mirror of
https://github.com/nillerusr/source-engine.git
synced 2024-12-23 14:46:53 +00:00
375 lines
8.2 KiB
C++
375 lines
8.2 KiB
C++
//========= Copyright Valve Corporation, All rights reserved. ============//
|
|
//
|
|
// Purpose:
|
|
//
|
|
// $NoKeywords: $
|
|
//
|
|
//=============================================================================//
|
|
|
|
#include "cbase.h"
|
|
#include "weapon_dodbasebomb.h"
|
|
|
|
|
|
#ifdef CLIENT_DLL
|
|
#include "c_dod_player.h"
|
|
#else
|
|
#include "dod_player.h"
|
|
#include "dod_bombtarget.h"
|
|
#include "collisionutils.h"
|
|
#include "in_buttons.h"
|
|
#endif
|
|
|
|
|
|
IMPLEMENT_NETWORKCLASS_ALIASED( DODBaseBombWeapon, DT_BaseBombWeapon )
|
|
|
|
|
|
BEGIN_NETWORK_TABLE( CDODBaseBombWeapon, DT_BaseBombWeapon )
|
|
|
|
#ifdef CLIENT_DLL
|
|
//RecvPropBool( RECVINFO(m_bDeployed) )
|
|
#else
|
|
//SendPropBool( SENDINFO(m_bDeployed) )
|
|
#endif
|
|
|
|
END_NETWORK_TABLE()
|
|
|
|
|
|
BEGIN_PREDICTION_DATA( CDODBaseBombWeapon )
|
|
END_PREDICTION_DATA()
|
|
|
|
#ifndef CLIENT_DLL
|
|
|
|
BEGIN_DATADESC( CDODBaseBombWeapon )
|
|
END_DATADESC()
|
|
|
|
#endif
|
|
|
|
LINK_ENTITY_TO_CLASS( weapon_basebomb, CDODBaseBombWeapon );
|
|
PRECACHE_WEAPON_REGISTER( weapon_basebomb );
|
|
|
|
acttable_t CDODBaseBombWeapon::m_acttable[] =
|
|
{
|
|
{ ACT_PRONE_IDLE, ACT_DOD_PRONEWALK_IDLE_PISTOL, false }, //?
|
|
{ ACT_PRONE_FORWARD, ACT_DOD_PRONEWALK_IDLE_PISTOL, false }, //?
|
|
{ ACT_DOD_STAND_IDLE, ACT_DOD_STAND_IDLE_TNT, false },
|
|
{ ACT_DOD_CROUCH_IDLE, ACT_DOD_CROUCH_IDLE_TNT, false }, //?
|
|
{ ACT_DOD_CROUCHWALK_IDLE, ACT_DOD_CROUCHWALK_IDLE_TNT, false },
|
|
{ ACT_DOD_WALK_IDLE, ACT_DOD_WALK_IDLE_TNT, false },
|
|
{ ACT_DOD_RUN_IDLE, ACT_DOD_RUN_IDLE_TNT, false },
|
|
{ ACT_SPRINT, ACT_DOD_SPRINT_IDLE_TNT, false },
|
|
|
|
// Hand Signals
|
|
{ ACT_DOD_HS_IDLE, ACT_DOD_HS_IDLE_PISTOL, false },
|
|
{ ACT_DOD_HS_CROUCH, ACT_DOD_HS_CROUCH_PISTOL, false },
|
|
};
|
|
|
|
IMPLEMENT_ACTTABLE( CDODBaseBombWeapon );
|
|
|
|
CDODBaseBombWeapon::CDODBaseBombWeapon()
|
|
{
|
|
}
|
|
|
|
void CDODBaseBombWeapon::Spawn( )
|
|
{
|
|
WEAPON_FILE_INFO_HANDLE hWpnInfo = LookupWeaponInfoSlot( GetClassname() );
|
|
|
|
Assert( hWpnInfo != GetInvalidWeaponInfoHandle() );
|
|
|
|
CDODWeaponInfo *pWeaponInfo = dynamic_cast< CDODWeaponInfo* >( GetFileWeaponInfoFromHandle( hWpnInfo ) );
|
|
|
|
Assert( pWeaponInfo && "Failed to get CDODWeaponInfo in weapon spawn" );
|
|
|
|
m_pWeaponInfo = pWeaponInfo;
|
|
|
|
SetPlanting( false );
|
|
|
|
BaseClass::Spawn();
|
|
}
|
|
|
|
void CDODBaseBombWeapon::Precache()
|
|
{
|
|
BaseClass::Precache();
|
|
}
|
|
|
|
bool CDODBaseBombWeapon::Deploy( )
|
|
{
|
|
#ifdef CLIENT_DLL
|
|
CDODPlayer *pPlayer = GetDODPlayerOwner();
|
|
|
|
if ( pPlayer )
|
|
{
|
|
pPlayer->HintMessage( HINT_BOMB_FIRST_SELECT );
|
|
}
|
|
#endif
|
|
|
|
return DefaultDeploy( (char*)GetViewModel(), (char*)GetWorldModel(), GetDrawActivity(), (char*)GetAnimPrefix() );
|
|
}
|
|
|
|
void CDODBaseBombWeapon::PrimaryAttack()
|
|
{
|
|
#ifndef CLIENT_DLL
|
|
if ( IsPlanting() )
|
|
{
|
|
CDODBombTarget *pTarget = (CDODBombTarget *)m_hBombTarget.Get();
|
|
CBasePlayer *pPlayer = GetPlayerOwner();
