Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
//
//
//=============================================================================
#include "cbase.h"
#include "tf_obj_spy_trap.h"
#include "tf_team.h"
#include "tf_player.h"
#include "bot/tf_bot.h"
#include "tf_gamerules.h"
#include "tf_fx.h"
#ifdef STAGING_ONLY
#define SPY_TRAP_THINK_CONTEXT "SpyTrapContext"
#define SPY_TRAP_SAP_MODEL_HOLD "models/buildables/teleporter_light.mdl"
#define SPY_TRAP_SAP_MODEL_PLACED "models/buildables/teleporter_light.mdl"
#define SPY_TRAP_RERPOGRAMMER_MODEL_HOLD "models/buildables/teleporter_light.mdl"
#define SPY_TRAP_REPROGRAMMER_MODEL_PLACED "models/buildables/teleporter_light.mdl"
#define SPY_TRAP_MAGNET_MODEL_HOLD "models/buildables/teleporter_light.mdl"
#define SPY_TRAP_MAGNET_MODEL_PLACED "models/buildables/teleporter_light.mdl"
ConVar tf_spy_trap_duration( "tf_spy_trap_duration", "20.0", FCVAR_CHEAT );
ConVar tf_spy_trap_cloak_duration( "tf_spy_trap_cloak_duration", "10", FCVAR_CHEAT );
ConVar tf_spy_trap_magnet_duration( "tf_spy_trap_magnet_duration", "5", FCVAR_CHEAT );
ConVar tf_spy_trap_magnet_force( "tf_spy_trap_magnet_force", "650", FCVAR_CHEAT );
const Vector TRAP_MINS = Vector( -24, -24, 0);
const Vector TRAP_MAXS = Vector( 24, 24, 12);
BEGIN_DATADESC( CObjectSpyTrap )
DEFINE_THINKFUNC( SpyTrapThink ),
END_DATADESC()
PRECACHE_REGISTER( obj_spy_trap );
LINK_ENTITY_TO_CLASS( obj_spy_trap, CObjectSpyTrap );
//-----------------------------------------------------------------------------
//
//-----------------------------------------------------------------------------
CObjectSpyTrap::CObjectSpyTrap()
{
SetType( OBJ_SPY_TRAP );
m_attributeFlags = 0;
m_bActive = false;
m_nTrapMode = MODE_SPY_TRAP_RADIUS_STEALTH;
m_flNextTrapEffectTime = 0.f;
m_flTrapExpireTime = 0.f;
m_flNextPulseTime = 0.f;
UseClientSideAnimation();
}
//-----------------------------------------------------------------------------
//
//-----------------------------------------------------------------------------
void CObjectSpyTrap::Spawn()
{
SetSolid( SOLID_BBOX );
SetModel( SPY_TRAP_SAP_MODEL_HOLD );
UTIL_SetSize( this, TRAP_MINS, TRAP_MAXS );
BaseClass::Spawn();
}
//-----------------------------------------------------------------------------
//
//-----------------------------------------------------------------------------
void CObjectSpyTrap::Precache()
{
BaseClass::Precache();
PrecacheScriptSound( "Saxxy.TurnGold" );
PrecacheScriptSound( "Weapon_Upgrade.ExplosiveHeadshot" );
PrecacheModel( SPY_TRAP_SAP_MODEL_HOLD );
PrecacheModel( SPY_TRAP_SAP_MODEL_PLACED );
PrecacheModel( SPY_TRAP_RERPOGRAMMER_MODEL_HOLD );
PrecacheModel( SPY_TRAP_REPROGRAMMER_MODEL_PLACED );
PrecacheModel( SPY_TRAP_MAGNET_MODEL_HOLD );
PrecacheModel( SPY_TRAP_MAGNET_MODEL_PLACED );
}
//-----------------------------------------------------------------------------
//
//-----------------------------------------------------------------------------
void CObjectSpyTrap::SpyTrapThink()
{
// Touch-triggered traps expire after a period of time
if ( !m_bActive && GetConstructionStartTime() + tf_spy_trap_duration.GetFloat() < gpGlobals->curtime )
{
Destroy();
}
// Traps that repeat their effect over time
if ( HasAttribute( TRAP_PULSE_EFFECT ) )
{
if ( m_bActive )
{
// Still active
if ( m_flTrapExpireTime > gpGlobals->curtime )
{
// Time for another pulse
if ( m_flNextPulseTime && gpGlobals->curtime > m_flNextPulseTime )
{
switch ( GetTrapType() )
{
case MODE_SPY_TRAP_RADIUS_STEALTH:
{
TriggerTrap_RadiusCloak();
break;
}
case MODE_SPY_TRAP_MAGNET:
{
TriggerTrap_Magnet();
break;
}
}
}
}
// Timer expired
else
{
Destroy();
}
}
}
SetContextThink( &CObjectSpyTrap::SpyTrapThink, gpGlobals->curtime + 0.1f, SPY_TRAP_THINK_CONTEXT );
}
//-----------------------------------------------------------------------------
//
//-----------------------------------------------------------------------------
void CObjectSpyTrap::OnGoActive()
{
BaseClass::OnGoActive();
switch ( GetTrapType() )
{
case MODE_SPY_TRAP_RADIUS_STEALTH:
{
SetModel( SPY_TRAP_SAP_MODEL_PLACED );
SetAttribute( TRAP_TRIGGER_ONBUILD | TRAP_PULSE_EFFECT );
