summaryrefslogtreecommitdiff
path: root/game/server/tf2/tf_class_defender.cpp
diff options
context:
space:
mode:
Diffstat (limited to 'game/server/tf2/tf_class_defender.cpp')
-rw-r--r--game/server/tf2/tf_class_defender.cpp352
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" );
+}