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|
//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose: This is the molotov weapon
//
// $Workfile: $
// $Date: $
// $NoKeywords: $
//=============================================================================//
#include "cbase.h"
#include "npcevent.h"
#include "basehlcombatweapon.h"
#include "basecombatcharacter.h"
#include "ai_basenpc.h"
#include "AI_Memory.h"
#include "player.h"
#include "gamerules.h" // For g_pGameRules
#include "weapon_molotov.h"
#include "grenade_molotov.h"
#include "in_buttons.h"
#include "game.h"
#include "vstdlib/random.h"
#include "movevars_shared.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
BEGIN_DATADESC( CWeaponMolotov )
DEFINE_FIELD( m_nNumAmmoTypes, FIELD_INTEGER ),
DEFINE_FIELD( m_bNeedDraw, FIELD_BOOLEAN ),
DEFINE_FIELD( m_iThrowBits, FIELD_INTEGER ),
DEFINE_FIELD( m_fNextThrowCheck, FIELD_TIME ),
DEFINE_FIELD( m_vecTossVelocity, FIELD_VECTOR ),
// Function Pointers
DEFINE_FUNCTION( MolotovTouch ),
END_DATADESC()
IMPLEMENT_SERVERCLASS_ST(CWeaponMolotov, DT_WeaponMolotov)
END_SEND_TABLE()
LINK_ENTITY_TO_CLASS( weapon_molotov, CWeaponMolotov );
PRECACHE_WEAPON_REGISTER(weapon_molotov);
acttable_t CWeaponMolotov::m_acttable[] =
{
{ ACT_RANGE_ATTACK1, ACT_RANGE_ATTACK_THROW, true },
};
IMPLEMENT_ACTTABLE(CWeaponMolotov);
void CWeaponMolotov::Precache( void )
{
PrecacheModel("models/props_junk/w_garb_beerbottle.mdl"); //<<TEMP>> need real model
BaseClass::Precache();
}
void CWeaponMolotov::Spawn( void )
{
// Call base class first
BaseClass::Spawn();
m_bNeedDraw = true;
SetModel( GetWorldModel() );
UTIL_SetSize(this, Vector( -6, -6, -2), Vector(6, 6, 2));
}
//------------------------------------------------------------------------------
// Purpose : Override to use molotovs pickup touch function
// Input :
// Output :
//------------------------------------------------------------------------------
void CWeaponMolotov::SetPickupTouch( void )
{
SetTouch(MolotovTouch);
}
//-----------------------------------------------------------------------------
// Purpose: Override so give correct ammo
// Input : pOther - the entity that touched me
// Output :
//-----------------------------------------------------------------------------
void CWeaponMolotov::MolotovTouch( CBaseEntity *pOther )
{
// ---------------------------------------------------
// First give weapon to touching entity if allowed
// ---------------------------------------------------
BaseClass::DefaultTouch(pOther);
// ----------------------------------------------------
// Give molotov ammo if touching client
// ----------------------------------------------------
if (pOther->GetFlags() & FL_CLIENT)
{
// ------------------------------------------------
// If already owned weapon of this type remove me
// ------------------------------------------------
CBaseCombatCharacter* pBCC = ToBaseCombatCharacter( pOther );
CWeaponMolotov* oldWeapon = (CWeaponMolotov*)pBCC->Weapon_OwnsThisType( GetClassname() );
if (oldWeapon != this)
{
UTIL_Remove( this );
}
else
{
pBCC->GiveAmmo( 1, m_iSecondaryAmmoType );
SetThink (NULL);
}
}
}
//-----------------------------------------------------------------------------
// Purpose: Gets event from anim stream and throws the object
// Input :
// Output :
//-----------------------------------------------------------------------------
void CWeaponMolotov::Operator_HandleAnimEvent( animevent_t *pEvent, CBaseCombatCharacter *pOperator )
{
switch( pEvent->event )
{
case EVENT_WEAPON_THROW:
{
CAI_BaseNPC *pNPC = GetOwner()->MyNPCPointer();
if (!pNPC)
{
return;
}
CBaseEntity *pEnemy = pNPC->GetEnemy();
if (!pEnemy)
{
return;
}
