Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//=============================================================================
#include "cbase.h"
#include "tf_weapon_pipebomblauncher.h"
#include "tf_fx_shared.h"
#include "tf_weapon_grenade_pipebomb.h"
#include "in_buttons.h"
#include "datacache/imdlcache.h"
#include "tf_gamerules.h"
// Client specific.
#ifdef CLIENT_DLL
#include "c_tf_player.h"
#include <vgui_controls/Panel.h>
#include <vgui/ISurface.h>
#include "prediction.h"
#include "c_tf_gamestats.h"
// Server specific.
#else
#include "tf_player.h"
#include "tf_gamestats.h"
#endif
#define TF_PIPEBOMB_HIGHLIGHT 1
#define TF_PIPEBOMB_DETONATE 2
#define TF_WEAPON_PIPEBOMBD_MODEL "models/weapons/w_models/w_stickybomb_d.mdl"
#define TF_WEAPON_PIPEBOMB_LAUNCHER_CHARGE_SOUND "Weapon_StickyBombLauncher.ChargeUp"
//=============================================================================
//
// Weapon Pipebomb Launcher tables.
//
IMPLEMENT_NETWORKCLASS_ALIASED( TFPipebombLauncher, DT_WeaponPipebombLauncher )
BEGIN_NETWORK_TABLE_NOBASE( CTFPipebombLauncher, DT_PipebombLauncherLocalData )
#ifdef CLIENT_DLL
RecvPropInt( RECVINFO( m_iPipebombCount ) ),
RecvPropFloat( RECVINFO( m_flChargeBeginTime ) ),
#else
SendPropInt( SENDINFO( m_iPipebombCount ), 5, SPROP_UNSIGNED ),
SendPropFloat( SENDINFO( m_flChargeBeginTime ) ),
#endif
END_NETWORK_TABLE()
BEGIN_NETWORK_TABLE( CTFPipebombLauncher, DT_WeaponPipebombLauncher )
#ifdef CLIENT_DLL
RecvPropDataTable( "PipebombLauncherLocalData", 0, 0, &REFERENCE_RECV_TABLE( DT_PipebombLauncherLocalData ) ),
#else
SendPropDataTable( "PipebombLauncherLocalData", 0, &REFERENCE_SEND_TABLE( DT_PipebombLauncherLocalData ), SendProxy_SendLocalWeaponDataTable ),
#endif
END_NETWORK_TABLE()
#ifdef CLIENT_DLL
BEGIN_PREDICTION_DATA( CTFPipebombLauncher )
DEFINE_FIELD( m_flChargeBeginTime, FIELD_FLOAT )
END_PREDICTION_DATA()
#endif
LINK_ENTITY_TO_CLASS( tf_weapon_pipebomblauncher, CTFPipebombLauncher );
PRECACHE_WEAPON_REGISTER( tf_weapon_pipebomblauncher );
// Server specific.
#ifndef CLIENT_DLL
BEGIN_DATADESC( CTFPipebombLauncher )
END_DATADESC()
#endif
//=============================================================================
//
// Weapon Pipebomb Launcher functions.
