Team Fortress 2 Source Code as on 22/4/2020
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//========= 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;
}