Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose: Engineer's Dispenser
//
// $NoKeywords: $
//=============================================================================//
#include "cbase.h"
#include "tf_obj_dispenser.h"
#include "engine/IEngineSound.h"
#include "tf_player.h"
#include "tf_team.h"
#include "tf_gamerules.h"
#include "vguiscreen.h"
#include "world.h"
#include "explode.h"
#include "tf_gamestats.h"
#include "tf_halloween_souls_pickup.h"
#include "tf_fx.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
#define DISPENSER_MINS Vector( -20, -20, 0 )
#define DISPENSER_MAXS Vector( 20, 20, 55 ) // tweak me
#define MINI_DISPENSER_MINS Vector( -20, -20, 0 )
#define MINI_DISPENSER_MAXS Vector( 20, 20, 20 )
#define DISPENSER_TRIGGER_MINS Vector( -70, -70, 0 )
#define DISPENSER_TRIGGER_MAXS Vector( 70, 70, 50 ) // tweak me
#define REFILL_CONTEXT "RefillContext"
#define DISPENSE_CONTEXT "DispenseContext"
ConVar tf_cart_spell_drop_rate( "tf_cart_spell_drop_rate", "4" );
ConVar tf_cart_duck_drop_rate( "tf_cart_duck_drop_rate", "10", FCVAR_DEVELOPMENTONLY );
ConVar tf_cart_soul_drop_rate( "tf_cart_soul_drop_rate", "10", FCVAR_DEVELOPMENTONLY );
//-----------------------------------------------------------------------------
// Purpose: SendProxy that converts the Healing list UtlVector to entindices
//-----------------------------------------------------------------------------
void SendProxy_HealingList( const SendProp *pProp, const void *pStruct, const void *pData, DVariant *pOut, int iElement, int objectID )
{
CObjectDispenser *pDispenser = (CObjectDispenser*)pStruct;
// If this assertion fails, then SendProxyArrayLength_HealingArray must have failed.
Assert( iElement < pDispenser->m_hHealingTargets.Size() );
CBaseEntity *pEnt = pDispenser->m_hHealingTargets[iElement].Get();
EHANDLE hOther = pEnt;
SendProxy_EHandleToInt( pProp, pStruct, &hOther, pOut, iElement, objectID );
}
int SendProxyArrayLength_HealingArray( const void *pStruct, int objectID )
{
CObjectDispenser *pDispenser = (CObjectDispenser*)pStruct;
return pDispenser->m_hHealingTargets.Count();
}
IMPLEMENT_SERVERCLASS_ST( CObjectDispenser, DT_ObjectDispenser )
SendPropInt( SENDINFO( m_iState ), 2 ),
SendPropInt( SENDINFO( m_iAmmoMetal ), -1, SPROP_VARINT ),
SendPropInt( SENDINFO( m_iMiniBombCounter ), -1, SPROP_VARINT ),
SendPropArray2(
SendProxyArrayLength_HealingArray,
SendPropInt("healing_array_element", 0, SIZEOF_IGNORE, NUM_NETWORKED_EHANDLE_BITS, SPROP_UNSIGNED, SendProxy_HealingList),
MAX_PLAYERS,
0,
"healing_array"
)
END_SEND_TABLE()
BEGIN_DATADESC( CObjectDispenser )
DEFINE_THINKFUNC( RefillThink ),
DEFINE_THINKFUNC( DispenseThink ),
// key
DEFINE_KEYFIELD( m_iszCustomTouchTrigger, FIELD_STRING, "touch_trigger" ),
END_DATADESC()
LINK_ENTITY_TO_CLASS(obj_dispenser, CObjectDispenser);
PRECACHE_REGISTER(obj_dispenser);
// How much ammo is given our per use
#define DISPENSER_DROP_METAL 40
float g_flDispenserHealRates[4] =
{
0,
10.0,
15.0,
20.0
};
float g_flDispenserAmmoRates[4] =
{
0,
0.2,
0.3,
0.4
};
LINK_ENTITY_TO_CLASS( dispenser_touch_trigger, CDispenserTouchTrigger );
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
CObjectDispenser::CObjectDispenser()
{
int iHealth = GetMaxHealthForCurrentLevel();
m_hTouchTrigger = NULL;
SetMaxHealth( iHealth );
SetHealth( iHealth );
UseClientSideAnimation();
m_hTouchingEntities.Purge();
m_bUseGenerateMetalSound = true;
m_bThrown = false;
m_bPlayAmmoPickupSound = true;
SetType( OBJ_DISPENSER );
}
CObjectDispenser::~CObjectDispenser()
{
if ( m_hTouchTrigger.Get() )
{
UTIL_Remove( m_hTouchTrigger );
}
ResetHealingTargets();
StopSound( "Building_Dispenser.Idle" );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CObjectDispenser::DetonateObject( void )
{
// We already dying?
