//========= Copyright © 1996-2005, Valve Corporation, All rights reserved. ============// // // Purpose: // //=============================================================================// #include "cbase.h" #include "basehlcombatweapon.h" #include "player.h" #include "gamerules.h" #include "grenade_frag.h" #include "npcevent.h" #include "engine/IEngineSound.h" #include "items.h" #include "in_buttons.h" #include "soundent.h" // Nightfall - amckern - Primed Grenade's #include "hl2_player_shared.h" // memdbgon must be the last include file in a .cpp file!!! #include "tier0/memdbgon.h" #define GRENADE_TIMER 3.0f //Seconds #define GRENADE_PAUSED_NO 0 #define GRENADE_PAUSED_PRIMARY 1 #define GRENADE_PAUSED_SECONDARY 2 // Nightfall - amckern - for primed Grenades cookoff sounds... #define GRENADE_TIMER 3.0f //Seconds #define GRENADE_BLIP_FREQUENCY 1.0f #define GRENADE_BLIP_FAST_FREQUENCY 0.3f #define GRENADE_RADIUS 4.0f // inches //----------------------------------------------------------------------------- // Fragmentation grenades //----------------------------------------------------------------------------- class CWeaponFrag: public CBaseHLCombatWeapon { DECLARE_CLASS( CWeaponFrag, CBaseHLCombatWeapon ); public: DECLARE_SERVERCLASS(); void Precache( void ); void Operator_HandleAnimEvent( animevent_t *pEvent, CBaseCombatCharacter *pOperator ); void PrimaryAttack( void ); void SecondaryAttack( void ); void DecrementAmmo( CBaseCombatCharacter *pOwner ); void ItemPostFrame( void ); bool Deploy( void ); bool Holster( CBaseCombatWeapon *pSwitchingTo = NULL ); int CapabilitiesGet( void ) { return bits_CAP_WEAPON_RANGE_ATTACK1; } bool Reload( void ); private: void ThrowGrenade( CBasePlayer *pPlayer ); void RollGrenade( CBasePlayer *pPlayer ); void LobGrenade( CBasePlayer *pPlayer ); // check a throw from vecSrc. If not valid, move the position back along the line to vecEye void CheckThrowPosition( CBasePlayer *pPlayer, const Vector &vecEye, Vector &vecSrc ); bool m_bRedraw; //Draw the weapon again after throwing a grenade int m_AttackPaused; bool m_fDrawbackFinished; // Nightfall - amckern - cookoff! float m_flCookOffTimer; bool m_bIsCooking; float m_flNextBlipTime; void UpdateFragTimer( void ); DECLARE_ACTTABLE(); DECLARE_DATADESC(); }; // Nightfall - amckern - cookoff! BEGIN_DATADESC( CWeaponFrag ) DEFINE_FIELD( m_bRedraw, FIELD_BOOLEAN ), DEFINE_FIELD( m_AttackPaused, FIELD_INTEGER ), DEFINE_FIELD( m_fDrawbackFinished, FIELD_BOOLEAN ), DEFINE_FIELD( m_flCookOffTimer, FIELD_TIME ), DEFINE_FIELD( m_flNextBlipTime, FIELD_TIME ), DEFINE_FIELD( m_bIsCooking, FIELD_BOOLEAN ), END_DATADESC() acttable_t CWeaponFrag::m_acttable[] = { { ACT_RANGE_ATTACK1, ACT_RANGE_ATTACK_SLAM, true }, }; IMPLEMENT_ACTTABLE(CWeaponFrag); IMPLEMENT_SERVERCLASS_ST(CWeaponFrag, DT_WeaponFrag) END_SEND_TABLE() LINK_ENTITY_TO_CLASS( weapon_frag, CWeaponFrag ); PRECACHE_WEAPON_REGISTER(weapon_frag); //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- void CWeaponFrag::Precache( void ) { BaseClass::Precache(); UTIL_PrecacheOther( "npc_grenade_frag" ); PrecacheScriptSound( "WeaponFrag.Throw" ); PrecacheScriptSound( "WeaponFrag.Roll" ); m_bRedraw = false; } //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- bool CWeaponFrag::Deploy( void ) { m_bRedraw = false; m_fDrawbackFinished = false; // Nightfall - amckern - unset cookoff... m_bIsCooking = false; UpdateFragTimer(); return BaseClass::Deploy(); } //----------------------------------------------------------------------------- // Purpose: // Output : Returns true on success, false on failure. //----------------------------------------------------------------------------- bool CWeaponFrag::Holster( CBaseCombatWeapon *pSwitchingTo ) { m_bRedraw = false; m_fDrawbackFinished = false; return BaseClass::Holster( pSwitchingTo ); } //----------------------------------------------------------------------------- // Purpose: // Input : *pEvent - // *pOperator - //----------------------------------------------------------------------------- void CWeaponFrag::Operator_HandleAnimEvent( animevent_t *pEvent, CBaseCombatCharacter *pOperator ) { CBasePlayer *pOwner = ToBasePlayer( GetOwner() ); bool fThrewGrenade = false; switch( pEvent->event ) { case EVENT_WEAPON_SEQUENCE_FINISHED: m_fDrawbackFinished = true; break; case EVENT_WEAPON_THROW: ThrowGrenade( pOwner ); DecrementAmmo( pOwner ); fThrewGrenade = true; break; case EVENT_WEAPON_THROW2: RollGrenade( pOwner ); DecrementAmmo( pOwner ); fThrewGrenade = true; break; case EVENT_WEAPON_THROW3: LobGrenade( pOwner ); DecrementAmmo( pOwner ); fThrewGrenade = true; break; default: BaseClass::Operator_HandleAnimEvent( pEvent, pOperator ); break; } #define RETHROW_DELAY 0.5 if( fThrewGrenade ) { m_flNextPrimaryAttack = gpGlobals->curtime + RETHROW_DELAY; m_flNextSecondaryAttack = gpGlobals->curtime + RETHROW_DELAY; m_flTimeWeaponIdle = FLT_MAX; //NOTE: This is set once the animation has finished up! // Make a sound designed to scare snipers back into their holes! CBaseCombatCharacter *pOwner = GetOwner(); if( pOwner ) { Vector vecSrc = pOwner->Weapon_ShootPosition(); Vector vecDir; AngleVectors( pOwner->EyeAngles(), &vecDir ); trace_t tr; UTIL_TraceLine( vecSrc, vecSrc + vecDir * 1024, MASK_SOLID_BRUSHONLY, pOwner, COLLISION_GROUP_NONE, &tr ); CSoundEnt::InsertSound( SOUND_DANGER_SNIPERONLY, tr.endpos, 384, 0.2, pOwner ); } } } //----------------------------------------------------------------------------- // Purpose: // Output : Returns true on success, false on failure. //----------------------------------------------------------------------------- bool CWeaponFrag::Reload( void ) { if ( !HasPrimaryAmmo() ) return false; if ( ( m_bRedraw ) && ( m_flNextPrimaryAttack <= gpGlobals->curtime ) && ( m_flNextSecondaryAttack <= gpGlobals->curtime ) ) { //Redraw the weapon SendWeaponAnim( ACT_VM_DRAW ); //Update our times m_flNextPrimaryAttack = gpGlobals->curtime + SequenceDuration(); m_flNextSecondaryAttack = gpGlobals->curtime + SequenceDuration(); m_flTimeWeaponIdle = gpGlobals->curtime + SequenceDuration(); // Nightfall - amckern - unset cookoff... m_bIsCooking = false; //Mark this as done m_bRedraw = false; UpdateFragTimer(); } return true; } //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- void