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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose: CTF Rune.
//
//=============================================================================//
#include "cbase.h"
#include "items.h"
#include "tf_gamerules.h"
#include "tf_shareddefs.h"
#include "tf_player.h"
#include "tf_team.h"
#include "engine/IEngineSound.h"
#include "entity_rune.h"
#include "tf_gamestats.h"
#include "func_respawnroom.h"
#include "particle_parse.h"
#include "tf_fx.h"
#include "collisionutils.h"
//=============================================================================
//
// CTF Rune defines.
//
extern ConVar tf_powerup_mode;
#define RUNE_BLINK_CONTEXT "blink_think"
#define TF_RUNE_TEMP_RESPAWN_DELAY 90.f
#define TF_RUNE_TEMP_UBER_RESPAWN_DELAY 180.f
// Regular Runes (non temporary) will reposition themselves if they haven't been picked up in time
#define BLINK_TIME 10.f
LINK_ENTITY_TO_CLASS( item_powerup_rune, CTFRune ); LINK_ENTITY_TO_CLASS( item_powerup_rune_temp, CTFRuneTemp ); LINK_ENTITY_TO_CLASS( item_powerup_crit, CTFRuneTempCrit ); LINK_ENTITY_TO_CLASS( item_powerup_uber, CTFRuneTempUber ); LINK_ENTITY_TO_CLASS( info_powerup_spawn, CTFInfoPowerupSpawn );
IMPLEMENT_AUTO_LIST( IInfoPowerupSpawnAutoList );
//=============================================================================
//
// CTF Rune functions.
//
//-----------------------------------------------------------------------------
// Purpose: Constructor
//-----------------------------------------------------------------------------
CTFRune::CTFRune() { m_bApplyForce = true; m_nRuneType = RUNE_STRENGTH; m_nTeam = TEAM_ANY; m_bShouldReposition = false; }
//-----------------------------------------------------------------------------
// Purpose: Destructor
//-----------------------------------------------------------------------------
CTFRune::~CTFRune() { }
//-----------------------------------------------------------------------------
// Purpose: Spawn powerup rune
//-----------------------------------------------------------------------------
void CTFRune::Spawn( void ) { BaseClass::Spawn();
RemoveSolidFlags( FSOLID_TRIGGER ); m_bActivateWhenAtRest = true;
m_vecSpawnDirection.z = 0.7f; VectorNormalize( m_vecSpawnDirection ); SetMoveType( MOVETYPE_FLYGRAVITY, MOVECOLLIDE_FLY_BOUNCE ); SetSolid( SOLID_BBOX ); if ( m_bApplyForce ) { SetAbsVelocity( m_vecSpawnDirection * 350.f ); m_bThrownSingleInstance = true; }
// Reposition if not picked up in time
m_nBlinkCount = 0; m_flKillTime = gpGlobals->curtime + GetRuneRepositionTime() + BLINK_TIME; if ( m_bShouldReposition ) { SetContextThink( &CTFRune::BlinkThink, gpGlobals->curtime + GetRuneRepositionTime(), RUNE_BLINK_CONTEXT ); } }
//-----------------------------------------------------------------------------
// Purpose: Precache function for the powerup rune
//-----------------------------------------------------------------------------
