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447 lines
13 KiB
447 lines
13 KiB
//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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//=============================================================================//
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#include "cbase.h"
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#include "tf_ammo_pack.h"
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#include "tf_shareddefs.h"
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#include "ammodef.h"
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#include "tf_gamerules.h"
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#include "explode.h"
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#include "tf_gamestats.h"
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// memdbgon must be the last include file in a .cpp file!!!
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#include "tier0/memdbgon.h"
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//----------------------------------------------
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extern void SendProxy_FuncRotatingAngle( const SendProp *pProp, const void *pStruct, const void *pData, DVariant *pOut, int iElement, int objectID);
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// Network table.
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IMPLEMENT_SERVERCLASS_ST( CTFAmmoPack, DT_AmmoPack )
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SendPropVector( SENDINFO( m_vecInitialVelocity ), -1, SPROP_NOSCALE ),
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SendPropExclude( "DT_BaseEntity", "m_angRotation" ),
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SendPropAngle( SENDINFO_VECTORELEM(m_angRotation, 0), 7, SPROP_CHANGES_OFTEN, SendProxy_FuncRotatingAngle ),
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SendPropAngle( SENDINFO_VECTORELEM(m_angRotation, 1), 7, SPROP_CHANGES_OFTEN, SendProxy_FuncRotatingAngle ),
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SendPropAngle( SENDINFO_VECTORELEM(m_angRotation, 2), 7, SPROP_CHANGES_OFTEN, SendProxy_FuncRotatingAngle ),
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END_SEND_TABLE()
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BEGIN_DATADESC( CTFAmmoPack )
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DEFINE_THINKFUNC( FlyThink ),
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DEFINE_ENTITYFUNC( PackTouch ),
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END_DATADESC();
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LINK_ENTITY_TO_CLASS( tf_ammo_pack, CTFAmmoPack );
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PRECACHE_REGISTER( tf_ammo_pack );
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#define HALLOWEEN_MODEL "models/props_halloween/pumpkin_loot.mdl"
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#define CHRISTMAS_MODEL "models/items/tf_gift.mdl"
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void CTFAmmoPack::Spawn( void )
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{
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Precache();
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SetModel( STRING( GetModelName() ) );
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BaseClass::Spawn();
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SetNextThink( gpGlobals->curtime + 0.75f );
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SetThink( &CTFAmmoPack::FlyThink );
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SetTouch( &CTFAmmoPack::PackTouch );
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m_flCreationTime = gpGlobals->curtime;
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// no pickup until flythink
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m_bAllowOwnerPickup = false;
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m_bNoPickup = false;
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m_bHealthInstead = false;
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m_bEmptyPack = false;
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m_bObjGib = false;
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m_flBonusScale = 1.f;
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// no ammo to start
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memset( m_iAmmo, 0, sizeof(m_iAmmo) );
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// Die in 30 seconds
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SetContextThink( &CBaseEntity::SUB_Remove, gpGlobals->curtime + 30, "DieContext" );
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if ( IsX360() )
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{
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RemoveEffects( EF_ITEM_BLINK );
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}
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}
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void CTFAmmoPack::Precache( void )
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{
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PrecacheModel( "models/items/ammopack_medium.mdl" );
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if ( TFGameRules() )
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{
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if ( TFGameRules()->IsHolidayActive( kHoliday_Halloween ) )
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{
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PrecacheModel( HALLOWEEN_MODEL );
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PrecacheScriptSound( "Halloween.PumpkinDrop" );
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PrecacheScriptSound( "Halloween.PumpkinPickup" );
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}
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else if ( TFGameRules()->IsHolidayActive( kHoliday_Christmas ) )
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{
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PrecacheModel( CHRISTMAS_MODEL );
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PrecacheScriptSound( "Christmas.GiftDrop" );
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PrecacheScriptSound( "Christmas.GiftPickup" );
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}
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}
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}
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CTFAmmoPack *CTFAmmoPack::Create( const Vector &vecOrigin, const QAngle &vecAngles, CBaseEntity *pOwner, const char *pszModelName )
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{
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CTFAmmoPack *pAmmoPack = static_cast<CTFAmmoPack*>( CBaseAnimating::CreateNoSpawn( "tf_ammo_pack", vecOrigin, vecAngles, pOwner ) );
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if ( pAmmoPack )
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{
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pAmmoPack->SetModelName( AllocPooledString( pszModelName ) );
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DispatchSpawn( pAmmoPack );
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}
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return pAmmoPack;
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}
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ConVar tf_weapon_ragdoll_velocity_min( "tf_weapon_ragdoll_velocity_min", "100", FCVAR_CHEAT | FCVAR_DEVELOPMENTONLY );
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ConVar tf_weapon_ragdoll_velocity_max( "tf_weapon_ragdoll_velocity_max", "150", FCVAR_CHEAT | FCVAR_DEVELOPMENTONLY );
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ConVar tf_weapon_ragdoll_maxspeed( "tf_weapon_ragdoll_maxspeed", "300", FCVAR_CHEAT | FCVAR_DEVELOPMENTONLY );
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void CTFAmmoPack::InitWeaponDrop( CTFPlayer *pPlayer, CTFWeaponBase *pWeapon, int nSkin, bool bEmpty, bool bIsSuicide )
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{
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if ( !bEmpty )
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{
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// Might be a holiday pack.