CWeaponFrag::SecondaryAttack( void ) { if ( m_bRedraw || m_fDrawbackFinished || m_bIsCooking ) // Nightfall - amckern - no secondary attack during cookoff return; if ( m_bRedraw ) return; if ( !HasPrimaryAmmo() ) return; CBaseCombatCharacter *pOwner = GetOwner(); if ( pOwner == NULL ) return; CBasePlayer *pPlayer = ToBasePlayer( pOwner ); if ( pPlayer == NULL ) return; // Note that this is a secondary attack and prepare the grenade attack to pause. m_AttackPaused = GRENADE_PAUSED_SECONDARY; SendWeaponAnim( ACT_VM_PULLBACK_LOW ); // Don't let weapon idle interfere in the middle of a throw! m_flTimeWeaponIdle = FLT_MAX; m_flNextSecondaryAttack = FLT_MAX; // If I'm now out of ammo, switch away if ( !HasPrimaryAmmo() ) { pPlayer->SwitchToNextBestWeapon( this ); } } //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- void CWeaponFrag::PrimaryAttack( void ) { if ( m_bRedraw ) return; if ( m_bRedraw || m_fDrawbackFinished || m_bIsCooking ) // Nightfall - amckern - no primary attack during cookoff return; CBaseCombatCharacter *pOwner = GetOwner(); if ( pOwner == NULL ) { return; } CBasePlayer *pPlayer = ToBasePlayer( GetOwner() );; if ( !pPlayer ) return; // Note that this is a primary attack and prepare the grenade attack to pause. m_AttackPaused = GRENADE_PAUSED_PRIMARY; SendWeaponAnim( ACT_VM_PULLBACK_HIGH ); // Put both of these off indefinitely. We do not know how long // the player will hold the grenade. m_flTimeWeaponIdle = FLT_MAX; m_flNextPrimaryAttack = FLT_MAX; // If I'm now out of ammo, switch away if ( !HasPrimaryAmmo() ) { pPlayer->SwitchToNextBestWeapon( this ); } } //----------------------------------------------------------------------------- // Purpose: // Input : *pOwner - //----------------------------------------------------------------------------- void CWeaponFrag::DecrementAmmo( CBaseCombatCharacter *pOwner ) { pOwner->RemoveAmmo( 1, m_iPrimaryAmmoType ); } //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- void CWeaponFrag::ItemPostFrame( void ) { if( m_fDrawbackFinished ) { CBasePlayer *pOwner = ToBasePlayer( GetOwner() ); if (pOwner) { switch( m_AttackPaused ) { case GRENADE_PAUSED_PRIMARY: if( !(pOwner->m_nButtons & IN_ATTACK) ) { if (m_bIsCooking) { // Button released? throw the frag and set the timer if( gpGlobals->curtime > m_flCookOffTimer ) m_flCookOffTimer = 0; else m_flCookOffTimer = m_flCookOffTimer - gpGlobals->curtime; } SendWeaponAnim( ACT_VM_THROW ); m_fDrawbackFinished = false; } else if ( (pOwner->m_nButtons & IN_ATTACK2) && ( pOwner->m_afButtonPressed & IN_ATTACK2 ) ) { // Tapping other key starts cookoff! if (m_bIsCooking) { // Player hit key while grenade cooking -- defuse frag m_bIsCooking = false; m_flCookOffTimer = gpGlobals->curtime; WeaponSound( SPECIAL2 ); } else { // Player hit key while grenade idle -- start cooking! m_bIsCooking = true; m_flCookOffTimer = gpGlobals->curtime + GRENADE_TIMER; m_flNextBlipTime = gpGlobals->curtime + GRENADE_BLIP_FREQUENCY; WeaponSound( RELOAD ); } } else if (m_bIsCooking) { if( gpGlobals->curtime > m_flCookOffTimer ) { // Timer ran out? We set the timer to 0 and throw the frag m_flCookOffTimer = 0; SendWeaponAnim( ACT_VM_THROW ); m_fDrawbackFinished = false; } else if( gpGlobals->curtime > m_flNextBlipTime ) { // Play the chirp sound if (m_flCookOffTimer - gpGlobals->curtime <= 1.5) m_flNextBlipTime = gpGlobals->curtime + GRENADE_BLIP_FAST_FREQUENCY; else m_flNextBlipTime = gpGlobals->curtime + GRENADE_BLIP_FREQUENCY; WeaponSound( RELOAD ); } } break; case GRENADE_PAUSED_SECONDARY: if( !