Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose: CTF AmmoPack.
//
//=============================================================================//
#include "cbase.h"
#include "tf_halloween_souls_pickup.h"
#ifdef CLIENT_DLL
#include "tf_shareddefs.h"
#else
#include "tf_gamerules.h"
#include "tf_player.h"
#include "particle_parse.h"
#endif
#define TF_SOULS_TIMEOUT 10.0f // How long before dropped souls disappear
LINK_ENTITY_TO_CLASS( halloween_souls_pack, CHalloweenSoulPack );
PRECACHE_REGISTER( halloween_souls_pack );
IMPLEMENT_NETWORKCLASS_ALIASED( HalloweenSoulPack, DT_HalloweenSoulPack )
BEGIN_NETWORK_TABLE( CHalloweenSoulPack, DT_HalloweenSoulPack )
#ifdef GAME_DLL
SendPropEHandle( SENDINFO( m_hTarget ) ),
SendPropVector( SENDINFO( m_vecPreCurvePos ) ),
SendPropVector( SENDINFO( m_vecStartCurvePos ) ),
SendPropFloat( SENDINFO( m_flDuration ) ),
#else
RecvPropEHandle( RECVINFO( m_hTarget) ),
RecvPropVector( RECVINFO( m_vecPreCurvePos) ),
RecvPropVector( RECVINFO( m_vecStartCurvePos) ),
RecvPropFloat( RECVINFO( m_flDuration ) ),
#endif
END_NETWORK_TABLE()
BEGIN_PREDICTION_DATA( CHalloweenSoulPack )
END_PREDICTION_DATA()
#define SOUND_PLAYER_COLLECT_SOULS "Player.ReceiveSouls"
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
CHalloweenSoulPack::CHalloweenSoulPack()
: m_flCreationTime( 0.f )
#ifdef GAME_DLL
, m_nAmount( 1 )
#endif
{
m_hTarget = NULL;
m_flDuration = 2.f;
}
CHalloweenSoulPack::~CHalloweenSoulPack()
{}
void CHalloweenSoulPack::Spawn()
{
BaseClass::Spawn();
SetMoveType( MOVETYPE_NOCLIP, MOVECOLLIDE_DEFAULT );
SetSolid( SOLID_BBOX );
SetCollisionGroup( COLLISION_GROUP_DEBRIS );
SetSolidFlags( FSOLID_TRIGGER );
#ifdef GAME_DLL
InitSplineData();
SetTouch(&CHalloweenSoulPack::ItemTouch);
#else
SetNextClientThink( CLIENT_THINK_ALWAYS );
#endif
}
void CHalloweenSoulPack::Precache()
{
PrecacheScriptSound( SOUND_PLAYER_COLLECT_SOULS );
}
void CHalloweenSoulPack::FlyThink( void )
{
FlyTowardsTargetEntity();
}
#ifdef CLIENT_DLL
void CHalloweenSoulPack::OnDataChanged( DataUpdateType_t type )
{
BaseClass::OnDataChanged( type );
if ( type == DATA_UPDATE_CREATED )
{
switch( GetTeamNumber() )
{
case TF_TEAM_RED:
ParticleProp()->Create( "halloween_pickup_active_red", PATTACH_ABSORIGIN_FOLLOW );
break;
case TF_TEAM_BLUE:
ParticleProp()->Create( "halloween_pickup_active", PATTACH_ABSORIGIN_FOLLOW );
break;
case TEAM_SPECTATOR:
ParticleProp()->Create( "halloween_pickup_active_green", PATTACH_ABSORIGIN_FOLLOW );
break;
default:
Assert( false );
}
ParticleProp()->Create( "eb_beam_angry_ring01", PATTACH_ABSORIGIN_FOLLOW );
ParticleProp()->Create( "soul_trail", PATTACH_ABSORIGIN_FOLLOW );
InitSplineData();
}
}
void CHalloweenSoulPack::ClientThink()
{
FlyTowardsTargetEntity();
}
#endif
#ifdef GAME_DLL
int CHalloweenSoulPack::UpdateTransmitState()
{
return SetTransmitState( FL_EDICT_ALWAYS );
}
void CHalloweenSoulPack::ItemTouch( CBaseEntity *pOther )
{
// Only allow our target to pick us up, if we have one
if ( pOther != m_hTarget && m_hTarget != NULL )
return;
// Only allow to be picked up when done travelling