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if ( !bIsSuicide && ( TFGameRules()->IsHolidayActive( kHoliday_Halloween ) || TFGameRules()->IsHolidayActive( kHoliday_TFBirthday ) ) )
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{
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float frand = (float)rand() / VALVE_RAND_MAX;
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if ( frand < 0.3f )
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{
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MakeHolidayPack();
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}
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}
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else if ( !bIsSuicide && TFGameRules()->IsHolidayActive( kHoliday_Christmas ) )
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{
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MakeHolidayPack();
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}
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// Fill the ammo pack with unused player ammo, if out add a minimum amount.
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int iPrimary = Max( 5, pPlayer->GetAmmoCount( TF_AMMO_PRIMARY ) );
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int iSecondary = Max( 5, pPlayer->GetAmmoCount( TF_AMMO_SECONDARY ) );
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int iMetal = Clamp( pPlayer->GetAmmoCount( TF_AMMO_METAL ), 5 , 100 );
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// Fill up the ammo pack.
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GiveAmmo( iPrimary, TF_AMMO_PRIMARY ); // Gets recalculated in PackTouch
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GiveAmmo( iSecondary, TF_AMMO_SECONDARY ); // Gets recalculated in PackTouch
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GiveAmmo( iMetal, TF_AMMO_METAL );
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SetHealthInstead( pWeapon->GetWeaponID() == TF_WEAPON_LUNCHBOX && pPlayer->IsPlayerClass( TF_CLASS_HEAVYWEAPONS ) );
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}
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else
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{
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// This pack has nothing in it.
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MakeEmptyPack();
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}
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Vector vecRight, vecUp;
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AngleVectors( EyeAngles(), NULL, &vecRight, &vecUp );
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// Calculate the initial impulse on the weapon.
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Vector vecImpulse( 0.0f, 0.0f, 0.0f );
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vecImpulse += vecUp * random->RandomFloat( -0.25, 0.25 );
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vecImpulse += vecRight * random->RandomFloat( -0.25, 0.25 );
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VectorNormalize( vecImpulse );
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vecImpulse *= random->RandomFloat( tf_weapon_ragdoll_velocity_min.GetFloat(), tf_weapon_ragdoll_velocity_max.GetFloat() );
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vecImpulse += GetAbsVelocity();
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// Cap the impulse.
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float flSpeed = vecImpulse.Length();
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if ( flSpeed > tf_weapon_ragdoll_maxspeed.GetFloat() )
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{
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VectorScale( vecImpulse, tf_weapon_ragdoll_maxspeed.GetFloat() / flSpeed, vecImpulse );
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}
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if ( VPhysicsGetObject() )
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{
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// We can probably remove this when the mass on the weapons is correct!
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VPhysicsGetObject()->SetMass( 25.0f );
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AngularImpulse angImpulse( 0, random->RandomFloat( 0, 100 ), 0 );
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VPhysicsGetObject()->SetVelocityInstantaneous( &vecImpulse, &angImpulse );
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}
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SetInitialVelocity( vecImpulse );
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m_nSkin = nSkin; // Copy the skin from the model we're copying
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// Give the ammo pack some health, so that trains can destroy it.
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SetCollisionGroup( COLLISION_GROUP_DEBRIS );
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m_takedamage = DAMAGE_YES;
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SetHealth( 900 );
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SetBodygroup( 1, 1 );
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}
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void CTFAmmoPack::MakeHolidayPack( void )
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{
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// don't want special ammo packs during a competitive match
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if ( TFGameRules()->IsMatchTypeCompetitive() )
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return;
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// Only do this on the halloween maps.