//
//-----------------------------------------------------------------------------
// Purpose:
// Input : -
//-----------------------------------------------------------------------------
CTFPipebombLauncher::CTFPipebombLauncher()
{
m_bReloadsSingly = true;
m_flLastDenySoundTime = 0.0f;
m_bNoAutoRelease = false;
m_bWantsToShoot = false;
#ifdef CLIENT_DLL
m_flNextBombCheckTime = 0;
m_bBombThinking = false;
#endif
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : -
//-----------------------------------------------------------------------------
CTFPipebombLauncher::~CTFPipebombLauncher()
{
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTFPipebombLauncher::Spawn( void )
{
m_iAltFireHint = HINT_ALTFIRE_PIPEBOMBLAUNCHER;
BaseClass::Spawn();
}
//-----------------------------------------------------------------------------
// Purpose: Reset the charge when we holster
//-----------------------------------------------------------------------------
bool CTFPipebombLauncher::Holster( CBaseCombatWeapon *pSwitchingTo )
{
m_flChargeBeginTime = 0;
return BaseClass::Holster( pSwitchingTo );
}
//-----------------------------------------------------------------------------
// Purpose: Reset the charge when we deploy
//-----------------------------------------------------------------------------
bool CTFPipebombLauncher::Deploy( void )
{
m_flChargeBeginTime = 0;
return BaseClass::Deploy();
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTFPipebombLauncher::WeaponReset( void )
{
BaseClass::WeaponReset();
#ifndef CLIENT_DLL
DetonateRemotePipebombs( true );
#endif
m_flChargeBeginTime = 0.0f;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTFPipebombLauncher::ItemPostFrame( void )
{
BaseClass::ItemPostFrame();
if ( m_flChargeBeginTime > 0 )
{
CTFPlayer *pPlayer = ToTFPlayer( GetPlayerOwner() );
if ( !pPlayer )
return;
// If we're not holding down the attack button, launch our grenade
if ( m_iClip1 > 0 && !(pPlayer->m_nButtons & IN_ATTACK) && (pPlayer->m_afButtonReleased & IN_ATTACK) )
{
LaunchGrenade();
}
else if ( !m_bNoAutoRelease )
{
float flTotalChargeTime = gpGlobals->curtime - m_flChargeBeginTime;
if ( flTotalChargeTime >= GetChargeForceReleaseTime() )
{
ForceLaunchGrenade();
}
}
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTFPipebombLauncher::PrimaryAttack( void )
{
// Check for ammunition.
if ( m_iClip1 <= 0 && m_iClip1 != -1 )
return;
// Are we capable of firing again?
if ( m_flNextPrimaryAttack > gpGlobals->curtime )
return;
if ( !CanAttack() )
{
m_flChargeBeginTime = 0;
return;
}
if ( m_flChargeBeginTime <= 0 )
{
// Set the weapon mode.
m_iWeaponMode = TF_WEAPON_PRIMARY_MODE;
// save that we had the attack button down
m_flChargeBeginTime = gpGlobals->curtime;
SendWeaponAnim( ACT_VM_PULLBACK );
#ifdef CLIENT_DLL
EmitSound( TF_WEAPON_PIPEBOMB_LAUNCHER_CHARGE_SOUND );
#endif // CLIENT_DLL
}
else
{
float flTotalChargeTime = gpGlobals->curtime - m_flChargeBeginTime;
if ( flTotalChargeTime >= GetChargeMaxTime() )
{
LaunchGrenade();
}
}
#ifdef CLIENT_DLL
if ( GetDetonateMode() == TF_DETONATE_MODE_DOT && !m_bBombThinking )
{
m_bBombThinking = true;
SetContextThink( &CTFPipebombLauncher::BombHighlightThink, gpGlobals->curtime + 0.1f, "BOMB_HIGHLIGHT_THINK" );
}
#endif
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
#ifdef CLIENT_DLL
void CTFPipebombLauncher::BombHighlightThink( void )
{
ModifyPipebombsInView( TF_PIPEBOMB_HIGHLIGHT );
if ( GetOwner() )
{
SetContextThink( &CTFPipebombLauncher::BombHighlightThink, gpGlobals->curtime + 0.1f, "BOMB_HIGHLIGHT_THINK" );
}
}
#endif
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTFPipebombLauncher::WeaponIdle( void )
{
CTFPlayer *pPlayer = ToTFPlayer( GetPlayerOwner() );
if ( !pPlayer )
return;
if ( m_flChargeBeginTime > 0 && m_iClip1 > 0 && (pPlayer->m_afButtonReleased & IN_ATTACK) )
{
if ( m_iClip1 > 0 )
{
m_bWantsToShoot = true;
}
}
if ( m_bWantsToShoot )
{
LaunchGrenade();
}
else
{
BaseClass::WeaponIdle();
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTFPipebombLauncher::LaunchGrenade( void )
{
// Get the player owning the weapon.
