mirror of
https://github.com/nillerusr/source-engine.git
synced 2024-12-22 22:27:05 +00:00
440 lines
11 KiB
C++
440 lines
11 KiB
C++
//========= Copyright Valve Corporation, All rights reserved. ============//
|
|
//
|
|
// Purpose: Entities that capture the player's UI and move it into game design
|
|
// as outputs.
|
|
//
|
|
// $NoKeywords: $
|
|
//=============================================================================//
|
|
|
|
#include "cbase.h"
|
|
#include "entitylist.h"
|
|
#include "util.h"
|
|
#include "physics.h"
|
|
#include "entityoutput.h"
|
|
#include "player.h"
|
|
#include "in_buttons.h"
|
|
#include "basecombatweapon.h"
|
|
#include "baseviewmodel.h"
|
|
|
|
// memdbgon must be the last include file in a .cpp file!!!
|
|
#include "tier0/memdbgon.h"
|
|
|
|
//----------------------------------------------------------------
|
|
// Spawn flags
|
|
//----------------------------------------------------------------
|
|
#define SF_GAMEUI_FREEZE_PLAYER 32
|
|
#define SF_GAMEUI_HIDE_WEAPON 64
|
|
#define SF_GAMEUI_USE_DEACTIVATES 128
|
|
#define SF_GAMEUI_JUMP_DEACTIVATES 256
|
|
|
|
|
|
class CGameUI : public CBaseEntity
|
|
{
|
|
public:
|
|
DECLARE_CLASS( CGameUI, CBaseEntity );
|
|
|
|
DECLARE_DATADESC();
|
|
|
|
// Input handlers
|
|
void InputDeactivate( inputdata_t &inputdata );
|
|
void InputActivate( inputdata_t &inputdata );
|
|
|
|
void Think( void );
|
|
void Deactivate( CBaseEntity *pActivator );
|
|
|
|
float m_flFieldOfView;
|
|
CHandle<CBaseCombatWeapon> m_hSaveWeapon;
|
|
|
|
COutputEvent m_playerOn;
|
|
COutputEvent m_playerOff;
|
|
|
|
COutputEvent m_pressedMoveLeft;
|
|
COutputEvent m_pressedMoveRight;
|
|
COutputEvent m_pressedForward;
|
|
COutputEvent m_pressedBack;
|
|
COutputEvent m_pressedAttack;
|
|
COutputEvent m_pressedAttack2;
|
|
|
|
COutputEvent m_unpressedMoveLeft;
|
|
COutputEvent m_unpressedMoveRight;
|
|
COutputEvent m_unpressedForward;
|
|
COutputEvent m_unpressedBack;
|
|
COutputEvent m_unpressedAttack;
|
|
COutputEvent m_unpressedAttack2;
|
|
|
|
COutputFloat m_xaxis;
|
|
COutputFloat m_yaxis;
|
|
COutputFloat m_attackaxis;
|
|
COutputFloat m_attack2axis;
|
|
|
|
bool m_bForceUpdate;
|
|
int m_nLastButtonState;
|
|
|
|
CHandle<CBasePlayer> m_player;
|
|
};
|
|
|
|
|
|
BEGIN_DATADESC( CGameUI )
|
|
|
|
DEFINE_KEYFIELD( m_flFieldOfView, FIELD_FLOAT, "FieldOfView" ),
|
|
DEFINE_FIELD( m_hSaveWeapon, FIELD_EHANDLE ),
|
|
DEFINE_FIELD( m_bForceUpdate, FIELD_BOOLEAN ),
|
|
DEFINE_FIELD( m_player, FIELD_EHANDLE ),
|
|
DEFINE_FIELD( m_nLastButtonState, FIELD_INTEGER ),
|
|
|
|
DEFINE_INPUTFUNC( FIELD_VOID, "Deactivate", InputDeactivate ),
|
|
DEFINE_INPUTFUNC( FIELD_STRING, "Activate", InputActivate ),
|
|
|
|
DEFINE_OUTPUT( m_playerOn, "PlayerOn" ),
|
|
DEFINE_OUTPUT( m_playerOff, "PlayerOff" ),
|
|
|
|
DEFINE_OUTPUT( m_pressedMoveLeft, "PressedMoveLeft" ),
|
|
DEFINE_OUTPUT( m_pressedMoveRight, "PressedMoveRight" ),
|
|
DEFINE_OUTPUT( m_pressedForward, "PressedForward" ),
