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

634 lines
17 KiB
C++

//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose: Client's CWeaponMortar class
//
// $Workfile: $
// $Date: $
// $NoKeywords: $
//=============================================================================//
#include "cbase.h"
#include "hud.h"
#include "hudelement.h"
#include "in_buttons.h"
#include "ground_line.h"
#include "clientmode_tfnormal.h"
#include "vgui_basepanel.h"
#include "c_tf_basecombatweapon.h"
#include "engine/IEngineSound.h"
#include "iinput.h"
#include "imessagechars.h"
#include "c_weapon__stubs.h"
//=============================================================================
// Purpose: Hud Element for Mortar firing
//=============================================================================
class CHudMortar : public CHudElement, public vgui::Panel
{
DECLARE_CLASS_SIMPLE( CHudMortar, vgui::Panel );
public:
DECLARE_MULTIPLY_INHERITED();
CHudMortar( const char *pElementName );
virtual void Paint( void );
float m_flPower;
float m_flFiringPower;
float m_flFiringAccuracy;
float m_flReset;
};
DECLARE_HUDELEMENT( CHudMortar );
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
CHudMortar::CHudMortar( const char *pElementName ) :
CHudElement( pElementName ), vgui::Panel( NULL, pElementName )
{
m_flPower = 0;
m_flFiringPower = 0;
m_flFiringAccuracy = 0;
m_flReset = 0;
SetPaintBackgroundEnabled( false );
SetAutoDelete( false );
SetName( "mortar" );
SetHiddenBits( HIDEHUD_PLAYERDEAD );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CHudMortar::Paint()
{
// Clear out markers
if ( m_flReset && m_flReset < gpGlobals->curtime )
{
m_flFiringPower = 0;
m_flFiringAccuracy = 0;
m_flReset = 0;
}
int w, h;
GetSize( w, h );
// Use an eighth of the height for each side
int iOffset = h / 8;
int iBarHeight = h - (2 * iOffset);
int iZero = (w / 5);
int iMarker = iZero + (m_flPower * (w - iZero));
int iPower = iZero + (m_flFiringPower * (w - iZero));
int iAccuracy = iZero + (m_flFiringAccuracy * (w - iZero));
// Shade the bar
int alpha = 205;
int colorAmt = 255;
int nSegs = 20;
int i;
for(i=0; i < nSegs; i++)
{
int left = iZero + (i*w) / nSegs;
int right = iZero + ((i+1)*w) / nSegs;
// Don't draw past the marker
if ( m_flFiringPower && right > iPower )
right = iPower;
else if ( !m_flFiringPower && right > iMarker )
right = iMarker;
vgui::surface()->DrawSetColor( ((i + 5) * colorAmt) / nSegs, 0, 0, alpha );
vgui::surface()->DrawFilledRect( left, iOffset, right, iBarHeight);
}
// Shade back from zero
nSegs = 10;
for(i=0; i < nSegs; i++)
{
int left = (i*iZero) / nSegs;
int right = ((i+1)*iZero) / nSegs;
if ( m_flFiringAccuracy && left < iAccuracy )
left = iAccuracy;
else if ( !m_flFiringAccuracy && left < iMarker )
left = iMarker;
vgui::surface()->DrawSetColor( ((nSegs - i) * colorAmt) / nSegs, 0, 0, alpha );
vgui::surface()->DrawFilledRect(left, iOffset, right, iBarHeight);
}
// Draw the zero marker
vgui::surface()->DrawSetColor(255,255,255,255);
vgui::surface()->DrawFilledRect(iZero-2, iOffset, iZero+2, iBarHeight);
// Draw the marker
