diff options
| author | Jørgen P. Tjernø <[email protected]> | 2013-12-02 19:31:46 -0800 |
|---|---|---|
| committer | Jørgen P. Tjernø <[email protected]> | 2013-12-02 19:46:31 -0800 |
| commit | f56bb35301836e56582a575a75864392a0177875 (patch) | |
| tree | de61ddd39de3e7df52759711950b4c288592f0dc /mp/src/game/server/hl2/weapon_crossbow.cpp | |
| parent | Mark some more files as text. (diff) | |
| download | source-sdk-2013-f56bb35301836e56582a575a75864392a0177875.tar.xz source-sdk-2013-f56bb35301836e56582a575a75864392a0177875.zip | |
Fix line endings. WHAMMY.
Diffstat (limited to 'mp/src/game/server/hl2/weapon_crossbow.cpp')
| -rw-r--r-- | mp/src/game/server/hl2/weapon_crossbow.cpp | 1964 |
1 files changed, 982 insertions, 982 deletions
diff --git a/mp/src/game/server/hl2/weapon_crossbow.cpp b/mp/src/game/server/hl2/weapon_crossbow.cpp index 0ed6910c..badd50d8 100644 --- a/mp/src/game/server/hl2/weapon_crossbow.cpp +++ b/mp/src/game/server/hl2/weapon_crossbow.cpp @@ -1,982 +1,982 @@ -//========= Copyright Valve Corporation, All rights reserved. ============//
-//
-// Purpose:
-//
-//=============================================================================//
-
-#include "cbase.h"
-#include "npcevent.h"
-#include "basehlcombatweapon_shared.h"
-#include "basecombatcharacter.h"
-#include "ai_basenpc.h"
-#include "player.h"
-#include "gamerules.h"
-#include "in_buttons.h"
-#include "soundent.h"
-#include "game.h"
-#include "vstdlib/random.h"
-#include "engine/IEngineSound.h"
-#include "IEffects.h"
-#include "te_effect_dispatch.h"
-#include "Sprite.h"
-#include "SpriteTrail.h"
-#include "beam_shared.h"
-#include "rumble_shared.h"
-#include "gamestats.h"
-#include "decals.h"
-
-#ifdef PORTAL
- #include "portal_util_shared.h"
-#endif
-
-// memdbgon must be the last include file in a .cpp file!!!
-#include "tier0/memdbgon.h"
-
-//#define BOLT_MODEL "models/crossbow_bolt.mdl"
-#define BOLT_MODEL "models/weapons/w_missile_closed.mdl"
-
-#define BOLT_AIR_VELOCITY 2500
-#define BOLT_WATER_VELOCITY 1500
-
-extern ConVar sk_plr_dmg_crossbow;
-extern ConVar sk_npc_dmg_crossbow;
-
-void TE_StickyBolt( IRecipientFilter& filter, float delay, Vector vecDirection, const Vector *origin );
-
-#define BOLT_SKIN_NORMAL 0
-#define BOLT_SKIN_GLOW 1
-
-//-----------------------------------------------------------------------------
-// Crossbow Bolt
-//-----------------------------------------------------------------------------
-class CCrossbowBolt : public CBaseCombatCharacter
-{
- DECLARE_CLASS( CCrossbowBolt, CBaseCombatCharacter );
-
-public:
- CCrossbowBolt() { };
- ~CCrossbowBolt();
-
- Class_T Classify( void ) { return CLASS_NONE; }
-
-public:
- void Spawn( void );
- void Precache( void );
- void BubbleThink( void );
- void BoltTouch( CBaseEntity *pOther );
- bool CreateVPhysics( void );
- unsigned int PhysicsSolidMaskForEntity() const;
- static CCrossbowBolt *BoltCreate( const Vector &vecOrigin, const QAngle &angAngles, CBasePlayer *pentOwner = NULL );
-
-protected:
-
- bool CreateSprites( void );
-
- CHandle<CSprite> m_pGlowSprite;
- //CHandle<CSpriteTrail> m_pGlowTrail;
-
- DECLARE_DATADESC();
- DECLARE_SERVERCLASS();
-};
-LINK_ENTITY_TO_CLASS( crossbow_bolt, CCrossbowBolt );
-
-BEGIN_DATADESC( CCrossbowBolt )
- // Function Pointers
- DEFINE_FUNCTION( BubbleThink ),
- DEFINE_FUNCTION( BoltTouch ),
-
- // These are recreated on reload, they don't need storage
- DEFINE_FIELD( m_pGlowSprite, FIELD_EHANDLE ),
- //DEFINE_FIELD( m_pGlowTrail, FIELD_EHANDLE ),
-
-END_DATADESC()
-
-IMPLEMENT_SERVERCLASS_ST( CCrossbowBolt, DT_CrossbowBolt )
-END_SEND_TABLE()
-
-CCrossbowBolt *CCrossbowBolt::BoltCreate( const Vector &vecOrigin, const QAngle &angAngles, CBasePlayer *pentOwner )
-{
- // Create a new entity with CCrossbowBolt private data
- CCrossbowBolt *pBolt = (CCrossbowBolt *)CreateEntityByName( "crossbow_bolt" );
- UTIL_SetOrigin( pBolt, vecOrigin );
- pBolt->SetAbsAngles( angAngles );
- pBolt->Spawn();
- pBolt->SetOwnerEntity( pentOwner );
-
- return pBolt;
-}
-
-//-----------------------------------------------------------------------------
-// Purpose:
-//-----------------------------------------------------------------------------
-CCrossbowBolt::~CCrossbowBolt( void )
-{
- if ( m_pGlowSprite )
- {
- UTIL_Remove( m_pGlowSprite );
- }
-}
-
-//-----------------------------------------------------------------------------
-// Purpose:
-// Output : Returns true on success, false on failure.
-//-----------------------------------------------------------------------------
-bool CCrossbowBolt::CreateVPhysics( void )
-{
- // Create the object in the physics system
- VPhysicsInitNormal( SOLID_BBOX, FSOLID_NOT_STANDABLE, false );
-
- return true;
-}
-
-//-----------------------------------------------------------------------------
-//-----------------------------------------------------------------------------
-unsigned int CCrossbowBolt::PhysicsSolidMaskForEntity() const
-{
- return ( BaseClass::PhysicsSolidMaskForEntity() | CONTENTS_HITBOX ) & ~CONTENTS_GRATE;
-}
-
-//-----------------------------------------------------------------------------
-// Purpose:
-// Output : Returns true on success, false on failure.
-//-----------------------------------------------------------------------------
-bool CCrossbowBolt::CreateSprites( void )
-{
- // Start up the eye glow
- m_pGlowSprite = CSprite::SpriteCreate( "sprites/light_glow02_noz.vmt", GetLocalOrigin(), false );
-
- if ( m_pGlowSprite != NULL )
- {
- m_pGlowSprite->FollowEntity( this );
- m_pGlowSprite->SetTransparency( kRenderGlow, 255, 255, 255, 128, kRenderFxNoDissipation );
- m_pGlowSprite->SetScale( 0.2f );
- m_pGlowSprite->TurnOff();
- }
-
- return true;
-}
-
-//-----------------------------------------------------------------------------
-// Purpose:
-//-----------------------------------------------------------------------------
-void CCrossbowBolt::Spawn( void )
-{
- Precache( );
-
- SetModel( "models/crossbow_bolt.mdl" );
- SetMoveType( MOVETYPE_FLYGRAVITY, MOVECOLLIDE_FLY_CUSTOM );
- UTIL_SetSize( this, -Vector(0.3f,0.3f,0.3f), Vector(0.3f,0.3f,0.3f) );
- SetSolid( SOLID_BBOX );
- SetGravity( 0.05f );
-
- // Make sure we're updated if we're underwater
- UpdateWaterState();
-
- SetTouch( &CCrossbowBolt::BoltTouch );
-
- SetThink( &CCrossbowBolt::BubbleThink );
- SetNextThink( gpGlobals->curtime + 0.1f );
-
- CreateSprites();
-
- // Make us glow until we've hit the wall
- m_nSkin = BOLT_SKIN_GLOW;
-}
-
-
-void CCrossbowBolt::Precache( void )
-{
- PrecacheModel( BOLT_MODEL );
-
- // This is used by C_TEStickyBolt, despte being different from above!!!
