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346 lines
11 KiB
346 lines
11 KiB
//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose: CTF CurrencyPack.
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//
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//=============================================================================//
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#include "cbase.h"
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#include "items.h"
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#include "tf_gamerules.h"
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#include "tf_shareddefs.h"
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#include "tf_player.h"
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#include "tf_team.h"
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#include "engine/IEngineSound.h"
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#include "entity_currencypack.h"
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#include "tf_gamestats.h"
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#include "tf_mann_vs_machine_stats.h"
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#include "world.h"
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#include "particle_parse.h"
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#include "player_vs_environment/tf_population_manager.h"
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#include "collisionutils.h"
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#include "tf_objective_resource.h"
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//=============================================================================
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//
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// CTF CurrencyPack defines.
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//
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#define TF_CURRENCYPACK_PICKUP_SOUND "MVM.MoneyPickup"
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#define TF_CURRENCYPACK_VANISH_SOUND "MVM.MoneyVanish"
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#define TF_CURRENCYPACK_BLINK_PERIOD 5.0f // how long pack blinks before it vanishes
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#define TF_CURRENCYPACK_BLINK_DURATION 0.25f // how long a blink lasts
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#define TF_CURRENCYPACK_GLOW_THINK_TIME 0.1f // how often should we check if cash should glow
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LINK_ENTITY_TO_CLASS( item_currencypack_large, CCurrencyPack );
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LINK_ENTITY_TO_CLASS( item_currencypack_medium, CCurrencyPackMedium );
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LINK_ENTITY_TO_CLASS( item_currencypack_small, CCurrencyPackSmall );
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LINK_ENTITY_TO_CLASS( item_currencypack_custom, CCurrencyPackCustom );
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IMPLEMENT_SERVERCLASS_ST( CCurrencyPack, DT_CurrencyPack )
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SendPropBool( SENDINFO( m_bDistributed ) ),
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END_SEND_TABLE()
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IMPLEMENT_AUTO_LIST( ICurrencyPackAutoList );
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//=============================================================================
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//
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// CTF CurrencyPack functions.
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//
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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CCurrencyPack::CCurrencyPack()
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{
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m_nAmount = 0;
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m_nWaveNumber = MannVsMachineStats_GetCurrentWave();
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m_bTouched = false;
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m_bClaimed = false;
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m_bDistributed = false;
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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CCurrencyPack::~CCurrencyPack()
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{
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CCurrencyPack::UpdateOnRemove( void )
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{
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BaseClass::UpdateOnRemove();
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if ( g_pPopulationManager && !m_bTouched )
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{
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if ( !m_bDistributed )
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{
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g_pPopulationManager->OnCurrencyPackFade();
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}
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DispatchParticleEffect( "mvm_cash_explosion", GetAbsOrigin(), GetAbsAngles() );
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}
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if ( !m_bDistributed && TFObjectiveResource() )
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{
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TFObjectiveResource()->AddMvMWorldMoney( -m_nAmount );
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose: Always transmitted to clients
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//-----------------------------------------------------------------------------
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int CCurrencyPack::UpdateTransmitState( void )
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{
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return SetTransmitState( FL_EDICT_ALWAYS );
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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int CCurrencyPack::ShouldTransmit( const CCheckTransmitInfo *pInfo )
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{
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return FL_EDICT_ALWAYS;
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CCurrencyPack::Spawn( void )
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{
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BaseClass::Spawn();
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m_blinkCount = 0;
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m_blinkTimer.Invalidate();
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SetContextThink( &CCurrencyPack::BlinkThink, gpGlobals->curtime + GetLifeTime() - TF_CURRENCYPACK_BLINK_PERIOD - RandomFloat( 0.0, TF_CURRENCYPACK_BLINK_DURATION ), "CurrencyPackWaitingToBlinkThink" );
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// Force collision size to see if this fixes a bunch of stuck-in-geo issues goes away
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SetCollisionBounds( Vector( -10, -10, -10 ), Vector( 10, 10, 10 ) );
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if ( m_bDistributed )
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{
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DispatchParticleEffect( "mvm_cash_embers_red", PATTACH_ABSORIGIN_FOLLOW, this );
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}
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else
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{
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DispatchParticleEffect( "mvm_cash_embers", PATTACH_ABSORIGIN_FOLLOW, this );
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}
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// Store when this drops for time-based accounting - like with wave collection bonus
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m_nWaveNumber = MannVsMachineStats_GetCurrentWave();
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// if m_nAmount != 0, we already call SetAmount
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m_nAmount = m_nAmount == 0 ? TFGameRules()->CalculateCurrencyAmount_ByType( GetPackSize() ) : m_nAmount;
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MannVsMachineStats_RoundEvent_CreditsDropped( m_nWaveNumber, m_nAmount );
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if ( !m_bDistributed && TFObjectiveResource() )
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{
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TFObjectiveResource()->AddMvMWorldMoney( m_nAmount );
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose: Blink off/on when about to expire and play expire sound
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//-----------------------------------------------------------------------------
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void CCurrencyPack::BlinkThink( void )
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{
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// This means the pack was claimed by a player via Radius Currency Collection and
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// is likely flying toward them. Regardless, one second later it fires Touch().