vgui::surface()->DrawSetColor(255,255,255,255);
vgui::surface()->DrawFilledRect(iMarker-1, 0, iMarker+1, h);
// Draw the power mark if we've set one
if ( m_flFiringPower )
{
vgui::surface()->DrawSetColor(255,255,255,255);
vgui::surface()->DrawFilledRect(iPower-1, iOffset, iPower+1, iBarHeight);
}
// Draw the accuracy mark if we've set one
if ( m_flFiringAccuracy )
{
vgui::surface()->DrawSetColor(255,255,255,255);
vgui::surface()->DrawFilledRect(iAccuracy-1, iOffset, iAccuracy+1, iBarHeight);
}
// Draw box
vgui::surface()->DrawSetColor(255,255,255,255);
vgui::surface()->DrawOutlinedRect(0, iOffset, w, iBarHeight);
}
static ConVar g_CVMortarGroundLineUpdateInterval( "mortar_groundlineupdateinterval", "0.1", 0, "Number of seconds, mininum, between ground line position updates." );
//=============================================================================
// Purpose: Client version of CWeaponMortar
//=============================================================================
class C_WeaponMortar : public C_BaseTFCombatWeapon
{
public:
DECLARE_CLASS( C_WeaponMortar, C_BaseTFCombatWeapon );
DECLARE_CLIENTCLASS();
DECLARE_PREDICTABLE();
C_WeaponMortar();
~C_WeaponMortar();
void FireMortar( void );
virtual void PreDataUpdate( DataUpdateType_t updateType );
virtual void OnDataChanged( DataUpdateType_t updateType );
virtual void HandleInput( void );
virtual void Redraw();
virtual void OverrideMouseInput( float *x, float *y );
// Deploy / Holster
virtual bool Deploy( void );
virtual bool Holster( CBaseCombatWeapon *pSwitchingTo = NULL );
// Mortar Data
bool m_bCarried;
bool m_bMortarReloading;
Vector m_vecMortarOrigin;
Vector m_vecMortarAngles;
float m_flPrevMortarServerYaw;
float m_flMortarYaw;
float m_flPrevMortarYaw;
// Input Handling
float m_flNextClick;
float m_flAccuracySpeed;
int m_iFiringState;
bool m_bRotating;
CGroundLine *m_pGroundLine;
CGroundLine *m_pDarkLine;
CHudMortar *m_pPowerBar;
IMaterial *m_pRotateIcon;
vgui::HFont m_hFontText;
private:
C_WeaponMortar( const C_WeaponMortar & );
float m_flLastGroundlineUpdateTime;
};
STUB_WEAPON_CLASS_IMPLEMENT( weapon_mortar, C_WeaponMortar );
IMPLEMENT_CLIENTCLASS_DT(C_WeaponMortar, DT_WeaponMortar, CWeaponMortar)
RecvPropInt( RECVINFO(m_bCarried) ),
RecvPropInt( RECVINFO(m_bMortarReloading) ),
RecvPropVector( RECVINFO(m_vecMortarOrigin) ),
RecvPropVector( RECVINFO(m_vecMortarAngles) ),
END_RECV_TABLE()
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
C_WeaponMortar::C_WeaponMortar()
{
m_bCarried = true;
m_bMortarReloading = false;
m_iFiringState = MORTAR_IDLE;
m_flNextClick = 0;
m_flAccuracySpeed = 0;
m_bRotating = false;
m_pGroundLine = NULL;
m_pDarkLine = NULL;
m_flMortarYaw = 0;
m_flPrevMortarYaw = -1;
m_pRotateIcon = materials->FindMaterial( "Hud/mortar/mortar_rotate", TEXTURE_GROUP_VGUI );
m_pRotateIcon->IncrementReferenceCount();
m_pPowerBar = GET_HUDELEMENT( CHudMortar );
m_flLastGroundlineUpdateTime = 0.0f;
m_hFontText = g_hFontTrebuchet24;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
C_WeaponMortar::~C_WeaponMortar()
{
m_pPowerBar->SetParent( (vgui::Panel *)NULL );
if ( m_pRotateIcon != NULL )
{