if ( m_bDying )
return;
#ifdef STAGING_ONLY
// If we're built, explode for damage
if ( IsMiniBuilding() && !IsCarried() && !IsBuilding() && !IsPlacing() )
{
Vector vecOrigin = GetAbsOrigin();
CTraceFilterIgnorePlayers traceFilter( NULL, COLLISION_GROUP_PROJECTILE );
// base 50 damage, scale by metal amount
float flDamage = RemapValClamped( m_iAmmoMetal, 0, MINI_DISPENSER_MAX_METAL, 50.0f, 300.0f );
CTakeDamageInfo info( this, GetOwner(), flDamage, DMG_BLAST );
// Scale blast radius
float flRadius = RemapValClamped( m_iAmmoMetal, 0, MINI_DISPENSER_MAX_METAL, 150.0f, 200.0f );
CTFRadiusDamageInfo radiusinfo( &info, vecOrigin, flRadius, NULL, flRadius );
TFGameRules()->RadiusDamage( radiusinfo );
CPVSFilter filter( vecOrigin );
TE_TFExplosion( filter, 0.0f, vecOrigin, Vector(0,0,0), TF_WEAPON_GRENADE_PIPEBOMB, kInvalidEHandleExplosion, -1, SPECIAL1, INVALID_STRING_INDEX );
}
#endif
TFGameRules()->OnDispenserDestroyed( this );
BaseClass::DetonateObject();
}
//-----------------------------------------------------------------------------
void CObjectDispenser::DestroyObject( void )
{
if ( TFGameRules() )
{
TFGameRules()->OnDispenserDestroyed( this );
}
BaseClass::DestroyObject();
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CObjectDispenser::Spawn()
{
SetModel( GetPlacementModel() );
m_iState.Set( DISPENSER_STATE_IDLE );
SetTouch( &CObjectDispenser::Touch );
BaseClass::Spawn();
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CObjectDispenser::FirstSpawn()
{
SetSolid( SOLID_BBOX );
bool bShouldBeMini = ShouldBeMiniBuilding( GetOwner() );
UTIL_SetSize(this,
bShouldBeMini ? MINI_DISPENSER_MINS : DISPENSER_MINS,
bShouldBeMini ? MINI_DISPENSER_MAXS : DISPENSER_MAXS );
m_takedamage = DAMAGE_YES;
m_iAmmoMetal = 0;
int iHealth = GetMaxHealthForCurrentLevel();
SetMaxHealth( iHealth );
SetHealth( iHealth );
BaseClass::FirstSpawn();
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
const char* CObjectDispenser::GetBuildingModel( int iLevel )
{
#ifdef STAGING_ONLY
if ( ShouldBeMiniBuilding( GetOwner() ) )
{
return MINI_DISPENSER_MODEL_BUILDING;
}
else
#endif // STAGING_ONLY
{
switch ( iLevel )
{
case 1:
return DISPENSER_MODEL_BUILDING;
break;
case 2:
return DISPENSER_MODEL_BUILDING_LVL2;
break;
case 3:
return DISPENSER_MODEL_BUILDING_LVL3;
break;
default:
return DISPENSER_MODEL_BUILDING;
break;
}
}
Assert( 0 );
return DISPENSER_MODEL;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
const char* CObjectDispenser::GetFinishedModel( int iLevel )
{
#ifdef STAGING_ONLY
if ( IsMiniBuilding() )
{
return MINI_DISPENSER_MODEL;
}
else
#endif // STAGING_ONLY
{
switch ( iLevel )
{
case 1:
return DISPENSER_MODEL;
break;
case 2:
return DISPENSER_MODEL_LVL2;
break;
case 3:
return DISPENSER_MODEL_LVL3;
break;
default:
return DISPENSER_MODEL;
break;
}
}
Assert( 0 );
return DISPENSER_MODEL;
}
const char* CObjectDispenser::GetPlacementModel()
{
return /*IsMiniBuilding() ? MINI_DISPENSER_MODEL_PLACEMENT :*/ DISPENSER_MODEL_PLACEMENT;
}
void CObjectDispenser::StartPlacement( CTFPlayer *pPlayer )
{
BaseClass::StartPlacement( pPlayer );
}
//-----------------------------------------------------------------------------
// Purpose: Start building the object
//-----------------------------------------------------------------------------
bool CObjectDispenser::StartBuilding( CBaseEntity *pBuilder )
{
SetStartBuildingModel();
// Have to re-call this in case the player changed their weapon
// between StartPlacement and StartBuilding.
