1379 lines
39 KiB
C++

//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//=============================================================================//
#include "cbase.h"
#include "npcevent.h"
#include "basehlcombatweapon_shared.h"
#include "basecombatcharacter.h"
#include "ai_basenpc.h"
#include "player.h"
#include "gamerules.h"
#include "in_buttons.h"
#include "soundent.h"
#include "game.h"
#include "vstdlib/random.h"
#include "engine/IEngineSound.h"
#include "IEffects.h"
#include "te_effect_dispatch.h"
#include "Sprite.h"
#include "SpriteTrail.h"
#include "beam_shared.h"
#include "rumble_shared.h"
#include "gamestats.h"
#include "decals.h"
#ifdef PORTAL
#include "portal_util_shared.h"
#endif
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
//#define BOLT_MODEL "models/crossbow_bolt.mdl"
#define BOLT_MODEL "models/weapons/w_missile_closed.mdl"
#define BOLT_AIR_VELOCITY 2500
#define BOLT_WATER_VELOCITY 1500
extern ConVar sk_plr_dmg_crossbow;
extern ConVar sk_npc_dmg_crossbow;
#ifdef MAPBASE
ConVar weapon_crossbow_new_hit_locations( "weapon_crossbow_new_hit_locations", "1", FCVAR_NONE, "Toggles new crossbow knockback that properly pushes back the correct limbs." );
#endif
void TE_StickyBolt( IRecipientFilter& filter, float delay, Vector vecDirection, const Vector *origin );
#define BOLT_SKIN_NORMAL 0
#define BOLT_SKIN_GLOW 1
//-----------------------------------------------------------------------------
// Crossbow Bolt
//-----------------------------------------------------------------------------
class CCrossbowBolt : public CBaseCombatCharacter
{
DECLARE_CLASS( CCrossbowBolt, CBaseCombatCharacter );
public:
#ifdef MAPBASE
CCrossbowBolt();
#else
CCrossbowBolt() { };
#endif
~CCrossbowBolt();
Class_T Classify( void ) { return CLASS_NONE; }
public:
void Spawn( void );
void Precache( void );
void BubbleThink( void );
void BoltTouch( CBaseEntity *pOther );
bool CreateVPhysics( void );
unsigned int PhysicsSolidMaskForEntity() const;
#ifdef MAPBASE
static CCrossbowBolt *BoltCreate( const Vector &vecOrigin, const QAngle &angAngles, CBaseCombatCharacter *pentOwner = NULL );
void InputSetDamage( inputdata_t &inputdata );
float m_flDamage;
virtual void SetDamage(float flDamage) { m_flDamage = flDamage; }
#else
static CCrossbowBolt *BoltCreate( const Vector &vecOrigin, const QAngle &angAngles, CBasePlayer *pentOwner = NULL );
#endif
protected:
bool CreateSprites( void );
CHandle<CSprite> m_pGlowSprite;
//CHandle<CSpriteTrail> m_pGlowTrail;
DECLARE_DATADESC();
DECLARE_SERVERCLASS();
};
LINK_ENTITY_TO_CLASS( crossbow_bolt, CCrossbowBolt );
BEGIN_DATADESC( CCrossbowBolt )
// Function Pointers
DEFINE_FUNCTION( BubbleThink ),
DEFINE_FUNCTION( BoltTouch ),
// These are recreated on reload, they don't need storage
DEFINE_FIELD( m_pGlowSprite, FIELD_EHANDLE ),
//DEFINE_FIELD( m_pGlowTrail, FIELD_EHANDLE ),
#ifdef MAPBASE
DEFINE_KEYFIELD( m_flDamage, FIELD_FLOAT, "Damage" ),
// Inputs
DEFINE_INPUTFUNC( FIELD_FLOAT, "SetDamage", InputSetDamage ),
#endif
END_DATADESC()
IMPLEMENT_SERVERCLASS_ST( CCrossbowBolt, DT_CrossbowBolt )
END_SEND_TABLE()
#ifdef MAPBASE
CCrossbowBolt *CCrossbowBolt::BoltCreate( const Vector &vecOrigin, const QAngle &angAngles, CBaseCombatCharacter *pentOwner )
#else
CCrossbowBolt *CCrossbowBolt::BoltCreate( const Vector &vecOrigin, const QAngle &angAngles, CBasePlayer *pentOwner )
#endif
{
// Create a new entity with CCrossbowBolt private data
CCrossbowBolt *pBolt = (CCrossbowBolt *)CreateEntityByName( "crossbow_bolt" );
UTIL_SetOrigin( pBolt, vecOrigin );
pBolt->SetAbsAngles( angAngles );
pBolt->Spawn();
pBolt->SetOwnerEntity( pentOwner );
#ifdef MAPBASE
if (pentOwner && pentOwner->IsNPC())
pBolt->m_flDamage = sk_npc_dmg_crossbow.GetFloat();
//else
// pBolt->m_flDamage = sk_plr_dmg_crossbow.GetFloat();
#endif
return pBolt;
}
#ifdef MAPBASE
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
CCrossbowBolt::CCrossbowBolt( void )
{
// Independent bolts without m_flDamage set need damage
m_flDamage = sk_plr_dmg_crossbow.GetFloat();
}
#endif
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
CCrossbowBolt::~CCrossbowBolt( void )
{
if ( m_pGlowSprite )
{
UTIL_Remove( m_pGlowSprite );
}
}
//-----------------------------------------------------------------------------
// Purpose:
// Output : Returns true on success, false on failure.
//-----------------------------------------------------------------------------
bool CCrossbowBolt::CreateVPhysics( void )
{
// Create the object in the physics system
VPhysicsInitNormal( SOLID_BBOX, FSOLID_NOT_STANDABLE, false );
return true;
}
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
unsigned int CCrossbowBolt::PhysicsSolidMaskForEntity() const
{
return ( BaseClass::PhysicsSolidMaskForEntity() | CONTENTS_HITBOX ) & ~CONTENTS_GRATE;
}
//-----------------------------------------------------------------------------
// Purpose:
// Output : Returns true on success, false on failure.