Vector vec_target = pNPC->GetEnemyLKP();
// -----------------------------------------------------
// Get position of throw
// -----------------------------------------------------
// If owner has a hand, set position to the hand bone position
Vector launchPos;
int iBIndex = pNPC->LookupBone("Bip01 R Hand");
if (iBIndex != -1)
{
Vector origin;
QAngle angles;
pNPC->GetBonePosition( iBIndex, launchPos, angles);
}
// Otherwise just set to in front of the owner
else
{
Vector vFacingDir = pNPC->BodyDirection2D( );
vFacingDir = vFacingDir * 60.0;
launchPos = pNPC->GetAbsOrigin()+vFacingDir;
}
//Vector vecVelocity = VecCheckToss( pNPC, launchPos, vec_target, 1.0 );
ThrowMolotov( launchPos, m_vecTossVelocity);
// Drop the weapon and remove as no more ammo
pNPC->Weapon_Drop( this );
UTIL_Remove( this );
}
break;
default:
BaseClass::Operator_HandleAnimEvent( pEvent, pOperator );
break;
}
}
//-----------------------------------------------------------------------------
// Purpose:
// Input :
// Output :
//-----------------------------------------------------------------------------
bool CWeaponMolotov::ObjectInWay( void )
{
CBaseCombatCharacter *pOwner = GetOwner();
if (!pOwner)
{
return false;
}
Vector vecSrc = pOwner->Weapon_ShootPosition( );
Vector vecAiming = pOwner->BodyDirection2D( );
trace_t tr;
Vector vecEnd = vecSrc + (vecAiming * 32);
UTIL_TraceLine( vecSrc, vecEnd, MASK_SOLID, pOwner, COLLISION_GROUP_NONE, &tr );
if (tr.fraction < 1.0)
{
// Don't block on 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: Override to allow throw w/o LOS
// Input :
// Output :
//-----------------------------------------------------------------------------
bool CWeaponMolotov::WeaponLOSCondition(const Vector &ownerPos, const Vector &targetPos,bool bSetConditions)
{
// <<TODO>> should test if can throw from present location here...
return true;
}
//-----------------------------------------------------------------------------
// Purpose: Override to check throw
// Input :
// Output :
//-----------------------------------------------------------------------------
int CWeaponMolotov::WeaponRangeAttack1Condition( float flDot, float flDist )
{
// If things haven't changed too much since last time
// just return that previously calculated value
if (gpGlobals->curtime < m_fNextThrowCheck )
{
return m_iThrowBits;
}
if ( flDist < m_fMinRange1) {
m_iThrowBits = COND_TOO_CLOSE_TO_ATTACK;
}
else if (flDist > m_fMaxRange1) {
m_iThrowBits = COND_TOO_FAR_TO_ATTACK;
}
else if (flDot < 0.5) {
m_iThrowBits = COND_NOT_FACING_ATTACK;
}
// If moving, can't throw.
else if ( m_flGroundSpeed != 0 )
{
m_iThrowBits = COND_NONE;
}
else {
// Ok we should check again as some time has passed
// This function is only used by NPC's so we can cast to a Base Monster
CAI_BaseNPC *pNPC = GetOwner()->MyNPCPointer();
CBaseEntity *pEnemy = pNPC->GetEnemy();
if (!pEnemy)
{
m_iThrowBits = COND_NONE;
}
// Get Enemy Position
Vector vecTarget;
pEnemy->CollisionProp()->NormalizedToWorldSpace( Vector( 0.5f, 0.5f, 0.0f ), &vecTarget );
// Get Toss Vector
Vector throwStart = pNPC->Weapon_ShootPosition();
Vector vecToss;
CBaseEntity* pBlocker = NULL;
float throwDist = (throwStart - vecTarget).Length();
float fGravity = GetCurrentGravity();
float throwLimit = pNPC->ThrowLimit(throwStart, vecTarget, fGravity, 35, WorldAlignMins(), WorldAlignMaxs(), pEnemy, &vecToss, &pBlocker);
// If I can make the throw (or most of the throw)
if (!throwLimit || (throwLimit != throwDist && throwLimit > 0.8*throwDist))
{
m_vecTossVelocity = vecToss;
m_iThrowBits = COND_CAN_RANGE_ATTACK1;
}
else
{
m_iThrowBits = COND_NONE;
}
}
// don't check again for a while.
m_fNextThrowCheck = gpGlobals->curtime + 0.33; // 1/3 second.
