Files
HL2Overcharged/game/server/overcharged/weapon_grenadelauncher.cpp
2025-05-21 21:20:08 +03:00

511 lines
17 KiB
C++

//========= Copyright © 1996-2005, Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//=============================================================================//
#include "cbase.h"
#include "NPCevent.h"
#include "basecombatcharacter.h"
#include "AI_BaseNPC.h"
#include "player.h"
#include "game.h"
#include "in_buttons.h"
#include "grenade_ar2.h"
#include "AI_Memory.h"
#include "soundent.h"
#include "rumble_shared.h"
#include "gamestats.h"
#include "prop_combine_ball.h"
#include "weapon_grenadelauncher.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
//extern ConVar sk_plr_dmg_grenadelauncher;
ConVar sk_plr_dmg_grenadelauncher( "sk_plr_dmg_grenadelauncher", "0", (FCVAR_REPLICATED),"Grenade launcher damage ConVar" );
ConVar sk_npc_dmg_grenadelauncher( "sk_npc_dmg_grenadelauncher", "0", (FCVAR_REPLICATED),"Grenade launcher damage ConVar" );
//#define AR2FUNC 0
IMPLEMENT_SERVERCLASS_ST(CWeaponGrenadelauncher, DT_WeaponGrenadelauncher)
END_SEND_TABLE()
LINK_ENTITY_TO_CLASS( weapon_grenadelauncher, CWeaponGrenadelauncher );
PRECACHE_WEAPON_REGISTER(weapon_grenadelauncher);
BEGIN_DATADESC( CWeaponGrenadelauncher )
DEFINE_FIELD( m_vecTossVelocity, FIELD_VECTOR ),
DEFINE_FIELD( m_flNextGrenadeCheck, FIELD_TIME ),
END_DATADESC()
acttable_t CWeaponGrenadelauncher::m_acttable[] =
{
{ ACT_HL2MP_IDLE, ACT_HL2MP_IDLE_SHOTGUN, false },
{ ACT_HL2MP_RUN, ACT_HL2MP_RUN_SHOTGUN, false },
{ ACT_HL2MP_IDLE_CROUCH, ACT_HL2MP_IDLE_CROUCH_SHOTGUN, false },
{ ACT_HL2MP_WALK_CROUCH, ACT_HL2MP_WALK_CROUCH_SHOTGUN, false },
{ ACT_HL2MP_GESTURE_RANGE_ATTACK, ACT_HL2MP_GESTURE_RANGE_ATTACK_SHOTGUN, false },
{ ACT_HL2MP_GESTURE_RELOAD, ACT_HL2MP_GESTURE_RELOAD_SHOTGUN, false },
{ ACT_HL2MP_JUMP, ACT_HL2MP_JUMP_SHOTGUN, false },
//{ ACT_RANGE_ATTACK1, ACT_RANGE_ATTACK_SHOTGUN, false },
{ 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 },
{ ACT_RANGE_ATTACK2, ACT_RANGE_ATTACK_AR2_GRENADE, true },
};
IMPLEMENT_ACTTABLE(CWeaponGrenadelauncher);
//=========================================================
CWeaponGrenadelauncher::CWeaponGrenadelauncher( )
{
m_fMinRange1 = 0;// No minimum range.
m_fMaxRange1 = 1400;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CWeaponGrenadelauncher::Precache( void )
{
UTIL_PrecacheOther("grenade_ar2");
BaseClass::Precache();
}
//-----------------------------------------------------------------------------
// Purpose: Give this weapon longer range when wielded by an ally NPC.