|
|
|
|
if ( !pTarget || !pPlayer )
|
|
{
|
|
CancelPlanting();
|
|
return;
|
|
}
|
|
|
|
if ( pTarget->CanPlantHere( GetDODPlayerOwner() ) == false )
|
|
{
|
|
// if the target is not active anymore, cancel ( someone planted there already? )
|
|
CancelPlanting();
|
|
}
|
|
else if ( ( pTarget->GetAbsOrigin() - pPlayer->WorldSpaceCenter() ).Length() > DOD_BOMB_PLANT_RADIUS )
|
|
{
|
|
// if we're too far away, cancel
|
|
CancelPlanting();
|
|
}
|
|
else if ( IsLookingAtBombTarget( pPlayer, pTarget ) == false || ( pPlayer->GetFlags() & FL_ONGROUND ) == 0 )
|
|
{
|
|
// not looking at the target anymore
|
|
CancelPlanting();
|
|
}
|
|
else if ( gpGlobals->curtime > m_flPlantCompleteTime )
|
|
{
|
|
// we finished the plant
|
|
CompletePlant();
|
|
}
|
|
else
|
|
{
|
|
m_flNextPlantCheck = gpGlobals->curtime + 0.2;
|
|
}
|
|
|
|
return;
|
|
}
|
|
|
|
// find nearby, visible bomb targets
|
|
CBaseEntity *pEnt = NULL;
|
|
CDODBombTarget *pBestTarget = NULL;
|
|
|
|
float flBestDist = FLT_MAX;
|
|
|
|
CDODPlayer *pPlayer = GetDODPlayerOwner();
|
|
|
|
if ( !pPlayer )
|
|
return;
|
|
|
|
while( ( pEnt = gEntList.FindEntityByClassname( pEnt, "dod_bomb_target" ) ) != NULL )
|
|
{
|
|
CDODBombTarget *pTarget = static_cast<CDODBombTarget *>( pEnt );
|
|
|
|
if ( !pTarget->CanPlantHere( pPlayer ) )
|
|
continue;
|
|
|
|
Vector pos = pPlayer->WorldSpaceCenter();
|
|
|
|
float flDist = ( pos - pTarget->GetAbsOrigin() ).Length();
|
|
|
|
// if we are looking directly at a bomb target and it is within our radius, that automatically wins
|
|
if ( flDist < flBestDist &&
|
|
flDist < DOD_BOMB_PLANT_RADIUS &&
|
|
IsLookingAtBombTarget( pPlayer, pTarget ) &&
|
|
( pPlayer->GetFlags() & FL_ONGROUND ) )
|
|
{
|
|
flBestDist = flDist;
|
|
pBestTarget = pTarget;
|
|
}
|
|
}
|
|
|
|
if ( pBestTarget )
|
|
{
|
|
StartPlanting( pBestTarget );
|
|
}
|
|
|
|
m_flNextPlantCheck = gpGlobals->curtime + 0.2;
|
|
|
|
// true if the player is not holding primary attack
|
|
m_bUsePlant = !( pPlayer->m_nButtons & (IN_ATTACK|IN_ATTACK2) );
|
|
#endif
|
|
}
|
|
|
|
void CDODBaseBombWeapon::SecondaryAttack()
|
|
{
|
|
PrimaryAttack();
|
|
}
|
|
|
|
#ifndef CLIENT_DLL
|
|
void CDODBaseBombWeapon::StartPlanting( CDODBombTarget *pTarget )
|
|
{
|
|
// we have already checked that we can plant here
|
|
|
|
// store a pointer to the target we're bombing
|
|
m_hBombTarget = pTarget;
|
|
|
|
// must do this after setting the bomb target as we tell the planter
|
|
// what target they are at
|
|
SetPlanting( true );
|
|
|
|
// set the timer for when we'll be done
|
|
m_flPlantCompleteTime = gpGlobals->curtime + DOD_BOMB_PLANT_TIME;
|
|
|
|
// play the planting animation
|
|
SendWeaponAnim( ACT_VM_PRIMARYATTACK );
|
|
|
|
CDODPlayer *pPlayer = GetDODPlayerOwner();
|
|
|
|
if ( pPlayer )
|
|
{
|
|
pPlayer->DoAnimationEvent( PLAYERANIMEVENT_PLANT_TNT );
|
|
|
|
pPlayer->SetMaxSpeed( 1 );
|
|
|
|
pPlayer->SetProgressBarTime( DOD_BOMB_PLANT_TIME );
|
|
}
|
|
}
|
|
|
|
bool CDODBaseBombWeapon::CancelPlanting( void )
|
|
{
|
|
bool bHolster = false;
|
|
|
|
SetPlanting( false );
|
|
|
|
// play a stop animation
|
|
SendWeaponAnim( ACT_VM_IDLE );
|
|
|
|
