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https://github.com/nillerusr/source-engine.git
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384 lines
11 KiB
C++
384 lines
11 KiB
C++
//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose: Medic's resupply beacon
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//
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// $NoKeywords: $
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//=============================================================================//
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#include "cbase.h"
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#include "tf_obj_resupply.h"
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#include "engine/IEngineSound.h"
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#include "tf_player.h"
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#include "tf_team.h"
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#include "VGuiScreen.h"
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#include "world.h"
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#define RESUPPLY_HEAL_AMT 100
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#define RESUPPLY_AMMO_AMT 0.25f
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// Wall mounted version
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#define RESUPPLY_WALL_MODEL "models/objects/obj_resupply.mdl"
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#define RESUPPLY_WALL_MODEL_ALIEN "models/objects/alien_obj_resupply.mdl"
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#define RESUPPLY_WALL_MINS Vector(-10, -10, -40)
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#define RESUPPLY_WALL_MAXS Vector( 10, 10, 40)
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// Ground placed version
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#define RESUPPLY_GROUND_MODEL "models/objects/obj_resupply_ground.mdl"
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#define RESUPPLY_GROUND_MODEL_HUMAN "models/objects/human_obj_resupply_ground.mdl"
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#define RESUPPLY_GROUND_MINS Vector(-20, -20, 0)
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#define RESUPPLY_GROUND_MAXS Vector( 20, 20, 55)
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IMPLEMENT_SERVERCLASS_ST( CObjectResupply, DT_ObjectResupply )
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END_SEND_TABLE()
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LINK_ENTITY_TO_CLASS(obj_resupply, CObjectResupply);
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PRECACHE_REGISTER(obj_resupply);
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ConVar obj_resupply_health( "obj_resupply_health","100", FCVAR_NONE, "Resupply Station health" );
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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CObjectResupply::CObjectResupply()
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{
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m_iHealth = obj_resupply_health.GetInt();
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UseClientSideAnimation();
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CObjectResupply::Spawn()
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{
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SetModel( RESUPPLY_WALL_MODEL );
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SetSolid( SOLID_BBOX );
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UTIL_SetSize(this, RESUPPLY_WALL_MINS, RESUPPLY_WALL_MAXS);
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m_takedamage = DAMAGE_YES;
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SetType( OBJ_RESUPPLY );
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m_fObjectFlags |= OF_DONT_PREVENT_BUILD_NEAR_OBJ;
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BaseClass::Spawn();
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}
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//-----------------------------------------------------------------------------
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// Spawn the vgui control screens on the object
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//-----------------------------------------------------------------------------
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void CObjectResupply::GetControlPanelInfo( int nPanelIndex, const char *&pPanelName )
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{
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pPanelName = "screen_obj_resupply";
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CObjectResupply::Precache()
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{
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BaseClass::Precache();
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PrecacheModel( RESUPPLY_WALL_MODEL );
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PrecacheModel( RESUPPLY_WALL_MODEL_ALIEN );
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PrecacheModel( RESUPPLY_GROUND_MODEL );
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PrecacheModel( RESUPPLY_GROUND_MODEL_HUMAN );
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PrecacheVGuiScreen( "screen_obj_resupply" );
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PrecacheScriptSound( "ObjectResupply.InsufficientFunds" );
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PrecacheScriptSound( "BaseCombatCharacter.AmmoPickup" );
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}
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//-----------------------------------------------------------------------------
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// Resupply Health
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//-----------------------------------------------------------------------------
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bool CObjectResupply::ResupplyHealth( CBaseTFPlayer *pPlayer, float flFraction )
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{
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// Calculate the amount to heal
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float flAmountToHeal = flFraction * RESUPPLY_HEAL_AMT;
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if (flAmountToHeal > (pPlayer->m_iMaxHealth - pPlayer->m_iHealth))
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{
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flAmountToHeal = (pPlayer->m_iMaxHealth - pPlayer->m_iHealth);
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}
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if ( flAmountToHeal > 0 )
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{
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pPlayer->TakeHealth( flAmountToHeal, 0 );
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return true;
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}
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return false;
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}
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//-----------------------------------------------------------------------------
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// Handle commands sent from vgui panels on the client
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//-----------------------------------------------------------------------------
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bool CObjectResupply::ClientCommand( CBaseTFPlayer *pPlayer, const char *pCmd, ICommandArguments *pArg )
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{
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// NOTE: Must match ResupplyBuyType_t
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static float s_Costs[] =
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{
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RESUPPLY_AMMO_COST,
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RESUPPLY_HEALTH_COST,
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RESUPPLY_GRENADES_COST,
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RESUPPLY_ALL_COST
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};
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COMPILE_TIME_ASSERT( RESUPPLY_BUY_TYPE_COUNT == 4 );
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if ( FStrEq( pCmd, "buy" ) )
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{
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if ( pArg->Argc() < 2 )
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return true;
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// I can't do anything if I'm not active
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if ( !ShouldBeActive() )
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return true;
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// Do we have enough resources to activate it?