|
|
DEFINE_OUTPUT( m_pressedBack, "PressedBack" ),
|
|
DEFINE_OUTPUT( m_pressedAttack, "PressedAttack" ),
|
|
DEFINE_OUTPUT( m_pressedAttack2, "PressedAttack2" ),
|
|
|
|
DEFINE_OUTPUT( m_unpressedMoveLeft, "UnpressedMoveLeft" ),
|
|
DEFINE_OUTPUT( m_unpressedMoveRight, "UnpressedMoveRight" ),
|
|
DEFINE_OUTPUT( m_unpressedForward, "UnpressedForward" ),
|
|
DEFINE_OUTPUT( m_unpressedBack, "UnpressedBack" ),
|
|
DEFINE_OUTPUT( m_unpressedAttack, "UnpressedAttack" ),
|
|
DEFINE_OUTPUT( m_unpressedAttack2, "UnpressedAttack2" ),
|
|
|
|
DEFINE_OUTPUT( m_xaxis, "XAxis" ),
|
|
DEFINE_OUTPUT( m_yaxis, "YAxis" ),
|
|
DEFINE_OUTPUT( m_attackaxis, "AttackAxis" ),
|
|
DEFINE_OUTPUT( m_attack2axis, "Attack2Axis" ),
|
|
|
|
END_DATADESC()
|
|
|
|
|
|
LINK_ENTITY_TO_CLASS( game_ui, CGameUI );
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
void CGameUI::InputDeactivate( inputdata_t &inputdata )
|
|
{
|
|
Deactivate( inputdata.pActivator );
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
void CGameUI::Deactivate( CBaseEntity *pActivator )
|
|
{
|
|
CBasePlayer *pPlayer = m_player;
|
|
|
|
AssertMsg(pPlayer, "CGameUI deactivated without a player!");
|
|
|
|
if (pPlayer)
|
|
{
|
|
// Re-enable player motion
|
|
if ( FBitSet( m_spawnflags, SF_GAMEUI_FREEZE_PLAYER ) )
|
|
{
|
|
m_player->RemoveFlag( FL_ATCONTROLS );
|
|
}
|
|
|
|
// Restore weapons
|
|
if ( FBitSet( m_spawnflags, SF_GAMEUI_HIDE_WEAPON ) )
|
|
{
|
|
// Turn the hud back on
|
|
pPlayer->m_Local.m_iHideHUD &= ~HIDEHUD_WEAPONSELECTION;
|
|
|
|
if ( m_hSaveWeapon.Get() )
|
|
{
|
|
m_player->Weapon_Switch( m_hSaveWeapon.Get() );
|
|
m_hSaveWeapon = NULL;
|
|
}
|
|
|
|
if ( pPlayer->GetActiveWeapon() )
|
|
{
|
|
pPlayer->GetActiveWeapon()->Deploy();
|
|
}
|
|
}
|
|
|
|
// Announce that the player is no longer controlling through us
|
|
m_playerOff.FireOutput( pPlayer, this, 0 );
|
|
|
|
// Clear out the axis controls
|
|
m_xaxis.Set( 0, pPlayer, this );
|
|
m_yaxis.Set( 0, pPlayer, this );
|
|
m_attackaxis.Set( 0, pPlayer, this );
|
|
m_attack2axis.Set( 0, pPlayer, this );
|
|
m_nLastButtonState = 0;
|
|
m_player = NULL;
|
|
}
|
|
else
|
|
{
|
|
Warning("%s Deactivate(): I have no player when called by %s!\n", GetEntityName().ToCStr(), pActivator->GetEntityName().ToCStr());
|
|
}
|
|
|
|
// Stop thinking
|
|
SetNextThink( TICK_NEVER_THINK );
|
|
}
|
|
|
|
|
|
//------------------------------------------------------------------------------
|
|
// Purpose :
|
|
//------------------------------------------------------------------------------
|
|
void CGameUI::InputActivate( inputdata_t &inputdata )
|
|
{
|
|
CBasePlayer *pPlayer;
|
|
|
|
// Determine if we're specifying this as an override parameter
|
|
if ( inputdata.value.StringID() != NULL_STRING )
|
|
{
|
|
CBaseEntity *pEntity = gEntList.FindEntityByName( NULL, inputdata.value.String(), this, inputdata.pActivator, inputdata.pCaller );
|
|
if ( pEntity == NULL || pEntity->IsPlayer() == false )
