hl2_src-leak-2017/src/game/client/tf2/c_tf_basecombatweapon.cpp

311 lines
9.3 KiB
C++

//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose: Client's CBaseTFCombatWeapon
//
// $NoKeywords: $
//=============================================================================//
#include "cbase.h"
#include "c_tf_basecombatweapon.h"
#include "hud.h"
#include "iclientmode.h"
#include "tf_hints.h"
#include "itfhintitem.h"
#include "c_tf_basehint.h"
#include "hud_technologytreedoc.h"
#include "c_tf_hintmanager.h"
#include "hud_ammo.h"
#include "c_weapon__stubs.h"
#include "c_tf_class_sapper.h"
#include <vgui/ISurface.h>
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
STUB_WEAPON_CLASS_IMPLEMENT( foo_tf_machine_gun, C_TFMachineGun );
IMPLEMENT_CLIENTCLASS_DT( C_TFMachineGun, DT_TFMachineGun, CTFMachineGun )
END_RECV_TABLE()
// Share crosshair stuff among all weapons
bool C_BaseTFCombatWeapon::m_bCrosshairInitialized = false;
vgui::Label *C_BaseTFCombatWeapon::m_pCrosshairAmmo = NULL;
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
int C_BaseTFCombatWeapon::DrawModel( int flags )
{
int iDrawn = 0;
// If my carrier is camouflaged, apply the camo to me too
if ( IsBeingCarried() )
{
C_BaseTFPlayer *pPlayer = (C_BaseTFPlayer *)GetOwner();
if ( pPlayer )
{
if ( pPlayer->IsCamouflaged())
{
if ( pPlayer->GetCamoMaterial() && ( pPlayer->ComputeCamoEffectAmount() != 1.0f ) )
{
modelrender->ForcedMaterialOverride( pPlayer->GetCamoMaterial() );
iDrawn = BaseClass::DrawModel(flags);
modelrender->ForcedMaterialOverride( NULL );
}
return iDrawn;
}
}
}
return BaseClass::DrawModel(flags);
}
//-----------------------------------------------------------------------------
// Purpose:
// Output : int
//-----------------------------------------------------------------------------
int C_BaseTFCombatWeapon::GetFxBlend( void )
{
if ( !IsCamouflaged() )
return BaseClass::GetFxBlend();
return ((C_BaseTFPlayer *)GetOwner())->GetFxBlend();
}
//-----------------------------------------------------------------------------
// Purpose:
// Output : Returns true on success, false on failure.
//-----------------------------------------------------------------------------
bool C_BaseTFCombatWeapon::IsTransparent( void )
{
if ( IsCamouflaged() )
return true;
return BaseClass::IsTransparent();
}
//-----------------------------------------------------------------------------
// Purpose:
// Output : static void
//-----------------------------------------------------------------------------
void C_BaseTFCombatWeapon::CreateCrosshairPanels( void )
{
m_pCrosshairAmmo = new vgui::Label( (vgui::Panel *)NULL, "crosshairammo", "100" );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void C_BaseTFCombatWeapon::DestroyCrosshairPanels( void )
{
delete m_pCrosshairAmmo;
m_pCrosshairAmmo = NULL;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void C_BaseTFCombatWeapon::InitializeCrosshairPanels( void )
{
// Init the crosshair labels if they haven't been
if ( m_bCrosshairInitialized )
return;
m_bCrosshairInitialized = true;
vgui::Panel *pParent = g_pClientMode->GetViewport();
m_pCrosshairAmmo->SetContentAlignment( vgui::Label::a_northeast );
m_pCrosshairAmmo->SetFgColor( Color( 255, 170, 0, 255 ) );
m_pCrosshairAmmo->SetPaintBackgroundEnabled( false );
m_pCrosshairAmmo->SetPos( CROSSHAIR_AMMO_LEFT, CROSSHAIR_AMMO_TOP );
m_pCrosshairAmmo->SetSize( CROSSHAIR_HEALTH_OFFSET / 2, m_pCrosshairAmmo->GetTall() );
m_pCrosshairAmmo->SetParent( pParent );
m_pCrosshairAmmo->SetAutoDelete( false );
}
//-----------------------------------------------------------------------------
// Purpose: Draw the ammo counts
//-----------------------------------------------------------------------------
void C_BaseTFCombatWeapon::DrawAmmo()
{
// Get the local player
C_BaseTFPlayer *player = C_BaseTFPlayer::GetLocalPlayer();
if ( player == NULL )
return;
GetHudAmmo()->SetPrimaryAmmo(
m_iPrimaryAmmoType,
GetPrimaryAmmo(),
Clip1(),
GetMaxClip1() );
GetHudAmmo()->SetSecondaryAmmo(
m_iSecondaryAmmoType,
GetSecondaryAmmo(),
Clip2(),
GetMaxClip2() );
// ROBIN: Disabled mini ammo count for now
/*
InitializeCrosshairPanels();
DrawMiniAmmo();
*/
// HACK: Draw technician's drain level
if ( IsLocalPlayerClass( TFCLASS_SAPPER ) )
{
C_PlayerClassSapper *pSapper = (C_PlayerClassSapper *)player->GetPlayerClass();
int r, g, b, a;
int x, y;
// Get the drained energy
float flPowerLevel = pSapper->m_flDrainedEnergy;
float flInverseFactor = 1.0 - flPowerLevel;
gHUD.m_clrNormal.GetColor( r, g, b, a );
int iWidth = XRES(12);
int iHeight = YRES(64);
x = XRES(64);
y = ( ScreenHeight() - YRES(2) - iHeight );
// draw the exhausted portion of the bar.
