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Detonate.cpp
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Detonate.cpp
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/*************************************************************************
Crytek Source File.
Copyright (C), Crytek Studios, 2001-2004.
-------------------------------------------------------------------------
$Id$
$DateTime$
-------------------------------------------------------------------------
History:
- 11:9:2005 15:00 : Created by Marcio Martins
*************************************************************************/
#include "StdAfx.h"
#include "Game.h"
#include "Detonate.h"
#include "WeaponSystem.h"
#include "Item.h"
#include "Weapon.h"
#include "Actor.h"
#include "Projectile.h"
#include "Binocular.h"
#include "C4.h"
#include "WeaponSharedParams.h"
//------------------------------------------------------------------------
CDetonate::CDetonate()
{
}
//------------------------------------------------------------------------
CDetonate::~CDetonate()
{
}
//------------------------------------------------------------------------
struct CDetonate::ExplodeAction
{
ExplodeAction(CDetonate *_detonate): pDetonate(_detonate) {};
CDetonate *pDetonate;
void execute(CItem *_this)
{
pDetonate->SelectLast();
}
};
void CDetonate::Update(float frameTime, uint32 frameId)
{
CSingle::Update(frameTime, frameId);
if (m_detonationTimer>0.0f)
{
m_detonationTimer-=frameTime;
if (m_detonationTimer<=0.0f)
{
m_detonationTimer=0.0f;
bool detonated = Detonate();
if (detonated && m_pWeapon->GetOwnerActor() && m_pWeapon->GetOwnerActor()->IsClient())
m_pWeapon->GetScheduler()->TimerAction(uint32(m_pWeapon->GetCurrentAnimationTime( eIGS_FirstPerson)*0.35f), CSchedulerAction<ExplodeAction>::Create(this), false);
}
else
m_pWeapon->RequireUpdate(eIUS_FireMode);
}
}
//------------------------------------------------------------------------
void CDetonate::ResetParams(const struct IItemParamsNode *params)
{
CSingle::ResetParams(params);
}
//------------------------------------------------------------------------
void CDetonate::PatchParams(const struct IItemParamsNode *patch)
{
CSingle::PatchParams(patch);
}
//----------------------------------------------------------------
void CDetonate::CacheSharedParamsPtr()
{
CSingle::CacheSharedParamsPtr();
m_pShared = static_cast<CSingleSharedData*>(m_fireParams.get());
}
//------------------------------------------------------------------------
void CDetonate::Activate(bool activate)
{
CSingle::Activate(activate);
m_detonationTimer=0.0f;
}
//------------------------------------------------------------------------
bool CDetonate::CanReload() const
{
return false;
}
//------------------------------------------------------------------------
bool CDetonate::CanFire(bool considerAmmo) const
{
return CSingle::CanFire(considerAmmo) && (m_detonationTimer<=0.0f);
}
//------------------------------------------------------------------------
void CDetonate::StartFire()
{
if (CanFire(false))
{
m_pWeapon->RequireUpdate(eIUS_FireMode);
m_detonationTimer = 0.1f;
m_pWeapon->PlayAction(m_pShared->actions.fire.c_str());
}
}
//------------------------------------------------------------------------
const char *CDetonate::GetCrosshair() const
{
return "";
}
//------------------------------------------------------------------------
bool CDetonate::Detonate(bool net)
{
if (m_pWeapon->IsServer())
{
CActor *pOwner=m_pWeapon->GetOwnerActor();
if (!pOwner)
return false;
if (CWeapon *pWeapon=static_cast<CWeapon*>(pOwner->GetItemByClass(CItem::sC4Class)))
{
IFireMode* pFM = pWeapon->GetFireMode(pWeapon->GetCurrentFireMode());
//assert(pFM && "Detonator has not fire mode! Can not detonate C4");
if(!pFM)
return false;
while(EntityId projectileId=pFM->RemoveProjectileId())
{
if (CProjectile *pProjectile=g_pGame->GetWeaponSystem()->GetProjectile(projectileId))
{
pProjectile->Explode(true, false);
g_pGame->GetIGameFramework()->GetIGameplayRecorder()->Event(pWeapon->GetOwner(), GameplayEvent(eGE_WeaponShot, pProjectile->GetEntity()->GetClass()->GetName(), 1, (void *)pWeapon->GetEntityId()));
}
}
}
}
if (!net)
m_pWeapon->RequestShoot(0, ZERO, ZERO, ZERO, ZERO, 1.0f, 0, false);
return true;
}
//------------------------------------------------------------------------
void CDetonate::NetShoot(const Vec3 &hit, int ph)
{
Detonate(true);
}
//------------------------------------------------------------------------
void CDetonate::SelectLast()
{
CActor *pOwner=m_pWeapon->GetOwnerActor();
if (!pOwner)
return;
EntityId lastItemId = pOwner->GetInventory()?pOwner->GetInventory()->GetLastItem():0;
//Select C4, Fists or last item (check for binoculars)
if (lastItemId)
{
CBinocular *pBinoculars = static_cast<CBinocular*>(pOwner->GetItemByClass(CItem::sBinocularsClass));
CC4 *pC4 = static_cast<CC4*>(pOwner->GetItemByClass(CItem::sC4Class));
if ((pBinoculars) && (pBinoculars->GetEntityId() == lastItemId) && (!pC4 || pC4->OutOfAmmo(false)))
{
pOwner->SelectItemByName("Fists",false);
return;
}
else if(pC4 && !pC4->OutOfAmmo(false))
{
if(!pC4->IsSelected())
pOwner->SelectItemByName("C4",false);
return;
}
}
pOwner->SelectLastItem(false);
}