return m_iThrowBits;
}
//-----------------------------------------------------------------------------
// Purpose:
//
//
//-----------------------------------------------------------------------------
void CWeaponMolotov::ThrowMolotov( const Vector &vecSrc, const Vector &vecVelocity)
{
CGrenade_Molotov *pMolotov = (CGrenade_Molotov*)Create( "grenade_molotov", vecSrc, vec3_angle, GetOwner() );
if (!pMolotov)
{
Msg("Couldn't make molotov!\n");
return;
}
pMolotov->SetAbsVelocity( vecVelocity );
// Tumble through the air
QAngle angVel( random->RandomFloat ( -100, -500 ), random->RandomFloat ( -100, -500 ), random->RandomFloat ( -100, -500 ) );
pMolotov->SetLocalAngularVelocity( angVel );
pMolotov->SetThrower( GetOwner() );
pMolotov->SetOwnerEntity( ((CBaseEntity*)GetOwner()) );
}
//-----------------------------------------------------------------------------
// Purpose:
//
//
//-----------------------------------------------------------------------------
void CWeaponMolotov::PrimaryAttack( void )
{
CBasePlayer *pPlayer = ToBasePlayer( GetOwner() );
if (!pPlayer)
{
return;
}
Vector vecSrc = pPlayer->WorldSpaceCenter();
Vector vecFacing = pPlayer->BodyDirection3D( );
vecSrc = vecSrc + vecFacing * 18.0;
// BUGBUG: is this some hack because it's not at the eye position????
vecSrc.z += 24.0f;
// Player may have turned to face a wall during the throw anim in which case
// we don't want to throw the SLAM into the wall
if (ObjectInWay())
{
vecSrc = pPlayer->WorldSpaceCenter() + vecFacing * 5.0;
}
Vector vecAiming = pPlayer->GetAutoaimVector( AUTOAIM_5DEGREES );
vecAiming.z += 0.20; // Raise up so passes through reticle
ThrowMolotov(vecSrc, vecAiming*800);
pPlayer->RemoveAmmo( 1, m_iSecondaryAmmoType );
// Don't fire again until fire animation has completed
//m_flNextPrimaryAttack = gpGlobals->curtime + CurSequenceDuration();
//<<TEMP>> - till real animation is avaible
m_flNextPrimaryAttack = gpGlobals->curtime + 1.0;
m_flNextSecondaryAttack = gpGlobals->curtime + 1.0;
m_bNeedDraw = true;
}
//-----------------------------------------------------------------------------
// Purpose:
//
//
//-----------------------------------------------------------------------------
void CWeaponMolotov::SecondaryAttack( void )
{
//<<TEMP>>
// Hmmm... what should I do here?
}
//-----------------------------------------------------------------------------
// Purpose:
//
//
//-----------------------------------------------------------------------------
void CWeaponMolotov::DrawAmmo( void )
{
// -------------------------------------------
// Make sure I have ammo of the current type
// -------------------------------------------
CBaseCombatCharacter *pOwner = GetOwner();
if (pOwner->GetAmmoCount(m_iSecondaryAmmoType) <=0)
{
pOwner->Weapon_Drop( this );
UTIL_Remove(this);
return;
}
Msg("Drawing Molotov...\n");
m_bNeedDraw = false;
//<<TEMP>> - till real animation is avaible
m_flNextPrimaryAttack = gpGlobals->curtime + 2.0;
m_flNextSecondaryAttack = gpGlobals->curtime + 2.0;
}
//-----------------------------------------------------------------------------
// Purpose: Override so shotgun can do mulitple reloads in a row
// Input :
// Output :
//-----------------------------------------------------------------------------
void CWeaponMolotov::ItemPostFrame( void )
{
CBasePlayer *pOwner = ToBasePlayer( GetOwner() );
if (!pOwner)
{
return;
}
if ((pOwner->m_nButtons & IN_ATTACK2) && (m_flNextSecondaryAttack <= gpGlobals->curtime))
{
SecondaryAttack();
}
else if ((pOwner->m_nButtons & IN_ATTACK) && (m_flNextPrimaryAttack <= gpGlobals->curtime))
{
// Uses secondary ammo only
if (pOwner->GetAmmoCount(m_iSecondaryAmmoType))
{
PrimaryAttack();
}
}
else if (m_bNeedDraw)
{
DrawAmmo();
}
else
{
WeaponIdle( );
}
}
//-----------------------------------------------------------------------------
// Purpose: Constructor
//-----------------------------------------------------------------------------
CWeaponMolotov::CWeaponMolotov( void )
{
#ifdef _DEBUG
m_vecTossVelocity.Init();
#endif
m_fMinRange1 = 200;
m_fMaxRange1 = 1000;
}
|