CTFPlayer *pPlayer = ToTFPlayer( GetPlayerOwner() );
if ( !pPlayer )
return;
m_bWantsToShoot = false;
CalcIsAttackCritical();
SendWeaponAnim( ACT_VM_PRIMARYATTACK );
pPlayer->SetAnimation( PLAYER_ATTACK1 );
pPlayer->DoAnimationEvent( PLAYERANIMEVENT_ATTACK_PRIMARY );
CTFGrenadePipebombProjectile *pProjectile = static_cast<CTFGrenadePipebombProjectile*>( FireProjectile( pPlayer ) );
if ( pProjectile )
{
// Save the charge time to scale the detonation timer.
pProjectile->SetChargeTime( gpGlobals->curtime - m_flChargeBeginTime );
#ifdef GAME_DLL
if ( GetDetonateMode() == TF_DETONATE_MODE_AIR )
{
pProjectile->m_bWallShatter = true;
}
else if ( GetDetonateMode() == TF_DETONATE_MODE_DOT )
{
pProjectile->m_bDefensiveBomb = true;
pProjectile->SetModel( TF_WEAPON_PIPEBOMBD_MODEL );
}
float flChargeDmg = 1.0f;
CALL_ATTRIB_HOOK_FLOAT( flChargeDmg, stickybomb_charge_damage_increase );
if ( flChargeDmg != 1.0f )
{
float flDamage = pProjectile->GetDamage();
flDamage += flDamage * ( flChargeDmg - 1.0f ) * GetCurrentCharge();
pProjectile->SetDamage( flDamage );
}
#endif // GAME_DLL
}
#ifdef CLIENT_DLL
C_CTF_GameStats.Event_PlayerFiredWeapon( pPlayer, IsCurrentAttackACrit() );
StopSound( TF_WEAPON_PIPEBOMB_LAUNCHER_CHARGE_SOUND );
#else
pPlayer->SpeakWeaponFire();
CTF_GameStats.Event_PlayerFiredWeapon( pPlayer, IsCurrentAttackACrit() );
#endif
// Set next attack times.
float flFireDelay = ApplyFireDelay( m_pWeaponInfo->GetWeaponData( m_iWeaponMode ).m_flTimeFireDelay );
m_flNextPrimaryAttack = gpGlobals->curtime + flFireDelay;
m_flLastDenySoundTime = gpGlobals->curtime;
SetWeaponIdleTime( gpGlobals->curtime + SequenceDuration() );
// Check the reload mode and behave appropriately.
if ( m_bReloadsSingly )
{
m_iReloadMode.Set( TF_RELOAD_START );
}
m_flChargeBeginTime = 0;
if ( TFGameRules()->GameModeUsesUpgrades() )
{
PlayUpgradedShootSound( "Weapon_Upgrade.DamageBonus" );
}
}
float CTFPipebombLauncher::GetProjectileSpeed( void )
{
float flForwardSpeed = RemapValClamped( ( gpGlobals->curtime - m_flChargeBeginTime ),
0.0f,
GetChargeMaxTime(),
TF_PIPEBOMB_MIN_CHARGE_VEL,
TF_PIPEBOMB_MAX_CHARGE_VEL );
return flForwardSpeed;
}
void CTFPipebombLauncher::AddPipeBomb( CTFGrenadePipebombProjectile *pBomb )
{
PipebombHandle hHandle;
hHandle = pBomb;
m_Pipebombs.AddToTail( hHandle );
}
//-----------------------------------------------------------------------------
// Purpose: Add pipebombs to our list as they're fired
//-----------------------------------------------------------------------------
CBaseEntity *CTFPipebombLauncher::FireProjectile( CTFPlayer *pPlayer )
{
CBaseEntity *pProjectile = BaseClass::FireProjectile( pPlayer );
if ( pProjectile )
{
#ifdef GAME_DLL
// If we've gone over the max pipebomb count, detonate the oldest
int nMaxPipebombs = TF_WEAPON_PIPEBOMB_COUNT;
CALL_ATTRIB_HOOK_INT( nMaxPipebombs, add_max_pipebombs );
if ( m_Pipebombs.Count() >= nMaxPipebombs )
{
CTFGrenadePipebombProjectile *pTemp = m_Pipebombs[0];
if ( pTemp )
{
pTemp->SetTimer( gpGlobals->curtime ); // explode NOW
}
m_Pipebombs.Remove(0);
}
CTFGrenadePipebombProjectile *pPipebomb = (CTFGrenadePipebombProjectile*)pProjectile;
PipebombHandle hHandle;
hHandle = pPipebomb;
m_Pipebombs.AddToTail( hHandle );
m_iPipebombCount = m_Pipebombs.Count();
#endif
}
return pProjectile;
}
//-----------------------------------------------------------------------------
// Purpose: Detonate this demoman's pipebombs if secondary fire is down.
