You can not select more than 25 topics
Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
329 lines
10 KiB
329 lines
10 KiB
![]()
4 years ago
|
//========= Copyright Valve Corporation, All rights reserved. ============//
|
||
|
//
|
||
|
// Purpose: The Sapper Player Class
|
||
|
//
|
||
|
// $Workfile: $
|
||
|
// $NoKeywords: $
|
||
|
//=============================================================================//
|
||
|
#include "cbase.h"
|
||
|
#include "tf_player.h"
|
||
|
#include "tf_class_sapper.h"
|
||
|
#include "basecombatweapon.h"
|
||
|
#include "weapon_builder.h"
|
||
|
#include "tf_team.h"
|
||
|
#include "entitylist.h"
|
||
|
#include "tf_obj.h"
|
||
|
#include "weapon_mortar.h"
|
||
|
#include "orders.h"
|
||
|
#include "engine/IEngineSound.h"
|
||
|
#include "weapon_twohandedcontainer.h"
|
||
|
#include "weapon_combatshield.h"
|
||
|
#include "tf_vehicle_teleport_station.h"
|
||
|
#define EMP_RADIUS_NORMAL ( 512.0f )
|
||
|
#define EMP_RADIUS_MEDIUM ( 1024.0f )
|
||
|
#define EMP_RADIUS_HUGE ( 4096.0f )
|
||
|
|
||
|
#define EMP_RECHARGETIME_NORMAL ( 20.0f )
|
||
|
#define EMP_RECHARGETIME_FAST ( 15.0f )
|
||
|
|
||
|
#define EMP_EFFECTTIME_NORMAL ( 10.0f )
|
||
|
#define EMP_EFFECTTIME_LONG ( 15.0f )
|
||
|
|
||
|
ConVar class_sapper_speed( "class_sapper_speed","225", FCVAR_NONE, "Sapper movement speed" );
|
||
|
ConVar class_sapper_boost_amount( "class_sapper_boost_amount","35", FCVAR_NONE, "Amount of energy drained for the Sapper to get a boost." );
|
||
|
ConVar class_sapper_boost_time( "class_sapper_boost_time","15", FCVAR_NONE, "Sapper's boost time after draining a full charge of boost." );
|
||
|
ConVar class_sapper_boost_rate( "class_sapper_boost_rate","1", FCVAR_NONE, "Sapper's boost rate on his self-boost." );
|
||
|
ConVar class_sapper_damage_modifier( "class_sapper_damage_modifier", "1.5", 0, "Scales the damage a Sapper does while he's self-boosted." );
|
||
|
|
||
|
BEGIN_SEND_TABLE_NOBASE( CPlayerClassSapper, DT_PlayerClassSapperData )
|
||
|
SendPropFloat( SENDINFO( m_flDrainedEnergy ), 8, SPROP_UNSIGNED, 0.0f, 1.0f ),
|
||
|
END_SEND_TABLE()
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
// Output : const char
|
||
|
//-----------------------------------------------------------------------------
|
||
|
const char *CPlayerClassSapper::GetClassModelString( int nTeam )
|
||
|
{
|
||
|
static const char *string = "models/player/technician.mdl";
|
||
|
return string;
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose: Sapper
|
||
|
//-----------------------------------------------------------------------------
|
||
|
CPlayerClassSapper::CPlayerClassSapper( CBaseTFPlayer *pPlayer, TFClass iClass ) : CPlayerClass( pPlayer, iClass )
|
||
|
{
|
||
|
for (int i = 0; i < MAX_TF_TEAMS; ++i)
|
||
|
{
|
||
|
SetClassModel( MAKE_STRING(GetClassModelString(i)), i );
|
||
|
}
|
||
|
|
||
|
// Setup movement data.