void CTFRune::Precache( void ) { PrecacheScriptSound( "Powerup.PickUpResistance" ); PrecacheScriptSound( "Powerup.PickUpRegeneration" ); PrecacheScriptSound( "Powerup.PickUpStrength" ); PrecacheScriptSound( "Powerup.PickUpHaste" ); PrecacheScriptSound( "Powerup.PickUpVampire" ); PrecacheScriptSound( "Powerup.PickUpReflect" ); PrecacheScriptSound( "Powerup.PickUpPrecision" ); PrecacheScriptSound( "Powerup.PickUpAgility" ); PrecacheScriptSound( "Powerup.PickUpKnockout" ); PrecacheScriptSound( "Powerup.Knockout_Melee_Hit" ); PrecacheScriptSound( "Powerup.Reflect.Reflect" ); PrecacheScriptSound( "Powerup.PickUpKing" ); PrecacheScriptSound( "Powerup.PickUpPlague" ); PrecacheScriptSound( "Powerup.PickUpSupernova" ); PrecacheScriptSound( "Powerup.PickUpSupernovaActivate" ); PrecacheScriptSound( "Powerup.PickUpPlagueInfected" ); PrecacheScriptSound( "Powerup.PickUpPlagueInfectedLoop" ); PrecacheModel( GetDefaultPowerupModel() ); PrecacheModel( TF_RUNE_STRENGTH ); PrecacheModel( TF_RUNE_RESIST ); PrecacheModel( TF_RUNE_REGEN ); PrecacheModel( TF_RUNE_HASTE ); PrecacheModel( TF_RUNE_VAMPIRE ); PrecacheModel( TF_RUNE_REFLECT ); PrecacheModel( TF_RUNE_PRECISION ); PrecacheModel( TF_RUNE_AGILITY ); PrecacheModel( TF_RUNE_KNOCKOUT ); PrecacheModel( TF_RUNE_KING ); PrecacheModel( TF_RUNE_PLAGUE ); PrecacheModel( TF_RUNE_SUPERNOVA );
// precache all powerup icons
for ( int i=0; i<RUNE_TYPES_MAX; ++i ) { RuneTypes_t type = RuneTypes_t(i); PrecacheParticleSystem( GetPowerupIconName( type, TF_TEAM_RED ) ); PrecacheParticleSystem( GetPowerupIconName( type, TF_TEAM_BLUE ) ); }
PrecacheParticleSystem( "plague_infect_player" ); PrecacheParticleSystem( "plague_healthkit_pickup" ); PrecacheParticleSystem( "powerup_king_red" ); PrecacheParticleSystem( "powerup_king_blue" ); PrecacheParticleSystem( "powerup_supernova_ready" ); PrecacheParticleSystem( "powerup_supernova_strike_red" ); PrecacheParticleSystem( "powerup_supernova_strike_blue" ); PrecacheParticleSystem( "powerup_supernova_explode_red" ); PrecacheParticleSystem( "powerup_supernova_explode_blue" ); PrecacheParticleSystem( "powerup_plague_carrier" );
BaseClass::Precache(); }
//-----------------------------------------------------------------------------
// Purpose: Make sure Powerup Runes that are away from any players at spawn will accept particle attachments
//-----------------------------------------------------------------------------
int CTFRune::UpdateTransmitState() { return SetTransmitState( FL_EDICT_ALWAYS ); }
//-----------------------------------------------------------------------------
// Purpose: Make sure Powerup Runes that are away from any players at spawn will accept particle attachments
//-----------------------------------------------------------------------------
int CTFRune::ShouldTransmit( const CCheckTransmitInfo *pInfo ) { return FL_EDICT_ALWAYS; }
//-----------------------------------------------------------------------------
// Purpose: MyTouch function for the powerup rune
//-----------------------------------------------------------------------------
