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| author | Joe Ludwig <[email protected]> | 2013-06-26 15:22:04 -0700 |
|---|---|---|
| committer | Joe Ludwig <[email protected]> | 2013-06-26 15:22:04 -0700 |
| commit | 39ed87570bdb2f86969d4be821c94b722dc71179 (patch) | |
| tree | abc53757f75f40c80278e87650ea92808274aa59 /mp/src/game/server/hl2/weapon_tripwire.cpp | |
| download | source-sdk-2013-39ed87570bdb2f86969d4be821c94b722dc71179.tar.xz source-sdk-2013-39ed87570bdb2f86969d4be821c94b722dc71179.zip | |
First version of the SOurce SDK 2013
Diffstat (limited to 'mp/src/game/server/hl2/weapon_tripwire.cpp')
| -rw-r--r-- | mp/src/game/server/hl2/weapon_tripwire.cpp | 434 |
1 files changed, 434 insertions, 0 deletions
diff --git a/mp/src/game/server/hl2/weapon_tripwire.cpp b/mp/src/game/server/hl2/weapon_tripwire.cpp new file mode 100644 index 00000000..d4292833 --- /dev/null +++ b/mp/src/game/server/hl2/weapon_tripwire.cpp @@ -0,0 +1,434 @@ +//========= Copyright Valve Corporation, All rights reserved. ============//
+//
+// Purpose:
+//
+// $Workfile: $
+// $Date: $
+// $NoKeywords: $
+//=============================================================================//
+#include "cbase.h"
+#include "util.h"
+#include "basehlcombatweapon.h"
+#include "player.h"
+#include "gamerules.h"
+#include "grenade_tripwire.h"
+#include "grenade_satchel.h"
+#include "entitylist.h"
+#include "weapon_tripwire.h"
+#include "npcevent.h"
+#include "in_buttons.h"
+#include "engine/IEngineSound.h"
+
+// memdbgon must be the last include file in a .cpp file!!!
+#include "tier0/memdbgon.h"
+
+BEGIN_DATADESC( CWeapon_Tripwire )
+
+ DEFINE_FIELD( m_bNeedReload, FIELD_BOOLEAN ),
+ DEFINE_FIELD( m_bClearReload, FIELD_BOOLEAN ),
+ DEFINE_FIELD( m_bAttachTripwire, FIELD_BOOLEAN ),
+
+ // Function Pointers
+ DEFINE_FUNCTION( TripwireTouch ),
+
+END_DATADESC()
+
+
+IMPLEMENT_SERVERCLASS_ST(CWeapon_Tripwire, DT_Weapon_Tripwire)
+END_SEND_TABLE()
+
+LINK_ENTITY_TO_CLASS( weapon_tripwire, CWeapon_Tripwire );
+
+// BUGBUG: Enable this when the script & resources are checked in.
+//PRECACHE_WEAPON_REGISTER(weapon_tripwire);
+
+acttable_t CWeapon_Tripwire::m_acttable[] =
+{
+ { ACT_RANGE_ATTACK1, ACT_RANGE_ATTACK_TRIPWIRE, true },
+};
+
+IMPLEMENT_ACTTABLE(CWeapon_Tripwire);
+
+
+void CWeapon_Tripwire::Spawn( )
+{
+ UTIL_Remove(this);
+ return;
+
+ BaseClass::Spawn();
+
+ Precache( );
+
+ UTIL_SetSize(this, Vector(-4,-4,-2),Vector(4,4,2));
+
+
+ FallInit();// get ready to fall down
+
+ SetThink( NULL );
+
+ // Give one piece of default ammo when first picked up
+ m_iClip2 = 1;
+}
+
+void CWeapon_Tripwire::Precache( void )
+{
+ BaseClass::Precache();
+
+ PrecacheScriptSound( "Weapon_Tripwire.Attach" );
+
+ UTIL_PrecacheOther( "npc_tripwire" );
+}
+
+//------------------------------------------------------------------------------
+// Purpose : Override to use tripwire's pickup touch function
+// Input :
+// Output :
+//------------------------------------------------------------------------------
+void CWeapon_Tripwire::SetPickupTouch( void )
+{
+ SetTouch(TripwireTouch);
+}
+
+//-----------------------------------------------------------------------------
+// Purpose: Override so give correct ammo
+// Input : pOther - the entity that touched me
+// Output :
+//-----------------------------------------------------------------------------
+void CWeapon_Tripwire::TripwireTouch( CBaseEntity *pOther )
+{
+ // ---------------------------------------------------
+ // First give weapon to touching entity if allowed
+ // ---------------------------------------------------
+ BaseClass::DefaultTouch(pOther);
+
+ // ----------------------------------------------------
+ // Give ammo if touching client
+ // ----------------------------------------------------
+ if (pOther->GetFlags() & FL_CLIENT)
+ {