MakeMiniBuilding( GetBuilder() );
CreateBuildPoints();
TFGameRules()->OnDispenserBuilt( this );
bool bIsCarried = IsCarried();
bool bStartBuildingResult = BaseClass::StartBuilding( pBuilder );
if ( bIsCarried )
{
OnEndBeingCarried( pBuilder );
}
return bStartBuildingResult;
}
void CObjectDispenser::SetStartBuildingModel( void )
{
SetModel( GetBuildingModel( 1 ) );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CObjectDispenser::MakeMiniBuilding( CTFPlayer* pPlayer )
{
if ( !ShouldBeMiniBuilding( pPlayer ) || IsMiniBuilding() )
return;
BaseClass::MakeMiniBuilding( pPlayer );
int iHealth = GetMaxHealthForCurrentLevel();
SetMaxHealth( iHealth );
SetHealth( iHealth );
}
//-----------------------------------------------------------------------------
// Purpose: Raises the Dispenser one level
//-----------------------------------------------------------------------------
void CObjectDispenser::StartUpgrading( void )
{
// m_iUpgradeLevel is incremented in BaseClass::StartUpgrading(),
// but we need to set the model before calling it so SetActivity() will be successful
SetModel( GetBuildingModel( m_iUpgradeLevel+1 ) );
// clear our healing list, everyone will be
// added again at the new heal rate in DispenseThink()
ResetHealingTargets();
BaseClass::StartUpgrading();
m_iState.Set( DISPENSER_STATE_UPGRADING );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CObjectDispenser::FinishUpgrading( void )
{
m_iState.Set( DISPENSER_STATE_IDLE );
BaseClass::FinishUpgrading();
if ( m_iUpgradeLevel > 1 )
{
SetModel( GetFinishedModel( m_iUpgradeLevel ) );
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CObjectDispenser::SetModel( const char *pModel )
{
BaseClass::SetModel( pModel );
// Reset this after model change
#ifdef STAGING_ONLY
UTIL_SetSize(this,
IsMiniBuilding() ? MINI_DISPENSER_MINS : DISPENSER_MINS,
IsMiniBuilding() ? MINI_DISPENSER_MAXS : DISPENSER_MAXS );
#else
UTIL_SetSize( this,
DISPENSER_MINS,
DISPENSER_MAXS );
#endif // STAGING_ONLY
ResetSequenceInfo();
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CObjectDispenser::InitializeMapPlacedObject( void )
{
// make sure we are using an appropriate model so that the control panels are in the right place
SetModel( GetFinishedModel( 1 ) );
BaseClass::InitializeMapPlacedObject();
}
bool CObjectDispenser::ShouldBeMiniBuilding( CTFPlayer* pPlayer )
{
#ifdef STAGING_ONLY
int nMiniDispenserEnabled = 0;
CALL_ATTRIB_HOOK_INT_ON_OTHER( GetOwner(), nMiniDispenserEnabled, allows_building_mini_dispenser );
return nMiniDispenserEnabled != 0;
#else
return false;
#endif // STAGING_ONLY
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
int CObjectDispenser::GetMaxUpgradeLevel()
{
#ifdef STAGING_ONLY
if ( IsMiniBuilding() )
return DISPENSER_MINI_MAX_LEVEL;
#endif // STAGING_ONLY
return BaseClass::GetMaxUpgradeLevel();
}
//-----------------------------------------------------------------------------
// Purpose: Finished building
//-----------------------------------------------------------------------------
void CObjectDispenser::OnGoActive( void )
{
SetModel( GetFinishedModel( 1 ) );
CreateBuildPoints();
ReattachChildren();
// Put some ammo in the Dispenser
if ( !m_bCarryDeploy && !IsMiniBuilding() )
{
m_iAmmoMetal = TFGameRules()->IsQuickBuildTime() ? DISPENSER_MAX_METAL_AMMO : 25;
}
// Begin thinking
SetContextThink( &CObjectDispenser::RefillThink, gpGlobals->curtime + 3, REFILL_CONTEXT );
SetContextThink( &CObjectDispenser::DispenseThink, gpGlobals->curtime + 0.1, DISPENSE_CONTEXT );
m_flNextAmmoDispense = gpGlobals->curtime + 0.5;
if ( m_hTouchTrigger.Get() && dynamic_cast<CObjectCartDispenser*>(this) != NULL )
{
UTIL_Remove( m_hTouchTrigger.Get() );
m_hTouchTrigger = NULL;
}
float flRadius = GetDispenserRadius();
if ( m_iszCustomTouchTrigger != NULL_STRING )
{
m_hTouchTrigger = dynamic_cast<CDispenserTouchTrigger *> ( gEntList.FindEntityByName( NULL, m_iszCustomTouchTrigger ) );
if ( m_hTouchTrigger.Get() != NULL )
{
m_hTouchTrigger->SetOwnerEntity( this ); //owned
}
}
if ( m_hTouchTrigger.Get() == NULL )
