Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//=============================================================================
#include "cbase.h"
#include "tf_weapon_buff_item.h"
#include "tf_gamerules.h"
// Client specific.
#ifdef CLIENT_DLL
#include "c_tf_player.h"
#include "c_baseentity.h"
// Server specific.
#else
#include "tf_player.h"
#include "tf_gamestats.h"
#endif
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
//=============================================================================
//
// Weapon Buff Item tables.
//
IMPLEMENT_NETWORKCLASS_ALIASED( TFBuffItem, DT_TFWeaponBuffItem )
BEGIN_NETWORK_TABLE( CTFBuffItem, DT_TFWeaponBuffItem ) END_NETWORK_TABLE()
BEGIN_PREDICTION_DATA( CTFBuffItem ) END_PREDICTION_DATA()
LINK_ENTITY_TO_CLASS( tf_weapon_buff_item, CTFBuffItem ); PRECACHE_WEAPON_REGISTER( tf_weapon_buff_item );
// Models and Buffs need to be aligned
const char* BannerModels[] = { "models/weapons/c_models/c_buffbanner/c_buffbanner.mdl", #ifdef STAGING_ONLY
"models/workshop/weapons/c_models/c_battalion_buffbanner/c_battalion_buffbanner.mdl", "models/workshop_partner/weapons/c_models/c_shogun_warbanner/c_shogun_warbanner.mdl", #else
"models/weapons/c_models/c_battalion_buffbanner/c_batt_buffbanner.mdl", "models/weapons/c_models/c_shogun_warbanner/c_shogun_warbanner.mdl", #endif
"models/workshop/weapons/c_models/c_paratooper_pack/c_paratrooper_parachute.mdl" };
#define CLOSED_PARACHUTE_MDL "models/workshop/weapons/c_models/c_paratooper_pack/c_paratrooper_pack.mdl"
#define OPEN_PARACHUTE_MDL "models/workshop/weapons/c_models/c_paratooper_pack/c_paratrooper_pack_open.mdl"
COMPILE_TIME_ASSERT( ARRAYSIZE( BannerModels ) == NUM_BUFF_ITEM_TYPES ); //=============================================================================
//
// Weapon Buff Item functions.
//
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
CTFBuffItem::CTFBuffItem() { #ifdef CLIENT_DLL
ListenForGameEvent( "deploy_buff_banner" ); m_iBuffType = -1; m_hBannerEntity = NULL; #endif
m_bPlayingHorn = false;
UseClientSideAnimation(); }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
CTFBuffItem::~CTFBuffItem() { #ifdef CLIENT_DLL
if ( m_hBannerEntity ) { m_hBannerEntity->Release(); m_hBannerEntity = NULL; } #endif
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTFBuffItem::Precache() { // Need to make this dynamic, but the item data isn't available here?
for ( int i=0; i<ARRAYSIZE(BannerModels); i++ ) { PrecacheModel( BannerModels[i] ); }
PrecacheModel( "models/weapons/c_models/c_buffpack/c_buffpack.mdl" ); #ifdef STAGING_ONLY
PrecacheModel( "models/workshop/weapons/c_models/c_battalion_buffpack/c_battalion_buffpack.mdl" ); PrecacheModel( "models/workshop_partner/weapons/c_models/c_shogun_warpack/c_shogun_warpack.mdl" ); #else
PrecacheModel( "models/weapons/c_models/c_battalion_buffpack/c_batt_buffpack.mdl" ); PrecacheModel( "models/weapons/c_models/c_shogun_warpack/c_shogun_warpack.mdl" ); #endif
PrecacheModel( OPEN_PARACHUTE_MDL ); PrecacheModel( CLOSED_PARACHUTE_MDL );
PrecacheScriptSound( "Weapon_BuffBanner.HornRed" ); PrecacheScriptSound( "Weapon_BuffBanner.HornBlue" ); PrecacheScriptSound( "Weapon_BattalionsBackup.HornRed" ); PrecacheScriptSound( "Weapon_BattalionsBackup.HornBlue" ); PrecacheScriptSound( "Weapon_BuffBanner.Flag" ); PrecacheScriptSound( "Samurai.Conch" );
BaseClass::Precache(); }
// -----------------------------------------------------------------------------
// Purpose:
// -----------------------------------------------------------------------------
void CTFBuffItem::PrimaryAttack() { if ( !CanAttack() ) return;
CTFPlayer* pPlayer = ToTFPlayer( GetPlayerOwner() ); if ( !pPlayer ) return;
if ( pPlayer->m_Shared.GetRageMeter() < 100.f ) return;
if ( m_bPlayingHorn ) return;
if ( pPlayer->GetTeamNumber() == TF_TEAM_RED ) { pPlayer->DoAnimationEvent( PLAYERANIMEVENT_ATTACK_PRIMARY ); SendWeaponAnim( ACT_VM_PRIMARYATTACK ); } else { pPlayer->DoAnimationEvent( PLAYERANIMEVENT_ATTACK_SECONDARY ); SendWeaponAnim( ACT_VM_SECONDARYATTACK ); } SetContextThink( &CTFBuffItem::BlowHorn, gpGlobals->curtime + 0.22f, "BlowHorn" ); }
//-----------------------------------------------------------------------------
// Purpose: Attaches the item to the player.
