//========= 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 ); }