m_pRotateIcon->DecrementReferenceCount();
m_pRotateIcon = NULL;
}
if ( m_pGroundLine )
{
delete m_pGroundLine;
}
if ( m_pDarkLine )
{
delete m_pDarkLine;
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void C_WeaponMortar::PreDataUpdate( DataUpdateType_t updateType )
{
BaseClass::PreDataUpdate(updateType);
m_flPrevMortarServerYaw = m_vecMortarAngles.y;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void C_WeaponMortar::OnDataChanged( DataUpdateType_t updateType )
{
BaseClass::OnDataChanged(updateType);
// If the mortar's being carried by some other player, don't make a ground line
if ( !IsCarriedByLocalPlayer() )
return;
// Draw power chart if the mortar is deployed
if ( !m_bCarried && !m_bMortarReloading )
{
vgui::Panel *pParent = GetClientModeNormal()->GetViewport();
int parentWidth, parentHeight;
pParent->GetSize(parentWidth, parentHeight);
int iWidth = 256;
int iHeight = 40;
int iX = (parentWidth - iWidth) / 2;
int iY = (parentHeight - 200);
// Only show the power bar if the mortar's the active weapon
if ( IsActiveByLocalPlayer() )
{
m_pPowerBar->SetBounds( iX, iY, iWidth, iHeight );
m_pPowerBar->SetParent(pParent);
}
else
{
m_pPowerBar->SetParent( (vgui::Panel *)NULL );
}
if ( !m_bRotating && m_flPrevMortarServerYaw != m_vecMortarAngles.y )
{
m_flMortarYaw = m_vecMortarAngles.y;
}
// Create the Ground lines
if ( !m_pGroundLine )
{
m_pGroundLine = new CGroundLine();
m_pGroundLine->Init( "player/support/mortarline" );
}
if ( !m_pDarkLine )
{
m_pDarkLine = new CGroundLine();
m_pDarkLine->Init( "player/support/mortarline" );
}
}
else
{
m_pPowerBar->SetParent( (vgui::Panel *)NULL );
if ( m_pGroundLine )
{
delete m_pGroundLine;
m_pGroundLine = NULL;
}
if ( m_pDarkLine )
{
delete m_pDarkLine;
m_pDarkLine = NULL;
}
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void C_WeaponMortar::HandleInput( void )
{
// If it's being carried, ignore input
if ( m_bCarried )
return;
// If the player's dead, ignore input
C_BaseTFPlayer *pPlayer = C_BaseTFPlayer::GetLocalPlayer();
if ( pPlayer == NULL )
return;
if ( pPlayer->GetHealth() < 1 )
return;
// Ignore input if it's reloading
if ( m_bMortarReloading )
return;
// Secondary fire rotates the mortar
if ( gHUD.m_iKeyBits & IN_ATTACK2 )
{
if ( pPlayer->HasPowerup(POWERUP_EMP) )
{
CLocalPlayerFilter filter;
EmitSound( filter, SOUND_FROM_LOCAL_PLAYER, "WeaponMortar.EMPed" );
return;
}
m_bRotating = true;
gHUD.m_iKeyBits &= ~IN_ATTACK2;
// Prevent firing while rotating
m_pPowerBar->SetParent( (vgui::Panel *)NULL );
return;
}
else
{
if ( m_bRotating )
{
// Bring up the firing bar again
vgui::Panel *pParent = GetClientModeNormal()->GetViewport();
m_pPowerBar->SetParent(pParent);
m_bRotating = false;
}
}
// Primary fire launches mortars
if (gHUD.m_iKeyBits & IN_ATTACK)
{
if ( pPlayer->HasPowerup(POWERUP_EMP) )
{
CLocalPlayerFilter filter;
EmitSound( filter, SOUND_FROM_LOCAL_PLAYER, "WeaponMortar.EMPed" );
return;
}
if ( m_flNextClick <= gpGlobals->curtime )
{
// Play click animation
// SendWeaponAnim( ACT_SLAM_DETONATOR_DETONATE );
// Switch states
switch( m_iFiringState )
{
case MORTAR_IDLE:
m_iFiringState = MORTAR_CHARGING_POWER;
break;
case MORTAR_CHARGING_POWER:
m_pPowerBar->m_flFiringPower = m_pPowerBar->m_flPower;
m_iFiringState = MORTAR_CHARGING_ACCURACY;
break;
case MORTAR_CHARGING_ACCURACY:
m_pPowerBar->m_flFiringAccuracy = m_pPowerBar->m_flPower;
m_iFiringState = MORTAR_IDLE;
FireMortar();
break;
default:
break;
}
input->ClearInputButton( IN_ATTACK );
gHUD.m_iKeyBits &= ~IN_ATTACK;
m_flNextClick = gpGlobals->curtime + 0.05;
}
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void C_WeaponMortar::Redraw()
{
BaseClass::Redraw();
// If the player's dead, abort
C_BaseTFPlayer *pPlayer = C_BaseTFPlayer::GetLocalPlayer();
if ( pPlayer == NULL )
return;
if ( pPlayer->GetHealth() < 1 )
{
m_iFiringState = MORTAR_IDLE;
m_bCarried = true;
return;
}
// If it's reloading, tell the player
if ( m_bMortarReloading )
{
int width, height;
messagechars->GetStringLength( m_hFontText, &width, &height, "Mortar is reloading..." );
messagechars->DrawString( m_hFontText, (ScreenWidth() - width) / 2, YRES(350), 192, 192, 192, 255, "Mortar is reloading...", IMessageChars::MESSAGESTRINGID_NONE );
return;
}
// Handle power charging
switch( m_iFiringState )
{
case MORTAR_IDLE:
m_pPowerBar->m_flPower = 0;
break;
case MORTAR_CHARGING_POWER:
m_pPowerBar->m_flPower = MIN( m_pPowerBar->m_flPower + ( (1.0 / MORTAR_CHARGE_POWER_RATE) * gpGlobals->curtimeDelta), 1.0f);
m_pPowerBar->m_flFiringPower = 0;
m_pPowerBar->m_flFiringAccuracy = 0;
if ( m_pPowerBar->m_flPower >= 1.0 )
{
// Hit Max, start going down
m_pPowerBar->m_flFiringPower = m_pPowerBar->m_flPower;
m_iFiringState = MORTAR_CHARGING_ACCURACY;
m_flNextClick = gpGlobals->curtime + 0.25;
}
break;
case MORTAR_CHARGING_ACCURACY:
// Calculate accuracy speed
m_flAccuracySpeed = (1.0 / MORTAR_CHARGE_ACCURACY_RATE);
if ( m_pPowerBar->m_flFiringPower > 0.5 )
{
// Shots over halfway suffer an increased speed to the accuracy power, making accurate shots harder
float flAdjustedPower = (m_pPowerBar->m_flFiringPower - 0.5) * 3.0;
m_flAccuracySpeed += (m_pPowerBar->m_flFiringPower * flAdjustedPower);
}
m_pPowerBar->m_flPower = MAX( m_pPowerBar->m_flPower - ( m_flAccuracySpeed * gpGlobals->curtimeDelta), -0.25f);
if ( m_pPowerBar->m_flPower <= -0.25 )
{
// Hit Min, fire mortar
m_pPowerBar->m_flFiringAccuracy = m_pPowerBar->m_flPower;
m_iFiringState = MORTAR_IDLE;
FireMortar();
m_flNextClick = gpGlobals->curtime + 0.25;
}
break;
default:
break;
}
// Draw the rotate icon if the player's rotating the mortar
if ( m_bRotating )
{
vgui::Panel *pParent = GetClientModeNormal()->GetViewport();
int parentWidth, parentHeight;
pParent->GetSize(parentWidth, parentHeight);
int iWidth = 64;
int iHeight = 64;
int iX = (parentWidth - iWidth) / 2;
int iY = (parentHeight - 216);
IMesh* pMesh = materials->GetDynamicMesh( true, NULL, NULL, m_pRotateIcon );
CMeshBuilder meshBuilder;
meshBuilder.Begin( pMesh, MATERIAL_QUADS, 1 );
meshBuilder.Color3f( 1.0, 1.0, 1.0 );
meshBuilder.TexCoord2f( 0,0,0 );
meshBuilder.Position3f( iX,iY,0 );
meshBuilder.AdvanceVertex();
meshBuilder.Color3f( 1.0, 1.0, 1.0 );
meshBuilder.TexCoord2f( 0,1,0 );
meshBuilder.Position3f( iX+iWidth, iY, 0 );