//-----------------------------------------------------------------------------
void CTFBuffItem::Equip( CBaseCombatCharacter* pOwner ) { BaseClass::Equip( pOwner );
CTFPlayer *pTFPlayer = ToTFPlayer( pOwner ); if ( pTFPlayer ) { pTFPlayer->m_Shared.SetParachuteEquipped( true ); } }
//-----------------------------------------------------------------------------
// Purpose: Remove item from the player.
//-----------------------------------------------------------------------------
void CTFBuffItem::Detach( void ) { CTFPlayer *pTFPlayer = GetTFPlayerOwner(); if ( pTFPlayer ) { pTFPlayer->m_Shared.SetParachuteEquipped( false ); }
BaseClass::Detach(); }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTFBuffItem::BlowHorn( void ) { CTFPlayer* pPlayer = ToTFPlayer( GetPlayerOwner() ); if ( !pPlayer ) return;
if ( !pPlayer->IsAlive() ) return;
#ifdef GAME_DLL
// Use the buff type to try and figure out what sort of mesh we have and what
// sort of sound to play. This isn't the cleanest thing in the world.
int iBuffType = 0; CALL_ATTRIB_HOOK_INT( iBuffType, set_buff_type );
// Samurai conch shell.
if ( iBuffType == EConcheror ) { pPlayer->EmitSound( "Samurai.Conch" ); } // Bugle.
else if ( iBuffType == EBuffBanner ) { if ( pPlayer->GetTeamNumber() == TF_TEAM_BLUE ) { pPlayer->EmitSound( "Weapon_BuffBanner.HornBlue" ); } else { pPlayer->EmitSound( "Weapon_BuffBanner.HornRed" ); } } else if ( iBuffType == EBattalion ) { if ( pPlayer->GetTeamNumber() == TF_TEAM_BLUE ) { pPlayer->EmitSound( "Weapon_BattalionsBackup.HornBlue" ); } else { pPlayer->EmitSound( "Weapon_BattalionsBackup.HornRed" ); } }
// Strange Tracking
if ( !pPlayer->IsBot() ) { EconEntity_OnOwnerKillEaterEventNoPartner( dynamic_cast<CEconEntity *>( this ), pPlayer, kKillEaterEvent_BannersDeployed ); } #endif
m_bPlayingHorn = true; }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTFBuffItem::RaiseFlag( void ) { CTFPlayer* pPlayer = ToTFPlayer( GetPlayerOwner() ); if ( !pPlayer ) return;
if ( !pPlayer->IsAlive() ) return;
m_bPlayingHorn = false;
int iBuffType = 0; CALL_ATTRIB_HOOK_INT( iBuffType, set_buff_type );
#if GAME_DLL
// this event needs to be sent before we call ActivateSoldierBuff() below
IGameEvent* event = gameeventmanager->CreateEvent( "deploy_buff_banner" ); if ( event ) { event->SetInt( "buff_type", iBuffType ); event->SetInt( "buff_owner", pPlayer->GetUserID() ); gameeventmanager->FireEvent( event ); }
pPlayer->EmitSound( "Weapon_BuffBanner.Flag" ); pPlayer->SpeakConceptIfAllowed( MP_CONCEPT_PLAYER_BATTLECRY ); #endif
pPlayer->m_Shared.ActivateRageBuff( this, iBuffType ); pPlayer->SelectLastItem();
}
//-----------------------------------------------------------------------------
// Don't let them holster while they are blowing the horn.
