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. ============//
//
// TF Rocket Launcher
//
//=============================================================================
#include "cbase.h"
#include "tf_weapon_particle_cannon.h"
#include "tf_fx_shared.h"
#include "in_buttons.h"
// Client specific.
#ifdef CLIENT_DLL
#include "c_tf_player.h"
#include <vgui_controls/Panel.h>
#include <vgui/ISurface.h>
#include "soundenvelope.h"
#include "particle_property.h"
#include "c_tf_gamestats.h"
// Server specific.
#else
#include "tf_gamestats.h"
#include "tf_player.h"
#include "tf_projectile_energy_ball.h"
#endif
//=============================================================================
//
// Particle cannon tables.
//
IMPLEMENT_NETWORKCLASS_ALIASED( TFParticleCannon, DT_ParticleCannon )
BEGIN_NETWORK_TABLE( CTFParticleCannon, DT_ParticleCannon )
#ifdef CLIENT_DLL
RecvPropFloat( RECVINFO( m_flChargeBeginTime ) ),
RecvPropInt( RECVINFO( m_iChargeEffect ) )
#else
SendPropFloat( SENDINFO( m_flChargeBeginTime ) ),
SendPropInt( SENDINFO( m_iChargeEffect ) )
#endif
END_NETWORK_TABLE()
BEGIN_PREDICTION_DATA( CTFParticleCannon )
END_PREDICTION_DATA()
LINK_ENTITY_TO_CLASS( tf_weapon_particle_cannon, CTFParticleCannon );
PRECACHE_WEAPON_REGISTER( tf_weapon_particle_cannon );
// Server specific.
#ifndef CLIENT_DLL
BEGIN_DATADESC( CTFParticleCannon )
END_DATADESC()
#endif
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
CTFParticleCannon::CTFParticleCannon() : CTFRocketLauncher()
{
#ifdef CLIENT_DLL
m_bEffectsThinking = false;
m_iChargeEffectBase = 0;
#endif
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
float CTFParticleCannon::GetProjectileSpeed( void )
{
return 1100.f;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
float CTFParticleCannon::GetProjectileGravity( void )
{
return 0.f;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
bool CTFParticleCannon::IsViewModelFlipped( void )
{
return !BaseClass::IsViewModelFlipped(); // Invert because arrows are backwards by default.
}
//-----------------------------------------------------------------------------
// Purpose: Reset the charge when we holster
//-----------------------------------------------------------------------------
bool CTFParticleCannon::Holster( CBaseCombatWeapon *pSwitchingTo )
{
CTFPlayer *pPlayer = ToTFPlayer( GetPlayerOwner() );
if ( pPlayer && pPlayer->m_Shared.InCond( TF_COND_AIMING ) )
return false;
m_flChargeBeginTime = 0;
#ifdef CLIENT_DLL
ParticleProp()->Init( this );
ParticleProp()->StopParticlesNamed( "drg_cowmangler_idle", true );
m_bEffectsThinking = false;
#endif
StopSound( "Weapon_CowMangler.Charging" );
return BaseClass::Holster( pSwitchingTo );
}
//-----------------------------------------------------------------------------
// Purpose: Reset the charge when we deploy
//-----------------------------------------------------------------------------
bool CTFParticleCannon::Deploy( void )
{
m_flChargeBeginTime = 0;
#ifdef CLIENT_DLL
m_bEffectsThinking = true;
SetContextThink( &CTFParticleCannon::ClientEffectsThink, gpGlobals->curtime + rand() % 5, "PC_EFFECTS_THINK" );
#endif
return BaseClass::Deploy();
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTFParticleCannon::WeaponReset( void )
{
BaseClass::WeaponReset();
m_flChargeBeginTime = 0.0f;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTFParticleCannon::ItemPostFrame( void )
{
BaseClass::ItemPostFrame();
if ( m_flChargeBeginTime > 0 )
{
CTFPlayer *pPlayer = ToTFPlayer( GetPlayerOwner() );
if ( !pPlayer )
return;
// If we're not holding down the attack button, launch our grenade
float flTotalChargeTime = gpGlobals->curtime - m_flChargeBeginTime;
if ( flTotalChargeTime >= GetChargeForceReleaseTime() )
{
FireChargedShot();
}
}
#ifdef CLIENT_DLL
if ( !m_bEffectsThinking )
{
m_bEffectsThinking = true;
SetContextThink( &CTFParticleCannon::ClientEffectsThink, gpGlobals->curtime + rand() % 5, "PC_EFFECTS_THINK" );
}
#endif
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTFParticleCannon::PrimaryAttack( void )
{
if ( m_flChargeBeginTime > 0 )
return;
if ( !Energy_HasEnergy() )
return;
m_bChargedShot = false;
BaseClass::PrimaryAttack();
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTFParticleCannon::SecondaryAttack( void )
{
// Check for ammunition.
