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:
//
//=============================================================================
#include "cbase.h"
#include "tf_weapon_buff_item.h"
#include "tf_gamerules.h"
// Client specific.
#ifdef CLIENT_DLL
#include "c_tf_player.h"
#include "c_baseentity.h"
// Server specific.
#else
#include "tf_player.h"
#include "tf_gamestats.h"
#endif
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
//=============================================================================
//
// Weapon Buff Item tables.
//
IMPLEMENT_NETWORKCLASS_ALIASED( TFBuffItem, DT_TFWeaponBuffItem )
BEGIN_NETWORK_TABLE( CTFBuffItem, DT_TFWeaponBuffItem )
END_NETWORK_TABLE()
BEGIN_PREDICTION_DATA( CTFBuffItem )
END_PREDICTION_DATA()
LINK_ENTITY_TO_CLASS( tf_weapon_buff_item, CTFBuffItem );
PRECACHE_WEAPON_REGISTER( tf_weapon_buff_item );
// Models and Buffs need to be aligned
const char* BannerModels[] =
{
"models/weapons/c_models/c_buffbanner/c_buffbanner.mdl",
#ifdef STAGING_ONLY
"models/workshop/weapons/c_models/c_battalion_buffbanner/c_battalion_buffbanner.mdl",
"models/workshop_partner/weapons/c_models/c_shogun_warbanner/c_shogun_warbanner.mdl",
#else
"models/weapons/c_models/c_battalion_buffbanner/c_batt_buffbanner.mdl",
"models/weapons/c_models/c_shogun_warbanner/c_shogun_warbanner.mdl",
#endif
"models/workshop/weapons/c_models/c_paratooper_pack/c_paratrooper_parachute.mdl"
};
#define CLOSED_PARACHUTE_MDL "models/workshop/weapons/c_models/c_paratooper_pack/c_paratrooper_pack.mdl"
#define OPEN_PARACHUTE_MDL "models/workshop/weapons/c_models/c_paratooper_pack/c_paratrooper_pack_open.mdl"
COMPILE_TIME_ASSERT( ARRAYSIZE( BannerModels ) == NUM_BUFF_ITEM_TYPES );
//=============================================================================
//
// Weapon Buff Item functions.
//
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
CTFBuffItem::CTFBuffItem()
{
#ifdef CLIENT_DLL
ListenForGameEvent( "deploy_buff_banner" );
m_iBuffType = -1;
m_hBannerEntity = NULL;
#endif
m_bPlayingHorn = false;
UseClientSideAnimation();
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
CTFBuffItem::~CTFBuffItem()
{
#ifdef CLIENT_DLL
if ( m_hBannerEntity )
{
m_hBannerEntity->Release();
m_hBannerEntity = NULL;
}
#endif
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTFBuffItem::Precache()
{
// Need to make this dynamic, but the item data isn't available here?
for ( int i=0; i<ARRAYSIZE(BannerModels); i++ )
{
PrecacheModel( BannerModels[i] );
}
PrecacheModel( "models/weapons/c_models/c_buffpack/c_buffpack.mdl" );
#ifdef STAGING_ONLY
PrecacheModel( "models/workshop/weapons/c_models/c_battalion_buffpack/c_battalion_buffpack.mdl" );
PrecacheModel( "models/workshop_partner/weapons/c_models/c_shogun_warpack/c_shogun_warpack.mdl" );
#else
PrecacheModel( "models/weapons/c_models/c_battalion_buffpack/c_batt_buffpack.mdl" );
PrecacheModel( "models/weapons/c_models/c_shogun_warpack/c_shogun_warpack.mdl" );
#endif
PrecacheModel( OPEN_PARACHUTE_MDL );
PrecacheModel( CLOSED_PARACHUTE_MDL );
PrecacheScriptSound( "Weapon_BuffBanner.HornRed" );
PrecacheScriptSound( "Weapon_BuffBanner.HornBlue" );
PrecacheScriptSound( "Weapon_BattalionsBackup.HornRed" );
PrecacheScriptSound( "Weapon_BattalionsBackup.HornBlue" );
PrecacheScriptSound( "Weapon_BuffBanner.Flag" );
PrecacheScriptSound( "Samurai.Conch" );
BaseClass::Precache();
}
// -----------------------------------------------------------------------------
// Purpose:
// -----------------------------------------------------------------------------
void CTFBuffItem::PrimaryAttack()
{
if ( !CanAttack() )
return;
CTFPlayer* pPlayer = ToTFPlayer( GetPlayerOwner() );
if ( !pPlayer )
return;
if ( pPlayer->m_Shared.GetRageMeter() < 100.f )
return;
if ( m_bPlayingHorn )
return;
if ( pPlayer->GetTeamNumber() == TF_TEAM_RED )
{
pPlayer->DoAnimationEvent( PLAYERANIMEVENT_ATTACK_PRIMARY );
SendWeaponAnim( ACT_VM_PRIMARYATTACK );
}
else
{
pPlayer->DoAnimationEvent( PLAYERANIMEVENT_ATTACK_SECONDARY );
SendWeaponAnim( ACT_VM_SECONDARYATTACK );
}
SetContextThink( &CTFBuffItem::BlowHorn, gpGlobals->curtime + 0.22f, "BlowHorn" );
}
//-----------------------------------------------------------------------------
// Purpose: Attaches the item to the player.