+ // ------------------------------------------------
+ // If already owned weapon of this type remove me
+ // ------------------------------------------------
+ CBaseCombatCharacter* pBCC = ToBaseCombatCharacter( pOther );
+ CWeapon_Tripwire* oldWeapon = (CWeapon_Tripwire*)pBCC->Weapon_OwnsThisType( GetClassname() );
+ if (oldWeapon != this)
+ {
+ UTIL_Remove( this );
+ }
+ else
+ {
+ pBCC->GiveAmmo( 1, m_iSecondaryAmmoType );
+ SetThink(NULL);
+ }
+ }
+}
+
+//------------------------------------------------------------------------------
+// Purpose :
+// Input :
+// Output :
+//------------------------------------------------------------------------------
+bool CWeapon_Tripwire::Holster( CBaseCombatWeapon *pSwitchingTo )
+{
+ SetThink(NULL);
+ return BaseClass::Holster(pSwitchingTo);
+}
+
+//-----------------------------------------------------------------------------
+// Purpose: Tripwire has no reload, but must call weapon idle to update state
+// Input :
+// Output :
+//-----------------------------------------------------------------------------
+bool CWeapon_Tripwire::Reload( void )
+{
+ WeaponIdle( );
+ return true;
+}
+
+//-----------------------------------------------------------------------------
+// Purpose:
+// Input :
+// Output :
+//-----------------------------------------------------------------------------
+void CWeapon_Tripwire::PrimaryAttack( void )
+{
+ CBaseCombatCharacter *pOwner = GetOwner();
+ if (!pOwner)
+ {
+ return;
+ }
+
+ if (pOwner->GetAmmoCount(m_iSecondaryAmmoType) <= 0)
+ {
+ return;
+ }
+
+ if (CanAttachTripwire())
+ {
+ StartTripwireAttach();
+ }
+}
+
+//-----------------------------------------------------------------------------
+// Purpose: Secondary attack does nothing
+// Input :
+// Output :
+//-----------------------------------------------------------------------------
+void CWeapon_Tripwire::SecondaryAttack( void )
+{
+}
+
+//-----------------------------------------------------------------------------
+// Purpose:
+// Input :
+// Output :
+//-----------------------------------------------------------------------------
+void CWeapon_Tripwire::TripwireAttach( void )
+{
+ CBaseCombatCharacter *pOwner = GetOwner();
+ if (!pOwner)
+ {
+ return;
+ }
+
+ m_bAttachTripwire = false;
+
+ Vector vecSrc = pOwner->Weapon_ShootPosition();
+ Vector vecAiming = pOwner->BodyDirection2D( );
+
+ trace_t tr;
+
+ UTIL_TraceLine( vecSrc, vecSrc + (vecAiming * 128), MASK_SOLID, pOwner, COLLISION_GROUP_NONE, &tr );
+
+ if (tr.fraction < 1.0)
+ {
+ CBaseEntity *pEntity = tr.m_pEnt;
+ if (pEntity && !(pEntity->GetFlags() & FL_CONVEYOR))
+ {
+ QAngle angles;
+ VectorAngles(tr.plane.normal, angles);
+ angles.x += 90;
+
+ CBaseEntity *pEnt = CBaseEntity::Create( "npc_tripwire", tr.endpos + tr.plane.normal * 3, angles, NULL );
+
+ CTripwireGrenade *pMine = (CTripwireGrenade *)pEnt;
+ pMine->SetThrower( GetOwner() );
+
+ pOwner->RemoveAmmo( 1, m_iSecondaryAmmoType );
+
+ EmitSound( "Weapon_Tripwire.Attach" );
+ }
+ }
+}
+
+//-----------------------------------------------------------------------------
+// Purpose:
+// Input :
+// Output :
+//-----------------------------------------------------------------------------
+void CWeapon_Tripwire::StartTripwireAttach( void )
+{
+ // Only the player fires this way so we can cast
+ CBasePlayer *pPlayer = ToBasePlayer( GetOwner() );
+ if (!pPlayer)
+ {
+ return;
+ }
+
+ Vector vecSrc = pPlayer->Weapon_ShootPosition();
+ Vector vecAiming = pPlayer->BodyDirection3D( );
+
+ trace_t tr;
+
+ UTIL_TraceLine( vecSrc, vecSrc + (vecAiming * 128), MASK_SOLID, pPlayer, COLLISION_GROUP_NONE, &tr );
+
+ if (tr.fraction < 1.0)
+ {
+ // ALERT( at_console, "hit %f\n", tr.flFraction );
+
+ CBaseEntity *pEntity = tr.m_pEnt;
+ if (pEntity && !(pEntity->GetFlags() & FL_CONVEYOR))
+ {
+ // player "shoot" animation
+ pPlayer->SetAnimation( PLAYER_ATTACK1 );
