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352 lines
11 KiB
352 lines
11 KiB
//========= 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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