//-----------------------------------------------------------------------------
void CWeaponGrenadelauncher::Equip( CBaseCombatCharacter *pOwner )
{
if( pOwner->Classify() == CLASS_PLAYER_ALLY )
{
m_fMaxRange1 = 3000;
}
else
{
m_fMaxRange1 = 1400;
}
BaseClass::Equip( pOwner );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CWeaponGrenadelauncher::FireNPCPrimaryAttack( CBaseCombatCharacter *pOperator, Vector &vecShootOrigin, Vector &vecShootDir )
{
// FIXME: use the returned number of bullets to account for >10hz firerate
WeaponSoundRealtime( SINGLE_NPC );
CSoundEnt::InsertSound( SOUND_COMBAT|SOUND_CONTEXT_GUNFIRE, pOperator->GetAbsOrigin(), SOUNDENT_VOLUME_MACHINEGUN, 0.2, pOperator, SOUNDENT_CHANNEL_WEAPON, pOperator->GetEnemy() );
pOperator->FireBullets(1, vecShootOrigin, vecShootDir, pOperator->GetAttackSpread(this),
MAX_TRACE_LENGTH, m_iPrimaryAmmoType, 2, entindex(), 0 );
pOperator->DoMuzzleFlash();
m_iClip1 = m_iClip1 - 1;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CWeaponGrenadelauncher::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 );
FireNPCPrimaryAttack( pOperator, vecShootOrigin, vecShootDir );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CWeaponGrenadelauncher::Operator_HandleAnimEvent( animevent_t *pEvent, CBaseCombatCharacter *pOperator )
{
switch( pEvent->event )
{
/* case EVENT_WEAPON_SMG1:
{
Vector vecShootOrigin, vecShootDir;
QAngle angDiscard;
// Support old style attachment point firing
if ((pEvent->options == NULL) || (pEvent->options[0] == '\0') || (!pOperator->GetAttachment(pEvent->options, vecShootOrigin, angDiscard)))
{
vecShootOrigin = pOperator->Weapon_ShootPosition();
}
CAI_BaseNPC *npc = pOperator->MyNPCPointer();
ASSERT( npc != NULL );
vecShootDir = npc->GetActualShootTrajectory( vecShootOrigin );
FireNPCPrimaryAttack( pOperator, vecShootOrigin, vecShootDir );
}
break;*/
//case EVENT_WEAPON_AR2_ALTFIRE:
case EVENT_WEAPON_SMG1:
{
/*int m_RandomShoot;
m_RandomShoot = random->RandomInt( 1, 7 );
if ( m_RandomShoot == 1 )
{*/
CAI_BaseNPC *npc = pOperator->MyNPCPointer();
Vector vecShootOrigin, vecShootDir;
vecShootOrigin = pOperator->Weapon_ShootPosition();
//vecShootDir = npc->GetShootEnemyDir( vecShootOrigin );
//Checks if it can fire the grenade
WeaponRangeAttack2Condition();
Vector vecThrow = m_vecTossVelocity;
//If on the rare case the vector is 0 0 0, cancel for avoid launching the grenade without speed
//This should be on WeaponRangeAttack2Condition(), but for some unknown reason return CASE_NONE
//doesn't stop the launch
if (vecThrow == Vector(0, 0, 0))
{
break;
}
CGrenadeAR2 *pGrenade = (CGrenadeAR2*)Create("grenade_ar2", vecShootOrigin, vec3_angle, npc);
pGrenade->SetAbsVelocity( vecThrow );
pGrenade->SetLocalAngularVelocity(RandomAngle(-400, 400)); //tumble in air
pGrenade->SetMoveType(MOVETYPE_FLYGRAVITY, MOVECOLLIDE_FLY_BOUNCE);
pGrenade->SetThrower(GetOwner());
pGrenade->SetGravity(0.5); // lower gravity since grenade is aerodynamic and engine doesn't know it.
pGrenade->SetDamage(sk_npc_dmg_grenadelauncher.GetFloat());
if (g_pGameRules->IsSkillLevel(SKILL_HARD))
{
m_flNextGrenadeCheck = gpGlobals->curtime + RandomFloat(2, 3);
}
else
{
m_flNextGrenadeCheck = gpGlobals->curtime + 6;// wait six seconds before even looking again to see if a grenade can be thrown.
}
m_iClip1--;
//}
}
break;
default:
BaseClass::Operator_HandleAnimEvent( pEvent, pOperator );
break;
}
}
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
bool CWeaponGrenadelauncher::Reload( void )
{
//DisableIronsights();
bool fRet;
//float fCacheTime = m_flNextSecondaryAttack;
//float fCacheTime = m_flNextPrimaryAttack;
fRet = DefaultReload( GetMaxClip1(), GetMaxClip2(), ACT_VM_RELOAD );
if ( fRet )
{
// Undo whatever the reload process has done to our secondary
// attack timer. We allow you to interrupt reloading to fire
// a grenade.
