WeaponSound_t soundType, const Vector &vecOrigin, CTFWeaponInfo *pWeaponInfo ) {}
void StartGroupingSounds() {}
void EndGroupingSounds() {}
#endif
Vector g_vecFixedWpnSpreadPellets[] =
{
Vector( 0,0,0 ), // First pellet goes down the middle
Vector( 1,0,0 ),
Vector( -1,0,0 ),
Vector( 0,-1,0 ),
Vector( 0,1,0 ),
Vector( 0.85,-0.85,0 ),
Vector( 0.85,0.85,0 ),
Vector( -0.85,-0.85,0 ),
Vector( -0.85,0.85,0 ),
Vector( 0,0,0 ), // last pellet goes down the middle as well to reward fine aim
};
//-----------------------------------------------------------------------------
// Purpose: This runs on both the client and the server. On the server, it
// only does the damage calculations. On the client, it does all the effects.
//-----------------------------------------------------------------------------
void FX_FireBullets( CTFWeaponBase *pWpn, int iPlayer, const Vector &vecOrigin, const QAngle &vecAngles,
int iWeapon, int iMode, int iSeed, float flSpread, float flDamage /* = -1.0f */, bool bCritical /* = false*/ )
{
// Get the weapon information.
const char *pszWeaponAlias = WeaponIdToAlias( iWeapon );
if ( !pszWeaponAlias )
{
DevMsg( 1, "FX_FireBullets: weapon alias for ID %i not found\n", iWeapon );
return;
}
WEAPON_FILE_INFO_HANDLE hWpnInfo = LookupWeaponInfoSlot( pszWeaponAlias );
if ( hWpnInfo == GetInvalidWeaponInfoHandle() )
{
DevMsg( 1, "FX_FireBullets: LookupWeaponInfoSlot failed for weapon %s\n", pszWeaponAlias );
return;
}
CTFWeaponInfo *pWeaponInfo = static_cast<CTFWeaponInfo*>( GetFileWeaponInfoFromHandle( hWpnInfo ) );
if( !pWeaponInfo )
return;
bool bDoEffects = false;
#ifdef CLIENT_DLL
C_TFPlayer *pPlayer = ToTFPlayer( ClientEntityList().GetBaseEntity( iPlayer ) );
#else
CTFPlayer *pPlayer = ToTFPlayer( UTIL_PlayerByIndex( iPlayer ) );
#endif
if ( !pPlayer )
return;
// Client specific.
#ifdef CLIENT_DLL
bDoEffects = true;
// The minigun has custom sound & animation code to deal with its windup/down.
if ( !pPlayer->IsLocalPlayer()
&& iWeapon != TF_WEAPON_MINIGUN )
{
// Fire the animation event.
if ( pPlayer && !pPlayer->IsDormant() )
{
if ( iMode == TF_WEAPON_PRIMARY_MODE )
{
pPlayer->m_PlayerAnimState->DoAnimationEvent( PLAYERANIMEVENT_ATTACK_PRIMARY );
}
else
{
pPlayer->m_PlayerAnimState->DoAnimationEvent( PLAYERANIMEVENT_ATTACK_SECONDARY );
}
}
//FX_WeaponSound( pPlayer->entindex(), SINGLE, vecOrigin, pWeaponInfo );
}
// Server specific.
#else
// If this is server code, send the effect over to client as temp entity and
// dispatch one message for all the bullet impacts and sounds.
TE_FireBullets( pPlayer->entindex(), vecOrigin, vecAngles, iWeapon, iMode, iSeed, flSpread, bCritical );
// Let the player remember the usercmd he fired a weapon on. Assists in making decisions about lag compensation.
pPlayer->NoteWeaponFired();
#endif
// Fire bullets, calculate impacts & effects.
StartGroupingSounds();
#if !defined (CLIENT_DLL)
// Move other players back to history positions based on local player's lag
lagcompensation->StartLagCompensation( pPlayer, pPlayer->GetCurrentCommand() );
// PASSTIME custom lag compensation for the ball; see also tf_weapon_flamethrower.cpp
// it would be better if all entities could opt-in to this, or a way for lagcompensation to handle non-players automatically
if ( g_pPasstimeLogic && g_pPasstimeLogic->GetBall() )
{
g_pPasstimeLogic->GetBall()->StartLagCompensation( pPlayer, pPlayer->GetCurrentCommand() );
}
#endif
// Get the shooting angles.
Vector vecShootForward, vecShootRight, vecShootUp;
AngleVectors( vecAngles, &vecShootForward, &vecShootRight, &vecShootUp );
// Initialize the static firing information.
