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: $
//=============================================================================//
#ifndef TF_OBJ_DISPENSER_H
#define TF_OBJ_DISPENSER_H
#ifdef _WIN32
#pragma once
#endif
#include "tf_obj.h"
#include "triggers.h"
class CTFPlayer;
#define DISPENSER_MAX_HEALTH 150
#define DISPENSER_MINI_MAX_HEALTH 100
#define DISPENSER_MINI_MAX_LEVEL 1
#define DISPENSER_MINI_HEAL_RATE 10.0
#define DISPENSER_MINI_AMMO_RATE 0.2
#define DISPENSER_MINI_AMMO_THINK 0.5
#define SF_DISPENSER_IGNORE_LOS (SF_BASEOBJ_INVULN<<1)
#define SF_DISPENSER_DONT_HEAL_DISGUISED_SPIES (SF_BASEOBJ_INVULN<<2)
// ------------------------------------------------------------------------ //
// Repair Trigger
// ------------------------------------------------------------------------ //
class CDispenserTouchTrigger : public CBaseTrigger
{
DECLARE_CLASS( CDispenserTouchTrigger, CBaseTrigger );
public:
CDispenserTouchTrigger() {}
void Spawn( void )
{
BaseClass::Spawn();
AddSpawnFlags( SF_TRIGGER_ALLOW_CLIENTS );
InitTrigger();
}
virtual void StartTouch( CBaseEntity *pEntity )
{
if ( PassesTriggerFilters( pEntity ) )
{
CBaseEntity *pParent = GetOwnerEntity();
if ( pParent )
{
pParent->StartTouch( pEntity );
}
}
}
virtual void EndTouch( CBaseEntity *pEntity )
{
if ( PassesTriggerFilters( pEntity ) )
{
CBaseEntity *pParent = GetOwnerEntity();
if ( pParent )
{
pParent->EndTouch( pEntity );
}
}
}
};
// Ground placed version
#define DISPENSER_MODEL_PLACEMENT "models/buildables/dispenser_blueprint.mdl"
#define DISPENSER_MODEL_BUILDING "models/buildables/dispenser.mdl"
#define DISPENSER_MODEL "models/buildables/dispenser_light.mdl"
#define DISPENSER_MODEL_BUILDING_LVL2 "models/buildables/dispenser_lvl2.mdl"
#define DISPENSER_MODEL_LVL2 "models/buildables/dispenser_lvl2_light.mdl"
#define DISPENSER_MODEL_BUILDING_LVL3 "models/buildables/dispenser_lvl3.mdl"
#define DISPENSER_MODEL_LVL3 "models/buildables/dispenser_lvl3_light.mdl"
#ifdef STAGING_ONLY
// Mini models
#define MINI_DISPENSER_MODEL_PLACEMENT "models/workshop/buildables/mini_dispenser/mini_dispenser.mdl"
#define MINI_DISPENSER_MODEL_BUILDING "models/workshop/buildables/mini_dispenser/mini_dispenser.mdl"
#define MINI_DISPENSER_MODEL "models/workshop/buildables/mini_dispenser/mini_dispenser.mdl"
#endif // STAGING_ONLY
// ------------------------------------------------------------------------ //
// Resupply object that's built by the player
// ------------------------------------------------------------------------ //
class CObjectDispenser : public CBaseObject
{
DECLARE_CLASS( CObjectDispenser, CBaseObject );
public:
DECLARE_SERVERCLASS();
CObjectDispenser();
~CObjectDispenser();
static CObjectDispenser* Create(const Vector &vOrigin, const QAngle &vAngles);
virtual void Spawn() OVERRIDE;
virtual void FirstSpawn( void ) OVERRIDE;
virtual void GetControlPanelInfo( int nPanelIndex, const char *&pPanelName ) OVERRIDE;
virtual void Precache() OVERRIDE;
virtual void DetonateObject( void ) OVERRIDE;
virtual void DestroyObject( void ) OVERRIDE; // Silent cleanup
virtual void OnGoActive( void );
virtual void StartPlacement( CTFPlayer *pPlayer ) OVERRIDE;
virtual bool StartBuilding( CBaseEntity *pBuilder ) OVERRIDE;
virtual void SetStartBuildingModel( void ) OVERRIDE;
virtual int DrawDebugTextOverlays(void) OVERRIDE;
virtual void SetModel( const char *pModel ) OVERRIDE;
virtual void InitializeMapPlacedObject( void ) OVERRIDE;
virtual bool ShouldBeMiniBuilding( CTFPlayer* pPlayer ) OVERRIDE;
virtual bool IsUpgrading( void ) const OVERRIDE { return ( m_iState == DISPENSER_STATE_UPGRADING ); }