bool CTFRune::MyTouch( CBasePlayer *pPlayer ) { bool bSuccess = ValidTouch( pPlayer ); if ( bSuccess ) { CTFPlayer *pTFPlayer = ToTFPlayer( pPlayer ); if ( !pTFPlayer ) return false;
// don't allow different team player to pick up team based rune unless they are a spy disguised as the correct team
if ( m_nTeam != TEAM_ANY && m_nTeam != pTFPlayer->GetTeamNumber() ) if ( !pTFPlayer->GetPlayerClass()->IsClass( TF_CLASS_SPY ) || pTFPlayer->m_Shared.GetDisguiseTeam() != m_nTeam ) { return false; }
if ( pTFPlayer->m_Shared.IsStealthed() || pTFPlayer->m_Shared.InCond( TF_COND_STEALTHED_BLINK ) || pTFPlayer->m_Shared.GetPercentInvisible() > 0.25f ) { return false; }
if ( pTFPlayer->m_Shared.IsCarryingRune() ) { ClientPrint( pPlayer, HUD_PRINTCENTER, "#TF_Powerup_Pickup_Deny" ); return false; }
if ( pTFPlayer->IsTaunting() ) { return false; }
#ifdef GAME_DLL
if ( PointInRespawnRoom( pTFPlayer, pTFPlayer->WorldSpaceCenter() ) ) return false; #endif
Assert( m_nRuneType >= 0 && m_nRuneType < RUNE_TYPES_MAX );
// Order is important because SetSpeed has to occur once SetCarryingRuneType has happened
pTFPlayer->m_Shared.SetCarryingRuneType( m_nRuneType ); CPASAttenuationFilter filter( pTFPlayer );
switch ( m_nRuneType ) { case RUNE_STRENGTH: ClientPrint( pTFPlayer, HUD_PRINTCENTER, "#TF_Powerup_Pickup_Strength" ); pTFPlayer->EmitSound( "Powerup.PickUpStrength" ); break; case RUNE_RESIST: ClientPrint( pTFPlayer, HUD_PRINTCENTER, "#TF_Powerup_Pickup_Resist" ); pTFPlayer->EmitSound( "Powerup.PickUpResistance" ); break; case RUNE_REGEN: ClientPrint( pTFPlayer, HUD_PRINTCENTER, "#TF_Powerup_Pickup_Regen" ); pTFPlayer->EmitSound( "Powerup.PickUpRegeneration" ); break; case RUNE_HASTE: ClientPrint( pTFPlayer, HUD_PRINTCENTER, "#TF_Powerup_Pickup_Haste" ); pTFPlayer->EmitSound( "Powerup.PickUpHaste" ); pTFPlayer->TeamFortress_SetSpeed(); break; case RUNE_VAMPIRE: ClientPrint( pTFPlayer, HUD_PRINTCENTER, "#TF_Powerup_Pickup_Vampire" ); pTFPlayer->EmitSound( "Powerup.PickUpVampire" ); break; case RUNE_REFLECT: ClientPrint( pTFPlayer, HUD_PRINTCENTER, "#TF_Powerup_Pickup_Reflect" ); pTFPlayer->EmitSound( "Powerup.PickUpReflect" ); break; case RUNE_PRECISION: ClientPrint( pTFPlayer, HUD_PRINTCENTER, "#TF_Powerup_Pickup_Precision" ); pTFPlayer->EmitSound( "Powerup.PickUpPrecision" ); break; case RUNE_AGILITY: ClientPrint( pTFPlayer, HUD_PRINTCENTER, "#TF_Powerup_Pickup_Agility" ); pTFPlayer->EmitSound( "Powerup.PickUpAgility" ); pTFPlayer->TeamFortress_SetSpeed(); break; case RUNE_KNOCKOUT: { ClientPrint( pTFPlayer, HUD_PRINTCENTER, "#TF_Powerup_Pickup_Knockout" ); pTFPlayer->EmitSound( "Powerup.PickUpKnockout" );
// Switch to melee to make sure Engies don't have build menus open
CTFWeaponBase *pMeleeWeapon = dynamic_cast<CTFWeaponBase*>( pTFPlayer->GetEntityForLoadoutSlot( LOADOUT_POSITION_MELEE ) ); Assert( pMeleeWeapon ); if ( pMeleeWeapon ) { if ( pTFPlayer->GetActiveTFWeapon() && pTFPlayer->GetActiveTFWeapon()->GetWeaponID() != TF_WEAPON_GRAPPLINGHOOK ) { pTFPlayer->Weapon_Switch( pMeleeWeapon ); } else { // when the player switch away from the hook, it'll go to the last weapon.