(pOwner->m_nButtons & IN_ATTACK2) ) { // Button released? throw the frag and set the timer if (m_bIsCooking) { if( gpGlobals->curtime > m_flCookOffTimer ) m_flCookOffTimer = 0; else m_flCookOffTimer = m_flCookOffTimer - gpGlobals->curtime; } //See if we're ducking if ( pOwner->m_nButtons & IN_DUCK ) { //Send the weapon animation SendWeaponAnim( ACT_VM_SECONDARYATTACK ); } else { //Send the weapon animation SendWeaponAnim( ACT_VM_HAULBACK ); } m_fDrawbackFinished = false; } else if ( ( pOwner->m_nButtons & IN_ATTACK ) && ( pOwner->m_afButtonPressed & IN_ATTACK ) ){ // Reload key starts cookoff! // Player hit key while grenade cooking -- defuse frag if (m_bIsCooking) { m_bIsCooking = false; m_flCookOffTimer = gpGlobals->curtime; WeaponSound( SPECIAL2 ); } else { // Player hit key while grenade idle -- start cooking! m_bIsCooking = true; m_flCookOffTimer = gpGlobals->curtime + GRENADE_TIMER; m_flNextBlipTime = gpGlobals->curtime + GRENADE_BLIP_FREQUENCY; WeaponSound( RELOAD ); } } else if (m_bIsCooking) { if( gpGlobals->curtime > m_flCookOffTimer ) { // Timer ran out? We set the timer to 0 and throw the frag m_flCookOffTimer = 0; SendWeaponAnim( ACT_VM_THROW ); m_fDrawbackFinished = false; } else if( gpGlobals->curtime > m_flNextBlipTime ) { // Play the chirp sound if (m_flCookOffTimer - gpGlobals->curtime <= 1.5) m_flNextBlipTime = gpGlobals->curtime + GRENADE_BLIP_FAST_FREQUENCY; else m_flNextBlipTime = gpGlobals->curtime + GRENADE_BLIP_FREQUENCY; WeaponSound( RELOAD ); } } break; default: break; } } } UpdateFragTimer(); BaseClass::ItemPostFrame(); if ( m_bRedraw ) { if ( IsViewModelSequenceFinished() ) { Reload(); } } } // check a throw from vecSrc. If not valid, move the position back along the line to vecEye void CWeaponFrag::CheckThrowPosition( CBasePlayer *pPlayer, const Vector &vecEye, Vector &vecSrc ) { trace_t tr; UTIL_TraceHull( vecEye, vecSrc, -Vector(GRENADE_RADIUS+2,GRENADE_RADIUS+2,GRENADE_RADIUS+2), Vector(GRENADE_RADIUS+2,GRENADE_RADIUS+2,GRENADE_RADIUS+2), pPlayer->PhysicsSolidMaskForEntity(), pPlayer, pPlayer->GetCollisionGroup(), &tr ); if ( tr.DidHit() ) { vecSrc = tr.endpos; } } //----------------------------------------------------------------------------- // Purpose: // Input : *pPlayer - //----------------------------------------------------------------------------- void CWeaponFrag::ThrowGrenade( CBasePlayer *pPlayer ) { Vector vecEye = pPlayer->EyePosition(); Vector vForward, vRight; pPlayer->EyeVectors( &vForward, &vRight, NULL ); Vector vecSrc = vecEye + vForward * 18.0f + vRight * 8.0f; CheckThrowPosition( pPlayer, vecEye, vecSrc ); // vForward[0] += 0.1f; vForward[2] += 0.1f; Vector vecThrow; pPlayer->GetVelocity( &vecThrow, NULL ); vecThrow += vForward * 1200; // This lets