- PrecacheModel( "models/crossbow_bolt.mdl" );
-
- PrecacheModel( "sprites/light_glow02_noz.vmt" );
-}
-
-//-----------------------------------------------------------------------------
-//-----------------------------------------------------------------------------
-void CCrossbowBolt::BoltTouch( CBaseEntity *pOther )
-{
- if ( pOther->IsSolidFlagSet(FSOLID_VOLUME_CONTENTS | FSOLID_TRIGGER) )
- {
- // Some NPCs are triggers that can take damage (like antlion grubs). We should hit them.
- if ( ( pOther->m_takedamage == DAMAGE_NO ) || ( pOther->m_takedamage == DAMAGE_EVENTS_ONLY ) )
- return;
- }
-
- if ( pOther->m_takedamage != DAMAGE_NO )
- {
- trace_t tr, tr2;
- tr = BaseClass::GetTouchTrace();
- Vector vecNormalizedVel = GetAbsVelocity();
-
- ClearMultiDamage();
- VectorNormalize( vecNormalizedVel );
-
-#if defined(HL2_EPISODIC)
- //!!!HACKHACK - specific hack for ep2_outland_10 to allow crossbow bolts to pass through her bounding box when she's crouched in front of the player
- // (the player thinks they have clear line of sight because Alyx is crouching, but her BBOx is still full-height and blocks crossbow bolts.
- if( GetOwnerEntity() && GetOwnerEntity()->IsPlayer() && pOther->Classify() == CLASS_PLAYER_ALLY_VITAL && FStrEq(STRING(gpGlobals->mapname), "ep2_outland_10") )
- {
- // Change the owner to stop further collisions with Alyx. We do this by making her the owner.
- // The player won't get credit for this kill but at least the bolt won't magically disappear!
- SetOwnerEntity( pOther );
- return;
- }
-#endif//HL2_EPISODIC
-
- if( GetOwnerEntity() && GetOwnerEntity()->IsPlayer() && pOther->IsNPC() )
- {
- CTakeDamageInfo dmgInfo( this, GetOwnerEntity(), sk_plr_dmg_crossbow.GetFloat(), DMG_NEVERGIB );
- dmgInfo.AdjustPlayerDamageInflictedForSkillLevel();
- CalculateMeleeDamageForce( &dmgInfo, vecNormalizedVel, tr.endpos, 0.7f );
- dmgInfo.SetDamagePosition( tr.endpos );
- pOther->DispatchTraceAttack( dmgInfo, vecNormalizedVel, &tr );
-
- CBasePlayer *pPlayer = ToBasePlayer( GetOwnerEntity() );
- if ( pPlayer )
- {
- gamestats->Event_WeaponHit( pPlayer, true, "weapon_crossbow", dmgInfo );
- }
-
- }
- else
- {
- CTakeDamageInfo dmgInfo( this, GetOwnerEntity(), sk_plr_dmg_crossbow.GetFloat(), DMG_BULLET | DMG_NEVERGIB );
- CalculateMeleeDamageForce( &dmgInfo, vecNormalizedVel, tr.endpos, 0.7f );
- dmgInfo.SetDamagePosition( tr.endpos );
- pOther->DispatchTraceAttack( dmgInfo, vecNormalizedVel, &tr );
- }
-
- ApplyMultiDamage();
-
- //Adrian: keep going through the glass.
- if ( pOther->GetCollisionGroup() == COLLISION_GROUP_BREAKABLE_GLASS )
- return;
-
- if ( !pOther->IsAlive() )
- {
- // We killed it!
- const surfacedata_t *pdata = physprops->GetSurfaceData( tr.surface.surfaceProps );
- if ( pdata->game.material == CHAR_TEX_GLASS )
- {
- return;
- }
- }
-
- SetAbsVelocity( Vector( 0, 0, 0 ) );
-
- // play body "thwack" sound
- EmitSound( "Weapon_Crossbow.BoltHitBody" );
-
- Vector vForward;
-
- AngleVectors( GetAbsAngles(), &vForward );
- VectorNormalize ( vForward );
-
- UTIL_TraceLine( GetAbsOrigin(), GetAbsOrigin() + vForward * 128, MASK_BLOCKLOS, pOther, COLLISION_GROUP_NONE, &tr2 );
-
- if ( tr2.fraction != 1.0f )
- {
-// NDebugOverlay::Box( tr2.endpos, Vector( -16, -16, -16 ), Vector( 16, 16, 16 ), 0, 255, 0, 0, 10 );
-// NDebugOverlay::Box( GetAbsOrigin(), Vector( -16, -16, -16 ), Vector( 16, 16, 16 ), 0, 0, 255, 0, 10 );
-
- if ( tr2.m_pEnt == NULL || ( tr2.m_pEnt && tr2.m_pEnt->GetMoveType() == MOVETYPE_NONE ) )
- {
- CEffectData data;
-
- data.m_vOrigin = tr2.endpos;
- data.m_vNormal = vForward;
- data.m_nEntIndex = tr2.fraction != 1.0f;
-
- DispatchEffect( "BoltImpact", data );
- }
- }
-
- SetTouch( NULL );
- SetThink( NULL );
-
- if ( !g_pGameRules->IsMultiplayer() )
- {
- UTIL_Remove( this );
- }
- }
- else
- {
- trace_t tr;
- tr = BaseClass::GetTouchTrace();
-
- // See if we struck the world
- if ( pOther->GetMoveType() == MOVETYPE_NONE && !( tr.surface.flags & SURF_SKY ) )
- {
- EmitSound( "Weapon_Crossbow.BoltHitWorld" );
-
- // if what we hit is static architecture, can stay around for a while.
- Vector vecDir = GetAbsVelocity();
- float speed = VectorNormalize( vecDir );
-
- // See if we should reflect off this surface
- float hitDot = DotProduct( tr.plane.normal, -vecDir );
-
- if ( ( hitDot < 0.5f ) && ( speed > 100 ) )
- {
- Vector vReflection = 2.0f * tr.plane.normal * hitDot + vecDir;
-
- QAngle reflectAngles;
-
- VectorAngles( vReflection, reflectAngles );
-
- SetLocalAngles( reflectAngles );
-
- SetAbsVelocity( vReflection * speed * 0.75f );
-
- // Start to sink faster
- SetGravity( 1.0f );
- }
- else
- {
- SetThink( &CCrossbowBolt::SUB_Remove );
- SetNextThink( gpGlobals->curtime + 2.0f );
-
- //FIXME: We actually want to stick (with hierarchy) to what we've hit
- SetMoveType( MOVETYPE_NONE );
-
- Vector vForward;
-
- AngleVectors( GetAbsAngles(), &vForward );
- VectorNormalize ( vForward );
-
- CEffectData data;
-
- data.m_vOrigin = tr.endpos;
- data.m_vNormal = vForward;
- data.m_nEntIndex = 0;
-
- DispatchEffect( "BoltImpact", data );
-
- UTIL_ImpactTrace( &tr, DMG_BULLET );
-
- AddEffects( EF_NODRAW );
- SetTouch( NULL );
- SetThink( &CCrossbowBolt::SUB_Remove );
- SetNextThink( gpGlobals->curtime + 2.0f );
-
- if ( m_pGlowSprite != NULL )
- {
- m_pGlowSprite->TurnOn();
- m_pGlowSprite->FadeAndDie( 3.0f );
- }
- }
-
- // Shoot some sparks
- if ( UTIL_PointContents( GetAbsOrigin() ) != CONTENTS_WATER)
- {
- g_pEffects->Sparks( GetAbsOrigin() );
- }
- }
- else
- {
- // Put a mark unless we've hit the sky
- if ( ( tr.surface.flags & SURF_SKY ) == false )
- {
- UTIL_ImpactTrace( &tr, DMG_BULLET );
- }
-
- UTIL_Remove( this );
- }
- }
-
- if ( g_pGameRules->IsMultiplayer() )
- {
-// SetThink( &CCrossbowBolt::ExplodeThink );
-// SetNextThink( gpGlobals->curtime + 0.1f );
- }
-}
-
-//-----------------------------------------------------------------------------
-// Purpose:
-//-----------------------------------------------------------------------------
-void CCrossbowBolt::BubbleThink( void )
-{
- QAngle angNewAngles;
-
- VectorAngles( GetAbsVelocity(), angNewAngles );
- SetAbsAngles( angNewAngles );
-
- SetNextThink( gpGlobals->curtime + 0.1f );
-
- // Make danger sounds out in front of me, to scare snipers back into their hole
- CSoundEnt::InsertSound( SOUND_DANGER_SNIPERONLY, GetAbsOrigin() + GetAbsVelocity() * 0.2, 120.0f, 0.5f, this, SOUNDENT_CHANNEL_REPEATED_DANGER );
-
- if ( GetWaterLevel() == 0 )
- return;
-
- UTIL_BubbleTrail( GetAbsOrigin() - GetAbsVelocity() * 0.1f, GetAbsOrigin(), 5 );
-}
-
-
-//-----------------------------------------------------------------------------
-// CWeaponCrossbow
-//-----------------------------------------------------------------------------