//-----------------------------------------------------------------------------
bool CCrossbowBolt::CreateSprites( void )
{
// Start up the eye glow
m_pGlowSprite = CSprite::SpriteCreate( "sprites/light_glow02_noz.vmt", GetLocalOrigin(), false );
if ( m_pGlowSprite != NULL )
{
m_pGlowSprite->FollowEntity( this );
m_pGlowSprite->SetTransparency( kRenderGlow, 255, 255, 255, 128, kRenderFxNoDissipation );
m_pGlowSprite->SetScale( 0.2f );
m_pGlowSprite->TurnOff();
}
return true;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CCrossbowBolt::Spawn( void )
{
Precache( );
SetModel( "models/crossbow_bolt.mdl" );
SetMoveType( MOVETYPE_FLYGRAVITY, MOVECOLLIDE_FLY_CUSTOM );
UTIL_SetSize( this, -Vector(0.3f,0.3f,0.3f), Vector(0.3f,0.3f,0.3f) );
SetSolid( SOLID_BBOX );
SetGravity( 0.05f );
// Make sure we're updated if we're underwater
UpdateWaterState();
SetTouch( &CCrossbowBolt::BoltTouch );
SetThink( &CCrossbowBolt::BubbleThink );
SetNextThink( gpGlobals->curtime + 0.1f );
CreateSprites();
// Make us glow until we've hit the wall
m_nSkin = BOLT_SKIN_GLOW;
}
void CCrossbowBolt::Precache( void )
{
PrecacheModel( BOLT_MODEL );
// This is used by C_TEStickyBolt, despte being different from above!!!
PrecacheModel( "models/crossbow_bolt.mdl" );
PrecacheModel( "sprites/light_glow02_noz.vmt" );
}
#ifdef MAPBASE
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CCrossbowBolt::InputSetDamage( inputdata_t &inputdata )
{
m_flDamage = inputdata.value.Float();
}
#endif
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
void CCrossbowBolt::BoltTouch( CBaseEntity *pOther )
{
if ( pOther->IsSolidFlagSet(FSOLID_VOLUME_CONTENTS | FSOLID_TRIGGER) )
{
// Some NPCs are triggers that can take damage (like antlion grubs). We should hit them.
#ifdef MAPBASE
// But some physics objects that are also triggers (like weapons) shouldn't go through this check.
//
// Note: rpg_missile has the same code, except it properly accounts for weapons in a different way.
// This was discovered after I implemented this and both work fine, but if this ever causes problems,
// use rpg_missile's implementation:
//
// if ( pOther->IsSolidFlagSet(FSOLID_TRIGGER|FSOLID_VOLUME_CONTENTS) && pOther->GetCollisionGroup() != COLLISION_GROUP_WEAPON )
//
if ( pOther->GetMoveType() == MOVETYPE_NONE && (( pOther->m_takedamage == DAMAGE_NO ) || ( pOther->m_takedamage == DAMAGE_EVENTS_ONLY )) )
#else
if ( ( pOther->m_takedamage == DAMAGE_NO ) || ( pOther->m_takedamage == DAMAGE_EVENTS_ONLY ) )
#endif
return;
}
if ( pOther->m_takedamage != DAMAGE_NO )
{
trace_t tr, tr2;
tr = BaseClass::GetTouchTrace();
Vector vecNormalizedVel = GetAbsVelocity();
ClearMultiDamage();
VectorNormalize( vecNormalizedVel );
#if defined(HL2_EPISODIC)
//!!!HACKHACK - specific hack for ep2_outland_10 to allow crossbow bolts to pass through her bounding box when she's crouched in front of the player
// (the player thinks they have clear line of sight because Alyx is crouching, but her BBOx is still full-height and blocks crossbow bolts.
if( GetOwnerEntity() && GetOwnerEntity()->IsPlayer() && pOther->Classify() == CLASS_PLAYER_ALLY_VITAL && FStrEq(STRING(gpGlobals->mapname), "ep2_outland_10") )
{
// Change the owner to stop further collisions with Alyx. We do this by making her the owner.
// The player won't get credit for this kill but at least the bolt won't magically disappear!
SetOwnerEntity( pOther );
return;
}
#endif//HL2_EPISODIC
#ifdef MAPBASE
if (weapon_crossbow_new_hit_locations.GetInt() > 0)
{
// A very experimental and weird way of getting a crossbow bolt to deal accurate knockback.
CBaseAnimating *pOtherAnimating = pOther->GetBaseAnimating();
if (pOtherAnimating && pOtherAnimating->GetModelPtr() && pOtherAnimating->GetModelPtr()->numbones() > 1)
{
int iClosestBone = -1;
float flCurDistSqr = Square(128.0f);
matrix3x4_t bonetoworld;
Vector vecBonePos;
for (int i = 0; i < pOtherAnimating->GetModelPtr()->numbones(); i++)
{
pOtherAnimating->GetBoneTransform( i, bonetoworld );
MatrixPosition( bonetoworld, vecBonePos );
float flDist = vecBonePos.DistToSqr(GetLocalOrigin());
if (flDist < flCurDistSqr)
{
iClosestBone = i;
flCurDistSqr = flDist;
}
}
if (iClosestBone != -1)
{
tr.physicsbone = pOtherAnimating->GetPhysicsBone(iClosestBone);
}
}
}
#endif
if( GetOwnerEntity() && GetOwnerEntity()->IsPlayer() && pOther->IsNPC() )
{
#ifdef MAPBASE
CTakeDamageInfo dmgInfo( this, GetOwnerEntity(), m_flDamage, DMG_NEVERGIB );
#else
CTakeDamageInfo dmgInfo( this, GetOwnerEntity(), sk_plr_dmg_crossbow.GetFloat(), DMG_NEVERGIB );
#endif
dmgInfo.AdjustPlayerDamageInflictedForSkillLevel();
CalculateMeleeDamageForce( &dmgInfo, vecNormalizedVel, tr.endpos, 0.7f );
dmgInfo.SetDamagePosition( tr.endpos );
pOther->DispatchTraceAttack( dmgInfo, vecNormalizedVel, &tr );
CBasePlayer *pPlayer = ToBasePlayer( GetOwnerEntity() );
if ( pPlayer )
{
gamestats->Event_WeaponHit( pPlayer, true, "weapon_crossbow", dmgInfo );
}
}
else
{
#ifdef MAPBASE
CTakeDamageInfo dmgInfo( this, GetOwnerEntity(), m_flDamage, DMG_BULLET | DMG_NEVERGIB );
#else
CTakeDamageInfo dmgInfo( this, GetOwnerEntity(), sk_plr_dmg_crossbow.GetFloat(), DMG_BULLET | DMG_NEVERGIB );
#endif
CalculateMeleeDamageForce( &dmgInfo, vecNormalizedVel, tr.endpos, 0.7f );
dmgInfo.SetDamagePosition( tr.endpos );
pOther->DispatchTraceAttack( dmgInfo, vecNormalizedVel, &tr );
}
ApplyMultiDamage();
//Adrian: keep going through the glass.