{
m_hTouchTrigger = CBaseEntity::Create( "dispenser_touch_trigger", GetAbsOrigin(), vec3_angle, this );
UTIL_SetSize(m_hTouchTrigger.Get(), Vector(-flRadius,-flRadius,-flRadius), Vector(flRadius,flRadius,flRadius) );
m_hTouchTrigger->SetSolid(SOLID_BBOX);
}
Assert( m_hTouchTrigger.Get() );
BaseClass::OnGoActive();
PlayActiveSound();
}
void CObjectDispenser::PlayActiveSound()
{
EmitSound( "Building_Dispenser.Idle" );
}
//-----------------------------------------------------------------------------
// Spawn the vgui control screens on the object
//-----------------------------------------------------------------------------
void CObjectDispenser::GetControlPanelInfo( int nPanelIndex, const char *&pPanelName )
{
// Panels 0 and 1 are both control panels for now
if ( nPanelIndex == 0 || nPanelIndex == 1 )
{
if ( GetTeamNumber() == TF_TEAM_RED )
{
pPanelName = "screen_obj_dispenser_red";
}
else
{
pPanelName = "screen_obj_dispenser_blue";
}
}
else
{
BaseClass::GetControlPanelInfo( nPanelIndex, pPanelName );
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CObjectDispenser::Precache()
{
BaseClass::Precache();
int iModelIndex;
PrecacheModel( DISPENSER_MODEL_PLACEMENT );
iModelIndex = PrecacheModel( DISPENSER_MODEL_BUILDING );
PrecacheGibsForModel( iModelIndex );
iModelIndex = PrecacheModel( DISPENSER_MODEL );
PrecacheGibsForModel( iModelIndex );
iModelIndex = PrecacheModel( DISPENSER_MODEL_BUILDING_LVL2 );
PrecacheGibsForModel( iModelIndex );
iModelIndex = PrecacheModel( DISPENSER_MODEL_LVL2 );
PrecacheGibsForModel( iModelIndex );
iModelIndex = PrecacheModel( DISPENSER_MODEL_BUILDING_LVL3 );
PrecacheGibsForModel( iModelIndex );
iModelIndex = PrecacheModel( DISPENSER_MODEL_LVL3 );
PrecacheGibsForModel( iModelIndex );
#ifdef STAGING_ONLY
PrecacheGibsForModel( PrecacheModel( MINI_DISPENSER_MODEL_PLACEMENT ) );
PrecacheGibsForModel( PrecacheModel( MINI_DISPENSER_MODEL_BUILDING ) );
PrecacheGibsForModel( PrecacheModel( MINI_DISPENSER_MODEL ) );
#endif // STAGING_ONLY
PrecacheVGuiScreen( "screen_obj_dispenser_blue" );
PrecacheVGuiScreen( "screen_obj_dispenser_red" );
PrecacheScriptSound( "Building_Dispenser.Idle" );
PrecacheScriptSound( "Building_Dispenser.GenerateMetal" );
PrecacheScriptSound( "Building_Dispenser.Heal" );
PrecacheParticleSystem( "dispenser_heal_red" );
PrecacheParticleSystem( "dispenser_heal_blue" );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
bool CObjectDispenser::DispenseAmmo( CTFPlayer *pPlayer )
{
int iTotalPickedUp = 0;
int iAmmoToAdd = 0;
int nNoPrimaryAmmoFromDispensersWhileActive = 0;
CALL_ATTRIB_HOOK_INT_ON_OTHER( pPlayer->GetActiveWeapon(), nNoPrimaryAmmoFromDispensersWhileActive, no_primary_ammo_from_dispensers );
#ifdef STAGING_ONLY
float flAmmoRate = IsMiniBuilding() ? DISPENSER_MINI_AMMO_RATE : g_flDispenserAmmoRates[GetUpgradeLevel()];
#else
float flAmmoRate = g_flDispenserAmmoRates[GetUpgradeLevel()];
#endif
CALL_ATTRIB_HOOK_FLOAT_ON_OTHER( GetBuilder(), flAmmoRate, mult_dispenser_rate );
if ( nNoPrimaryAmmoFromDispensersWhileActive == 0 )
{
// primary
iAmmoToAdd = (int)( pPlayer->GetMaxAmmo( TF_AMMO_PRIMARY ) * flAmmoRate );
iTotalPickedUp += pPlayer->GiveAmmo( iAmmoToAdd, TF_AMMO_PRIMARY, !m_bPlayAmmoPickupSound, kAmmoSource_DispenserOrCart );
}
// secondary
iAmmoToAdd = (int)( pPlayer->GetMaxAmmo( TF_AMMO_SECONDARY ) * flAmmoRate );
iTotalPickedUp += pPlayer->GiveAmmo( iAmmoToAdd, TF_AMMO_SECONDARY, !m_bPlayAmmoPickupSound, kAmmoSource_DispenserOrCart );
// metal
int iNoMetalFromDispenserWhileActive = 0;
CALL_ATTRIB_HOOK_INT_ON_OTHER( pPlayer->GetActiveWeapon(), iNoMetalFromDispenserWhileActive, no_metal_from_dispensers_while_active );
if ( iNoMetalFromDispenserWhileActive == 0 )
{
iTotalPickedUp += DispenseMetal( pPlayer );
}
if ( iTotalPickedUp > 0 )
{
if ( m_bPlayAmmoPickupSound )
{
EmitSound( "BaseCombatCharacter.AmmoPickup" );
}
CTFPlayer *pOwner = GetOwner();
if ( pOwner && pOwner != pPlayer )
{
// This is crude; it doesn't account for the value difference in resupplying rockets vs pistol bullets.
