//========= Copyright Valve Corporation, All rights reserved. ============// // // Purpose: Client side implementation of CBaseCombatWeapon. // // $NoKeywords: $ //=============================================================================// #include "cbase.h" #include "history_resource.h" #include "iclientmode.h" #include "iinput.h" #include "weapon_selection.h" #include "hud_crosshair.h" #include "engine/ivmodelinfo.h" #include "tier0/vprof.h" #include "hltvcamera.h" #include "tier1/KeyValues.h" #include "toolframework/itoolframework.h" #include "toolframework_client.h" // memdbgon must be the last include file in a .cpp file!!! #include "tier0/memdbgon.h" //----------------------------------------------------------------------------- // Purpose: Gets the local client's active weapon, if any. //----------------------------------------------------------------------------- C_BaseCombatWeapon *GetActiveWeapon( void ) { C_BasePlayer *player = C_BasePlayer::GetLocalPlayer(); if ( !player ) return NULL; return player->GetActiveWeapon(); } //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- void C_BaseCombatWeapon::SetDormant( bool bDormant ) { // If I'm going from active to dormant and I'm carried by another player, holster me. if ( !IsDormant() && bDormant && GetOwner() && !IsCarriedByLocalPlayer() ) { Holster( NULL ); } BaseClass::SetDormant( bDormant ); } //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- void C_BaseCombatWeapon::NotifyShouldTransmit( ShouldTransmitState_t state ) { BaseClass::NotifyShouldTransmit(state); if (state == SHOULDTRANSMIT_END) { if (m_iState == WEAPON_IS_ACTIVE) { m_iState = WEAPON_IS_CARRIED_BY_PLAYER; } } else if( state == SHOULDTRANSMIT_START ) { if( m_iState == WEAPON_IS_CARRIED_BY_PLAYER ) { if( GetOwner() && GetOwner()->GetActiveWeapon() == this ) { // Restore the Activeness of the weapon if we client-twiddled it off in the first case above. m_iState = WEAPON_IS_ACTIVE; } } } } //----------------------------------------------------------------------------- // Purpose: To wrap PORTAL mod specific functionality into one place //----------------------------------------------------------------------------- static inline bool ShouldDrawLocalPlayerViewModel( void ) { #if defined( PORTAL ) return false; #else return !C_BasePlayer::ShouldDrawLocalPlayer(); #endif } //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- void C_BaseCombatWeapon::OnRestore() { BaseClass::OnRestore(); // if the player is holding this weapon, // mark it as just restored so it won't show as a new pickup if (GetOwner() == C_BasePlayer::GetLocalPlayer()) { m_bJustRestored = true; } } int C_BaseCombatWeapon::GetWorldModelIndex( void ) { if ( GameRules() ) { const char *pBaseName = modelinfo->GetModelName( modelinfo->GetModel( m_iWorldModelIndex ) ); const char *pTranslatedName = GameRules()->TranslateEffectForVisionFilter( "weapons", pBaseName ); if ( pTranslatedName != pBaseName ) { return modelinfo->GetModelIndex( pTranslatedName ); } } return m_iWorldModelIndex; } //----------------------------------------------------------------------------- // Purpose: // Input : bnewentity - //----------------------------------------------------------------------------- void C_BaseCombatWeapon::OnDataChanged( DataUpdateType_t updateType ) { BaseClass::OnDataChanged(updateType); CHandle< C_BaseCombatWeapon > handle = this; // If it's being carried by the *local* player, on the first update, // find the registered weapon for this ID C_BasePlayer *pPlayer = C_BasePlayer::GetLocalPlayer(); C_BaseCombatCharacter *pOwner = GetOwner(); // check if weapon is carried by local player bool bIsLocalPlayer = pPlayer && pPlayer == pOwner; if ( bIsLocalPlayer && ShouldDrawLocalPlayerViewModel() ) // TODO: figure out the purpose of the