if ( pOther->GetCollisionGroup() == COLLISION_GROUP_BREAKABLE_GLASS )
return;
if ( !pOther->IsAlive() )
{
// We killed it!
const surfacedata_t *pdata = physprops->GetSurfaceData( tr.surface.surfaceProps );
if ( pdata->game.material == CHAR_TEX_GLASS )
{
return;
}
}
SetAbsVelocity( Vector( 0, 0, 0 ) );
// play body "thwack" sound
EmitSound( "Weapon_Crossbow.BoltHitBody" );
Vector vForward;
AngleVectors( GetAbsAngles(), &vForward );
VectorNormalize ( vForward );
UTIL_TraceLine( GetAbsOrigin(), GetAbsOrigin() + vForward * 128, MASK_BLOCKLOS, pOther, COLLISION_GROUP_NONE, &tr2 );
if ( tr2.fraction != 1.0f )
{
// NDebugOverlay::Box( tr2.endpos, Vector( -16, -16, -16 ), Vector( 16, 16, 16 ), 0, 255, 0, 0, 10 );
// NDebugOverlay::Box( GetAbsOrigin(), Vector( -16, -16, -16 ), Vector( 16, 16, 16 ), 0, 0, 255, 0, 10 );
if ( tr2.m_pEnt == NULL || ( tr2.m_pEnt && tr2.m_pEnt->GetMoveType() == MOVETYPE_NONE ) )
{
CEffectData data;
data.m_vOrigin = tr2.endpos;
data.m_vNormal = vForward;
data.m_nEntIndex = tr2.fraction != 1.0f;
DispatchEffect( "BoltImpact", data );
}
}
SetTouch( NULL );
SetThink( NULL );
if ( !g_pGameRules->IsMultiplayer() )
{
UTIL_Remove( this );
}
}
else
{
trace_t tr;
tr = BaseClass::GetTouchTrace();
// See if we struck the world
if ( pOther->GetMoveType() == MOVETYPE_NONE && !( tr.surface.flags & SURF_SKY ) )
{
EmitSound( "Weapon_Crossbow.BoltHitWorld" );
// if what we hit is static architecture, can stay around for a while.
Vector vecDir = GetAbsVelocity();
float speed = VectorNormalize( vecDir );
// See if we should reflect off this surface
float hitDot = DotProduct( tr.plane.normal, -vecDir );
if ( ( hitDot < 0.5f ) && ( speed > 100 ) )
{
Vector vReflection = 2.0f * tr.plane.normal * hitDot + vecDir;
QAngle reflectAngles;
VectorAngles( vReflection, reflectAngles );
SetLocalAngles( reflectAngles );
SetAbsVelocity( vReflection * speed * 0.75f );
// Start to sink faster
SetGravity( 1.0f );
}
else
{
SetThink( &CCrossbowBolt::SUB_Remove );
SetNextThink( gpGlobals->curtime + 2.0f );
//FIXME: We actually want to stick (with hierarchy) to what we've hit
SetMoveType( MOVETYPE_NONE );
Vector vForward;
AngleVectors( GetAbsAngles(), &vForward );
VectorNormalize ( vForward );
CEffectData data;
data.m_vOrigin = tr.endpos;
data.m_vNormal = vForward;
data.m_nEntIndex = 0;
DispatchEffect( "BoltImpact", data );
UTIL_ImpactTrace( &tr, DMG_BULLET );
AddEffects( EF_NODRAW );
SetTouch( NULL );
SetThink( &CCrossbowBolt::SUB_Remove );
SetNextThink( gpGlobals->curtime + 2.0f );
if ( m_pGlowSprite != NULL )
{
m_pGlowSprite->TurnOn();
m_pGlowSprite->FadeAndDie( 3.0f );
}
}
// Shoot some sparks
if ( UTIL_PointContents( GetAbsOrigin() ) != CONTENTS_WATER)
{
g_pEffects->Sparks( GetAbsOrigin() );
}
}
else
{
// Put a mark unless we've hit the sky
if ( ( tr.surface.flags & SURF_SKY ) == false )
{
UTIL_ImpactTrace( &tr, DMG_BULLET );
}
UTIL_Remove( this );
}
}
if ( g_pGameRules->IsMultiplayer() )
{
// SetThink( &CCrossbowBolt::ExplodeThink );
// SetNextThink( gpGlobals->curtime + 0.1f );
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CCrossbowBolt::BubbleThink( void )
{
QAngle angNewAngles;
VectorAngles( GetAbsVelocity(), angNewAngles );
SetAbsAngles( angNewAngles );
SetNextThink( gpGlobals->curtime + 0.1f );
// Make danger sounds out in front of me, to scare snipers back into their hole
CSoundEnt::InsertSound( SOUND_DANGER_SNIPERONLY, GetAbsOrigin() + GetAbsVelocity() * 0.2, 120.0f, 0.5f, this, SOUNDENT_CHANNEL_REPEATED_DANGER );
if ( GetWaterLevel() == 0 )
return;
UTIL_BubbleTrail( GetAbsOrigin() - GetAbsVelocity() * 0.1f, GetAbsOrigin(), 5 );
}
//-----------------------------------------------------------------------------
// CWeaponCrossbow
//-----------------------------------------------------------------------------
class CWeaponCrossbow : public CBaseHLCombatWeapon
{
DECLARE_CLASS( CWeaponCrossbow, CBaseHLCombatWeapon );
public:
CWeaponCrossbow( void );
virtual void Precache( void );
virtual void PrimaryAttack( void );