// Still, it's better than nothing when trying to measure the value classes generate.
if ( TFGameRules() &&
TFGameRules()->GameModeUsesUpgrades() &&
TFGameRules()->State_Get() == GR_STATE_RND_RUNNING )
{
CTF_GameStats.Event_PlayerAwardBonusPoints( pOwner, pPlayer, 1 );
}
}
return true;
}
// return false if we didn't pick up anything
return false;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
int CObjectDispenser::DispenseMetal( CTFPlayer *pPlayer )
{
int iMetalToGive = DISPENSER_DROP_METAL + ((GetUpgradeLevel()-1) * 10);
int iMetal = pPlayer->GiveAmmo( Min( m_iAmmoMetal.Get(), iMetalToGive ), TF_AMMO_METAL, false, kAmmoSource_DispenserOrCart );
m_iAmmoMetal -= iMetal;
return iMetal;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CObjectDispenser::RefillThink( void )
{
if ( IsCarried() )
return;
SetContextThink( &CObjectDispenser::RefillThink, gpGlobals->curtime + 6, REFILL_CONTEXT );
if ( IsDisabled() )
{
return;
}
// Auto-refill half the amount as tfc, but twice as often
if ( m_iAmmoMetal < DISPENSER_MAX_METAL_AMMO )
{
int iMetal = (DISPENSER_MAX_METAL_AMMO * 0.1) + ((GetUpgradeLevel()-1) * 10);
CALL_ATTRIB_HOOK_FLOAT_ON_OTHER( GetBuilder(), iMetal, mult_dispenser_rate );
m_iAmmoMetal = Min( m_iAmmoMetal + iMetal, DISPENSER_MAX_METAL_AMMO );
if ( m_bUseGenerateMetalSound )
{
EmitSound( "Building_Dispenser.GenerateMetal" );
}
}
}
//-----------------------------------------------------------------------------
// Generate ammo over time
//-----------------------------------------------------------------------------
void CObjectDispenser::DispenseThink( void )
{
if ( IsCarried() )
return;
if ( IsDisabled() )
{
// Don't heal or dispense ammo
SetContextThink( &CObjectDispenser::DispenseThink, gpGlobals->curtime + 0.1, DISPENSE_CONTEXT );
// stop healing everyone
ResetHealingTargets();
return;
}
float flRadius = GetDispenserRadius();
if ( m_flNextAmmoDispense <= gpGlobals->curtime )
{
int iNumNearbyPlayers = 0;
if ( GetOwner() )
{
// find players in sphere, that are visible
if ( ( flRadius != m_flPrevRadius ) && m_hTouchTrigger.Get() )
{
UTIL_SetSize( m_hTouchTrigger.Get(), Vector( -flRadius, -flRadius, -flRadius ), Vector( flRadius, flRadius, flRadius ) );
}
}
m_flPrevRadius = flRadius;
Vector vecOrigin = GetAbsOrigin() + Vector(0,0,32);
CBaseEntity *pListOfNearbyEntities[32];
int iNumberOfNearbyEntities = UTIL_EntitiesInSphere( pListOfNearbyEntities, ARRAYSIZE( pListOfNearbyEntities ), vecOrigin, flRadius, FL_CLIENT );
for ( int i=0;i<iNumberOfNearbyEntities;i++ )
{
CTFPlayer *pPlayer = ToTFPlayer( pListOfNearbyEntities[i] );
if ( !pPlayer || !pPlayer->IsAlive() )
continue;
if ( pPlayer->GetTeamNumber() != GetTeamNumber() )
{
if ( !pPlayer->IsPlayerClass( TF_CLASS_SPY ) || ( pPlayer->m_Shared.GetDisguiseTeam() != GetTeamNumber() ) )
continue;
}
DispenseAmmo( pPlayer );
iNumNearbyPlayers++;
}
// Try to dispense more often when no players are around so we
// give it as soon as possible when a new player shows up
#ifdef STAGING_ONLY
float flNextAmmoDelay = IsMiniBuilding() ? DISPENSER_MINI_AMMO_THINK : 1.0;
#else
float flNextAmmoDelay = 1.0;
#endif
m_flNextAmmoDispense = gpGlobals->curtime + ( ( iNumNearbyPlayers > 0 ) ? flNextAmmoDelay : 0.1 );
}
// for each player in touching list
int iSize = m_hTouchingEntities.Count();
bool bIsAnyTeammateTouching = false;
if ( m_hTouchTrigger )
{
for ( int i = iSize-1; i >= 0; i-- )
{
EHANDLE hOther = m_hTouchingEntities[i];
CBaseEntity *pEnt = hOther.Get();
if ( !pEnt )
continue;
// stop touching and healing a dead entity, or one that is grossly out of range (EndTouch() can be flakey)
float flDistSqr = (m_hTouchTrigger->WorldSpaceCenter() - pEnt->WorldSpaceCenter()).LengthSqr();
Vector vecMins, vecMaxs;
m_hTouchTrigger->GetCollideable()->WorldSpaceSurroundingBounds( &vecMins, &vecMaxs );
float flDoubleRadiusSqr = ( vecMaxs - vecMins ).LengthSqr();
if ( !pEnt->IsAlive() || ( flDistSqr > flDoubleRadiusSqr ) )
{
m_hTouchingEntities.FindAndRemove( hOther );
StopHealing( pEnt );
continue;
}
