//========= Copyright 1996-2005, Valve Corporation, All rights reserved. ============// // // Purpose: // //=============================================================================// #include "cbase.h" #include "ai_basenpc.h" #include "animation.h" #include "basecombatweapon.h" #include "player.h" // For gEvilImpulse101 / CBasePlayer #include "gamerules.h" // For g_pGameRules #include <KeyValues.h> #include "ammodef.h" #include "baseviewmodel.h" #include "in_buttons.h" #include "soundent.h" #include "weapon_parse.h" #include "game.h" #include "engine/IEngineSound.h" #include "sendproxy.h" #include "vstdlib/strtools.h" #include "vphysics/constraints.h" #include "npcevent.h" #include "igamesystem.h" #include "collisionutils.h" #include "iservervehicle.h" #ifdef HL2MP #include "hl2mp_gamerules.h" #endif // memdbgon must be the last include file in a .cpp file!!! #include "tier0/memdbgon.h" extern int gEvilImpulse101; // In Player.h // ----------------------------------------- // Sprite Index info // ----------------------------------------- short g_sModelIndexLaser; // holds the index for the laser beam const char *g_pModelNameLaser = "sprites/laserbeam.vmt"; short g_sModelIndexLaserDot; // holds the index for the laser beam dot short g_sModelIndexFireball; // holds the index for the fireball short g_sModelIndexSmoke; // holds the index for the smoke cloud short g_sModelIndexWExplosion; // holds the index for the underwater explosion short g_sModelIndexBubbles; // holds the index for the bubbles model short g_sModelIndexBloodDrop; // holds the sprite index for the initial blood short g_sModelIndexBloodSpray; // holds the sprite index for splattered blood ConVar weapon_showproficiency( "weapon_showproficiency", "0" ); extern ConVar ai_debug_shoot_positions; //----------------------------------------------------------------------------- // Purpose: Precache global weapon sounds //----------------------------------------------------------------------------- void W_Precache(void) { PrecacheFileWeaponInfoDatabase( filesystem, g_pGameRules->GetEncryptionKey() ); g_sModelIndexFireball = CBaseEntity::PrecacheModel ("sprites/zerogxplode.vmt");// fireball g_sModelIndexWExplosion = CBaseEntity::PrecacheModel ("sprites/WXplo1.vmt");// underwater fireball g_sModelIndexSmoke = CBaseEntity::PrecacheModel ("sprites/steam1.vmt");// smoke g_sModelIndexBubbles = CBaseEntity::PrecacheModel ("sprites/bubble.vmt");//bubbles g_sModelIndexBloodSpray = CBaseEntity::PrecacheModel ("sprites/bloodspray.vmt"); // initial blood g_sModelIndexBloodDrop = CBaseEntity::PrecacheModel ("sprites/blood.vmt"); // splattered blood g_sModelIndexLaser = CBaseEntity::PrecacheModel( (char *)g_pModelNameLaser ); g_sModelIndexLaserDot = CBaseEntity::PrecacheModel("sprites/laserdot.vmt"); CBaseEntity::PrecacheModel ("effects/bubble.vmt");//bubble trails CBaseEntity::PrecacheModel("sprites/fire1.vmt"); // Precache C_EntityFlame CBaseEntity::PrecacheModel("models/weapons/w_bullet.mdl"); CBaseEntity::PrecacheScriptSound( "BaseCombatWeapon.WeaponDrop" ); CBaseEntity::PrecacheScriptSound( "BaseCombatWeapon.WeaponMaterialize" ); } //----------------------------------------------------------------------------- // Purpose: Transmit weapon data //----------------------------------------------------------------------------- int CBaseCombatWeapon::UpdateTransmitState( void) { // If the weapon is being carried by a CBaseCombatCharacter, let the combat character do the logic // about whether or not to transmit it. if ( GetOwner() ) { return SetTransmitState( FL_EDICT_PVSCHECK ); } else { // If it's just lying around, then use CBaseEntity's visibility test to see if it should be sent. return BaseClass::UpdateTransmitState(); } } void CBaseCombatWeapon::Operator_FrameUpdate( CBaseCombatCharacter *pOperator ) { StudioFrameAdvance( ); // animate if ( IsSequenceFinished() ) { if ( SequenceLoops() ) { // animation does loop, which means we're playing subtle idle. Might need to fidget. int iSequence = SelectWeightedSequence( GetActivity() ); if ( iSequence != ACTIVITY_NOT_AVAILABLE ) { ResetSequence( iSequence ); // Set to new anim (if it's there) } } #if 0 else { // animation that just ended doesn't loop! That means we just finished a fidget // and should return to our heaviest weighted idle (the subtle one) SelectHeaviestSequence( GetActivity() ); } #endif } // Animation events are passed back to the weapon's owner/operator DispatchAnimEvents( pOperator ); // Update and dispatch the viewmodel events CBasePlayer *pOwner = ToBasePlayer( GetOwner() ); if ( pOwner == NULL ) return; CBaseViewModel *vm = pOwner->GetViewModel(); if ( vm != NULL ) { vm->StudioFrameAdvance(); vm->DispatchAnimEvents( this ); } } //----------------------------------------------------------------------------- // Purpose: // Input : *pEvent - // *pOperator - //----------------------------------------------------------------------------- void CBaseCombatWeapon::Operator_HandleAnimEvent( animevent_t *pEvent, CBaseCombatCharacter *pOperator ) { if ( (pEvent->type & AE_TYPE_NEWEVENTSYSTEM) && (pEvent->type & AE_TYPE_SERVER) ) { if ( pEvent->event == AE_NPC_WEAPON_FIRE ) { bool bSecondary = (atoi( pEvent->options ) != 0); Operator_ForceNPCFire( pOperator, bSecondary ); return; } } DevWarning( 2, "Unhandled animation event %d from %s --> %s\n", pEvent->event, pOperator->GetClassname(), GetClassname() ); } // NOTE: This should never be called when a character is operating the weapon. Animation events should be // routed through the character, and then back into CharacterAnimEvent() void CBaseCombatWeapon::HandleAnimEvent( animevent_t *pEvent ) { //If the player is receiving this message, pass it through CBasePlayer *pOwner = ToBasePlayer( GetOwner() ); if ( pOwner != NULL ) { Operator_HandleAnimEvent( pEvent, pOwner ); } } //----------------------------------------------------------------------------- // Purpose: Make the weapon visible and tangible //----------------------------------------------------------------------------- CBaseEntity* CBaseCombatWeapon::Respawn( void ) { // make a copy of this weapon that is invisible and inaccessible to players (no touch function). The weapon spawn/respawn code // will decide when to make the weapon visible and touchable. CBaseEntity *pNewWeapon = CBaseEntity::Create( GetClassname(), g_pGameRules->VecWeaponRespawnSpot( this ), GetLocalAngles(), GetOwnerEntity() ); if ( pNewWeapon ) { pNewWeapon->AddEffects( EF_NODRAW );// invisible for now pNewWeapon->SetTouch( NULL );// no touch pNewWeapon->SetThink( &CBaseCombatWeapon::AttemptToMaterialize ); UTIL_DropToFloor( this, MASK_SOLID ); // not a typo! We want to know when the weapon the player just picked up should respawn! This new entity we created is the replacement, // but when it should respawn is based on conditions belonging to the weapon that was taken. pNewWeapon->SetNextThink( gpGlobals->curtime + g_pGameRules->FlWeaponRespawnTime( this ) ); } else { Warning("Respawn failed to create %s!\n", GetClassname() ); } return pNewWeapon; } //----------------------------------------------------------------------------- // Purpose: Weapons ignore other weapons when LOS tracing //----------------------------------------------------------------------------- class CWeaponLOSFilter : public CTraceFilterSkipTwoEntities { DECLARE_CLASS( CWeaponLOSFilter, CTraceFilterSkipTwoEntities ); public: CWeaponLOSFilter::CWeaponLOSFilter( IHandleEntity *pHandleEntity, IHandleEntity *pHandleEntity2, int collisionGroup ) : CTraceFilterSkipTwoEntities( pHandleEntity, pHandleEntity2, collisionGroup ) { } virtual bool ShouldHitEntity( IHandleEntity *pServerEntity, int contentsMask ) { CBaseEntity *pEntity = (CBaseEntity *)pServerEntity; if ( pEntity->GetCollisionGroup() == COLLISION_GROUP_WEAPON ) return false; return BaseClass::ShouldHitEntity( pServerEntity, contentsMask ); } }; //----------------------------------------------------------------------------- // Purpose: Check the weapon LOS for an