virtual void SecondaryAttack( void );
virtual bool Deploy( void );
virtual void Drop( const Vector &vecVelocity );
virtual bool Holster( CBaseCombatWeapon *pSwitchingTo = NULL );
virtual bool Reload( void );
#ifdef MAPBASE
virtual void Reload_NPC( bool bPlaySound = true );
#endif
virtual void ItemPostFrame( void );
virtual void ItemBusyFrame( void );
virtual void Operator_HandleAnimEvent( animevent_t *pEvent, CBaseCombatCharacter *pOperator );
#ifdef MAPBASE
virtual void Operator_ForceNPCFire( CBaseCombatCharacter *pOperator, bool bSecondary );
#endif
virtual bool SendWeaponAnim( int iActivity );
virtual bool IsWeaponZoomed() { return m_bInZoom; }
bool ShouldDisplayHUDHint() { return true; }
#ifdef MAPBASE
int CapabilitiesGet( void ) { return bits_CAP_WEAPON_RANGE_ATTACK1; }
virtual int GetMinBurst() { return 1; }
virtual int GetMaxBurst() { return 1; }
virtual float GetMinRestTime( void ) { return 3.0f; } // 1.5f
virtual float GetMaxRestTime( void ) { return 3.0f; } // 2.0f
virtual float GetFireRate( void ) { return 5.0f; }
virtual const Vector& GetBulletSpread( void )
{
static Vector cone = VECTOR_CONE_15DEGREES;
if (!GetOwner() || !GetOwner()->IsNPC())
return cone;
static Vector NPCCone = VECTOR_CONE_5DEGREES;
return NPCCone;
}
#endif
DECLARE_SERVERCLASS();
DECLARE_DATADESC();
#ifdef MAPBASE
DECLARE_ACTTABLE();
#endif
private:
void StopEffects( void );
void SetSkin( int skinNum );
void CheckZoomToggle( void );
void FireBolt( void );
#ifdef MAPBASE
void SetBolt( int iSetting );
void FireNPCBolt( CAI_BaseNPC *pOwner, Vector &vecShootOrigin, Vector &vecShootDir );
#endif
void ToggleZoom( void );
// Various states for the crossbow's charger
enum ChargerState_t
{
CHARGER_STATE_START_LOAD,
CHARGER_STATE_START_CHARGE,
CHARGER_STATE_READY,
CHARGER_STATE_DISCHARGE,
CHARGER_STATE_OFF,
};
void CreateChargerEffects( void );
void SetChargerState( ChargerState_t state );
void DoLoadEffect( void );
private:
// Charger effects
ChargerState_t m_nChargeState;
CHandle<CSprite> m_hChargerSprite;
bool m_bInZoom;
bool m_bMustReload;
};
LINK_ENTITY_TO_CLASS( weapon_crossbow, CWeaponCrossbow );
PRECACHE_WEAPON_REGISTER( weapon_crossbow );
IMPLEMENT_SERVERCLASS_ST( CWeaponCrossbow, DT_WeaponCrossbow )
END_SEND_TABLE()
BEGIN_DATADESC( CWeaponCrossbow )
DEFINE_FIELD( m_bInZoom, FIELD_BOOLEAN ),
DEFINE_FIELD( m_bMustReload, FIELD_BOOLEAN ),
DEFINE_FIELD( m_nChargeState, FIELD_INTEGER ),
DEFINE_FIELD( m_hChargerSprite, FIELD_EHANDLE ),
END_DATADESC()
#ifdef MAPBASE
acttable_t CWeaponCrossbow::m_acttable[] =
{
#ifdef EXPANDED_HL2_WEAPON_ACTIVITIES
{ ACT_RANGE_ATTACK1, ACT_RANGE_ATTACK_CROSSBOW, true },
{ ACT_RELOAD, ACT_RELOAD_CROSSBOW, true },
{ ACT_IDLE, ACT_IDLE_CROSSBOW, true },
{ ACT_IDLE_ANGRY, ACT_IDLE_ANGRY_CROSSBOW, true },
// Readiness activities (not aiming)
{ ACT_IDLE_RELAXED, ACT_IDLE_CROSSBOW_RELAXED, false },//never aims
{ ACT_IDLE_STIMULATED, ACT_IDLE_CROSSBOW_STIMULATED, false },
{ ACT_IDLE_AGITATED, ACT_IDLE_ANGRY_CROSSBOW, false },//always aims
{ ACT_WALK_RELAXED, ACT_WALK_CROSSBOW_RELAXED, false },//never aims
{ ACT_WALK_STIMULATED, ACT_WALK_CROSSBOW_STIMULATED, false },
{ ACT_WALK_AGITATED, ACT_WALK_AIM_CROSSBOW, false },//always aims
{ ACT_RUN_RELAXED, ACT_RUN_CROSSBOW_RELAXED, false },//never aims
{ ACT_RUN_STIMULATED, ACT_RUN_CROSSBOW_STIMULATED, false },
{ ACT_RUN_AGITATED, ACT_RUN_AIM_CROSSBOW, false },//always aims
// Readiness activities (aiming)
{ ACT_IDLE_AIM_RELAXED, ACT_IDLE_CROSSBOW_RELAXED, false },//never aims
{ ACT_IDLE_AIM_STIMULATED, ACT_IDLE_AIM_CROSSBOW_STIMULATED, false },
{ ACT_IDLE_AIM_AGITATED, ACT_IDLE_ANGRY_CROSSBOW, false },//always aims
{ ACT_WALK_AIM_RELAXED, ACT_WALK_CROSSBOW_RELAXED, false },//never aims
{ ACT_WALK_AIM_STIMULATED, ACT_WALK_AIM_CROSSBOW_STIMULATED, false },
{ ACT_WALK_AIM_AGITATED, ACT_WALK_AIM_CROSSBOW, false },//always aims
{ ACT_RUN_AIM_RELAXED, ACT_RUN_CROSSBOW_RELAXED, false },//never aims
{ ACT_RUN_AIM_STIMULATED, ACT_RUN_AIM_CROSSBOW_STIMULATED, false },
