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/hl2/weapon_bugbait.cpp | 443 ++++++++++++++++++++++++++++++ 1 file changed, 443 insertions(+) create mode 100644 mp/src/game/server/hl2/weapon_bugbait.cpp (limited to 'mp/src/game/server/hl2/weapon_bugbait.cpp') diff --git a/mp/src/game/server/hl2/weapon_bugbait.cpp b/mp/src/game/server/hl2/weapon_bugbait.cpp new file mode 100644 index 00000000..cff59bb1 --- /dev/null +++ b/mp/src/game/server/hl2/weapon_bugbait.cpp @@ -0,0 +1,443 @@ +//========= Copyright Valve Corporation, All rights reserved. ============// +// +// Purpose: +// +// $NoKeywords: $ +//=============================================================================// + +#include "cbase.h" +#include "basehlcombatweapon.h" +#include "engine/IEngineSound.h" +#include "npcevent.h" +#include "in_buttons.h" +#include "antlion_maker.h" +#include "grenade_bugbait.h" +#include "gamestats.h" + +// memdbgon must be the last include file in a .cpp file!!! +#include "tier0/memdbgon.h" + +// +// Bug Bait Weapon +// + +class CWeaponBugBait : public CBaseHLCombatWeapon +{ + DECLARE_CLASS( CWeaponBugBait, CBaseHLCombatWeapon ); +public: + + DECLARE_SERVERCLASS(); + + CWeaponBugBait( void ); + + void Spawn( void ); + void FallInit( void ); + + int CapabilitiesGet( void ) { return bits_CAP_WEAPON_RANGE_ATTACK1; } + + void Operator_HandleAnimEvent( animevent_t *pEvent, CBaseCombatCharacter *pOperator ); + + void Drop( const Vector &vecVelocity ); + void BugbaitStickyTouch( CBaseEntity *pOther ); + void OnPickedUp( CBaseCombatCharacter *pNewOwner ); + bool Deploy( void ); + bool Holster( CBaseCombatWeapon *pSwitchingTo ); + + void ItemPostFrame( void ); + void Precache( void ); + void PrimaryAttack( void ); + void SecondaryAttack( void ); + void ThrowGrenade( CBasePlayer *pPlayer ); + + bool HasAnyAmmo( void ) { return true; } + + bool Reload( void ); + + void SetSporeEmitterState( bool state = true ); + + bool ShouldDisplayHUDHint() { return true; } + + DECLARE_DATADESC(); + +protected: + + bool m_bDrawBackFinished; + bool m_bRedraw; + bool m_bEmitSpores; + EHANDLE m_hSporeTrail; +}; + +IMPLEMENT_SERVERCLASS_ST(CWeaponBugBait, DT_WeaponBugBait) +END_SEND_TABLE() + +LINK_ENTITY_TO_CLASS( weapon_bugbait, CWeaponBugBait ); +#ifndef HL2MP +PRECACHE_WEAPON_REGISTER( weapon_bugbait ); +#endif + +BEGIN_DATADESC( CWeaponBugBait ) + + DEFINE_FIELD( m_hSporeTrail, FIELD_EHANDLE ), + DEFINE_FIELD( m_bRedraw, FIELD_BOOLEAN ), + DEFINE_FIELD( m_bEmitSpores, FIELD_BOOLEAN ), + DEFINE_FIELD( m_bDrawBackFinished, FIELD_BOOLEAN ), + + DEFINE_FUNCTION( BugbaitStickyTouch ), + +END_DATADESC() + +//----------------------------------------------------------------------------- +// Purpose: +//----------------------------------------------------------------------------- +CWeaponBugBait::CWeaponBugBait( void ) +{ + m_bDrawBackFinished = false; + m_bRedraw = false; + m_hSporeTrail = NULL; +} + +//----------------------------------------------------------------------------- +// Purpose: +//----------------------------------------------------------------------------- +void CWeaponBugBait::Spawn( void ) +{ + BaseClass::Spawn(); + + // Increase the bugbait's pickup volume. It spawns inside the antlion guard's body, + // and playtesters seem to be wary about moving into the body. + SetSize( Vector( -4, -4, -4), Vector(4, 4, 4) ); + CollisionProp()->UseTriggerBounds( true, 100 ); +} + +//----------------------------------------------------------------------------- +// Purpose: +//----------------------------------------------------------------------------- +void CWeaponBugBait::FallInit( void ) +{ + // Bugbait shouldn't be physics, because it musn't roll/move away from it's spawnpoint. + // The game will break if the player can't pick it up, so it must stay still. + SetModel( GetWorldModel() ); + + VPhysicsDestroyObject(); + SetMoveType( MOVETYPE_FLYGRAVITY ); + SetSolid( SOLID_BBOX ); + AddSolidFlags( FSOLID_TRIGGER ); + + SetPickupTouch(); + + SetThink( &CBaseCombatWeapon::FallThink ); + + SetNextThink( gpGlobals->curtime + 0.1f ); +} + +//----------------------------------------------------------------------------- +// Purpose: +//----------------------------------------------------------------------------- +void CWeaponBugBait::Precache( void ) +{ + BaseClass::Precache(); + + UTIL_PrecacheOther( "npc_grenade_bugbait" ); + + PrecacheScriptSound( "Weapon_Bugbait.Splat" ); + +} + +//----------------------------------------------------------------------------- +// Purpose: +//----------------------------------------------------------------------------- +void CWeaponBugBait::Drop( const Vector &vecVelocity ) +{ + BaseClass::Drop( vecVelocity ); + + // On touch, stick & stop moving. Increase our thinktime a bit so we don't stomp the touch for a bit + SetNextThink( gpGlobals->curtime + 3.0 ); + SetTouch( &CWeaponBugBait::BugbaitStickyTouch ); + + m_hSporeTrail = SporeExplosion::CreateSporeExplosion(); + if ( m_hSporeTrail ) + { + SporeExplosion *pSporeExplosion = (SporeExplosion *)m_hSporeTrail.Get(); + + QAngle angles; + VectorAngles( Vector(0,0,1), angles ); + + pSporeExplosion->SetAbsAngles( angles ); + pSporeExplosion->SetAbsOrigin( GetAbsOrigin() ); + pSporeExplosion->SetParent( this ); + + pSporeExplosion->m_flSpawnRate = 16.0f; + pSporeExplosion->m_flParticleLifetime = 0.5f; + pSporeExplosion->SetRenderColor( 0.0f, 0.5f, 0.25f, 0.15f ); + + pSporeExplosion->m_flStartSize = 32; + pSporeExplosion->m_flEndSize = 48; + pSporeExplosion->m_flSpawnRadius = 4; + + pSporeExplosion->SetLifetime( 9999 ); + } +} + +//----------------------------------------------------------------------------- +// Purpose: Stick to the world when we touch it +//----------------------------------------------------------------------------- +void CWeaponBugBait::BugbaitStickyTouch( CBaseEntity *pOther ) +{ + if ( !pOther->IsWorld() ) + return; + + // Stop moving, wait for pickup + SetMoveType( MOVETYPE_NONE ); + SetThink( NULL ); + SetPickupTouch(); +} + +//----------------------------------------------------------------------------- +// Purpose: +// Input : *pPicker - +//----------------------------------------------------------------------------- +void CWeaponBugBait::OnPickedUp( CBaseCombatCharacter *pNewOwner ) +{ + BaseClass::OnPickedUp( pNewOwner ); + + if ( m_hSporeTrail ) + { + UTIL_Remove( m_hSporeTrail ); + } +} + +//----------------------------------------------------------------------------- +// Purpose: +//----------------------------------------------------------------------------- +void CWeaponBugBait::PrimaryAttack( void ) +{ + if ( m_bRedraw ) + return; + + CBaseCombatCharacter *pOwner = GetOwner(); + + if ( pOwner == NULL ) + return; + + CBasePlayer *pPlayer = ToBasePlayer( GetOwner() ); + + if ( pPlayer == NULL ) + return; + + SendWeaponAnim( ACT_VM_HAULBACK ); + + m_flTimeWeaponIdle = FLT_MAX; + m_flNextPrimaryAttack = FLT_MAX; + + m_iPrimaryAttacks++; + gamestats->Event_WeaponFired( pPlayer, true, GetClassname() ); +} + +//----------------------------------------------------------------------------- +// Purpose: +//----------------------------------------------------------------------------- +void CWeaponBugBait::SecondaryAttack( void ) +{ + // Squeeze! + CPASAttenuationFilter filter( this ); + + EmitSound( filter, entindex(), "Weapon_Bugbait.Splat" ); + + if ( CGrenadeBugBait::ActivateBugbaitTargets( GetOwner(), GetAbsOrigin(), true ) == false ) + { + g_AntlionMakerManager.BroadcastFollowGoal( GetOwner() ); + } + + SendWeaponAnim( ACT_VM_SECONDARYATTACK ); + m_flNextSecondaryAttack = gpGlobals->curtime + SequenceDuration(); + + CBasePlayer *pOwner = ToBasePlayer( GetOwner() ); + if ( pOwner ) + { + m_iSecondaryAttacks++; + gamestats->Event_WeaponFired( pOwner, false, GetClassname() ); + } +} + +//----------------------------------------------------------------------------- +// Purpose: +// Input : *pPlayer - +//----------------------------------------------------------------------------- +void CWeaponBugBait::ThrowGrenade( CBasePlayer *pPlayer ) +{ + Vector vForward, vRight, vUp, vThrowPos, vThrowVel; + + pPlayer->EyeVectors( &vForward, &vRight, &vUp ); + + vThrowPos = pPlayer->EyePosition(); + + vThrowPos += vForward * 18.0f; + vThrowPos += vRight * 12.0f; + + pPlayer->GetVelocity( &vThrowVel, NULL ); + vThrowVel += vForward * 1000; + + CGrenadeBugBait *pGrenade = BugBaitGrenade_Create( vThrowPos, vec3_angle, vThrowVel, QAngle(600,random->RandomInt(-1200,1200),0), pPlayer ); + + if ( pGrenade != NULL ) + { + // If the shot is clear to the player, give the missile a grace period + trace_t tr; + UTIL_TraceLine( pPlayer->EyePosition(), pPlayer->EyePosition() + ( vForward * 128 ), MASK_SHOT, this, COLLISION_GROUP_NONE, &tr ); + + if ( tr.fraction == 1.0 ) + { + pGrenade->SetGracePeriod( 0.1f ); + } + } + + m_bRedraw = true; +} + +//----------------------------------------------------------------------------- +// Purpose: +// Input : *pEvent - +// *pOperator - +//----------------------------------------------------------------------------- +void CWeaponBugBait::Operator_HandleAnimEvent( animevent_t *pEvent, CBaseCombatCharacter *pOperator ) +{ + CBasePlayer *pOwner = ToBasePlayer( GetOwner() ); + switch( pEvent->event ) + { + case EVENT_WEAPON_SEQUENCE_FINISHED: + m_bDrawBackFinished = true; + break; + + case EVENT_WEAPON_THROW: + ThrowGrenade( pOwner ); + break; + + default: + BaseClass::Operator_HandleAnimEvent( pEvent, pOperator ); + break; + } +} + +//----------------------------------------------------------------------------- +// Purpose: +// Output : Returns true on success, false on failure. +//----------------------------------------------------------------------------- +bool CWeaponBugBait::Reload( void ) +{ + if ( ( m_bRedraw ) && ( m_flNextPrimaryAttack <= gpGlobals->curtime ) ) + { + //Redraw the weapon + SendWeaponAnim( ACT_VM_DRAW ); + + //Update our times + m_flNextPrimaryAttack = gpGlobals->curtime + SequenceDuration(); + + //Mark this as done + m_bRedraw = false; + } + + return true; +} + +//----------------------------------------------------------------------------- +// Purpose: +//----------------------------------------------------------------------------- +void CWeaponBugBait::ItemPostFrame( void ) +{ + CBasePlayer *pOwner = ToBasePlayer( GetOwner() ); + + if ( pOwner == NULL ) + return; + + // See if we're cocked and ready to throw + if ( m_bDrawBackFinished ) + { + if ( ( pOwner->m_nButtons & IN_ATTACK ) == false ) + { + SendWeaponAnim( ACT_VM_THROW ); + m_flNextPrimaryAttack = gpGlobals->curtime + SequenceDuration(); + m_bDrawBackFinished = false; + } + } + else + { + //See if we're attacking + if ( ( pOwner->m_nButtons & IN_ATTACK ) && ( m_flNextPrimaryAttack < gpGlobals->curtime ) ) + { + PrimaryAttack(); + } + else if ( ( pOwner->m_nButtons & IN_ATTACK2 ) && ( m_flNextSecondaryAttack < gpGlobals->curtime ) ) + { + SecondaryAttack(); + } + } + + if ( m_bRedraw ) + { + if ( IsViewModelSequenceFinished() ) + { + Reload(); + } + } + + WeaponIdle(); +} + +//----------------------------------------------------------------------------- +// Purpose: +//----------------------------------------------------------------------------- +bool CWeaponBugBait::Deploy( void ) +{ + CBasePlayer *pOwner = ToBasePlayer( GetOwner() ); + + if ( pOwner == NULL ) + return false; + + /* + if ( m_hSporeTrail == NULL ) + { + m_hSporeTrail = SporeTrail::CreateSporeTrail(); + + m_hSporeTrail->m_bEmit = true; + m_hSporeTrail->m_flSpawnRate = 100.0f; + m_hSporeTrail->m_flParticleLifetime = 2.0f; + m_hSporeTrail->m_flStartSize = 1.0f; + m_hSporeTrail->m_flEndSize = 4.0f; + m_hSporeTrail->m_flSpawnRadius = 8.0f; + + m_hSporeTrail->m_vecEndColor = Vector( 0, 0, 0 ); + + CBaseViewModel *vm = pOwner->GetViewModel(); + + if ( vm != NULL ) + { + m_hSporeTrail->FollowEntity( vm ); + } + } + */ + + m_bRedraw = false; + m_bDrawBackFinished = false; + + return BaseClass::Deploy(); +} + +//----------------------------------------------------------------------------- +// Purpose: +//----------------------------------------------------------------------------- +bool CWeaponBugBait::Holster( CBaseCombatWeapon *pSwitchingTo ) +{ + m_bRedraw = false; + m_bDrawBackFinished = false; + + return BaseClass::Holster( pSwitchingTo ); +} + +//----------------------------------------------------------------------------- +// Purpose: +// Input : true - +//----------------------------------------------------------------------------- +void CWeaponBugBait::SetSporeEmitterState( bool state ) +{ + m_bEmitSpores = state; +} -- cgit v1.2.3