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📄 c_weapon_mortar.cpp

📁 hl2 source code. Do not use it illegal.
💻 CPP
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//======== (C) Copyright 1999, 2000 Valve, L.L.C. All rights reserved. ========
//
// The copyright to the contents herein is the property of Valve, L.L.C.
// The contents may be used and/or copied only with the written permission of
// Valve, L.L.C., or in accordance with the terms and conditions stipulated in
// the agreement/contract under which the contents have been supplied.
//
// Purpose: Client's CWeaponMortar class
//
// $Workfile:     $
// $Date:         $
// $NoKeywords: $
//=============================================================================
#include "cbase.h"
#include "hud.h"
#include "hudelement.h"
#include "in_buttons.h"
#include "ground_line.h"
#include "clientmode_tfnormal.h"
#include "vgui_BasePanel.h"
#include "c_tf_basecombatweapon.h"
#include "engine/IEngineSound.h"
#include "iinput.h"
#include "imessagechars.h"
#include "c_weapon__stubs.h"

//=============================================================================
// Purpose: Hud Element for Mortar firing
//=============================================================================
class CHudMortar : public CHudElement, public vgui::Panel
{
	DECLARE_CLASS_SIMPLE( CHudMortar, vgui::Panel );

public:
	DECLARE_MULTIPLY_INHERITED();

	CHudMortar( const char *pElementName );
	virtual void Paint( void );

	float	m_flPower;
	float	m_flFiringPower;
	float	m_flFiringAccuracy;
	float	m_flReset;
};

DECLARE_HUDELEMENT( CHudMortar );

//-----------------------------------------------------------------------------
// Purpose: 
//-----------------------------------------------------------------------------
CHudMortar::CHudMortar( const char *pElementName ) :
	CHudElement( pElementName ), vgui::Panel( NULL, pElementName )
{
	m_flPower = 0;
	m_flFiringPower = 0;
	m_flFiringAccuracy = 0;
	m_flReset = 0;
	SetPaintBackgroundEnabled( false );
	SetAutoDelete( false );
	SetName( "mortar" );
}

//-----------------------------------------------------------------------------
// Purpose: 
//-----------------------------------------------------------------------------
void CHudMortar::Paint()
{
	// Clear out markers
	if ( m_flReset && m_flReset < gpGlobals->curtime )
	{
		m_flFiringPower = 0;
		m_flFiringAccuracy = 0;
		m_flReset = 0;
	}

	int w, h;
	GetSize( w, h );

	// Use an eighth of the height for each side
	int iOffset = h / 8;
	int iBarHeight = h - (2 * iOffset);
	int iZero = (w / 5);
	int iMarker = iZero + (m_flPower * (w - iZero));
	int iPower = iZero + (m_flFiringPower * (w - iZero));
	int iAccuracy = iZero + (m_flFiringAccuracy * (w - iZero));

	// Shade the bar
	int alpha = 205;
	int colorAmt = 255;
	int nSegs = 20;

	int i;
	for(i=0; i < nSegs; i++)
	{
		int left = iZero + (i*w) / nSegs;
		int right = iZero + ((i+1)*w) / nSegs;

		// Don't draw past the marker
		if ( m_flFiringPower && right > iPower )
			right = iPower;
		else if ( !m_flFiringPower && right > iMarker )
			right = iMarker;

		vgui::surface()->DrawSetColor( ((i + 5) * colorAmt) / nSegs, 0, 0, alpha );
		vgui::surface()->DrawFilledRect( left, iOffset, right, iBarHeight);
	}

	// Shade back from zero
	nSegs = 10;
	for(i=0; i < nSegs; i++)
	{
		int left = (i*iZero) / nSegs;
		int right = ((i+1)*iZero) / nSegs;

		if ( m_flFiringAccuracy && left < iAccuracy )
			left = iAccuracy;
		else if ( !m_flFiringAccuracy && left < iMarker )
			left = iMarker;

		vgui::surface()->DrawSetColor( ((nSegs - i) * colorAmt) / nSegs, 0, 0, alpha );
		vgui::surface()->DrawFilledRect(left, iOffset, right, iBarHeight);
	}

	// Draw the zero marker
	vgui::surface()->DrawSetColor(255,255,255,255);
	vgui::surface()->DrawFilledRect(iZero-2, iOffset, iZero+2, iBarHeight);
	
	// Draw the marker
	vgui::surface()->DrawSetColor(255,255,255,255);
	vgui::surface()->DrawFilledRect(iMarker-1, 0, iMarker+1, h);

	// Draw the power mark if we've set one
	if ( m_flFiringPower )
	{
		vgui::surface()->DrawSetColor(255,255,255,255);
		vgui::surface()->DrawFilledRect(iPower-1, iOffset, iPower+1, iBarHeight);
	}

	// Draw the accuracy mark if we've set one
	if ( m_flFiringAccuracy )
	{
		vgui::surface()->DrawSetColor(255,255,255,255);
		vgui::surface()->DrawFilledRect(iAccuracy-1, iOffset, iAccuracy+1, iBarHeight);
	}

	// Draw box
	vgui::surface()->DrawSetColor(255,255,255,255);
	vgui::surface()->DrawOutlinedRect(0, iOffset, w, iBarHeight);
}

static ConVar g_CVMortarGroundLineUpdateInterval( "mortar_groundlineupdateinterval", "0.1", 0, "Number of seconds, mininum, between ground line position updates." );


