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| 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/server/game_ui.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/server/game_ui.cpp')
| -rw-r--r-- | mp/src/game/server/game_ui.cpp | 439 |
1 files changed, 439 insertions, 0 deletions
diff --git a/mp/src/game/server/game_ui.cpp b/mp/src/game/server/game_ui.cpp new file mode 100644 index 00000000..5d6f1cc5 --- /dev/null +++ b/mp/src/game/server/game_ui.cpp @@ -0,0 +1,439 @@ +//========= Copyright Valve Corporation, All rights reserved. ============//
+//
+// Purpose: Entities that capture the player's UI and move it into game design
+// as outputs.
+//
+// $NoKeywords: $
+//=============================================================================//
+
+#include "cbase.h"
+#include "entitylist.h"
+#include "util.h"
+#include "physics.h"
+#include "entityoutput.h"
+#include "player.h"
+#include "in_buttons.h"
+#include "basecombatweapon.h"
+#include "baseviewmodel.h"
+
+// memdbgon must be the last include file in a .cpp file!!!
+#include "tier0/memdbgon.h"
+
+//----------------------------------------------------------------
+// Spawn flags
+//----------------------------------------------------------------
+#define SF_GAMEUI_FREEZE_PLAYER 32
+#define SF_GAMEUI_HIDE_WEAPON 64
+#define SF_GAMEUI_USE_DEACTIVATES 128
+#define SF_GAMEUI_JUMP_DEACTIVATES 256
+
+
+class CGameUI : public CBaseEntity
+{
+public:
+ DECLARE_CLASS( CGameUI, CBaseEntity );
+
+ DECLARE_DATADESC();
+
+ // Input handlers
+ void InputDeactivate( inputdata_t &inputdata );
+ void InputActivate( inputdata_t &inputdata );
+
+ void Think( void );
+ void Deactivate( CBaseEntity *pActivator );
+
+ float m_flFieldOfView;
+ CHandle<CBaseCombatWeapon> m_hSaveWeapon;
+
+ COutputEvent m_playerOn;
+ COutputEvent m_playerOff;
+
+ COutputEvent m_pressedMoveLeft;
+ COutputEvent m_pressedMoveRight;
+ COutputEvent m_pressedForward;
+ COutputEvent m_pressedBack;
+ COutputEvent m_pressedAttack;
+ COutputEvent m_pressedAttack2;
+
+ COutputEvent m_unpressedMoveLeft;
+ COutputEvent m_unpressedMoveRight;
+ COutputEvent m_unpressedForward;
+ COutputEvent m_unpressedBack;
+ COutputEvent m_unpressedAttack;
+ COutputEvent m_unpressedAttack2;
+
+ COutputFloat m_xaxis;
+ COutputFloat m_yaxis;
+ COutputFloat m_attackaxis;
+ COutputFloat m_attack2axis;
+
+ bool m_bForceUpdate;
+ int m_nLastButtonState;
+
+ CHandle<CBasePlayer> m_player;
+};
+
+
+BEGIN_DATADESC( CGameUI )
+
+ DEFINE_KEYFIELD( m_flFieldOfView, FIELD_FLOAT, "FieldOfView" ),
+ DEFINE_FIELD( m_hSaveWeapon, FIELD_EHANDLE ),
+ DEFINE_FIELD( m_bForceUpdate, FIELD_BOOLEAN ),
+ DEFINE_FIELD( m_player, FIELD_EHANDLE ),
+ DEFINE_FIELD( m_nLastButtonState, FIELD_INTEGER ),
+
+ DEFINE_INPUTFUNC( FIELD_VOID, "Deactivate", InputDeactivate ),
+ DEFINE_INPUTFUNC( FIELD_STRING, "Activate", InputActivate ),
+
+ DEFINE_OUTPUT( m_playerOn, "PlayerOn" ),
+ DEFINE_OUTPUT( m_playerOff, "PlayerOff" ),
+