float flT = ( gpGlobals->curtime - m_flCreationTime ) / m_flDuration;
if ( flT < 1.f )
return;
CTFPlayer * pPlayer = ToTFPlayer( pOther );
if ( pPlayer )
{
CTFPlayer *pTargetPlayer = ToTFPlayer( m_hTarget );
IGameEvent *pEvent = gameeventmanager->CreateEvent( "halloween_soul_collected" );
if ( pEvent )
{
pEvent->SetInt( "intended_target", pTargetPlayer ? pTargetPlayer->GetUserID() : -1 );
pEvent->SetInt( "collecting_player", pPlayer->GetUserID() );
pEvent->SetInt( "soul_count", m_nAmount );
gameeventmanager->FireEvent( pEvent, true );
}
// Strange Tracking
static CSchemaItemDefHandle hItemDef( "Activated Halloween Pass");
kill_eater_event_t eEventType = kKillEaterEvent_HalloweenSouls;
EconEntity_NonEquippedItemKillTracking_NoPartnerBatched( pPlayer, hItemDef->GetDefinitionIndex(), eEventType, m_nAmount );
// Play a spooky sound in their ears
CSingleUserRecipientFilter filter( pPlayer );
EmitSound_t params;
params.m_nChannel = CHAN_STATIC;
params.m_pSoundName = SOUND_PLAYER_COLLECT_SOULS;
EmitSound( filter, pPlayer->entindex(), params );
}
if ( pOther == m_hTarget || ( !m_hTarget && pOther->IsPlayer() ) )
{
UTIL_Remove( this );
}
}
#endif
void CHalloweenSoulPack::FlyTowardsTargetEntity( void )
{
CBaseEntity* pEntity = m_hTarget.Get();
float flT = ( gpGlobals->curtime - m_flCreationTime ) / m_flDuration;
#ifdef CLIENT_DLL
// Client doesn't need to do anything if there's no target
if ( !pEntity )
{
return;
}
#else
bool bIsAGhost = false;
if ( pEntity && pEntity->IsPlayer() )
{
CTFPlayer* pTFPlayerTarget = assert_cast< CTFPlayer* >( pEntity );
bIsAGhost = pTFPlayerTarget->m_Shared.InCond( TF_COND_HALLOWEEN_GHOST_MODE );
}
// If flT > 2.f something has gone terribly wrong, just give up.
// Also give up if our entity is gone, dead or now a ghost
if( flT > 2.f || pEntity == NULL || !pEntity->IsAlive() || bIsAGhost )
{
m_hTarget = NULL;
SetMoveType( MOVETYPE_FLYGRAVITY, MOVECOLLIDE_FLY_BOUNCE );
SetContextThink( &CBaseEntity::SUB_Remove, gpGlobals->curtime + TF_SOULS_TIMEOUT, "RemoveThink" );
return;
}
#endif
// Clamp
const float flBiasAmt = 0.2f;
flT = clamp( Bias( flT, flBiasAmt ), 0.f, 1.f );
// We want to fly through the front of their chest so they get a good show
QAngle eyeAngles = pEntity->EyeAngles();
Vector vecBehindChest;
AngleVectors( eyeAngles, &vecBehindChest );
vecBehindChest *= -2000;
Vector vecNextCuvePos = pEntity->WorldSpaceCenter() + vecBehindChest;
Vector vecOutput;
Catmull_Rom_Spline( m_vecPreCurvePos, m_vecStartCurvePos, pEntity->WorldSpaceCenter(), vecNextCuvePos, flT, vecOutput );
SetAbsOrigin( vecOutput );
SetContextThink( &CHalloweenSoulPack::FlyThink, gpGlobals->curtime, "HalloweenSoulPackThink" );
}
void CHalloweenSoulPack::InitSplineData( void )
{
m_flCreationTime = gpGlobals->curtime;
#ifdef GAME_DLL
m_vecStartCurvePos = GetAbsOrigin();
m_vecPreCurvePos = m_vecStartCurvePos + RandomVector( -2000, 2000 );
m_vecPreCurvePos.SetZ( Min( m_vecPreCurvePos.GetZ(), 0.f ) );
m_flDuration = RandomFloat( 1.f, 3.f );
#endif
SetContextThink( &CHalloweenSoulPack::FlyThink, gpGlobals->curtime, "HalloweenSoulPackThink" );
}