vgui::surface()->DrawSetColor( Color( r, g * flPowerLevel, b * flPowerLevel, 100 ) );
vgui::surface()->DrawFilledRect( x, y, x + iWidth, y + iHeight * flInverseFactor );
// draw the powerered portion of the bar
vgui::surface()->DrawSetColor( Color( r, g * flPowerLevel, b * flPowerLevel, 190 ) );
vgui::surface()->DrawFilledRect( x, y + iHeight * flInverseFactor, x + iWidth, y + iHeight * flInverseFactor + iHeight * flPowerLevel );
}
}
//-----------------------------------------------------------------------------
// Purpose: Draw the mini ammo/health counts around the health
//-----------------------------------------------------------------------------
void C_BaseTFCombatWeapon::DrawMiniAmmo()
{
// Get the local player
C_BasePlayer *pPlayer = C_BasePlayer::GetLocalPlayer();
if ( pPlayer == NULL )
return;
// Draw the ammo to the right of the crosshair
if ( m_iClip1 >= 0 )
m_pCrosshairAmmo->SetText( VarArgs("%.3d", m_iClip1 < 999 ? m_iClip1 : 999) );
else
m_pCrosshairAmmo->SetText( VarArgs("%.3d", GetPrimaryAmmo() < 999 ? GetPrimaryAmmo() : 999) );
// BUG: This shouldn't need to be reset, since it's set in the section above, on initialization
m_pCrosshairAmmo->SetSize( CROSSHAIR_HEALTH_OFFSET / 2, m_pCrosshairAmmo->GetTall() );
}
//-----------------------------------------------------------------------------
// Purpose: Return true if a weapon-pickup icon should be displayed when this weapon is received
//-----------------------------------------------------------------------------
bool C_BaseTFCombatWeapon::ShouldDrawPickup( void )
{
return false;
}
//-----------------------------------------------------------------------------
// Purpose:
// Output : char const
//-----------------------------------------------------------------------------
const char *C_BaseTFCombatWeapon::GetPrintName( void )
{
return GetWpnData().szPrintName;
}
//-----------------------------------------------------------------------------
// Purpose:
// Output : Returns true on success, false on failure.
//-----------------------------------------------------------------------------
bool C_BaseTFCombatWeapon::ShouldShowUsageHint( void )
{
return GetWpnData().bShowUsageHint;
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : bnewentity -
//-----------------------------------------------------------------------------
void C_BaseTFCombatWeapon::OnDataChanged( DataUpdateType_t updateType )
{
BaseClass::OnDataChanged( updateType );
if ( updateType != DATA_UPDATE_CREATED )
return;
if ( !ShouldShowUsageHint() )
return;
// See if the weapon is given as an associated weapon of a technology that
// is of level 1 or greater
CTechnologyTree *tree = GetTechnologyTreeDoc().GetTechnologyTree();
if ( !tree )
return;
bool done = false;
for ( int i = 0; !done && ( i < tree->GetNumberTechnologies() ); i++ )
{
CBaseTechnology *t = tree->GetTechnology( i );
Assert( t );
if ( !t )
continue;
// Must be associated with a tech >= level 1
if ( t->GetLevel() < 1 )
continue;
for ( int j = 0; j < t->GetNumWeaponAssociations(); j++ )
{
const char *associated_weapon = t->GetAssociatedWeapon( j );
if ( !associated_weapon )
continue;
if ( !GetName() )
continue;
// Is this tech associating the weapon
if ( stricmp( GetName(), associated_weapon ) )
continue;
if ( t->GetHintsGiven( TF_HINT_WEAPONRECEIVED ) )
continue;
t->SetHintsGiven( TF_HINT_WEAPONRECEIVED, true );
// Fill in hint data for this weapon
// Only show a max of 3 or 4 weapon received hints at a time
C_TFBaseHint *hint = CreateGlobalHint( TF_HINT_WEAPONRECEIVED, GetPrintName(), -1, 3 );
if ( hint )
{
ITFHintItem *item = hint->GetHintItem( 0 );
if ( item )
{
item->SetKeyValue( "weapon", GetPrintName() );
item->SetKeyValue( "weapontype", GetName() );
}
}
done = true;
break;
}
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
int C_BaseTFCombatWeapon ::GetSecondaryAmmo( void )
{
// Get the local player
C_BasePlayer *pPlayer = C_BasePlayer::GetLocalPlayer();
if ( pPlayer == NULL )
return 0;
return pPlayer->GetAmmoCount( m_iSecondaryAmmoType );
}