diff options
Diffstat (limited to 'game/server/tf2/tf_class_sapper.cpp')
| -rw-r--r-- | game/server/tf2/tf_class_sapper.cpp | 328 |
1 files changed, 328 insertions, 0 deletions
diff --git a/game/server/tf2/tf_class_sapper.cpp b/game/server/tf2/tf_class_sapper.cpp new file mode 100644 index 0000000..63338c8 --- /dev/null +++ b/game/server/tf2/tf_class_sapper.cpp @@ -0,0 +1,328 @@ +//========= Copyright Valve Corporation, All rights reserved. ============// +// +// Purpose: The Sapper Player Class +// +// $Workfile: $ +// $NoKeywords: $ +//=============================================================================// +#include "cbase.h" +#include "tf_player.h" +#include "tf_class_sapper.h" +#include "basecombatweapon.h" +#include "weapon_builder.h" +#include "tf_team.h" +#include "entitylist.h" +#include "tf_obj.h" +#include "weapon_mortar.h" +#include "orders.h" +#include "engine/IEngineSound.h" +#include "weapon_twohandedcontainer.h" +#include "weapon_combatshield.h" +#include "tf_vehicle_teleport_station.h" +#define EMP_RADIUS_NORMAL ( 512.0f ) +#define EMP_RADIUS_MEDIUM ( 1024.0f ) +#define EMP_RADIUS_HUGE ( 4096.0f ) + +#define EMP_RECHARGETIME_NORMAL ( 20.0f ) +#define EMP_RECHARGETIME_FAST ( 15.0f ) + +#define EMP_EFFECTTIME_NORMAL ( 10.0f ) +#define EMP_EFFECTTIME_LONG ( 15.0f ) + +ConVar class_sapper_speed( "class_sapper_speed","225", FCVAR_NONE, "Sapper movement speed" ); +ConVar class_sapper_boost_amount( "class_sapper_boost_amount","35", FCVAR_NONE, "Amount of energy drained for the Sapper to get a boost." ); +ConVar class_sapper_boost_time( "class_sapper_boost_time","15", FCVAR_NONE, "Sapper's boost time after draining a full charge of boost." ); +ConVar class_sapper_boost_rate( "class_sapper_boost_rate","1", FCVAR_NONE, "Sapper's boost rate on his self-boost." ); +ConVar class_sapper_damage_modifier( "class_sapper_damage_modifier", "1.5", 0, "Scales the damage a Sapper does while he's self-boosted." ); + +BEGIN_SEND_TABLE_NOBASE( CPlayerClassSapper, DT_PlayerClassSapperData ) + SendPropFloat( SENDINFO( m_flDrainedEnergy ), 8, SPROP_UNSIGNED, 0.0f, 1.0f ), +END_SEND_TABLE() + +//----------------------------------------------------------------------------- +// Purpose: +// Output : const char +//----------------------------------------------------------------------------- +const char *CPlayerClassSapper::GetClassModelString( int nTeam ) +{ + static const char *string = "models/player/technician.mdl"; + return string; +} + +//----------------------------------------------------------------------------- +// Purpose: Sapper +//----------------------------------------------------------------------------- +CPlayerClassSapper::CPlayerClassSapper( CBaseTFPlayer *pPlayer, TFClass iClass ) : CPlayerClass( pPlayer, iClass ) +{ + for (int i = 0; i < MAX_TF_TEAMS; ++i) + { + SetClassModel( MAKE_STRING(GetClassModelString(i)), i ); + } + + // Setup movement data. + SetupMoveData(); +} + +//----------------------------------------------------------------------------- +// Purpose: +//----------------------------------------------------------------------------- +CPlayerClassSapper::~CPlayerClassSapper() +{ +} + +//----------------------------------------------------------------------------- +// Purpose: Any objects created/owned by class should be allocated and destroyed here +//----------------------------------------------------------------------------- +void CPlayerClassSapper::ClassActivate( void ) +{ + BaseClass::ClassActivate(); + + m_bHasMediumRangeEMP = false; + m_bHasFasterRechargingEMP = false; + m_bHasHugeRadiusEMP = false; + m_bHasLongerLastingEMPEffect = false; + + m_vecLastOrigin.Init(); + m_flLastMoveTime = 0.0f; + + memset( &m_ClassData, 0, sizeof( m_ClassData ) ); +} + +//----------------------------------------------------------------------------- +// Purpose: +//----------------------------------------------------------------------------- +void CPlayerClassSapper::ClassDeactivate( void ) +{ + m_DamageModifier.RemoveModifier(); + BaseClass::ClassDeactivate(); +} + +//----------------------------------------------------------------------------- +// Purpose: +//----------------------------------------------------------------------------- +void CPlayerClassSapper::CreateClass( void ) +{ + BaseClass::CreateClass(); + + // Create our two handed weapon layout + m_hWpnPlasma = static_cast< CBaseTFCombatWeapon * >( m_pPlayer->GiveNamedItem( "weapon_combat_shotgun" ) ); + 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: +//----------------------------------------------------------------------------- +void CPlayerClassSapper::RespawnClass( void ) +{ + BaseClass::RespawnClass(); + + // Reset time of last move + m_vecLastOrigin.Init(); + m_flLastMoveTime = 0.0f; + m_flDrainedEnergy = 0; + m_flBoostEndTime = 0; + m_DamageModifier.SetModifier( class_sapper_damage_modifier.GetFloat() ); +} + +//----------------------------------------------------------------------------- +// Purpose: +//----------------------------------------------------------------------------- +bool CPlayerClassSapper::ResupplyAmmo( float flFraction, ResupplyReason_t reason ) +{ + bool bGiven = false; + if ((reason == RESUPPLY_ALL_FROM_STATION) || (reason == RESUPPLY_GRENADES_FROM_STATION)) + { + if (ResupplyAmmoType( 3 * flFraction, "Grenades" )) + bGiven = true; + } + + if ((reason == RESUPPLY_ALL_FROM_STATION) || (reason == RESUPPLY_AMMO_FROM_STATION)) + { + } + + // On respawn, resupply base weapon ammo + if ( reason == RESUPPLY_RESPAWN ) + { + } + + if ( BaseClass::ResupplyAmmo(flFraction,reason) ) + bGiven = true; + return bGiven; +} + +//----------------------------------------------------------------------------- +// Purpose: Set sapper class specific movement data here. +//----------------------------------------------------------------------------- +void CPlayerClassSapper::SetupMoveData( void ) +{ + // Setup Class statistics + m_flMaxWalkingSpeed = class_sapper_speed.GetFloat(); + m_vecLastOrigin.Init(); + m_flLastMoveTime = 0.0f; +} + +//----------------------------------------------------------------------------- +// Purpose: +//----------------------------------------------------------------------------- +void CPlayerClassSapper::SetupSizeData( void ) +{ + // Initially set the player to the base player class standing hull size. + m_pPlayer->SetCollisionBounds( SAPPERCLASS_HULL_STAND_MIN, SAPPERCLASS_HULL_STAND_MAX ); + m_pPlayer->SetViewOffset( SAPPERCLASS_VIEWOFFSET_STAND ); + m_pPlayer->m_Local.m_flStepSize = SAPPERCLASS_STEPSIZE; +} + +//----------------------------------------------------------------------------- +// Purpose: New technology has been gained. Recalculate any class specific technology dependencies. +//----------------------------------------------------------------------------- +void CPlayerClassSapper::GainedNewTechnology( CBaseTechnology *pTechnology ) +{ + m_bHasMediumRangeEMP = false; + m_bHasFasterRechargingEMP = false; + m_bHasHugeRadiusEMP = false; + m_bHasLongerLastingEMPEffect = false; + + if ( m_pPlayer->HasNamedTechnology( "emp1" ) ) + { + m_bHasFasterRechargingEMP = true; + } + + if ( m_pPlayer->HasNamedTechnology( "emp3" ) ) + { + m_bHasMediumRangeEMP = true; + } + + if ( m_pPlayer->HasNamedTechnology( "emp4" ) ) + { + m_bHasLongerLastingEMPEffect = true; + } + + if ( m_pPlayer->HasNamedTechnology( "emp5" ) ) + { + m_bHasHugeRadiusEMP = true; + } + + BaseClass::GainedNewTechnology( pTechnology ); +} + +//----------------------------------------------------------------------------- +// Purpose: +//----------------------------------------------------------------------------- +void CPlayerClassSapper::ClassThink( void ) +{ + if ( m_pPlayer->GetLocalOrigin() != m_vecLastOrigin ) + { + m_vecLastOrigin = m_pPlayer->GetLocalOrigin(); + m_flLastMoveTime = gpGlobals->curtime; + } + + // Am I boosting myself? + if ( m_pPlayer->IsAlive() && (m_flBoostEndTime > gpGlobals->curtime) ) + { + m_pPlayer->AttemptToPowerup( POWERUP_BOOST, class_sapper_boost_time.GetFloat(), class_sapper_boost_rate.GetFloat() * 0.1, m_pPlayer, &m_DamageModifier ); + } + else + { + m_DamageModifier.RemoveModifier(); + } + + BaseClass::ClassThink(); +} + + +//----------------------------------------------------------------------------- +// Purpose: +//----------------------------------------------------------------------------- +bool CPlayerClassSapper::CheckStationaryTime( float time_required ) +{ + // Has enough time passed? + if ( gpGlobals->curtime >= m_flLastMoveTime + time_required ) + { + return true; + } + + // Not enough time yet + return false; +} + +//----------------------------------------------------------------------------- +// Purpose: +//----------------------------------------------------------------------------- +void CPlayerClassSapper::CreatePersonalOrder( void ) +{ + if ( CreateInitialOrder() ) + return; + + BaseClass::CreatePersonalOrder(); +} + +//----------------------------------------------------------------------------- +// Purpose: +//----------------------------------------------------------------------------- +void CPlayerClassSapper::SetPlayerHull( void ) +{ + if ( m_pPlayer->GetFlags() & FL_DUCKING ) + { + m_pPlayer->SetCollisionBounds( SAPPERCLASS_HULL_DUCK_MIN, SAPPERCLASS_HULL_DUCK_MAX ); + } + else + { + m_pPlayer->SetCollisionBounds( SAPPERCLASS_HULL_STAND_MIN, SAPPERCLASS_HULL_STAND_MAX ); + } +} + +//----------------------------------------------------------------------------- +// Purpose: +//----------------------------------------------------------------------------- +void CPlayerClassSapper::ResetViewOffset( void ) +{ + if ( m_pPlayer ) + { + m_pPlayer->SetViewOffset( SAPPERCLASS_VIEWOFFSET_STAND ); + } +} + +//----------------------------------------------------------------------------- +// Purpose: +//----------------------------------------------------------------------------- +void CPlayerClassSapper::AddDrainedEnergy( float flEnergy ) +{ + // Convert to 0->1 + flEnergy = ( flEnergy / class_sapper_boost_amount.GetFloat() ); + m_flDrainedEnergy = MIN( 1.0, m_flDrainedEnergy + flEnergy ); + + // Did we hit max? + if ( m_flDrainedEnergy >= 1.0 ) + { + m_flDrainedEnergy = 0; + + // Boost the player + m_flBoostEndTime = gpGlobals->curtime + class_sapper_boost_time.GetFloat(); + } +} + +//----------------------------------------------------------------------------- +// Purpose: +//----------------------------------------------------------------------------- +float CPlayerClassSapper::GetDrainedEnergy( void ) +{ + return m_flDrainedEnergy; +} + +//----------------------------------------------------------------------------- +// Purpose: +//----------------------------------------------------------------------------- +void CPlayerClassSapper::DeductDrainedEnergy( float flEnergy ) +{ + m_flDrainedEnergy = MAX( 0, m_flDrainedEnergy - flEnergy ); +} |