m_flTrapExpireTime = gpGlobals->curtime + tf_spy_trap_cloak_duration.GetFloat();
break;
}
case MODE_SPY_TRAP_REPROGRAM:
{
SetModel( SPY_TRAP_REPROGRAMMER_MODEL_PLACED );
break;
}
case MODE_SPY_TRAP_MAGNET:
{
SetModel( SPY_TRAP_MAGNET_MODEL_PLACED );
SetAttribute( TRAP_TRIGGER_ONBUILD | TRAP_PULSE_EFFECT );
m_flTrapExpireTime = gpGlobals->curtime + tf_spy_trap_magnet_duration.GetFloat();
break;
}
}
m_takedamage = DAMAGE_NO;
m_bActive = HasAttribute( TRAP_TRIGGER_ONBUILD );
if ( m_bActive )
{
m_flNextPulseTime = gpGlobals->curtime;
}
SetContextThink( &CObjectSpyTrap::SpyTrapThink, gpGlobals->curtime + 0.1, SPY_TRAP_THINK_CONTEXT );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CObjectSpyTrap::SetObjectMode( int iVal )
{
Assert( iVal >= MODE_SPY_TRAP_RADIUS_STEALTH && iVal <= MODE_SPY_TRAP_MAGNET );
SetTrapType( (ESpyTrapType_t)iVal );
BaseClass::SetObjectMode( iVal );
}
//-----------------------------------------------------------------------------
// Traps that trigger via touch activate here
//-----------------------------------------------------------------------------
void CObjectSpyTrap::Activate( CBaseEntity *pTouchEntity )
{
if ( m_bActive )
return;
switch ( GetTrapType() )
{
case MODE_SPY_TRAP_REPROGRAM:
{
TriggerTrap_Reprogrammer( pTouchEntity );
break;
}
}
}
//-----------------------------------------------------------------------------
//
//-----------------------------------------------------------------------------
void CObjectSpyTrap::Destroy( void )
{
Explode();
UTIL_Remove( this );
}
//-----------------------------------------------------------------------------
//
//-----------------------------------------------------------------------------
void CObjectSpyTrap::TriggerTrapEffects( void )
{
if ( gpGlobals->curtime < m_flNextTrapEffectTime )
return;
Vector vecOrigin = GetAbsOrigin();
CPVSFilter filter( vecOrigin );
TE_TFParticleEffect( filter, 0.f, "Explosion_ShockWave_01", vecOrigin, vec3_angle );
EmitSound( filter, entindex(), "Weapon_Upgrade.ExplosiveHeadshot" );
m_flNextTrapEffectTime = gpGlobals->curtime + 1.f;
}
//-----------------------------------------------------------------------------
//
//-----------------------------------------------------------------------------
bool CObjectSpyTrap::IsPlacementPosValid( void )
{
// This is mostly duplicated from baseobject. Poop.
// The alternative is modifying a bunch of call sites
// and derived classes to handle an object pointer,
// and having special case code in the base method.
// It's a "which is poopier" contest.
CTFPlayer *pPlayer = GetOwner();
if ( !pPlayer )
return false;
bool bValid = CalculatePlacementPos();
if ( !bValid )
return false;
#ifndef CLIENT_DLL
if ( !EstimateValidBuildPos() )
return false;
#endif
// Verify that the entire object can fit here - ignoring players
trace_t tr;
CTraceFilterIgnorePlayers filter( this, COLLISION_GROUP_PLAYER );
UTIL_TraceEntity( this, m_vecBuildOrigin, m_vecBuildOrigin, MASK_SOLID, &filter, &tr );
if ( tr.fraction < 1.0f )
return false;
// Make sure we can see the final position
UTIL_TraceLine( pPlayer->EyePosition(), m_vecBuildOrigin + Vector( 0, 0, m_vecBuildMaxs[2] * 0.5 ), MASK_PLAYERSOLID_BRUSHONLY, pPlayer, COLLISION_GROUP_NONE, &tr );
if ( tr.fraction < 1.0 )
return false;
return true;
}
//-----------------------------------------------------------------------------
//
//-----------------------------------------------------------------------------
void CObjectSpyTrap::StartTouch( CBaseEntity *pOther )
{
BaseClass::StartTouch( pOther );
if ( !m_bActive && pOther->IsPlayer() && !InSameTeam( pOther ) )
{
if ( ( InSameTeam( pOther ) && HasAttribute( TRAP_TRIGGER_FRIENDLY ) ) ||
( !InSameTeam( pOther ) ) )
{
Activate( pOther );
}
}
}
//-----------------------------------------------------------------------------
//
//-----------------------------------------------------------------------------
void CObjectSpyTrap::EndTouch( CBaseEntity *pOther )
{
BaseClass::EndTouch( pOther );
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : collisionGroup -
// Output : Returns true on success, false on failure.