|
|
{
|
|
Warning( "%s InputActivate: entity %s not found or is not a player!\n", GetEntityName().ToCStr(), inputdata.value.String() );
|
|
return;
|
|
}
|
|
|
|
pPlayer = ToBasePlayer( pEntity );
|
|
}
|
|
else
|
|
{
|
|
// Otherwise try to use the activator
|
|
if ( inputdata.pActivator == NULL || inputdata.pActivator->IsPlayer() == false )
|
|
{
|
|
Warning( "%s InputActivate: invalid or missing !activator!\n", GetEntityName().ToCStr() );
|
|
return;
|
|
}
|
|
|
|
pPlayer = ToBasePlayer( inputdata.pActivator );
|
|
}
|
|
|
|
// If another player is already using these controls3, ignore this activation
|
|
if ( m_player.Get() != NULL && pPlayer != m_player.Get() )
|
|
{
|
|
// TODO: We could allow this by calling Deactivate() at this point and continuing on -- jdw
|
|
return;
|
|
}
|
|
|
|
// Setup our internal data
|
|
m_player = pPlayer;
|
|
m_playerOn.FireOutput( pPlayer, this, 0 );
|
|
|
|
// Turn the hud off
|
|
SetNextThink( gpGlobals->curtime );
|
|
|
|
// Disable player's motion
|
|
if ( FBitSet( m_spawnflags, SF_GAMEUI_FREEZE_PLAYER ) )
|
|
{
|
|
m_player->AddFlag( FL_ATCONTROLS );
|
|
}
|
|
|
|
// Store off and hide the currently held weapon
|
|
if ( FBitSet( m_spawnflags, SF_GAMEUI_HIDE_WEAPON ) )
|
|
{
|
|
m_player->m_Local.m_iHideHUD |= HIDEHUD_WEAPONSELECTION;
|
|
|
|
if ( m_player->GetActiveWeapon() )
|
|
{
|
|
m_hSaveWeapon = m_player->GetActiveWeapon();
|
|
|
|
m_player->GetActiveWeapon()->Holster();
|
|
m_player->ClearActiveWeapon();
|
|
m_player->HideViewModels();
|
|
}
|
|
}
|
|
|
|
// We must update our state
|
|
m_bForceUpdate = true;
|
|
}
|
|
|
|
|
|
//------------------------------------------------------------------------------
|
|
// Purpose: Samples the player's inputs and fires outputs based on what buttons
|
|
// are currently held down.
|
|
//------------------------------------------------------------------------------
|
|
void CGameUI::Think( void )
|
|
{
|
|
CBasePlayer *pPlayer = m_player;
|
|
|
|
// If player is gone, stop thinking
|
|
if (pPlayer == NULL)
|
|
{
|
|
SetNextThink( TICK_NEVER_THINK );
|
|
return;
|
|
}
|
|
|
|
// If we're forcing an update, state with a clean button state
|
|
if ( m_bForceUpdate )
|
|
{
|
|
m_nLastButtonState = pPlayer->m_nButtons;
|
|
}
|
|
|
|
// ------------------------------------------------
|
|
// Check that toucher is facing the UI within
|
|
// the field of view tolerance. If not disconnect
|
|
// ------------------------------------------------
|
|
if (m_flFieldOfView > -1)
|
|
{
|
|
Vector vPlayerFacing;
|
|
pPlayer->EyeVectors( &vPlayerFacing );
|
|
Vector vPlayerToUI = GetAbsOrigin() - pPlayer->WorldSpaceCenter();
|
|
VectorNormalize(vPlayerToUI);
|
|
|
|
float flDotPr = DotProduct(vPlayerFacing,vPlayerToUI);
|
|
if (flDotPr < m_flFieldOfView)
|
|
{
|
|
Deactivate( pPlayer );
|
|
return;
|
|
}
|
|
}
|
|
|
|
pPlayer->AddFlag( FL_ONTRAIN );
|
|
SetNextThink( gpGlobals->curtime );
|
|
|
|
// Deactivate if they jump or press +use.
