summaryrefslogtreecommitdiff
path: root/game/shared/tf/tf_weapon_laser_pointer.cpp
blob: 6e8bb797471799c898baceb290342b05c7d98dcc (plain) (blame)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
//========= 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