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305 lines
9.5 KiB
305 lines
9.5 KiB
//========= Copyright Valve Corporation, All rights reserved. ============// |
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// |
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// Purpose: The Medic 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 "basecombatweapon.h" |
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#include "tf_player.h" |
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#include "tf_class_medic.h" |
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#include "tf_obj.h" |
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#include "tf_obj_resupply.h" |
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#include "tf_obj_resourcepump.h" |
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#include "weapon_builder.h" |
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#include "tf_team.h" |
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#include "orders.h" |
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#include "entitylist.h" |
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#include "tf_func_resource.h" |
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#include "order_resupply.h" |
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#include "order_resourcepump.h" |
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#include "order_heal.h" |
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#include "weapon_twohandedcontainer.h" |
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#include "weapon_combatshield.h" |
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// Radius buff defines |
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#define RADIUS_BUFF_RANGE 512.0 |
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#define MEDIC_HEAL_TIME_AFTER_DAMAGE 10.0 |
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// Medic |
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ConVar class_medic_speed( "class_medic_speed","200", FCVAR_NONE, "Medic movement speed" ); |
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//============================================================================= |
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// |
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// Medic Data Table |
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// |
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BEGIN_SEND_TABLE_NOBASE( CPlayerClassMedic, DT_PlayerClassMedicData ) |
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END_SEND_TABLE() |
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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 *CPlayerClassMedic::GetClassModelString( int nTeam ) |
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{ |
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if (nTeam == TEAM_HUMANS) |
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return "models/player/human_medic.mdl"; |
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else |
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return "models/player/recon.mdl"; |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: |
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//----------------------------------------------------------------------------- |
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CPlayerClassMedic::CPlayerClassMedic( 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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//----------------------------------------------------------------------------- |
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// Purpose: |
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//----------------------------------------------------------------------------- |
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void CPlayerClassMedic::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( MEDICCLASS_HULL_STAND_MIN, MEDICCLASS_HULL_STAND_MAX ); |
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m_pPlayer->SetViewOffset( MEDICCLASS_VIEWOFFSET_STAND ); |
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m_pPlayer->m_Local.m_flStepSize = MEDICCLASS_STEPSIZE; |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: |
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//----------------------------------------------------------------------------- |
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CPlayerClassMedic::~CPlayerClassMedic() |
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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 CPlayerClassMedic::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_hWpnShield = NULL; |
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m_hWpnPlasma = NULL; |
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m_bHasAutoRepair = false; |
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m_flNextHealTime = 0; |
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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 CPlayerClassMedic::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 CPlayerClassMedic::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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void CPlayerClassMedic::RespawnClass( void ) |
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{ |
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BaseClass::RespawnClass(); |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: |
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//----------------------------------------------------------------------------- |
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bool CPlayerClassMedic::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_GRENADES_FROM_STATION)) |
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{ |
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if (ResupplyAmmoType( 3 * flFraction, "Grenades" )) |
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bGiven = true; |
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} |
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if ((reason == RESUPPLY_ALL_FROM_STATION) || (reason == RESUPPLY_AMMO_FROM_STATION)) |
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{ |
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} |
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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 medic class specific movement data here. |
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//----------------------------------------------------------------------------- |
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void CPlayerClassMedic::SetupMoveData( void ) |
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{ |
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// Setup Class statistics |
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m_flMaxWalkingSpeed = class_medic_speed.GetFloat(); |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: Called every frame by postthink |
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//----------------------------------------------------------------------------- |
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void CPlayerClassMedic::ClassThink( void ) |
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{ |
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// Heal me if it's time (and I'm not dead!) |
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if ( m_pPlayer->IsAlive() && m_flNextHealTime && m_flNextHealTime < gpGlobals->curtime ) |
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{ |
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if ( m_pPlayer->GetHealth() < m_pPlayer->GetMaxHealth() ) |
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{ |
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// Heal the player |
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m_pPlayer->TakeHealth( 1.0, DMG_GENERIC ); |
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m_flNextHealTime = gpGlobals->curtime + 0.1; |
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} |
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else |
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{ |
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m_flNextHealTime = 0; |
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} |
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} |
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BaseClass::ClassThink(); |
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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 CPlayerClassMedic::CanBuild( int iObjectType ) |
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{ |
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return BaseClass::CanBuild( iObjectType ); |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: Update abilities based on new technologies gained |
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//----------------------------------------------------------------------------- |
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void CPlayerClassMedic::GainedNewTechnology( CBaseTechnology *pTechnology ) |
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{ |
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// Autorepair |
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m_bHasAutoRepair = m_pPlayer->HasNamedTechnology( "obj_autorepair" ); |
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BaseClass::GainedNewTechnology( pTechnology ); |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: Create a personal order for this player |
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//----------------------------------------------------------------------------- |
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void CPlayerClassMedic::CreatePersonalOrder( void ) |
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{ |
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if ( CreateInitialOrder() ) |
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return; |
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// Check for healing orders. |
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if ( COrderHeal::CreateOrder( this ) ) |
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return; |
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// Should they build a resource pump? |
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if ( COrderResourcePump::CreateOrder( this ) ) |
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return; |
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// Build a resupply station? |
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if ( COrderResupply::CreateOrder( this ) ) |
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return; |
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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 CPlayerClassMedic::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( MEDICCLASS_HULL_DUCK_MIN, MEDICCLASS_HULL_DUCK_MAX ); |
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} |
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else |
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{ |
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m_pPlayer->SetCollisionBounds( MEDICCLASS_HULL_STAND_MIN, MEDICCLASS_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 CPlayerClassMedic::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( MEDICCLASS_HULL_DUCK_MIN, vecMin ); |
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VectorCopy( MEDICCLASS_HULL_DUCK_MAX, vecMax ); |
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} |
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else |
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{ |
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VectorCopy( MEDICCLASS_HULL_STAND_MIN, vecMin ); |
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VectorCopy( MEDICCLASS_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 CPlayerClassMedic::ResetViewOffset( void ) |
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{ |
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if ( m_pPlayer ) |
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{ |
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m_pPlayer->SetViewOffset( MEDICCLASS_VIEWOFFSET_STAND ); |
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} |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: The player has taken damage. Return the damage done. |
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//----------------------------------------------------------------------------- |
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float CPlayerClassMedic::OnTakeDamage( const CTakeDamageInfo &info ) |
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{ |
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// Stop healing when taking damage |
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m_flNextHealTime = gpGlobals->curtime + MEDIC_HEAL_TIME_AFTER_DAMAGE; |
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return BaseClass::OnTakeDamage( info ); |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: |
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//----------------------------------------------------------------------------- |
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void CPlayerClassMedic::InitVCollision( void ) |
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{ |
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CPhysCollide *pStandModel = PhysCreateBbox( MEDICCLASS_HULL_STAND_MIN, MEDICCLASS_HULL_STAND_MAX ); |
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CPhysCollide *pCrouchModel = PhysCreateBbox( MEDICCLASS_HULL_DUCK_MIN, MEDICCLASS_HULL_DUCK_MAX ); |
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m_pPlayer->SetupVPhysicsShadow( pStandModel, "tfplayer_medic_stand", pCrouchModel, "tfplayer_medic_crouch" ); |
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}
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