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453 lines
12 KiB
C++
453 lines
12 KiB
C++
//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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//
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//
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//=============================================================================
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#include "cbase.h"
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#include "tf_obj_spy_trap.h"
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#include "tf_team.h"
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#include "tf_player.h"
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#include "bot/tf_bot.h"
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#include "tf_gamerules.h"
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#include "tf_fx.h"
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#ifdef STAGING_ONLY
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#define SPY_TRAP_THINK_CONTEXT "SpyTrapContext"
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#define SPY_TRAP_SAP_MODEL_HOLD "models/buildables/teleporter_light.mdl"
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#define SPY_TRAP_SAP_MODEL_PLACED "models/buildables/teleporter_light.mdl"
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#define SPY_TRAP_RERPOGRAMMER_MODEL_HOLD "models/buildables/teleporter_light.mdl"
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#define SPY_TRAP_REPROGRAMMER_MODEL_PLACED "models/buildables/teleporter_light.mdl"
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#define SPY_TRAP_MAGNET_MODEL_HOLD "models/buildables/teleporter_light.mdl"
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#define SPY_TRAP_MAGNET_MODEL_PLACED "models/buildables/teleporter_light.mdl"
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ConVar tf_spy_trap_duration( "tf_spy_trap_duration", "20.0", FCVAR_CHEAT );
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ConVar tf_spy_trap_cloak_duration( "tf_spy_trap_cloak_duration", "10", FCVAR_CHEAT );
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ConVar tf_spy_trap_magnet_duration( "tf_spy_trap_magnet_duration", "5", FCVAR_CHEAT );
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ConVar tf_spy_trap_magnet_force( "tf_spy_trap_magnet_force", "650", FCVAR_CHEAT );
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const Vector TRAP_MINS = Vector( -24, -24, 0);
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const Vector TRAP_MAXS = Vector( 24, 24, 12);
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BEGIN_DATADESC( CObjectSpyTrap )
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DEFINE_THINKFUNC( SpyTrapThink ),
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END_DATADESC()
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PRECACHE_REGISTER( obj_spy_trap );
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LINK_ENTITY_TO_CLASS( obj_spy_trap, CObjectSpyTrap );
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//-----------------------------------------------------------------------------
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//
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//-----------------------------------------------------------------------------
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CObjectSpyTrap::CObjectSpyTrap()
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{
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SetType( OBJ_SPY_TRAP );
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m_attributeFlags = 0;
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m_bActive = false;
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m_nTrapMode = MODE_SPY_TRAP_RADIUS_STEALTH;
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m_flNextTrapEffectTime = 0.f;
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m_flTrapExpireTime = 0.f;
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m_flNextPulseTime = 0.f;
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UseClientSideAnimation();
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}
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//-----------------------------------------------------------------------------
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//
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//-----------------------------------------------------------------------------
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void CObjectSpyTrap::Spawn()
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{
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SetSolid( SOLID_BBOX );
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SetModel( SPY_TRAP_SAP_MODEL_HOLD );
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UTIL_SetSize( this, TRAP_MINS, TRAP_MAXS );
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BaseClass::Spawn();
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}
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//-----------------------------------------------------------------------------
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//
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//-----------------------------------------------------------------------------
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void CObjectSpyTrap::Precache()
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{
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BaseClass::Precache();
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PrecacheScriptSound( "Saxxy.TurnGold" );
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PrecacheScriptSound( "Weapon_Upgrade.ExplosiveHeadshot" );
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PrecacheModel( SPY_TRAP_SAP_MODEL_HOLD );
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PrecacheModel( SPY_TRAP_SAP_MODEL_PLACED );
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PrecacheModel( SPY_TRAP_RERPOGRAMMER_MODEL_HOLD );
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PrecacheModel( SPY_TRAP_REPROGRAMMER_MODEL_PLACED );
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PrecacheModel( SPY_TRAP_MAGNET_MODEL_HOLD );
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PrecacheModel( SPY_TRAP_MAGNET_MODEL_PLACED );
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}
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//-----------------------------------------------------------------------------
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//
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//-----------------------------------------------------------------------------
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void CObjectSpyTrap::SpyTrapThink()
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{
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// Touch-triggered traps expire after a period of time
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if ( !m_bActive && GetConstructionStartTime() + tf_spy_trap_duration.GetFloat() < gpGlobals->curtime )
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{
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Destroy();
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}
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// Traps that repeat their effect over time
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if ( HasAttribute( TRAP_PULSE_EFFECT ) )
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{
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if ( m_bActive )
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{
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// Still active
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if ( m_flTrapExpireTime > gpGlobals->curtime )
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{
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// Time for another pulse
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if ( m_flNextPulseTime && gpGlobals->curtime > m_flNextPulseTime )
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{
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switch ( GetTrapType() )
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{
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case MODE_SPY_TRAP_RADIUS_STEALTH:
