Modified source engine (2017) developed by valve and leaked in 2020. Not for commercial purporses
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================//
#include "cbase.h"
#include "NPCEvent.h"
#include "tf_basecombatweapon.h"
#include "smoke_trail.h"
#include "tf_player.h"
#include "in_buttons.h"
#include "tf_gamerules.h"
#include "ammodef.h"
#include "IEffects.h"
#include "vstdlib/random.h"
#include "effects.h"
#include "baseviewmodel.h"
#include "basegrenade_shared.h"
#include "grenade_limpetmine.h"
#include "tf_obj_sentrygun.h"
#include "tf_obj_aerial_sentry_station.h"
// Damage CVars
ConVar weapon_laserdesignator_range( "weapon_laserdesignator_range","1024", FCVAR_NONE, "Laser Designator maximum range" );
// ------------------------------------------------------------------------ //
// CWeaponLaserDesignator
// ------------------------------------------------------------------------ //
class CWeaponLaserDesignator : public CBaseTFCombatWeapon
{
DECLARE_CLASS( CWeaponLaserDesignator, CBaseTFCombatWeapon );
public:
virtual void Precache( void );
virtual float GetFireRate( void );
virtual bool Holster( CBaseCombatWeapon *pSwitchingTo = NULL );
virtual bool ComputeEMPFireState( void );
virtual void ItemPostFrame( void );
virtual void PrimaryAttack( void );
bool ValidDesignationTarget( CBaseEntity *pEntity );
bool TargetIsInLock( CBaseTFPlayer *pPlayer, CBaseEntity *pTarget, float *flMaxDot );
// Designation
void StartDesignating( void );
void StopDesignating( void );
void UpdateBeam( void );
void DesignateSentriesToAttack( CBaseEntity *pEntity );
public:
// Designation
bool m_bDesignating;
// Beam
CBeam *m_pBeam;
};
LINK_ENTITY_TO_CLASS( weapon_laserdesignator, CWeaponLaserDesignator );
PRECACHE_WEAPON_REGISTER(weapon_laserdesignator);
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CWeaponLaserDesignator::Precache( void )
{
BaseClass::Precache();
PrecacheModel( "sprites/laserbeam.vmt" );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
float CWeaponLaserDesignator::GetFireRate()
{
return 0.2;
}
//-----------------------------------------------------------------------------
// Purpose: Stop thinking and holster
//-----------------------------------------------------------------------------
bool CWeaponLaserDesignator::Holster( CBaseCombatWeapon *pSwitchingTo )
{
StopDesignating();
return BaseClass::Holster(pSwitchingTo);
}
//-----------------------------------------------------------------------------
// Purpose:
// Output : Returns true on success, false on failure.
//-----------------------------------------------------------------------------
bool CWeaponLaserDesignator::ComputeEMPFireState( void )
{
if (IsOwnerEMPed())
{
// FIXME: Need a sound
//UTIL_EmitSound( pPlayer->pev, CHAN_WEAPON, g_pszEMPGatlingFizzle, 1.0, ATTN_NORM );
return false;
}
return true;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CWeaponLaserDesignator::ItemPostFrame( void )
{
CBasePlayer *pPlayer = GetOwner();
if (pPlayer == NULL)
return;
// Are we already welding?
