Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose: Engineer's Laser Pointer
//
//=============================================================================//
#include "cbase.h"
#include "tf_fx_shared.h"
#include "tf_weapon_laser_pointer.h"
#include "in_buttons.h"
// Client specific.
#ifdef CLIENT_DLL
#include "view.h"
#include "beamdraw.h"
#include "vgui/ISurface.h"
#include <vgui/ILocalize.h>
#include "vgui_controls/Controls.h"
#include "hud_crosshair.h"
#include "functionproxy.h"
#include "materialsystem/imaterialvar.h"
#include "toolframework_client.h"
#include "input.h"
#include "sourcevr/isourcevirtualreality.h"
// forward declarations
void ToolFramework_RecordMaterialParams( IMaterial *pMaterial );
#else
#include "tf_gamerules.h"
#include "tf_obj_sentrygun.h"
#endif
#define TF_WEAPON_SNIPERRIFLE_CHARGE_PER_SEC 50.0
#define TF_WEAPON_SNIPERRIFLE_UNCHARGE_PER_SEC 75.0
#define TF_WEAPON_SNIPERRIFLE_DAMAGE_MIN 50
#define TF_WEAPON_SNIPERRIFLE_DAMAGE_MAX 150
#define TF_WEAPON_SNIPERRIFLE_RELOAD_TIME 1.5f
#define TF_WEAPON_SNIPERRIFLE_ZOOM_TIME 0.3f
#define TF_WEAPON_SNIPERRIFLE_NO_CRIT_AFTER_ZOOM_TIME 0.2f
#define LASER_DOT_SPRITE_RED "effects/sniperdot_red.vmt"
#define LASER_DOT_SPRITE_BLUE "effects/sniperdot_blue.vmt"
//=============================================================================
//
// Weapon Laser Pointer tables.
//
IMPLEMENT_NETWORKCLASS_ALIASED( TFLaserPointer, DT_TFLaserPointer )
BEGIN_NETWORK_TABLE_NOBASE( CTFLaserPointer, DT_LaserPointerLocalData )
END_NETWORK_TABLE()
BEGIN_NETWORK_TABLE( CTFLaserPointer, DT_TFLaserPointer )
END_NETWORK_TABLE()
BEGIN_PREDICTION_DATA( CTFLaserPointer )
END_PREDICTION_DATA()
LINK_ENTITY_TO_CLASS( tf_weapon_laser_pointer, CTFLaserPointer );
PRECACHE_WEAPON_REGISTER( tf_weapon_laser_pointer );
//=============================================================================
//
// Weapon Laser Pointer functions.
//
//-----------------------------------------------------------------------------
// Purpose: Constructor.
//-----------------------------------------------------------------------------
CTFLaserPointer::CTFLaserPointer()
{
#ifdef GAME_DLL
m_hLaserDot = NULL;
#endif
m_flNextAttack = 0.f;
}
//-----------------------------------------------------------------------------
// Purpose: Destructor.
//-----------------------------------------------------------------------------
CTFLaserPointer::~CTFLaserPointer()
{
// Server specific.
#ifdef GAME_DLL
DestroyLaserDot();
#endif
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTFLaserPointer::Precache()
{
BaseClass::Precache();
PrecacheModel( LASER_DOT_SPRITE_RED );
PrecacheModel( LASER_DOT_SPRITE_BLUE );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
bool CTFLaserPointer::Deploy( void )
{
if ( BaseClass::Deploy() )
{
#ifdef GAME_DLL
SetContextThink( &CTFLaserPointer::CreateLaserDot, gpGlobals->curtime + 0.5f, "CREATE_LASER_DOT" );
#endif
m_bDeployed = true;
return true;
}
return false;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
bool CTFLaserPointer::Holster( CBaseCombatWeapon *pSwitchingTo )
{
if ( BaseClass::Holster( pSwitchingTo ) )
{
#ifdef GAME_DLL
DestroyLaserDot();
#endif
m_bDeployed = false;
return true;
}
return false;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTFLaserPointer::ItemPostFrame( void )
{
if ( !m_bDeployed )
return;
// Get the owning player.
