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