Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//=============================================================================//
#ifndef WEAPON_DODBASE_H
#define WEAPON_DODBASE_H
#ifdef _WIN32
#pragma once
#endif
#include "dod_playeranimstate.h"
#include "dod_weapon_parse.h"
#if defined( CLIENT_DLL )
#define CWeaponDODBase C_WeaponDODBase
#endif
extern int AliasToWeaponID( const char *alias );
extern const char *WeaponIDToAlias( int id );
extern bool IsPrimaryWeapon( int id );
extern bool IsSecondaryWeapon( int id );
class CDODPlayer;
// These are the names of the ammo types that go in the CAmmoDefs and that the
// weapon script files reference.
#define DOD_AMMO_SUBMG "DOD_AMMO_SUBMG"
#define DOD_AMMO_ROCKET "DOD_AMMO_ROCKET"
#define DOD_AMMO_COLT "DOD_AMMO_COLT"
#define DOD_AMMO_P38 "DOD_AMMO_P38"
#define DOD_AMMO_C96 "DOD_AMMO_C96"
#define DOD_AMMO_WEBLEY "DOD_AMMO_WEBLEY"
#define DOD_AMMO_GARAND "DOD_AMMO_GARAND"
#define DOD_AMMO_K98 "DOD_AMMO_K98"
#define DOD_AMMO_M1CARBINE "DOD_AMMO_M1CARBINE"
#define DOD_AMMO_ENFIELD "DOD_AMMO_ENFIELD"
#define DOD_AMMO_SPRING "DOD_AMMO_SPRING"
#define DOD_AMMO_FG42 "DOD_AMMO_FG42"
#define DOD_AMMO_BREN "DOD_AMMO_BREN"
#define DOD_AMMO_BAR "DOD_AMMO_BAR"
#define DOD_AMMO_30CAL "DOD_AMMO_30CAL"
#define DOD_AMMO_MG34 "DOD_AMMO_MG34"
#define DOD_AMMO_MG42 "DOD_AMMO_MG42"
#define DOD_AMMO_HANDGRENADE "DOD_AMMO_HANDGRENADE"
#define DOD_AMMO_HANDGRENADE_EX "DOD_AMMO_HANDGRENADE_EX" // the EX is for EXploding! :)
#define DOD_AMMO_STICKGRENADE "DOD_AMMO_STICKGRENADE"
#define DOD_AMMO_STICKGRENADE_EX "DOD_AMMO_STICKGRENADE_EX"
#define DOD_AMMO_SMOKEGRENADE_US "DOD_AMMO_SMOKEGRENADE_US"
#define DOD_AMMO_SMOKEGRENADE_GER "DOD_AMMO_SMOKEGRENADE_GER"
#define DOD_AMMO_SMOKEGRENADE_US_LIVE "DOD_AMMO_SMOKEGRENADE_US_LIVE"
#define DOD_AMMO_SMOKEGRENADE_GER_LIVE "DOD_AMMO_SMOKEGRENADE_GER_LIVE"
#define DOD_AMMO_RIFLEGRENADE_US "DOD_AMMO_RIFLEGRENADE_US"
#define DOD_AMMO_RIFLEGRENADE_GER "DOD_AMMO_RIFLEGRENADE_GER"
#define DOD_AMMO_RIFLEGRENADE_US_LIVE "DOD_AMMO_RIFLEGRENADE_US_LIVE"
#define DOD_AMMO_RIFLEGRENADE_GER_LIVE "DOD_AMMO_RIFLEGRENADE_GER_LIVE"
#define CROSSHAIR_CONTRACT_PIXELS_PER_SECOND 7.0f
// Given an ammo type (like from a weapon's GetPrimaryAmmoType()), this compares it
// against the ammo name you specify.
// MIKETODO: this should use indexing instead of searching and strcmp()'ing all the time.
bool IsAmmoType( int iAmmoType, const char *pAmmoName );
typedef enum
{
WEAPON_NONE = 0,
//Melee
WEAPON_AMERKNIFE,
WEAPON_SPADE,
//Pistols
WEAPON_COLT,
WEAPON_P38,
WEAPON_C96,
//Rifles
WEAPON_GARAND,
WEAPON_M1CARBINE,
WEAPON_K98,
//Sniper Rifles
WEAPON_SPRING,
WEAPON_K98_SCOPED,
//SMG
WEAPON_THOMPSON,
WEAPON_MP40,
WEAPON_MP44,
WEAPON_BAR,
//Machine guns
WEAPON_30CAL,
WEAPON_MG42,
//Rocket weapons
WEAPON_BAZOOKA,
WEAPON_PSCHRECK,
//Grenades
WEAPON_FRAG_US,
WEAPON_FRAG_GER,
WEAPON_FRAG_US_LIVE,
WEAPON_FRAG_GER_LIVE,
WEAPON_SMOKE_US,
WEAPON_SMOKE_GER,
WEAPON_RIFLEGREN_US,
WEAPON_RIFLEGREN_GER,
WEAPON_RIFLEGREN_US_LIVE,
WEAPON_RIFLEGREN_GER_LIVE,
// not actually separate weapons, but defines used in stats recording
// find a better way to do this without polluting the list of actual weapons.