FireBulletsInfo_t fireInfo;
fireInfo.m_vecSrc = vecOrigin;
if ( flDamage < 0.0f )
{
fireInfo.m_flDamage = pWeaponInfo->GetWeaponData( iMode ).m_nDamage;
}
else
{
fireInfo.m_flDamage = flDamage;
}
fireInfo.m_flDistance = pWeaponInfo->GetWeaponData( iMode ).m_flRange;
fireInfo.m_iShots = 1;
fireInfo.m_vecSpread.Init( flSpread, flSpread, 0.0f );
fireInfo.m_iAmmoType = pWeaponInfo->iAmmoType;
// Ammo override
int iModUseMetalOverride = 0;
CALL_ATTRIB_HOOK_INT_ON_OTHER( pWpn, iModUseMetalOverride, mod_use_metal_ammo_type );
if ( iModUseMetalOverride )
{
fireInfo.m_iAmmoType = TF_AMMO_METAL;
}
// Setup the bullet damage type & roll for crit.
int nDamageType = DMG_GENERIC;
int nCustomDamageType = TF_DMG_CUSTOM_NONE;
CTFWeaponBase *pWeapon = pPlayer->GetActiveTFWeapon(); // FIXME: Should this be pWpn?
if ( pWeapon )
{
nDamageType = pWeapon->GetDamageType();
if ( pWeapon->IsCurrentAttackACrit() || bCritical )
{
nDamageType |= DMG_CRITICAL;
}
nCustomDamageType = pWeapon->GetCustomDamageType();
}
if ( iWeapon != TF_WEAPON_MINIGUN )
{
fireInfo.m_iTracerFreq = 2;
}
// Reset multi-damage structures.
ClearMultiDamage();
#if !defined (CLIENT_DLL)
// If this weapon fires multiple projectiles per shot, and can penetrate multiple
// targets, aggregate CTakeDamageInfo events and send them off as one event
CDmgAccumulator *pDmgAccumulator = pWpn ? pWpn->GetDmgAccumulator() : NULL;
if ( pDmgAccumulator )
{
pDmgAccumulator->Start();
}
#endif // !CLIENT
int nBulletsPerShot = pWeaponInfo->GetWeaponData( iMode ).m_nBulletsPerShot;
bool bFixedSpread = ( nDamageType & DMG_BUCKSHOT ) && ( nBulletsPerShot > 1 ) && IsFixedWeaponSpreadEnabled();
if ( pWeapon )
{
CALL_ATTRIB_HOOK_FLOAT_ON_OTHER( pWeapon, nBulletsPerShot, mult_bullets_per_shot );
}
for ( int iBullet = 0; iBullet < nBulletsPerShot; ++iBullet )
{
// Initialize random system with this seed.
RandomSeed( iSeed );
// Get circular gaussian spread. Under some cases we fire a bullet right down the crosshair:
// - The first bullet of a spread weapon (except for rapid fire spread weapons like the minigun)
// - The first bullet of a non-spread weapon if it's been >1.25 second since firing
bool bFirePerfect = false;
if ( iBullet == 0 && pWpn )
{
float flTimeSinceLastShot = (gpGlobals->curtime - pWpn->m_flLastFireTime );
if ( nBulletsPerShot > 1 && flTimeSinceLastShot > 0.25 )
{
bFirePerfect = true;
}
else if ( nBulletsPerShot == 1 && flTimeSinceLastShot > 1.25 )
{
bFirePerfect = true;
}
}
float x,y;
if ( bFixedSpread )
{
int iSpread = iBullet;
while ( iSpread >= ARRAYSIZE(g_vecFixedWpnSpreadPellets) )
{
iSpread -= ARRAYSIZE(g_vecFixedWpnSpreadPellets);
}
float flScalar = 0.5;
x = g_vecFixedWpnSpreadPellets[iSpread].x * flScalar;
y = g_vecFixedWpnSpreadPellets[iSpread].y * flScalar;
}
else if ( bFirePerfect )
{
x = y = 0;
}
else
{
x = RandomFloat( -0.5, 0.5 ) + RandomFloat( -0.5, 0.5 );
y = RandomFloat( -0.5, 0.5 ) + RandomFloat( -0.5, 0.5 );
}
// Initialize the varialbe firing information.
fireInfo.m_vecDirShooting = vecShootForward + ( x * flSpread * vecShootRight ) + ( y * flSpread * vecShootUp );
fireInfo.m_vecDirShooting.NormalizeInPlace();
fireInfo.m_bUseServerRandomSeed = pWpn && pWpn->UseServerRandomSeed();
// Fire a bullet.
pPlayer->FireBullet( pWpn, fireInfo, bDoEffects, nDamageType, nCustomDamageType );
// Use new seed for next bullet.
++iSeed;
}
#if !defined (CLIENT_DLL)
if ( pDmgAccumulator )
{
pDmgAccumulator->Process();
}
#endif // !CLIENT
// Apply damage if any.
ApplyMultiDamage();
#if !defined (CLIENT_DLL)
lagcompensation->FinishLagCompensation( pPlayer );
// PASSTIME custom lag compensation for the ball; see also tf_weapon_flamethrower.cpp
// it would be better if all entities could opt-in to this, or a way for lagcompensation to handle non-players automatically
if ( g_pPasstimeLogic && g_pPasstimeLogic->GetBall() )
{
g_pPasstimeLogic->GetBall()->FinishLagCompensation( pPlayer );
}
#endif
EndGroupingSounds();
}
//-----------------------------------------------------------------------------
// Purpose: Should we make this a per-weapon property?
//-----------------------------------------------------------------------------
bool IsFixedWeaponSpreadEnabled( void )
{
const IMatchGroupDescription *pMatchDesc = GetMatchGroupDescription( TFGameRules()->GetCurrentMatchGroup() );
if ( pMatchDesc )
return pMatchDesc->m_params.m_bFixedWeaponSpread;
return tf_use_fixed_weaponspreads.GetBool();
}