+
+ // -----------------------------------------
+ // Play attach animation
+ // -----------------------------------------
+ SendWeaponAnim(ACT_SLAM_TRIPMINE_ATTACH);
+
+ m_bNeedReload = true;
+ m_bAttachTripwire = true;
+ }
+ else
+ {
+ // ALERT( at_console, "no deploy\n" );
+ }
+ }
+ m_flNextPrimaryAttack = gpGlobals->curtime + SequenceDuration();
+ m_flNextSecondaryAttack = gpGlobals->curtime + SequenceDuration();
+// SetWeaponIdleTime( gpGlobals->curtime + SequenceDuration() );
+}
+
+//-----------------------------------------------------------------------------
+// Purpose:
+// Input :
+// Output :
+//-----------------------------------------------------------------------------
+bool CWeapon_Tripwire::CanAttachTripwire( void )
+{
+ CBaseCombatCharacter *pOwner = GetOwner();
+ if (!pOwner)
+ {
+ return false;
+ }
+
+ Vector vecSrc = pOwner->Weapon_ShootPosition();
+ Vector vecAiming = pOwner->BodyDirection2D( );
+
+ trace_t tr;
+
+ Vector vecEnd = vecSrc + (vecAiming * 42);
+ UTIL_TraceLine( vecSrc, vecEnd, MASK_SOLID, pOwner, COLLISION_GROUP_NONE, &tr );
+
+ if (tr.fraction < 1.0)
+ {
+ // Don't attach to 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:
+// Input :
+// Output :
+//-----------------------------------------------------------------------------
+void CWeapon_Tripwire::ItemPostFrame( void )
+{
+ CBasePlayer *pOwner = ToBasePlayer( GetOwner() );
+ if (!pOwner)
+ {
+ return;
+ }
+
+ if ((pOwner->m_nButtons & IN_ATTACK2) && (m_flNextSecondaryAttack <= gpGlobals->curtime))
+ {
+ SecondaryAttack();
+ }
+ else if (!m_bNeedReload && (pOwner->m_nButtons & IN_ATTACK) && (m_flNextPrimaryAttack <= gpGlobals->curtime))
+ {
+ PrimaryAttack();
+ }
+
+ // -----------------------
+ // No buttons down
+ // -----------------------
+ else
+ {
+ WeaponIdle( );
+ return;
+ }
+}
+
+//-----------------------------------------------------------------------------
+// Purpose:
+// Input :
+// Output :
+//-----------------------------------------------------------------------------
+void CWeapon_Tripwire::WeaponIdle( void )
+{
+ // Ready to switch animations?
+ if ( HasWeaponIdleTimeElapsed() )
+ {
+ if (m_bClearReload)
+ {
+ m_bNeedReload = false;
+ m_bClearReload = false;
+ }
+ CBaseCombatCharacter *pOwner = GetOwner();
+ if (!pOwner)
+ {
+ return;
+ }
+
+ int iAnim = 0;
+
+ if (m_bAttachTripwire)
+ {
+ TripwireAttach();
+ iAnim = ACT_SLAM_TRIPMINE_ATTACH2;
+ }
+ else if (m_bNeedReload)
+ {
+ // If owner had ammo draw the correct tripwire type
+ if (pOwner->GetAmmoCount(m_iSecondaryAmmoType) > 0)
+ {
+ iAnim = ACT_SLAM_TRIPMINE_DRAW;
+ m_bClearReload = true;
+ }
+ else
+ {
+ pOwner->Weapon_Drop( this );
+ UTIL_Remove(this);
+ }
+ }
+ else if (pOwner->GetAmmoCount(m_iSecondaryAmmoType) <= 0)
+ {
+ pOwner->Weapon_Drop( this );
+ UTIL_Remove(this);
+ }
+
+ // If I don't need to reload just do the appropriate idle
+ else
+ {
+ iAnim = ACT_SLAM_TRIPMINE_IDLE;
+ }
+ SendWeaponAnim( iAnim );
+ }
+}
+
+bool CWeapon_Tripwire::Deploy( void )
+{
+ CBaseCombatCharacter *pOwner = GetOwner();
+ if (!pOwner)
+ {
+ return false;
+ }
+
+ SetModel( GetViewModel() );
+
+ // ------------------------------
+ // Pick the right draw animation
+ // ------------------------------
+ int iActivity;
+
+ // If detonator is already armed
+ m_bNeedReload = false;
+ iActivity = ACT_SLAM_STICKWALL_ND_DRAW;
+ return DefaultDeploy( (char*)GetViewModel(), (char*)GetWorldModel(), iActivity, (char*)GetAnimPrefix() );
+}
+
+//-----------------------------------------------------------------------------
+// Purpose: Constructor
+// Input :
+// Output :
+//-----------------------------------------------------------------------------
+CWeapon_Tripwire::CWeapon_Tripwire(void)
+{
+ m_bNeedReload = true;
+ m_bClearReload = false;
+ m_bAttachTripwire = false;
+}
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