WEAPON_THOMPSON_PUNCH,
WEAPON_MP40_PUNCH,
WEAPON_GARAND_ZOOMED,
WEAPON_K98_ZOOMED,
WEAPON_SPRING_ZOOMED,
WEAPON_K98_SCOPED_ZOOMED,
WEAPON_30CAL_UNDEPLOYED,
WEAPON_MG42_UNDEPLOYED,
WEAPON_BAR_SEMIAUTO,
WEAPON_MP44_SEMIAUTO,
WEAPON_MAX, // number of weapons weapon index
} DODWeaponID;
//Class Heirarchy for dod weapons
/*
CWeaponDODBase
|
|
|--> CWeaponDODBaseMelee
| |
| |--> CWeaponSpade
| |--> CWeaponUSKnife
|
|--> CWeaponDODBaseGrenade
| |
| |--> CWeaponHandgrenade
| |--> CWeaponStickGrenade
| |--> CWeaponSmokeGrenadeUS
| |--> CWeaponSmokeGrenadeGER
|
|--> CWeaponBaseRifleGrenade
| |
| |--> CWeaponRifleGrenadeUS
| |--> CWeaponRifleGrenadeGER
|
|--> CDODBaseRocketWeapon
| |
| |--> CWeaponBazooka
| |--> CWeaponPschreck
|
|--> CWeaponDODBaseGun
|
|--> CDODFullAutoWeapon
| |
| |--> CWeaponC96
| |
| |--> CDODFullAutoPunchWeapon
| | |
| | |--> CWeaponThompson
| | |--> CWeaponMP40
| |
| |--> CDODBipodWeapon
| |
| |-> CWeapon30Cal
| |-> CWeaponMG42
|
|--> CDODFireSelectWeapon
| |
| |--> CWeaponMP44
| |--> CWeaponBAR
|
|
|--> CDODSemiAutoWeapon
|
|--> CWeaponColt
|--> CWeaponP38
|--> CWeaponM1Carbine
|--> CDODSniperWeapon
|
|--> CWeaponSpring
|--> CWeaponScopedK98
|--> CWeaponGarand
|--> CWeaponK98
*/
void FindHullIntersection( const Vector &vecSrc, trace_t &tr, const Vector &mins, const Vector &maxs, CBaseEntity *pEntity );
typedef enum
{
Primary_Mode = 0,
Secondary_Mode,
} DODWeaponMode;
class CWeaponDODBase : public CBaseCombatWeapon
{
public:
DECLARE_CLASS( CWeaponDODBase, CBaseCombatWeapon );
DECLARE_NETWORKCLASS();
DECLARE_PREDICTABLE();
CWeaponDODBase();
#ifdef GAME_DLL
DECLARE_DATADESC();
virtual void CheckRespawn();
virtual CBaseEntity* Respawn();
virtual const Vector& GetBulletSpread();
virtual float GetDefaultAnimSpeed();
virtual void ItemBusyFrame();
virtual bool ShouldRemoveOnRoundRestart();
void Materialize();
void AttemptToMaterialize();
#else
void PlayWorldReloadSound( CDODPlayer *pPlayer );
#endif
virtual bool DefaultReload( int iClipSize1, int iClipSize2, int iActivity );
virtual bool Holster( CBaseCombatWeapon *pSwitchingTo );
virtual void Drop( const Vector &vecVelocity );
virtual void AddViewmodelBob( CBaseViewModel *viewmodel, Vector &origin, QAngle &angles );
virtual float CalcViewmodelBob( void );
// All predicted weapons need to implement and return true
virtual bool IsPredicted() const;
virtual int ObjectCaps( void ) { return BaseClass::ObjectCaps() | FCAP_USE_IN_RADIUS; }
CBasePlayer* GetPlayerOwner() const;
CDODPlayer* GetDODPlayerOwner() const;
virtual void WeaponIdle( void );
virtual Activity GetIdleActivity( void );
// Get DOD-specific weapon data.
