diff options
Diffstat (limited to 'game/shared/sdk/sdk_weapon_melee.cpp')
| -rw-r--r-- | game/shared/sdk/sdk_weapon_melee.cpp | 363 |
1 files changed, 363 insertions, 0 deletions
diff --git a/game/shared/sdk/sdk_weapon_melee.cpp b/game/shared/sdk/sdk_weapon_melee.cpp new file mode 100644 index 0000000..0a92f21 --- /dev/null +++ b/game/shared/sdk/sdk_weapon_melee.cpp @@ -0,0 +1,363 @@ +//========= Copyright Valve Corporation, All rights reserved. ============// +// +// Purpose: Base code for any melee based weapon +// +//=====================================================================================// + +#include "cbase.h" + +#include "weapon_sdkbase.h" +#include "sdk_weapon_melee.h" + +#include "sdk_gamerules.h" +#include "ammodef.h" +#include "mathlib/mathlib.h" +#include "in_buttons.h" +#include "animation.h" + +#if defined( CLIENT_DLL ) + #include "c_sdk_player.h" +#else + #include "sdk_player.h" + #include "ndebugoverlay.h" + #include "te_effect_dispatch.h" + #include "ilagcompensationmanager.h" +#endif + +// memdbgon must be the last include file in a .cpp file!!! +#include "tier0/memdbgon.h" + +IMPLEMENT_NETWORKCLASS_ALIASED( WeaponSDKMelee, DT_WeaponSDKMelee ) + +BEGIN_NETWORK_TABLE( CWeaponSDKMelee, DT_WeaponSDKMelee ) +END_NETWORK_TABLE() + +BEGIN_PREDICTION_DATA( CWeaponSDKMelee ) +END_PREDICTION_DATA() + +#define MELEE_HULL_DIM 16 + +static const Vector g_meleeMins(-MELEE_HULL_DIM,-MELEE_HULL_DIM,-MELEE_HULL_DIM); +static const Vector g_meleeMaxs(MELEE_HULL_DIM,MELEE_HULL_DIM,MELEE_HULL_DIM); + +//----------------------------------------------------------------------------- +// Constructor +//----------------------------------------------------------------------------- +CWeaponSDKMelee::CWeaponSDKMelee() +{ + m_bFiresUnderwater = true; +} + +//----------------------------------------------------------------------------- +// Purpose: Spawn the weapon +//----------------------------------------------------------------------------- +void CWeaponSDKMelee::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 CWeaponSDKMelee::Precache( void ) +{ + //Call base class first + BaseClass::Precache(); +} + +//------------------------------------------------------------------------------ +// Purpose : Update weapon +//------------------------------------------------------------------------------ +void CWeaponSDKMelee::ItemPostFrame( void ) +{ + CSDKPlayer *pPlayer = GetPlayerOwner(); + if ( pPlayer == NULL ) + return; + + if ( (pPlayer->m_nButtons & IN_ATTACK) && (m_flNextPrimaryAttack <= gpGlobals->curtime) && pPlayer->CanAttack() ) + { + PrimaryAttack(); + } + else if ( (pPlayer->m_nButtons & IN_ATTACK2) && (m_flNextSecondaryAttack <= gpGlobals->curtime) && pPlayer->CanAttack() ) + { + SecondaryAttack(); + } + else + { + WeaponIdle(); + } +} + +//------------------------------------------------------------------------------ +// Purpose : +// Input : +// Output : +//------------------------------------------------------------------------------ +void CWeaponSDKMelee::PrimaryAttack() +{ + +#ifndef CLIENT_DLL + CSDKPlayer *pPlayer = ToSDKPlayer( GetPlayerOwner() ); + // Move other players back to history positions based on local player's lag + lagcompensation->StartLagCompensation( pPlayer, pPlayer->GetCurrentCommand() ); +#endif + Swing( false ); +#ifndef CLIENT_DLL + // Move other players back to history positions based on local player's lag + lagcompensation->FinishLagCompensation( pPlayer ); +#endif + +} + +//------------------------------------------------------------------------------ +// Purpose : +// Input : +// Output : +//------------------------------------------------------------------------------ +void CWeaponSDKMelee::SecondaryAttack() +{ + Swing( true ); +} + + +//------------------------------------------------------------------------------ +// Purpose: Implement impact function +//------------------------------------------------------------------------------ +void CWeaponSDKMelee::Hit( trace_t &traceHit, Activity nHitActivity ) +{ + CSDKPlayer *pPlayer = ToSDKPlayer( GetOwner() ); + + //Do view kick +// AddViewKick(); + + CBaseEntity *pHitEntity = traceHit.m_pEnt; + + //Apply damage to a hit target + if ( pHitEntity != NULL ) + { + Vector hitDirection; + pPlayer->EyeVectors( &hitDirection, NULL, NULL ); + VectorNormalize( hitDirection ); + +#ifndef CLIENT_DLL + 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 ); +#endif + WeaponSound( MELEE_HIT ); + } + + // Apply an impact effect + ImpactEffect( traceHit ); +} + +Activity CWeaponSDKMelee::ChooseIntersectionPointAndActivity( trace_t &hitTrace, const Vector &mins, const Vector &maxs, CSDKPlayer *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 CWeaponSDKMelee::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 ) & (CONTENTS_WATER|CONTENTS_SLIME)) + return false; + + // We must end inside of water + if ( !(UTIL_PointContents( end ) & (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 ) + { +#ifndef CLIENT_DLL + 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 ); +#endif + } + + return true; +} + +//----------------------------------------------------------------------------- +// Purpose: +//----------------------------------------------------------------------------- +void CWeaponSDKMelee::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 CWeaponSDKMelee::Swing( int bIsSecondary ) +{ + trace_t traceHit; + + // Try a ray + CSDKPlayer *pOwner = ToSDKPlayer( GetOwner() ); + if ( !pOwner ) + return; + + Vector swingStart = pOwner->Weapon_ShootPosition( ); + Vector forward; + + pOwner->EyeVectors( &forward, NULL, NULL ); + + Vector swingEnd = swingStart + forward * GetRange(); + UTIL_TraceLine( swingStart, swingEnd, MASK_SHOT_HULL, pOwner, COLLISION_GROUP_NONE, &traceHit ); + Activity nHitActivity = ACT_VM_HITCENTER; + +#ifndef CLIENT_DLL + // Like bullets, melee traces have to trace against triggers. + CTakeDamageInfo triggerInfo( GetOwner(), GetOwner(), GetDamageForActivity( nHitActivity ), DMG_CLUB ); + TraceAttackToTriggers( triggerInfo, traceHit.startpos, traceHit.endpos, vec3_origin ); +#endif + + if ( traceHit.fraction == 1.0 ) + { + float meleeHullRadius = 1.732f * MELEE_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 * meleeHullRadius; + + UTIL_TraceHull( swingStart, swingEnd, g_meleeMins, g_meleeMaxs, 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_meleeMins, g_meleeMaxs, pOwner ); + } + } + } + + WeaponSound( SINGLE ); + + // ------------------------- + // 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 ); + } + + // Send the anim + SendWeaponAnim( nHitActivity ); + + pOwner->DoAnimationEvent( PLAYERANIMEVENT_ATTACK_PRIMARY ); + + //Setup our next attack times + m_flNextPrimaryAttack = gpGlobals->curtime + GetFireRate(); + m_flNextSecondaryAttack = gpGlobals->curtime + SequenceDuration(); +} + |