|
||
|
SetupMoveData();
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
//-----------------------------------------------------------------------------
|
||
|
CPlayerClassSapper::~CPlayerClassSapper()
|
||
|
{
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose: Any objects created/owned by class should be allocated and destroyed here
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CPlayerClassSapper::ClassActivate( void )
|
||
|
{
|
||
|
BaseClass::ClassActivate();
|
||
|
|
||
|
m_bHasMediumRangeEMP = false;
|
||
|
m_bHasFasterRechargingEMP = false;
|
||
|
m_bHasHugeRadiusEMP = false;
|
||
|
m_bHasLongerLastingEMPEffect = false;
|
||
|
|
||
|
m_vecLastOrigin.Init();
|
||
|
m_flLastMoveTime = 0.0f;
|
||
|
|
||
|
memset( &m_ClassData, 0, sizeof( m_ClassData ) );
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CPlayerClassSapper::ClassDeactivate( void )
|
||
|
{
|
||
|
m_DamageModifier.RemoveModifier();
|
||
|
BaseClass::ClassDeactivate();
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CPlayerClassSapper::CreateClass( void )
|
||
|
{
|
||
|
BaseClass::CreateClass();
|
||
|
|
||
|
// Create our two handed weapon layout
|
||
|
m_hWpnPlasma = static_cast< CBaseTFCombatWeapon * >( m_pPlayer->GiveNamedItem( "weapon_combat_shotgun" ) );
|
||
|
m_hWpnShield = m_pPlayer->GetCombatShield();
|
||
|
CWeaponTwoHandedContainer *p = ( CWeaponTwoHandedContainer * )m_pPlayer->Weapon_OwnsThisType( "weapon_twohandedcontainer" );
|
||
|
if ( !p )
|
||
|
{
|
||
|
p = static_cast< CWeaponTwoHandedContainer * >( m_pPlayer->GiveNamedItem( "weapon_twohandedcontainer" ) );
|
||
|
}
|
||
|
if ( p && m_hWpnShield.Get() && m_hWpnPlasma.Get() )
|
||
|
{
|
||
|
m_hWpnShield->SetReflectViewModelAnimations( true );
|
||
|
p->SetWeapons( m_hWpnPlasma, m_hWpnShield );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CPlayerClassSapper::RespawnClass( void )
|
||
|
{
|
||
|
BaseClass::RespawnClass();
|
||
|
|
||
|
// Reset time of last move
|
||
|
m_vecLastOrigin.Init();
|
||
|
m_flLastMoveTime = 0.0f;
|
||
|
m_flDrainedEnergy = 0;
|
||
|
m_flBoostEndTime = 0;
|
||
|
m_DamageModifier.SetModifier( class_sapper_damage_modifier.GetFloat() );
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
//-----------------------------------------------------------------------------
|
||
|
bool CPlayerClassSapper::ResupplyAmmo( float flFraction, ResupplyReason_t reason )
|
||
|
{
|
||
|
bool bGiven = false;
|
||
|
if ((reason == RESUPPLY_ALL_FROM_STATION) || (reason == RESUPPLY_GRENADES_FROM_STATION))
|
||
|
{
|
||
|
if (ResupplyAmmoType( 3 * flFraction, "Grenades" ))
|
||
|
bGiven = true;
|
||
|
}
|
||
|
|
||
|
if ((reason == RESUPPLY_ALL_FROM_STATION) || (reason == RESUPPLY_AMMO_FROM_STATION))
|
||
|
{
|
||
|
}
|
||
|
|
||
|
// On respawn, resupply base weapon ammo
|
||
|
if ( reason == RESUPPLY_RESPAWN )
|
||
|
{
|
||
|
}
|
||
|
|
||
|
if ( BaseClass::ResupplyAmmo(flFraction,reason) )
|
||
|
bGiven = true;
|
||
|
return bGiven;
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose: Set sapper class specific movement data here.
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CPlayerClassSapper::SetupMoveData( void )
|
||
|
{
|
||
|
// Setup Class statistics
|
||
|
m_flMaxWalkingSpeed = class_sapper_speed.GetFloat();
|
||
|
m_vecLastOrigin.Init();
|
||
|
m_flLastMoveTime = 0.0f;
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CPlayerClassSapper::SetupSizeData( void )
|
||
|
{
|
||
|
// Initially set the player to the base player class standing hull size.
|
||
|
m_pPlayer->SetCollisionBounds( SAPPERCLASS_HULL_STAND_MIN, SAPPERCLASS_HULL_STAND_MAX );
|
||
|
m_pPlayer->SetViewOffset( SAPPERCLASS_VIEWOFFSET_STAND );
|
||
|
m_pPlayer->m_Local.m_flStepSize = SAPPERCLASS_STEPSIZE;
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose: New technology has been gained. Recalculate any class specific technology dependencies.
