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353 lines
11 KiB
353 lines
11 KiB
5 years ago
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//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose: The Defender Player Class
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//
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// $Workfile: $
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// $Date: $
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// $NoKeywords: $
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//=============================================================================//
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#include "cbase.h"
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#include "tf_player.h"
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#include "tf_class_defender.h"
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#include "tf_obj.h"
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#include "tf_obj_sentrygun.h"
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#include "basecombatweapon.h"
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#include "weapon_builder.h"
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#include "weapon_limpetmine.h"
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#include "tf_team.h"
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#include "orders.h"
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#include "order_repair.h"
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#include "order_buildsentrygun.h"
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#include "weapon_twohandedcontainer.h"
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#include "weapon_combatshield.h"
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#include "tf_vehicle_teleport_station.h"
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ConVar class_defender_speed( "class_defender_speed","200", FCVAR_NONE, "Defender movement speed" );
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// An object must be this close to a sentry gun to be considered covered by it.
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#define DEFENDER_SENTRY_COVERED_DIST 1000
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//=============================================================================
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//
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// Defender Data Table
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//
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BEGIN_SEND_TABLE_NOBASE( CPlayerClassDefender, DT_PlayerClassDefenderData )
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END_SEND_TABLE()
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bool OrderCreator_BuildSentryGun( CPlayerClassDefender *pClass )
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{
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return COrderBuildSentryGun::CreateOrder( pClass );
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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// Output : const char
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//-----------------------------------------------------------------------------
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const char *CPlayerClassDefender::GetClassModelString( int nTeam )
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{
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if (nTeam == TEAM_HUMANS)
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return "models/player/human_defender.mdl";
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else
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return "models/player/defender.mdl";
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}
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//-----------------------------------------------------------------------------
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// Purpose: Defender
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//-----------------------------------------------------------------------------
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CPlayerClassDefender::CPlayerClassDefender( CBaseTFPlayer *pPlayer, TFClass iClass ) : CPlayerClass( pPlayer, iClass )
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{
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for (int i = 0; i < MAX_TF_TEAMS; ++i)
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{
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SetClassModel( MAKE_STRING(GetClassModelString(i)), i );
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}
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}
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CPlayerClassDefender::~CPlayerClassDefender()
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{
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CPlayerClassDefender::ClassActivate( void )
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{
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BaseClass::ClassActivate();
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// Setup movement data.
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SetupMoveData();
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m_iNumberOfSentriesAllowed = 0;
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m_bHasSmarterSentryguns = false;
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m_bHasSensorSentryguns = false;
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m_bHasMachinegun = false;
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m_bHasRocketlauncher = false;
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m_bHasAntiair = false;
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m_hWpnShield = NULL;
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m_hWpnPlasma = NULL;
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memset( &m_ClassData, 0, sizeof( m_ClassData ) );
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CPlayerClassDefender::ClassDeactivate( void )
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{
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BaseClass::ClassDeactivate();
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CPlayerClassDefender::CreateClass( void )
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{
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BaseClass::CreateClass();
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// Create our two handed weapon layout
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m_hWpnPlasma = static_cast< CBaseTFCombatWeapon * >( m_pPlayer->GiveNamedItem( "weapon_combat_burstrifle" ) );
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m_hWpnShield = m_pPlayer->GetCombatShield();
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CWeaponTwoHandedContainer *p = ( CWeaponTwoHandedContainer * )m_pPlayer->Weapon_OwnsThisType( "weapon_twohandedcontainer" );
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if ( !p )
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{
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p = static_cast< CWeaponTwoHandedContainer * >( m_pPlayer->GiveNamedItem( "weapon_twohandedcontainer" ) );
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}
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if ( p && m_hWpnShield.Get() && m_hWpnPlasma.Get() )
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{
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m_hWpnShield->SetReflectViewModelAnimations( true );
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p->SetWeapons( m_hWpnPlasma, m_hWpnShield );
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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bool CPlayerClassDefender::ResupplyAmmo( float flFraction, ResupplyReason_t reason )
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{
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bool bGiven = false;
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if ((reason == RESUPPLY_ALL_FROM_STATION) || (reason == RESUPPLY_AMMO_FROM_STATION))
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{
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if (ResupplyAmmoType( 20 * flFraction, "Limpets" ))
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bGiven = true;
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// Defender doesn't use rockets, but his sentryguns do
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if (ResupplyAmmoType( 50 * flFraction, "Rockets" ))
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bGiven = true;
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}
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if ((reason == RESUPPLY_ALL_FROM_STATION) || (reason == RESUPPLY_GRENADES_FROM_STATION))
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{
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}
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// On respawn, resupply base weapon ammo
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if ( reason == RESUPPLY_RESPAWN )
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{
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}
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if ( BaseClass::ResupplyAmmo(flFraction, reason) )
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bGiven = true;
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return bGiven;
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}
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//-----------------------------------------------------------------------------
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// Purpose: Set defender class specific movement data here.
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//-----------------------------------------------------------------------------
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void CPlayerClassDefender::SetupMoveData( void )
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{
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// Setup Class statistics
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m_flMaxWalkingSpeed = class_defender_speed.GetFloat();
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CPlayerClassDefender::SetupSizeData( void )
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{
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// Initially set the player to the base player class standing hull size.
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m_pPlayer->SetCollisionBounds( DEFENDERCLASS_HULL_STAND_MIN, DEFENDERCLASS_HULL_STAND_MAX );
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m_pPlayer->SetViewOffset( DEFENDERCLASS_VIEWOFFSET_STAND );
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m_pPlayer->m_Local.m_flStepSize = DEFENDERCLASS_STEPSIZE;
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}
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//-----------------------------------------------------------------------------
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// Purpose: New technology has been gained. Recalculate any class specific technology dependencies.