//m_flNextSecondaryAttack = GetOwner()->m_flNextAttack = fCacheTime;
WeaponSound( RELOAD );
}
return fRet;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
//void CWeaponGrenadelauncher::SecondaryAttack( void )
void CWeaponGrenadelauncher::PrimaryAttack( void )
{
//lk
// If my clip is empty (and I use clips) start reload
/*if ( UsesClipsForAmmo1() && !m_iClip1 )
{
Reload();
return;
}*/
//lk debug : reload when ammo is 0
// Only the player fires this way so we can cast
CBasePlayer *pPlayer = ToBasePlayer( GetOwner() );
if ( pPlayer == NULL )
return;
if (IsNearWall() || GetOwnerIsRunning())
{
return;
}
//Must have ammo
/*if (( m_iPrimaryAmmoType <= 0 ) || ( pPlayer->GetWaterLevel() == 3 ) )
{
SendWeaponAnim( ACT_VM_DRYFIRE );
BaseClass::WeaponSound( EMPTY );
//m_flNextSecondaryAttack = gpGlobals->curtime + 0.5f;
m_flNextPrimaryAttack = gpGlobals->curtime + 0.5f;
return;
}
if( m_bInReload )
m_bInReload = false;
// MUST call sound before removing a round from the clip of a CMachineGun
BaseClass::WeaponSound( SINGLE );*/
pPlayer->RumbleEffect( RUMBLE_357, 0, RUMBLE_FLAGS_NONE );
Vector vecSrc = pPlayer->Weapon_ShootPosition();
Vector vecThrow;
// Don't autoaim on grenade tosses
AngleVectors( pPlayer->EyeAngles() + pPlayer->GetPunchAngle(), &vecThrow );
VectorScale( vecThrow, 1000.0f, vecThrow );
//Create the grenade
QAngle angles;
VectorAngles( vecThrow, angles );
CGrenadeAR2 *pGrenade = (CGrenadeAR2*)Create( "grenade_ar2", vecSrc, angles, pPlayer );
pGrenade->SetAbsVelocity( vecThrow );
pGrenade->SetLocalAngularVelocity( RandomAngle( -400, 400 ) );
pGrenade->SetMoveType( MOVETYPE_FLYGRAVITY, MOVECOLLIDE_FLY_BOUNCE );
pGrenade->SetThrower( GetOwner() );
pGrenade->SetDamage( sk_plr_dmg_grenadelauncher.GetFloat() /*120*/ );
BaseClass::PrimaryAttack();
/*SendWeaponAnim(GetPrimaryAttackActivity()); //ACT_VM_SECONDARYATTACK
CSoundEnt::InsertSound( SOUND_COMBAT, GetAbsOrigin(), 1000, 0.2, GetOwner(), SOUNDENT_CHANNEL_WEAPON );
// player "shoot" animation
pPlayer->SetAnimation( PLAYER_ATTACK1 );
// Decrease ammo
pPlayer->RemoveAmmo( 1, m_iPrimaryAmmoType );
//pPlayer->RemoveAmmo( 1, m_iSecondaryAmmoType );
// Can shoot again immediately
//m_flNextPrimaryAttack = gpGlobals->curtime + 0.5f;
// Can blow up after a short delay (so have time to release mouse button)
//m_flNextSecondaryAttack = gpGlobals->curtime + 1.0f;
m_flNextPrimaryAttack = gpGlobals->curtime + 1.0f;
// Register a muzzleflash for the AI.
pPlayer->SetMuzzleFlashTime( gpGlobals->curtime + 0.5 );
//m_iSecondaryAttacks++;
m_iPrimaryAttacks++;
// lk debug : add warn.
if (!m_iClip1 && pPlayer->GetAmmoCount(m_iPrimaryAmmoType) <= 0)
{
// HEV suit - indicate out of ammo condition
pPlayer->SetSuitUpdate("!HEV_AMO0", FALSE, 0);
}
// lk debug : add warn.
gamestats->Event_WeaponFired( pPlayer, false, GetClassname() );*/
}
#define COMBINE_MIN_GRENADE_CLEAR_DIST 256
/*void CWeaponGrenadelauncher::SecondaryAttack( void )
{
DevMsg("Grenade launcher alt attack not available.\n", FCVAR_ARCHIVE);
m_flNextSecondaryAttack = gpGlobals->curtime + 1.0f;
}*/
//-----------------------------------------------------------------------------
// Purpose:
// Input : flDot -
// flDist -
// Output : int
//-----------------------------------------------------------------------------
int CWeaponGrenadelauncher::WeaponRangeAttack2Condition()
{
CAI_BaseNPC *npcOwner = GetOwner()->MyNPCPointer();
//return COND_NONE;
/*
// --------------------------------------------------------
// Assume things haven't changed too much since last time
// --------------------------------------------------------
if (gpGlobals->curtime < m_flNextGrenadeCheck )
return m_lastGrenadeCondition;
*/
// -----------------------
// If moving, don't check.