owner at an arbitrary position // If bSetConditions is true, LOS related conditions will also be set //----------------------------------------------------------------------------- bool CBaseCombatWeapon::WeaponLOSCondition( const Vector &ownerPos, const Vector &targetPos, bool bSetConditions ) { // -------------------- // Check for occlusion // -------------------- CAI_BaseNPC* npcOwner = m_hOwner.Get()->MyNPCPointer(); // Find its relative shoot position Vector vecRelativeShootPosition; VectorSubtract( npcOwner->Weapon_ShootPosition(), npcOwner->GetAbsOrigin(), vecRelativeShootPosition ); Vector barrelPos = ownerPos + vecRelativeShootPosition; // Use the custom LOS trace filter CWeaponLOSFilter traceFilter( m_hOwner.Get(), npcOwner->GetEnemy(), COLLISION_GROUP_BREAKABLE_GLASS ); trace_t tr; UTIL_TraceLine( barrelPos, targetPos, MASK_SHOT, &traceFilter, &tr ); // See if we completed the trace without interruption if ( tr.fraction == 1.0 ) { if ( ai_debug_shoot_positions.GetBool() ) { NDebugOverlay::Line( barrelPos, targetPos, 0, 255, 0, false, 1.0 ); } return true; } CBaseEntity *pHitEnt = tr.m_pEnt; CBasePlayer *pEnemyPlayer = ToBasePlayer( npcOwner->GetEnemy() ); // is player in a vehicle? if so, verify vehicle is target and return if so (so npc shoots at vehicle) if ( pEnemyPlayer && pEnemyPlayer->IsInAVehicle() ) { // Ok, player in vehicle, check if vehicle is target we're looking at, fire if it is // Also, check to see if the owner of the entity is the vehicle, in which case it's valid too. // This catches vehicles that use bone followers. CBaseEntity *pVehicle = pEnemyPlayer->GetVehicle()->GetVehicleEnt(); if ( pHitEnt == pVehicle || pHitEnt->GetOwnerEntity() == pVehicle ) return true; } // Hitting our enemy is a success case if ( pHitEnt == npcOwner->GetEnemy() ) { if ( ai_debug_shoot_positions.GetBool() ) { NDebugOverlay::Line( barrelPos, targetPos, 0, 255, 0, false, 1.0 ); } return true; } // If a vehicle is blocking the view, grab its driver and use that as the combat character CBaseCombatCharacter *pBCC; IServerVehicle *pVehicle = pHitEnt->GetServerVehicle(); if ( pVehicle ) { pBCC = pVehicle->GetPassenger( ); } else { pBCC = ToBaseCombatCharacter( pHitEnt ); } if ( pBCC ) { if ( npcOwner->IRelationType( pBCC ) == D_HT ) return true; if ( bSetConditions ) { npcOwner->SetCondition( COND_WEAPON_BLOCKED_BY_FRIEND ); } } else if ( bSetConditions ) { npcOwner->SetCondition( COND_WEAPON_SIGHT_OCCLUDED ); npcOwner->SetEnemyOccluder( pHitEnt ); if( ai_debug_shoot_positions.GetBool() ) { NDebugOverlay::Line( tr.startpos, tr.endpos, 255, 0, 0, false, 1.0 ); } } return false; } //----------------------------------------------------------------------------- // Purpose: Base class always returns not bits //----------------------------------------------------------------------------- int CBaseCombatWeapon::WeaponRangeAttack1Condition( float flDot, float flDist ) { if ( UsesPrimaryAmmo() && !HasPrimaryAmmo() ) { return COND_NO_PRIMARY_AMMO; } else if ( flDist < m_fMinRange1) { return COND_TOO_CLOSE_TO_ATTACK; } else if (flDist > m_fMaxRange1) { return COND_TOO_FAR_TO_ATTACK; } else if (flDot < 0.5) // UNDONE: Why check this here? Isn't the AI checking this already? { return COND_NOT_FACING_ATTACK; } return COND_CAN_RANGE_ATTACK1; } //----------------------------------------------------------------------------- // Purpose: Base class always returns not bits //----------------------------------------------------------------------------- int CBaseCombatWeapon::WeaponRangeAttack2Condition( float flDot, float flDist ) { // currently disabled return COND_NONE; if ( m_bReloadsSingly ) { if (m_iClip2 <=0) { return COND_NO_SECONDARY_AMMO; } else if ( flDist < m_fMinRange2) { return COND_TOO_CLOSE_TO_ATTACK; } else if (flDist > m_fMaxRange2) { return COND_TOO_FAR_TO_ATTACK; } else if (flDot < 0.5) { return COND_NOT_FACING_ATTACK; } return COND_CAN_RANGE_ATTACK2; } return COND_NONE; } //----------------------------------------------------------------------------- // Purpose: