Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//
//=============================================================================//
#include "cbase.h"
#include "weapon_dodbasebomb.h"
#ifdef CLIENT_DLL
#include "c_dod_player.h"
#else
#include "dod_player.h"
#include "dod_bombtarget.h"
#include "collisionutils.h"
#include "in_buttons.h"
#endif
IMPLEMENT_NETWORKCLASS_ALIASED( DODBaseBombWeapon, DT_BaseBombWeapon )
BEGIN_NETWORK_TABLE( CDODBaseBombWeapon, DT_BaseBombWeapon )
#ifdef CLIENT_DLL
//RecvPropBool( RECVINFO(m_bDeployed) )
#else
//SendPropBool( SENDINFO(m_bDeployed) )
#endif
END_NETWORK_TABLE()
BEGIN_PREDICTION_DATA( CDODBaseBombWeapon )
END_PREDICTION_DATA()
#ifndef CLIENT_DLL
BEGIN_DATADESC( CDODBaseBombWeapon )
END_DATADESC()
#endif
LINK_ENTITY_TO_CLASS( weapon_basebomb, CDODBaseBombWeapon );
PRECACHE_WEAPON_REGISTER( weapon_basebomb );
acttable_t CDODBaseBombWeapon::m_acttable[] =
{
{ ACT_PRONE_IDLE, ACT_DOD_PRONEWALK_IDLE_PISTOL, false }, //?
{ ACT_PRONE_FORWARD, ACT_DOD_PRONEWALK_IDLE_PISTOL, false }, //?
{ ACT_DOD_STAND_IDLE, ACT_DOD_STAND_IDLE_TNT, false },
{ ACT_DOD_CROUCH_IDLE, ACT_DOD_CROUCH_IDLE_TNT, false }, //?
{ ACT_DOD_CROUCHWALK_IDLE, ACT_DOD_CROUCHWALK_IDLE_TNT, false },
{ ACT_DOD_WALK_IDLE, ACT_DOD_WALK_IDLE_TNT, false },
{ ACT_DOD_RUN_IDLE, ACT_DOD_RUN_IDLE_TNT, false },
{ ACT_SPRINT, ACT_DOD_SPRINT_IDLE_TNT, false },
// Hand Signals
{ ACT_DOD_HS_IDLE, ACT_DOD_HS_IDLE_PISTOL, false },
{ ACT_DOD_HS_CROUCH, ACT_DOD_HS_CROUCH_PISTOL, false },
};
IMPLEMENT_ACTTABLE( CDODBaseBombWeapon );
CDODBaseBombWeapon::CDODBaseBombWeapon()
{
}
void CDODBaseBombWeapon::Spawn( )
{
WEAPON_FILE_INFO_HANDLE hWpnInfo = LookupWeaponInfoSlot( GetClassname() );
Assert( hWpnInfo != GetInvalidWeaponInfoHandle() );
CDODWeaponInfo *pWeaponInfo = dynamic_cast< CDODWeaponInfo* >( GetFileWeaponInfoFromHandle( hWpnInfo ) );
Assert( pWeaponInfo && "Failed to get CDODWeaponInfo in weapon spawn" );
m_pWeaponInfo = pWeaponInfo;
SetPlanting( false );
BaseClass::Spawn();
}
void CDODBaseBombWeapon::Precache()
{
BaseClass::Precache();
}
bool CDODBaseBombWeapon::Deploy( )
{
#ifdef CLIENT_DLL
CDODPlayer *pPlayer = GetDODPlayerOwner();
if ( pPlayer )
{
pPlayer->HintMessage( HINT_BOMB_FIRST_SELECT );
}
#endif
return DefaultDeploy( (char*)GetViewModel(), (char*)GetWorldModel(), GetDrawActivity(), (char*)GetAnimPrefix() );
}
void CDODBaseBombWeapon::PrimaryAttack()
{
#ifndef CLIENT_DLL
if ( IsPlanting() )
{
CDODBombTarget *pTarget = (CDODBombTarget *)m_hBombTarget.Get();
CBasePlayer *pPlayer = GetPlayerOwner();
if ( !pTarget || !pPlayer )
{
CancelPlanting();
return;
}
if ( pTarget->CanPlantHere( GetDODPlayerOwner() ) == false )
{
// if the target is not active anymore, cancel ( someone planted there already? )
CancelPlanting();
}
else if ( ( pTarget->GetAbsOrigin() - pPlayer->WorldSpaceCenter() ).Length() > DOD_BOMB_PLANT_RADIUS )
{
// if we're too far away, cancel
CancelPlanting();
}
else if ( IsLookingAtBombTarget( pPlayer, pTarget ) == false || ( pPlayer->GetFlags() & FL_ONGROUND ) == 0 )
{
// not looking at the target anymore
CancelPlanting();
}
else if ( gpGlobals->curtime > m_flPlantCompleteTime )
{
// we finished the plant
CompletePlant();
}
else
{
m_flNextPlantCheck = gpGlobals->curtime + 0.2;
}
return;
}
// find nearby, visible bomb targets
CBaseEntity *pEnt = NULL;
CDODBombTarget *pBestTarget = NULL;
float flBestDist = FLT_MAX;
CDODPlayer *pPlayer = GetDODPlayerOwner();
if ( !pPlayer )
return;
while( ( pEnt = gEntList.FindEntityByClassname( pEnt, "dod_bomb_target" ) ) != NULL )
{
CDODBombTarget *pTarget = static_cast<CDODBombTarget *>( pEnt );
if ( !pTarget->CanPlantHere( pPlayer ) )
continue;
Vector pos = pPlayer->WorldSpaceCenter();
float flDist = ( pos - pTarget->GetAbsOrigin() ).Length();
// if we are looking directly at a bomb target and it is within our radius, that automatically wins
if ( flDist < flBestDist &&
flDist < DOD_BOMB_PLANT_RADIUS &&
