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328 lines
10 KiB
328 lines
10 KiB
//========= Copyright Valve Corporation, All rights reserved. ============// |
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// |
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// Purpose: The Sapper Player Class |
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// |
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// $Workfile: $ |
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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_sapper.h" |
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#include "basecombatweapon.h" |
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#include "weapon_builder.h" |
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#include "tf_team.h" |
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#include "entitylist.h" |
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#include "tf_obj.h" |
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#include "weapon_mortar.h" |
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#include "orders.h" |
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#include "engine/IEngineSound.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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#define EMP_RADIUS_NORMAL ( 512.0f ) |
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#define EMP_RADIUS_MEDIUM ( 1024.0f ) |
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#define EMP_RADIUS_HUGE ( 4096.0f ) |
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#define EMP_RECHARGETIME_NORMAL ( 20.0f ) |
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#define EMP_RECHARGETIME_FAST ( 15.0f ) |
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#define EMP_EFFECTTIME_NORMAL ( 10.0f ) |
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#define EMP_EFFECTTIME_LONG ( 15.0f ) |
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ConVar class_sapper_speed( "class_sapper_speed","225", FCVAR_NONE, "Sapper movement speed" ); |
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ConVar class_sapper_boost_amount( "class_sapper_boost_amount","35", FCVAR_NONE, "Amount of energy drained for the Sapper to get a boost." ); |
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ConVar class_sapper_boost_time( "class_sapper_boost_time","15", FCVAR_NONE, "Sapper's boost time after draining a full charge of boost." ); |
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ConVar class_sapper_boost_rate( "class_sapper_boost_rate","1", FCVAR_NONE, "Sapper's boost rate on his self-boost." ); |
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ConVar class_sapper_damage_modifier( "class_sapper_damage_modifier", "1.5", 0, "Scales the damage a Sapper does while he's self-boosted." ); |
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BEGIN_SEND_TABLE_NOBASE( CPlayerClassSapper, DT_PlayerClassSapperData ) |
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SendPropFloat( SENDINFO( m_flDrainedEnergy ), 8, SPROP_UNSIGNED, 0.0f, 1.0f ), |
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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 *CPlayerClassSapper::GetClassModelString( int nTeam ) |
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{ |
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static const char *string = "models/player/technician.mdl"; |
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return string; |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: Sapper |
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//----------------------------------------------------------------------------- |
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CPlayerClassSapper::CPlayerClassSapper( 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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// Setup movement data. |
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SetupMoveData(); |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: |
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//----------------------------------------------------------------------------- |
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CPlayerClassSapper::~CPlayerClassSapper() |
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{ |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: Any objects created/owned by class should be allocated and destroyed here |
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//----------------------------------------------------------------------------- |
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void CPlayerClassSapper::ClassActivate( void ) |
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{ |
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BaseClass::ClassActivate(); |
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m_bHasMediumRangeEMP = false; |
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m_bHasFasterRechargingEMP = false; |
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m_bHasHugeRadiusEMP = false; |
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m_bHasLongerLastingEMPEffect = false; |
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m_vecLastOrigin.Init(); |
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m_flLastMoveTime = 0.0f; |
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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 CPlayerClassSapper::ClassDeactivate( void ) |
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{ |
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m_DamageModifier.RemoveModifier(); |
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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 CPlayerClassSapper::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_shotgun" ) ); |
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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 CPlayerClassSapper::RespawnClass( void ) |
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{ |
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BaseClass::RespawnClass(); |
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// Reset time of last move |
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m_vecLastOrigin.Init(); |
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m_flLastMoveTime = 0.0f; |
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m_flDrainedEnergy = 0; |
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m_flBoostEndTime = 0; |
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m_DamageModifier.SetModifier( class_sapper_damage_modifier.GetFloat() ); |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: |
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//----------------------------------------------------------------------------- |
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bool CPlayerClassSapper::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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// 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 sapper class specific movement data here. |
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//----------------------------------------------------------------------------- |
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void CPlayerClassSapper::SetupMoveData( void ) |
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{ |
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// Setup Class statistics |
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m_flMaxWalkingSpeed = class_sapper_speed.GetFloat(); |
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m_vecLastOrigin.Init(); |
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m_flLastMoveTime = 0.0f; |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: |
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//----------------------------------------------------------------------------- |