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{
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TriggerTrap_RadiusCloak();
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break;
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}
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case MODE_SPY_TRAP_MAGNET:
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{
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TriggerTrap_Magnet();
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break;
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}
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}
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}
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}
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// Timer expired
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else
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{
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Destroy();
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}
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}
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}
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SetContextThink( &CObjectSpyTrap::SpyTrapThink, gpGlobals->curtime + 0.1f, SPY_TRAP_THINK_CONTEXT );
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}
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//-----------------------------------------------------------------------------
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//
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//-----------------------------------------------------------------------------
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void CObjectSpyTrap::OnGoActive()
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{
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BaseClass::OnGoActive();
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switch ( GetTrapType() )
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{
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case MODE_SPY_TRAP_RADIUS_STEALTH:
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{
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SetModel( SPY_TRAP_SAP_MODEL_PLACED );
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SetAttribute( TRAP_TRIGGER_ONBUILD | TRAP_PULSE_EFFECT );
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m_flTrapExpireTime = gpGlobals->curtime + tf_spy_trap_cloak_duration.GetFloat();
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break;
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}
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case MODE_SPY_TRAP_REPROGRAM:
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{
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SetModel( SPY_TRAP_REPROGRAMMER_MODEL_PLACED );
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break;
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}
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case MODE_SPY_TRAP_MAGNET:
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{
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SetModel( SPY_TRAP_MAGNET_MODEL_PLACED );
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SetAttribute( TRAP_TRIGGER_ONBUILD | TRAP_PULSE_EFFECT );
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m_flTrapExpireTime = gpGlobals->curtime + tf_spy_trap_magnet_duration.GetFloat();
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break;
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}
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}
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m_takedamage = DAMAGE_NO;
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m_bActive = HasAttribute( TRAP_TRIGGER_ONBUILD );
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if ( m_bActive )
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{
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m_flNextPulseTime = gpGlobals->curtime;
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}
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SetContextThink( &CObjectSpyTrap::SpyTrapThink, gpGlobals->curtime + 0.1, SPY_TRAP_THINK_CONTEXT );
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CObjectSpyTrap::SetObjectMode( int iVal )
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{
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Assert( iVal >= MODE_SPY_TRAP_RADIUS_STEALTH && iVal <= MODE_SPY_TRAP_MAGNET );
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SetTrapType( (ESpyTrapType_t)iVal );
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BaseClass::SetObjectMode( iVal );
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}
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//-----------------------------------------------------------------------------
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// Traps that trigger via touch activate here
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//-----------------------------------------------------------------------------
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void CObjectSpyTrap::Activate( CBaseEntity *pTouchEntity )
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{
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if ( m_bActive )
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return;
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switch ( GetTrapType() )
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{
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case MODE_SPY_TRAP_REPROGRAM:
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{
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TriggerTrap_Reprogrammer( pTouchEntity );
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break;
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}
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}
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}
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//-----------------------------------------------------------------------------
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//
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//-----------------------------------------------------------------------------
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void CObjectSpyTrap::Destroy( void )
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{
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Explode();
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UTIL_Remove( this );
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}
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//-----------------------------------------------------------------------------
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//
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//-----------------------------------------------------------------------------
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void CObjectSpyTrap::TriggerTrapEffects( void )
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{
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if ( gpGlobals->curtime < m_flNextTrapEffectTime )
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return;
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Vector vecOrigin = GetAbsOrigin();
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CPVSFilter filter( vecOrigin );
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TE_TFParticleEffect( filter, 0.f, "Explosion_ShockWave_01", vecOrigin, vec3_angle );
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EmitSound( filter, entindex(), "Weapon_Upgrade.ExplosiveHeadshot" );
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m_flNextTrapEffectTime = gpGlobals->curtime + 1.f;
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}
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//-----------------------------------------------------------------------------
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//
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//-----------------------------------------------------------------------------
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bool CObjectSpyTrap::IsPlacementPosValid( void )
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{
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// This is mostly duplicated from baseobject. Poop.
