mirror of
https://github.com/nillerusr/source-engine.git
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531 lines
15 KiB
C++
531 lines
15 KiB
C++
//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose: The "weapon" used to build objects
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//
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//
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// $Workfile: $
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// $Date: $
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// $NoKeywords: $
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//=============================================================================//
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#include "cbase.h"
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#include "tf_player.h"
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#include "tf_basecombatweapon.h"
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#include "EntityList.h"
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#include "in_buttons.h"
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#include "weapon_builder.h"
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#include "tf_obj.h"
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#include "sendproxy.h"
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#include "weapon_objectselection.h"
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#include "info_act.h"
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#include "vguiscreen.h"
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extern ConVar tf2_object_hard_limits;
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extern ConVar tf_fastbuild;
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EXTERN_SEND_TABLE(DT_BaseCombatWeapon)
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IMPLEMENT_SERVERCLASS_ST(CWeaponBuilder, DT_WeaponBuilder)
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SendPropInt( SENDINFO( m_iBuildState ), 4, SPROP_UNSIGNED ),
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SendPropInt( SENDINFO( m_iCurrentObject ), BUILDER_OBJECT_BITS, SPROP_UNSIGNED ),
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SendPropInt( SENDINFO( m_iCurrentObjectState ), 4, SPROP_UNSIGNED ),
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SendPropEHandle( SENDINFO( m_hObjectBeingBuilt ) ),
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SendPropTime( SENDINFO( m_flStartTime ) ),
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SendPropTime( SENDINFO( m_flTotalTime ) ),
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SendPropArray
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(
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SendPropInt( SENDINFO_ARRAY(m_bObjectValidity), 1, SPROP_UNSIGNED), m_bObjectValidity
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),
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SendPropArray
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(
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SendPropInt( SENDINFO_ARRAY(m_bObjectBuildability), 1, SPROP_UNSIGNED), m_bObjectBuildability
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),
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END_SEND_TABLE()
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LINK_ENTITY_TO_CLASS( weapon_builder, CWeaponBuilder );
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PRECACHE_WEAPON_REGISTER(weapon_builder);
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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CWeaponBuilder::CWeaponBuilder()
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{
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for ( int i=0; i < m_bObjectValidity.Count(); i++ )
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m_bObjectValidity.Set( i, 0 );
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m_iCurrentObject = BUILDER_INVALID_OBJECT;
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CWeaponBuilder::Precache( void )
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{
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BaseClass::Precache();
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PrecacheModel( "models/weapons/v_slam.mdl" );
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PrecacheVGuiScreen( "screen_human_pda" );
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}
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//-----------------------------------------------------------------------------
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// Purpose: Gets info about the control panels
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//-----------------------------------------------------------------------------
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void CWeaponBuilder::GetControlPanelInfo( int nPanelIndex, const char *&pPanelName )
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{
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pPanelName = "screen_human_pda";
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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// Output : Returns true on success, false on failure.
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//-----------------------------------------------------------------------------
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bool CWeaponBuilder::ShouldShowControlPanels( void )
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{
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if ( GetActivity() == ACT_VM_IDLE )
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return true;
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return false;
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CWeaponBuilder::UpdateOnRemove( void )
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{
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// Tell the player he's lost his build weapon
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CBaseTFPlayer *pOwner = ToBaseTFPlayer( GetOwner() );
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if ( pOwner && pOwner->GetWeaponBuilder() == this )
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{
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pOwner->SetWeaponBuilder( NULL );
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}
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// Chain at end to mimic destructor unwind order
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BaseClass::UpdateOnRemove();
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}
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//-----------------------------------------------------------------------------
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// Purpose: Builder weapon has just been given to a player
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//-----------------------------------------------------------------------------
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void CWeaponBuilder::Equip( CBaseCombatCharacter *pOwner )
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{
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BaseClass::Equip( pOwner );
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((CBaseTFPlayer*)pOwner)->SetWeaponBuilder( this );
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}
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//-----------------------------------------------------------------------------
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// Purpose: Add a new object type to this build weapon. This will allow
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// the player carrying this builder to build the object.
