📄 weapon_builder.cpp
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//=========== (C) Copyright 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: The "weapon" used to build objects
//
//
// $Workfile: $
// $Date: $
// $NoKeywords: $
//=============================================================================
#include "cbase.h"
#include "tf_player.h"
#include "tf_basecombatweapon.h"
#include "EntityList.h"
#include "in_buttons.h"
#include "weapon_builder.h"
#include "tf_obj.h"
#include "sendproxy.h"
#include "weapon_objectselection.h"
#include "info_act.h"
#include "vguiscreen.h"
extern ConVar tf2_object_hard_limits;
extern ConVar tf_fastbuild;
EXTERN_SEND_TABLE(DT_BaseCombatWeapon)
IMPLEMENT_SERVERCLASS_ST(CWeaponBuilder, DT_WeaponBuilder)
SendPropInt( SENDINFO( m_iBuildState ), 4, SPROP_UNSIGNED ),
SendPropInt( SENDINFO( m_iCurrentObject ), BUILDER_OBJECT_BITS, SPROP_UNSIGNED ),
SendPropInt( SENDINFO( m_iCurrentObjectState ), 4, SPROP_UNSIGNED ),
SendPropEHandle( SENDINFO( m_hObjectBeingBuilt ) ),
SendPropTime( SENDINFO( m_flStartTime ) ),
SendPropTime( SENDINFO( m_flTotalTime ) ),
SendPropArray
(
SendPropInt( SENDINFO_ARRAY(m_bObjectValidity), 1, SPROP_UNSIGNED), m_bObjectValidity
),
SendPropArray
(
SendPropInt( SENDINFO_ARRAY(m_bObjectBuildability), 1, SPROP_UNSIGNED), m_bObjectBuildability
),
END_SEND_TABLE()
LINK_ENTITY_TO_CLASS( weapon_builder, CWeaponBuilder );
PRECACHE_WEAPON_REGISTER(weapon_builder);
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
CWeaponBuilder::CWeaponBuilder()
{
for ( int i=0; i < m_bObjectValidity.Count(); i++ )
m_bObjectValidity.Set( i, 0 );
m_iCurrentObject = BUILDER_INVALID_OBJECT;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CWeaponBuilder::Precache( void )
{
BaseClass::Precache();
PrecacheModel( "models/weapons/v_slam.mdl" );
PrecacheVGuiScreen( "screen_human_pda" );
}
//-----------------------------------------------------------------------------
// Purpose: Gets info about the control panels
//-----------------------------------------------------------------------------
void CWeaponBuilder::GetControlPanelInfo( int nPanelIndex, const char *&pPanelName )
{
pPanelName = "screen_human_pda";
}
//-----------------------------------------------------------------------------
// Purpose:
// Output : Returns true on success, false on failure.
//-----------------------------------------------------------------------------
bool CWeaponBuilder::ShouldShowControlPanels( void )
{
if ( GetActivity() == ACT_VM_IDLE )
return true;
return false;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CWeaponBuilder::UpdateOnRemove( void )
{
// Tell the player he's lost his build weapon
CBaseTFPlayer *pOwner = ToBaseTFPlayer( GetOwner() );
if ( pOwner && pOwner->GetWeaponBuilder() == this )
{
pOwner->SetWeaponBuilder( NULL );
}
// Chain at end to mimic destructor unwind order
BaseClass::UpdateOnRemove();
}
//-----------------------------------------------------------------------------
// Purpose: Builder weapon has just been given to a player
//-----------------------------------------------------------------------------
void CWeaponBuilder::Equip( CBaseCombatCharacter *pOwner )
{
BaseClass::Equip( pOwner );
((CBaseTFPlayer*)pOwner)->SetWeaponBuilder( this );
}
//-----------------------------------------------------------------------------
// Purpose: Add a new object type to this build weapon. This will allow
// the player carrying this builder to build the object.