|
|
// FIXME: prevent the use from going through in player.cpp
|
|
if ((( pPlayer->m_afButtonPressed & IN_USE ) && ( m_spawnflags & SF_GAMEUI_USE_DEACTIVATES )) ||
|
|
(( pPlayer->m_afButtonPressed & IN_JUMP ) && ( m_spawnflags & SF_GAMEUI_JUMP_DEACTIVATES )))
|
|
{
|
|
Deactivate( pPlayer );
|
|
return;
|
|
}
|
|
|
|
// Determine what's different
|
|
int nButtonsChanged = ( pPlayer->m_nButtons ^ m_nLastButtonState );
|
|
|
|
//
|
|
// Handle all our possible input triggers
|
|
//
|
|
|
|
if ( nButtonsChanged & IN_MOVERIGHT )
|
|
{
|
|
if ( m_nLastButtonState & IN_MOVERIGHT )
|
|
{
|
|
m_unpressedMoveRight.FireOutput( pPlayer, this, 0 );
|
|
}
|
|
else
|
|
{
|
|
m_pressedMoveRight.FireOutput( pPlayer, this, 0 );
|
|
}
|
|
}
|
|
|
|
if ( nButtonsChanged & IN_MOVELEFT )
|
|
{
|
|
if ( m_nLastButtonState & IN_MOVELEFT )
|
|
{
|
|
m_unpressedMoveLeft.FireOutput( pPlayer, this, 0 );
|
|
}
|
|
else
|
|
{
|
|
m_pressedMoveLeft.FireOutput( pPlayer, this, 0 );
|
|
}
|
|
}
|
|
|
|
if ( nButtonsChanged & IN_FORWARD )
|
|
{
|
|
if ( m_nLastButtonState & IN_FORWARD )
|
|
{
|
|
m_unpressedForward.FireOutput( pPlayer, this, 0 );
|
|
}
|
|
else
|
|
{
|
|
m_pressedForward.FireOutput( pPlayer, this, 0 );
|
|
}
|
|
}
|
|
|
|
if ( nButtonsChanged & IN_BACK )
|
|
{
|
|
if ( m_nLastButtonState & IN_BACK )
|
|
{
|
|
m_unpressedBack.FireOutput( pPlayer, this, 0 );
|
|
}
|
|
else
|
|
{
|
|
m_pressedBack.FireOutput( pPlayer, this, 0 );
|
|
}
|
|
}
|
|
|
|
if ( nButtonsChanged & IN_ATTACK )
|
|
{
|
|
if ( m_nLastButtonState & IN_ATTACK )
|
|
{
|
|
m_unpressedAttack.FireOutput( pPlayer, this, 0 );
|
|
}
|
|
else
|
|
{
|
|
m_pressedAttack.FireOutput( pPlayer, this, 0 );
|
|
}
|
|
}
|
|
|
|
if ( nButtonsChanged & IN_ATTACK2 )
|
|
{
|
|
if ( m_nLastButtonState & IN_ATTACK2 )
|
|
{
|
|
m_unpressedAttack2.FireOutput( pPlayer, this, 0 );
|
|
}
|
|
else
|
|
{
|
|
m_pressedAttack2.FireOutput( pPlayer, this, 0 );
|
|
}
|
|
}
|
|
|
|
// Setup for the next frame
|
|
m_nLastButtonState = pPlayer->m_nButtons;
|
|
|
|
float x = 0, y = 0, attack = 0, attack2 = 0;
|
|
if ( pPlayer->m_nButtons & IN_MOVERIGHT )
|
|
{
|
|
x = 1;
|
|
}
|
|
else if ( pPlayer->m_nButtons & IN_MOVELEFT )
|
|
{
|
|
x = -1;
|
|
}
|
|
|
|
if ( pPlayer->m_nButtons & IN_FORWARD )
|
|
{
|
|
y = 1;
|
|
}
|
|
else if ( pPlayer->m_nButtons & IN_BACK )
|
|
{
|
|
y = -1;
|
|
}
|
|
|
|
if ( pPlayer->m_nButtons & IN_ATTACK )
|
|
{
|
|
attack = 1;
|
|
}
|
|
|
|
if ( pPlayer->m_nButtons & IN_ATTACK2 )
|
|
{
|
|
attack2 = 1;
|
|
}
|
|
|
|
//
|
|
// Fire the analog outputs if they changed.
|
|
//
|
|
if ( m_bForceUpdate || ( m_xaxis.Get() != x ) )
|
|
{
|
|
m_xaxis.Set( x, pPlayer, this );
|
|
}
|
|
|
|
if ( m_bForceUpdate || ( m_yaxis.Get() != y ) )
|
|
{
|
|
m_yaxis.Set( y, pPlayer, this );
|
|
}
|
|
|
|
if ( m_bForceUpdate || ( m_attackaxis.Get() != attack ) )
|
|
{
|
|
m_attackaxis.Set( attack, pPlayer, this );
|
|
}
|
|
|
|
if ( m_bForceUpdate || ( m_attack2axis.Get() != attack2 ) )
|
|
{
|
|
m_attack2axis.Set( attack2, pPlayer, this );
|
|
}
|
|
|
|
m_bForceUpdate = false;
|
|
}
|