CDODWeaponInfo const &GetDODWpnData() const;
// Get specific DOD weapon ID (ie: WEAPON_GARAND, etc)
virtual DODWeaponID GetWeaponID( void ) const { return WEAPON_NONE; }
virtual DODWeaponID GetStatsWeaponID( void ) { return GetWeaponID(); }
virtual DODWeaponID GetAltWeaponID( void ) const { return WEAPON_NONE; }
// return true if this weapon is an instance of the given weapon type (ie: "IsA" WEAPON_GLOCK)
bool IsA( DODWeaponID id ) const { return GetWeaponID() == id; }
// return true if this weapon has a silencer equipped
virtual bool IsSilenced( void ) const { return false; }
void KickBack( float up_base, float lateral_base, float up_modifier, float lateral_modifier, float up_max, float lateral_max, int direction_change );
virtual void SetWeaponModelIndex( const char *pName );
virtual bool CanDrop( void ) { return false; }
virtual bool ShouldDrawCrosshair( void ) { return true; }
virtual bool ShouldDrawViewModel( void ) { return true; }
virtual bool ShouldDrawMuzzleFlash( void ) { return true; }
virtual float GetWeaponAccuracy( float flPlayerSpeed ) { return 0; }
virtual bool HideViewModelWhenZoomed( void ) { return false; }
virtual bool CanAttack( void );
virtual bool ShouldAutoReload( void );
CNetworkVar( int, m_iReloadModelIndex );
CNetworkVector( m_vInitialDropVelocity );
virtual void FinishReload( void ) {}
public:
#if defined( CLIENT_DLL )
virtual void ProcessMuzzleFlashEvent();
virtual bool ShouldPredict();
virtual void PostDataUpdate( DataUpdateType_t type );
virtual void OnDataChanged( DataUpdateType_t type );
virtual bool OnFireEvent( C_BaseViewModel *pViewModel, const Vector& origin, const QAngle& angles, int event, const char *options );
virtual bool ShouldAutoEjectBrass( void );
virtual bool GetEjectBrassShellType( void );
void SetUseAltModel( bool bUseAlt );
virtual int GetWorldModelIndex( void );
virtual void CheckForAltWeapon( int iCurrentState );
virtual Vector GetDesiredViewModelOffset( C_DODPlayer *pOwner );
virtual float GetViewModelSwayScale( void ) { return 1.0; }
virtual void OnWeaponDropped( void ) {}
virtual bool ShouldDraw( void );
float m_flCrosshairDistance;
int m_iAmmoLastCheck;
int m_iAlpha;
int m_iScopeTextureID;
bool m_bUseAltWeaponModel; //use alternate left handed world model? reset on new sequence
#else
virtual bool Reload();
virtual void Spawn();
void SetDieThink( bool bDie );
void Die( void );
void Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value );
#endif
virtual void OnPickedUp( CBaseCombatCharacter *pNewOwner );
bool IsUseable();
virtual bool CanDeploy( void );
virtual bool CanHolster( void );
virtual bool SendWeaponAnim( int iActivity );
virtual void Precache( void );
virtual bool CanBeSelected( void );
virtual bool DefaultDeploy( char *szViewModel, char *szWeaponModel, int iActivity, char *szAnimExt );
virtual bool Deploy();
bool PlayEmptySound();
virtual void ItemPostFrame();
virtual const char *GetViewModel( int viewmodelindex = 0 ) const;
bool m_bInAttack; //True after a semi-auto weapon fires - will not fire a second time on the same button press
void SetExtraAmmoCount( int count ) { m_iExtraPrimaryAmmo = count; }
int GetExtraAmmoCount( void ) { return m_iExtraPrimaryAmmo; }
virtual const char *GetSecondaryDeathNoticeName( void ) { return "world"; }
virtual CBaseEntity *MeleeAttack( int iDamageAmount, int iDamageType, float flDmgDelay, float flAttackDelay );
void EXPORT Smack( void );
//Secondary Attacks
void RifleButt( void );
void Bayonet( void );
void Punch( void );
virtual Activity GetMeleeActivity( void ) { return ACT_VM_SECONDARYATTACK; }
virtual Activity GetStrongMeleeActivity( void ) { return ACT_VM_SECONDARYATTACK; }
virtual float GetRecoil( void ) { return 0.0f; }
protected:
CNetworkVar( float, m_flSmackTime );
int m_iSmackDamage;
int m_iSmackDamageType;
EHANDLE m_pTraceHitEnt;
trace_t m_trHit;
int m_iAltFireHint;
private:
void EjectBrassLate();
float m_flDecreaseShotsFired;
CWeaponDODBase( const CWeaponDODBase & );
int m_iExtraPrimaryAmmo;
#ifdef CLIENT_DLL
int m_iCrosshairTexture;
#endif
};
#endif // WEAPON_DODBASE_H