bIsAnyTeammateTouching |= ( pEnt->IsPlayer() && pEnt->GetTeamNumber() == GetTeamNumber() );
bool bHealingTarget = IsHealingTarget( pEnt );
bool bValidHealTarget = CouldHealTarget( pEnt );
if ( bHealingTarget && !bValidHealTarget )
{
// if we can't see them, remove them from healing list
// does nothing if we are not healing them already
StopHealing( pEnt );
}
else if ( !bHealingTarget && bValidHealTarget )
{
// if we can see them, add to healing list
// does nothing if we are healing them already
StartHealing( pEnt );
}
}
}
if ( bIsAnyTeammateTouching )
{
if ( !m_spellTimer.HasStarted() )
{
m_spellTimer.Start( tf_cart_spell_drop_rate.GetFloat() );
}
if ( !m_duckTimer.HasStarted() )
{
m_duckTimer.Start( tf_cart_duck_drop_rate.GetFloat() );
}
if ( !m_soulTimer.HasStarted() )
{
m_soulTimer.Start( tf_cart_soul_drop_rate.GetFloat() );
}
}
else
{
m_spellTimer.Invalidate();
m_duckTimer.Invalidate();
m_soulTimer.Invalidate();
}
if ( m_spellTimer.HasStarted() && m_spellTimer.IsElapsed() )
{
m_spellTimer.Start( tf_cart_spell_drop_rate.GetFloat() );
DropSpellPickup();
}
if ( m_duckTimer.HasStarted() && m_duckTimer.IsElapsed() )
{
m_duckTimer.Start( tf_cart_duck_drop_rate.GetFloat() );
DropDuckPickup();
}
if ( m_soulTimer.HasStarted() && m_soulTimer.IsElapsed() )
{
m_soulTimer.Start( tf_cart_soul_drop_rate.GetFloat() );
DispenseSouls();
}
SetContextThink( &CObjectDispenser::DispenseThink, gpGlobals->curtime + 0.1, DISPENSE_CONTEXT );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CObjectDispenser::StartTouch( CBaseEntity *pOther )
{
// add to touching entities
EHANDLE hOther = pOther;
m_hTouchingEntities.AddToTail( hOther );
if ( !IsBuilding() && !IsDisabled() && CouldHealTarget( pOther ) && !IsHealingTarget( pOther ) )
{
// try to start healing them
StartHealing( pOther );
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CObjectDispenser::Touch( CBaseEntity *pOther )
{
// We dont want to touch these
if ( pOther->IsSolidFlagSet( FSOLID_TRIGGER | FSOLID_VOLUME_CONTENTS ) )
return;
// Handle hitting skybox (disappear).
const trace_t *pTrace = &CBaseEntity::GetTouchTrace();
if( pTrace->surface.flags & SURF_SKY )
{
UTIL_Remove( this );
return;
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CObjectDispenser::EndTouch( CBaseEntity *pOther )
{
// remove from touching entities
EHANDLE hOther = pOther;
m_hTouchingEntities.FindAndRemove( hOther );
// remove from healing list
StopHealing( pOther );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CObjectDispenser::ResetHealingTargets( void )
{
// tell all the players we're not healing them anymore
for ( int i = m_hHealingTargets.Count()-1 ; i >= 0 ; i-- )
{
EHANDLE hEnt = m_hHealingTargets[i];
CBaseEntity *pOther = hEnt.Get();
if ( pOther )
{
StopHealing( pOther );
}
}
}
//-----------------------------------------------------------------------------
// Purpose: Try to start healing this target
//-----------------------------------------------------------------------------
float CObjectDispenser::GetHealRate() const
{
#ifdef STAGING_ONLY
float flHealRate = IsMiniBuilding() ? DISPENSER_MINI_HEAL_RATE : g_flDispenserHealRates[GetUpgradeLevel()];
#else
float flHealRate = g_flDispenserHealRates[GetUpgradeLevel()];
#endif
CALL_ATTRIB_HOOK_FLOAT_ON_OTHER( GetBuilder(), flHealRate, mult_dispenser_rate );
return flHealRate;
}
//-----------------------------------------------------------------------------
// Purpose: Try to start healing this target
//-----------------------------------------------------------------------------
void CObjectDispenser::StartHealing( CBaseEntity *pOther )
{
if ( IsCarried() )
return;
AddHealingTarget( pOther );
CTFPlayer *pPlayer = ToTFPlayer( pOther );
if ( pPlayer )
{
float flHealRate = GetHealRate();
float flOverhealBonus = 1.0;
pPlayer->m_Shared.Heal( this, flHealRate, flOverhealBonus, 1.0, true, GetBuilder() );
}
}
//-----------------------------------------------------------------------------
// Purpose: Stop healing this target
//-----------------------------------------------------------------------------