//-----------------------------------------------------------------------------
bool CObjectSpyTrap::ShouldCollide( int collisionGroup, int contentsMask ) const
{
// Ignore player collisions when trap pulses
if ( HasAttribute( TRAP_PULSE_EFFECT ) )
{
if ( collisionGroup == COLLISION_GROUP_PLAYER_MOVEMENT )
{
return false;
}
}
return BaseClass::ShouldCollide( collisionGroup, contentsMask );
}
//-----------------------------------------------------------------------------
//
//-----------------------------------------------------------------------------
void CObjectSpyTrap::TriggerTrap_RadiusCloak( void )
{
int nRadius = 250;
float flDuration = 2.f;
for ( int i = 0; i < gpGlobals->maxClients; i++ )
{
CTFPlayer *pPlayer = ToTFPlayer( UTIL_PlayerByIndex( i ) );
if ( !pPlayer )
continue;
// Same team, alive, etc
if ( !IsValidRadiusCloakTarget( pPlayer ) )
continue;
// Range check from pTarget
Vector vecDist = pPlayer->GetAbsOrigin() - GetAbsOrigin();
if ( vecDist.LengthSqr() > nRadius * nRadius )
continue;
// Ignore bots we can't see
trace_t trace;
UTIL_TraceLine( pPlayer->WorldSpaceCenter(), WorldSpaceCenter(), MASK_SOLID_BRUSHONLY, NULL, COLLISION_GROUP_NONE, &trace );
if ( trace.fraction < 1.0f )
continue;
// Apply
pPlayer->m_Shared.AddCond( TF_COND_STEALTHED_USER_BUFF, flDuration, GetBuilder() );
}
TriggerTrapEffects();
m_flNextPulseTime = gpGlobals->curtime + 0.25f;
}
//-----------------------------------------------------------------------------
// Purpose: Valid player to apply cloak effects to?
//-----------------------------------------------------------------------------
bool CObjectSpyTrap::IsValidRadiusCloakTarget( CTFPlayer *pTarget )
{
if ( !pTarget )
return false;
if ( !pTarget->IsAlive() )
return false;
if ( !InSameTeam( pTarget ) )
return false;
return true;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CObjectSpyTrap::TriggerTrap_Reprogrammer( CBaseEntity *pTouchEntity )
{
if ( !pTouchEntity )
return;
if ( pTouchEntity->IsPlayer() )
{
CTFPlayer *pTFPlayer = ToTFPlayer( pTouchEntity );
if ( pTFPlayer && pTFPlayer->IsBot() )
{
if ( pTFPlayer->IsMiniBoss() )
return;
pTFPlayer->m_Shared.AddCond( TF_COND_REPROGRAMMED );
}
}
CPVSFilter filter( GetAbsOrigin() );
EmitSound( filter, entindex(), "Saxxy.TurnGold" );
TriggerTrapEffects();
Destroy();
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CObjectSpyTrap::TriggerTrap_Magnet( void )
{
int nRadius = 700;
for ( int i = 1; i < gpGlobals->maxClients; i++ )
{
CTFPlayer *pPlayer = ToTFPlayer( UTIL_PlayerByIndex( i ) );
if ( !pPlayer )
continue;
// Same team, alive, etc
if ( !pPlayer->IsAlive() )
continue;
if ( InSameTeam( pPlayer ) )
continue;
// Range check from pTarget
Vector vecDist = pPlayer->GetAbsOrigin() - GetAbsOrigin();
if ( vecDist.LengthSqr() > nRadius * nRadius )
continue;
// Ignore bots we can't see
trace_t trace;
UTIL_TraceLine( pPlayer->WorldSpaceCenter(), WorldSpaceCenter(), MASK_SOLID_BRUSHONLY, NULL, COLLISION_GROUP_NONE, &trace );
if ( trace.fraction < 1.0f )
continue;
// Find where we're going
Vector vecSourcePos = pPlayer->GetAbsOrigin();
Vector vecTargetPos = GetAbsOrigin();
vecTargetPos.z -= 32.0f;
Vector vecVelocity = vecTargetPos - vecSourcePos;
vecVelocity.z += 150.f;
// Send us flying
if ( pPlayer->GetFlags() & FL_ONGROUND )
{
pPlayer->SetGroundEntity( NULL );
pPlayer->SetGroundChangeTime( gpGlobals->curtime + 0.5f );
}
pPlayer->Teleport( NULL, NULL, &vecVelocity );
pPlayer->m_Shared.StunPlayer( 0.5, 0.85f, TF_STUN_MOVEMENT, GetOwner() );
}
TriggerTrapEffects();
m_flNextPulseTime = gpGlobals->curtime + 0.2f;
}
#endif // STAGING_ONLY