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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose: CTF AmmoPack.
//
//=============================================================================//
#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 "filesystem.h"
#include "tf_powerup.h"
#include "bot/tf_bot.h"
//=============================================================================
float PackRatios[POWERUP_SIZES] = { 0.2, // SMALL
0.5, // MEDIUM
1.0, // FULL
};
//=============================================================================
//
// CTF Powerup tables.
//
BEGIN_DATADESC( CTFPowerup )
// Keyfields.
DEFINE_KEYFIELD( m_bDisabled, FIELD_BOOLEAN, "StartDisabled" ), DEFINE_KEYFIELD( m_iszModel, FIELD_STRING, "powerup_model" ), DEFINE_KEYFIELD( m_bAutoMaterialize, FIELD_BOOLEAN, "AutoMaterialize" ),
// Inputs.
DEFINE_INPUTFUNC( FIELD_VOID, "Enable", InputEnable ), DEFINE_INPUTFUNC( FIELD_VOID, "Disable", InputDisable ), DEFINE_INPUTFUNC( FIELD_VOID, "Toggle", InputToggle ),
// Outputs.
END_DATADESC();
//=============================================================================
//
// CTF Powerup functions.
//
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
CTFPowerup::CTFPowerup() { m_bDisabled = false; m_bRespawning = false; m_bAutoMaterialize = true;
m_iszModel = NULL_STRING;
m_flThrowerTouchTime = -1;
UseClientSideAnimation(); }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTFPowerup::Spawn( void ) { Precache(); SetModel( GetPowerupModel() );
BaseClass::Spawn();
BaseClass::SetOriginalSpawnOrigin( GetAbsOrigin() ); BaseClass::SetOriginalSpawnAngles( GetAbsAngles() );
VPhysicsDestroyObject(); SetMoveType( MOVETYPE_NONE ); SetSolidFlags( FSOLID_NOT_SOLID | FSOLID_TRIGGER );
if ( m_bDisabled ) { SetDisabled( true ); }
m_bRespawning = false;
ResetSequence( LookupSequence("idle") ); }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTFPowerup::Precache() { PrecacheModel( GetPowerupModel() ); BaseClass::Precache(); }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
CBaseEntity* CTFPowerup::Respawn( void ) { m_bRespawning = true; CBaseEntity *pReturn = BaseClass::Respawn();
// Override the respawn time
SetNextThink( gpGlobals->curtime + GetRespawnDelay() );
return pReturn; }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTFPowerup::Materialize( void ) { if ( !m_bAutoMaterialize ) { return; }
Materialize_Internal(); }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTFPowerup::Materialize_Internal( void ) { if ( !m_bDisabled && IsEffectActive( EF_NODRAW ) ) { // changing from invisible state to visible.
EmitSound( "Item.Materialize" ); RemoveEffects( EF_NODRAW ); }
m_bRespawning = false; SetTouch( &CItem::ItemTouch ); }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
bool CTFPowerup::ValidTouch( CBasePlayer *pPlayer ) { // Is the item enabled?
if ( IsDisabled() ) { return false; }
// Only touch a live player.
if ( !pPlayer || !pPlayer->IsPlayer() || !pPlayer->IsAlive() ) { return false; }
// Team number and does it match?
int iTeam = GetTeamNumber(); if ( iTeam && ( pPlayer->GetTeamNumber() != iTeam ) ) { return false; }
// enemies in mann vs machine can't pick up any powerups
if ( TFGameRules()->IsMannVsMachineMode() && pPlayer->GetTeamNumber() == TF_TEAM_PVE_INVADERS ) { return false; }
return true; }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
bool CTFPowerup::MyTouch( CBasePlayer *pPlayer ) { return false; }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTFPowerup::DropSingleInstance( Vector &vecLaunchVel, CBaseCombatCharacter *pThrower, float flThrowerTouchDelay, float flResetTime /*= 0.1f*/ ) { // SetSize( Vector(-8,-8,-8), Vector(8,8,8) );
SetMoveType( MOVETYPE_FLYGRAVITY, MOVECOLLIDE_FLY_BOUNCE ); SetAbsVelocity( vecLaunchVel ); SetSolid( SOLID_BBOX ); if ( flResetTime ) { ActivateWhenAtRest( flResetTime ); }
m_bThrownSingleInstance = true; AddSpawnFlags( SF_NORESPAWN );
SetOwnerEntity( pThrower ); m_flThrowerTouchTime = gpGlobals->curtime + flThrowerTouchDelay;
// Remove ourselves after some time
SetContextThink( &CBaseEntity::SUB_Remove, gpGlobals->curtime + GetLifeTime(), "PowerupRemoveThink" ); }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTFPowerup::InputEnable( inputdata_t &inputdata ) { SetDisabled( false ); }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTFPowerup::InputDisable( inputdata_t &inputdata ) { SetDisabled( true ); }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
bool CTFPowerup::IsDisabled( void ) { return m_bDisabled; }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTFPowerup::InputToggle( inputdata_t &inputdata ) { if ( m_bDisabled ) { SetDisabled( false ); } else { SetDisabled( true ); } }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTFPowerup::SetDisabled( bool bDisabled ) { m_bDisabled = bDisabled;
if ( bDisabled ) { AddEffects( EF_NODRAW ); } else { // only turn it back on if we're not in the middle of respawning
if ( !m_bRespawning ) { RemoveEffects( EF_NODRAW ); } else if ( !m_bAutoMaterialize ) { // We wait for a set-enabled to re-materialize if we were
// set to not auto-materialize
Materialize_Internal(); } } }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
const char *CTFPowerup::GetPowerupModel( void ) { if ( m_iszModel != NULL_STRING ) { if ( g_pFullFileSystem->FileExists( STRING( m_iszModel ), "GAME" ) ) { return ( STRING( m_iszModel ) ); } }
return GetDefaultPowerupModel(); }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
bool CTFPowerup::ItemCanBeTouchedByPlayer( CBasePlayer *pPlayer ) { if ( pPlayer == GetOwnerEntity() ) { if ( ( m_flThrowerTouchTime > 0 ) && ( gpGlobals->curtime < m_flThrowerTouchTime ) ) { return false; } }
return BaseClass::ItemCanBeTouchedByPlayer( pPlayer ); }
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