//-----------------------------------------------------------------------------
void CTFBuffItem::Equip( CBaseCombatCharacter* pOwner )
{
BaseClass::Equip( pOwner );
CTFPlayer *pTFPlayer = ToTFPlayer( pOwner );
if ( pTFPlayer )
{
pTFPlayer->m_Shared.SetParachuteEquipped( true );
}
}
//-----------------------------------------------------------------------------
// Purpose: Remove item from the player.
//-----------------------------------------------------------------------------
void CTFBuffItem::Detach( void )
{
CTFPlayer *pTFPlayer = GetTFPlayerOwner();
if ( pTFPlayer )
{
pTFPlayer->m_Shared.SetParachuteEquipped( false );
}
BaseClass::Detach();
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTFBuffItem::BlowHorn( void )
{
CTFPlayer* pPlayer = ToTFPlayer( GetPlayerOwner() );
if ( !pPlayer )
return;
if ( !pPlayer->IsAlive() )
return;
#ifdef GAME_DLL
// Use the buff type to try and figure out what sort of mesh we have and what
// sort of sound to play. This isn't the cleanest thing in the world.
int iBuffType = 0;
CALL_ATTRIB_HOOK_INT( iBuffType, set_buff_type );
// Samurai conch shell.
if ( iBuffType == EConcheror )
{
pPlayer->EmitSound( "Samurai.Conch" );
}
// Bugle.
else if ( iBuffType == EBuffBanner )
{
if ( pPlayer->GetTeamNumber() == TF_TEAM_BLUE )
{
pPlayer->EmitSound( "Weapon_BuffBanner.HornBlue" );
}
else
{
pPlayer->EmitSound( "Weapon_BuffBanner.HornRed" );
}
}
else if ( iBuffType == EBattalion )
{
if ( pPlayer->GetTeamNumber() == TF_TEAM_BLUE )
{
pPlayer->EmitSound( "Weapon_BattalionsBackup.HornBlue" );
}
else
{
pPlayer->EmitSound( "Weapon_BattalionsBackup.HornRed" );
}
}
// Strange Tracking
if ( !pPlayer->IsBot() )
{
EconEntity_OnOwnerKillEaterEventNoPartner( dynamic_cast<CEconEntity *>( this ), pPlayer, kKillEaterEvent_BannersDeployed );
}
#endif
m_bPlayingHorn = true;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTFBuffItem::RaiseFlag( void )
{
CTFPlayer* pPlayer = ToTFPlayer( GetPlayerOwner() );
if ( !pPlayer )
return;
if ( !pPlayer->IsAlive() )
return;
m_bPlayingHorn = false;
int iBuffType = 0;
CALL_ATTRIB_HOOK_INT( iBuffType, set_buff_type );
#if GAME_DLL
// this event needs to be sent before we call ActivateSoldierBuff() below
IGameEvent* event = gameeventmanager->CreateEvent( "deploy_buff_banner" );
if ( event )
{
event->SetInt( "buff_type", iBuffType );
event->SetInt( "buff_owner", pPlayer->GetUserID() );
gameeventmanager->FireEvent( event );
}
pPlayer->EmitSound( "Weapon_BuffBanner.Flag" );
pPlayer->SpeakConceptIfAllowed( MP_CONCEPT_PLAYER_BATTLECRY );
#endif
pPlayer->m_Shared.ActivateRageBuff( this, iBuffType );
pPlayer->SelectLastItem();
}
//-----------------------------------------------------------------------------
// Don't let them holster while they are blowing the horn.