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//-----------------------------------------------------------------------------
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void CPlayerClassDefender::GainedNewTechnology( CBaseTechnology *pTechnology )
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{
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// Calculate the number of sentryguns allowed
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if ( m_pPlayer->HasNamedTechnology( "sentrygun_three" ) )
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{
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m_iNumberOfSentriesAllowed = 3;
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}
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else if ( m_pPlayer->HasNamedTechnology( "sentrygun_two" ) )
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{
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m_iNumberOfSentriesAllowed = 2;
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}
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else
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{
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m_iNumberOfSentriesAllowed = 1;
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}
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m_bHasSmarterSentryguns = false;
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m_bHasSensorSentryguns = false;
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m_bHasRocketlauncher = false;
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// Sentrygun levels
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if ( m_pPlayer->HasNamedTechnology( "sentrygun_ai" ) )
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{
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m_bHasSmarterSentryguns = true;
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}
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if ( m_pPlayer->HasNamedTechnology( "sentrygun_sensors" ) )
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{
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m_bHasSensorSentryguns = true;
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}
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// Sentrygun types
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if ( m_pPlayer->HasNamedTechnology( "sentrygun_rocket" ) )
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{
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m_bHasRocketlauncher = true;
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}
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UpdateSentrygunTechnology();
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BaseClass::GainedNewTechnology( pTechnology );
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}
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//-----------------------------------------------------------------------------
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// Purpose: Tell all sentryguns what level of technology the Defender has
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//-----------------------------------------------------------------------------
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void CPlayerClassDefender::UpdateSentrygunTechnology( void )
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{
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for (int i = 0; i < m_pPlayer->GetObjectCount(); i++)
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{
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CBaseObject *pObj = m_pPlayer->GetObject(i);
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if ( pObj && pObj->IsSentrygun() )
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{
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CObjectSentrygun *pSentry = static_cast<CObjectSentrygun *>(pObj);
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pSentry->SetTechnology( m_bHasSmarterSentryguns, m_bHasSensorSentryguns );
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}
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose: Return true if this player's allowed to build another one of the specified objects
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//-----------------------------------------------------------------------------
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int CPlayerClassDefender::CanBuild( int iObjectType )
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{
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// First, check to see if we've got the technology
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if ( iObjectType == OBJ_SENTRYGUN_ROCKET_LAUNCHER )
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{
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if ( !m_bHasRocketlauncher )
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return CB_NOT_RESEARCHED;
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}
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return BaseClass::CanBuild( iObjectType );
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}
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int CPlayerClassDefender::CanBuildSentryGun()
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{
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return
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CanBuild( OBJ_SENTRYGUN_ROCKET_LAUNCHER ) == CB_CAN_BUILD ||
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CanBuild( OBJ_SENTRYGUN_PLASMA ) == CB_CAN_BUILD;
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}
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//-----------------------------------------------------------------------------
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// Purpose: Object has been built by this player
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//-----------------------------------------------------------------------------
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void CPlayerClassDefender::FinishedObject( CBaseObject *pObject )
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{
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UpdateSentrygunTechnology();
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CPlayerClassDefender::PlayerDied( CBaseEntity *pAttacker )
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{
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CWeaponLimpetmine *weapon = (CWeaponLimpetmine*)m_pPlayer->Weapon_OwnsThisType( "weapon_limpetmine" );
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if ( weapon )
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{
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weapon->RemoveDeployedLimpets();
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}
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BaseClass::PlayerDied( pAttacker );
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CPlayerClassDefender::SetPlayerHull( void )
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{
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if ( m_pPlayer->GetFlags() & FL_DUCKING )
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{
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m_pPlayer->SetCollisionBounds( DEFENDERCLASS_HULL_DUCK_MIN, DEFENDERCLASS_HULL_DUCK_MAX );
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}
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else
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{
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m_pPlayer->SetCollisionBounds( DEFENDERCLASS_HULL_STAND_MIN, DEFENDERCLASS_HULL_STAND_MAX );
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CPlayerClassDefender::GetPlayerHull( bool bDucking, Vector &vecMin, Vector &vecMax )
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{
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if ( bDucking )
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{
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VectorCopy( DEFENDERCLASS_HULL_DUCK_MIN, vecMin );
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VectorCopy( DEFENDERCLASS_HULL_DUCK_MAX, vecMax );
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}
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else
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{
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VectorCopy( DEFENDERCLASS_HULL_STAND_MIN, vecMin );
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VectorCopy( DEFENDERCLASS_HULL_STAND_MAX, vecMax );
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CPlayerClassDefender::ResetViewOffset( void )
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{
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if ( m_pPlayer )
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{
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m_pPlayer->SetViewOffset( DEFENDERCLASS_VIEWOFFSET_STAND );
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}
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}
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void CPlayerClassDefender::CreatePersonalOrder()
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{
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if ( CreateInitialOrder() )
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return;
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if( COrderRepair::CreateOrder_RepairFriendlyObjects( this ) )
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return;
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// Alternate between sentrygun and sandbag orders.
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if ( OrderCreator_BuildSentryGun( this ) )
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{
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return;
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}
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BaseClass::CreatePersonalOrder();
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CPlayerClassDefender::InitVCollision( void )
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{
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CPhysCollide *pStandModel = PhysCreateBbox( DEFENDERCLASS_HULL_STAND_MIN, DEFENDERCLASS_HULL_STAND_MAX );
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CPhysCollide *pCrouchModel = PhysCreateBbox( DEFENDERCLASS_HULL_DUCK_MIN, DEFENDERCLASS_HULL_DUCK_MAX );
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m_pPlayer->SetupVPhysicsShadow( pStandModel, "tfplayer_defender_stand", pCrouchModel, "tfplayer_defender_crouch" );
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}
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