{ ACT_RUN_AIM_AGITATED, ACT_RUN_AIM_CROSSBOW, false },//always aims
//End readiness activities
{ ACT_WALK, ACT_WALK_CROSSBOW, true },
{ ACT_WALK_AIM, ACT_WALK_AIM_CROSSBOW, true },
{ ACT_WALK_CROUCH, ACT_WALK_CROUCH_RIFLE, true },
{ ACT_WALK_CROUCH_AIM, ACT_WALK_CROUCH_AIM_RIFLE, true },
{ ACT_RUN, ACT_RUN_CROSSBOW, true },
{ ACT_RUN_AIM, ACT_RUN_AIM_CROSSBOW, true },
{ ACT_RUN_CROUCH, ACT_RUN_CROUCH_RIFLE, true },
{ ACT_RUN_CROUCH_AIM, ACT_RUN_CROUCH_AIM_RIFLE, true },
{ ACT_GESTURE_RANGE_ATTACK1, ACT_GESTURE_RANGE_ATTACK_CROSSBOW, true },
{ ACT_RANGE_ATTACK1_LOW, ACT_RANGE_ATTACK_CROSSBOW_LOW, true },
{ ACT_COVER_LOW, ACT_COVER_CROSSBOW_LOW, false },
{ ACT_RANGE_AIM_LOW, ACT_RANGE_AIM_CROSSBOW_LOW, false },
{ ACT_RELOAD_LOW, ACT_RELOAD_CROSSBOW_LOW, false },
{ ACT_GESTURE_RELOAD, ACT_GESTURE_RELOAD_CROSSBOW, true },
{ ACT_ARM, ACT_ARM_RIFLE, false },
{ ACT_DISARM, ACT_DISARM_RIFLE, false },
#else
{ ACT_RANGE_ATTACK1, ACT_RANGE_ATTACK_SMG1, true },
{ ACT_RELOAD, ACT_RELOAD_SMG1, true },
{ ACT_IDLE, ACT_IDLE_SMG1, true },
{ ACT_IDLE_ANGRY, ACT_IDLE_ANGRY_SMG1, true },
{ ACT_WALK, ACT_WALK_RIFLE, true },
{ ACT_WALK_AIM, ACT_WALK_AIM_RIFLE, true },
// Readiness activities (not aiming)
{ ACT_IDLE_RELAXED, ACT_IDLE_SMG1_RELAXED, false },//never aims
{ ACT_IDLE_STIMULATED, ACT_IDLE_SMG1_STIMULATED, false },
{ ACT_IDLE_AGITATED, ACT_IDLE_ANGRY_SMG1, false },//always aims
{ ACT_WALK_RELAXED, ACT_WALK_RIFLE_RELAXED, false },//never aims
{ ACT_WALK_STIMULATED, ACT_WALK_RIFLE_STIMULATED, false },
{ ACT_WALK_AGITATED, ACT_WALK_AIM_RIFLE, false },//always aims
{ ACT_RUN_RELAXED, ACT_RUN_RIFLE_RELAXED, false },//never aims
{ ACT_RUN_STIMULATED, ACT_RUN_RIFLE_STIMULATED, false },
{ ACT_RUN_AGITATED, ACT_RUN_AIM_RIFLE, false },//always aims
// Readiness activities (aiming)
{ ACT_IDLE_AIM_RELAXED, ACT_IDLE_SMG1_RELAXED, false },//never aims
{ ACT_IDLE_AIM_STIMULATED, ACT_IDLE_AIM_RIFLE_STIMULATED, false },
{ ACT_IDLE_AIM_AGITATED, ACT_IDLE_ANGRY_SMG1, false },//always aims
{ ACT_WALK_AIM_RELAXED, ACT_WALK_RIFLE_RELAXED, false },//never aims
{ ACT_WALK_AIM_STIMULATED, ACT_WALK_AIM_RIFLE_STIMULATED, false },
{ ACT_WALK_AIM_AGITATED, ACT_WALK_AIM_RIFLE, false },//always aims
{ ACT_RUN_AIM_RELAXED, ACT_RUN_RIFLE_RELAXED, false },//never aims
{ ACT_RUN_AIM_STIMULATED, ACT_RUN_AIM_RIFLE_STIMULATED, false },
{ ACT_RUN_AIM_AGITATED, ACT_RUN_AIM_RIFLE, false },//always aims
//End readiness activities
{ ACT_WALK_AIM, ACT_WALK_AIM_RIFLE, true },
{ ACT_WALK_CROUCH, ACT_WALK_CROUCH_RIFLE, true },
{ ACT_WALK_CROUCH_AIM, ACT_WALK_CROUCH_AIM_RIFLE, true },
{ ACT_RUN, ACT_RUN_RIFLE, true },
{ ACT_RUN_AIM, ACT_RUN_AIM_RIFLE, true },
{ ACT_RUN_CROUCH, ACT_RUN_CROUCH_RIFLE, true },
{ ACT_RUN_CROUCH_AIM, ACT_RUN_CROUCH_AIM_RIFLE, true },
{ ACT_GESTURE_RANGE_ATTACK1, ACT_GESTURE_RANGE_ATTACK_SMG1, true },
{ ACT_RANGE_ATTACK1_LOW, ACT_RANGE_ATTACK_SMG1_LOW, true },
{ ACT_COVER_LOW, ACT_COVER_SMG1_LOW, false },
{ ACT_RANGE_AIM_LOW, ACT_RANGE_AIM_SMG1_LOW, false },
{ ACT_RELOAD_LOW, ACT_RELOAD_SMG1_LOW, false },
{ ACT_GESTURE_RELOAD, ACT_GESTURE_RELOAD_SMG1, true },
#endif
#ifdef EXPANDED_HL2_COVER_ACTIVITIES
{ ACT_RANGE_AIM_MED, ACT_RANGE_AIM_CROSSBOW_MED, false },
{ ACT_RANGE_ATTACK1_MED, ACT_RANGE_ATTACK_CROSSBOW_MED, false },
#endif
#ifdef MAPBASE
// HL2:DM activities (for third-person animations in SP)
{ ACT_HL2MP_IDLE, ACT_HL2MP_IDLE_CROSSBOW, false },
{ ACT_HL2MP_RUN, ACT_HL2MP_RUN_CROSSBOW, false },
{ ACT_HL2MP_IDLE_CROUCH, ACT_HL2MP_IDLE_CROUCH_CROSSBOW, false },
{ ACT_HL2MP_WALK_CROUCH, ACT_HL2MP_WALK_CROUCH_CROSSBOW, false },
{ ACT_HL2MP_GESTURE_RANGE_ATTACK, ACT_HL2MP_GESTURE_RANGE_ATTACK_CROSSBOW, false },
{ ACT_HL2MP_GESTURE_RELOAD, ACT_HL2MP_GESTURE_RELOAD_CROSSBOW, false },
{ ACT_HL2MP_JUMP, ACT_HL2MP_JUMP_CROSSBOW, false },
#ifdef EXPANDED_HL2DM_ACTIVITIES
{ ACT_HL2MP_WALK, ACT_HL2MP_WALK_CROSSBOW, false },
{ ACT_HL2MP_GESTURE_RANGE_ATTACK2, ACT_HL2MP_GESTURE_RANGE_ATTACK2_CROSSBOW, false },
#endif
#endif
};
IMPLEMENT_ACTTABLE(CWeaponCrossbow);
#endif