if ( m_bDesignating )
{
if ( pPlayer->m_nButtons & (IN_ATTACK | IN_ATTACK2) )
{
UpdateBeam();
}
else
{
StopDesignating();
}
}
else
{
if ( (pPlayer->m_nButtons & IN_ATTACK) && (m_flNextPrimaryAttack <= gpGlobals->curtime) )
{
// Start designating
PrimaryAttack();
UpdateBeam();
}
}
// Always idle
WeaponIdle();
}
//-----------------------------------------------------------------------------
// Purpose: Start designating with the laser
//-----------------------------------------------------------------------------
void CWeaponLaserDesignator::StartDesignating( void )
{
m_bDesignating = true;
if ( !m_pBeam )
{
CBaseTFPlayer *pPlayer = ToBaseTFPlayer( m_hOwner );
if ( !pPlayer )
return;
int iIndex = pPlayer->entindex();
m_pBeam = CBeam::BeamCreate( "sprites/laserbeam.vmt", 1 );
m_pBeam->PointEntInit( vec3_origin, iIndex );
m_pBeam->SetEndAttachment( 1 );
m_pBeam->SetColor( 255, 32, 32 );
m_pBeam->SetBrightness( 255 );
m_pBeam->SetNoise( 0 );
m_pBeam->SetWidth( 2 );
m_pBeam->SetEndWidth( 1 );
m_pBeam->SetStartEntity( ENTINDEX(m_hOwner->edict()) );
}
}
//-----------------------------------------------------------------------------
// Purpose: Stop designating with the laser
//-----------------------------------------------------------------------------
void CWeaponLaserDesignator::StopDesignating( void )
{
m_bDesignating = false;
if ( m_pBeam )
{
UTIL_Remove( m_pBeam );
m_pBeam = NULL;
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CWeaponLaserDesignator::PrimaryAttack( void )
{
CBaseTFPlayer *pPlayer = ToBaseTFPlayer( m_hOwner );
if ( !pPlayer )
return;
if ( !ComputeEMPFireState() )
return;
WeaponSound(SINGLE);
PlayAttackAnimation( GetPrimaryAttackActivity() );
pPlayer->AddEffects( EF_MUZZLEFLASH );
StartDesignating();
}
//-----------------------------------------------------------------------------
// Purpose: Update the beam position and do designator functions
//-----------------------------------------------------------------------------
void CWeaponLaserDesignator::UpdateBeam( void )
{
CBaseTFPlayer *pPlayer = ToBaseTFPlayer( m_hOwner );
if ( !pPlayer )
return;
ASSERT( m_pBeam );
// "Fire" the designator beam
Vector vecSrc = pPlayer->Weapon_ShootPosition( pPlayer->GetOrigin() );
Vector vecAiming;
pPlayer->EyeVectors( &vecAiming );
Vector vecEnd = vecSrc + vecAiming * weapon_laserdesignator_range.GetFloat();
trace_t tr;
TFGameRules()->WeaponTraceLine(vecSrc, vecEnd, MASK_SHOT, pPlayer, DMG_ENERGYBEAM, &tr);
// Update beam visual
m_pBeam->SetStartPos( tr.endpos );
m_pBeam->RelinkBeam();
// Perform designator functions
// Did we hit something?
CBaseEntity *pEntity = CBaseEntity::Instance( tr.u.ent );
if ( pEntity )
{
// TODO: We dynamic_cast the entity we choose twice. Fix it.
// If we hit a target we don't care about, try and grab the nearest valid target to our crosshair
if ( !ValidDesignationTarget( pEntity ) )
{
pEntity = NULL;
// Grab the entity nearest the crosshair
float bestdot = AUTOAIM_20DEGREES;
float flSize = weapon_laserdesignator_range.GetFloat() * 0.5;
Vector vecCenter = vecSrc + vecAiming * flSize;
// Find a target.
CBaseEntity *pList[100];
Vector delta( flSize, flSize, flSize );
int count = UTIL_EntitiesInBox( pList, 100, vecCenter - delta, vecCenter + delta, FL_CLIENT|FL_NPC|FL_OBJECT );
for ( int i = 0; i < count; i++ )
{
CBaseEntity *pTarget = pList[i];
if ( !ValidDesignationTarget(pTarget) )
continue;
if ( TargetIsInLock( pPlayer, pTarget, &bestdot ) == false )
continue;
if ( (pTarget->Center() - pPlayer->Center() ).Length() > weapon_laserdesignator_range.GetFloat() )
continue;
// Can shoot at this one
pEntity = pTarget;
}
}
// Couldn't find anything
if ( !pEntity )
return;
// If we hit a player, and it's an enemy, tell my sentryguns to attack it
if ( pEntity->IsPlayer() && !pPlayer->InSameTeam(pEntity) )
{
DesignateSentriesToAttack( pEntity );
}
else if ( pEntity->GetFlags() & FL_NPC )
{
// If it's an enemy NPC, tell my sentryguns to attack it
if ( !pPlayer->InSameTeam( pEntity ) )
{
DesignateSentriesToAttack( pEntity );
}
}
else
{
// Is it a sentrygun? If so, tell it to toggle it's sunken state.