CDODPlayer *pPlayer = GetDODPlayerOwner();
|
|
|
|
if ( pPlayer )
|
|
{
|
|
pPlayer->DoAnimationEvent( PLAYERANIMEVENT_CANCEL_GESTURES );
|
|
|
|
// restore player speed
|
|
pPlayer->SetMaxSpeed( 600 );
|
|
|
|
pPlayer->ResetProgressBar();
|
|
|
|
if ( m_bUsePlant )
|
|
{
|
|
pPlayer->SelectLastItem();
|
|
|
|
bHolster = true;
|
|
}
|
|
}
|
|
|
|
return bHolster;
|
|
}
|
|
|
|
void CDODBaseBombWeapon::CompletePlant( void )
|
|
{
|
|
CDODPlayer *pPlayer = ToDODPlayer( GetPlayerOwner() );
|
|
|
|
if ( pPlayer )
|
|
{
|
|
SetPlanting( false );
|
|
|
|
// restore player speed
|
|
GetDODPlayerOwner()->SetMaxSpeed( 600 );
|
|
|
|
// Tell the target that we finished planting the bomb
|
|
((CDODBombTarget *)m_hBombTarget.Get())->CompletePlanting( pPlayer );
|
|
|
|
// destroy the bomb weapon
|
|
pPlayer->Weapon_Drop( this, NULL, NULL );
|
|
UTIL_Remove(this);
|
|
|
|
pPlayer->ResetProgressBar();
|
|
|
|
pPlayer->SelectLastItem();
|
|
}
|
|
}
|
|
|
|
bool CDODBaseBombWeapon::IsLookingAtBombTarget( CBasePlayer *pPlayer, CDODBombTarget *pTarget )
|
|
{
|
|
Vector forward;
|
|
AngleVectors( pPlayer->EyeAngles(), &forward );
|
|
|
|
Vector toBomb = pTarget->GetAbsOrigin() - pPlayer->EyePosition();
|
|
toBomb.NormalizeInPlace();
|
|
|
|
return ( DotProduct( forward, toBomb ) >= 0.8 );
|
|
}
|
|
|
|
#endif
|
|
|
|
void CDODBaseBombWeapon::ItemPostFrame()
|
|
{
|
|
#ifndef CLIENT_DLL
|
|
CBasePlayer *pPlayer = GetPlayerOwner();
|
|
|
|
if ( !pPlayer )
|
|
return;
|
|
|
|
if ( pPlayer->m_nButtons & (IN_ATTACK|IN_ATTACK2) )
|
|
{
|
|
PrimaryAttack();
|
|
}
|
|
// Only use the time check if we are planting with the +use key
|
|
// adds a slight lag to breaking the player lock otherwise
|
|
else if ( !m_bUsePlant || m_flNextPlantCheck < gpGlobals->curtime )
|
|
{
|
|
if ( IsPlanting() )
|
|
{
|
|
// reset all planting
|
|
bool bHolster = CancelPlanting();
|
|
|
|
// sometimes after canceling we put the weapon away and switch
|
|
// to our last weapon. In that case, we don't want to send any more
|
|
// anim calls b/c it confuses the client.
|
|
if ( bHolster )
|
|
{
|
|
// we've put this weapon away, stop everything
|
|
return;
|
|
}
|
|
|
|
// anim now
|
|
m_flTimeWeaponIdle = 0;
|
|
}
|
|
|
|
// idle
|
|
if (m_flTimeWeaponIdle > gpGlobals->curtime)
|
|
return;
|
|
|
|
SendWeaponAnim( GetIdleActivity() );
|
|
|
|
m_flTimeWeaponIdle = gpGlobals->curtime + SequenceDuration();
|
|
|
|
// if we're not planting, why do we have the bomb out?
|
|
// switch to our next best weapon
|
|
pPlayer->SelectLastItem();
|
|
}
|
|
|
|
#endif // CLIENT_DLL
|
|
}
|
|
|
|
bool CDODBaseBombWeapon::Holster( CBaseCombatWeapon *pSwitchingTo )
|
|
{
|
|
#ifndef CLIENT_DLL
|
|
if ( IsPlanting() )
|
|
CancelPlanting();
|
|
#endif
|
|
|
|
return BaseClass::Holster( pSwitchingTo );
|
|
}
|
|
|
|
void CDODBaseBombWeapon::SetPlanting( bool bPlanting )
|
|
{
|
|
m_bPlanting = bPlanting;
|
|
|
|
#ifndef CLIENT_DLL
|
|
CDODPlayer *pPlayer = GetDODPlayerOwner();
|
|
|
|
if ( pPlayer )
|
|
{
|
|
pPlayer->SetPlanting( m_bPlanting ? (CDODBombTarget *)m_hBombTarget.Get() : NULL );
|
|
}
|
|
#endif
|
|
}
|
|
|
|
bool CDODBaseBombWeapon::IsPlanting( void )
|
|
{
|
|
return m_bPlanting;
|
|
} |