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// The alternative is modifying a bunch of call sites
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// and derived classes to handle an object pointer,
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// and having special case code in the base method.
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// It's a "which is poopier" contest.
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CTFPlayer *pPlayer = GetOwner();
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if ( !pPlayer )
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return false;
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bool bValid = CalculatePlacementPos();
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if ( !bValid )
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return false;
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#ifndef CLIENT_DLL
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if ( !EstimateValidBuildPos() )
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return false;
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#endif
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// Verify that the entire object can fit here - ignoring players
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trace_t tr;
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CTraceFilterIgnorePlayers filter( this, COLLISION_GROUP_PLAYER );
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UTIL_TraceEntity( this, m_vecBuildOrigin, m_vecBuildOrigin, MASK_SOLID, &filter, &tr );
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if ( tr.fraction < 1.0f )
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return false;
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// Make sure we can see the final position
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UTIL_TraceLine( pPlayer->EyePosition(), m_vecBuildOrigin + Vector( 0, 0, m_vecBuildMaxs[2] * 0.5 ), MASK_PLAYERSOLID_BRUSHONLY, pPlayer, COLLISION_GROUP_NONE, &tr );
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if ( tr.fraction < 1.0 )
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return false;
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return true;
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}
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//-----------------------------------------------------------------------------
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//
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//-----------------------------------------------------------------------------
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void CObjectSpyTrap::StartTouch( CBaseEntity *pOther )
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{
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BaseClass::StartTouch( pOther );
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if ( !m_bActive && pOther->IsPlayer() && !InSameTeam( pOther ) )
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{
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if ( ( InSameTeam( pOther ) && HasAttribute( TRAP_TRIGGER_FRIENDLY ) ) ||
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( !InSameTeam( pOther ) ) )
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{
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Activate( pOther );
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}
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}
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}
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//-----------------------------------------------------------------------------
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//
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//-----------------------------------------------------------------------------
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void CObjectSpyTrap::EndTouch( CBaseEntity *pOther )
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{
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BaseClass::EndTouch( pOther );
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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// Input : collisionGroup -
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// Output : Returns true on success, false on failure.
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//-----------------------------------------------------------------------------
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bool CObjectSpyTrap::ShouldCollide( int collisionGroup, int contentsMask ) const
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{
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// Ignore player collisions when trap pulses
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if ( HasAttribute( TRAP_PULSE_EFFECT ) )
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{
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if ( collisionGroup == COLLISION_GROUP_PLAYER_MOVEMENT )
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{
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return false;
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}
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}
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return BaseClass::ShouldCollide( collisionGroup, contentsMask );
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}
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//-----------------------------------------------------------------------------
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//
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//-----------------------------------------------------------------------------
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void CObjectSpyTrap::TriggerTrap_RadiusCloak( void )
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{
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int nRadius = 250;
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float flDuration = 2.f;
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for ( int i = 0; i < gpGlobals->maxClients; i++ )
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{
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CTFPlayer *pPlayer = ToTFPlayer( UTIL_PlayerByIndex( i ) );
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if ( !pPlayer )
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continue;
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// Same team, alive, etc
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if ( !IsValidRadiusCloakTarget( pPlayer ) )
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continue;
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// Range check from pTarget
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Vector vecDist = pPlayer->GetAbsOrigin() - GetAbsOrigin();
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if ( vecDist.LengthSqr() > nRadius * nRadius )
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continue;
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// Ignore bots we can't see
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trace_t trace;
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UTIL_TraceLine( pPlayer->WorldSpaceCenter(), WorldSpaceCenter(), MASK_SOLID_BRUSHONLY, NULL, COLLISION_GROUP_NONE, &trace );
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if ( trace.fraction < 1.0f )
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continue;
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// Apply
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pPlayer->m_Shared.AddCond( TF_COND_STEALTHED_USER_BUFF, flDuration, GetBuilder() );
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}
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TriggerTrapEffects();
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m_flNextPulseTime = gpGlobals->curtime + 0.25f;
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}
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//-----------------------------------------------------------------------------
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// Purpose: Valid player to apply cloak effects to?