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if (pPlayer->GetBankResources() <= 0)
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{
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// Play a sound indicating it didn't work...
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CSingleUserRecipientFilter filter( pPlayer );
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EmitSound( filter, pPlayer->entindex(), "ObjectResupply.InsufficientFunds" );
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return true;
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}
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bool bUsedResupply = false;
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ResupplyBuyType_t type = (ResupplyBuyType_t)atoi( pArg->Argv(1) );
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if (type >= RESUPPLY_BUY_TYPE_COUNT)
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return true;
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// Get the potential cost.
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float flCost = s_Costs[type];
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// flCost += pPlayer->ClassCostAdjustment( type );
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float flFraction = pPlayer->GetBankResources() / flCost;
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if (flFraction > 1.0f)
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flFraction = 1.0f;
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switch( type )
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{
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case RESUPPLY_BUY_HEALTH:
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// Calculate the amount to heal
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if (ResupplyHealth(pPlayer, flFraction))
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{
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bUsedResupply = true;
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}
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break;
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case RESUPPLY_BUY_AMMO:
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// Refill the player's ammo too
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if (pPlayer->ResupplyAmmo( flFraction * RESUPPLY_AMMO_AMT, RESUPPLY_AMMO_FROM_STATION ))
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{
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bUsedResupply = true;
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}
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break;
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case RESUPPLY_BUY_GRENADES:
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// Refill the player's ammo too
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if (pPlayer->ResupplyAmmo( flFraction * RESUPPLY_AMMO_AMT, RESUPPLY_GRENADES_FROM_STATION ))
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{
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bUsedResupply = true;
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}
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break;
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case RESUPPLY_BUY_ALL:
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// Calculate the amount to heal
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if (ResupplyHealth(pPlayer, flFraction))
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{
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bUsedResupply = true;
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}
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// Refill the player's ammo too
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if (pPlayer->ResupplyAmmo( flFraction * RESUPPLY_AMMO_AMT, RESUPPLY_ALL_FROM_STATION ))
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{
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bUsedResupply = true;
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}
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break;
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}
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if (bUsedResupply)
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{
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// Play an ammo pickup just to this player
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CSingleUserRecipientFilter filter( pPlayer );
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pPlayer->EmitSound( filter, pPlayer->entindex(), "BaseCombatCharacter.AmmoPickup" );
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pPlayer->RemoveBankResources( flFraction * flCost );
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}
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return true;
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}
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return BaseClass::ClientCommand( pPlayer, pCmd, pArg );
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CObjectResupply::DestroyObject( void )
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{
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if ( GetTeam() )
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{
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((CTFTeam*)GetTeam())->RemoveResupply( this );
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}
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BaseClass::DestroyObject();
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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// Input : *pTeam -
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//-----------------------------------------------------------------------------
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void CObjectResupply::ChangeTeam( int iTeamNum )
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{
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CTFTeam *pExisting = (CTFTeam*)GetTeam();
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CTFTeam *pTeam = (CTFTeam*)GetGlobalTeam( iTeamNum );
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// Already on this team
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if ( GetTeamNumber() == iTeamNum )
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return;
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if ( pExisting )
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{
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// Remove it from current team ( if it's in one ) and give it to new team
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pExisting->RemoveResupply( this );
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}
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// Change to new team
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BaseClass::ChangeTeam( iTeamNum );
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// Add this object to the team's list
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if (pTeam)
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{
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pTeam->AddResupply( this );
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose: Resupply always wants to use the wall mount for attachment points
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//-----------------------------------------------------------------------------
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void CObjectResupply::SetupAttachedVersion( void )
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{
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BaseClass::SetupAttachedVersion();
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if ( GetTeamNumber() == TEAM_ALIENS )
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{
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SetModel( RESUPPLY_WALL_MODEL_ALIEN );
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}
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else
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{
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SetModel( RESUPPLY_WALL_MODEL );
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}
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UTIL_SetSize(this, RESUPPLY_WALL_MINS, RESUPPLY_WALL_MAXS);
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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bool CObjectResupply::CalculatePlacement( CBaseTFPlayer *pPlayer )
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{
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trace_t tr;
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Vector vecAiming;
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// Get an aim vector. Don't use GetAimVector() because we don't want autoaiming.