if ( pEntity->Classify() == CLASS_MILITARY )
{
CObjectSentrygun *pSentry = dynamic_cast<CObjectSentrygun *>(pEntity);
if ( pSentry && pSentry->GetBuilder() == pPlayer )
{
pSentry->ToggleTurtle();
}
else
{
// If it's an enemy object, tell my sentryguns to attack it
if ( !pPlayer->InSameTeam( pEntity ) )
{
DesignateSentriesToAttack( pEntity );
}
}
}
// Is it a limpet mine? If so, detonate it
CLimpetMine *pLimpet = dynamic_cast<CLimpetMine *>(pEntity);
if ( pLimpet && pLimpet->IsLive() && pLimpet->m_hOwner->pev == pPlayer->pev )
{
pLimpet->Use( pPlayer, pPlayer, USE_ON, 0 );
}
}
}
}
//-----------------------------------------------------------------------------
// Purpose: Return true if the specified entity is a valid one for designation
//-----------------------------------------------------------------------------
bool CWeaponLaserDesignator::ValidDesignationTarget( CBaseEntity *pEntity )
{
// Ignore the world
if ( pEntity->entindex() == 0 )
return false;
// Ignore players on my team
if ( pEntity->IsPlayer() && pEntity->InSameTeam(m_hOwner) )
return false;
// Is it a sentrygun? If so, tell it to toggle it's sunken state.
if ( pEntity->Classify() == CLASS_MILITARY )
return true;
// My limpet mines are valid
CLimpetMine *pLimpet = dynamic_cast<CLimpetMine *>(pEntity);
if ( pLimpet && pLimpet->IsLive() && pLimpet->m_hOwner->pev == m_hOwner->pev )
return true;
// NPCs are valid
if ( pEntity->GetFlags() & FL_NPC )
return true;
return false;
}
//-----------------------------------------------------------------------------
// Purpose: Return true if the target entity's close enough to the player's crosshair to lock onto
//-----------------------------------------------------------------------------
bool CWeaponLaserDesignator::TargetIsInLock( CBaseTFPlayer *pPlayer, CBaseEntity *pTarget, float *flMaxDot )
{
Vector center = pTarget->Center();
Vector dir = center - pPlayer->Center();
float length = VectorNormalize( dir );
Vector forward, right, up;
pPlayer->EyeVectors( &forward, &right, &up );
// Make sure it's in front of the player
if ( DotProduct( dir, forward ) < 0.0f )
return false;
float dot = fabs( DotProduct(dir, right ) ) + fabs( DotProduct(dir, up ) );
// Tweak for distance
dot *= 1.0f + 4.0f * ( length / MAX_COORD_RANGE );
// Outside the dot?
if ( dot > *flMaxDot )
return false;
// Open LOS?
trace_t tr;
UTIL_TraceLine( pPlayer->Center(), center, MASK_SHOT, edict(), COLLISION_GROUP_NONE, &tr );
if ( ( tr.fraction != 1.0f ) && ( tr.u.ent != pTarget->edict() ) )
return false;
*flMaxDot = dot;
return true;
}
//-----------------------------------------------------------------------------
// Purpose: Set the player's sentryguns to all attack the specified target
//-----------------------------------------------------------------------------
void CWeaponLaserDesignator::DesignateSentriesToAttack( CBaseEntity *pEntity )
{
CBaseTFPlayer *pPlayer = ToBaseTFPlayer( m_hOwner );
if ( !pPlayer )
return;
// Tell all this player's sentryguns
for ( int i = 0; i < pPlayer->m_aObjects.Size(); i++ )
{
CBaseObject *pObj = pPlayer->m_aObjects[i];
if ( !pObj )
continue;
if ( pObj->IsSentrygun() )
{
CObjectSentrygun *pSentry = static_cast<CObjectSentrygun *>(pObj);
pSentry->DesignateTarget( pEntity );
}
if ( pObj->GetType() == OBJ_AERIAL_SENTRY_STATION )
{
CObjectAerialSentryStation *pSentryStation = static_cast<CObjectAerialSentryStation *>(pObj);
pSentryStation->DesignateTarget( pEntity );
}
}
}