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375 lines
8.2 KiB
375 lines
8.2 KiB
//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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// $NoKeywords: $
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//
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//=============================================================================//
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#include "cbase.h"
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#include "weapon_dodbasebomb.h"
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#ifdef CLIENT_DLL
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#include "c_dod_player.h"
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#else
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#include "dod_player.h"
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#include "dod_bombtarget.h"
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#include "collisionutils.h"
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#include "in_buttons.h"
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#endif
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IMPLEMENT_NETWORKCLASS_ALIASED( DODBaseBombWeapon, DT_BaseBombWeapon )
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BEGIN_NETWORK_TABLE( CDODBaseBombWeapon, DT_BaseBombWeapon )
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#ifdef CLIENT_DLL
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//RecvPropBool( RECVINFO(m_bDeployed) )
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#else
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//SendPropBool( SENDINFO(m_bDeployed) )
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#endif
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END_NETWORK_TABLE()
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BEGIN_PREDICTION_DATA( CDODBaseBombWeapon )
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END_PREDICTION_DATA()
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#ifndef CLIENT_DLL
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BEGIN_DATADESC( CDODBaseBombWeapon )
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END_DATADESC()
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#endif
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LINK_ENTITY_TO_CLASS( weapon_basebomb, CDODBaseBombWeapon );
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PRECACHE_WEAPON_REGISTER( weapon_basebomb );
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acttable_t CDODBaseBombWeapon::m_acttable[] =
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{
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{ ACT_PRONE_IDLE, ACT_DOD_PRONEWALK_IDLE_PISTOL, false }, //?
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{ ACT_PRONE_FORWARD, ACT_DOD_PRONEWALK_IDLE_PISTOL, false }, //?
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{ ACT_DOD_STAND_IDLE, ACT_DOD_STAND_IDLE_TNT, false },
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{ ACT_DOD_CROUCH_IDLE, ACT_DOD_CROUCH_IDLE_TNT, false }, //?
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{ ACT_DOD_CROUCHWALK_IDLE, ACT_DOD_CROUCHWALK_IDLE_TNT, false },
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{ ACT_DOD_WALK_IDLE, ACT_DOD_WALK_IDLE_TNT, false },
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{ ACT_DOD_RUN_IDLE, ACT_DOD_RUN_IDLE_TNT, false },
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{ ACT_SPRINT, ACT_DOD_SPRINT_IDLE_TNT, false },
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// Hand Signals
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{ ACT_DOD_HS_IDLE, ACT_DOD_HS_IDLE_PISTOL, false },
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{ ACT_DOD_HS_CROUCH, ACT_DOD_HS_CROUCH_PISTOL, false },
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};
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IMPLEMENT_ACTTABLE( CDODBaseBombWeapon );
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CDODBaseBombWeapon::CDODBaseBombWeapon()
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{
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}
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void CDODBaseBombWeapon::Spawn( )
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{
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WEAPON_FILE_INFO_HANDLE hWpnInfo = LookupWeaponInfoSlot( GetClassname() );
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Assert( hWpnInfo != GetInvalidWeaponInfoHandle() );
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CDODWeaponInfo *pWeaponInfo = dynamic_cast< CDODWeaponInfo* >( GetFileWeaponInfoFromHandle( hWpnInfo ) );
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Assert( pWeaponInfo && "Failed to get CDODWeaponInfo in weapon spawn" );
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m_pWeaponInfo = pWeaponInfo;
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SetPlanting( false );
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BaseClass::Spawn();
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}
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void CDODBaseBombWeapon::Precache()
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{
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BaseClass::Precache();
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}
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bool CDODBaseBombWeapon::Deploy( )
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{
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#ifdef CLIENT_DLL
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CDODPlayer *pPlayer = GetDODPlayerOwner();
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if ( pPlayer )
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{
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pPlayer->HintMessage( HINT_BOMB_FIRST_SELECT );
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}
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#endif
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return DefaultDeploy( (char*)GetViewModel(), (char*)GetWorldModel(), GetDrawActivity(), (char*)GetAnimPrefix() );
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}
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void CDODBaseBombWeapon::PrimaryAttack()
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{
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#ifndef CLIENT_DLL
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if ( IsPlanting() )
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{
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CDODBombTarget *pTarget = (CDODBombTarget *)m_hBombTarget.Get();
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CBasePlayer *pPlayer = GetPlayerOwner();
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if ( !pTarget || !pPlayer )
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{
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CancelPlanting();
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return;
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}
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if ( pTarget->CanPlantHere( GetDODPlayerOwner() ) == false )
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{
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// if the target is not active anymore, cancel ( someone planted there already? )
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CancelPlanting();
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}