+ DEFINE_OUTPUT( m_pressedMoveLeft, "PressedMoveLeft" ),
+ DEFINE_OUTPUT( m_pressedMoveRight, "PressedMoveRight" ),
+ DEFINE_OUTPUT( m_pressedForward, "PressedForward" ),
+ DEFINE_OUTPUT( m_pressedBack, "PressedBack" ),
+ DEFINE_OUTPUT( m_pressedAttack, "PressedAttack" ),
+ DEFINE_OUTPUT( m_pressedAttack2, "PressedAttack2" ),
+
+ DEFINE_OUTPUT( m_unpressedMoveLeft, "UnpressedMoveLeft" ),
+ DEFINE_OUTPUT( m_unpressedMoveRight, "UnpressedMoveRight" ),
+ DEFINE_OUTPUT( m_unpressedForward, "UnpressedForward" ),
+ DEFINE_OUTPUT( m_unpressedBack, "UnpressedBack" ),
+ DEFINE_OUTPUT( m_unpressedAttack, "UnpressedAttack" ),
+ DEFINE_OUTPUT( m_unpressedAttack2, "UnpressedAttack2" ),
+
+ DEFINE_OUTPUT( m_xaxis, "XAxis" ),
+ DEFINE_OUTPUT( m_yaxis, "YAxis" ),
+ DEFINE_OUTPUT( m_attackaxis, "AttackAxis" ),
+ DEFINE_OUTPUT( m_attack2axis, "Attack2Axis" ),
+
+END_DATADESC()
+
+
+LINK_ENTITY_TO_CLASS( game_ui, CGameUI );
+
+
+//-----------------------------------------------------------------------------
+// Purpose:
+//-----------------------------------------------------------------------------
+void CGameUI::InputDeactivate( inputdata_t &inputdata )
+{
+ Deactivate( inputdata.pActivator );
+}
+
+
+//-----------------------------------------------------------------------------
+// Purpose:
+//-----------------------------------------------------------------------------
+void CGameUI::Deactivate( CBaseEntity *pActivator )
+{
+ CBasePlayer *pPlayer = m_player;
+
+ AssertMsg(pPlayer, "CGameUI deactivated without a player!");
+
+ if (pPlayer)
+ {
+ // Re-enable player motion
+ if ( FBitSet( m_spawnflags, SF_GAMEUI_FREEZE_PLAYER ) )
+ {
+ m_player->RemoveFlag( FL_ATCONTROLS );
+ }
+
+ // Restore weapons
+ if ( FBitSet( m_spawnflags, SF_GAMEUI_HIDE_WEAPON ) )
+ {
+ // Turn the hud back on
+ pPlayer->m_Local.m_iHideHUD &= ~HIDEHUD_WEAPONSELECTION;
+
+ if ( m_hSaveWeapon.Get() )
+ {
+ m_player->Weapon_Switch( m_hSaveWeapon.Get() );
+ m_hSaveWeapon = NULL;
+ }
+
+ if ( pPlayer->GetActiveWeapon() )
+ {
+ pPlayer->GetActiveWeapon()->Deploy();
+ }
+ }
+
+ // Announce that the player is no longer controlling through us
+ m_playerOff.FireOutput( pPlayer, this, 0 );
+
+ // Clear out the axis controls
+ m_xaxis.Set( 0, pPlayer, this );
+ m_yaxis.Set( 0, pPlayer, this );
+ m_attackaxis.Set( 0, pPlayer, this );
+ m_attack2axis.Set( 0, pPlayer, this );
+ m_nLastButtonState = 0;
+ m_player = NULL;
+ }
+ else
+ {
+ Warning("%s Deactivate(): I have no player when called by %s!\n", GetEntityName().ToCStr(), pActivator->GetEntityName().ToCStr());
+ }
+
+ // Stop thinking
+ SetNextThink( TICK_NEVER_THINK );
+}
+
+
+//------------------------------------------------------------------------------
+// Purpose :
+//------------------------------------------------------------------------------
+void CGameUI::InputActivate( inputdata_t &inputdata )
+{
+ CBasePlayer *pPlayer;
+
+ // Determine if we're specifying this as an override parameter
+ if ( inputdata.value.StringID() != NULL_STRING )