ShouldDrawLocalPlayer() test. { // If I was just picked up, or created & immediately carried, add myself to this client's list of weapons if ( (m_iState != WEAPON_NOT_CARRIED ) && (m_iOldState == WEAPON_NOT_CARRIED) ) { // Tell the HUD this weapon's been picked up if ( ShouldDrawPickup() ) { CBaseHudWeaponSelection *pHudSelection = GetHudWeaponSelection(); if ( pHudSelection ) { pHudSelection->OnWeaponPickup( this ); } pPlayer->EmitSound( "Player.PickupWeapon" ); } } } else // weapon carried by other player or not at all { int overrideModelIndex = CalcOverrideModelIndex(); if( overrideModelIndex != -1 && overrideModelIndex != GetModelIndex() ) { SetModelIndex( overrideModelIndex ); } } if ( updateType == DATA_UPDATE_CREATED ) { UpdateVisibility(); } m_iOldState = m_iState; m_bJustRestored = false; } //----------------------------------------------------------------------------- // Is anyone carrying it? //----------------------------------------------------------------------------- bool C_BaseCombatWeapon::IsBeingCarried() const { return ( m_hOwner.Get() != NULL ); } //----------------------------------------------------------------------------- // Is the carrier alive? //----------------------------------------------------------------------------- bool C_BaseCombatWeapon::IsCarrierAlive() const { if ( !m_hOwner.Get() ) return false; return m_hOwner.Get()->GetHealth() > 0; } //----------------------------------------------------------------------------- // Should this object cast shadows? //----------------------------------------------------------------------------- ShadowType_t C_BaseCombatWeapon::ShadowCastType() { if ( IsEffectActive( /*EF_NODRAW |*/ EF_NOSHADOW ) ) return SHADOWS_NONE; if (!IsBeingCarried()) return SHADOWS_RENDER_TO_TEXTURE; if (IsCarriedByLocalPlayer() && !C_BasePlayer::ShouldDrawLocalPlayer()) return SHADOWS_NONE; return SHADOWS_RENDER_TO_TEXTURE; } //----------------------------------------------------------------------------- // Purpose: This weapon is the active weapon, and it should now draw anything // it wants to. This gets called every frame. //----------------------------------------------------------------------------- void C_BaseCombatWeapon::Redraw() { if ( g_pClientMode->ShouldDrawCrosshair() ) { DrawCrosshair(); } // ammo drawing has been moved into hud_ammo.cpp } //----------------------------------------------------------------------------- // Purpose: Draw the weapon's crosshair //----------------------------------------------------------------------------- void C_BaseCombatWeapon::DrawCrosshair() { C_BasePlayer *player = C_BasePlayer::GetLocalPlayer(); if ( !player ) return; Color clr = gHUD.m_clrNormal; /* // TEST: if the thing under your crosshair is on a different team, light the crosshair with a different color. Vector vShootPos, vShootAngles; GetShootPosition( vShootPos, vShootAngles ); Vector vForward; AngleVectors( vShootAngles, &vForward ); // Change the color depending on if we're looking at a friend or an enemy. CPartitionFilterListMask filter( PARTITION_ALL_CLIENT_EDICTS ); trace_t tr; traceline->TraceLine( vShootPos, vShootPos + vForward * 10000, COLLISION_GROUP_NONE, MASK_SHOT, &tr, true, ~0, &filter ); if ( tr.index != 0 && tr.index != INVALID_CLIENTENTITY_HANDLE ) { C_BaseEntity *pEnt = ClientEntityList().GetBaseEntityFromHandle( tr.index ); if ( pEnt ) { if ( pEnt->GetTeamNumber() != player->GetTeamNumber() ) { g = b = 0; } } } */ CHudCrosshair *pCrosshair = GET_HUDELEMENT( CHudCrosshair ); if ( !pCrosshair ) return; // Find out if this weapon's auto-aimed onto a target bool bOnTarget = ( m_iState == WEAPON_IS_ONTARGET ); if ( player->GetFOV() >= 90 ) { // normal crosshairs if ( bOnTarget && GetWpnData().iconAutoaim ) { clr[3] = 255; pCrosshair->SetCrosshair( GetWpnData().iconAutoaim, clr ); } else if ( GetWpnData().iconCrosshair ) { clr[3] = 255; pCrosshair->SetCrosshair( GetWpnData().iconCrosshair, clr ); } else { pCrosshair->ResetCrosshair(); } } else { Color white( 255, 255, 255, 255 ); // zoomed crosshairs if (bOnTarget && GetWpnData().iconZoomedAutoaim) pCrosshair->SetCrosshair(GetWpnData().iconZoomedAutoaim, white); else if ( GetWpnData().iconZoomedCrosshair ) pCrosshair->SetCrosshair( GetWpnData().iconZoomedCrosshair, white ); else pCrosshair->ResetCrosshair(); } } //----------------------------------------------------------------------------- // Purpose: This weapon is the active weapon, and the viewmodel for it was just drawn. //----------------------------------------------------------------------------- void C_BaseCombatWeapon::ViewModelDrawn( C_BaseViewModel *pViewModel ) { } //----------------------------------------------------------------------------- // Purpose: Returns true if this client's carrying this weapon //----------------------------------------------------------------------------- bool C_BaseCombatWeapon::IsCarriedByLocalPlayer( void ) { if ( !GetOwner() ) return false; return ( GetOwner() == C_BasePlayer::GetLocalPlayer() ); } //----------------------------------------------------------------------------- // Purpose: Returns true if this client is carrying this weapon and is // using the view models //----------------------------------------------------------------------------- bool C_BaseCombatWeapon::ShouldDrawUsingViewModel( void ) { return IsCarriedByLocalPlayer() && !C_BasePlayer::ShouldDrawLocalPlayer(); } //----------------------------------------------------------------------------- // Purpose: Returns true if this weapon is the local client's currently wielded weapon //----------------------------------------------------------------------------- bool C_BaseCombatWeapon::IsActiveByLocalPlayer( void ) { if ( IsCarriedByLocalPlayer() ) { return (m_iState == WEAPON_IS_ACTIVE); } return false; } bool C_BaseCombatWeapon::GetShootPosition( Vector &vOrigin, QAngle &vAngles ) { // Get the entity because the weapon doesn't have the right angles. C_BaseCombatCharacter *pEnt = ToBaseCombatCharacter( GetOwner() ); if ( pEnt ) { if ( pEnt == C_BasePlayer::GetLocalPlayer() ) { vAngles = pEnt->EyeAngles(); } else { vAngles = pEnt->GetRenderAngles(); } } else { vAngles.Init(); } QAngle vDummy; if ( IsActiveByLocalPlayer() && ShouldDrawLocalPlayerViewModel() ) { C_BasePlayer *player = ToBasePlayer( pEnt ); C_BaseViewModel *vm = player ? player->GetViewModel( 0 ) : NULL; if ( vm ) { int iAttachment = vm->LookupAttachment( "muzzle" ); if ( vm->GetAttachment( iAttachment, vOrigin, vDummy ) ) { return true; } } } else { // Thirdperson int iAttachment = LookupAttachment( "muzzle" ); if ( GetAttachment( iAttachment, vOrigin, vDummy ) ) { return true; } } vOrigin = GetRenderOrigin(); return false; } //----------------------------------------------------------------------------- // Purpose: // Output : Returns true on success, false on failure. //----------------------------------------------------------------------------- bool C_BaseCombatWeapon::ShouldDraw( void ) { if ( m_iWorldModelIndex == 0 ) return false; // FIXME: All weapons with owners are set to transmit in CBaseCombatWeapon::UpdateTransmitState, // even if they have EF_NODRAW set, so we have to check this here. Ideally they would never // transmit except for the weapons owned by the local player. if ( IsEffectActive( EF_NODRAW ) ) return false; C_BaseCombatCharacter *pOwner = GetOwner(); // weapon has no owner, always draw it if ( !pOwner ) return true; bool bIsActive = ( m_iState == WEAPON_IS_ACTIVE ); C_BasePlayer *pLocalPlayer = C_BasePlayer::GetLocalPlayer(); // carried by local player? if ( pOwner == pLocalPlayer ) { // Only ever show the active weapon if ( !bIsActive ) return false; if ( !pOwner->ShouldDraw() ) { // Our owner is invisible. // This also tests whether the player is zoomed in, in which case you don't want to draw the weapon. return false; } // 3rd person mode? if ( !ShouldDrawLocalPlayerViewModel() ) return true; // don't draw active weapon if not in some kind of 3rd person mode, the viewmodel will do that return false; } // If it's a player, then only show active weapons if ( pOwner->IsPlayer() ) { // Show it if it's active... return bIsActive; } // FIXME: We may want to only show active weapons on NPCs // These are carried by AIs; always show them return true; } //----------------------------------------------------------------------------- // Purpose: Return true if a weapon-pickup icon should be displayed when this weapon is received //----------------------------------------------------------------------------- bool C_BaseCombatWeapon::ShouldDrawPickup( void ) { if ( GetWeaponFlags() & ITEM_FLAG_NOITEMPICKUP ) return false; if ( m_bJustRestored ) return false; return true; } //----------------------------------------------------------------------------- // Purpose: Render the weapon. Draw the Viewmodel if the weapon's being carried // by this player, otherwise draw the worldmodel. //----------------------------------------------------------------------------- int C_BaseCombatWeapon::DrawModel( int flags ) { VPROF_BUDGET( "C_BaseCombatWeapon::DrawModel", VPROF_BUDGETGROUP_MODEL_RENDERING ); if ( !m_bReadyToDraw ) return 0; if ( !IsVisible() ) return 0; // check if local player chases owner of this weapon in first person C_BasePlayer *localplayer = C_BasePlayer::GetLocalPlayer(); if ( localplayer && localplayer->IsObserver() && GetOwner() ) { // don't draw weapon if chasing this guy as spectator // we don't check that in ShouldDraw() since this may change // without notification if ( localplayer->GetObserverMode() == OBS_MODE_IN_EYE && localplayer->GetObserverTarget() == GetOwner() ) return false; } return BaseClass::DrawModel( flags ); } //----------------------------------------------------------------------------- // Allows the client-side entity to override what the network tells it to use for // a model. This is used for third person mode, specifically in HL2 where the // the weapon timings are on the view model and not the world model. That means the // server needs to use the view model, but the client wants to use the world model. //----------------------------------------------------------------------------- int C_BaseCombatWeapon::CalcOverrideModelIndex() { C_BasePlayer *localplayer = C_BasePlayer::GetLocalPlayer(); if ( localplayer && localplayer == GetOwner() && ShouldDrawLocalPlayerViewModel() ) { return BaseClass::CalcOverrideModelIndex(); } else { return GetWorldModelIndex(); } } //----------------------------------------------------------------------------- // tool recording //----------------------------------------------------------------------------- void C_BaseCombatWeapon::GetToolRecordingState( KeyValues *msg ) { if ( !ToolsEnabled() ) return; int nModelIndex = GetModelIndex(); int nWorldModelIndex = GetWorldModelIndex(); if ( nModelIndex != nWorldModelIndex ) { SetModelIndex( nWorldModelIndex ); } BaseClass::GetToolRecordingState( msg ); if ( m_iState == WEAPON_NOT_CARRIED ) { BaseEntityRecordingState_t *pBaseEntity = (BaseEntityRecordingState_t*)msg->GetPtr( "baseentity" ); pBaseEntity->m_nOwner = -1; } else { msg->SetInt( "worldmodel", 1 ); if ( m_iState == WEAPON_IS_ACTIVE ) { BaseEntityRecordingState_t *pBaseEntity = (BaseEntityRecordingState_t*)msg->GetPtr( "baseentity" ); pBaseEntity->m_bVisible = true; } } if ( nModelIndex != nWorldModelIndex ) { SetModelIndex( nModelIndex ); } }