-
-class CWeaponCrossbow : public CBaseHLCombatWeapon
-{
- DECLARE_CLASS( CWeaponCrossbow, CBaseHLCombatWeapon );
-public:
-
- CWeaponCrossbow( void );
-
- virtual void Precache( void );
- virtual void PrimaryAttack( void );
- virtual void SecondaryAttack( void );
- virtual bool Deploy( void );
- virtual void Drop( const Vector &vecVelocity );
- virtual bool Holster( CBaseCombatWeapon *pSwitchingTo = NULL );
- virtual bool Reload( void );
- virtual void ItemPostFrame( void );
- virtual void ItemBusyFrame( void );
- virtual void Operator_HandleAnimEvent( animevent_t *pEvent, CBaseCombatCharacter *pOperator );
- virtual bool SendWeaponAnim( int iActivity );
- virtual bool IsWeaponZoomed() { return m_bInZoom; }
-
- bool ShouldDisplayHUDHint() { return true; }
-
-
- DECLARE_SERVERCLASS();
- DECLARE_DATADESC();
-
-private:
-
- void StopEffects( void );
- void SetSkin( int skinNum );
- void CheckZoomToggle( void );
- void FireBolt( void );
- void ToggleZoom( void );
-
- // Various states for the crossbow's charger
- enum ChargerState_t
- {
- CHARGER_STATE_START_LOAD,
- CHARGER_STATE_START_CHARGE,
- CHARGER_STATE_READY,
- CHARGER_STATE_DISCHARGE,
- CHARGER_STATE_OFF,
- };
-
- void CreateChargerEffects( void );
- void SetChargerState( ChargerState_t state );
- void DoLoadEffect( void );
-
-private:
-
- // Charger effects
- ChargerState_t m_nChargeState;
- CHandle<CSprite> m_hChargerSprite;
-
- bool m_bInZoom;
- bool m_bMustReload;
-};
-
-LINK_ENTITY_TO_CLASS( weapon_crossbow, CWeaponCrossbow );
-
-PRECACHE_WEAPON_REGISTER( weapon_crossbow );
-
-IMPLEMENT_SERVERCLASS_ST( CWeaponCrossbow, DT_WeaponCrossbow )
-END_SEND_TABLE()
-
-BEGIN_DATADESC( CWeaponCrossbow )
-
- DEFINE_FIELD( m_bInZoom, FIELD_BOOLEAN ),
- DEFINE_FIELD( m_bMustReload, FIELD_BOOLEAN ),
- DEFINE_FIELD( m_nChargeState, FIELD_INTEGER ),
- DEFINE_FIELD( m_hChargerSprite, FIELD_EHANDLE ),
-
-END_DATADESC()
-
-//-----------------------------------------------------------------------------
-// Purpose: Constructor
-//-----------------------------------------------------------------------------
-CWeaponCrossbow::CWeaponCrossbow( void )
-{
- m_bReloadsSingly = true;
- m_bFiresUnderwater = true;
- m_bAltFiresUnderwater = true;
- m_bInZoom = false;
- m_bMustReload = false;
-}
-
-#define CROSSBOW_GLOW_SPRITE "sprites/light_glow02_noz.vmt"
-#define CROSSBOW_GLOW_SPRITE2 "sprites/blueflare1.vmt"
-
-//-----------------------------------------------------------------------------
-// Purpose:
-//-----------------------------------------------------------------------------
-void CWeaponCrossbow::Precache( void )
-{
- UTIL_PrecacheOther( "crossbow_bolt" );
-
- PrecacheScriptSound( "Weapon_Crossbow.BoltHitBody" );
- PrecacheScriptSound( "Weapon_Crossbow.BoltHitWorld" );
- PrecacheScriptSound( "Weapon_Crossbow.BoltSkewer" );
-
- PrecacheModel( CROSSBOW_GLOW_SPRITE );
- PrecacheModel( CROSSBOW_GLOW_SPRITE2 );
-
- BaseClass::Precache();
-}
-
-//-----------------------------------------------------------------------------
-// Purpose:
-//-----------------------------------------------------------------------------
-void CWeaponCrossbow::PrimaryAttack( void )
-{
- if ( m_bInZoom && g_pGameRules->IsMultiplayer() )
- {
-// FireSniperBolt();
- FireBolt();
- }
- else
- {
- FireBolt();
- }
-
- // Signal a reload
- m_bMustReload = true;
-
- SetWeaponIdleTime( gpGlobals->curtime + SequenceDuration( ACT_VM_PRIMARYATTACK ) );
-
- CBasePlayer *pPlayer = ToBasePlayer( GetOwner() );
- if ( pPlayer )
- {
- m_iPrimaryAttacks++;
- gamestats->Event_WeaponFired( pPlayer, true, GetClassname() );
- }
-}
-
-//-----------------------------------------------------------------------------
-// Purpose:
-//-----------------------------------------------------------------------------
-void CWeaponCrossbow::SecondaryAttack( void )
-{
- //NOTENOTE: The zooming is handled by the post/busy frames
-}
-
-//-----------------------------------------------------------------------------
-// Purpose:
-// Output : Returns true on success, false on failure.
-//-----------------------------------------------------------------------------
-bool CWeaponCrossbow::Reload( void )
-{
- if ( BaseClass::Reload() )
- {
- m_bMustReload = false;
- return true;
- }
-
- return false;
-}
-
-//-----------------------------------------------------------------------------
-// Purpose:
-//-----------------------------------------------------------------------------
-void CWeaponCrossbow::CheckZoomToggle( void )
-{
- CBasePlayer *pPlayer = ToBasePlayer( GetOwner() );
-
- if ( pPlayer->m_afButtonPressed & IN_ATTACK2 )
- {
- ToggleZoom();
- }
-}
-
-//-----------------------------------------------------------------------------
-// Purpose:
-//-----------------------------------------------------------------------------
-void CWeaponCrossbow::ItemBusyFrame( void )
-{
- // Allow zoom toggling even when we're reloading
- CheckZoomToggle();
-}
-
-//-----------------------------------------------------------------------------
-// Purpose:
-//-----------------------------------------------------------------------------
-void CWeaponCrossbow::ItemPostFrame( void )
-{
- // Allow zoom toggling
- CheckZoomToggle();
-
- if ( m_bMustReload && HasWeaponIdleTimeElapsed() )
- {
- Reload();
- }
-
- BaseClass::ItemPostFrame();
-}
-
-//-----------------------------------------------------------------------------
-// Purpose:
-//-----------------------------------------------------------------------------
-void CWeaponCrossbow::FireBolt( void )
-{
- if ( m_iClip1 <= 0 )
- {
- if ( !m_bFireOnEmpty )
- {
- Reload();
- }
- else
- {
- WeaponSound( EMPTY );
- m_flNextPrimaryAttack = 0.15;
- }
-
- return;
- }
-
- CBasePlayer *pOwner = ToBasePlayer( GetOwner() );
-
- if ( pOwner == NULL )
- return;
-
- pOwner->RumbleEffect( RUMBLE_357, 0, RUMBLE_FLAG_RESTART );
-
- Vector vecAiming = pOwner->GetAutoaimVector( 0 );
- Vector vecSrc = pOwner->Weapon_ShootPosition();
-
- QAngle angAiming;
- VectorAngles( vecAiming, angAiming );
-
-#if defined(HL2_EPISODIC)
- // !!!HACK - the other piece of the Alyx crossbow bolt hack for Outland_10 (see ::BoltTouch() for more detail)
- if( FStrEq(STRING(gpGlobals->mapname), "ep2_outland_10") )
- {
- trace_t tr;
- UTIL_TraceLine( vecSrc, vecSrc + vecAiming * 24.0f, MASK_SOLID, pOwner, COLLISION_GROUP_NONE, &tr );
-
- if( tr.m_pEnt != NULL && tr.m_pEnt->Classify() == CLASS_PLAYER_ALLY_VITAL )
- {
- // If Alyx is right in front of the player, make sure the bolt starts outside of the player's BBOX, or the bolt
- // will instantly collide with the player after the owner of the bolt is switched to Alyx in ::BoltTouch(). We
- // avoid this altogether by making it impossible for the bolt to collide with the player.