+ {
+ CBaseEntity *pEntity = gEntList.FindEntityByName( NULL, inputdata.value.String(), this, inputdata.pActivator, inputdata.pCaller );
+ if ( pEntity == NULL || pEntity->IsPlayer() == false )
+ {
+ Warning( "%s InputActivate: entity %s not found or is not a player!\n", GetEntityName().ToCStr(), inputdata.value.String() );
+ return;
+ }
+
+ pPlayer = ToBasePlayer( pEntity );
+ }
+ else
+ {
+ // Otherwise try to use the activator
+ if ( inputdata.pActivator == NULL || inputdata.pActivator->IsPlayer() == false )
+ {
+ Warning( "%s InputActivate: invalid or missing !activator!\n", GetEntityName().ToCStr() );
+ return;
+ }
+
+ pPlayer = ToBasePlayer( inputdata.pActivator );
+ }
+
+ // If another player is already using these controls3, ignore this activation
+ if ( m_player.Get() != NULL && pPlayer != m_player.Get() )
+ {
+ // TODO: We could allow this by calling Deactivate() at this point and continuing on -- jdw
+ return;
+ }
+
+ // Setup our internal data
+ m_player = pPlayer;
+ m_playerOn.FireOutput( pPlayer, this, 0 );
+
+ // Turn the hud off
+ SetNextThink( gpGlobals->curtime );
+
+ // Disable player's motion
+ if ( FBitSet( m_spawnflags, SF_GAMEUI_FREEZE_PLAYER ) )
+ {
+ m_player->AddFlag( FL_ATCONTROLS );
+ }
+
+ // Store off and hide the currently held weapon
+ if ( FBitSet( m_spawnflags, SF_GAMEUI_HIDE_WEAPON ) )
+ {
+ m_player->m_Local.m_iHideHUD |= HIDEHUD_WEAPONSELECTION;
+
+ if ( m_player->GetActiveWeapon() )
+ {
+ m_hSaveWeapon = m_player->GetActiveWeapon();
+
+ m_player->GetActiveWeapon()->Holster();
+ m_player->ClearActiveWeapon();
+ m_player->HideViewModels();
+ }
+ }
+
+ // We must update our state
+ m_bForceUpdate = true;
+}
+
+
+//------------------------------------------------------------------------------
+// Purpose: Samples the player's inputs and fires outputs based on what buttons
+// are currently held down.
+//------------------------------------------------------------------------------
+void CGameUI::Think( void )
+{
+ CBasePlayer *pPlayer = m_player;
+
+ // If player is gone, stop thinking
+ if (pPlayer == NULL)
+ {
+ SetNextThink( TICK_NEVER_THINK );
+ return;
+ }
+
+ // If we're forcing an update, state with a clean button state
+ if ( m_bForceUpdate )
+ {
+ m_nLastButtonState = pPlayer->m_nButtons;
+ }
+
+ // ------------------------------------------------
+ // Check that toucher is facing the UI within
+ // the field of view tolerance. If not disconnect
+ // ------------------------------------------------
+ if (m_flFieldOfView > -1)
+ {
+ Vector vPlayerFacing;
+ pPlayer->EyeVectors( &vPlayerFacing );
+ Vector vPlayerToUI = GetAbsOrigin() - pPlayer->WorldSpaceCenter();
+ VectorNormalize(vPlayerToUI);
+
+ float flDotPr = DotProduct(vPlayerFacing,vPlayerToUI);
+ if (flDotPr < m_flFieldOfView)
+ {
+ Deactivate( pPlayer );
+ return;
+ }
+ }
+
+ pPlayer->AddFlag( FL_ONTRAIN );
+ SetNextThink( gpGlobals->curtime );
+
+ // Deactivate if they jump or press +use.