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if ( IsClaimed() )
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return;
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++m_blinkCount;
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SetRenderMode( kRenderTransAlpha );
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if ( m_blinkCount & 0x1 )
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{
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SetRenderColorA( 25 );
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}
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else
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{
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SetRenderColorA( 255 );
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}
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SetContextThink( &CCurrencyPack::BlinkThink, gpGlobals->curtime + TF_CURRENCYPACK_BLINK_DURATION, "CurrencyPackBlinkThink" );
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}
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//-----------------------------------------------------------------------------
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// Become touchable when we are at rest
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//-----------------------------------------------------------------------------
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void CCurrencyPack::ComeToRest( void )
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{
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BaseClass::ComeToRest();
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if ( IsClaimed() || m_bDistributed )
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return;
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// if we've come to rest in an area with no nav, just grant the money to the player
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if ( TheNavMesh->GetNavArea( GetAbsOrigin() ) == NULL )
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{
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TFGameRules()->DistributeCurrencyAmount( m_nAmount );
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m_bTouched = true;
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UTIL_Remove( this );
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return;
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}
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// See if we've come to rest in a trigger_hurt
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for ( int i = 0; i < ITriggerHurtAutoList::AutoList().Count(); i++ )
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{
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CTriggerHurt *pTrigger = static_cast<CTriggerHurt*>( ITriggerHurtAutoList::AutoList()[i] );
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if ( !pTrigger->m_bDisabled )
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{
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Vector vecMins, vecMaxs;
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pTrigger->GetCollideable()->WorldSpaceSurroundingBounds( &vecMins, &vecMaxs );
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if ( IsPointInBox( GetCollideable()->GetCollisionOrigin(), vecMins, vecMaxs ) )
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{
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TFGameRules()->DistributeCurrencyAmount( m_nAmount );
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m_bTouched = true;
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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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//-----------------------------------------------------------------------------
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// Purpose: Sets the value of a custom pack
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//-----------------------------------------------------------------------------
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void CCurrencyPack::SetAmount( float nAmount )
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{
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Assert( GetPackSize() == TF_CURRENCY_PACK_CUSTOM ); // Never set an amount unless we're custom
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m_nAmount = nAmount;
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}
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//-----------------------------------------------------------------------------
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// Purpose: Distribute the money right away
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//-----------------------------------------------------------------------------
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void CCurrencyPack::DistributedBy( CBasePlayer* pMoneyMaker )
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{
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TFGameRules()->DistributeCurrencyAmount( m_nAmount );
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if ( pMoneyMaker )
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{
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CTF_GameStats.Event_PlayerCollectedCurrency( pMoneyMaker, m_nAmount );
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}
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m_bDistributed = true;
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CCurrencyPack::Precache( void )
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{
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PrecacheScriptSound( TF_CURRENCYPACK_PICKUP_SOUND );
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PrecacheScriptSound( TF_CURRENCYPACK_VANISH_SOUND );
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PrecacheParticleSystem( "mvm_cash_embers" );
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PrecacheParticleSystem( "mvm_cash_explosion" );
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BaseClass::Precache();
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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bool CCurrencyPack::MyTouch( CBasePlayer *pPlayer )
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{