- vecSrc += vecAiming * 24.0f;
- }
- }
-#endif
-
- CCrossbowBolt *pBolt = CCrossbowBolt::BoltCreate( vecSrc, angAiming, pOwner );
-
- if ( pOwner->GetWaterLevel() == 3 )
- {
- pBolt->SetAbsVelocity( vecAiming * BOLT_WATER_VELOCITY );
- }
- else
- {
- pBolt->SetAbsVelocity( vecAiming * BOLT_AIR_VELOCITY );
- }
-
- m_iClip1--;
-
- pOwner->ViewPunch( QAngle( -2, 0, 0 ) );
-
- WeaponSound( SINGLE );
- WeaponSound( SPECIAL2 );
-
- CSoundEnt::InsertSound( SOUND_COMBAT, GetAbsOrigin(), 200, 0.2 );
-
- SendWeaponAnim( ACT_VM_PRIMARYATTACK );
-
- if ( !m_iClip1 && pOwner->GetAmmoCount( m_iPrimaryAmmoType ) <= 0 )
- {
- // HEV suit - indicate out of ammo condition
- pOwner->SetSuitUpdate("!HEV_AMO0", FALSE, 0);
- }
-
- m_flNextPrimaryAttack = m_flNextSecondaryAttack = gpGlobals->curtime + 0.75;
-
- DoLoadEffect();
- SetChargerState( CHARGER_STATE_DISCHARGE );
-}
-
-//-----------------------------------------------------------------------------
-// Purpose:
-// Output : Returns true on success, false on failure.
-//-----------------------------------------------------------------------------
-bool CWeaponCrossbow::Deploy( void )
-{
- if ( m_iClip1 <= 0 )
- {
- return DefaultDeploy( (char*)GetViewModel(), (char*)GetWorldModel(), ACT_CROSSBOW_DRAW_UNLOADED, (char*)GetAnimPrefix() );
- }
-
- SetSkin( BOLT_SKIN_GLOW );
-
- return BaseClass::Deploy();
-}
-
-//-----------------------------------------------------------------------------
-// Purpose:
-// Input : *pSwitchingTo -
-// Output : Returns true on success, false on failure.
-//-----------------------------------------------------------------------------
-bool CWeaponCrossbow::Holster( CBaseCombatWeapon *pSwitchingTo )
-{
- StopEffects();
- return BaseClass::Holster( pSwitchingTo );
-}
-
-//-----------------------------------------------------------------------------
-// Purpose:
-//-----------------------------------------------------------------------------
-void CWeaponCrossbow::ToggleZoom( void )
-{
- CBasePlayer *pPlayer = ToBasePlayer( GetOwner() );
-
- if ( pPlayer == NULL )
- return;
-
- if ( m_bInZoom )
- {
- if ( pPlayer->SetFOV( this, 0, 0.2f ) )
- {
- m_bInZoom = false;
- }
- }
- else
- {
- if ( pPlayer->SetFOV( this, 20, 0.1f ) )
- {
- m_bInZoom = true;
- }
- }
-}
-
-#define BOLT_TIP_ATTACHMENT 2
-
-//-----------------------------------------------------------------------------
-// Purpose:
-//-----------------------------------------------------------------------------
-void CWeaponCrossbow::CreateChargerEffects( void )
-{
- CBasePlayer *pOwner = ToBasePlayer( GetOwner() );
-
- if ( m_hChargerSprite != NULL )
- return;
-
- m_hChargerSprite = CSprite::SpriteCreate( CROSSBOW_GLOW_SPRITE, GetAbsOrigin(), false );
-
- if ( m_hChargerSprite )
- {
- m_hChargerSprite->SetAttachment( pOwner->GetViewModel(), BOLT_TIP_ATTACHMENT );
- m_hChargerSprite->SetTransparency( kRenderTransAdd, 255, 128, 0, 255, kRenderFxNoDissipation );
- m_hChargerSprite->SetBrightness( 0 );
- m_hChargerSprite->SetScale( 0.1f );
- m_hChargerSprite->TurnOff();
- }
-}
-
-//-----------------------------------------------------------------------------
-// Purpose:
-// Input : skinNum -
-//-----------------------------------------------------------------------------
-void CWeaponCrossbow::SetSkin( int skinNum )
-{
- CBasePlayer *pOwner = ToBasePlayer( GetOwner() );
-
- if ( pOwner == NULL )
- return;
-
- CBaseViewModel *pViewModel = pOwner->GetViewModel();
-
- if ( pViewModel == NULL )
- return;
-
- pViewModel->m_nSkin = skinNum;
-}
-
-//-----------------------------------------------------------------------------
-// Purpose:
-//-----------------------------------------------------------------------------
-void CWeaponCrossbow::DoLoadEffect( void )
-{
- SetSkin( BOLT_SKIN_GLOW );
-
- CBasePlayer *pOwner = ToBasePlayer( GetOwner() );
-
- if ( pOwner == NULL )
- return;
-
- CBaseViewModel *pViewModel = pOwner->GetViewModel();
-
- if ( pViewModel == NULL )
- return;
-
- CEffectData data;
-
- data.m_nEntIndex = pViewModel->entindex();
- data.m_nAttachmentIndex = 1;
-
- DispatchEffect( "CrossbowLoad", data );
-
- CSprite *pBlast = CSprite::SpriteCreate( CROSSBOW_GLOW_SPRITE2, GetAbsOrigin(), false );
-
- if ( pBlast )
- {
- pBlast->SetAttachment( pOwner->GetViewModel(), 1 );
- pBlast->SetTransparency( kRenderTransAdd, 255, 255, 255, 255, kRenderFxNone );
- pBlast->SetBrightness( 128 );
- pBlast->SetScale( 0.2f );
- pBlast->FadeOutFromSpawn();
- }
-}
-
-//-----------------------------------------------------------------------------
-// Purpose:
-// Input : state -
-//-----------------------------------------------------------------------------
-void CWeaponCrossbow::SetChargerState( ChargerState_t state )
-{
- // Make sure we're setup
- CreateChargerEffects();
-
- // Don't do this twice
- if ( state == m_nChargeState )
- return;
-
- m_nChargeState = state;
-
- switch( m_nChargeState )
- {
- case CHARGER_STATE_START_LOAD:
-
- WeaponSound( SPECIAL1 );
-
- // Shoot some sparks and draw a beam between the two outer points
- DoLoadEffect();
-
- break;
-
- case CHARGER_STATE_START_CHARGE:
- {
- if ( m_hChargerSprite == NULL )
- break;
-
- m_hChargerSprite->SetBrightness( 32, 0.5f );
- m_hChargerSprite->SetScale( 0.025f, 0.5f );
- m_hChargerSprite->TurnOn();
- }
-
- break;
-
- case CHARGER_STATE_READY:
- {
- // Get fully charged
- if ( m_hChargerSprite == NULL )
- break;
-
- m_hChargerSprite->SetBrightness( 80, 1.0f );
- m_hChargerSprite->SetScale( 0.1f, 0.5f );
- m_hChargerSprite->TurnOn();
- }
-
- break;
-
- case CHARGER_STATE_DISCHARGE:
- {
- SetSkin( BOLT_SKIN_NORMAL );
-
- if ( m_hChargerSprite == NULL )
- break;
-
- m_hChargerSprite->SetBrightness( 0 );
- m_hChargerSprite->TurnOff();
- }
-
- break;
-
- case CHARGER_STATE_OFF:
- {
- SetSkin( BOLT_SKIN_NORMAL );
-
- if ( m_hChargerSprite == NULL )
- break;
-
- m_hChargerSprite->SetBrightness( 0 );
- m_hChargerSprite->TurnOff();
- }
- break;
-
- default:
- break;
- }
-}
-
-//-----------------------------------------------------------------------------
-// Purpose:
-// Input : *pEvent -
-// *pOperator -
-//-----------------------------------------------------------------------------
-void CWeaponCrossbow::Operator_HandleAnimEvent( animevent_t *pEvent, CBaseCombatCharacter *pOperator )
-{
- switch( pEvent->event )
- {
- case EVENT_WEAPON_THROW:
- SetChargerState( CHARGER_STATE_START_LOAD );
- break;
-
- case EVENT_WEAPON_THROW2:
- SetChargerState( CHARGER_STATE_START_CHARGE );
- break;
-
- case EVENT_WEAPON_THROW3:
- SetChargerState( CHARGER_STATE_READY );
- break;
-
- default:
- BaseClass::Operator_HandleAnimEvent( pEvent, pOperator );
- break;
- }
-}
-
-//-----------------------------------------------------------------------------
-// Purpose: Set the desired activity for the weapon and its viewmodel counterpart
-// Input : iActivity - activity to play
-//-----------------------------------------------------------------------------
-bool CWeaponCrossbow::SendWeaponAnim( int iActivity )
-{
- int newActivity = iActivity;