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else if ( ( pTarget->GetAbsOrigin() - pPlayer->WorldSpaceCenter() ).Length() > DOD_BOMB_PLANT_RADIUS )
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{
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// if we're too far away, cancel
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CancelPlanting();
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}
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else if ( IsLookingAtBombTarget( pPlayer, pTarget ) == false || ( pPlayer->GetFlags() & FL_ONGROUND ) == 0 )
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{
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// not looking at the target anymore
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CancelPlanting();
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}
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else if ( gpGlobals->curtime > m_flPlantCompleteTime )
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{
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// we finished the plant
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CompletePlant();
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}
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else
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{
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m_flNextPlantCheck = gpGlobals->curtime + 0.2;
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}
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return;
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}
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// find nearby, visible bomb targets
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CBaseEntity *pEnt = NULL;
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CDODBombTarget *pBestTarget = NULL;
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float flBestDist = FLT_MAX;
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CDODPlayer *pPlayer = GetDODPlayerOwner();
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if ( !pPlayer )
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return;
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while( ( pEnt = gEntList.FindEntityByClassname( pEnt, "dod_bomb_target" ) ) != NULL )
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{
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CDODBombTarget *pTarget = static_cast<CDODBombTarget *>( pEnt );
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if ( !pTarget->CanPlantHere( pPlayer ) )
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continue;
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Vector pos = pPlayer->WorldSpaceCenter();
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float flDist = ( pos - pTarget->GetAbsOrigin() ).Length();
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// if we are looking directly at a bomb target and it is within our radius, that automatically wins
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if ( flDist < flBestDist &&
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flDist < DOD_BOMB_PLANT_RADIUS &&
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IsLookingAtBombTarget( pPlayer, pTarget ) &&
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( pPlayer->GetFlags() & FL_ONGROUND ) )
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{
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flBestDist = flDist;
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pBestTarget = pTarget;
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}
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}
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if ( pBestTarget )
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{
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StartPlanting( pBestTarget );
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}
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m_flNextPlantCheck = gpGlobals->curtime + 0.2;
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// true if the player is not holding primary attack
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m_bUsePlant = !( pPlayer->m_nButtons & (IN_ATTACK|IN_ATTACK2) );
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#endif
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}
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void CDODBaseBombWeapon::SecondaryAttack()
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{
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PrimaryAttack();
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}
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#ifndef CLIENT_DLL
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void CDODBaseBombWeapon::StartPlanting( CDODBombTarget *pTarget )
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{
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// we have already checked that we can plant here
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// store a pointer to the target we're bombing
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m_hBombTarget = pTarget;
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// must do this after setting the bomb target as we tell the planter
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// what target they are at
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SetPlanting( true );
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// set the timer for when we'll be done
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m_flPlantCompleteTime = gpGlobals->curtime + DOD_BOMB_PLANT_TIME;
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// play the planting animation
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SendWeaponAnim( ACT_VM_PRIMARYATTACK );
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CDODPlayer *pPlayer = GetDODPlayerOwner();
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if ( pPlayer )
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{
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pPlayer->DoAnimationEvent( PLAYERANIMEVENT_PLANT_TNT );
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pPlayer->SetMaxSpeed( 1 );
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pPlayer->SetProgressBarTime( DOD_BOMB_PLANT_TIME );
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}
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}
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bool CDODBaseBombWeapon::CancelPlanting( void )
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{
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bool bHolster = false;
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SetPlanting( false );
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// play a stop animation
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SendWeaponAnim( ACT_VM_IDLE );
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CDODPlayer *pPlayer = GetDODPlayerOwner();
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if ( pPlayer )
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{
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pPlayer->DoAnimationEvent( PLAYERANIMEVENT_CANCEL_GESTURES );
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// restore player speed
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pPlayer->SetMaxSpeed( 600 );
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pPlayer->ResetProgressBar();
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if ( m_bUsePlant )
