diff options
| author | Joe Ludwig <[email protected]> | 2013-06-26 15:22:04 -0700 |
|---|---|---|
| committer | Joe Ludwig <[email protected]> | 2013-06-26 15:22:04 -0700 |
| commit | 39ed87570bdb2f86969d4be821c94b722dc71179 (patch) | |
| tree | abc53757f75f40c80278e87650ea92808274aa59 /mp/src/game/client/c_basecombatweapon.cpp | |
| download | source-sdk-2013-39ed87570bdb2f86969d4be821c94b722dc71179.tar.xz source-sdk-2013-39ed87570bdb2f86969d4be821c94b722dc71179.zip | |
First version of the SOurce SDK 2013
Diffstat (limited to 'mp/src/game/client/c_basecombatweapon.cpp')
| -rw-r--r-- | mp/src/game/client/c_basecombatweapon.cpp | 554 |
1 files changed, 554 insertions, 0 deletions
diff --git a/mp/src/game/client/c_basecombatweapon.cpp b/mp/src/game/client/c_basecombatweapon.cpp new file mode 100644 index 00000000..b48fb6ad --- /dev/null +++ b/mp/src/game/client/c_basecombatweapon.cpp @@ -0,0 +1,554 @@ +//========= 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 );
+ }
+ }
+
+ 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 *crosshair = GET_HUDELEMENT( CHudCrosshair );
+ if ( !crosshair )
+ 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;
+
+ crosshair->SetCrosshair( GetWpnData().iconAutoaim, clr );
+ }
+ else if ( GetWpnData().iconCrosshair )
+ {
+ clr[3] = 255;
+ crosshair->SetCrosshair( GetWpnData().iconCrosshair, clr );
+ }
+ else
+ {
+ crosshair->ResetCrosshair();
+ }
+ }
+ else
+ {
+ Color white( 255, 255, 255, 255 );
+
+ // zoomed crosshairs
+ if (bOnTarget && GetWpnData().iconZoomedAutoaim)
+ crosshair->SetCrosshair(GetWpnData().iconZoomedAutoaim, white);
+ else if ( GetWpnData().iconZoomedCrosshair )
+ crosshair->SetCrosshair( GetWpnData().iconZoomedCrosshair, white );
+ else
+ crosshair->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 );
+ }
+}
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