meshBuilder.AdvanceVertex();
meshBuilder.Color3f( 1.0, 1.0, 1.0 );
meshBuilder.TexCoord2f( 0,1,1 );
meshBuilder.Position3f( iX+iWidth, iY+iHeight, 0 );
meshBuilder.AdvanceVertex();
meshBuilder.Color3f( 1.0, 1.0, 1.0 );
meshBuilder.TexCoord2f( 0,0,1 );
meshBuilder.Position3f( iX, iY+iHeight, 0 );
meshBuilder.AdvanceVertex();
meshBuilder.End();
pMesh->Draw();
}
// Update the ground line if it's moved
if ( !m_bCarried && (m_flPrevMortarYaw != m_flMortarYaw ) &&
gpGlobals->curtime > m_flLastGroundlineUpdateTime + g_CVMortarGroundLineUpdateInterval.GetFloat() )
{
// Create the Ground line start & end points
Vector vecForward;
AngleVectors( QAngle( 0, m_flMortarYaw, 0 ), &vecForward );
Vector vecStart = m_vecMortarOrigin + (vecForward * MORTAR_RANGE_MIN);
float flRange = MORTAR_RANGE_MAX_INITIAL;
if ( pPlayer->HasNamedTechnology( "mortar_range" ) )
flRange = MORTAR_RANGE_MAX_UPGRADED;
Vector vecEnd = m_vecMortarOrigin + (vecForward * flRange);
m_pDarkLine->SetParameters( m_vecMortarOrigin, vecStart, Vector( 0.1,0.1,0.1 ), Vector( 0.1,0.1,0.1 ), 0.5, 22 );
m_pGroundLine->SetParameters( vecStart, vecEnd, Vector(0,1,0), Vector(1,0,0), 0.5, 22 );
m_flPrevMortarYaw = m_flMortarYaw;
m_flLastGroundlineUpdateTime = gpGlobals->curtime;
}
}
//-----------------------------------------------------------------------------
// Purpose: Capture mouse input for mortar rotation
//-----------------------------------------------------------------------------
void C_WeaponMortar::OverrideMouseInput( float *x, float *y )
{
if ( !m_bRotating )
return;
float flX = ( *x ) * 0.05f;
m_flMortarYaw = anglemod(m_flMortarYaw - flX);
*x = 0.0f;
*y = 0.0f;
}
//-----------------------------------------------------------------------------
// Purpose: Weapon's been deployed
//-----------------------------------------------------------------------------
bool C_WeaponMortar::Deploy( void )
{
if ( m_pDarkLine )
{
m_pDarkLine->SetVisible( true );
}
if ( m_pGroundLine )
{
m_pGroundLine->SetVisible( true );
}
return BaseClass::Deploy();
}
//-----------------------------------------------------------------------------
// Purpose: Weapon's been holstered
//-----------------------------------------------------------------------------
bool C_WeaponMortar::Holster( C_BaseCombatWeapon *pSwitchingTo )
{
if ( m_pDarkLine )
{
m_pDarkLine->SetVisible( false );
}
if ( m_pGroundLine )
{
m_pGroundLine->SetVisible( false );
}
return BaseClass::Holster( pSwitchingTo );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void C_WeaponMortar::FireMortar( void )
{
// Clamp inaccuracy
float flTempAcc = m_pPowerBar->m_flFiringAccuracy;
if ( flTempAcc > 0.25 )
flTempAcc = 0.25;
else if ( flTempAcc < -0.25 )
flTempAcc = -0.25;
// HACKHACK: This is an amazingly bad way to do it. Replace this when the
// client DLL can insert commands into the usercmds
char szbuf[48];
Q_snprintf( szbuf, sizeof( szbuf ), "mortar %0.2f %0.2f %0.2f\n", m_pPowerBar->m_flFiringPower, flTempAcc, m_flMortarYaw );
engine->ClientCmd(szbuf);
// Tell the power bar to reset soon
m_pPowerBar->m_flReset = gpGlobals->curtime + 1.0;
}