//-----------------------------------------------------------------------------
// Purpose: Constructor
//-----------------------------------------------------------------------------
CWeaponCrossbow::CWeaponCrossbow( void )
{
m_bReloadsSingly = true;
m_bFiresUnderwater = true;
m_bAltFiresUnderwater = true;
m_bInZoom = false;
m_bMustReload = false;
#ifdef MAPBASE
m_fMinRange1 = 24;
m_fMaxRange1 = 5000;
m_fMinRange2 = 24;
m_fMaxRange2 = 5000;
#endif
}
#define CROSSBOW_GLOW_SPRITE "sprites/light_glow02_noz.vmt"
#define CROSSBOW_GLOW_SPRITE2 "sprites/blueflare1.vmt"
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CWeaponCrossbow::Precache( void )
{
UTIL_PrecacheOther( "crossbow_bolt" );
PrecacheScriptSound( "Weapon_Crossbow.BoltHitBody" );
PrecacheScriptSound( "Weapon_Crossbow.BoltHitWorld" );
PrecacheScriptSound( "Weapon_Crossbow.BoltSkewer" );
PrecacheModel( CROSSBOW_GLOW_SPRITE );
PrecacheModel( CROSSBOW_GLOW_SPRITE2 );
BaseClass::Precache();
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CWeaponCrossbow::PrimaryAttack( void )
{
if ( m_bInZoom && g_pGameRules->IsMultiplayer() )
{
// FireSniperBolt();
FireBolt();
}
else
{
FireBolt();
}
// Signal a reload
m_bMustReload = true;
SetWeaponIdleTime( gpGlobals->curtime + SequenceDuration( ACT_VM_PRIMARYATTACK ) );
CBasePlayer *pPlayer = ToBasePlayer( GetOwner() );
if ( pPlayer )
{
m_iPrimaryAttacks++;
gamestats->Event_WeaponFired( pPlayer, true, GetClassname() );
#ifdef MAPBASE
pPlayer->SetAnimation( PLAYER_ATTACK1 );
#endif
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CWeaponCrossbow::SecondaryAttack( void )
{
//NOTENOTE: The zooming is handled by the post/busy frames
}
//-----------------------------------------------------------------------------
// Purpose:
// Output : Returns true on success, false on failure.
//-----------------------------------------------------------------------------
bool CWeaponCrossbow::Reload( void )
{
if ( BaseClass::Reload() )
{
m_bMustReload = false;
return true;
}
return false;
}
#ifdef MAPBASE
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CWeaponCrossbow::Reload_NPC( bool bPlaySound )
{
BaseClass::Reload_NPC( bPlaySound );
SetBolt( 0 );
}
#endif
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CWeaponCrossbow::CheckZoomToggle( void )
{
CBasePlayer *pPlayer = ToBasePlayer( GetOwner() );
if ( pPlayer->m_afButtonPressed & IN_ATTACK2 )
{
ToggleZoom();
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CWeaponCrossbow::ItemBusyFrame( void )
{
// Allow zoom toggling even when we're reloading
CheckZoomToggle();
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CWeaponCrossbow::ItemPostFrame( void )
{
// Allow zoom toggling
CheckZoomToggle();
if ( m_bMustReload && HasWeaponIdleTimeElapsed() )
{
Reload();
}
BaseClass::ItemPostFrame();
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CWeaponCrossbow::FireBolt( void )
{
if ( m_iClip1 <= 0 )
{
if ( !m_bFireOnEmpty )
{
Reload();
}
else
{
WeaponSound( EMPTY );
m_flNextPrimaryAttack = 0.15;
}
return;
}
CBasePlayer *pOwner = ToBasePlayer( GetOwner() );
if ( pOwner == NULL )
return;
pOwner->RumbleEffect( RUMBLE_357, 0, RUMBLE_FLAG_RESTART );
Vector vecAiming = pOwner->GetAutoaimVector( 0 );
Vector vecSrc = pOwner->Weapon_ShootPosition();
QAngle angAiming;
VectorAngles( vecAiming, angAiming );
#if defined(HL2_EPISODIC)
// !!!HACK - the other piece of the Alyx crossbow bolt hack for Outland_10 (see ::BoltTouch() for more detail)
if( FStrEq(STRING(gpGlobals->mapname), "ep2_outland_10") )
{
trace_t tr;
UTIL_TraceLine( vecSrc, vecSrc + vecAiming * 24.0f, MASK_SOLID, pOwner, COLLISION_GROUP_NONE, &tr );
if( tr.m_pEnt != NULL && tr.m_pEnt->Classify() == CLASS_PLAYER_ALLY_VITAL )
{
// If Alyx is right in front of the player, make sure the bolt starts outside of the player's BBOX, or the bolt
// will instantly collide with the player after the owner of the bolt is switched to Alyx in ::BoltTouch(). We
// avoid this altogether by making it impossible for the bolt to collide with the player.