//-----------------------------------------------------------------------------
void CTFPipebombLauncher::ItemBusyFrame( void )
{
#ifdef GAME_DLL
CBasePlayer *pOwner = ToBasePlayer( GetOwner() );
if ( pOwner && pOwner->m_nButtons & IN_ATTACK2 )
{
// We need to do this to catch the case of player trying to detonate
// pipebombs while in the middle of reloading.
SecondaryAttack();
}
#endif
BaseClass::ItemBusyFrame();
}
//-----------------------------------------------------------------------------
// Purpose: Detonate active pipebombs
//-----------------------------------------------------------------------------
void CTFPipebombLauncher::SecondaryAttack( void )
{
if ( !CanAttack() )
return;
if ( m_iPipebombCount )
{
// Get a valid player.
CTFPlayer *pPlayer = ToTFPlayer( GetOwner() );
if ( !pPlayer )
return;
//If one or more pipebombs failed to detonate then play a sound.
if ( DetonateRemotePipebombs( false ) == true )
{
if ( m_flLastDenySoundTime <= gpGlobals->curtime )
{
// Deny!
m_flLastDenySoundTime = gpGlobals->curtime + 1;
WeaponSound( SPECIAL2 );
return;
}
}
else
{
// Play a detonate sound.
WeaponSound( SPECIAL3 );
#ifdef GAME_DLL
IGameEvent *pDetEvent = gameeventmanager->CreateEvent( "demoman_det_stickies" );
if ( pDetEvent )
{
pDetEvent->SetInt( "player", pPlayer->entindex() );
// Send the event
gameeventmanager->FireEvent( pDetEvent );
}
#endif
}
}
}
//=============================================================================
//
// Server specific functions.
//
#ifdef GAME_DLL
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTFPipebombLauncher::UpdateOnRemove(void)
{
// If we just died, we want to fizzle our pipebombs.
// If the player switched classes, our pipebombs have already been removed.