+ // FIXME: prevent the use from going through in player.cpp
+ if ((( pPlayer->m_afButtonPressed & IN_USE ) && ( m_spawnflags & SF_GAMEUI_USE_DEACTIVATES )) ||
+ (( pPlayer->m_afButtonPressed & IN_JUMP ) && ( m_spawnflags & SF_GAMEUI_JUMP_DEACTIVATES )))
+ {
+ Deactivate( pPlayer );
+ return;
+ }
+
+ // Determine what's different
+ int nButtonsChanged = ( pPlayer->m_nButtons ^ m_nLastButtonState );
+
+ //
+ // Handle all our possible input triggers
+ //
+
+ if ( nButtonsChanged & IN_MOVERIGHT )
+ {
+ if ( m_nLastButtonState & IN_MOVERIGHT )
+ {
+ m_unpressedMoveRight.FireOutput( pPlayer, this, 0 );
+ }
+ else
+ {
+ m_pressedMoveRight.FireOutput( pPlayer, this, 0 );
+ }
+ }
+
+ if ( nButtonsChanged & IN_MOVELEFT )
+ {
+ if ( m_nLastButtonState & IN_MOVELEFT )
+ {
+ m_unpressedMoveLeft.FireOutput( pPlayer, this, 0 );
+ }
+ else
+ {
+ m_pressedMoveLeft.FireOutput( pPlayer, this, 0 );
+ }
+ }
+
+ if ( nButtonsChanged & IN_FORWARD )
+ {
+ if ( m_nLastButtonState & IN_FORWARD )
+ {
+ m_unpressedForward.FireOutput( pPlayer, this, 0 );
+ }
+ else
+ {
+ m_pressedForward.FireOutput( pPlayer, this, 0 );
+ }
+ }
+
+ if ( nButtonsChanged & IN_BACK )
+ {
+ if ( m_nLastButtonState & IN_BACK )
+ {
+ m_unpressedBack.FireOutput( pPlayer, this, 0 );
+ }
+ else
+ {
+ m_pressedBack.FireOutput( pPlayer, this, 0 );
+ }
+ }
+
+ if ( nButtonsChanged & IN_ATTACK )
+ {
+ if ( m_nLastButtonState & IN_ATTACK )
+ {
+ m_unpressedAttack.FireOutput( pPlayer, this, 0 );
+ }
+ else
+ {
+ m_pressedAttack.FireOutput( pPlayer, this, 0 );
+ }
+ }
+
+ if ( nButtonsChanged & IN_ATTACK2 )
+ {
+ if ( m_nLastButtonState & IN_ATTACK2 )
+ {
+ m_unpressedAttack2.FireOutput( pPlayer, this, 0 );
+ }
+ else
+ {
+ m_pressedAttack2.FireOutput( pPlayer, this, 0 );
+ }
+ }
+
+ // Setup for the next frame
+ m_nLastButtonState = pPlayer->m_nButtons;
+
+ float x = 0, y = 0, attack = 0, attack2 = 0;
+ if ( pPlayer->m_nButtons & IN_MOVERIGHT )
+ {
+ x = 1;
+ }
+ else if ( pPlayer->m_nButtons & IN_MOVELEFT )
+ {
+ x = -1;
+ }
+
+ if ( pPlayer->m_nButtons & IN_FORWARD )
+ {
+ y = 1;
+ }
+ else if ( pPlayer->m_nButtons & IN_BACK )
+ {
+ y = -1;
+ }
+
+ if ( pPlayer->m_nButtons & IN_ATTACK )
+ {
+ attack = 1;
+ }
+
+ if ( pPlayer->m_nButtons & IN_ATTACK2 )
+ {
+ attack2 = 1;
+ }
+
+ //
+ // Fire the analog outputs if they changed.
+ //
+ if ( m_bForceUpdate || ( m_xaxis.Get() != x ) )
+ {
+ m_xaxis.Set( x, pPlayer, this );
+ }
+
+ if ( m_bForceUpdate || ( m_yaxis.Get() != y ) )
+ {
+ m_yaxis.Set( y, pPlayer, this );
+ }
+
+ if ( m_bForceUpdate || ( m_attackaxis.Get() != attack ) )
+ {
+ m_attackaxis.Set( attack, pPlayer, this );
+ }
+
+ if ( m_bForceUpdate || ( m_attack2axis.Get() != attack2 ) )
+ {
+ m_attack2axis.Set( attack2, pPlayer, this );
+ }
+
+ m_bForceUpdate = false;
+}
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