CTFPlayer *pPlayer = ToTFPlayer( GetOwner() );
if ( !pPlayer )
return;
#ifdef GAME_DLL
if ( m_hLaserDot )
{
UpdateLaserDot();
}
#endif
BaseClass::ItemPostFrame();
// Return to idle.
if ( GetIdealActivity() == ACT_ITEM1_VM_RELOAD && !( pPlayer->m_nButtons & IN_ATTACK ) )
{
SendWeaponAnim( ACT_ITEM1_RELOAD_FINISH );
if ( gpGlobals->curtime - m_flStartedFiring > 5.f )
{
m_bDoHandIdle = true;
m_flTimeWeaponIdle = gpGlobals->curtime + SequenceDuration();
}
}
}
void CTFLaserPointer::WeaponIdle( void )
{
#ifdef GAME_DLL
if ( m_bDoHandIdle && !WeaponShouldBeLowered() && HasWeaponIdleTimeElapsed() )
{
m_bDoHandIdle = false;
SendWeaponAnim( ACT_ITEM1_VM_IDLE_2 );
m_flTimeWeaponIdle = gpGlobals->curtime + SequenceDuration();
return;
}
#endif
BaseClass::WeaponIdle();
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTFLaserPointer::PrimaryAttack( void )
{
CTFPlayer *pPlayer = ToTFPlayer( GetPlayerOwner() );
if ( !pPlayer )
return;
if ( !CanAttack() )
return;
#ifdef GAME_DLL
CObjectSentrygun *pSentry = dynamic_cast<CObjectSentrygun*>( pPlayer->GetObjectOfType( OBJ_SENTRYGUN ) );
if ( !pSentry )
return;
pSentry->FireNextFrame();
if ( GetIdealActivity() != ACT_ITEM1_VM_RELOAD )
{
m_flStartedFiring = gpGlobals->curtime;
}
SendWeaponAnim( ACT_ITEM1_VM_RELOAD );
#endif
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTFLaserPointer::SecondaryAttack( void )
{
CTFPlayer *pPlayer = ToTFPlayer( GetPlayerOwner() );
if ( !pPlayer )
return;
if ( !CanAttack() )
return;
#ifdef GAME_DLL
CObjectSentrygun *pSentry = dynamic_cast<CObjectSentrygun*>( pPlayer->GetObjectOfType( OBJ_SENTRYGUN ) );
if ( !pSentry )
return;
if ( pSentry->GetUpgradeLevel() == 3 )
{
pSentry->FireRocketNextFrame();
}
#endif
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTFLaserPointer::CreateLaserDot( void )
{
#ifdef GAME_DLL
if ( !m_bDeployed )
return;
if ( m_hLaserDot )
return;
CBaseCombatCharacter *pPlayer = GetOwner();
if ( !pPlayer )
return;
m_hLaserDot = CLaserDot::Create( GetAbsOrigin(), pPlayer, true );
m_hLaserDot->ChangeTeam( pPlayer->GetTeamNumber() );
UpdateLaserDot();
#endif
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTFLaserPointer::DestroyLaserDot( void )
{
#ifdef GAME_DLL
CTFPlayer *pPlayer = ToTFPlayer( GetOwner() );
if ( pPlayer )
{
CObjectSentrygun *pSentry = dynamic_cast<CObjectSentrygun*>( pPlayer->GetObjectOfType( OBJ_SENTRYGUN ) );
if ( pSentry )
{
pSentry->ClearTarget();
}
}
if ( m_hLaserDot )
{
UTIL_Remove( m_hLaserDot );
m_hLaserDot = NULL;
}
#endif
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTFLaserPointer::UpdateLaserDot( void )
{
#ifdef GAME_DLL
CTFPlayer *pPlayer = ToTFPlayer( GetOwner() );
if ( !pPlayer )
return;
Vector vecMuzzlePos = pPlayer->Weapon_ShootPosition();
Vector forward;
pPlayer->EyeVectors( &forward );
Vector vecEndPos = vecMuzzlePos + ( forward * MAX_TRACE_LENGTH );
trace_t trace;
CTraceFilterIgnoreTeammatesAndTeamObjects filter( pPlayer, COLLISION_GROUP_NONE, pPlayer->GetTeamNumber() );
UTIL_TraceLine( vecMuzzlePos, vecEndPos, MASK_SOLID, &filter, &trace );
if ( m_hLaserDot )
{
CBaseEntity *pEntity = NULL;
if ( trace.DidHitNonWorldEntity() )
{
pEntity = trace.m_pEnt;
if ( !pEntity || !pEntity->m_takedamage )
{
pEntity = NULL;
}
else if ( pEntity->IsPlayer() )
{
// We lased a player target. We want to auto-aim on this guy for a short period of time.