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if ( ValidTouch( pPlayer ) && !m_bTouched )
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{
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CTFPlayer *pTFTouchPlayer = ToTFPlayer( pPlayer );
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if ( !pTFTouchPlayer )
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return false;
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if ( pTFTouchPlayer->IsBot() )
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return false;
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if ( TFGameRules() && TFGameRules()->IsMannVsMachineMode() )
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{
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// Prevent losing team from grabbing money - screws up stats in checkpoints
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if ( TFGameRules()->State_Get() == GR_STATE_TEAM_WIN )
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{
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if ( TFGameRules()->GetWinningTeam() != pTFTouchPlayer->GetTeamNumber() )
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return false;
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}
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// Scouts gain health when grabbing currency packs
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if ( pTFTouchPlayer->GetPlayerClass()->GetClassIndex() == TF_CLASS_SCOUT )
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{
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const int nCurHealth = pTFTouchPlayer->GetHealth();
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const int nMaxHealth = pTFTouchPlayer->GetMaxHealth();
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int nHealth = nCurHealth < nMaxHealth ? 50 : 25;
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// If we cross the border into insanity, scale the reward
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const int nHealthCap = nMaxHealth * 4;
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if ( nCurHealth > nHealthCap )
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{
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nHealth = RemapValClamped( nCurHealth, nHealthCap, (nHealthCap * 1.5f), 20, 5 );
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}
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pTFTouchPlayer->TakeHealth( nHealth, DMG_IGNORE_MAXHEALTH );
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}
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MannVsMachineStats_PlayerEvent_PickedUpCredits( pTFTouchPlayer, m_nWaveNumber, m_nAmount );
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IGameEvent *event = gameeventmanager->CreateEvent( "mvm_pickup_currency" );
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if ( event )
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{
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event->SetInt( "player", pTFTouchPlayer->entindex() );
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event->SetInt( "currency", m_nAmount );
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gameeventmanager->FireEvent( event );
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}
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// is the money blinking and about to burn up?
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if ( m_blinkCount > 0 )
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{
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pTFTouchPlayer->AwardAchievement( ACHIEVEMENT_TF_MVM_PICKUP_MONEY_ABOUT_TO_EXPIRE );
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}
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}
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CReliableBroadcastRecipientFilter filter;
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EmitSound( filter, entindex(), TF_CURRENCYPACK_PICKUP_SOUND );
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if ( !m_bDistributed )
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{
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TFGameRules()->DistributeCurrencyAmount( m_nAmount, pTFTouchPlayer );
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CTF_GameStats.Event_PlayerCollectedCurrency( pTFTouchPlayer, m_nAmount );
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}
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if ( ( !pTFTouchPlayer->IsPlayerClass( TF_CLASS_SPY ) ) ||
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( !pTFTouchPlayer->m_Shared.IsStealthed() && !pTFTouchPlayer->m_Shared.InCond( TF_COND_STEALTHED_BLINK ) && !pTFTouchPlayer->m_Shared.InCond( TF_COND_DISGUISED ) ) )
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{
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pTFTouchPlayer->SpeakConceptIfAllowed( MP_CONCEPT_MVM_MONEY_PICKUP );
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}
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pTFTouchPlayer->SetLastObjectiveTime( gpGlobals->curtime );
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m_bTouched = true;
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}
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return m_bTouched;
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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const char *CCurrencyPackCustom::GetDefaultPowerupModel( void )
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{
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// Custom packs should always be set to a value by hand
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Assert( m_nAmount > 0 );
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// Try to pick a model that's appropriate to our drop amount (which is in our multiplier)
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if ( m_nAmount >= 25 )
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return "models/items/currencypack_large.mdl";
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if ( m_nAmount >= 10 )
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return "models/items/currencypack_medium.mdl";
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return "models/items/currencypack_small.mdl";
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}
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