vecSrc += vecAiming * 24.0f;
}
}
#endif
CCrossbowBolt *pBolt = CCrossbowBolt::BoltCreate( vecSrc, angAiming, pOwner );
if ( pOwner->GetWaterLevel() == 3 )
{
pBolt->SetAbsVelocity( vecAiming * BOLT_WATER_VELOCITY );
}
else
{
pBolt->SetAbsVelocity( vecAiming * BOLT_AIR_VELOCITY );
}
m_iClip1--;
#ifdef MAPBASE
SetBolt( 1 );
#endif
pOwner->ViewPunch( QAngle( -2, 0, 0 ) );
WeaponSound( SINGLE );
WeaponSound( SPECIAL2 );
CSoundEnt::InsertSound( SOUND_COMBAT, GetAbsOrigin(), 200, 0.2 );
SendWeaponAnim( ACT_VM_PRIMARYATTACK );
if ( !m_iClip1 && pOwner->GetAmmoCount( m_iPrimaryAmmoType ) <= 0 )
{
// HEV suit - indicate out of ammo condition
pOwner->SetSuitUpdate("!HEV_AMO0", FALSE, 0);
}
m_flNextPrimaryAttack = m_flNextSecondaryAttack = gpGlobals->curtime + 0.75;
DoLoadEffect();
SetChargerState( CHARGER_STATE_DISCHARGE );
}
#ifdef MAPBASE
//-----------------------------------------------------------------------------
// Purpose: Sets whether or not the bolt is visible
//-----------------------------------------------------------------------------
inline void CWeaponCrossbow::SetBolt( int iSetting )
{
int iBody = FindBodygroupByName( "bolt" );
if (iBody != -1 || (GetOwner() && GetOwner()->IsPlayer())) // HACKHACK: Player models check the viewmodel instead of the worldmodel, so we have to do this manually
SetBodygroup( iBody, iSetting );
else
m_nSkin = iSetting;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CWeaponCrossbow::FireNPCBolt( CAI_BaseNPC *pOwner, Vector &vecShootOrigin, Vector &vecShootDir )
{
Assert(pOwner);
QAngle angAiming;
VectorAngles( vecShootDir, angAiming );
CCrossbowBolt *pBolt = CCrossbowBolt::BoltCreate( vecShootOrigin, angAiming, pOwner );
if ( pOwner->GetWaterLevel() == 3 )
{
pBolt->SetAbsVelocity( vecShootDir * BOLT_WATER_VELOCITY );
}
else
{
pBolt->SetAbsVelocity( vecShootDir * BOLT_AIR_VELOCITY );
}
m_iClip1--;
SetBolt( 1 );
WeaponSound( SINGLE_NPC );
WeaponSound( SPECIAL2 );
CSoundEnt::InsertSound( SOUND_COMBAT, GetAbsOrigin(), 200, 0.2 );
m_flNextPrimaryAttack = m_flNextSecondaryAttack = gpGlobals->curtime + 2.5f;
SetSkin( BOLT_SKIN_GLOW );
SetChargerState( CHARGER_STATE_DISCHARGE );
}
#endif
//-----------------------------------------------------------------------------
// Purpose:
// Output : Returns true on success, false on failure.
//-----------------------------------------------------------------------------
bool CWeaponCrossbow::Deploy( void )
{
if ( m_iClip1 <= 0 )
{
#ifdef MAPBASE
SetBolt( 1 );
#endif
return DefaultDeploy( (char*)GetViewModel(), (char*)GetWorldModel(), ACT_CROSSBOW_DRAW_UNLOADED, (char*)GetAnimPrefix() );
}
SetSkin( BOLT_SKIN_GLOW );
#ifdef MAPBASE
SetBolt( 0 );
#endif
return BaseClass::Deploy();
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : *pSwitchingTo -
// Output : Returns true on success, false on failure.