//-----------------------------------------------------------------------------
bool CTFBuffItem::Holster( CBaseCombatWeapon *pSwitchingTo ) { if ( m_bPlayingHorn ) { return false; } else { return BaseClass::Holster( pSwitchingTo ); } }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTFBuffItem::FireGameEvent( IGameEvent* event ) { #ifdef CLIENT_DLL
const char *name = event->GetName();
if ( 0 == Q_strcmp( name, "deploy_buff_banner" ) ) { CTFPlayer* pPlayer = ToTFPlayer( ClientEntityList().GetEnt( engine->GetPlayerForUserID( event->GetInt( "buff_owner" ) ) ) ); if ( pPlayer == GetOwner() ) { CreateBanner(); } }
BaseClass::FireGameEvent( event ); #endif
}
// -----------------------------------------------------------------------------
// Purpose:
// -----------------------------------------------------------------------------
void CTFBuffItem::CreateBanner() { #ifdef CLIENT_DLL
if ( m_hBannerEntity == NULL ) { CTFPlayer* pPlayer = ToTFPlayer( GetPlayerOwner() ); if ( !pPlayer || !pPlayer->IsAlive() ) return;
C_TFBuffBanner* pBanner = new C_TFBuffBanner; if ( !pBanner ) return;
//Assert( iBuffType > 0 );
//Assert( iBuffType <= ARRAYSIZE(BannerModels) );
pBanner->m_nSkin = 0; pBanner->InitializeAsClientEntity( BannerModels[GetBuffType()-1], RENDER_GROUP_OPAQUE_ENTITY ); pBanner->SetBuffItem( this ); pBanner->SetBuffType( GetBuffType() ); pBanner->ForceClientSideAnimationOn(); SetBanner( pBanner ); int iSpine = pPlayer->LookupBone( "bip_spine_3" ); Assert( iSpine != -1 ); if ( iSpine != -1 ) { pBanner->AttachEntityToBone( pPlayer, iSpine ); } } #endif
}
#ifdef CLIENT_DLL
//-----------------------------------------------------------------------------
void CTFBuffItem::NotifyShouldTransmit( ShouldTransmitState_t state ) { if ( state == SHOULDTRANSMIT_END ) { // Kill the item - It will be recreated later
if ( m_hBannerEntity ) { m_hBannerEntity->Release(); m_hBannerEntity = NULL; } }
BaseClass::NotifyShouldTransmit( state ); }
void CTFBuffItem::OnDataChanged( DataUpdateType_t updateType ) { if ( updateType == DATA_UPDATE_CREATED ) { SetNextClientThink( CLIENT_THINK_ALWAYS ); }
BaseClass::OnDataChanged( updateType ); }
void CTFBuffItem::ClientThink( void ) { if ( m_iBuffType == -1 || m_iBuffType == 0 ) { m_iBuffType = GetBuffType();
if ( m_iBuffType != EParachute ) { SetNextClientThink( CLIENT_THINK_NEVER ); } } }
#endif // CLIENT_DLL
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTFBuffItem::WeaponReset( void ) { BaseClass::WeaponReset();
m_bPlayingHorn = false; }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
bool CTFBuffItem::SendWeaponAnim( int iActivity ) { CTFPlayer *pPlayer = GetTFPlayerOwner(); if ( !pPlayer ) return BaseClass::SendWeaponAnim( iActivity );
switch ( iActivity ) { case ACT_VM_DRAW: iActivity = ACT_ITEM1_VM_DRAW; break; case ACT_VM_HOLSTER: iActivity = ACT_ITEM1_VM_HOLSTER; break; case ACT_VM_IDLE: if ( m_bPlayingHorn ) { RaiseFlag(); iActivity = ACT_RESET; } else { iActivity = ACT_ITEM1_VM_IDLE; } break; case ACT_VM_PULLBACK: iActivity = ACT_ITEM1_VM_PULLBACK; break; case ACT_VM_PRIMARYATTACK: m_bPlayingHorn = true; iActivity = ACT_ITEM1_VM_PRIMARYATTACK; break; case ACT_VM_SECONDARYATTACK: m_bPlayingHorn = true; iActivity = ACT_ITEM1_VM_SECONDARYATTACK; break; case ACT_VM_IDLE_TO_LOWERED: iActivity = ACT_ITEM1_VM_IDLE_TO_LOWERED; break; case ACT_VM_IDLE_LOWERED: iActivity = ACT_ITEM1_VM_IDLE_LOWERED; break; case ACT_VM_LOWERED_TO_IDLE: iActivity = ACT_ITEM1_VM_LOWERED_TO_IDLE; break; default: break; }
return BaseClass::SendWeaponAnim( iActivity ); }
bool CTFBuffItem::CanReload( void ) { return false; }
//-----------------------------------------------------------------------------
// Purpose: UI Progress
//-----------------------------------------------------------------------------
float CTFBuffItem::GetProgress( void ) { CTFPlayer *pPlayer = GetTFPlayerOwner(); if ( !pPlayer ) return 0.f;
return pPlayer->m_Shared.GetRageMeter() / 100.0f; }
//-----------------------------------------------------------------------------
// Purpose: UI Progress (same as GetProgress() without the division by 100.0f)
//-----------------------------------------------------------------------------
bool CTFBuffItem::IsFull( void ) { CTFPlayer *pPlayer = GetTFPlayerOwner(); if ( !pPlayer ) return false;
return ( pPlayer->m_Shared.GetRageMeter() >= 100.0f ); }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
bool CTFBuffItem::EffectMeterShouldFlash( void ) { CTFPlayer *pPlayer = GetTFPlayerOwner(); if ( !pPlayer ) return false;
if ( pPlayer && (IsFull() || pPlayer->m_Shared.IsRageDraining()) ) return true; else return false; }
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