Base class always returns not bits //----------------------------------------------------------------------------- int CBaseCombatWeapon::WeaponMeleeAttack1Condition( float flDot, float flDist ) { return COND_NONE; } //----------------------------------------------------------------------------- // Purpose: Base class always returns not bits //----------------------------------------------------------------------------- int CBaseCombatWeapon::WeaponMeleeAttack2Condition( float flDot, float flDist ) { return COND_NONE; } //==================================================================================== // WEAPON DROPPING / DESTRUCTION //==================================================================================== void CBaseCombatWeapon::Delete( void ) { SetTouch( NULL ); // FIXME: why doesn't this just remove itself now? SetThink(&CBaseCombatWeapon::SUB_Remove); SetNextThink( gpGlobals->curtime + 0.1f ); } void CBaseCombatWeapon::DestroyItem( void ) { CBaseCombatCharacter *pOwner = m_hOwner.Get(); if ( pOwner ) { // if attached to a player, remove. pOwner->RemovePlayerItem( this ); } Kill( ); } void CBaseCombatWeapon::Kill( void ) { SetTouch( NULL ); // FIXME: why doesn't this just remove itself now? // FIXME: how is this different than Delete(), and why do they have the same code in them? SetThink(&CBaseCombatWeapon::SUB_Remove); SetNextThink( gpGlobals->curtime + 0.1f ); } //==================================================================================== // FALL TO GROUND //==================================================================================== //----------------------------------------------------------------------------- // Purpose: Setup for the fall //----------------------------------------------------------------------------- void CBaseCombatWeapon::FallInit( void ) { SetModel( GetWorldModel() ); VPhysicsDestroyObject(); if ( !VPhysicsInitNormal( SOLID_BBOX, GetSolidFlags() | FSOLID_TRIGGER, false ) ) { SetMoveType( MOVETYPE_FLYGRAVITY ); SetSolid( SOLID_BBOX ); AddSolidFlags( FSOLID_TRIGGER ); } else { #if !defined( CLIENT_DLL ) // Constrained start? if ( HasSpawnFlags( SF_WEAPON_START_CONSTRAINED ) ) { //Constrain the weapon in place IPhysicsObject *pReferenceObject, *pAttachedObject; pReferenceObject = g_PhysWorldObject; pAttachedObject = VPhysicsGetObject(); if ( pReferenceObject && pAttachedObject ) { constraint_fixedparams_t fixed; fixed.Defaults(); fixed.InitWithCurrentObjectState( pReferenceObject, pAttachedObject ); fixed.constraint.forceLimit = lbs2kg( 10000 ); fixed.constraint.torqueLimit = lbs2kg( 10000 ); m_pConstraint = physenv->CreateFixedConstraint( pReferenceObject, pAttachedObject, NULL, fixed ); m_pConstraint->SetGameData( (void *) this ); } } #endif //CLIENT_DLL } SetPickupTouch(); SetThink( &CBaseCombatWeapon::FallThink ); SetNextThink( gpGlobals->curtime + 0.1f ); } //----------------------------------------------------------------------------- // Purpose: Items that have just spawned run this think to catch them when // they hit the ground. Once we're sure that the object is grounded, // we change its solid type to trigger and set it in a large box that // helps the player get it. //----------------------------------------------------------------------------- void CBaseCombatWeapon::FallThink ( void ) { SetNextThink( gpGlobals->curtime + 0.1f ); bool shouldMaterialize = false; IPhysicsObject *pPhysics = VPhysicsGetObject(); if ( pPhysics ) { shouldMaterialize = pPhysics->IsAsleep(); } else { shouldMaterialize = (GetFlags() & FL_ONGROUND) ? true : false; } if ( shouldMaterialize ) { // clatter if we have an owner (i.e., dropped by someone) // don't clatter if the gun is waiting to respawn (if it's waiting, it is invisible!) if ( GetOwnerEntity() ) { EmitSound( "BaseCombatWeapon.WeaponDrop" ); } Materialize(); } } //==================================================================================== // WEAPON SPAWNING //==================================================================================== //----------------------------------------------------------------------------- // Purpose: Make a weapon visible and tangible //-----------------------------------------------------------------------------// void CBaseCombatWeapon::Materialize( void ) { if ( IsEffectActive( EF_NODRAW ) ) { // changing from invisible state to visible. #ifdef HL2MP EmitSound( "AlyxEmp.Charge" ); #else EmitSound( "BaseCombatWeapon.WeaponMaterialize" ); #endif RemoveEffects( EF_NODRAW ); DoMuzzleFlash(); } #ifdef HL2MP if ( HasSpawnFlags( SF_NORESPAWN ) == false ) { VPhysicsInitNormal( SOLID_BBOX, GetSolidFlags() | FSOLID_TRIGGER, false ); SetMoveType( MOVETYPE_VPHYSICS ); HL2MPRules()->AddLevelDesignerPlacedObject( this ); } #else SetSolid( SOLID_BBOX ); AddSolidFlags( FSOLID_TRIGGER ); #endif SetPickupTouch(); SetThink (NULL); } //----------------------------------------------------------------------------- // Purpose: See if the game rules will let this weapon respawn //----------------------------------------------------------------------------- void CBaseCombatWeapon::AttemptToMaterialize( void ) { float time = g_pGameRules->FlWeaponTryRespawn( this ); if ( time == 0 ) { Materialize(); return; } SetNextThink( gpGlobals->curtime + time ); } //----------------------------------------------------------------------------- // Purpose: Weapon has been picked up, should it respawn? //----------------------------------------------------------------------------- void CBaseCombatWeapon::CheckRespawn( void ) { switch ( g_pGameRules->WeaponShouldRespawn( this ) ) { case GR_WEAPON_RESPAWN_YES: Respawn(); break; case GR_WEAPON_RESPAWN_NO: return; break; } } class CWeaponList : public CAutoGameSystem { public: CWeaponList( char const *name ) : CAutoGameSystem( name ) { } virtual void LevelShutdownPostEntity() { m_list.Purge(); } void AddWeapon( CBaseCombatWeapon *pWeapon ) { m_list.AddToTail( pWeapon ); } void RemoveWeapon( CBaseCombatWeapon *pWeapon ) { m_list.FindAndRemove( pWeapon ); } CUtlLinkedList< CBaseCombatWeapon * > m_list; }; CWeaponList g_WeaponList( "CWeaponList" ); void OnBaseCombatWeaponCreated( CBaseCombatWeapon *pWeapon ) { g_WeaponList.AddWeapon( pWeapon ); } void OnBaseCombatWeaponDestroyed( CBaseCombatWeapon *pWeapon ) { g_WeaponList.RemoveWeapon( pWeapon ); } int CBaseCombatWeapon::GetAvailableWeaponsInBox( CBaseCombatWeapon **pList, int listMax, const Vector &mins, const Vector &maxs ) { // linear search all weapons int count = 0; int index = g_WeaponList.m_list.Head(); while ( index != g_WeaponList.m_list.InvalidIndex() ) { CBaseCombatWeapon *pWeapon = g_WeaponList.m_list[index]; // skip any held weapon if ( !pWeapon->GetOwner() ) { // restrict to mins/maxs if ( IsPointInBox( pWeapon->GetAbsOrigin(), mins, maxs ) ) { if ( count < listMax ) { pList[count] = pWeapon; count++; } } } index = g_WeaponList.m_list.Next( index ); } return count; } //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- int CBaseCombatWeapon::ObjectCaps( void ) { int caps = BaseClass::ObjectCaps(); if ( !IsFollowingEntity() && !HasSpawnFlags(SF_WEAPON_NO_PLAYER_PICKUP) ) { caps |= FCAP_IMPULSE_USE; } return caps; } //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- void CBaseCombatWeapon::Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value ) { CBasePlayer *pPlayer = ToBasePlayer( pActivator ); if ( pPlayer ) { m_OnPlayerUse.FireOutput( pActivator, pCaller ); // // Bump the weapon to try equipping it before picking it up physically. This is // important in a few spots in the game where the player could potentially +use pickup // and then THROW AWAY a vital weapon, rendering them unable to continue the game. // if ( pPlayer->BumpWeapon( this ) ) { OnPickedUp( pPlayer ); } else { pPlayer->PickupObject( this ); } } }
# | Change | User | Description | Committed | |
---|---|---|---|---|---|
#1 | 5821 | Knut Wikstrom |
Added Valve Source code. This is NOT to be commited to other than new code from Valve. |