Modified source engine (2017) developed by valve and leaked in 2020. Not for commercial purporses
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose: Resource chunks
//
// $NoKeywords: $
//=============================================================================//
#include "cbase.h"
#include "tf_func_resource.h"
#include "tf_team.h"
#include "tf_basecombatweapon.h"
#include "tf_obj.h"
#include "resource_chunk.h"
#include "vstdlib/random.h"
#include "tf_stats.h"
#include "engine/IEngineSound.h"
ConVar resource_chunk_value( "resource_chunk_value","20", FCVAR_NONE, "Resource value of a single resource chunk." );
ConVar resource_chunk_processed_value( "resource_chunk_processed_value","80", FCVAR_NONE, "Resource value of a single processed resource chunk." );
// Resource Chunk Models
char *sResourceChunkModel = "models/resources/resource_chunk_B.mdl";
char *sProcessedResourceChunkModel = "models/resources/processed_resource_chunk_B.mdl";
BEGIN_DATADESC( CResourceChunk )
// functions
DEFINE_FUNCTION( ChunkTouch ),
DEFINE_FUNCTION( ChunkRemove ),
END_DATADESC()
IMPLEMENT_SERVERCLASS_ST( CResourceChunk, DT_ResourceChunk )
END_SEND_TABLE()
LINK_ENTITY_TO_CLASS( resource_chunk, CResourceChunk );
PRECACHE_REGISTER( resource_chunk );
//-----------------------------------------------------------------------------
// Purpose: Remove me from any lists I'm in when I'm deleted
//-----------------------------------------------------------------------------
void CResourceChunk::UpdateOnRemove( void )
{
if ( m_hZone )
{
m_hZone->RemoveChunk( this, false );
m_hZone = NULL;
}
// Chain at end to mimic destructor unwind order
BaseClass::UpdateOnRemove();
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CResourceChunk::Spawn( )
{
// Init model
if ( IsProcessed() )
{
SetModelName( AllocPooledString( sProcessedResourceChunkModel ) );
}
else
{
SetModelName( AllocPooledString( sResourceChunkModel ) );
}
BaseClass::Spawn();
UTIL_SetSize( this, Vector(-4,-4,-4), Vector(4,4,4) );
SetMoveType( MOVETYPE_FLYGRAVITY, MOVECOLLIDE_FLY_BOUNCE );
SetSolid( SOLID_BBOX );
AddSolidFlags( FSOLID_TRIGGER );
CollisionProp()->UseTriggerBounds( true, 24 );
SetCollisionGroup( TFCOLLISION_GROUP_RESOURCE_CHUNK );
SetGravity( 1.0 );
SetFriction( 1 );
SetTouch( ChunkTouch );
SetThink( ChunkRemove );
SetNextThink( gpGlobals->curtime + random->RandomFloat( 50.0, 80.0 ) ); // Remove myself the
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CResourceChunk::Precache( void )
{
PrecacheModel( sResourceChunkModel );
PrecacheModel( sProcessedResourceChunkModel );
PrecacheModel( "sprites/redglow1.vmt" );
PrecacheScriptSound( "ResourceChunk.Pickup" );
}
//-----------------------------------------------------------------------------
// Purpose: Create a resource chunk
//-----------------------------------------------------------------------------
CResourceChunk *CResourceChunk::Create( bool bProcessed, const Vector &vecOrigin, const Vector &vecVelocity )
{
CResourceChunk *pChunk = (CResourceChunk*)CreateEntityByName("resource_chunk");
UTIL_SetOrigin( pChunk, vecOrigin );
pChunk->m_bIsProcessed = bProcessed;
pChunk->m_bBeingCollected = false;
pChunk->Spawn();
pChunk->SetAbsVelocity( vecVelocity );
pChunk->SetLocalAngularVelocity( RandomAngle( -100, 100 ) );
pChunk->SetLocalAngles( vec3_angle );
return pChunk;
}
//-----------------------------------------------------------------------------
// Purpose: If we're picked up by another pla`yer, give resources to that team
//-----------------------------------------------------------------------------
void CResourceChunk::ChunkTouch( CBaseEntity *pOther )
{
if ( pOther->IsPlayer() || pOther->GetServerVehicle() )
{
// Give the team the resources
int iAmountPerPlayer = ((CTFTeam *)pOther->GetTeam())->AddTeamResources( GetResourceValue(), TF_PLAYER_STAT_RESOURCES_ACQUIRED_FROM_CHUNKS );
TFStats()->IncrementTeamStat( pOther->GetTeamNumber(), TF_TEAM_STAT_RESOURCE_CHUNKS_COLLECTED, GetResourceValue() );
pOther->EmitSound( "ResourceChunk.Pickup" );
// Tell the player
CSingleUserRecipientFilter user( (CBasePlayer*)pOther );
UserMessageBegin( user, "PickupRes" );
WRITE_BYTE( iAmountPerPlayer );
MessageEnd();
// Tell our zone to remove this chunk from it's list
if ( m_hZone )
{
m_hZone->RemoveChunk( this, false );
m_hZone = NULL;
}
// Remove this chunk
SetTouch( NULL );
UTIL_Remove( this );
return;
}
}
//-----------------------------------------------------------------------------
// Purpose: Remove myself if I'm not being harvested
//-----------------------------------------------------------------------------
void CResourceChunk::ChunkRemove( void )
{
// Remove this chunk
if ( m_hZone )
{
m_hZone->RemoveChunk( this, true );
m_hZone = NULL;
}
UTIL_Remove( this );
}
//-----------------------------------------------------------------------------
// Purpose: Return the resource value of this chunk
//-----------------------------------------------------------------------------
float CResourceChunk::GetResourceValue( void )
{
// Init value & model
if ( IsProcessed() )
return resource_chunk_processed_value.GetFloat();
return resource_chunk_value.GetFloat();
}