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CPlayerClassSapper::GainedNewTechnology( CBaseTechnology *pTechnology )
|
||
|
{
|
||
|
m_bHasMediumRangeEMP = false;
|
||
|
m_bHasFasterRechargingEMP = false;
|
||
|
m_bHasHugeRadiusEMP = false;
|
||
|
m_bHasLongerLastingEMPEffect = false;
|
||
|
|
||
|
if ( m_pPlayer->HasNamedTechnology( "emp1" ) )
|
||
|
{
|
||
|
m_bHasFasterRechargingEMP = true;
|
||
|
}
|
||
|
|
||
|
if ( m_pPlayer->HasNamedTechnology( "emp3" ) )
|
||
|
{
|
||
|
m_bHasMediumRangeEMP = true;
|
||
|
}
|
||
|
|
||
|
if ( m_pPlayer->HasNamedTechnology( "emp4" ) )
|
||
|
{
|
||
|
m_bHasLongerLastingEMPEffect = true;
|
||
|
}
|
||
|
|
||
|
if ( m_pPlayer->HasNamedTechnology( "emp5" ) )
|
||
|
{
|
||
|
m_bHasHugeRadiusEMP = true;
|
||
|
}
|
||
|
|
||
|
BaseClass::GainedNewTechnology( pTechnology );
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CPlayerClassSapper::ClassThink( void )
|
||
|
{
|
||
|
if ( m_pPlayer->GetLocalOrigin() != m_vecLastOrigin )
|
||
|
{
|
||
|
m_vecLastOrigin = m_pPlayer->GetLocalOrigin();
|
||
|
m_flLastMoveTime = gpGlobals->curtime;
|
||
|
}
|
||
|
|
||
|
// Am I boosting myself?
|
||
|
if ( m_pPlayer->IsAlive() && (m_flBoostEndTime > gpGlobals->curtime) )
|
||
|
{
|
||
|
m_pPlayer->AttemptToPowerup( POWERUP_BOOST, class_sapper_boost_time.GetFloat(), class_sapper_boost_rate.GetFloat() * 0.1, m_pPlayer, &m_DamageModifier );
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
m_DamageModifier.RemoveModifier();
|
||
|
}
|
||
|
|
||
|
BaseClass::ClassThink();
|
||
|
}
|
||
|
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
//-----------------------------------------------------------------------------
|
||
|
bool CPlayerClassSapper::CheckStationaryTime( float time_required )
|
||
|
{
|
||
|
// Has enough time passed?
|
||
|
if ( gpGlobals->curtime >= m_flLastMoveTime + time_required )
|
||
|
{
|
||
|
return true;
|
||
|
}
|
||
|
|
||
|
// Not enough time yet
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CPlayerClassSapper::CreatePersonalOrder( void )
|
||
|
{
|
||
|
if ( CreateInitialOrder() )
|
||
|
return;
|
||
|
|
||
|
BaseClass::CreatePersonalOrder();
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CPlayerClassSapper::SetPlayerHull( void )
|
||
|
{
|
||
|
if ( m_pPlayer->GetFlags() & FL_DUCKING )
|
||
|
{
|
||
|
m_pPlayer->SetCollisionBounds( SAPPERCLASS_HULL_DUCK_MIN, SAPPERCLASS_HULL_DUCK_MAX );
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
m_pPlayer->SetCollisionBounds( SAPPERCLASS_HULL_STAND_MIN, SAPPERCLASS_HULL_STAND_MAX );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CPlayerClassSapper::ResetViewOffset( void )
|
||
|
{
|
||
|
if ( m_pPlayer )
|
||
|
{
|
||
|
m_pPlayer->SetViewOffset( SAPPERCLASS_VIEWOFFSET_STAND );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CPlayerClassSapper::AddDrainedEnergy( float flEnergy )
|
||
|
{
|
||
|
// Convert to 0->1
|
||
|
flEnergy = ( flEnergy / class_sapper_boost_amount.GetFloat() );
|
||
|
m_flDrainedEnergy = MIN( 1.0, m_flDrainedEnergy + flEnergy );
|
||
|
|
||
|
// Did we hit max?
|
||
|
if ( m_flDrainedEnergy >= 1.0 )
|
||
|
{
|
||
|
m_flDrainedEnergy = 0;
|
||
|
|
||
|
// Boost the player
|
||
|
m_flBoostEndTime = gpGlobals->curtime + class_sapper_boost_time.GetFloat();
|
||
|
}
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
//-----------------------------------------------------------------------------
|
||
|
float CPlayerClassSapper::GetDrainedEnergy( void )
|
||
|
{
|
||
|
return m_flDrainedEnergy;
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CPlayerClassSapper::DeductDrainedEnergy( float flEnergy )
|
||
|
{
|
||
|
m_flDrainedEnergy = MAX( 0, m_flDrainedEnergy - flEnergy );
|
||
|
}
|