void CObjectDispenser::StopHealing( CBaseEntity *pOther )
{
if ( RemoveHealingTarget( pOther ) )
{
CTFPlayer *pPlayer = ToTFPlayer( pOther );
if ( pPlayer )
{
float flHealingDone = pPlayer->m_Shared.StopHealing( this );
if ( GetBuilder() && pOther != GetBuilder() && flHealingDone > 0 )
{
GetBuilder()->AwardAchievement( ACHIEVEMENT_TF_ENGINEER_DISPENSER_HEAL_GRIND, floor( flHealingDone ) );
if ( GetBuilder()->GetTeam() == pOther->GetTeam() )
{
// Strange Health Provided to Allies
EconEntity_OnOwnerKillEaterEvent(
dynamic_cast<CEconEntity *>( GetBuilder()->GetEntityForLoadoutSlot( LOADOUT_POSITION_PDA ) ),
GetBuilder(),
pPlayer,
kKillEaterEvent_HealingProvided,
(int)flHealingDone
);
}
}
}
}
}
//-----------------------------------------------------------------------------
// Purpose: Is this a valid heal target? and not already healing them?
//-----------------------------------------------------------------------------
bool CObjectDispenser::CouldHealTarget( CBaseEntity *pTarget )
{
if ( !HasSpawnFlags( SF_DISPENSER_IGNORE_LOS ) && !pTarget->FVisible( this, MASK_BLOCKLOS ) )
return false;
if ( pTarget->IsPlayer() && pTarget->IsAlive() )
{
CTFPlayer *pTFPlayer = ToTFPlayer( pTarget );
// Don't heal while in purgatory. Players take damage constantly while down there in
// order to flush them out. If we're healing players down there, that goes against
// the purpose of the damage.
if ( pTFPlayer->IsInPurgatory() )
return false;
// don't heal enemies unless they are disguised as our team
int iTeam = GetTeamNumber();
int iPlayerTeam = pTFPlayer->GetTeamNumber();
if ( iPlayerTeam != iTeam && pTFPlayer->m_Shared.InCond( TF_COND_DISGUISED ) )
{
iPlayerTeam = pTFPlayer->m_Shared.GetDisguiseTeam();
}
if ( iPlayerTeam != iTeam )
{
return false;
}
if ( HasSpawnFlags( SF_DISPENSER_DONT_HEAL_DISGUISED_SPIES ) )
{
// if they're invis, no heals
if ( pTFPlayer->m_Shared.IsStealthed() )
{
return false;
}
// if they're disguised as enemy
if ( pTFPlayer->m_Shared.InCond( TF_COND_DISGUISED ) &&
pTFPlayer->m_Shared.GetDisguiseTeam() != iTeam )
{
return false;
}
}
return true;
}
return false;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
float CObjectDispenser::GetDispenserRadius( void )
{
float flRadius = 64.f;
if ( GetOwner() )
{
CALL_ATTRIB_HOOK_FLOAT_ON_OTHER( GetOwner(), flRadius, mult_dispenser_radius );
}
return flRadius;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CObjectDispenser::AddHealingTarget( CBaseEntity *pOther )
{
// add to tail
EHANDLE hOther = pOther;
m_hHealingTargets.AddToTail( hOther );
NetworkStateChanged();
// check how many healing targets we now have and possibly award an achievement
if ( m_hHealingTargets.Count() >= 3 && GetBuilder() )
{
GetBuilder()->AwardAchievement( ACHIEVEMENT_TF_ENGINEER_DISPENSER_HEAL_GROUP );
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
bool CObjectDispenser::RemoveHealingTarget( CBaseEntity *pOther )
{
// remove
EHANDLE hOther = pOther;
bool bFound = m_hHealingTargets.FindAndRemove( hOther );
NetworkStateChanged();
return bFound;
}
//-----------------------------------------------------------------------------
// Purpose: Are we healing this target already
//-----------------------------------------------------------------------------
bool CObjectDispenser::IsHealingTarget( CBaseEntity *pTarget )
{
EHANDLE hOther = pTarget;
return m_hHealingTargets.HasElement( hOther );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
int CObjectDispenser::DrawDebugTextOverlays(void)
{
int text_offset = BaseClass::DrawDebugTextOverlays();
if (m_debugOverlays & OVERLAY_TEXT_BIT)
{
char tempstr[512];
Q_snprintf( tempstr, sizeof( tempstr ),"Metal: %d", m_iAmmoMetal.Get() );
EntityText(text_offset,tempstr,0);
text_offset++;
}
return text_offset;
}
//-----------------------------------------------------------------------------
//
//-----------------------------------------------------------------------------
void CObjectDispenser::MakeCarriedObject( CTFPlayer *pCarrier )
{
if ( m_hTouchTrigger.Get() )
{
UTIL_Remove( m_hTouchTrigger );
}