-
- // The last shot needs a non-loaded activity
- if ( ( newActivity == ACT_VM_IDLE ) && ( m_iClip1 <= 0 ) )
- {
- newActivity = ACT_VM_FIDGET;
- }
-
- //For now, just set the ideal activity and be done with it
- return BaseClass::SendWeaponAnim( newActivity );
-}
-
-//-----------------------------------------------------------------------------
-// Purpose: Stop all zooming and special effects on the viewmodel
-//-----------------------------------------------------------------------------
-void CWeaponCrossbow::StopEffects( void )
-{
- // Stop zooming
- if ( m_bInZoom )
- {
- ToggleZoom();
- }
-
- // Turn off our sprites
- SetChargerState( CHARGER_STATE_OFF );
-}
-
-//-----------------------------------------------------------------------------
-// Purpose:
-//-----------------------------------------------------------------------------
-void CWeaponCrossbow::Drop( const Vector &vecVelocity )
-{
- StopEffects();
- BaseClass::Drop( vecVelocity );
-}
+//========= Copyright Valve Corporation, All rights reserved. ============// +// +// Purpose: +// +//=============================================================================// + +#include "cbase.h" +#include "npcevent.h" +#include "basehlcombatweapon_shared.h" +#include "basecombatcharacter.h" +#include "ai_basenpc.h" +#include "player.h" +#include "gamerules.h" +#include "in_buttons.h" +#include "soundent.h" +#include "game.h" +#include "vstdlib/random.h" +#include "engine/IEngineSound.h" +#include "IEffects.h" +#include "te_effect_dispatch.h" +#include "Sprite.h" +#include "SpriteTrail.h" +#include "beam_shared.h" +#include "rumble_shared.h" +#include "gamestats.h" +#include "decals.h" + +#ifdef PORTAL + #include "portal_util_shared.h" +#endif + +// memdbgon must be the last include file in a .cpp file!!! +#include "tier0/memdbgon.h" + +//#define BOLT_MODEL "models/crossbow_bolt.mdl" +#define BOLT_MODEL "models/weapons/w_missile_closed.mdl" + +#define BOLT_AIR_VELOCITY 2500 +#define BOLT_WATER_VELOCITY 1500 + +extern ConVar sk_plr_dmg_crossbow; +extern ConVar sk_npc_dmg_crossbow; + +void TE_StickyBolt( IRecipientFilter& filter, float delay, Vector vecDirection, const Vector *origin ); + +#define BOLT_SKIN_NORMAL 0 +#define BOLT_SKIN_GLOW 1 + +//----------------------------------------------------------------------------- +// Crossbow Bolt +//----------------------------------------------------------------------------- +class CCrossbowBolt : public CBaseCombatCharacter +{ + DECLARE_CLASS( CCrossbowBolt, CBaseCombatCharacter ); + +public: + CCrossbowBolt() { }; + ~CCrossbowBolt(); + + Class_T Classify( void ) { return CLASS_NONE; } + +public: + void Spawn( void ); + void Precache( void ); + void BubbleThink( void ); + void BoltTouch( CBaseEntity *pOther ); + bool CreateVPhysics( void ); + unsigned int PhysicsSolidMaskForEntity() const; + static CCrossbowBolt *BoltCreate( const Vector &vecOrigin, const QAngle &angAngles, CBasePlayer *pentOwner = NULL ); + +protected: + + bool CreateSprites( void ); + + CHandle<CSprite> m_pGlowSprite; + //CHandle<CSpriteTrail> m_pGlowTrail; + + DECLARE_DATADESC(); + DECLARE_SERVERCLASS(); +}; +LINK_ENTITY_TO_CLASS( crossbow_bolt, CCrossbowBolt ); + +BEGIN_DATADESC( CCrossbowBolt ) + // Function Pointers + DEFINE_FUNCTION( BubbleThink ), + DEFINE_FUNCTION( BoltTouch ), + + // These are recreated on reload, they don't need storage + DEFINE_FIELD( m_pGlowSprite, FIELD_EHANDLE ), + //DEFINE_FIELD( m_pGlowTrail, FIELD_EHANDLE ), + +END_DATADESC() + +IMPLEMENT_SERVERCLASS_ST( CCrossbowBolt, DT_CrossbowBolt ) +END_SEND_TABLE() + +CCrossbowBolt *CCrossbowBolt::BoltCreate( const Vector &vecOrigin, const QAngle &angAngles, CBasePlayer *pentOwner ) +{ + // Create a new entity with CCrossbowBolt private data + CCrossbowBolt *pBolt = (CCrossbowBolt *)CreateEntityByName( "crossbow_bolt" ); + UTIL_SetOrigin( pBolt, vecOrigin ); + pBolt->SetAbsAngles( angAngles ); + pBolt->Spawn(); + pBolt->SetOwnerEntity( pentOwner ); + + return pBolt; +} + +//----------------------------------------------------------------------------- +// Purpose: +//----------------------------------------------------------------------------- +CCrossbowBolt::~CCrossbowBolt( void ) +{ + if ( m_pGlowSprite ) + { + UTIL_Remove( m_pGlowSprite ); + } +} + +//----------------------------------------------------------------------------- +// Purpose: +// Output : Returns true on success, false on failure. +//----------------------------------------------------------------------------- +bool CCrossbowBolt::CreateVPhysics( void ) +{ + // Create the object in the physics system + VPhysicsInitNormal( SOLID_BBOX, FSOLID_NOT_STANDABLE, false ); + + return true; +} + +//----------------------------------------------------------------------------- +//----------------------------------------------------------------------------- +unsigned int CCrossbowBolt::PhysicsSolidMaskForEntity() const +{ + return ( BaseClass::PhysicsSolidMaskForEntity() | CONTENTS_HITBOX ) & ~CONTENTS_GRATE; +} + +//----------------------------------------------------------------------------- +// Purpose: +// Output : Returns true on success, false on failure. +//----------------------------------------------------------------------------- +bool CCrossbowBolt::CreateSprites( void ) +{ + // Start up the eye glow + m_pGlowSprite = CSprite::SpriteCreate( "sprites/light_glow02_noz.vmt", GetLocalOrigin(), false ); + + if ( m_pGlowSprite != NULL ) + { + m_pGlowSprite->FollowEntity( this ); + m_pGlowSprite->SetTransparency( kRenderGlow, 255, 255, 255, 128, kRenderFxNoDissipation ); + m_pGlowSprite->SetScale( 0.2f ); + m_pGlowSprite->TurnOff(); + } + + return true; +} + +//----------------------------------------------------------------------------- +// Purpose: +//----------------------------------------------------------------------------- +void CCrossbowBolt::Spawn( void ) +{ + Precache( ); + + SetModel( "models/crossbow_bolt.mdl" ); + SetMoveType( MOVETYPE_FLYGRAVITY, MOVECOLLIDE_FLY_CUSTOM ); + UTIL_SetSize( this, -Vector(0.3f,0.3f,0.3f), Vector(0.3f,0.3f,0.3f) ); + SetSolid( SOLID_BBOX ); + SetGravity( 0.05f ); + + // Make sure we're updated if we're underwater + UpdateWaterState(); + + SetTouch( &CCrossbowBolt::BoltTouch ); + + SetThink( &CCrossbowBolt::BubbleThink ); + SetNextThink( gpGlobals->curtime + 0.1f ); + + CreateSprites(); + + // Make us glow until we've hit the wall + m_nSkin = BOLT_SKIN_GLOW; +} + + +void CCrossbowBolt::Precache( void ) +{ + PrecacheModel( BOLT_MODEL ); + + // This is used by C_TEStickyBolt, despte being different from above!!! + PrecacheModel( "models/crossbow_bolt.mdl" ); + + PrecacheModel( "sprites/light_glow02_noz.vmt" ); +} + +//----------------------------------------------------------------------------- +//----------------------------------------------------------------------------- +void CCrossbowBolt::BoltTouch( CBaseEntity *pOther ) +{ + if ( pOther->IsSolidFlagSet(FSOLID_VOLUME_CONTENTS | FSOLID_TRIGGER) ) + { + // Some NPCs are