DetonateRemotePipebombs( true );
BaseClass::UpdateOnRemove();
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTFPipebombLauncher::ApplyPostHitEffects( const CTakeDamageInfo &inputInfo, CTFPlayer *pPlayer )
{
if ( !GetTFPlayerOwner() )
return;
if ( pPlayer->m_Shared.GetWeaponKnockbackID() == -1 )
{
pPlayer->m_Shared.SetWeaponKnockbackID( GetTFPlayerOwner()->GetUserID() );
}
}
#endif
//-----------------------------------------------------------------------------
// Purpose: If a pipebomb has been removed, remove it from our list
//-----------------------------------------------------------------------------
void CTFPipebombLauncher::DeathNotice( CBaseEntity *pVictim )
{
Assert( dynamic_cast<CTFGrenadePipebombProjectile*>(pVictim) );
PipebombHandle hHandle;
hHandle = (CTFGrenadePipebombProjectile*)pVictim;
m_Pipebombs.FindAndRemove( hHandle );
m_iPipebombCount = m_Pipebombs.Count();
}
//-----------------------------------------------------------------------------
// Purpose: Remove *with* explosions
//-----------------------------------------------------------------------------
bool CTFPipebombLauncher::DetonateRemotePipebombs( bool bFizzle )
{
if ( GetDetonateMode() == TF_DETONATE_MODE_DOT && !bFizzle )
{
return ModifyPipebombsInView( TF_PIPEBOMB_DETONATE );
}
bool bFailedToDetonate = false;
int count = m_Pipebombs.Count();
for ( int i = 0; i < count; i++ )
{
CTFGrenadePipebombProjectile *pTemp = m_Pipebombs[i];
if ( pTemp )
{
//This guy will die soon enough.
if ( pTemp->IsEffectActive( EF_NODRAW ) )
continue;
#ifdef GAME_DLL
if ( bFizzle )
{
pTemp->Fizzle();
}
#endif
if ( bFizzle == false )
{
if ( ( gpGlobals->curtime - pTemp->m_flCreationTime ) < pTemp->GetLiveTime() )
{
if ( pTemp->GetLiveTime() <= 0.5f )
{
pTemp->SetDetonateOnPulse( true );
}
bFailedToDetonate = true;
continue;
}
}
#ifdef GAME_DLL
if ( CanDestroyStickies() )
{
pTemp->DetonateStickies();
}
pTemp->Detonate();
#endif
}
}
return bFailedToDetonate;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
bool CTFPipebombLauncher::ModifyPipebombsInView( int iEffect )
{
CTFPlayer* pPlayer = ToTFPlayer( GetOwner() );
if ( !pPlayer )
return true;
// Dot product from the view angle to determine which bombs to detonate.
bool bFailedToDetonate = true;
int count = m_Pipebombs.Count();
for ( int i=0; i<count; ++i )
{
CTFGrenadePipebombProjectile *pTemp = m_Pipebombs[i];
if ( !pTemp || pTemp->IsEffectActive( EF_NODRAW ) )
continue;
Vector vecToTarget;
vecToTarget = pTemp->WorldSpaceCenter() - pPlayer->EyePosition();
vecToTarget.NormalizeInPlace();
Vector vecPlayerForward;
AngleVectors( pPlayer->EyeAngles(), &vecPlayerForward, NULL, NULL );
vecPlayerForward.NormalizeInPlace();
bool bArmed = ( ( gpGlobals->curtime - pTemp->m_flCreationTime ) > pTemp->GetLiveTime() );
float flDist = pPlayer->GetAbsOrigin().DistTo( pTemp->GetAbsOrigin() );
float flDot = DotProduct( vecToTarget, vecPlayerForward );
// Detonate sticky bombs directly under the crosshair or under our feet (to allow sticky jumping)
if ( flDot > 0.975f || flDist < pTemp->GetDamageRadius() )
{
switch ( iEffect )
{
case TF_PIPEBOMB_HIGHLIGHT:
#ifdef CLIENT_DLL
pTemp->SetHighlight( true );
#endif
break;
case TF_PIPEBOMB_DETONATE:
if ( bArmed )
{
bFailedToDetonate = false;
#ifdef GAME_DLL
if ( CanDestroyStickies() )
{
pTemp->DetonateStickies();
}
#endif
pTemp->Detonate();
}
break;
}
}
else if ( iEffect == TF_PIPEBOMB_HIGHLIGHT )
{
#ifdef CLIENT_DLL
pTemp->SetHighlight( false );
#endif
}
}
return bFailedToDetonate;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
bool CTFPipebombLauncher::Reload( void )
{
if ( m_flChargeBeginTime > 0 )
return false;
return BaseClass::Reload();
}