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authorJoe Ludwig <[email protected]>2013-06-26 15:22:04 -0700
committerJoe Ludwig <[email protected]>2013-06-26 15:22:04 -0700
commit39ed87570bdb2f86969d4be821c94b722dc71179 (patch)
treeabc53757f75f40c80278e87650ea92808274aa59 /mp/src/game/server/basebludgeonweapon.cpp
downloadsource-sdk-2013-39ed87570bdb2f86969d4be821c94b722dc71179.tar.xz
source-sdk-2013-39ed87570bdb2f86969d4be821c94b722dc71179.zip
First version of the SOurce SDK 2013
Diffstat (limited to 'mp/src/game/server/basebludgeonweapon.cpp')
-rw-r--r--mp/src/game/server/basebludgeonweapon.cpp384
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diff --git a/mp/src/game/server/basebludgeonweapon.cpp b/mp/src/game/server/basebludgeonweapon.cpp
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+//========= Copyright Valve Corporation, All rights reserved. ============//
+//
+// Purpose:
+//
+// $NoKeywords: $
+//
+//=============================================================================//
+
+#include "cbase.h"
+#include "basehlcombatweapon.h"
+#include "player.h"
+#include "gamerules.h"
+#include "ammodef.h"
+#include "mathlib/mathlib.h"
+#include "in_buttons.h"
+#include "soundent.h"
+#include "animation.h"
+#include "ai_condition.h"
+#include "basebludgeonweapon.h"
+#include "ndebugoverlay.h"
+#include "te_effect_dispatch.h"
+#include "rumble_shared.h"
+#include "gamestats.h"
+
+// memdbgon must be the last include file in a .cpp file!!!
+#include "tier0/memdbgon.h"
+
+IMPLEMENT_SERVERCLASS_ST( CBaseHLBludgeonWeapon, DT_BaseHLBludgeonWeapon )
+END_SEND_TABLE()
+
+#define BLUDGEON_HULL_DIM 16
+
+static const Vector g_bludgeonMins(-BLUDGEON_HULL_DIM,-BLUDGEON_HULL_DIM,-BLUDGEON_HULL_DIM);
+static const Vector g_bludgeonMaxs(BLUDGEON_HULL_DIM,BLUDGEON_HULL_DIM,BLUDGEON_HULL_DIM);
+
+//-----------------------------------------------------------------------------
+// Constructor
+//-----------------------------------------------------------------------------
+CBaseHLBludgeonWeapon::CBaseHLBludgeonWeapon()
+{
+ m_bFiresUnderwater = true;
+}
+
+//-----------------------------------------------------------------------------
+// Purpose: Spawn the weapon
+//-----------------------------------------------------------------------------
+void CBaseHLBludgeonWeapon::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 CBaseHLBludgeonWeapon::Precache( void )
+{
+ //Call base class first
+ BaseClass::Precache();
+}
+
+int CBaseHLBludgeonWeapon::CapabilitiesGet()
+{
+ return bits_CAP_WEAPON_MELEE_ATTACK1;
+}
+
+
+int CBaseHLBludgeonWeapon::WeaponMeleeAttack1Condition( float flDot, float flDist )
+{
+ if (flDist > 64)
+ {
+ return COND_TOO_FAR_TO_ATTACK;
+ }
+ else if (flDot < 0.7)
+ {
+ return COND_NOT_FACING_ATTACK;
+ }
+
+ return COND_CAN_MELEE_ATTACK1;
+}
+
+//------------------------------------------------------------------------------
+// Purpose : Update weapon
+//------------------------------------------------------------------------------
+void CBaseHLBludgeonWeapon::ItemPostFrame( void )
+{
+ CBasePlayer *pOwner = ToBasePlayer( GetOwner() );
+
+ if ( pOwner == NULL )
+ return;
+
+ if ( (pOwner->m_nButtons & IN_ATTACK) && (m_flNextPrimaryAttack <= gpGlobals->curtime) )
+ {
+ PrimaryAttack();
+ }
+ else if ( (pOwner->m_nButtons & IN_ATTACK2) && (m_flNextSecondaryAttack <= gpGlobals->curtime) )
+ {
+ SecondaryAttack();
+ }
+ else
+ {
+ WeaponIdle();
+ return;
+ }
+}
+
+//------------------------------------------------------------------------------
+// Purpose :
+// Input :
+// Output :
+//------------------------------------------------------------------------------
+void CBaseHLBludgeonWeapon::PrimaryAttack()
+{
+ Swing( false );
+}
+
+//------------------------------------------------------------------------------
+// Purpose :
+// Input :
+// Output :
+//------------------------------------------------------------------------------
+void CBaseHLBludgeonWeapon::SecondaryAttack()
+{
+ Swing( true );
+}
+
+
+//------------------------------------------------------------------------------
+// Purpose: Implement impact function
+//------------------------------------------------------------------------------
+void CBaseHLBludgeonWeapon::Hit( trace_t &traceHit, Activity nHitActivity, bool bIsSecondary )
+{
+ CBasePlayer *pPlayer = ToBasePlayer( GetOwner() );
+
+ //Do view kick
+ AddViewKick();
+
+ //Make sound for the AI
+ CSoundEnt::InsertSound( SOUND_BULLET_IMPACT, traceHit.endpos, 400, 0.2f, pPlayer );
+
+ // This isn't great, but it's something for when the crowbar hits.