//-----------------------------------------------------------------------------
bool CTFBuffItem::Holster( CBaseCombatWeapon *pSwitchingTo )
{
if ( m_bPlayingHorn )
{
return false;
}
else
{
return BaseClass::Holster( pSwitchingTo );
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTFBuffItem::FireGameEvent( IGameEvent* event )
{
#ifdef CLIENT_DLL
const char *name = event->GetName();
if ( 0 == Q_strcmp( name, "deploy_buff_banner" ) )
{
CTFPlayer* pPlayer = ToTFPlayer( ClientEntityList().GetEnt( engine->GetPlayerForUserID( event->GetInt( "buff_owner" ) ) ) );
if ( pPlayer == GetOwner() )
{
CreateBanner();
}
}
BaseClass::FireGameEvent( event );
#endif
}
// -----------------------------------------------------------------------------
// Purpose:
// -----------------------------------------------------------------------------
void CTFBuffItem::CreateBanner()
{
#ifdef CLIENT_DLL
if ( m_hBannerEntity == NULL )
{
CTFPlayer* pPlayer = ToTFPlayer( GetPlayerOwner() );
if ( !pPlayer || !pPlayer->IsAlive() )
return;
C_TFBuffBanner* pBanner = new C_TFBuffBanner;
if ( !pBanner )
return;
//Assert( iBuffType > 0 );
//Assert( iBuffType <= ARRAYSIZE(BannerModels) );
pBanner->m_nSkin = 0;
pBanner->InitializeAsClientEntity( BannerModels[GetBuffType()-1], RENDER_GROUP_OPAQUE_ENTITY );
pBanner->SetBuffItem( this );
pBanner->SetBuffType( GetBuffType() );
pBanner->ForceClientSideAnimationOn();
SetBanner( pBanner );
int iSpine = pPlayer->LookupBone( "bip_spine_3" );
Assert( iSpine != -1 );
if ( iSpine != -1 )
{
pBanner->AttachEntityToBone( pPlayer, iSpine );
}
}
#endif
}
#ifdef CLIENT_DLL
//-----------------------------------------------------------------------------
void CTFBuffItem::NotifyShouldTransmit( ShouldTransmitState_t state )
{
if ( state == SHOULDTRANSMIT_END )
{
// Kill the item - It will be recreated later
if ( m_hBannerEntity )
{
m_hBannerEntity->Release();
m_hBannerEntity = NULL;
}
}
BaseClass::NotifyShouldTransmit( state );
}
void CTFBuffItem::OnDataChanged( DataUpdateType_t updateType )
{
if ( updateType == DATA_UPDATE_CREATED )
{
SetNextClientThink( CLIENT_THINK_ALWAYS );
}
BaseClass::OnDataChanged( updateType );
}
void CTFBuffItem::ClientThink( void )
{
if ( m_iBuffType == -1 || m_iBuffType == 0 )
{
m_iBuffType = GetBuffType();
if ( m_iBuffType != EParachute )
{
SetNextClientThink( CLIENT_THINK_NEVER );
}
}
}
#endif // CLIENT_DLL
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTFBuffItem::WeaponReset( void )
{
BaseClass::WeaponReset();
m_bPlayingHorn = false;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
bool CTFBuffItem::SendWeaponAnim( int iActivity )
{
CTFPlayer *pPlayer = GetTFPlayerOwner();
if ( !pPlayer )
return BaseClass::SendWeaponAnim( iActivity );
switch ( iActivity )
{
case ACT_VM_DRAW:
iActivity = ACT_ITEM1_VM_DRAW;
break;
case ACT_VM_HOLSTER:
iActivity = ACT_ITEM1_VM_HOLSTER;
break;
case ACT_VM_IDLE:
if ( m_bPlayingHorn )
{
RaiseFlag();
iActivity = ACT_RESET;
}
else
{
iActivity = ACT_ITEM1_VM_IDLE;
}
break;
case ACT_VM_PULLBACK:
iActivity = ACT_ITEM1_VM_PULLBACK;
break;
case ACT_VM_PRIMARYATTACK:
m_bPlayingHorn = true;
iActivity = ACT_ITEM1_VM_PRIMARYATTACK;
break;
case ACT_VM_SECONDARYATTACK:
m_bPlayingHorn = true;
iActivity = ACT_ITEM1_VM_SECONDARYATTACK;
break;
case ACT_VM_IDLE_TO_LOWERED:
iActivity = ACT_ITEM1_VM_IDLE_TO_LOWERED;
break;
case ACT_VM_IDLE_LOWERED:
iActivity = ACT_ITEM1_VM_IDLE_LOWERED;
break;
case ACT_VM_LOWERED_TO_IDLE:
iActivity = ACT_ITEM1_VM_LOWERED_TO_IDLE;
break;
default:
break;
}
return BaseClass::SendWeaponAnim( iActivity );
}
bool CTFBuffItem::CanReload( void )
{
return false;
}
//-----------------------------------------------------------------------------
// Purpose: UI Progress
//-----------------------------------------------------------------------------
float CTFBuffItem::GetProgress( void )
{
CTFPlayer *pPlayer = GetTFPlayerOwner();
if ( !pPlayer )
return 0.f;
return pPlayer->m_Shared.GetRageMeter() / 100.0f;
}
//-----------------------------------------------------------------------------
// Purpose: UI Progress (same as GetProgress() without the division by 100.0f)
//-----------------------------------------------------------------------------
bool CTFBuffItem::IsFull( void )
{
CTFPlayer *pPlayer = GetTFPlayerOwner();
if ( !pPlayer )
return false;
return ( pPlayer->m_Shared.GetRageMeter() >= 100.0f );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
bool CTFBuffItem::EffectMeterShouldFlash( void )
{
CTFPlayer *pPlayer = GetTFPlayerOwner();
if ( !pPlayer )
return false;
if ( pPlayer && (IsFull() || pPlayer->m_Shared.IsRageDraining()) )
return true;
else
return false;
}