triggers that can take damage (like antlion grubs). We should hit them. + if ( ( pOther->m_takedamage == DAMAGE_NO ) || ( pOther->m_takedamage == DAMAGE_EVENTS_ONLY ) ) + return; + } + + if ( pOther->m_takedamage != DAMAGE_NO ) + { + trace_t tr, tr2; + tr = BaseClass::GetTouchTrace(); + Vector vecNormalizedVel = GetAbsVelocity(); + + ClearMultiDamage(); + VectorNormalize( vecNormalizedVel ); + +#if defined(HL2_EPISODIC) + //!!!HACKHACK - specific hack for ep2_outland_10 to allow crossbow bolts to pass through her bounding box when she's crouched in front of the player + // (the player thinks they have clear line of sight because Alyx is crouching, but her BBOx is still full-height and blocks crossbow bolts. + if( GetOwnerEntity() && GetOwnerEntity()->IsPlayer() && pOther->Classify() == CLASS_PLAYER_ALLY_VITAL && FStrEq(STRING(gpGlobals->mapname), "ep2_outland_10") ) + { + // Change the owner to stop further collisions with Alyx. We do this by making her the owner. + // The player won't get credit for this kill but at least the bolt won't magically disappear! + SetOwnerEntity( pOther ); + return; + } +#endif//HL2_EPISODIC + + if( GetOwnerEntity() && GetOwnerEntity()->IsPlayer() && pOther->IsNPC() ) + { + CTakeDamageInfo dmgInfo( this, GetOwnerEntity(), sk_plr_dmg_crossbow.GetFloat(), DMG_NEVERGIB ); + dmgInfo.AdjustPlayerDamageInflictedForSkillLevel(); + CalculateMeleeDamageForce( &dmgInfo, vecNormalizedVel, tr.endpos, 0.7f ); + dmgInfo.SetDamagePosition( tr.endpos ); + pOther->DispatchTraceAttack( dmgInfo, vecNormalizedVel, &tr ); + + CBasePlayer *pPlayer = ToBasePlayer( GetOwnerEntity() ); + if ( pPlayer ) + { + gamestats->Event_WeaponHit( pPlayer, true, "weapon_crossbow", dmgInfo ); + } + + } + else + { + CTakeDamageInfo dmgInfo( this, GetOwnerEntity(), sk_plr_dmg_crossbow.GetFloat(), DMG_BULLET | DMG_NEVERGIB ); + CalculateMeleeDamageForce( &dmgInfo, vecNormalizedVel, tr.endpos, 0.7f ); + dmgInfo.SetDamagePosition( tr.endpos ); + pOther->DispatchTraceAttack( dmgInfo, vecNormalizedVel, &tr ); + } + + ApplyMultiDamage(); + + //Adrian: keep going through the glass. + if ( pOther->GetCollisionGroup() == COLLISION_GROUP_BREAKABLE_GLASS ) + return; + + if ( !pOther->IsAlive() ) + { + // We killed it! + const surfacedata_t *pdata = physprops->GetSurfaceData( tr.surface.surfaceProps ); + if ( pdata->game.material == CHAR_TEX_GLASS ) + { + return; + } + } + + SetAbsVelocity( Vector( 0, 0, 0 ) ); + + // play body "thwack" sound + EmitSound( "Weapon_Crossbow.BoltHitBody" ); + + Vector vForward; + + AngleVectors( GetAbsAngles(), &vForward ); + VectorNormalize ( vForward ); + + UTIL_TraceLine( GetAbsOrigin(), GetAbsOrigin() + vForward * 128, MASK_BLOCKLOS, pOther, COLLISION_GROUP_NONE, &tr2 ); + + if ( tr2.fraction != 1.0f ) + { +// NDebugOverlay::Box( tr2.endpos, Vector( -16, -16, -16 ), Vector( 16, 16, 16 ), 0, 255, 0, 0, 10 ); +// NDebugOverlay::Box( GetAbsOrigin(), Vector( -16, -16, -16 ), Vector( 16, 16, 16 ), 0, 0, 255, 0, 10 ); + + if ( tr2.m_pEnt == NULL || ( tr2.m_pEnt && tr2.m_pEnt->GetMoveType() == MOVETYPE_NONE ) ) + { + CEffectData data; + + data.m_vOrigin = tr2.endpos; + data.m_vNormal = vForward; + data.m_nEntIndex = tr2.fraction != 1.0f; + + DispatchEffect( "BoltImpact", data ); + } + } + + SetTouch( NULL ); + SetThink( NULL ); + + if ( !g_pGameRules->IsMultiplayer() ) + { + UTIL_Remove( this ); + } + } + else + { + trace_t tr; + tr = BaseClass::GetTouchTrace(); + + // See if we struck the world + if ( pOther->GetMoveType() == MOVETYPE_NONE && !( tr.surface.flags & SURF_SKY ) ) + { + EmitSound( "Weapon_Crossbow.BoltHitWorld" ); + + // if what we hit is static architecture, can stay around for a while. + Vector vecDir = GetAbsVelocity(); + float speed = VectorNormalize( vecDir ); + + // See if we should reflect off this surface + float hitDot = DotProduct( tr.plane.normal, -vecDir ); + + if ( ( hitDot < 0.5f ) && ( speed > 100 ) ) + { + Vector vReflection = 2.0f * tr.plane.normal * hitDot + vecDir; + + QAngle reflectAngles; + + VectorAngles( vReflection, reflectAngles ); + + SetLocalAngles( reflectAngles ); + + SetAbsVelocity( vReflection * speed * 0.75f ); + + // Start to sink faster + SetGravity( 1.0f ); + } + else + { + SetThink( &CCrossbowBolt::SUB_Remove ); + SetNextThink( gpGlobals->curtime + 2.0f ); + + //FIXME: We actually want to stick (with hierarchy) to what we've hit + SetMoveType( MOVETYPE_NONE ); + + Vector vForward; + + AngleVectors( GetAbsAngles(), &vForward ); + VectorNormalize ( vForward ); + + CEffectData data; + + data.m_vOrigin = tr.endpos; + data.m_vNormal = vForward; + data.m_nEntIndex = 0; + + DispatchEffect( "BoltImpact", data ); + + UTIL_ImpactTrace( &tr, DMG_BULLET ); + + AddEffects( EF_NODRAW ); + SetTouch( NULL ); + SetThink( &CCrossbowBolt::SUB_Remove ); + SetNextThink( gpGlobals->curtime + 2.0f ); + + if ( m_pGlowSprite != NULL ) + { + m_pGlowSprite->TurnOn(); + m_pGlowSprite->FadeAndDie( 3.0f ); + } + } + + // Shoot some sparks + if ( UTIL_PointContents( GetAbsOrigin() ) != CONTENTS_WATER) + { + g_pEffects->Sparks( GetAbsOrigin() ); + } + } + else + { + // Put a mark unless we've hit the sky + if ( ( tr.surface.flags & SURF_SKY ) == false ) + { + UTIL_ImpactTrace( &tr, DMG_BULLET ); + } + + UTIL_Remove( this ); + } + } + + if ( g_pGameRules->IsMultiplayer() ) + { +// SetThink( &CCrossbowBolt::ExplodeThink ); +// SetNextThink( gpGlobals->curtime + 0.1f ); + } +} + +//----------------------------------------------------------------------------- +// Purpose: +//----------------------------------------------------------------------------- +void CCrossbowBolt::BubbleThink( void ) +{ + QAngle angNewAngles; + + VectorAngles( GetAbsVelocity(), angNewAngles ); + SetAbsAngles( angNewAngles ); + + SetNextThink( gpGlobals->curtime + 0.1f ); + + // Make danger sounds out in front of me, to scare snipers back into their hole + CSoundEnt::InsertSound( SOUND_DANGER_SNIPERONLY, GetAbsOrigin() + GetAbsVelocity() * 0.2, 120.0f, 0.5f, this, SOUNDENT_CHANNEL_REPEATED_DANGER ); + + if ( GetWaterLevel() == 0 ) + return; + + UTIL_BubbleTrail( GetAbsOrigin() - GetAbsVelocity() * 0.1f, GetAbsOrigin(), 5 ); +} + + +//----------------------------------------------------------------------------- +// CWeaponCrossbow +//----------------------------------------------------------------------------- + +class CWeaponCrossbow : public CBaseHLCombatWeapon +{ + DECLARE_CLASS( CWeaponCrossbow, CBaseHLCombatWeapon ); +public: + + CWeaponCrossbow( void ); + + virtual void Precache( void ); + virtual void PrimaryAttack( void ); + virtual void SecondaryAttack( void ); + virtual bool Deploy( void ); + virtual void Drop( const Vector &vecVelocity ); + virtual bool Holster( CBaseCombatWeapon *pSwitchingTo = NULL ); + virtual bool Reload( void ); + virtual void ItemPostFrame( void ); + virtual void ItemBusyFrame( void ); + virtual void Operator_HandleAnimEvent( animevent_t *pEvent, CBaseCombatCharacter *pOperator ); + virtual bool SendWeaponAnim( int iActivity ); + virtual bool