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306 lines
9.5 KiB
306 lines
9.5 KiB
5 years ago
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//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose: The Medic 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 "basecombatweapon.h"
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#include "tf_player.h"
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#include "tf_class_medic.h"
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#include "tf_obj.h"
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#include "tf_obj_resupply.h"
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#include "tf_obj_resourcepump.h"
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#include "weapon_builder.h"
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#include "tf_team.h"
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#include "orders.h"
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#include "entitylist.h"
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#include "tf_func_resource.h"
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#include "order_resupply.h"
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#include "order_resourcepump.h"
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#include "order_heal.h"
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#include "weapon_twohandedcontainer.h"
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#include "weapon_combatshield.h"
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// Radius buff defines
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#define RADIUS_BUFF_RANGE 512.0
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#define MEDIC_HEAL_TIME_AFTER_DAMAGE 10.0
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// Medic
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ConVar class_medic_speed( "class_medic_speed","200", FCVAR_NONE, "Medic movement speed" );
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//=============================================================================
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//
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// Medic Data Table
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//
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BEGIN_SEND_TABLE_NOBASE( CPlayerClassMedic, DT_PlayerClassMedicData )
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END_SEND_TABLE()
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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 *CPlayerClassMedic::GetClassModelString( int nTeam )
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{
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if (nTeam == TEAM_HUMANS)
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return "models/player/human_medic.mdl";
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else
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return "models/player/recon.mdl";
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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CPlayerClassMedic::CPlayerClassMedic( 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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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CPlayerClassMedic::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( MEDICCLASS_HULL_STAND_MIN, MEDICCLASS_HULL_STAND_MAX );
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m_pPlayer->SetViewOffset( MEDICCLASS_VIEWOFFSET_STAND );
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m_pPlayer->m_Local.m_flStepSize = MEDICCLASS_STEPSIZE;
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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CPlayerClassMedic::~CPlayerClassMedic()
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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 CPlayerClassMedic::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_hWpnShield = NULL;
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m_hWpnPlasma = NULL;
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m_bHasAutoRepair = false;
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m_flNextHealTime = 0;
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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 CPlayerClassMedic::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 CPlayerClassMedic::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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void CPlayerClassMedic::RespawnClass( void )
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{
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BaseClass::RespawnClass();
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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bool CPlayerClassMedic::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_GRENADES_FROM_STATION))
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{
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if (ResupplyAmmoType( 3 * flFraction, "Grenades" ))
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bGiven = true;
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}
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if ((reason == RESUPPLY_ALL_FROM_STATION) || (reason == RESUPPLY_AMMO_FROM_STATION))
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{
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}
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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 medic class specific movement data here.
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//-----------------------------------------------------------------------------
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void CPlayerClassMedic::SetupMoveData( void )
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{
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// Setup Class statistics
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m_flMaxWalkingSpeed = class_medic_speed.GetFloat();
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}
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//-----------------------------------------------------------------------------
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// Purpose: Called every frame by postthink
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//-----------------------------------------------------------------------------
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void CPlayerClassMedic::ClassThink( void )
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{
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// Heal me if it's time (and I'm not dead!)
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if ( m_pPlayer->IsAlive() && m_flNextHealTime && m_flNextHealTime < gpGlobals->curtime )
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{
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if ( m_pPlayer->GetHealth() < m_pPlayer->GetMaxHealth() )
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{
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// Heal the player
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m_pPlayer->TakeHealth( 1.0, DMG_GENERIC );
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m_flNextHealTime = gpGlobals->curtime + 0.1;
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}
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else
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{
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m_flNextHealTime = 0;
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}
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}
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BaseClass::ClassThink();
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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 CPlayerClassMedic::CanBuild( int iObjectType )
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{
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return BaseClass::CanBuild( iObjectType );
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}
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//-----------------------------------------------------------------------------
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// Purpose: Update abilities based on new technologies gained
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//-----------------------------------------------------------------------------
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void CPlayerClassMedic::GainedNewTechnology( CBaseTechnology *pTechnology )
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{
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// Autorepair
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m_bHasAutoRepair = m_pPlayer->HasNamedTechnology( "obj_autorepair" );
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BaseClass::GainedNewTechnology( pTechnology );
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}
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//-----------------------------------------------------------------------------
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// Purpose: Create a personal order for this player
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//-----------------------------------------------------------------------------
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void CPlayerClassMedic::CreatePersonalOrder( void )
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{
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if ( CreateInitialOrder() )
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return;
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// Check for healing orders.
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if ( COrderHeal::CreateOrder( this ) )
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return;
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// Should they build a resource pump?
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if ( COrderResourcePump::CreateOrder( this ) )
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return;
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// Build a resupply station?
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if ( COrderResupply::CreateOrder( this ) )
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return;
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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 CPlayerClassMedic::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( MEDICCLASS_HULL_DUCK_MIN, MEDICCLASS_HULL_DUCK_MAX );
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}
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else
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{
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m_pPlayer->SetCollisionBounds( MEDICCLASS_HULL_STAND_MIN, MEDICCLASS_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 CPlayerClassMedic::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( MEDICCLASS_HULL_DUCK_MIN, vecMin );
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VectorCopy( MEDICCLASS_HULL_DUCK_MAX, vecMax );
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}
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else
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{
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VectorCopy( MEDICCLASS_HULL_STAND_MIN, vecMin );
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VectorCopy( MEDICCLASS_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 CPlayerClassMedic::ResetViewOffset( void )
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{
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if ( m_pPlayer )
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{
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m_pPlayer->SetViewOffset( MEDICCLASS_VIEWOFFSET_STAND );
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose: The player has taken damage. Return the damage done.
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//-----------------------------------------------------------------------------
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float CPlayerClassMedic::OnTakeDamage( const CTakeDamageInfo &info )
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{
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// Stop healing when taking damage
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m_flNextHealTime = gpGlobals->curtime + MEDIC_HEAL_TIME_AFTER_DAMAGE;
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return BaseClass::OnTakeDamage( info );
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CPlayerClassMedic::InitVCollision( void )
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{
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CPhysCollide *pStandModel = PhysCreateBbox( MEDICCLASS_HULL_STAND_MIN, MEDICCLASS_HULL_STAND_MAX );
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CPhysCollide *pCrouchModel = PhysCreateBbox( MEDICCLASS_HULL_DUCK_MIN, MEDICCLASS_HULL_DUCK_MAX );
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m_pPlayer->SetupVPhysicsShadow( pStandModel, "tfplayer_medic_stand", pCrouchModel, "tfplayer_medic_crouch" );
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}
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