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//-----------------------------------------------------------------------------
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void CWeaponBuilder::AddBuildableObject( int iObjectType )
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{
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m_bObjectValidity.Set( iObjectType, true );
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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bool CWeaponBuilder::CanDeploy( void )
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{
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if ( m_iCurrentObject != BUILDER_INVALID_OBJECT )
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{
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SetCurrentState( BS_PLACING );
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StartPlacement();
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m_flNextPrimaryAttack = gpGlobals->curtime + 0.35f;
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}
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else
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{
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m_hObjectBeingBuilt = NULL;
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SetCurrentState( BS_IDLE );
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SetCurrentObject( m_iCurrentObject );
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}
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return BaseClass::CanDeploy();
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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bool CWeaponBuilder::Deploy( )
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{
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#if !defined( CLIENT_DLL )
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if ( m_hObjectBeingBuilt.Get() && m_hObjectBeingBuilt->IsAnUpgrade() )
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return DefaultDeploy( (char*)GetViewModel(), (char*)GetWorldModel(), ACT_SLAM_STICKWALL_ND_DRAW, (char*)GetAnimPrefix() );
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return DefaultDeploy( (char*)GetViewModel(), (char*)GetWorldModel(), ACT_VM_DRAW, (char*)GetAnimPrefix() );
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#else
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return true;
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#endif
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}
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//-----------------------------------------------------------------------------
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// Purpose: Prevent switching when working on something
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//-----------------------------------------------------------------------------
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bool CWeaponBuilder::CanHolster( void )
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{
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if ( IsBuilding() )
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return false;
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return BaseClass::CanHolster();
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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CBaseCombatWeapon *CWeaponBuilder::GetLastWeapon( void )
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{
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return BaseClass::GetLastWeapon();
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}
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//-----------------------------------------------------------------------------
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// Purpose: Stop placement when holstering
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//-----------------------------------------------------------------------------
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bool CWeaponBuilder::Holster( CBaseCombatWeapon *pSwitchingTo )
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{
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if ( m_iBuildState == BS_PLACING || m_iBuildState == BS_PLACING_INVALID )
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{
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SetCurrentState( BS_IDLE );
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}
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StopPlacement();
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return BaseClass::Holster(pSwitchingTo);
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CWeaponBuilder::ItemPostFrame( void )
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{
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CBaseTFPlayer *pOwner = ToBaseTFPlayer( GetOwner() );
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if ( !pOwner )
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return;
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// Ignore input while the player's building anything
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if ( pOwner->IsBuilding() )
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return;
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// Switch away if I'm not in placement mode
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if ( m_iBuildState != BS_PLACING && m_iBuildState != BS_PLACING_INVALID )
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{
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pOwner->SwitchToNextBestWeapon( NULL );
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return;
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}
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if (( pOwner->m_nButtons & IN_ATTACK ) && (m_flNextPrimaryAttack <= gpGlobals->curtime) )
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{
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PrimaryAttack();
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}
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// Allow shield post frame
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AllowShieldPostFrame( true );
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WeaponIdle();
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}
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//-----------------------------------------------------------------------------
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// Purpose: Start placing or building the currently selected object
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//-----------------------------------------------------------------------------
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void CWeaponBuilder::PrimaryAttack( void )
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{
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CBaseTFPlayer *pOwner = ToBaseTFPlayer( GetOwner() );
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if ( !pOwner )
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return;
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// What state should we move to?
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switch( m_iBuildState )
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{
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case BS_IDLE:
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{
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// Idle state starts selection
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SetCurrentState( BS_SELECTING );
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}
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break;
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case BS_SELECTING:
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{
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// Do nothing, client handles selection
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return;
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}
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break;
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case BS_PLACING:
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{
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if ( m_hObjectBeingBuilt )
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{
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// Give the object a chance to veto the "start building" command. Objects like barbed wire
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// may want to change their properties instead of actually building yet.