//-----------------------------------------------------------------------------
bool CWeaponCrossbow::Holster( CBaseCombatWeapon *pSwitchingTo )
{
StopEffects();
return BaseClass::Holster( pSwitchingTo );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CWeaponCrossbow::ToggleZoom( void )
{
CBasePlayer *pPlayer = ToBasePlayer( GetOwner() );
if ( pPlayer == NULL )
return;
if ( m_bInZoom )
{
if ( pPlayer->SetFOV( this, 0, 0.2f ) )
{
m_bInZoom = false;
}
}
else
{
if ( pPlayer->SetFOV( this, 20, 0.1f ) )
{
m_bInZoom = true;
}
}
}
#define BOLT_TIP_ATTACHMENT 2
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CWeaponCrossbow::CreateChargerEffects( void )
{
CBasePlayer *pOwner = ToBasePlayer( GetOwner() );
#ifdef MAPBASE
if ( m_hChargerSprite != NULL || pOwner == NULL )
#else
if ( m_hChargerSprite != NULL )
#endif
return;
m_hChargerSprite = CSprite::SpriteCreate( CROSSBOW_GLOW_SPRITE, GetAbsOrigin(), false );
if ( m_hChargerSprite )
{
m_hChargerSprite->SetAttachment( pOwner->GetViewModel(), BOLT_TIP_ATTACHMENT );
m_hChargerSprite->SetTransparency( kRenderTransAdd, 255, 128, 0, 255, kRenderFxNoDissipation );
m_hChargerSprite->SetBrightness( 0 );
m_hChargerSprite->SetScale( 0.1f );
m_hChargerSprite->TurnOff();
}
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : skinNum -
//-----------------------------------------------------------------------------
void CWeaponCrossbow::SetSkin( int skinNum )
{
CBasePlayer *pOwner = ToBasePlayer( GetOwner() );
if ( pOwner == NULL )
return;
CBaseViewModel *pViewModel = pOwner->GetViewModel();
if ( pViewModel == NULL )
return;
pViewModel->m_nSkin = skinNum;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CWeaponCrossbow::DoLoadEffect( void )
{
SetSkin( BOLT_SKIN_GLOW );
CBasePlayer *pOwner = ToBasePlayer( GetOwner() );
if ( pOwner == NULL )
return;
CBaseViewModel *pViewModel = pOwner->GetViewModel();
if ( pViewModel == NULL )
return;
CEffectData data;
data.m_nEntIndex = pViewModel->entindex();
data.m_nAttachmentIndex = 1;
DispatchEffect( "CrossbowLoad", data );
CSprite *pBlast = CSprite::SpriteCreate( CROSSBOW_GLOW_SPRITE2, GetAbsOrigin(), false );
if ( pBlast )
{
pBlast->SetAttachment( pOwner->GetViewModel(), 1 );
pBlast->SetTransparency( kRenderTransAdd, 255, 255, 255, 255, kRenderFxNone );
pBlast->SetBrightness( 128 );
pBlast->SetScale( 0.2f );
pBlast->FadeOutFromSpawn();
}
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : state -
//-----------------------------------------------------------------------------
void CWeaponCrossbow::SetChargerState( ChargerState_t state )
{
// Make sure we're setup
CreateChargerEffects();
// Don't do this twice
if ( state == m_nChargeState )
return;
m_nChargeState = state;
switch( m_nChargeState )
{
case CHARGER_STATE_START_LOAD:
WeaponSound( SPECIAL1 );
// Shoot some sparks and draw a beam between the two outer points
DoLoadEffect();
#ifdef MAPBASE
SetBolt( 0 );
#endif
break;
case CHARGER_STATE_START_CHARGE:
{
if ( m_hChargerSprite == NULL )
break;
m_hChargerSprite->SetBrightness( 32, 0.5f );
m_hChargerSprite->SetScale( 0.025f, 0.5f );
m_hChargerSprite->TurnOn();
}
break;
case CHARGER_STATE_READY:
{
// Get fully charged
if ( m_hChargerSprite == NULL )
break;
m_hChargerSprite->SetBrightness( 80, 1.0f );
m_hChargerSprite->SetScale( 0.1f, 0.5f );
m_hChargerSprite->TurnOn();
}
break;
case CHARGER_STATE_DISCHARGE:
{
SetSkin( BOLT_SKIN_NORMAL );
if ( m_hChargerSprite == NULL )
break;
m_hChargerSprite->SetBrightness( 0 );
m_hChargerSprite->TurnOff();
}
break;
case CHARGER_STATE_OFF:
{
SetSkin( BOLT_SKIN_NORMAL );
if ( m_hChargerSprite == NULL )
break;
m_hChargerSprite->SetBrightness( 0 );
m_hChargerSprite->TurnOff();
}
break;
default:
break;
}
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : *pEvent -
// *pOperator -
//-----------------------------------------------------------------------------
void CWeaponCrossbow::Operator_HandleAnimEvent( animevent_t *pEvent, CBaseCombatCharacter *pOperator )
{
switch( pEvent->event )
{
case EVENT_WEAPON_THROW:
SetChargerState( CHARGER_STATE_START_LOAD );
break;
case EVENT_WEAPON_THROW2:
SetChargerState( CHARGER_STATE_START_CHARGE );
break;
case EVENT_WEAPON_THROW3:
SetChargerState( CHARGER_STATE_READY );
break;
#ifdef MAPBASE
case EVENT_WEAPON_SMG1:
{
CAI_BaseNPC *pNPC = pOperator->MyNPCPointer();
Assert(pNPC);
Vector vecSrc = pNPC->Weapon_ShootPosition();
Vector vecAiming = pNPC->GetActualShootTrajectory( vecSrc );
FireNPCBolt( pNPC, vecSrc, vecAiming );
//m_bMustReload = true;
}
break;
#endif
default:
BaseClass::Operator_HandleAnimEvent( pEvent, pOperator );
break;
}
}
#ifdef MAPBASE
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CWeaponCrossbow::Operator_ForceNPCFire( CBaseCombatCharacter *pOperator, bool bSecondary )
{
// Ensure we have enough rounds in the clip
m_iClip1++;
Vector vecShootOrigin, vecShootDir;
QAngle angShootDir;
GetAttachment( LookupAttachment( "muzzle" ), vecShootOrigin, angShootDir );
AngleVectors( angShootDir, &vecShootDir );
FireNPCBolt( pOperator->MyNPCPointer(), vecShootOrigin, vecShootDir );
//m_bMustReload = true;
}
#endif
//-----------------------------------------------------------------------------
// Purpose: Set the desired activity for the weapon and its viewmodel counterpart
// Input : iActivity - activity to play
//-----------------------------------------------------------------------------
bool CWeaponCrossbow::SendWeaponAnim( int iActivity )
{
int newActivity = iActivity;
// The last shot needs a non-loaded activity
if ( ( newActivity == ACT_VM_IDLE ) && ( m_iClip1 <= 0 ) )
{
newActivity = ACT_VM_FIDGET;
}
//For now, just set the ideal activity and be done with it
return BaseClass::SendWeaponAnim( newActivity );
}
//-----------------------------------------------------------------------------
// Purpose: Stop all zooming and special effects on the viewmodel
//-----------------------------------------------------------------------------
void CWeaponCrossbow::StopEffects( void )
{
// Stop zooming
if ( m_bInZoom )
{
ToggleZoom();
}
// Turn off our sprites
SetChargerState( CHARGER_STATE_OFF );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CWeaponCrossbow::Drop( const Vector &vecVelocity )
{
StopEffects();
BaseClass::Drop( vecVelocity );
}