// force it to be melee weapon
pTFPlayer->Weapon_SetLast( pMeleeWeapon ); } }
pTFPlayer->m_Shared.AddCond( TF_COND_CANNOT_SWITCH_FROM_MELEE ); } break; case RUNE_KING: ClientPrint( pTFPlayer, HUD_PRINTCENTER, "#TF_Powerup_Pickup_King" ); pTFPlayer->EmitSound( "Powerup.PickUpKing" ); break; case RUNE_PLAGUE: ClientPrint( pTFPlayer, HUD_PRINTCENTER, "#TF_Powerup_Pickup_Plague" ); pTFPlayer->EmitSound( "Powerup.PickUpPlague" ); break; case RUNE_SUPERNOVA: ClientPrint( pTFPlayer, HUD_PRINTCENTER, "#TF_Powerup_Pickup_Supernova" ); pTFPlayer->EmitSound( "Powerup.PickUpSupernova" ); break; } UTIL_Remove( this ); //power-up runes don't respawn, only one of them exists in the game
}
return bSuccess; }
//-----------------------------------------------------------------------------
// Purpose: Create an instance of a powerup rune and drop it into the world with a random vector velocity
//-----------------------------------------------------------------------------
CTFRune* CTFRune::CreateRune( const Vector &vecOrigin, RuneTypes_t nType, int nTeam, bool bShouldReposition, bool bApplyForce, Vector vecSpawnDirection /*= vec3_angle*/ ) { // Make sure we're passing in a valid rune type
Assert( nType >= 0 && nType < RUNE_TYPES_MAX );
CTFRune *pRune = NULL; pRune = static_cast< CTFRune* >( CBaseEntity::CreateNoSpawn( "item_powerup_rune", vecOrigin + Vector( 0.f, 0.f, 48.f ), vec3_angle, NULL ) ); pRune->m_bApplyForce = bApplyForce; pRune->m_nRuneType = nType; pRune->m_vecSpawnDirection = vecSpawnDirection; pRune->m_nTeam = nTeam; pRune->m_bShouldReposition = bShouldReposition;
if ( nTeam == TEAM_ANY ) pRune->m_nSkin = 0; else pRune->m_nSkin = nTeam == TF_TEAM_RED ? 1 : 2;
DispatchSpawn( pRune );
return pRune; }
//-----------------------------------------------------------------------------
// Respawn the Powerup Rune in the event of it coming to rest inside a trigger_hurt or respawn room trigger
//-----------------------------------------------------------------------------
void CTFRune::ComeToRest( void ) { BaseClass::ComeToRest();
// See if we've come to rest in a trigger_hurt or a respawn room trigger. If so, immediately reposition the Powerup
for ( int i = 0; i < ITriggerHurtAutoList::AutoList().Count(); i++ ) { CTriggerHurt *pTrigger = static_cast< CTriggerHurt* >( ITriggerHurtAutoList::AutoList()[i] ); if ( pTrigger->m_bDisabled ) continue;
Vector vecMins, vecMaxs; pTrigger->GetCollideable()->WorldSpaceSurroundingBounds( &vecMins, &vecMaxs ); if ( IsPointInBox( GetCollideable()->GetCollisionOrigin(), vecMins, vecMaxs ) ) { if ( RepositionRune( m_nRuneType, m_nTeam ) ) { UTIL_Remove( this ); } return; } } for ( int j = 0; j < IFuncRespawnRoomAutoList::AutoList().Count(); j++ ) { CFuncRespawnRoom *pRespawnRoom = static_cast<CFuncRespawnRoom*>( IFuncRespawnRoomAutoList::AutoList()[j] ); Vector vecMins, vecMaxs;
pRespawnRoom->GetCollideable()->WorldSpaceSurroundingBounds( &vecMins, &vecMaxs ); if ( IsPointInBox( GetCollideable()->GetCollisionOrigin(), vecMins, vecMaxs ) ) { if ( RepositionRune( m_nRuneType, m_nTeam ) ) { UTIL_Remove( this ); } return; } } }