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if ( TFGameRules()->IsHolidayActive( kHoliday_Halloween )
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&& TFGameRules()->IsHolidayMap( kHoliday_Halloween )
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&& !TFGameRules()->IsHalloweenScenario( CTFGameRules::HALLOWEEN_SCENARIO_HIGHTOWER ) )
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{
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m_PackType = AP_HALLOWEEN;
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SetModelIndex( modelinfo->GetModelIndex( HALLOWEEN_MODEL ) );
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SetContextThink( &CTFAmmoPack::DropSoundThink, gpGlobals->curtime + 0.1f, "DROP_SOUND_THINK" );
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}
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else if ( TFGameRules()->ShouldMakeChristmasAmmoPack() )
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{
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m_PackType = AP_CHRISTMAS;
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SetModelIndex( modelinfo->GetModelIndex( CHRISTMAS_MODEL ) );
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SetContextThink( &CTFAmmoPack::DropSoundThink, gpGlobals->curtime + 0.1f, "DROP_SOUND_THINK" );
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}
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}
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void CTFAmmoPack::SetBonusScale( float flBonusScale /*= 1.f*/ )
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{
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m_flBonusScale = flBonusScale;
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}
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void CTFAmmoPack::SetInitialVelocity( Vector &vecVelocity )
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{
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if ( m_PackType != AP_NORMAL )
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{
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// Unusual physics for the halloween/christmas packs to make them noticable.
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SetMoveType( MOVETYPE_FLYGRAVITY );
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SetAbsVelocity( vecVelocity * 2.f + Vector(0,0,200) );
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SetAbsAngles( QAngle(0,0,0) );
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UseClientSideAnimation();
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ResetSequence( LookupSequence("idle") );
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}
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m_vecInitialVelocity = vecVelocity;
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}
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void CTFAmmoPack::SetPickupThinkTime( float flNewThinkTime )
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{
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SetNextThink( gpGlobals->curtime + flNewThinkTime );
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}
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int CTFAmmoPack::GiveAmmo( int iCount, int iAmmoType )
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{
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if (iAmmoType == -1 || iAmmoType >= TF_AMMO_COUNT )
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{
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Msg("ERROR: Attempting to give unknown ammo type (%d)\n", iAmmoType);
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return 0;
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}
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m_iAmmo[iAmmoType] = iCount;
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return iCount;
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}
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void CTFAmmoPack::DropSoundThink( void )
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{
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if ( m_PackType == AP_HALLOWEEN )
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{
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EmitSound( "Halloween.PumpkinDrop" );
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}
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else if ( m_PackType == AP_CHRISTMAS )
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{
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EmitSound( "Christmas.GiftDrop" );
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}
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}
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void CTFAmmoPack::FlyThink( void )
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{
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m_bAllowOwnerPickup = true;
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m_bNoPickup = false;
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}
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void CTFAmmoPack::PackTouch( CBaseEntity *pOther )
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{
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Assert( pOther );
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if ( pOther->IsWorld() && ( m_PackType != AP_NORMAL ) )
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{
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Vector absVel = GetAbsVelocity();
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SetAbsVelocity( Vector( 0,0,absVel.z ) );
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return;
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}
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if( !pOther->IsPlayer() )
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return;
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if( !pOther->IsAlive() )
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return;
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if ( m_bNoPickup )
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return;
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//Don't let the person who threw this ammo pick it up until it hits the ground.
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//This way we can throw ammo to people, but not touch it as soon as we throw it ourselves
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if( GetOwnerEntity() == pOther && m_bAllowOwnerPickup == false )
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return;
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CTFPlayer *pPlayer = ToTFPlayer( pOther );
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Assert( pPlayer );
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if ( m_bEmptyPack )
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{
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// Since we drop our empty packs as fakeouts, we never pick up our own empties while stealthed.
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if ( GetOwnerEntity() == pOther && ( pPlayer->m_Shared.IsStealthed() ||
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pPlayer->m_Shared.InCond( TF_COND_STEALTHED_BLINK ) ) )
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return;
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// "Empty" packs can be picked up.
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// Packs that can't be grabbed don't fit the expectations of the player.