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if ( m_hObjectBeingBuilt->PreStartBuilding() )
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{
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int iFlags = m_hObjectBeingBuilt->GetObjectFlags();
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// Can't build if the game hasn't started
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if ( !tf_fastbuild.GetInt() && CurrentActIsAWaitingAct() )
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{
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ClientPrint( pOwner, HUD_PRINTCENTER, "Can't build until the game's started.\n" );
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return;
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}
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StartBuilding();
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// Should we switch away?
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if ( iFlags & OF_ALLOW_REPEAT_PLACEMENT )
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{
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// Start placing another
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SetCurrentState( BS_PLACING );
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StartPlacement();
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}
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else
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{
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pOwner->SwitchToNextBestWeapon( NULL );
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}
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}
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}
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}
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break;
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case BS_PLACING_INVALID:
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{
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WeaponSound( SINGLE_NPC );
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// If there is any associated error text when placing the object, display it
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if( m_hObjectBeingBuilt != NULL )
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{
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if (m_hObjectBeingBuilt->MustBeBuiltInResourceZone())
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{
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ClientPrint( pOwner, HUD_PRINTCENTER, "Only placeable in an empty resource zone.\n" );
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}
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else if (m_hObjectBeingBuilt->MustBeBuiltInConstructionYard())
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{
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ClientPrint( pOwner, HUD_PRINTCENTER, "Only placeable in a construction yard.\n" );
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}
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}
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}
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break;
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}
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m_flNextPrimaryAttack = gpGlobals->curtime + 0.2f;
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}
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//-----------------------------------------------------------------------------
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// Purpose: Set the builder to the specified state
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//-----------------------------------------------------------------------------
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void CWeaponBuilder::SetCurrentState( int iState )
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{
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// Check the current build state... we may need to shut some stuff down...
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switch(m_iBuildState)
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{
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case BS_PLACING:
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case BS_PLACING_INVALID:
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{
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if ((iState != BS_PLACING) && (iState != BS_PLACING_INVALID) && (iState != BS_BUILDING))
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{
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StopPlacement();
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WeaponSound( SPECIAL1 );
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}
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}
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break;
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}
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m_iBuildState = iState;
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}
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//-----------------------------------------------------------------------------
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// Purpose: Set the builder to the specified object
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//-----------------------------------------------------------------------------
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void CWeaponBuilder::SetCurrentObject( int iObject )
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{
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// Fixup for invalid objects
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if (iObject < 0)
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iObject = BUILDER_INVALID_OBJECT;
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CBaseTFPlayer *pOwner = ToBaseTFPlayer( GetOwner() );
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if ( !pOwner )
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return;
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int i;
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// If -1 was passed in, set to our first available object
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if ( iObject == BUILDER_INVALID_OBJECT )
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{
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for ( i = 0; i < OBJ_LAST; i++ )
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{
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if ( m_bObjectValidity[i] )
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{
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iObject = i;
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break;
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}
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}
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}
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// Recalculate the buildability of each object (for propagation to the client)
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for ( i=0; i < m_bObjectBuildability.Count(); i++ )
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m_bObjectBuildability.Set( i, 0 );
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for ( i = 0; i < OBJ_LAST; i++ )
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{
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if ( m_bObjectValidity[i] && pOwner->CanBuild(i) == CB_CAN_BUILD )
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{
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m_bObjectBuildability.Set( i, true );
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}
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}
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m_iCurrentObject = iObject;
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m_iCurrentObjectState = pOwner->CanBuild( m_iCurrentObject );
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m_flStartTime = 0;
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m_flTotalTime = 0;
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}
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//-----------------------------------------------------------------------------
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// Purpose: Idle updates the position of the build placement model
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//-----------------------------------------------------------------------------
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void CWeaponBuilder::WeaponIdle( void )
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{
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CBaseTFPlayer *pOwner = ToBaseTFPlayer( GetOwner() );
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if ( !pOwner )
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return;
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// If we're in placement mode, update the placement model
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switch( m_iBuildState )
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{
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case BS_PLACING:
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case BS_PLACING_INVALID:
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{
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if ( UpdatePlacement() )
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{
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SetCurrentState( BS_PLACING );
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}
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else
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{
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SetCurrentState( BS_PLACING_INVALID );
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}
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}
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break;
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default:
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break;
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}
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if ( HasWeaponIdleTimeElapsed() )
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{
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SendWeaponAnim( ACT_VM_IDLE );
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose: The player holding this weapon has just gained new technology.