//-----------------------------------------------------------------------------
// Purpose: Enter blinking state before removing and respawning this Powerup
//-----------------------------------------------------------------------------
void CTFRune::BlinkThink() { float flTimeToKill = m_flKillTime - gpGlobals->curtime; float flNextBlink = RemapValClamped( flTimeToKill, BLINK_TIME, 0.f, 0.5f, 0.1f );
SetCycle( RandomFloat() );
SetContextThink( &CTFRune::BlinkThink, gpGlobals->curtime + flNextBlink, RUNE_BLINK_CONTEXT );
SetRenderMode( kRenderTransAlpha );
++m_nBlinkCount; if ( m_nBlinkCount % 2 == 0 ) { SetRenderColorA( 25 ); } else { SetRenderColorA( 255 ); } if ( gpGlobals->curtime >= m_flKillTime ) { if ( RepositionRune( m_nRuneType, m_nTeam ) ) { UTIL_Remove( this ); } } }
//-----------------------------------------------------------------------------
// Purpose: Enter blinking state before removing and respawning this Powerup
//-----------------------------------------------------------------------------
bool CTFRune::RepositionRune( RuneTypes_t nType, int nTeamNumber ) { // Powerups will pick a spawn point based on what team color they were when they repositioned. First try your own team color, then neutral, then enemy
CUtlVector< CTFInfoPowerupSpawn* > vecSpawnPoints; if ( nTeamNumber != TEAM_ANY ) { for ( int n = 0; n < IInfoPowerupSpawnAutoList::AutoList().Count(); n++ ) { CTFInfoPowerupSpawn *pSpawnPoint = static_cast<CTFInfoPowerupSpawn*>( IInfoPowerupSpawnAutoList::AutoList()[n] ); // We want to try to spawn on a point that matches the team color
if ( !pSpawnPoint->IsDisabled() && !pSpawnPoint->HasRune() && pSpawnPoint->GetTeamNumber() == nTeamNumber ) { vecSpawnPoints.AddToTail( pSpawnPoint ); } } } if ( nTeamNumber == TEAM_ANY || vecSpawnPoints.Count() < 1 ) { for ( int n = 0; n < IInfoPowerupSpawnAutoList::AutoList().Count(); n++ ) { CTFInfoPowerupSpawn *pSpawnPoint = static_cast<CTFInfoPowerupSpawn*>( IInfoPowerupSpawnAutoList::AutoList()[n] ); // Don't include disabled info_powerup_spawn positions or ones that already have runes on them
if ( !pSpawnPoint->IsDisabled() && !pSpawnPoint->HasRune() ) { vecSpawnPoints.AddToTail( pSpawnPoint ); } } }
Assert( vecSpawnPoints.Count() > 0 ); // We need at least one valid info_powerup_spawn position
if ( vecSpawnPoints.Count() ) { int index = RandomInt( 0, vecSpawnPoints.Count() - 1 ); CTFInfoPowerupSpawn *pSpawnPoint = vecSpawnPoints[index]; CTFRune *pNewRune = CreateRune( vecSpawnPoints[index]->GetAbsOrigin(), nType, TEAM_ANY, false, false ); pSpawnPoint->SetRune( pNewRune );
return true; }
return false; }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
float CTFRune::GetRuneRepositionTime() { // In freeforall mode, killed players drop enemy team colored powerups. These powerups reposition quicker
if ( m_nTeam != TEAM_ANY ) { return 30.f; } else { return 60.f; } }
//=============================================================================
//
// CTF Temporary Rune functions.