CObjectSentrygun *pSentry = dynamic_cast<CObjectSentrygun*>( pPlayer->GetObjectOfType( OBJ_SENTRYGUN ) );
if ( pSentry )
{
pSentry->SetAutoAimTarget( ToTFPlayer( pEntity ) );
}
}
}
m_hLaserDot->Update( pEntity, trace.endpos, trace.plane.normal );
}
#endif
}
//=============================================================================
//
// Laser Dot functions.
//
IMPLEMENT_NETWORKCLASS_ALIASED( LaserDot, DT_LaserDot )
BEGIN_NETWORK_TABLE( CLaserDot, DT_LaserDot )
END_NETWORK_TABLE()
LINK_ENTITY_TO_CLASS( env_laserdot, CLaserDot );
BEGIN_DATADESC( CLaserDot )
END_DATADESC()
//-----------------------------------------------------------------------------
// Purpose: Constructor.
//-----------------------------------------------------------------------------
CLaserDot::CLaserDot( void )
{
}
//-----------------------------------------------------------------------------
// Purpose: Destructor.
//-----------------------------------------------------------------------------
CLaserDot::~CLaserDot( void )
{
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
CLaserDot* CLaserDot::Create( const Vector &origin, CBaseEntity *pOwner, bool bVisibleDot )
{
#ifdef CLIENT_DLL
return NULL;
#else
CLaserDot *pDot = static_cast<CLaserDot*>( CBaseEntity::Create( "env_laserdot", origin, QAngle( 0.0f, 0.0f, 0.0f ) ) );
if ( !pDot )
return NULL;
pDot->SetMoveType( MOVETYPE_NONE );
pDot->AddSolidFlags( FSOLID_NOT_SOLID );
pDot->AddEffects( EF_NOSHADOW );
UTIL_SetSize( pDot, -Vector( 4.0f, 4.0f, 4.0f ), Vector( 4.0f, 4.0f, 4.0f ) );
pDot->SetOwnerEntity( pOwner );
pDot->AddEFlags( EFL_FORCE_CHECK_TRANSMIT );
return pDot;
#endif
}
#ifdef CLIENT_DLL
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
int CLaserDot::DrawModel( int flags )
{
// Get the owning player.
C_TFPlayer *pPlayer = ToTFPlayer( GetOwnerEntity() );
if ( !pPlayer )
return -1;
// Get the sprite rendering position.
Vector vecEndPos;
float flSize = 6.0;
if ( !pPlayer->IsDormant() )
{
Vector vecAttachment, vecDir;
float flDist = MAX_TRACE_LENGTH;
// Always draw the dot in front of our faces when in first-person.
if ( pPlayer->IsLocalPlayer() )
{
// Take our view position and orientation
vecAttachment = CurrentViewOrigin();
vecDir = CurrentViewForward();
if ( UseVR() )
{
// It will basically be a copy of CSniperDot::GetRenderingPositions in tf_weapon_sniperrife.cpp
Assert ( !"Ask Joe Ludwig to fix CLaserDot::DrawModel() for VR." );
}
// Clamp the forward distance for the sniper's firstperson
flDist = 384;
flSize = 2.0;
}
else
{
// Take the owning player eye position and direction.
vecAttachment = pPlayer->EyePosition();
QAngle angles = pPlayer->EyeAngles();
AngleVectors( angles, &vecDir );
}
trace_t trace;
CTraceFilterIgnoreTeammatesAndTeamObjects filter( pPlayer, COLLISION_GROUP_NONE, pPlayer->GetTeamNumber() );
UTIL_TraceLine( vecAttachment, vecAttachment + ( vecDir * flDist ), MASK_SOLID, &filter, &trace );
// Backup off the hit plane, towards the source
vecEndPos = trace.endpos + vecDir * -4;
}
else
{
// Just use our position if we can't predict it otherwise.
vecEndPos = GetAbsOrigin();
}
// Draw our laser dot in space.
CMatRenderContextPtr pRenderContext( materials );
pRenderContext->Bind( m_hSpriteMaterial, this );
float flLifeTime = gpGlobals->curtime - m_flChargeStartTime;
float flStrength = RemapValClamped( flLifeTime, 0.0, TF_WEAPON_SNIPERRIFLE_DAMAGE_MAX / TF_WEAPON_SNIPERRIFLE_CHARGE_PER_SEC, 0.1, 1.0 );
color32 innercolor = { 255, 255, 255, 255 };
color32 outercolor = { 255, 255, 255, 128 };
DrawSprite( vecEndPos, flSize, flSize, outercolor );
DrawSprite( vecEndPos, flSize * flStrength, flSize * flStrength, innercolor );
// Successful.
return 1;
}
#endif