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{
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pPlayer->SelectLastItem();
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bHolster = true;
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}
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}
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return bHolster;
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}
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void CDODBaseBombWeapon::CompletePlant( void )
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{
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CDODPlayer *pPlayer = ToDODPlayer( GetPlayerOwner() );
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if ( pPlayer )
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{
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SetPlanting( false );
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// restore player speed
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GetDODPlayerOwner()->SetMaxSpeed( 600 );
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// Tell the target that we finished planting the bomb
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((CDODBombTarget *)m_hBombTarget.Get())->CompletePlanting( pPlayer );
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// destroy the bomb weapon
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pPlayer->Weapon_Drop( this, NULL, NULL );
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UTIL_Remove(this);
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pPlayer->ResetProgressBar();
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pPlayer->SelectLastItem();
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}
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}
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bool CDODBaseBombWeapon::IsLookingAtBombTarget( CBasePlayer *pPlayer, CDODBombTarget *pTarget )
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{
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Vector forward;
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AngleVectors( pPlayer->EyeAngles(), &forward );
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Vector toBomb = pTarget->GetAbsOrigin() - pPlayer->EyePosition();
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toBomb.NormalizeInPlace();
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return ( DotProduct( forward, toBomb ) >= 0.8 );
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}
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#endif
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void CDODBaseBombWeapon::ItemPostFrame()
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{
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#ifndef CLIENT_DLL
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CBasePlayer *pPlayer = GetPlayerOwner();
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if ( !pPlayer )
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return;
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if ( pPlayer->m_nButtons & (IN_ATTACK|IN_ATTACK2) )
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{
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PrimaryAttack();
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}
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// Only use the time check if we are planting with the +use key
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// adds a slight lag to breaking the player lock otherwise
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else if ( !m_bUsePlant || m_flNextPlantCheck < gpGlobals->curtime )
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{
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if ( IsPlanting() )
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{
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// reset all planting
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bool bHolster = CancelPlanting();
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// sometimes after canceling we put the weapon away and switch
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// to our last weapon. In that case, we don't want to send any more
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// anim calls b/c it confuses the client.
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if ( bHolster )
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{
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// we've put this weapon away, stop everything
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return;
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}
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// anim now
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m_flTimeWeaponIdle = 0;
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}
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// idle
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if (m_flTimeWeaponIdle > gpGlobals->curtime)
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return;
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SendWeaponAnim( GetIdleActivity() );
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m_flTimeWeaponIdle = gpGlobals->curtime + SequenceDuration();
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// if we're not planting, why do we have the bomb out?
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// switch to our next best weapon
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pPlayer->SelectLastItem();
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}
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#endif // CLIENT_DLL
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}
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bool CDODBaseBombWeapon::Holster( CBaseCombatWeapon *pSwitchingTo )
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{
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#ifndef CLIENT_DLL
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if ( IsPlanting() )
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CancelPlanting();
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#endif
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return BaseClass::Holster( pSwitchingTo );
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}
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void CDODBaseBombWeapon::SetPlanting( bool bPlanting )
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{
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m_bPlanting = bPlanting;
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#ifndef CLIENT_DLL
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CDODPlayer *pPlayer = GetDODPlayerOwner();
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if ( pPlayer )
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{
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pPlayer->SetPlanting( m_bPlanting ? (CDODBombTarget *)m_hBombTarget.Get() : NULL );
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}
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#endif
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}
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bool CDODBaseBombWeapon::IsPlanting( void )
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{
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return m_bPlanting;
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}
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