if ( !Energy_FullyCharged() )
{
Reload();
return;
}
// Are we capable of firing again?
if ( m_flNextPrimaryAttack > gpGlobals->curtime )
return;
if ( m_flChargeBeginTime > 0 )
return;
if ( !CanAttack() )
{
m_flChargeBeginTime = 0;
return;
}
m_bChargedShot = true;
// Set the weapon mode.
m_iWeaponMode = TF_WEAPON_PRIMARY_MODE;
// save that we had the attack button down
m_flChargeBeginTime = gpGlobals->curtime;
CTFPlayer *pPlayer = ToTFPlayer( GetPlayerOwner() );
if ( pPlayer )
{
SendWeaponAnim( ACT_PRIMARY_VM_PRIMARYATTACK_3 );
pPlayer->DoAnimationEvent( PLAYERANIMEVENT_ATTACK_PRIMARY_SUPER );
}
WeaponSound( SPECIAL1 );
pPlayer->m_Shared.AddCond( TF_COND_AIMING );
pPlayer->TeamFortress_SetSpeed();
m_iChargeEffect++;
}
#ifdef CLIENT_DLL
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTFParticleCannon::CreateChargeEffect()
{
CTFPlayer *pPlayer = ToTFPlayer( GetPlayerOwner() );
if ( pPlayer )
{
DispatchParticleEffect( "drg_cowmangler_muzzleflash_chargeup", PATTACH_POINT_FOLLOW, GetAppropriateWorldOrViewModel(), "muzzle", GetParticleColor( 1 ), GetParticleColor( 2 ) );
}
}
#endif
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTFParticleCannon::FireChargedShot()
{
CTFPlayer *pPlayer = ToTFPlayer( GetPlayerOwner() );
if ( !pPlayer )
return;
if ( !pPlayer->IsAlive() )
return;
pPlayer->m_Shared.RemoveCond( TF_COND_AIMING );
pPlayer->TeamFortress_SetSpeed();
#ifndef CLIENT_DLL
CTF_GameStats.Event_PlayerFiredWeapon( pPlayer, false );
#else
C_CTF_GameStats.Event_PlayerFiredWeapon( pPlayer, false );
#endif
// SendWeaponAnim( ACT_VM_PRIMARYATTACK );
// pPlayer->SetAnimation( PLAYER_ATTACK1 );
CBaseEntity* pProj = FireProjectile( pPlayer );
ModifyProjectile( pProj );
float flFireDelay = ApplyFireDelay( m_pWeaponInfo->GetWeaponData( m_iWeaponMode ).m_flTimeFireDelay );
m_flNextPrimaryAttack = gpGlobals->curtime + flFireDelay;
SetWeaponIdleTime( gpGlobals->curtime + SequenceDuration() );
m_iReloadMode.Set( TF_RELOAD_START );
m_flChargeBeginTime = 0.0f;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTFParticleCannon::ModifyProjectile( CBaseEntity* pProj )
{
#ifdef GAME_DLL
CTFProjectile_EnergyBall* pEnergyBall = dynamic_cast<CTFProjectile_EnergyBall*>( pProj );
if ( pEnergyBall == NULL )
return;
pEnergyBall->SetChargedShot( m_bChargedShot );
pEnergyBall->SetColor( 1, GetParticleColor( 1 ) );
pEnergyBall->SetColor( 2, GetParticleColor( 2 ) );
#endif
if ( m_bChargedShot )
{
Energy_DrainEnergy( Energy_GetMaxEnergy() );
}
else
{
Energy_DrainEnergy();
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
float CTFParticleCannon::GetProgress( void )
{
return Energy_GetEnergy() / Energy_GetMaxEnergy();
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
const char *CTFParticleCannon::GetMuzzleFlashParticleEffect( void )
{
if ( m_bChargedShot )
{
return ( GetTeamNumber() == TF_TEAM_RED ) ? "drg_cow_muzzleflash_charged" : "drg_cow_muzzleflash_charged_blue";
}
else
{
return ( GetTeamNumber() == TF_TEAM_RED ) ? "drg_cow_muzzleflash_normal" : "drg_cow_muzzleflash_normal_blue";
}
}
#ifndef CLIENT_DLL
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTFParticleCannon::Precache()
{
BaseClass::Precache();
PrecacheParticleSystem( "drg_cow_explosioncore_charged" );
PrecacheParticleSystem( "drg_cow_explosioncore_charged_blue" );
PrecacheParticleSystem( "drg_cow_explosioncore_normal" );
PrecacheParticleSystem( "drg_cow_explosioncore_normal_blue" );