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//-----------------------------------------------------------------------------
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bool CObjectSpyTrap::IsValidRadiusCloakTarget( CTFPlayer *pTarget )
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{
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if ( !pTarget )
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return false;
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if ( !pTarget->IsAlive() )
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return false;
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if ( !InSameTeam( pTarget ) )
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return false;
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return true;
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CObjectSpyTrap::TriggerTrap_Reprogrammer( CBaseEntity *pTouchEntity )
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{
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if ( !pTouchEntity )
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return;
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if ( pTouchEntity->IsPlayer() )
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{
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CTFPlayer *pTFPlayer = ToTFPlayer( pTouchEntity );
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if ( pTFPlayer && pTFPlayer->IsBot() )
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{
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if ( pTFPlayer->IsMiniBoss() )
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return;
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pTFPlayer->m_Shared.AddCond( TF_COND_REPROGRAMMED );
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}
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}
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CPVSFilter filter( GetAbsOrigin() );
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EmitSound( filter, entindex(), "Saxxy.TurnGold" );
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TriggerTrapEffects();
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Destroy();
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CObjectSpyTrap::TriggerTrap_Magnet( void )
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{
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int nRadius = 700;
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for ( int i = 1; i < gpGlobals->maxClients; i++ )
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{
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CTFPlayer *pPlayer = ToTFPlayer( UTIL_PlayerByIndex( i ) );
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if ( !pPlayer )
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continue;
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// Same team, alive, etc
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if ( !pPlayer->IsAlive() )
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continue;
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if ( InSameTeam( pPlayer ) )
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continue;
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// Range check from pTarget
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Vector vecDist = pPlayer->GetAbsOrigin() - GetAbsOrigin();
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if ( vecDist.LengthSqr() > nRadius * nRadius )
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continue;
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// Ignore bots we can't see
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trace_t trace;
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UTIL_TraceLine( pPlayer->WorldSpaceCenter(), WorldSpaceCenter(), MASK_SOLID_BRUSHONLY, NULL, COLLISION_GROUP_NONE, &trace );
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if ( trace.fraction < 1.0f )
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continue;
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// Find where we're going
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Vector vecSourcePos = pPlayer->GetAbsOrigin();
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Vector vecTargetPos = GetAbsOrigin();
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vecTargetPos.z -= 32.0f;
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Vector vecVelocity = vecTargetPos - vecSourcePos;
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vecVelocity.z += 150.f;
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// Send us flying
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if ( pPlayer->GetFlags() & FL_ONGROUND )
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{
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pPlayer->SetGroundEntity( NULL );
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pPlayer->SetGroundChangeTime( gpGlobals->curtime + 0.5f );
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}
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pPlayer->Teleport( NULL, NULL, &vecVelocity );
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pPlayer->m_Shared.StunPlayer( 0.5, 0.85f, TF_STUN_MOVEMENT, GetOwner() );
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}
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TriggerTrapEffects();
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m_flNextPulseTime = gpGlobals->curtime + 0.2f;
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}
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#endif // STAGING_ONLY
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