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Vector vecSrc = pPlayer->Weapon_ShootPosition( );
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pPlayer->EyeVectors( &vecAiming );
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Vector vecTarget;
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VectorMA( vecSrc, 90, vecAiming, vecTarget );
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m_vecBuildOrigin = vecTarget;
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// Angle it towards me
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Vector vecForward = pPlayer->WorldSpaceCenter() - m_vecBuildOrigin;
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SetLocalAngles( QAngle( 0, UTIL_VecToYaw( vecForward ), 0 ) );
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// Is there something to attach to?
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// Use my bounding box, not the build box, so I fit to the wall
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UTIL_TraceLine( vecSrc, vecTarget, MASK_SOLID, pPlayer, COLLISION_GROUP_PLAYER_MOVEMENT, &tr);
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//UTIL_TraceHull( vecSrc, vecTarget, WorldAlignMins(), WorldAlignMaxs(), MASK_SOLID, pPlayer, TFCOLLISION_GROUP_OBJECT, &tr );
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m_vecBuildOrigin = tr.endpos;
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bool bTryToPlaceGroundVersion = false;
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if ( tr.allsolid || (tr.fraction == 1.0) )
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{
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bTryToPlaceGroundVersion = true;
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}
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else
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{
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// Make sure we're planting on the world
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CBaseEntity *pEntity = tr.m_pEnt;
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if ( pEntity != GetWorldEntity() )
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{
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bTryToPlaceGroundVersion = true;
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}
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}
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// Make sure the wall we've touched is vertical
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if ( !bTryToPlaceGroundVersion && fabs(tr.plane.normal.z) > 0.3 )
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{
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bTryToPlaceGroundVersion = true;
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}
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// Aborting?
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if ( bTryToPlaceGroundVersion )
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{
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// We couldn't find a wall, so try and place a ground version instead
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if ( GetTeamNumber() == TEAM_HUMANS )
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{
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SetModel( RESUPPLY_GROUND_MODEL_HUMAN );
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}
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else
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{
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SetModel( RESUPPLY_GROUND_MODEL );
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}
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UTIL_SetSize(this, RESUPPLY_GROUND_MINS, RESUPPLY_GROUND_MAXS);
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m_vecBuildMins = WorldAlignMins() - Vector( 4,4,0 );
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m_vecBuildMaxs = WorldAlignMaxs() + Vector( 4,4,0 );
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return BaseClass::CalculatePlacement( pPlayer );
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}
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SetupAttachedVersion();
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m_vecBuildMins = WorldAlignMins() - Vector( 4,4,0 );
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m_vecBuildMaxs = WorldAlignMaxs() + Vector( 4,4,0 );
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// Set the angles
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vecForward = tr.plane.normal;
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SetLocalAngles( QAngle( 0, UTIL_VecToYaw( vecForward ), 0 ) );
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// Trace back from the corners
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Vector vecMins, vecMaxs, vecModelMins, vecModelMaxs;
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const model_t *pModel = GetModel();
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modelinfo->GetModelBounds( pModel, vecModelMins, vecModelMaxs );
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// Check the four build points
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Vector vecPointCheck = (vecForward * 32);
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Vector vecUp = Vector(0,0,1);
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Vector vecRight;
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CrossProduct( vecUp, vecForward, vecRight );
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float flWidth = fabs(vecModelMaxs.y - vecModelMins.y) * 0.5;
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float flHeight = fabs(vecModelMaxs.z - vecModelMins.z) * 0.5;
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bool bResult = true;
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if ( bResult )
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{
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bResult = CheckBuildPoint( m_vecBuildOrigin + (vecRight * flWidth) + (vecUp * flHeight), vecPointCheck );
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}
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if ( bResult )
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{
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bResult = CheckBuildPoint( m_vecBuildOrigin + (vecRight * flWidth) - (vecUp * flHeight), vecPointCheck );
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}
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if ( bResult )
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{
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bResult = CheckBuildPoint( m_vecBuildOrigin - (vecRight * flWidth) + (vecUp * flHeight), vecPointCheck );
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}
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if ( bResult )
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{
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bResult = CheckBuildPoint( m_vecBuildOrigin - (vecRight * flWidth) - (vecUp * flHeight), vecPointCheck );
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}
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AttemptToFindPower();
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return bResult;
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}
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