PrecacheParticleSystem( "drg_cow_muzzleflash_charged" );
PrecacheParticleSystem( "drg_cow_muzzleflash_charged_blue" );
PrecacheParticleSystem( "drg_cow_muzzleflash_normal" );
PrecacheParticleSystem( "drg_cow_muzzleflash_normal_blue" );
PrecacheParticleSystem( "drg_cow_idle" );
PrecacheScriptSound( "Weapon_CowMangler.ReloadFinal" );
}
#endif
#ifdef CLIENT_DLL
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTFParticleCannon::OnDataChanged( DataUpdateType_t updateType )
{
BaseClass::OnDataChanged( updateType );
if ( IsCarrierAlive() && ( WeaponState() == WEAPON_IS_ACTIVE ) )
{
if ( m_iChargeEffect != m_iChargeEffectBase )
{
CreateChargeEffect();
m_iChargeEffectBase = m_iChargeEffect;
}
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTFParticleCannon::ClientEffectsThink( void )
{
CTFPlayer *pPlayer = GetTFPlayerOwner();
if ( !pPlayer )
return;
if ( !pPlayer->IsLocalPlayer() )
return;
if ( !pPlayer->GetViewModel() )
return;
if ( !m_bEffectsThinking )
return;
SetContextThink( &CTFParticleCannon::ClientEffectsThink, gpGlobals->curtime + 2 + rand() % 5, "PC_EFFECTS_THINK" );
if ( pPlayer->m_Shared.InCond( TF_COND_TAUNTING ) )
return;
const char* mounts[4] =
{
"crit_frontspark1",
"crit_frontspark2",
"crit_frontspark3",
"crit_frontspark4"
};
int iPoint = rand() % 4;
ParticleProp()->Init( this );
const char *pszIdleParticle = ( GetTeamNumber() == TF_TEAM_RED ) ? "drg_cow_idle" : "drg_cow_idle_blue";
CNewParticleEffect* pEffect = ParticleProp()->Create( pszIdleParticle, PATTACH_POINT_FOLLOW, mounts[iPoint] );
if ( pEffect )
{
pEffect->SetControlPoint( CUSTOM_COLOR_CP1, GetParticleColor( 1 ) );
pEffect->SetControlPoint( CUSTOM_COLOR_CP2, GetParticleColor( 2 ) );
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTFParticleCannon::DispatchMuzzleFlash( const char* effectName, C_BaseEntity* pAttachEnt )
{
DispatchParticleEffect( effectName, PATTACH_POINT_FOLLOW, pAttachEnt, "muzzle", GetParticleColor( 1 ), GetParticleColor( 2 ) );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTFParticleCannon::CreateMuzzleFlashEffects( C_BaseEntity *pAttachEnt, int nIndex )
{
// Don't call direct parent. We don't want back blast effects.
CTFWeaponBaseGun::CreateMuzzleFlashEffects( pAttachEnt, nIndex );
}
#endif
//-----------------------------------------------------------------------------
// Purpose: Utility function for default colors.
//-----------------------------------------------------------------------------
Vector GetParticleColorForTeam( int iTeam, int iColor )
{
if ( iColor == 1 )
{
if ( iTeam == TF_TEAM_RED )
return TF_PARTICLE_WEAPON_RED_1;
else
return TF_PARTICLE_WEAPON_BLUE_1;
}
else
{
if ( iTeam == TF_TEAM_RED )
return TF_PARTICLE_WEAPON_RED_2;
else
return TF_PARTICLE_WEAPON_BLUE_2;
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTFParticleCannon::PlayWeaponShootSound( void )
{
if ( m_bChargedShot )
{
// WeaponSound( BURST );
}
else
{
WeaponSound( SINGLE );
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
char const *CTFParticleCannon::GetShootSound( int iIndex ) const
{
if ( iIndex == RELOAD )
{
bool bLastReload = (Energy_GetEnergy()+Energy_GetRechargeCost()) == Energy_GetMaxEnergy();
if ( bLastReload )
{
return "Weapon_CowMangler.ReloadFinal";
}
}
return BaseClass::GetShootSound(iIndex);
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
bool CTFParticleCannon::OwnerCanTaunt( void )
{
if ( m_flChargeBeginTime > 0 )
{
return false;
}
else
{
return true;
}
}