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void CPlayerClassSapper::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( SAPPERCLASS_HULL_STAND_MIN, SAPPERCLASS_HULL_STAND_MAX ); |
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m_pPlayer->SetViewOffset( SAPPERCLASS_VIEWOFFSET_STAND ); |
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m_pPlayer->m_Local.m_flStepSize = SAPPERCLASS_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 CPlayerClassSapper::GainedNewTechnology( CBaseTechnology *pTechnology ) |
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{ |
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m_bHasMediumRangeEMP = false; |
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m_bHasFasterRechargingEMP = false; |
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m_bHasHugeRadiusEMP = false; |
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m_bHasLongerLastingEMPEffect = false; |
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if ( m_pPlayer->HasNamedTechnology( "emp1" ) ) |
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{ |
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m_bHasFasterRechargingEMP = true; |
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} |
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if ( m_pPlayer->HasNamedTechnology( "emp3" ) ) |
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{ |
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m_bHasMediumRangeEMP = true; |
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} |
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if ( m_pPlayer->HasNamedTechnology( "emp4" ) ) |
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{ |
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m_bHasLongerLastingEMPEffect = true; |
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} |
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if ( m_pPlayer->HasNamedTechnology( "emp5" ) ) |
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{ |
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m_bHasHugeRadiusEMP = true; |
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} |
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BaseClass::GainedNewTechnology( pTechnology ); |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: |
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//----------------------------------------------------------------------------- |
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void CPlayerClassSapper::ClassThink( void ) |
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{ |
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if ( m_pPlayer->GetLocalOrigin() != m_vecLastOrigin ) |
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{ |
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m_vecLastOrigin = m_pPlayer->GetLocalOrigin(); |
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m_flLastMoveTime = gpGlobals->curtime; |
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} |
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// Am I boosting myself? |
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if ( m_pPlayer->IsAlive() && (m_flBoostEndTime > gpGlobals->curtime) ) |
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{ |
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m_pPlayer->AttemptToPowerup( POWERUP_BOOST, class_sapper_boost_time.GetFloat(), class_sapper_boost_rate.GetFloat() * 0.1, m_pPlayer, &m_DamageModifier ); |
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} |
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else |
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{ |
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m_DamageModifier.RemoveModifier(); |
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} |
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BaseClass::ClassThink(); |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: |
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//----------------------------------------------------------------------------- |
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bool CPlayerClassSapper::CheckStationaryTime( float time_required ) |
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{ |
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// Has enough time passed? |
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if ( gpGlobals->curtime >= m_flLastMoveTime + time_required ) |
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{ |
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return true; |
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} |
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// Not enough time yet |
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return false; |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: |
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//----------------------------------------------------------------------------- |
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void CPlayerClassSapper::CreatePersonalOrder( void ) |
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{ |
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if ( CreateInitialOrder() ) |
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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 CPlayerClassSapper::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( SAPPERCLASS_HULL_DUCK_MIN, SAPPERCLASS_HULL_DUCK_MAX ); |
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} |
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else |
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{ |
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m_pPlayer->SetCollisionBounds( SAPPERCLASS_HULL_STAND_MIN, SAPPERCLASS_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 CPlayerClassSapper::ResetViewOffset( void ) |
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{ |
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if ( m_pPlayer ) |
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{ |
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m_pPlayer->SetViewOffset( SAPPERCLASS_VIEWOFFSET_STAND ); |
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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 CPlayerClassSapper::AddDrainedEnergy( float flEnergy ) |
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{ |
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// Convert to 0->1 |
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flEnergy = ( flEnergy / class_sapper_boost_amount.GetFloat() ); |
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m_flDrainedEnergy = MIN( 1.0, m_flDrainedEnergy + flEnergy ); |
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// Did we hit max? |
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if ( m_flDrainedEnergy >= 1.0 ) |
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{ |
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m_flDrainedEnergy = 0; |
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// Boost the player |
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m_flBoostEndTime = gpGlobals->curtime + class_sapper_boost_time.GetFloat(); |
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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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float CPlayerClassSapper::GetDrainedEnergy( void ) |
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{ |
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return m_flDrainedEnergy; |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: |
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//----------------------------------------------------------------------------- |
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void CPlayerClassSapper::DeductDrainedEnergy( float flEnergy ) |
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{ |
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m_flDrainedEnergy = MAX( 0, m_flDrainedEnergy - flEnergy ); |
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}
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