//========= Copyright Valve Corporation, All rights reserved. ============// // // Purpose: The Medic Player Class // // $Workfile: $ // $Date: $ // $NoKeywords: $ //=============================================================================// #include "cbase.h" #include "basecombatweapon.h" #include "tf_player.h" #include "tf_class_medic.h" #include "tf_obj.h" #include "tf_obj_resupply.h" #include "tf_obj_resourcepump.h" #include "weapon_builder.h" #include "tf_team.h" #include "orders.h" #include "entitylist.h" #include "tf_func_resource.h" #include "order_resupply.h" #include "order_resourcepump.h" #include "order_heal.h" #include "weapon_twohandedcontainer.h" #include "weapon_combatshield.h" // Radius buff defines #define RADIUS_BUFF_RANGE 512.0 #define MEDIC_HEAL_TIME_AFTER_DAMAGE 10.0 // Medic ConVar class_medic_speed( "class_medic_speed","200", FCVAR_NONE, "Medic movement speed" ); //============================================================================= // // Medic Data Table // BEGIN_SEND_TABLE_NOBASE( CPlayerClassMedic, DT_PlayerClassMedicData ) END_SEND_TABLE() //----------------------------------------------------------------------------- // Purpose: // Output : const char //----------------------------------------------------------------------------- const char *CPlayerClassMedic::GetClassModelString( int nTeam ) { if (nTeam == TEAM_HUMANS) return "models/player/human_medic.mdl"; else return "models/player/recon.mdl"; } //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- CPlayerClassMedic::CPlayerClassMedic( CBaseTFPlayer *pPlayer, TFClass iClass ) : CPlayerClass( pPlayer, iClass ) { for (int i = 0; i < MAX_TF_TEAMS; ++i) { SetClassModel( MAKE_STRING(GetClassModelString(i)), i ); } } //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- void CPlayerClassMedic::SetupSizeData( void ) { // Initially set the player to the base player class standing hull size. m_pPlayer->SetCollisionBounds( MEDICCLASS_HULL_STAND_MIN, MEDICCLASS_HULL_STAND_MAX ); m_pPlayer->SetViewOffset( MEDICCLASS_VIEWOFFSET_STAND ); m_pPlayer->m_Local.m_flStepSize = MEDICCLASS_STEPSIZE; } //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- CPlayerClassMedic::~CPlayerClassMedic() { } //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- void CPlayerClassMedic::ClassActivate( void ) { BaseClass::ClassActivate(); // Setup movement data. SetupMoveData(); m_hWpnShield = NULL; m_hWpnPlasma = NULL; m_bHasAutoRepair = false; m_flNextHealTime = 0; memset( &m_ClassData, 0, sizeof( m_ClassData ) ); } //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- void CPlayerClassMedic::ClassDeactivate( void ) { BaseClass::ClassDeactivate(); } //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- void CPlayerClassMedic::CreateClass( void ) { BaseClass::CreateClass(); // Create our two handed weapon layout m_hWpnPlasma = static_cast< CBaseTFCombatWeapon * >( m_pPlayer->GiveNamedItem( "weapon_combat_burstrifle" ) ); 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 CPlayerClassMedic::RespawnClass( void ) { BaseClass::RespawnClass(); } //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- bool CPlayerClassMedic::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)) { } if ( reason == RESUPPLY_RESPAWN ) { } if ( BaseClass::ResupplyAmmo(flFraction, reason) ) bGiven = true; return bGiven; } //----------------------------------------------------------------------------- // Purpose: Set medic class specific movement data here. //----------------------------------------------------------------------------- void CPlayerClassMedic::SetupMoveData( void ) { // Setup Class statistics m_flMaxWalkingSpeed = class_medic_speed.GetFloat(); } //----------------------------------------------------------------------------- // Purpose: Called every frame by postthink //----------------------------------------------------------------------------- void CPlayerClassMedic::ClassThink( void ) { // Heal me if it's time (and I'm not dead!) if ( m_pPlayer->IsAlive() && m_flNextHealTime && m_flNextHealTime < gpGlobals->curtime ) { if ( m_pPlayer->GetHealth() < m_pPlayer->GetMaxHealth() ) { // Heal the player m_pPlayer->TakeHealth( 1.0, DMG_GENERIC ); m_flNextHealTime = gpGlobals->curtime + 0.1; } else { m_flNextHealTime = 0; } } BaseClass::ClassThink(); } //----------------------------------------------------------------------------- // Purpose: Return true if this player's allowed to build another one of the specified objects //----------------------------------------------------------------------------- int CPlayerClassMedic::CanBuild( int iObjectType ) { return BaseClass::CanBuild( iObjectType ); } //----------------------------------------------------------------------------- // Purpose: Update abilities based on new technologies gained //----------------------------------------------------------------------------- void CPlayerClassMedic::GainedNewTechnology( CBaseTechnology *pTechnology ) { // Autorepair m_bHasAutoRepair = m_pPlayer->HasNamedTechnology( "obj_autorepair" ); BaseClass::GainedNewTechnology( pTechnology ); } //----------------------------------------------------------------------------- // Purpose: Create a personal order for this player //----------------------------------------------------------------------------- void CPlayerClassMedic::CreatePersonalOrder( void ) { if ( CreateInitialOrder() ) return; // Check for healing orders. if ( COrderHeal::CreateOrder( this ) ) return; // Should they build a resource pump? if ( COrderResourcePump::CreateOrder( this ) ) return; // Build a resupply station? if ( COrderResupply::CreateOrder( this ) ) return; BaseClass::CreatePersonalOrder(); } //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- void CPlayerClassMedic::SetPlayerHull( void ) { if ( m_pPlayer->GetFlags() & FL_DUCKING ) { m_pPlayer->SetCollisionBounds( MEDICCLASS_HULL_DUCK_MIN, MEDICCLASS_HULL_DUCK_MAX ); } else { m_pPlayer->SetCollisionBounds( MEDICCLASS_HULL_STAND_MIN, MEDICCLASS_HULL_STAND_MAX ); } } //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- void CPlayerClassMedic::GetPlayerHull( bool bDucking, Vector &vecMin, Vector &vecMax ) { if ( bDucking ) { VectorCopy( MEDICCLASS_HULL_DUCK_MIN, vecMin ); VectorCopy( MEDICCLASS_HULL_DUCK_MAX, vecMax ); } else { VectorCopy( MEDICCLASS_HULL_STAND_MIN, vecMin ); VectorCopy( MEDICCLASS_HULL_STAND_MAX, vecMax ); } } //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- void CPlayerClassMedic::ResetViewOffset( void ) { if ( m_pPlayer ) { m_pPlayer->SetViewOffset( MEDICCLASS_VIEWOFFSET_STAND ); } } //----------------------------------------------------------------------------- // Purpose: The player has taken damage. Return the damage done. //----------------------------------------------------------------------------- float CPlayerClassMedic::OnTakeDamage( const CTakeDamageInfo &info ) { // Stop healing when taking damage m_flNextHealTime = gpGlobals->curtime + MEDIC_HEAL_TIME_AFTER_DAMAGE; return BaseClass::OnTakeDamage( info ); } //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- void CPlayerClassMedic::InitVCollision( void ) { CPhysCollide *pStandModel = PhysCreateBbox( MEDICCLASS_HULL_STAND_MIN, MEDICCLASS_HULL_STAND_MAX ); CPhysCollide *pCrouchModel = PhysCreateBbox( MEDICCLASS_HULL_DUCK_MIN, MEDICCLASS_HULL_DUCK_MAX ); m_pPlayer->SetupVPhysicsShadow( pStandModel, "tfplayer_medic_stand", pCrouchModel, "tfplayer_medic_crouch" ); }