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| author | FluorescentCIAAfricanAmerican <[email protected]> | 2020-04-22 12:56:21 -0400 |
|---|---|---|
| committer | FluorescentCIAAfricanAmerican <[email protected]> | 2020-04-22 12:56:21 -0400 |
| commit | 3bf9df6b2785fa6d951086978a3e66f49427166a (patch) | |
| tree | 2c0f1f0c63c4832882bc93814ebd2c2b1c6224e5 /game/server/tf2/tf_class_defender.cpp | |
| download | archived-source-engine-2018-hl2-src-master.tar.xz archived-source-engine-2018-hl2-src-master.zip | |
Diffstat (limited to 'game/server/tf2/tf_class_defender.cpp')
| -rw-r--r-- | game/server/tf2/tf_class_defender.cpp | 352 |
1 files changed, 352 insertions, 0 deletions
diff --git a/game/server/tf2/tf_class_defender.cpp b/game/server/tf2/tf_class_defender.cpp new file mode 100644 index 0000000..0de2034 --- /dev/null +++ b/game/server/tf2/tf_class_defender.cpp @@ -0,0 +1,352 @@ +//========= Copyright Valve Corporation, All rights reserved. ============// +// +// Purpose: The Defender Player Class +// +// $Workfile: $ +// $Date: $ +// $NoKeywords: $ +//=============================================================================// +#include "cbase.h" +#include "tf_player.h" +#include "tf_class_defender.h" +#include "tf_obj.h" +#include "tf_obj_sentrygun.h" +#include "basecombatweapon.h" +#include "weapon_builder.h" +#include "weapon_limpetmine.h" +#include "tf_team.h" +#include "orders.h" +#include "order_repair.h" +#include "order_buildsentrygun.h" +#include "weapon_twohandedcontainer.h" +#include "weapon_combatshield.h" +#include "tf_vehicle_teleport_station.h" + +ConVar class_defender_speed( "class_defender_speed","200", FCVAR_NONE, "Defender movement speed" ); + + +// An object must be this close to a sentry gun to be considered covered by it. +#define DEFENDER_SENTRY_COVERED_DIST 1000 + + +//============================================================================= +// +// Defender Data Table +// +BEGIN_SEND_TABLE_NOBASE( CPlayerClassDefender, DT_PlayerClassDefenderData ) +END_SEND_TABLE() + + +bool OrderCreator_BuildSentryGun( CPlayerClassDefender *pClass ) +{ + return COrderBuildSentryGun::CreateOrder( pClass ); +} + + +//----------------------------------------------------------------------------- +// Purpose: +// Output : const char +//----------------------------------------------------------------------------- +const char *CPlayerClassDefender::GetClassModelString( int nTeam ) +{ + if (nTeam == TEAM_HUMANS) + return "models/player/human_defender.mdl"; + else + return "models/player/defender.mdl"; +} + +//----------------------------------------------------------------------------- +// Purpose: Defender +//----------------------------------------------------------------------------- +CPlayerClassDefender::CPlayerClassDefender( CBaseTFPlayer *pPlayer, TFClass iClass ) : CPlayerClass( pPlayer, iClass ) +{ + for (int i = 0; i < MAX_TF_TEAMS; ++i) + { + SetClassModel( MAKE_STRING(GetClassModelString(i)), i ); + } +} + +CPlayerClassDefender::~CPlayerClassDefender() +{ +} + +//----------------------------------------------------------------------------- +// Purpose: +//----------------------------------------------------------------------------- +void CPlayerClassDefender::ClassActivate( void ) +{ + BaseClass::ClassActivate(); + + // Setup movement data. + SetupMoveData(); + + m_iNumberOfSentriesAllowed = 0; + m_bHasSmarterSentryguns = false; + m_bHasSensorSentryguns = false; + m_bHasMachinegun = false; + m_bHasRocketlauncher = false; + m_bHasAntiair = false; + + m_hWpnShield = NULL; + m_hWpnPlasma = NULL; + memset( &m_ClassData, 0, sizeof( m_ClassData ) ); +} + +//----------------------------------------------------------------------------- +// Purpose: +//----------------------------------------------------------------------------- +void CPlayerClassDefender::ClassDeactivate( void ) +{ + BaseClass::ClassDeactivate(); +} + +//----------------------------------------------------------------------------- +// Purpose: +//----------------------------------------------------------------------------- +void CPlayerClassDefender::CreateClass( void ) +{ + BaseClass::CreateClass(); + + // Create our two handed weapon layout + m_hWpnPlasma = static_cast< CBaseTFCombatWeapon * >( m_pPlayer->GiveNamedItem( "weapon_combat_burstrifle" ) ); + m_hWpnShield = m_pPlayer->GetCombatShield(); + CWeaponTwoHandedContainer *p = ( CWeaponTwoHandedContainer * )m_pPlayer->Weapon_OwnsThisType( "weapon_twohandedcontainer" ); + if ( !p ) + { + p = static_cast< CWeaponTwoHandedContainer * >( m_pPlayer->GiveNamedItem( "weapon_twohandedcontainer" ) ); + } + if ( p && m_hWpnShield.Get() && m_hWpnPlasma.Get() ) + { + m_hWpnShield->SetReflectViewModelAnimations( true ); + p->SetWeapons( m_hWpnPlasma, m_hWpnShield ); + } +} + +//----------------------------------------------------------------------------- +// Purpose: +//----------------------------------------------------------------------------- +bool CPlayerClassDefender::ResupplyAmmo( float flFraction, ResupplyReason_t reason ) +{ + bool bGiven = false; + if ((reason == RESUPPLY_ALL_FROM_STATION) || (reason == RESUPPLY_AMMO_FROM_STATION)) + { + if (ResupplyAmmoType( 20 * flFraction, "Limpets" )) + bGiven = true; + + // Defender doesn't use rockets, but his sentryguns do + if (ResupplyAmmoType( 50 * flFraction, "Rockets" )) + bGiven = true; + } + + if ((reason == RESUPPLY_ALL_FROM_STATION) || (reason == RESUPPLY_GRENADES_FROM_STATION)) + { + } + + // On respawn, resupply base weapon ammo + if ( reason == RESUPPLY_RESPAWN ) + { + } + + if ( BaseClass::ResupplyAmmo(flFraction, reason) ) + bGiven = true; + + return bGiven; +} + + +//----------------------------------------------------------------------------- +// Purpose: Set defender class specific movement data here. +//----------------------------------------------------------------------------- +void CPlayerClassDefender::SetupMoveData( void ) +{ + // Setup Class statistics + m_flMaxWalkingSpeed = class_defender_speed.GetFloat(); +} + + +//----------------------------------------------------------------------------- +// Purpose: +//----------------------------------------------------------------------------- +void CPlayerClassDefender::SetupSizeData( void ) +{ + // Initially set the player to the base player class standing hull size. + m_pPlayer->SetCollisionBounds( DEFENDERCLASS_HULL_STAND_MIN, DEFENDERCLASS_HULL_STAND_MAX ); + m_pPlayer->SetViewOffset( DEFENDERCLASS_VIEWOFFSET_STAND ); + m_pPlayer->m_Local.m_flStepSize = DEFENDERCLASS_STEPSIZE; +} + + +//----------------------------------------------------------------------------- +// Purpose: New technology has been gained. Recalculate any class specific technology dependencies. +//----------------------------------------------------------------------------- +void CPlayerClassDefender::GainedNewTechnology( CBaseTechnology *pTechnology ) +{ + // Calculate the number of sentryguns allowed + if ( m_pPlayer->HasNamedTechnology( "sentrygun_three" ) ) + { + m_iNumberOfSentriesAllowed = 3; + } + else if ( m_pPlayer->HasNamedTechnology( "sentrygun_two" ) ) + { + m_iNumberOfSentriesAllowed = 2; + } + else + { + m_iNumberOfSentriesAllowed = 1; + } + + m_bHasSmarterSentryguns = false; + m_bHasSensorSentryguns = false; + m_bHasRocketlauncher = false; + + // Sentrygun levels + if ( m_pPlayer->HasNamedTechnology( "sentrygun_ai" ) ) + { + m_bHasSmarterSentryguns = true; + } + if ( m_pPlayer->HasNamedTechnology( "sentrygun_sensors" ) ) + { + m_bHasSensorSentryguns = true; + } + + // Sentrygun types + if ( m_pPlayer->HasNamedTechnology( "sentrygun_rocket" ) ) + { + m_bHasRocketlauncher = true; + } + + UpdateSentrygunTechnology(); + BaseClass::GainedNewTechnology( pTechnology ); +} + +//----------------------------------------------------------------------------- +// Purpose: Tell all sentryguns what level of technology the Defender has +//----------------------------------------------------------------------------- +void CPlayerClassDefender::UpdateSentrygunTechnology( void ) +{ + for (int i = 0; i < m_pPlayer->GetObjectCount(); i++) + { + CBaseObject *pObj = m_pPlayer->GetObject(i); + if ( pObj && pObj->IsSentrygun() ) + { + CObjectSentrygun *pSentry = static_cast<CObjectSentrygun *>(pObj); + pSentry->SetTechnology( m_bHasSmarterSentryguns, m_bHasSensorSentryguns ); + } + } +} + +//----------------------------------------------------------------------------- +// Purpose: Return true if this player's allowed to build another one of the specified objects +//----------------------------------------------------------------------------- +int CPlayerClassDefender::CanBuild( int iObjectType ) +{ + // First, check to see if we've got the technology + if ( iObjectType == OBJ_SENTRYGUN_ROCKET_LAUNCHER ) + { + if ( !m_bHasRocketlauncher ) + return CB_NOT_RESEARCHED; + } + + return BaseClass::CanBuild( iObjectType ); +} + + +int CPlayerClassDefender::CanBuildSentryGun() +{ + return + CanBuild( OBJ_SENTRYGUN_ROCKET_LAUNCHER ) == CB_CAN_BUILD || + CanBuild( OBJ_SENTRYGUN_PLASMA ) == CB_CAN_BUILD; +} + + +//----------------------------------------------------------------------------- +// Purpose: Object has been built by this player +//----------------------------------------------------------------------------- +void CPlayerClassDefender::FinishedObject( CBaseObject *pObject ) +{ + UpdateSentrygunTechnology(); +} + +//----------------------------------------------------------------------------- +// Purpose: +//----------------------------------------------------------------------------- +void CPlayerClassDefender::PlayerDied( CBaseEntity *pAttacker ) +{ + CWeaponLimpetmine *weapon = (CWeaponLimpetmine*)m_pPlayer->Weapon_OwnsThisType( "weapon_limpetmine" ); + if ( weapon ) + { + weapon->RemoveDeployedLimpets(); + } + + BaseClass::PlayerDied( pAttacker ); +} + +//----------------------------------------------------------------------------- +// Purpose: +//----------------------------------------------------------------------------- +void CPlayerClassDefender::SetPlayerHull( void ) +{ + if ( m_pPlayer->GetFlags() & FL_DUCKING ) + { + m_pPlayer->SetCollisionBounds( DEFENDERCLASS_HULL_DUCK_MIN, DEFENDERCLASS_HULL_DUCK_MAX ); + } + else + { + m_pPlayer->SetCollisionBounds( DEFENDERCLASS_HULL_STAND_MIN, DEFENDERCLASS_HULL_STAND_MAX ); + } +} + +//----------------------------------------------------------------------------- +// Purpose: +//----------------------------------------------------------------------------- +void CPlayerClassDefender::GetPlayerHull( bool bDucking, Vector &vecMin, Vector &vecMax ) +{ + if ( bDucking ) + { + VectorCopy( DEFENDERCLASS_HULL_DUCK_MIN, vecMin ); + VectorCopy( DEFENDERCLASS_HULL_DUCK_MAX, vecMax ); + } + else + { + VectorCopy( DEFENDERCLASS_HULL_STAND_MIN, vecMin ); + VectorCopy( DEFENDERCLASS_HULL_STAND_MAX, vecMax ); + } +} + +//----------------------------------------------------------------------------- +// Purpose: +//----------------------------------------------------------------------------- +void CPlayerClassDefender::ResetViewOffset( void ) +{ + if ( m_pPlayer ) + { + m_pPlayer->SetViewOffset( DEFENDERCLASS_VIEWOFFSET_STAND ); + } +} + +void CPlayerClassDefender::CreatePersonalOrder() +{ + if ( CreateInitialOrder() ) + return; + + if( COrderRepair::CreateOrder_RepairFriendlyObjects( this ) ) + return; + + // Alternate between sentrygun and sandbag orders. + if ( OrderCreator_BuildSentryGun( this ) ) + { + return; + } + + BaseClass::CreatePersonalOrder(); +} + +//----------------------------------------------------------------------------- +// Purpose: +//----------------------------------------------------------------------------- +void CPlayerClassDefender::InitVCollision( void ) +{ + CPhysCollide *pStandModel = PhysCreateBbox( DEFENDERCLASS_HULL_STAND_MIN, DEFENDERCLASS_HULL_STAND_MAX ); + CPhysCollide *pCrouchModel = PhysCreateBbox( DEFENDERCLASS_HULL_DUCK_MIN, DEFENDERCLASS_HULL_DUCK_MAX ); + m_pPlayer->SetupVPhysicsShadow( pStandModel, "tfplayer_defender_stand", pCrouchModel, "tfplayer_defender_crouch" ); +} |