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GiveAmmo( 1, TF_AMMO_PRIMARY );
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UTIL_Remove( this );
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return;
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}
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// The sandwich gives health instead of ammo
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if ( m_bHealthInstead )
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{
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// Let the sandwich fall to the ground for a bit so that people see it
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if ( !m_bAllowOwnerPickup )
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return;
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// Scouts get a little more, as a reference to the scout movie
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int iAmount = ( pPlayer->IsPlayerClass(TF_CLASS_SCOUT) ) ? 75 : 50;
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pPlayer->TakeHealth( iAmount, DMG_GENERIC );
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IGameEvent *event = gameeventmanager->CreateEvent( "player_healonhit" );
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if ( event )
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{
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event->SetInt( "amount", iAmount );
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event->SetInt( "entindex", pPlayer->entindex() );
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event->SetInt( "weapon_def_index", INVALID_ITEM_DEF_INDEX );
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gameeventmanager->FireEvent( event );
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}
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event = gameeventmanager->CreateEvent( "player_stealsandvich" );
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if ( event )
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{
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if ( ToTFPlayer( GetOwnerEntity() ) )
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{
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event->SetInt( "owner", ToTFPlayer( GetOwnerEntity() )->GetUserID() );
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}
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event->SetInt( "target", pPlayer->GetUserID() );
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gameeventmanager->FireEvent( event );
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}
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UTIL_Remove( this );
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return;
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}
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float flAmmoRatio = 0.5f;
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int iMaxPrimary = pPlayer->GetMaxAmmo(TF_AMMO_PRIMARY);
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GiveAmmo( ceil( iMaxPrimary * flAmmoRatio ), TF_AMMO_PRIMARY );
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int iMaxSecondary = pPlayer->GetMaxAmmo(TF_AMMO_SECONDARY);
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GiveAmmo( ceil( iMaxSecondary * flAmmoRatio ), TF_AMMO_SECONDARY );
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int iAmmoTaken = 0;
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for ( int i=0;i<TF_AMMO_COUNT;i++ )
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{
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int iAmmoGiven = pPlayer->GiveAmmo( m_iAmmo[i], i );
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if ( iAmmoGiven > 0 && i == TF_AMMO_METAL && m_bObjGib && pPlayer->IsPlayerClass( TF_CLASS_ENGINEER ) )
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{
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pPlayer->AwardAchievement( ACHIEVEMENT_TF_ENGINEER_WASTE_METAL_GRIND, iAmmoGiven );
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}
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iAmmoTaken += iAmmoGiven;
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}
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// give them a chunk of cloak power
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if ( pPlayer->m_Shared.AddToSpyCloakMeter( 100.0f * flAmmoRatio ) )
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{
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iAmmoTaken++;
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}
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if ( pPlayer->AddToSpyKnife( 100.0f * flAmmoRatio, false ) )
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{
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iAmmoTaken++;
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}
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// Add Charge if applicable
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int iAmmoIsCharge = 0;
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CALL_ATTRIB_HOOK_INT_ON_OTHER( pPlayer, iAmmoIsCharge, ammo_gives_charge );
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if ( iAmmoIsCharge )
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{
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float flCurrentCharge = pPlayer->m_Shared.GetDemomanChargeMeter();
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if ( flCurrentCharge < 100.0f )
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{
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pPlayer->m_Shared.SetDemomanChargeMeter( flCurrentCharge + flAmmoRatio * 100.0f );
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iAmmoTaken++;
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}
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}
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if ( pPlayer->IsPlayerClass( TF_CLASS_ENGINEER ) )
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{
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int iMaxGrenades1 = pPlayer->GetMaxAmmo( TF_AMMO_GRENADES1 );
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iAmmoTaken += pPlayer->GiveAmmo( ceil(iMaxGrenades1 * flAmmoRatio), TF_AMMO_GRENADES1 );
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}
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if ( m_PackType == AP_HALLOWEEN )
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{
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// Send a message for the achievement tracking.
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IGameEvent *event = gameeventmanager->CreateEvent( "halloween_pumpkin_grab" );
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if ( event )
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{
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event->SetInt( "userid", pPlayer->GetUserID() );
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gameeventmanager->FireEvent( event );
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}
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float flBuffDuration = m_flBonusScale * 3.f;
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if ( !pPlayer->m_Shared.InCond( TF_COND_CRITBOOSTED_PUMPKIN ) || (pPlayer->m_Shared.GetConditionDuration(TF_COND_CRITBOOSTED_PUMPKIN) < flBuffDuration) )
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{
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pPlayer->m_Shared.AddCond( TF_COND_CRITBOOSTED_PUMPKIN, flBuffDuration );
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}
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pPlayer->EmitSound( "Halloween.PumpkinPickup" );
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m_PackType = AP_NORMAL; // Touch once.
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iAmmoTaken++;
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}
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else if ( m_PackType == AP_CHRISTMAS )
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{
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// Send a message for the achievement tracking.
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IGameEvent *event = gameeventmanager->CreateEvent( "christmas_gift_grab" );
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if ( event )
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{
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event->SetInt( "userid", pPlayer->GetUserID() );
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gameeventmanager->FireEvent( event );
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}
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pPlayer->EmitSound( "Christmas.GiftPickup" );
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m_PackType = AP_NORMAL; // Touch once.
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iAmmoTaken++;
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}
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if ( iAmmoTaken > 0 )
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{
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CTF_GameStats.Event_PlayerAmmokitPickup( pPlayer );
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IGameEvent * event = gameeventmanager->CreateEvent( "item_pickup" );
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if( event )
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{
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event->SetInt( "userid", pPlayer->GetUserID() );
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event->SetString( "item", "tf_ammo_pack" );
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gameeventmanager->FireEvent( event );
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}
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UTIL_Remove( this );
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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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unsigned int CTFAmmoPack::PhysicsSolidMaskForEntity( void ) const
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{
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return BaseClass::PhysicsSolidMaskForEntity() | CONTENTS_DEBRIS;
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}
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