hl2_src-leak-2017/src/game/server/tf2/tf_obj_shieldwall.cpp

271 lines
7.4 KiB
C++

//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose: Medic's resupply beacon
//
// $NoKeywords: $
//=============================================================================//
#include "cbase.h"
#include "tf_obj.h"
#include "tf_player.h"
#include "tf_team.h"
#include "techtree.h"
#include "tf_shield.h"
#include "VGuiScreen.h"
//-----------------------------------------------------------------------------
// Shield wall defines
//-----------------------------------------------------------------------------
#define SHIELDWALL_MINS Vector(-20, -20, 0)
#define SHIELDWALL_MAXS Vector( 20, 20, 100)
#define SHIELD_WALL_PITCH -10.0f
ConVar obj_shieldwall_health( "obj_shieldwall_health","200", FCVAR_NONE, "Shield wall health" );
//-----------------------------------------------------------------------------
// Shield wall object that's built by the player
//-----------------------------------------------------------------------------
class CObjectShieldWallBase : public CBaseObject
{
DECLARE_CLASS( CObjectShieldWallBase, CBaseObject );
public:
CObjectShieldWallBase();
virtual void UpdateOnRemove( void );
virtual void Spawn();
virtual void PowerupStart( int iPowerup, float flAmount, CBaseEntity *pAttacker, CDamageModifier *pDamageModifier );
virtual void PowerupEnd( int iPowerup );
// Team change
virtual void ChangeTeam( int nTeamNumber ) OVERRIDE;
public:
CNetworkHandle( CShield, m_hDeployedShield );
};
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
CObjectShieldWallBase::CObjectShieldWallBase()
{
m_hDeployedShield.Set(0);
AddEFlags( EFL_FORCE_CHECK_TRANSMIT );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CObjectShieldWallBase::UpdateOnRemove( void )
{
if ( m_hDeployedShield.Get() )
{
UTIL_Remove( m_hDeployedShield );
m_hDeployedShield.Set( NULL );
}
// Chain at end to mimic destructor unwind order
BaseClass::UpdateOnRemove();
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CObjectShieldWallBase::Spawn()
{
m_takedamage = DAMAGE_YES;
SetType( OBJ_SHIELDWALL );
BaseClass::Spawn();
}
//-----------------------------------------------------------------------------
// Purpose: Powerup has just started
//-----------------------------------------------------------------------------
void CObjectShieldWallBase::PowerupStart( int iPowerup, float flAmount, CBaseEntity *pAttacker, CDamageModifier *pDamageModifier )
{
switch( iPowerup )
{
case POWERUP_BOOST:
// Increase our shield's energy
if ( m_hDeployedShield )
{
m_hDeployedShield->SetPower( m_hDeployedShield->GetPower() + (flAmount * 3) );
}
break;
case POWERUP_EMP:
if (m_hDeployedShield)
{
m_hDeployedShield->SetEMPed(true);
}
break;
default:
break;
}
BaseClass::PowerupStart( iPowerup, flAmount, pAttacker, pDamageModifier );
}
//-----------------------------------------------------------------------------
// Purpose: Powerup has just started
//-----------------------------------------------------------------------------
void CObjectShieldWallBase::PowerupEnd( int iPowerup )
{
switch ( iPowerup )
{
case POWERUP_EMP:
if (m_hDeployedShield)
{
m_hDeployedShield->SetEMPed(false);
}
break;
default:
break;
}
BaseClass::PowerupEnd( iPowerup );
}
//-----------------------------------------------------------------------------
// Team change
//-----------------------------------------------------------------------------
void CObjectShieldWallBase::ChangeTeam( int nTeamNumber )
{
BaseClass::ChangeTeam( nTeamNumber );
if ( m_hDeployedShield )
{
m_hDeployedShield->ChangeTeam( nTeamNumber );
}
}
//-----------------------------------------------------------------------------
// Shield wall object that's built by the player
//-----------------------------------------------------------------------------
class CObjectShieldWall : public CObjectShieldWallBase
{
DECLARE_CLASS( CObjectShieldWall, CObjectShieldWallBase );
public:
DECLARE_SERVERCLASS();
CObjectShieldWall();
virtual void Spawn();
virtual void Precache();
virtual void GetControlPanelInfo( int nPanelIndex, const char *&pPanelName );
virtual void ObjectMoved( );
virtual void FinishedBuilding( void );
};
IMPLEMENT_SERVERCLASS_ST(CObjectShieldWall, DT_ObjectShieldWall)
SendPropEHandle(SENDINFO(m_hDeployedShield)),
END_SEND_TABLE();
LINK_ENTITY_TO_CLASS(obj_shieldwall, CObjectShieldWall);
PRECACHE_REGISTER(obj_shieldwall);
CObjectShieldWall::CObjectShieldWall()
{
UseClientSideAnimation();
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CObjectShieldWall::Spawn()
{
SetModel( "models/objects/obj_shieldwall.mdl" );
SetSolid( SOLID_BBOX );
UTIL_SetSize(this, SHIELDWALL_MINS, SHIELDWALL_MAXS);
m_iHealth = obj_shieldwall_health.GetInt();
m_hDeployedShield = NULL;
SetType( OBJ_SHIELDWALL );
BaseClass::Spawn();
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CObjectShieldWall::Precache()
{
PrecacheModel( "models/objects/obj_shieldwall.mdl" );
PrecacheVGuiScreen( "screen_obj_shieldwall" );
}
//-----------------------------------------------------------------------------
// Purpose: Gets info about the control panels
//-----------------------------------------------------------------------------
void CObjectShieldWall::GetControlPanelInfo( int nPanelIndex, const char *&pPanelName )
{
pPanelName = "screen_obj_shieldwall";
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CObjectShieldWall::FinishedBuilding( void )
{
BaseClass::FinishedBuilding();
int nAttachmentIndex = LookupAttachment( "projectionpoint" );
m_hDeployedShield = CreateMobileShield( this );
m_hDeployedShield->SetAlwaysOrient( false );
m_hDeployedShield->SetAttachmentIndex( nAttachmentIndex );
m_hDeployedShield->SetAngularSpringConstant( 20 );
ObjectMoved();
}
//-----------------------------------------------------------------------------
// Called when the builder rotates this object...
//-----------------------------------------------------------------------------
void CObjectShieldWall::ObjectMoved( )
{
if (m_hDeployedShield)
{
VMatrix matangles;
VMatrix matoffset;
VMatrix matfinal;
// This represents how much to pitch the shield up from the attachment point
QAngle angleOffset( SHIELD_WALL_PITCH, 0, 0 );
// Get the location and angles of the attachment point
// Attachment point position is the origin of the shield
QAngle angles;
// Rotate the angles of the attachment point by the angle offset
MatrixFromAngles( GetAbsAngles(), matangles );
MatrixFromAngles( angleOffset, matoffset );
MatrixMultiply( matangles, matoffset, matfinal );
MatrixToAngles( matfinal, angles );
m_hDeployedShield->SetCenterAngles( angles );
m_hDeployedShield->ShieldMoved();
}
BaseClass::ObjectMoved();
}