us throw grenades with short fuses! if (m_bIsCooking) Fraggrenade_Create( vecSrc, vec3_angle, vecThrow, AngularImpulse(600,random->RandomInt(-1200,1200),0), pPlayer, m_flCookOffTimer ); else Fraggrenade_Create( vecSrc, vec3_angle, vecThrow, AngularImpulse(600,random->RandomInt(-1200,1200),0), pPlayer, GRENADE_TIMER ); m_bRedraw = true; WeaponSound( SINGLE ); } //----------------------------------------------------------------------------- // Purpose: // Input : *pPlayer - //----------------------------------------------------------------------------- void CWeaponFrag::LobGrenade( CBasePlayer *pPlayer ) { Vector vecEye = pPlayer->EyePosition(); Vector vForward, vRight; pPlayer->EyeVectors( &vForward, &vRight, NULL ); Vector vecSrc = vecEye + vForward * 18.0f + vRight * 8.0f + Vector( 0, 0, -8 ); CheckThrowPosition( pPlayer, vecEye, vecSrc ); Vector vecThrow; pPlayer->GetVelocity( &vecThrow, NULL ); vecThrow += vForward * 350 + Vector( 0, 0, 50 ); // This lets us throw grenades with short fuses! if (m_bIsCooking) Fraggrenade_Create( vecSrc, vec3_angle, vecThrow, AngularImpulse(200,random->RandomInt(-600,600),0), pPlayer, m_flCookOffTimer ); else Fraggrenade_Create( vecSrc, vec3_angle, vecThrow, AngularImpulse(200,random->RandomInt(-600,600),0), pPlayer, GRENADE_TIMER ); WeaponSound( WPN_DOUBLE ); m_bRedraw = true; } //----------------------------------------------------------------------------- // Purpose: // Input : *pPlayer - //----------------------------------------------------------------------------- void CWeaponFrag::RollGrenade( CBasePlayer *pPlayer ) { // BUGBUG: Hardcoded grenade width of 4 - better not change the model :) Vector vecSrc; pPlayer->CollisionProp()->NormalizedToWorldSpace( Vector( 0.5f, 0.5f, 0.0f ), &vecSrc ); vecSrc.z += GRENADE_RADIUS; Vector vecFacing = pPlayer->BodyDirection2D( ); // no up/down direction vecFacing.z = 0; VectorNormalize( vecFacing ); trace_t tr; UTIL_TraceLine( vecSrc, vecSrc - Vector(0,0,16), MASK_PLAYERSOLID, pPlayer, COLLISION_GROUP_NONE, &tr ); if ( tr.fraction != 1.0 ) { // compute forward vec parallel to floor plane and roll grenade along that Vector tangent; CrossProduct( vecFacing, tr.plane.normal, tangent ); CrossProduct( tr.plane.normal, tangent, vecFacing ); } vecSrc += (vecFacing * 18.0); CheckThrowPosition( pPlayer, pPlayer->WorldSpaceCenter(), vecSrc ); Vector vecThrow; pPlayer->GetVelocity( &vecThrow, NULL ); vecThrow += vecFacing * 700; // put it on its side QAngle orientation(0,pPlayer->GetLocalAngles().y,-90); // roll it AngularImpulse rotSpeed(0,0,720); // This lets us throw grenades with short fuses! if (m_bIsCooking) Fraggrenade_Create( vecSrc, orientation, vecThrow, rotSpeed, pPlayer, m_flCookOffTimer ); else Fraggrenade_Create( vecSrc, orientation, vecThrow, rotSpeed, pPlayer, GRENADE_TIMER ); WeaponSound( SPECIAL1 ); m_bRedraw = true; } void CWeaponFrag::UpdateFragTimer( void ) { CHL2_Player *pPlayer = assert_cast( GetOwner() ); if (m_bIsCooking && m_fDrawbackFinished) pPlayer->UpdateFragTimer(1.0f - (((float)m_flCookOffTimer - (float)gpGlobals->curtime) / (float)GRENADE_TIMER)); else pPlayer->UpdateFragTimer( -1 ); }