// -----------------------
if ( npcOwner->IsMoving())
return COND_NONE;
CBaseEntity *pEnemy = npcOwner->GetEnemy();
if (!pEnemy)
return (COND_NONE);
Vector vecEnemyLKP = npcOwner->GetEnemyLKP();
if ( !( pEnemy->GetFlags() & FL_ONGROUND ) && pEnemy->GetWaterLevel() == 0 && vecEnemyLKP.z > (GetAbsOrigin().z + WorldAlignMaxs().z) )
{
//!!!BUGBUG - we should make this check movetype and make sure it isn't FLY? Players who jump a lot are unlikely to
// be grenaded.
// don't throw grenades at anything that isn't on the ground!
return (COND_NONE);
}
// --------------------------------------
// Get target vector
// --------------------------------------
Vector vecTarget;
if (random->RandomInt(0,1))
{
// magically know where they are
vecTarget = pEnemy->WorldSpaceCenter();
}
else
{
// toss it to where you last saw them
vecTarget = vecEnemyLKP;
}
// vecTarget = m_vecEnemyLKP + (pEnemy->BodyTarget( GetLocalOrigin() ) - pEnemy->GetLocalOrigin());
// estimate position
// vecTarget = vecTarget + pEnemy->m_vecVelocity * 2;
if ( ( vecTarget - npcOwner->GetLocalOrigin() ).Length2D() <= COMBINE_MIN_GRENADE_CLEAR_DIST )
{
// crap, I don't want to blow myself up
m_flNextGrenadeCheck = gpGlobals->curtime + 1; // one full second.
return (COND_NONE);
}
// ---------------------------------------------------------------------
// Are any friendlies near the intended grenade impact area?
// ---------------------------------------------------------------------
CBaseEntity *pTarget = NULL;
while ( ( pTarget = gEntList.FindEntityInSphere( pTarget, vecTarget, COMBINE_MIN_GRENADE_CLEAR_DIST ) ) != NULL )
{
//Check to see if the default relationship is hatred, and if so intensify that
if ( npcOwner->IRelationType( pTarget ) == D_LI )
{
// crap, I might blow my own guy up. Don't throw a grenade and don't check again for a while.
m_flNextGrenadeCheck = gpGlobals->curtime + 1; // one full second.
return (COND_WEAPON_BLOCKED_BY_FRIEND);
}
}
// ---------------------------------------------------------------------
// Check that throw is legal and clear
// ---------------------------------------------------------------------
// FIXME: speed is based on difficulty...
Vector vecToss = VecCheckThrow( this, npcOwner->GetLocalOrigin() + Vector(0,0,60), vecTarget, 600.0, 0.5 );
if (vecToss != vec3_origin)
{
m_vecTossVelocity = vecToss;
// don't check again for a while.
// JAY: HL1 keeps checking - test?
//m_flNextGrenadeCheck = gpGlobals->curtime;
m_flNextGrenadeCheck = gpGlobals->curtime + 0.3; // 1/3 second.
return (COND_CAN_RANGE_ATTACK2);
}
else
{
// don't check again for a while.
m_flNextGrenadeCheck = gpGlobals->curtime + 1; // one full second.
return (COND_WEAPON_SIGHT_OCCLUDED);
}
}
//-----------------------------------------------------------------------------
const WeaponProficiencyInfo_t *CWeaponGrenadelauncher::GetProficiencyValues()
{
static WeaponProficiencyInfo_t proficiencyTable[] =
{
{ 7.0, 0.75 },
{ 5.00, 0.75 },
{ 10.0/3.0, 0.75 },
{ 5.0/3.0, 0.75 },
{ 1.00, 1.0 },
};
COMPILE_TIME_ASSERT( ARRAYSIZE(proficiencyTable) == WEAPON_PROFICIENCY_PERFECT + 1);
return proficiencyTable;
}