From 39ed87570bdb2f86969d4be821c94b722dc71179 Mon Sep 17 00:00:00 2001 From: Joe Ludwig Date: Wed, 26 Jun 2013 15:22:04 -0700 Subject: First version of the SOurce SDK 2013 --- mp/src/game/server/basebludgeonweapon.cpp | 384 ++++++++++++++++++++++++++++++ 1 file changed, 384 insertions(+) create mode 100644 mp/src/game/server/basebludgeonweapon.cpp (limited to 'mp/src/game/server/basebludgeonweapon.cpp') diff --git a/mp/src/game/server/basebludgeonweapon.cpp b/mp/src/game/server/basebludgeonweapon.cpp new file mode 100644 index 00000000..dd719dce --- /dev/null +++ b/mp/src/game/server/basebludgeonweapon.cpp @@ -0,0 +1,384 @@ +//========= 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 ); +} -- cgit v1.2.3