IsLookingAtBombTarget( pPlayer, pTarget ) &&
( pPlayer->GetFlags() & FL_ONGROUND ) )
{
flBestDist = flDist;
pBestTarget = pTarget;
}
}
if ( pBestTarget )
{
StartPlanting( pBestTarget );
}
m_flNextPlantCheck = gpGlobals->curtime + 0.2;
// true if the player is not holding primary attack
m_bUsePlant = !( pPlayer->m_nButtons & (IN_ATTACK|IN_ATTACK2) );
#endif
}
void CDODBaseBombWeapon::SecondaryAttack()
{
PrimaryAttack();
}
#ifndef CLIENT_DLL
void CDODBaseBombWeapon::StartPlanting( CDODBombTarget *pTarget )
{
// we have already checked that we can plant here
// store a pointer to the target we're bombing
m_hBombTarget = pTarget;
// must do this after setting the bomb target as we tell the planter
// what target they are at
SetPlanting( true );
// set the timer for when we'll be done
m_flPlantCompleteTime = gpGlobals->curtime + DOD_BOMB_PLANT_TIME;
// play the planting animation
SendWeaponAnim( ACT_VM_PRIMARYATTACK );
CDODPlayer *pPlayer = GetDODPlayerOwner();
if ( pPlayer )
{
pPlayer->DoAnimationEvent( PLAYERANIMEVENT_PLANT_TNT );
pPlayer->SetMaxSpeed( 1 );
pPlayer->SetProgressBarTime( DOD_BOMB_PLANT_TIME );
}
}
bool CDODBaseBombWeapon::CancelPlanting( void )
{
bool bHolster = false;
SetPlanting( false );
// play a stop animation
SendWeaponAnim( ACT_VM_IDLE );
CDODPlayer *pPlayer = GetDODPlayerOwner();
if ( pPlayer )
{
pPlayer->DoAnimationEvent( PLAYERANIMEVENT_CANCEL_GESTURES );
// restore player speed
pPlayer->SetMaxSpeed( 600 );
pPlayer->ResetProgressBar();
if ( m_bUsePlant )
{
pPlayer->SelectLastItem();
bHolster = true;
}
}
return bHolster;
}
void CDODBaseBombWeapon::CompletePlant( void )
{
CDODPlayer *pPlayer = ToDODPlayer( GetPlayerOwner() );
if ( pPlayer )
{
SetPlanting( false );
// restore player speed
GetDODPlayerOwner()->SetMaxSpeed( 600 );
// Tell the target that we finished planting the bomb
((CDODBombTarget *)m_hBombTarget.Get())->CompletePlanting( pPlayer );
// destroy the bomb weapon
pPlayer->Weapon_Drop( this, NULL, NULL );
UTIL_Remove(this);
pPlayer->ResetProgressBar();
pPlayer->SelectLastItem();
}
}
bool CDODBaseBombWeapon::IsLookingAtBombTarget( CBasePlayer *pPlayer, CDODBombTarget *pTarget )
{
Vector forward;
AngleVectors( pPlayer->EyeAngles(), &forward );
Vector toBomb = pTarget->GetAbsOrigin() - pPlayer->EyePosition();
toBomb.NormalizeInPlace();
return ( DotProduct( forward, toBomb ) >= 0.8 );
}
#endif
void CDODBaseBombWeapon::ItemPostFrame()
{
#ifndef CLIENT_DLL
CBasePlayer *pPlayer = GetPlayerOwner();
if ( !pPlayer )
return;
if ( pPlayer->m_nButtons & (IN_ATTACK|IN_ATTACK2) )
{
PrimaryAttack();
}
// Only use the time check if we are planting with the +use key
// adds a slight lag to breaking the player lock otherwise
else if ( !m_bUsePlant || m_flNextPlantCheck < gpGlobals->curtime )
{
if ( IsPlanting() )
{
// reset all planting
bool bHolster = CancelPlanting();
// sometimes after canceling we put the weapon away and switch
// to our last weapon. In that case, we don't want to send any more
// anim calls b/c it confuses the client.
if ( bHolster )
{
// we've put this weapon away, stop everything
return;
}
// anim now
m_flTimeWeaponIdle = 0;
}
// idle
if (m_flTimeWeaponIdle > gpGlobals->curtime)
return;
SendWeaponAnim( GetIdleActivity() );
m_flTimeWeaponIdle = gpGlobals->curtime + SequenceDuration();
// if we're not planting, why do we have the bomb out?
// switch to our next best weapon
pPlayer->SelectLastItem();
}
#endif // CLIENT_DLL
}
bool CDODBaseBombWeapon::Holster( CBaseCombatWeapon *pSwitchingTo )
{
#ifndef CLIENT_DLL
if ( IsPlanting() )
CancelPlanting();
#endif
return BaseClass::Holster( pSwitchingTo );
}
void CDODBaseBombWeapon::SetPlanting( bool bPlanting )
{
m_bPlanting = bPlanting;
#ifndef CLIENT_DLL
CDODPlayer *pPlayer = GetDODPlayerOwner();
if ( pPlayer )
{
pPlayer->SetPlanting( m_bPlanting ? (CDODBombTarget *)m_hBombTarget.Get() : NULL );
}
#endif
}
bool CDODBaseBombWeapon::IsPlanting( void )
{
return m_bPlanting;
}