//
//-----------------------------------------------------------------------------
// Purpose: Constructor
//-----------------------------------------------------------------------------
CTFRuneTemp::CTFRuneTemp() { m_nRuneTempType = RUNETYPE_TEMP_NONE; }
//-----------------------------------------------------------------------------
// Purpose: Precache function for the temporary powerup rune
//-----------------------------------------------------------------------------
void CTFRuneTemp::Precache( void ) { PrecacheScriptSound( "Powerup.PickUpTemp.Crit" ); PrecacheScriptSound( "Powerup.PickUpTemp.Uber" ); PrecacheModel( TF_RUNE_TEMP_CRIT ); PrecacheModel( TF_RUNE_TEMP_UBER );
BaseClass::Precache(); }
//-----------------------------------------------------------------------------
// Purpose: Spawn Temporary powerup rune
//-----------------------------------------------------------------------------
void CTFRuneTemp::Spawn( void ) { if ( TFGameRules() && TFGameRules()->IsPowerupMode() ) { BaseClass::Spawn();
SetMoveType( MOVETYPE_NONE ); SetSolid( SOLID_BBOX ); } }
//-----------------------------------------------------------------------------
// Purpose: MyTouch function for the temporary powerup rune - needed because these respawn, and don't set the condition TF_COND_RUNE
//-----------------------------------------------------------------------------
bool CTFRuneTemp::MyTouch( CBasePlayer *pPlayer ) { bool bSuccess = ValidTouch( pPlayer ); if ( bSuccess ) { CTFPlayer *pTFPlayer = ToTFPlayer( pPlayer ); if ( !pTFPlayer ) return false;
if ( pTFPlayer->m_Shared.IsStealthed() || pTFPlayer->m_Shared.InCond( TF_COND_STEALTHED_BLINK ) || pTFPlayer->m_Shared.GetPercentInvisible() > 0.25f ) { return false; } if ( pTFPlayer->m_Shared.InCond( TF_COND_RUNE_IMBALANCE ) ) { return false; }
if ( pTFPlayer->IsTaunting() ) { return false; } if ( pTFPlayer->m_Shared.InCond( TF_COND_INVULNERABLE_USER_BUFF ) || pTFPlayer->m_Shared.InCond( TF_COND_CRITBOOSTED_RUNE_TEMP ) ) { return false; }
if ( m_nRuneTempType == RUNETYPE_TEMP_CRIT ) { if ( pTFPlayer->m_Shared.IsCritBoosted() ) // Disallow players who are already crit boosted
{ return false; } else { pTFPlayer->m_Shared.AddCond( TF_COND_CRITBOOSTED_RUNE_TEMP, 30.f ); pTFPlayer->EmitSound( "Powerup.PickUpTemp.Crit" ); } }
if ( m_nRuneTempType == RUNETYPE_TEMP_UBER ) { if ( pTFPlayer->HasTheFlag() || pTFPlayer->m_Shared.IsInvulnerable() ) // Disallow players who have the flag or are already ubercharged
{ return false; } else { pTFPlayer->m_Shared.AddCond( TF_COND_INVULNERABLE_USER_BUFF, 20.f ); pTFPlayer->EmitSound( "Powerup.PickUpTemp.Uber" ); } } } return bSuccess; }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
float CTFRuneTemp::GetRespawnDelay( void ) { if ( m_nRuneTempType == RUNETYPE_TEMP_UBER ) { return TF_RUNE_TEMP_UBER_RESPAWN_DELAY; } else return TF_RUNE_TEMP_RESPAWN_DELAY; }
//-----------------------------------------------------------------------------
// Purpose: Constructor
//-----------------------------------------------------------------------------
CTFRuneTempCrit::CTFRuneTempCrit() { m_nRuneTempType = RUNETYPE_TEMP_CRIT; }
//-----------------------------------------------------------------------------
// Purpose: Constructor
//-----------------------------------------------------------------------------
CTFRuneTempUber::CTFRuneTempUber() { m_nRuneTempType = RUNETYPE_TEMP_UBER; }
BEGIN_DATADESC( CTFInfoPowerupSpawn )
DEFINE_KEYFIELD( m_bDisabled, FIELD_BOOLEAN, "disabled" ), DEFINE_KEYFIELD( m_nTeam, FIELD_INTEGER, "team" ),
END_DATADESC()
//-----------------------------------------------------------------------------
// Purpose: Constructor
//-----------------------------------------------------------------------------
CTFInfoPowerupSpawn::CTFInfoPowerupSpawn() { m_bDisabled = false; m_nTeam = TEAM_ANY; }
void CTFInfoPowerupSpawn::Spawn() { BaseClass::Spawn();
// set baseclass team number
ChangeTeam( m_nTeam ); }
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