IsWeaponZoomed() { return m_bInZoom; } + + bool ShouldDisplayHUDHint() { return true; } + + + DECLARE_SERVERCLASS(); + DECLARE_DATADESC(); + +private: + + void StopEffects( void ); + void SetSkin( int skinNum ); + void CheckZoomToggle( void ); + void FireBolt( void ); + void ToggleZoom( void ); + + // Various states for the crossbow's charger + enum ChargerState_t + { + CHARGER_STATE_START_LOAD, + CHARGER_STATE_START_CHARGE, + CHARGER_STATE_READY, + CHARGER_STATE_DISCHARGE, + CHARGER_STATE_OFF, + }; + + void CreateChargerEffects( void ); + void SetChargerState( ChargerState_t state ); + void DoLoadEffect( void ); + +private: + + // Charger effects + ChargerState_t m_nChargeState; + CHandle<CSprite> m_hChargerSprite; + + bool m_bInZoom; + bool m_bMustReload; +}; + +LINK_ENTITY_TO_CLASS( weapon_crossbow, CWeaponCrossbow ); + +PRECACHE_WEAPON_REGISTER( weapon_crossbow ); + +IMPLEMENT_SERVERCLASS_ST( CWeaponCrossbow, DT_WeaponCrossbow ) +END_SEND_TABLE() + +BEGIN_DATADESC( CWeaponCrossbow ) + + DEFINE_FIELD( m_bInZoom, FIELD_BOOLEAN ), + DEFINE_FIELD( m_bMustReload, FIELD_BOOLEAN ), + DEFINE_FIELD( m_nChargeState, FIELD_INTEGER ), + DEFINE_FIELD( m_hChargerSprite, FIELD_EHANDLE ), + +END_DATADESC() + +//----------------------------------------------------------------------------- +// Purpose: Constructor +//----------------------------------------------------------------------------- +CWeaponCrossbow::CWeaponCrossbow( void ) +{ + m_bReloadsSingly = true; + m_bFiresUnderwater = true; + m_bAltFiresUnderwater = true; + m_bInZoom = false; + m_bMustReload = false; +} + +#define CROSSBOW_GLOW_SPRITE "sprites/light_glow02_noz.vmt" +#define CROSSBOW_GLOW_SPRITE2 "sprites/blueflare1.vmt" + +//----------------------------------------------------------------------------- +// Purpose: +//----------------------------------------------------------------------------- +void CWeaponCrossbow::Precache( void ) +{ + UTIL_PrecacheOther( "crossbow_bolt" ); + + PrecacheScriptSound( "Weapon_Crossbow.BoltHitBody" ); + PrecacheScriptSound( "Weapon_Crossbow.BoltHitWorld" ); + PrecacheScriptSound( "Weapon_Crossbow.BoltSkewer" ); + + PrecacheModel( CROSSBOW_GLOW_SPRITE ); + PrecacheModel( CROSSBOW_GLOW_SPRITE2 ); + + BaseClass::Precache(); +} + +//----------------------------------------------------------------------------- +// Purpose: +//----------------------------------------------------------------------------- +void CWeaponCrossbow::PrimaryAttack( void ) +{ + if ( m_bInZoom && g_pGameRules->IsMultiplayer() ) + { +// FireSniperBolt(); + FireBolt(); + } + else + { + FireBolt(); + } + + // Signal a reload + m_bMustReload = true; + + SetWeaponIdleTime( gpGlobals->curtime + SequenceDuration( ACT_VM_PRIMARYATTACK ) ); + + CBasePlayer *pPlayer = ToBasePlayer( GetOwner() ); + if ( pPlayer ) + { + m_iPrimaryAttacks++; + gamestats->Event_WeaponFired( pPlayer, true, GetClassname() ); + } +} + +//----------------------------------------------------------------------------- +// Purpose: +//----------------------------------------------------------------------------- +void CWeaponCrossbow::SecondaryAttack( void ) +{ + //NOTENOTE: The zooming is handled by the post/busy frames +} + +//----------------------------------------------------------------------------- +// Purpose: +// Output : Returns true on success, false on failure. +//----------------------------------------------------------------------------- +bool CWeaponCrossbow::Reload( void ) +{ + if ( BaseClass::Reload() ) + { + m_bMustReload = false; + return true; + } + + return false; +} + +//----------------------------------------------------------------------------- +// Purpose: +//----------------------------------------------------------------------------- +void CWeaponCrossbow::CheckZoomToggle( void ) +{ + CBasePlayer *pPlayer = ToBasePlayer( GetOwner() ); + + if ( pPlayer->m_afButtonPressed & IN_ATTACK2 ) + { + ToggleZoom(); + } +} + +//----------------------------------------------------------------------------- +// Purpose: +//----------------------------------------------------------------------------- +void CWeaponCrossbow::ItemBusyFrame( void ) +{ + // Allow zoom toggling even when we're reloading + CheckZoomToggle(); +} + +//----------------------------------------------------------------------------- +// Purpose: +//----------------------------------------------------------------------------- +void CWeaponCrossbow::ItemPostFrame( void ) +{ + // Allow zoom toggling + CheckZoomToggle(); + + if ( m_bMustReload && HasWeaponIdleTimeElapsed() ) + { + Reload(); + } + + BaseClass::ItemPostFrame(); +} + +//----------------------------------------------------------------------------- +// Purpose: +//----------------------------------------------------------------------------- +void CWeaponCrossbow::FireBolt( void ) +{ + if ( m_iClip1 <= 0 ) + { + if ( !m_bFireOnEmpty ) + { + Reload(); + } + else + { + WeaponSound( EMPTY ); + m_flNextPrimaryAttack = 0.15; + } + + return; + } + + CBasePlayer *pOwner = ToBasePlayer( GetOwner() ); + + if ( pOwner == NULL ) + return; + + pOwner->RumbleEffect( RUMBLE_357, 0, RUMBLE_FLAG_RESTART ); + + Vector vecAiming = pOwner->GetAutoaimVector( 0 ); + Vector vecSrc = pOwner->Weapon_ShootPosition(); + + QAngle angAiming; + VectorAngles( vecAiming, angAiming ); + +#if defined(HL2_EPISODIC) + // !!!HACK - the other piece of the Alyx crossbow bolt hack for Outland_10 (see ::BoltTouch() for more detail) + if( FStrEq(STRING(gpGlobals->mapname), "ep2_outland_10") ) + { + trace_t tr; + UTIL_TraceLine( vecSrc, vecSrc + vecAiming * 24.0f, MASK_SOLID, pOwner, COLLISION_GROUP_NONE, &tr ); + + if( tr.m_pEnt != NULL && tr.m_pEnt->Classify() == CLASS_PLAYER_ALLY_VITAL ) + { + // If Alyx is right in front of the player, make sure the bolt starts outside of the player's BBOX, or the bolt + // will instantly collide with the player after the owner of the bolt is switched to Alyx in ::BoltTouch(). We + // avoid this altogether by making it impossible for the bolt to collide with the player. + vecSrc += vecAiming * 24.0f; + } + } +#endif + + CCrossbowBolt *pBolt = CCrossbowBolt::BoltCreate( vecSrc, angAiming, pOwner ); + + if ( pOwner->GetWaterLevel() == 3 ) + { + pBolt->SetAbsVelocity( vecAiming * BOLT_WATER_VELOCITY ); + } + else + { + pBolt->SetAbsVelocity( vecAiming * BOLT_AIR_VELOCITY ); + } + + m_iClip1--; + + pOwner->ViewPunch( QAngle( -2, 0, 0 ) ); + + WeaponSound( SINGLE ); + WeaponSound( SPECIAL2 ); + + CSoundEnt::InsertSound( SOUND_COMBAT, GetAbsOrigin(), 200, 0.2 ); + + SendWeaponAnim( ACT_VM_PRIMARYATTACK ); + + if ( !m_iClip1 && pOwner->GetAmmoCount( m_iPrimaryAmmoType ) <= 0 ) + { + // HEV suit - indicate out of ammo condition + pOwner->SetSuitUpdate("!HEV_AMO0", FALSE, 0); + } + + m_flNextPrimaryAttack = m_flNextSecondaryAttack = gpGlobals->curtime + 0.75; + + DoLoadEffect(); + SetChargerState( CHARGER_STATE_DISCHARGE ); +} + +//----------------------------------------------------------------------------- +// Purpose: +// Output : Returns true on success, false on failure. +//----------------------------------------------------------------------------- +bool CWeaponCrossbow::Deploy( void ) +{ + if ( m_iClip1 <= 0 ) + { + return DefaultDeploy( (char*)GetViewModel(), (char*)GetWorldModel(), ACT_CROSSBOW_DRAW_UNLOADED, (char*)GetAnimPrefix() ); + } + + SetSkin( BOLT_SKIN_GLOW ); + + return BaseClass::Deploy(); +} + +//----------------------------------------------------------------------------- +// Purpose: +// Input : *pSwitchingTo - +// Output : Returns true on success, false on failure. +//----------------------------------------------------------------------------- +bool CWeaponCrossbow::Holster( CBaseCombatWeapon *pSwitchingTo ) +{ + StopEffects(); + return BaseClass::Holster( pSwitchingTo ); +} + +//----------------------------------------------------------------------------- +// Purpose: +//----------------------------------------------------------------------------- +void CWeaponCrossbow::ToggleZoom( void ) +{ + CBasePlayer *pPlayer = ToBasePlayer( GetOwner() ); + + if ( pPlayer == NULL ) + return; + + if ( m_bInZoom ) + { + if ( pPlayer->SetFOV( this, 0, 0.2f ) ) + { + m_bInZoom = false; + } + } + else + { + if ( pPlayer->SetFOV( this, 20, 0.1f ) ) + { + m_bInZoom = true; + } + } +} + +#define BOLT_TIP_ATTACHMENT 2 + +//----------------------------------------------------------------------------- +// Purpose: +//----------------------------------------------------------------------------- +void CWeaponCrossbow::CreateChargerEffects( void ) +{ + CBasePlayer *pOwner = ToBasePlayer( GetOwner() ); + + if ( m_hChargerSprite != NULL ) + return; + + m_hChargerSprite = CSprite::SpriteCreate( CROSSBOW_GLOW_SPRITE, GetAbsOrigin(), false ); + + if ( m_hChargerSprite ) + { + m_hChargerSprite->SetAttachment( pOwner->GetViewModel(), BOLT_TIP_ATTACHMENT ); + m_hChargerSprite->SetTransparency( kRenderTransAdd, 255, 128, 0, 255, kRenderFxNoDissipation ); + m_hChargerSprite->SetBrightness( 0 ); + m_hChargerSprite->SetScale( 0.1f ); + m_hChargerSprite->TurnOff(); + } +} + +//----------------------------------------------------------------------------- +// Purpose: +// Input : skinNum - +//----------------------------------------------------------------------------- +void CWeaponCrossbow::SetSkin( int skinNum ) +{ + CBasePlayer *pOwner = ToBasePlayer( GetOwner() ); + + if ( pOwner == NULL ) + return; + + CBaseViewModel *pViewModel = pOwner->GetViewModel(); + + if ( pViewModel == NULL ) + return; + + pViewModel->m_nSkin = skinNum; +} + +//----------------------------------------------------------------------------- +// Purpose: +//----------------------------------------------------------------------------- +void CWeaponCrossbow::DoLoadEffect( void ) +{ + SetSkin( BOLT_SKIN_GLOW ); + + CBasePlayer *pOwner = ToBasePlayer( GetOwner() ); + + if ( pOwner == NULL ) + return; + + CBaseViewModel *pViewModel = pOwner->GetViewModel(); + + if ( pViewModel == NULL ) + return; + + CEffectData data; + + data.m_nEntIndex = pViewModel->entindex(); + data.m_nAttachmentIndex = 1; + + DispatchEffect( "CrossbowLoad", data ); + + CSprite *pBlast = CSprite::SpriteCreate( CROSSBOW_GLOW_SPRITE2, GetAbsOrigin(), false ); + + if ( pBlast ) + { + pBlast->SetAttachment( pOwner->GetViewModel(), 1 ); + pBlast->SetTransparency( kRenderTransAdd, 255, 255, 255, 255, kRenderFxNone ); + pBlast->SetBrightness( 128 ); + pBlast->SetScale( 0.2f ); + pBlast->FadeOutFromSpawn(); + } +} + +//----------------------------------------------------------------------------- +// Purpose: +// Input : state - +//----------------------------------------------------------------------------- +void CWeaponCrossbow::SetChargerState( ChargerState_t state ) +{ + // Make sure we're setup + CreateChargerEffects(); + + // Don't do this twice + if ( state == m_nChargeState ) + return; + + m_nChargeState = state; + + switch( m_nChargeState ) + { + case CHARGER_STATE_START_LOAD: + + WeaponSound( SPECIAL1 ); + + // Shoot some sparks and draw a beam between the two outer points + DoLoadEffect(); + + break; + + case CHARGER_STATE_START_CHARGE: + { + if ( m_hChargerSprite == NULL ) + break; + + m_hChargerSprite->SetBrightness( 32, 0.5f ); + m_hChargerSprite->SetScale( 0.025f, 0.5f ); + m_hChargerSprite->TurnOn(); + } + + break; + + case CHARGER_STATE_READY: + { + // Get fully charged + if ( m_hChargerSprite == NULL ) + break; + + m_hChargerSprite->SetBrightness( 80, 1.0f ); + m_hChargerSprite->SetScale( 0.1f, 0.5f ); + m_hChargerSprite->TurnOn(); + } + + break; + + case CHARGER_STATE_DISCHARGE: + { + SetSkin( BOLT_SKIN_NORMAL ); + + if ( m_hChargerSprite == NULL ) + break; + + m_hChargerSprite->SetBrightness( 0 ); + m_hChargerSprite->TurnOff(); + } + + break; + + case CHARGER_STATE_OFF: + { + SetSkin( BOLT_SKIN_NORMAL ); + + if ( m_hChargerSprite == NULL ) + break; + + m_hChargerSprite->SetBrightness( 0 ); + m_hChargerSprite->TurnOff(); + } + break; + + default: + break; + } +} + +//----------------------------------------------------------------------------- +// Purpose: +// Input : *pEvent - +// *pOperator - +//----------------------------------------------------------------------------- +void CWeaponCrossbow::Operator_HandleAnimEvent( animevent_t *pEvent, CBaseCombatCharacter *pOperator ) +{ + switch( pEvent->event ) + { + case EVENT_WEAPON_THROW: + SetChargerState( CHARGER_STATE_START_LOAD ); + break; + + case EVENT_WEAPON_THROW2: + SetChargerState( CHARGER_STATE_START_CHARGE ); + break; + + case EVENT_WEAPON_THROW3: + SetChargerState( CHARGER_STATE_READY ); + break; + + default: + BaseClass::Operator_HandleAnimEvent( pEvent, pOperator ); + break; + } +} + +//----------------------------------------------------------------------------- +// Purpose: Set the desired activity for the weapon and its viewmodel counterpart +// Input : iActivity - activity to play +//----------------------------------------------------------------------------- +bool CWeaponCrossbow::SendWeaponAnim( int iActivity ) +{ + int newActivity = iActivity; + + // The last shot needs a non-loaded activity + if ( ( newActivity == ACT_VM_IDLE ) && ( m_iClip1 <= 0 ) ) + { + newActivity = ACT_VM_FIDGET; + } + + //For now, just set the ideal activity and be done with it + return BaseClass::SendWeaponAnim( newActivity ); +} + +//----------------------------------------------------------------------------- +// Purpose: Stop all zooming and special effects on the viewmodel +//----------------------------------------------------------------------------- +void CWeaponCrossbow::StopEffects( void ) +{ + // Stop zooming + if ( m_bInZoom ) + { + ToggleZoom(); + } + + // Turn off our sprites + SetChargerState( CHARGER_STATE_OFF ); +} + +//----------------------------------------------------------------------------- +// Purpose: +//----------------------------------------------------------------------------- +void CWeaponCrossbow::Drop( const Vector &vecVelocity ) +{ + StopEffects(); + BaseClass::Drop( vecVelocity ); +} |