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// Check to see if it affects the medikit
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//-----------------------------------------------------------------------------
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void CWeaponBuilder::GainedNewTechnology( CBaseTechnology *pTechnology )
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{
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CBaseTFPlayer *pPlayer = ToBaseTFPlayer( GetOwner() );
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if ( pPlayer )
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{
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// Force a recalculation of the state for this object
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SetCurrentObject( m_iCurrentObject );
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose: Start placing the object
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//-----------------------------------------------------------------------------
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void CWeaponBuilder::StartPlacement( void )
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{
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StopPlacement();
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// Create the slab
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m_hObjectBeingBuilt = (CBaseObject*)CreateEntityByName( GetObjectInfo( m_iCurrentObject )->m_pClassName );
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if ( m_hObjectBeingBuilt )
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{
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m_hObjectBeingBuilt->Spawn();
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m_hObjectBeingBuilt->StartPlacement( ToBaseTFPlayer( GetOwner() ) );
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UpdatePlacement();
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// Stomp this here in the same frame we make the object, so prevent clientside warnings that it's under attack
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m_hObjectBeingBuilt->m_iHealth = OBJECT_CONSTRUCTION_STARTINGHEALTH;
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose: Set the viewmodel according to the type of object we're placing
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//-----------------------------------------------------------------------------
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const char *CWeaponBuilder::GetViewModel( int viewmodelindex /*=0*/ ) const
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{
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if ( m_hObjectBeingBuilt.Get() && m_hObjectBeingBuilt->IsAnUpgrade() )
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return "models/weapons/v_slam.mdl";
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return BaseClass::GetViewModel( viewmodelindex );
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CWeaponBuilder::StopPlacement( void )
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{
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if ( m_hObjectBeingBuilt )
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{
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m_hObjectBeingBuilt->StopPlacement();
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m_hObjectBeingBuilt = NULL;
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose: Move the placement model to the current position. Return false if it's an invalid position
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//-----------------------------------------------------------------------------
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bool CWeaponBuilder::UpdatePlacement( void )
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{
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if ( !m_hObjectBeingBuilt )
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return false;
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return m_hObjectBeingBuilt->UpdatePlacement( ToBaseTFPlayer(GetOwner()) );
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}
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//-----------------------------------------------------------------------------
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// Purpose: Player holding this weapon has started building something
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//-----------------------------------------------------------------------------
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void CWeaponBuilder::StartBuilding( void )
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{
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if ( m_hObjectBeingBuilt.Get() && UpdatePlacement() )
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{
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SetCurrentState( BS_BUILDING );
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m_hObjectBeingBuilt->StartBuilding( GetOwner() );
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose: Player holding this weapon has aborted the build of an object
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//-----------------------------------------------------------------------------
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void CWeaponBuilder::StoppedBuilding( int iObjectType )
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{
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CBaseTFPlayer *pPlayer = ToBaseTFPlayer( GetOwner() );
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if ( pPlayer )
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{
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// Force a recalculation of the state for this object
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SetCurrentObject( m_iCurrentObject );
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SetCurrentState( BS_IDLE );
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WeaponSound( SPECIAL2 );
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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bool CWeaponBuilder::IsBuilding( void )
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{
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return ( m_iBuildState == BS_BUILDING );
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}
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//-----------------------------------------------------------------------------
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// Purpose: The player holding this weapon has just finished building an object
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//-----------------------------------------------------------------------------
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void CWeaponBuilder::FinishedObject( void )
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{
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CBaseTFPlayer *pPlayer = ToBaseTFPlayer( GetOwner() );
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if ( pPlayer )
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{
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// We're no longer building anything...
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m_hObjectBeingBuilt = NULL;
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// Force a recalculation of the state for this object
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SetCurrentObject( m_iCurrentObject );
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SetCurrentState( BS_IDLE );
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}
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}
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