+ pPlayer->RumbleEffect( RUMBLE_AR2, 0, RUMBLE_FLAG_RESTART );
+
+ CBaseEntity *pHitEntity = traceHit.m_pEnt;
+
+ //Apply damage to a hit target
+ if ( pHitEntity != NULL )
+ {
+ Vector hitDirection;
+ pPlayer->EyeVectors( &hitDirection, NULL, NULL );
+ VectorNormalize( hitDirection );
+
+ 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 );
+
+ if ( ToBaseCombatCharacter( pHitEntity ) )
+ {
+ gamestats->Event_WeaponHit( pPlayer, !bIsSecondary, GetClassname(), info );
+ }
+ }
+
+ // Apply an impact effect
+ ImpactEffect( traceHit );
+}
+
+Activity CBaseHLBludgeonWeapon::ChooseIntersectionPointAndActivity( trace_t &hitTrace, const Vector &mins, const Vector &maxs, CBasePlayer *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 CBaseHLBludgeonWeapon::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 )
+ {
+ 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 );
+ }
+
+ return true;
+}
+
+//-----------------------------------------------------------------------------
+// Purpose:
+//-----------------------------------------------------------------------------
+void CBaseHLBludgeonWeapon::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 CBaseHLBludgeonWeapon::Swing( int bIsSecondary )
+{
+ trace_t traceHit;
+
+ // Try a ray
+ CBasePlayer *pOwner = ToBasePlayer( GetOwner() );
+ if ( !pOwner )
+ return;
+
+ pOwner->RumbleEffect( RUMBLE_CROWBAR_SWING, 0, RUMBLE_FLAG_RESTART );
+
+ Vector swingStart = pOwner->Weapon_ShootPosition( );
+ Vector forward;
+
+ forward = pOwner->GetAutoaimVector( AUTOAIM_SCALE_DEFAULT, GetRange() );
+
+ Vector swingEnd = swingStart + forward * GetRange();
+ UTIL_TraceLine( swingStart, swingEnd, MASK_SHOT_HULL, pOwner, COLLISION_GROUP_NONE, &traceHit );
+ Activity nHitActivity = ACT_VM_HITCENTER;
+
+ // Like bullets, bludgeon traces have to trace against triggers.
+ CTakeDamageInfo triggerInfo( GetOwner(), GetOwner(), GetDamageForActivity( nHitActivity ), DMG_CLUB );
+ triggerInfo.SetDamagePosition( traceHit.startpos );
+ triggerInfo.SetDamageForce( forward );
+ TraceAttackToTriggers( triggerInfo, traceHit.startpos, traceHit.endpos, forward );
+
+ if ( traceHit.fraction == 1.0 )
+ {
+ float bludgeonHullRadius = 1.732f * BLUDGEON_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 * bludgeonHullRadius;
+
+ UTIL_TraceHull( swingStart, swingEnd, g_bludgeonMins, g_bludgeonMaxs, 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_bludgeonMins, g_bludgeonMaxs, pOwner );
+ }
+ }
+ }
+
+ if ( !bIsSecondary )
+ {
+ m_iPrimaryAttacks++;
+ }
+ else
+ {
+ m_iSecondaryAttacks++;
+ }
+
+ gamestats->Event_WeaponFired( pOwner, !bIsSecondary, GetClassname() );
+
+ // -------------------------
+ // 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, bIsSecondary ? true : false );
+ }
+
+ // Send the anim
+ SendWeaponAnim( nHitActivity );
+
+ //Setup our next attack times
+ m_flNextPrimaryAttack = gpGlobals->curtime + GetFireRate();
+ m_flNextSecondaryAttack = gpGlobals->curtime + SequenceDuration();
+
+ //Play swing sound
+ WeaponSound( SINGLE );
+}