//-----------------------------------------------------------------------------
void CWeaponBuilder::AddBuildableObject( int iObjectType )
{
m_bObjectValidity.Set( iObjectType, true );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
bool CWeaponBuilder::CanDeploy( void )
{
if ( m_iCurrentObject != BUILDER_INVALID_OBJECT )
{
SetCurrentState( BS_PLACING );
StartPlacement();
m_flNextPrimaryAttack = gpGlobals->curtime + 0.35f;
}
else
{
m_hObjectBeingBuilt = NULL;
SetCurrentState( BS_IDLE );
SetCurrentObject( m_iCurrentObject );
}
return BaseClass::CanDeploy();
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
bool CWeaponBuilder::Deploy( )
{
#if !defined( CLIENT_DLL )
if ( m_hObjectBeingBuilt.Get() && m_hObjectBeingBuilt->IsAnUpgrade() )
return DefaultDeploy( (char*)GetViewModel(), (char*)GetWorldModel(), ACT_SLAM_STICKWALL_ND_DRAW, (char*)GetAnimPrefix() );
return DefaultDeploy( (char*)GetViewModel(), (char*)GetWorldModel(), ACT_VM_DRAW, (char*)GetAnimPrefix() );
#else
return true;
#endif
}
//-----------------------------------------------------------------------------
// Purpose: Prevent switching when working on something
//-----------------------------------------------------------------------------
bool CWeaponBuilder::CanHolster( void )
{
if ( IsBuilding() )
return false;
return BaseClass::CanHolster();
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
CBaseCombatWeapon *CWeaponBuilder::GetLastWeapon( void )
{
return BaseClass::GetLastWeapon();
}
//-----------------------------------------------------------------------------
// Purpose: Stop placement when holstering
//-----------------------------------------------------------------------------
bool CWeaponBuilder::Holster( CBaseCombatWeapon *pSwitchingTo )
{
if ( m_iBuildState == BS_PLACING || m_iBuildState == BS_PLACING_INVALID )
{
SetCurrentState( BS_IDLE );
}
StopPlacement();
return BaseClass::Holster(pSwitchingTo);
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CWeaponBuilder::ItemPostFrame( void )
{
CBaseTFPlayer *pOwner = ToBaseTFPlayer( GetOwner() );
if ( !pOwner )
return;
// Ignore input while the player's building anything
if ( pOwner->IsBuilding() )
return;
// Switch away if I'm not in placement mode
if ( m_iBuildState != BS_PLACING && m_iBuildState != BS_PLACING_INVALID )
{
pOwner->SwitchToNextBestWeapon( NULL );
return;
}
if (( pOwner->m_nButtons & IN_ATTACK ) && (m_flNextPrimaryAttack <= gpGlobals->curtime) )
{
PrimaryAttack();
}
// Allow shield post frame
AllowShieldPostFrame( true );
WeaponIdle();
}
//-----------------------------------------------------------------------------
// Purpose: Start placing or building the currently selected object
//-----------------------------------------------------------------------------
void CWeaponBuilder::PrimaryAttack( void )
{
CBaseTFPlayer *pOwner = ToBaseTFPlayer( GetOwner() );
if ( !pOwner )
return;
// What state should we move to?
switch( m_iBuildState )
{
case BS_IDLE:
{
// Idle state starts selection
SetCurrentState( BS_SELECTING );
}
break;
case BS_SELECTING:
{
// Do nothing, client handles selection
return;
}
break;
case BS_PLACING:
{
if ( m_hObjectBeingBuilt )
{
// Give the object a chance to veto the "start building" command. Objects like barbed wire
// may want to change their properties instead of actually building yet.
if ( m_hObjectBeingBuilt->PreStartBuilding() )
{
int iFlags = m_hObjectBeingBuilt->GetObjectFlags();
// Can't build if the game hasn't started
if ( !tf_fastbuild.GetInt() && CurrentActIsAWaitingAct() )
{
ClientPrint( pOwner, HUD_PRINTCENTER, "Can't build until the game's started.\n" );
return;
}
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