ResetHealingTargets();
m_hTouchingEntities.Purge();
StopSound( "Building_Dispenser.Idle" );
BaseClass::MakeCarriedObject( pCarrier );
}
//-----------------------------------------------------------------------------
// Cart Dispenser
//-----------------------------------------------------------------------------
BEGIN_DATADESC( CObjectCartDispenser )
DEFINE_INPUTFUNC( FIELD_INTEGER, "FireHalloweenBonus", InputFireHalloweenBonus ),
DEFINE_INPUTFUNC( FIELD_INTEGER, "SetDispenserLevel", InputSetDispenserLevel ),
DEFINE_INPUTFUNC( FIELD_VOID, "Enable", InputEnable ),
DEFINE_INPUTFUNC( FIELD_VOID, "Disable", InputDisable ),
END_DATADESC()
IMPLEMENT_SERVERCLASS_ST( CObjectCartDispenser, DT_ObjectCartDispenser )
END_SEND_TABLE()
LINK_ENTITY_TO_CLASS( mapobj_cart_dispenser, CObjectCartDispenser );
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
CObjectCartDispenser::CObjectCartDispenser()
{
m_bUseGenerateMetalSound = false;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CObjectCartDispenser::Spawn( void )
{
// This cast is for the benefit of GCC
m_fObjectFlags |= (int)OF_DOESNT_HAVE_A_MODEL;
m_takedamage = DAMAGE_NO;
m_iUpgradeLevel = 1;
TFGameRules()->OnDispenserBuilt( this );
}
//-----------------------------------------------------------------------------
// Purpose: Finished building
//-----------------------------------------------------------------------------
void CObjectCartDispenser::OnGoActive( void )
{
BaseClass::OnGoActive();
SetModel( "" );
}
//-----------------------------------------------------------------------------
// Spawn the vgui control screens on the object
//-----------------------------------------------------------------------------
void CObjectCartDispenser::GetControlPanelInfo( int nPanelIndex, const char *&pPanelName )
{
// no panels
return;
}
//-----------------------------------------------------------------------------
// Don't decrement our metal count
//-----------------------------------------------------------------------------
int CObjectCartDispenser::DispenseMetal( CTFPlayer *pPlayer )
{
int iMetal = pPlayer->GiveAmmo( MIN( m_iAmmoMetal, DISPENSER_DROP_METAL ), TF_AMMO_METAL, false, kAmmoSource_DispenserOrCart );
return iMetal;
}
void CObjectCartDispenser::DropSpellPickup()
{
if ( TFGameRules()->IsHalloweenScenario( CTFGameRules::HALLOWEEN_SCENARIO_HIGHTOWER ) )
{
TFGameRules()->DropSpellPickup( GetAbsOrigin() );
}
}
void CObjectCartDispenser::DropDuckPickup()
{
if ( TFGameRules()->IsHolidayActive( kHoliday_EOTL ) && TFGameRules()->ShouldDropBonusDuck() )
{
TFGameRules()->DropBonusDuck( GetAbsOrigin() );
}
}
void CObjectCartDispenser::DispenseSouls()
{
// Give a soul to the entire team
if ( TFGameRules() && TFGameRules()->IsHolidayActive( kHoliday_Halloween ) )
{
TFGameRules()->DropHalloweenSoulPackToTeam( 1, GetAbsOrigin(), GetTeamNumber(), TEAM_SPECTATOR );
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CObjectCartDispenser::SetModel( const char *pModel )
{
CBaseObject::SetModel( pModel );
}
//-----------------------------------------------------------------------------
// Purpose: Give players near the dispenser a bonus
//-----------------------------------------------------------------------------
void CObjectCartDispenser::InputFireHalloweenBonus( inputdata_t &inputdata )
{
for ( int i = m_hHealingTargets.Count()-1 ; i >= 0 ; i-- )
{
EHANDLE hEnt = m_hHealingTargets[i];
CTFPlayer *pTFPlayer = ToTFPlayer( hEnt.Get() );
if ( pTFPlayer )
{
pTFPlayer->m_Shared.AddCond( TF_COND_CRITBOOSTED_CTF_CAPTURE, inputdata.value.Int() );
}
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CObjectCartDispenser::InputSetDispenserLevel( inputdata_t &inputdata )
{
int iLevel = inputdata.value.Int();
if ( iLevel >= 1 && iLevel <= 3 )
{
m_iUpgradeLevel = iLevel;
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CObjectCartDispenser::InputEnable( inputdata_t &inputdata )
{
SetDisabled( false );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CObjectCartDispenser::InputDisable( inputdata_t &inputdata )
{
SetDisabled( true );
}