//=============================================================================
// Purpose: Client version of CWeaponMortar
//=============================================================================
class C_WeaponMortar : public C_BaseTFCombatWeapon
{
public:
	DECLARE_CLASS( C_WeaponMortar, C_BaseTFCombatWeapon );
	DECLARE_CLIENTCLASS();
	DECLARE_PREDICTABLE();

	C_WeaponMortar();
	~C_WeaponMortar();

	void FireMortar( void );

	virtual void PreDataUpdate( DataUpdateType_t updateType );
	virtual void OnDataChanged( DataUpdateType_t updateType );
	virtual void HandleInput( void );
	virtual void Redraw();
	virtual void OverrideMouseInput( int *x, int *y );	

	// Deploy / Holster
	virtual bool Deploy( void );
	virtual bool Holster( CBaseCombatWeapon *pSwitchingTo = NULL );

	// Mortar Data
	bool	m_bCarried;
	bool	m_bMortarReloading;
	Vector	m_vecMortarOrigin;
	Vector	m_vecMortarAngles;
	float	m_flPrevMortarServerYaw;
	float	m_flMortarYaw;
	float	m_flPrevMortarYaw;

	// Input Handling
	float	m_flNextClick;
	float	m_flAccuracySpeed;
	int		m_iFiringState;
	bool	m_bRotating;

	CGroundLine *m_pGroundLine;
	CGroundLine *m_pDarkLine;
	CHudMortar	*m_pPowerBar;
	IMaterial	*m_pRotateIcon;

	vgui::HFont		m_hFontText;

private:
	C_WeaponMortar( const C_WeaponMortar & );

	float			m_flLastGroundlineUpdateTime;

};

STUB_WEAPON_CLASS_IMPLEMENT( weapon_mortar, C_WeaponMortar );

IMPLEMENT_CLIENTCLASS_DT(C_WeaponMortar, DT_WeaponMortar, CWeaponMortar)
	RecvPropInt( RECVINFO(m_bCarried) ),
	RecvPropInt( RECVINFO(m_bMortarReloading) ),
	RecvPropVector( RECVINFO(m_vecMortarOrigin) ),
	RecvPropVector( RECVINFO(m_vecMortarAngles) ),
END_RECV_TABLE()

//-----------------------------------------------------------------------------
// Purpose: 
//-----------------------------------------------------------------------------
C_WeaponMortar::C_WeaponMortar()
{
	m_bCarried = true;
	m_bMortarReloading = false;
	m_iFiringState = MORTAR_IDLE;
	m_flNextClick = 0;
	m_flAccuracySpeed = 0;
	m_bRotating = false;
	m_pGroundLine = NULL;
	m_pDarkLine = NULL;
	m_flMortarYaw = 0;
	m_flPrevMortarYaw = -1;

	m_pRotateIcon = materials->FindMaterial( "Hud/mortar/mortar_rotate", NULL );
	m_pRotateIcon->IncrementReferenceCount();

	m_pPowerBar = GET_HUDELEMENT( CHudMortar );

	m_flLastGroundlineUpdateTime = 0.0f;

	m_hFontText = g_hFontTrebuchet24;
}

//-----------------------------------------------------------------------------
// Purpose: 
//-----------------------------------------------------------------------------
C_WeaponMortar::~C_WeaponMortar()
{
	m_pPowerBar->SetParent( (vgui::Panel *)NULL );

	if ( m_pRotateIcon != NULL )
	{
		m_pRotateIcon->DecrementReferenceCount();
		m_pRotateIcon = NULL;
	}

	if ( m_pGroundLine )
	{
		delete m_pGroundLine;
	}
	if ( m_pDarkLine )
	{
		delete m_pDarkLine;
	}
}

//-----------------------------------------------------------------------------
// Purpose: 
//-----------------------------------------------------------------------------
void C_WeaponMortar::PreDataUpdate( DataUpdateType_t updateType )
{
	BaseClass::PreDataUpdate(updateType);

	m_flPrevMortarServerYaw = m_vecMortarAngles.y;
}

//-----------------------------------------------------------------------------
// Purpose: 
//-----------------------------------------------------------------------------
void C_WeaponMortar::OnDataChanged( DataUpdateType_t updateType )
{
	BaseClass::OnDataChanged(updateType);

	// If the mortar's being carried by some other player, don't make a ground line
	if ( !IsCarriedByLocalPlayer() )
		return;

	// Draw power chart if the mortar is deployed
	if ( !m_bCarried && !m_bMortarReloading )
	{
		vgui::Panel *pParent = GetClientModeNormal()->GetViewport();
		int parentWidth, parentHeight;
		pParent->GetSize(parentWidth, parentHeight);

		int iWidth = 256;
		int iHeight = 40;
		int iX = (parentWidth - iWidth) / 2;
		int iY = (parentHeight - 200);

		// Only show the power bar if the mortar's the active weapon
		if ( IsActiveByLocalPlayer() )
		{
			m_pPowerBar->SetBounds( iX, iY, iWidth, iHeight );
			m_pPowerBar->SetParent(pParent);
		}
		else
		{
			m_pPowerBar->SetParent( (vgui::Panel *)NULL );
		}

		if ( !m_bRotating && m_flPrevMortarServerYaw != m_vecMortarAngles.y )
		{
			m_flMortarYaw = m_vecMortarAngles.y;
		}

		// Create the Ground lines
		if ( !m_pGroundLine )
		{
			m_pGroundLine = new CGroundLine();
			m_pGroundLine->Init( "player/support/mortarline" );

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