virtual void StartUpgrading( void ) OVERRIDE;
virtual void FinishUpgrading( void ) OVERRIDE;
virtual int DispenseMetal( CTFPlayer *pPlayer );
virtual int GetAvailableMetal( void ) const;
virtual void RefillThink( void );
virtual void DispenseThink( void );
virtual void StartTouch( CBaseEntity *pOther ) OVERRIDE;
virtual void Touch( CBaseEntity *pOther ) OVERRIDE;
virtual void EndTouch( CBaseEntity *pOther ) OVERRIDE;
virtual const char* GetBuildingModel( int iLevel );
virtual const char* GetFinishedModel( int iLevel );
virtual const char* GetPlacementModel();
virtual int ObjectCaps( void ) OVERRIDE { return (BaseClass::ObjectCaps() | FCAP_IMPULSE_USE); }
virtual bool DispenseAmmo( CTFPlayer *pPlayer );
virtual void DropSpellPickup() { /* DO NOTHING */ }
virtual void DropDuckPickup() { /* DO NOTHING */ }
virtual void DispenseSouls() { /* Do nothing */}
virtual float GetHealRate() const;
virtual void StartHealing( CBaseEntity *pOther );
void StopHealing( CBaseEntity *pOther );
void AddHealingTarget( CBaseEntity *pOther );
bool RemoveHealingTarget( CBaseEntity *pOther );
bool IsHealingTarget( CBaseEntity *pTarget );
bool CouldHealTarget( CBaseEntity *pTarget );
virtual float GetDispenserRadius( void );
Vector GetHealOrigin( void );
CUtlVector< EHANDLE > m_hHealingTargets;
virtual void MakeMiniBuilding( CTFPlayer* pPlayer ) OVERRIDE;
virtual void MakeCarriedObject( CTFPlayer *pCarrier );
virtual int GetBaseHealth( void ) { return DISPENSER_MAX_HEALTH; }
virtual int GetMaxUpgradeLevel( void ) OVERRIDE;
virtual int GetMiniBuildingStartingHealth( void ) OVERRIDE { return DISPENSER_MINI_MAX_HEALTH; }
CBaseEntity *GetTouchTrigger() const { return m_hTouchTrigger; }
void DisableAmmoPickupSound() { m_bPlayAmmoPickupSound = false; }
void DisableGenerateMetalSound() { m_bUseGenerateMetalSound = false; }
private:
virtual void PlayActiveSound();
void ResetHealingTargets( void );
protected:
// The regular and mini dispenser can be repaired
virtual bool CanBeRepaired() const OVERRIDE { return true; }
CNetworkVar( int, m_iState );
CNetworkVar( int, m_iAmmoMetal );
CNetworkVar( int, m_iMiniBombCounter );
bool m_bUseGenerateMetalSound;
// Entities currently being touched by this trigger
CUtlVector< EHANDLE > m_hTouchingEntities;
float m_flNextAmmoDispense;
bool m_bThrown;
string_t m_iszCustomTouchTrigger;
EHANDLE m_hTouchTrigger;
DECLARE_DATADESC();
private:
CountdownTimer m_spellTimer;
CountdownTimer m_duckTimer;
CountdownTimer m_soulTimer;
float m_flPrevRadius;
bool m_bPlayAmmoPickupSound;
};
inline int CObjectDispenser::GetAvailableMetal( void ) const
{
return m_iAmmoMetal;
}
//------------------------------------------------------------------------------
class CObjectCartDispenser : public CObjectDispenser
{
DECLARE_CLASS( CObjectCartDispenser, CObjectDispenser );
public:
DECLARE_SERVERCLASS();
DECLARE_DATADESC();
CObjectCartDispenser();
virtual void Spawn( void );
virtual void OnGoActive( void );
virtual void GetControlPanelInfo( int nPanelIndex, const char *&pPanelName );
virtual int DispenseMetal( CTFPlayer *pPlayer );
virtual void DropSpellPickup();
virtual void DropDuckPickup();
virtual void DispenseSouls() OVERRIDE;
virtual bool CanBeUpgraded( CTFPlayer *pPlayer ){ return false; }
virtual void SetModel( const char *pModel );
void InputFireHalloweenBonus( inputdata_t &inputdata );
void InputSetDispenserLevel( inputdata_t &inputdata );
void InputEnable( inputdata_t &inputdata );
void InputDisable( inputdata_t &inputdata );
};
#endif // TF_OBJ_DISPENSER_H