Modified source engine (2017) developed by valve and leaked in 2020. Not for commercial purporses
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//
//=============================================================================//
/*
===== tf_playerclass.cpp ========================================================
functions dealing with the TF playerclasses
*/
#include "cbase.h"
#include "player.h"
#include "basecombatweapon.h"
#include "tf_player.h"
#include "tf_obj.h"
#include "weapon_builder.h"
#include "tf_team.h"
#include "tf_func_resource.h"
#include "orders.h"
#include "order_repair.h"
#include "engine/IEngineSound.h"
#include "tier1/strtools.h"
#include "textstatsmgr.h"
#include "ammodef.h"
#include "weapon_objectselection.h"
#include "vcollide_parse.h"
#include "weapon_combatshield.h"
#include "tf_vehicle_tank.h"
#include "tf_obj_manned_plasmagun.h"
#include "tf_obj_manned_missilelauncher.h"
extern char *g_pszEMPPulseStart;
extern ConVar tf_fastbuild;
// Stat groupings
enum
{
STATS_TANK = TFCLASS_CLASS_COUNT,
STATS_MANNEDGUN_PLASMA,
STATS_MANNEDGUN_ROCKET,
STATS_NUM_GROUPS,
};
char *sNonClassStatNames[] =
{
"Tanks",
"Manned Plasmaguns",
"Manned Rocket launchers",
};
// Stats between player classes (like how many snipers killed recons).
class CInterClassStats
{
public:
CInterClassStats()
{
m_flTotalDamageInflicted = 0;
m_nKills = 0;
m_flTotalEngagementDist = 0;
m_nEngagements = 0;
m_flTotalNormalizedEngagementDist = 0;
m_nNormalizedEngagements = 0;
}
public:
//
// Note: "containing class" refers to the class in the CPlayerClassStats that owns this CInterClassStats.
// So if there's a CPlayerClassStats for a recon, and it has a CInterClassStats for a sniper,
// then "containing class" refers to the recon. In this example, m_flTotalDamageInflicted representss
// how much damage the recon players inflicted on the snipers.
//
double m_flTotalDamageInflicted; // Total damage inflicted on this class by the containing class.
double m_flTotalEngagementDist; // Used to get the average engagement distance.
int m_nEngagements;
double m_flTotalNormalizedEngagementDist;
int m_nNormalizedEngagements;
int m_nKills; // Now many times the containing class killed this one.
};
class CPlayerClassStats
{
public:
CPlayerClassStats()
{
m_flPlayerTime = 0;
}
public:
CInterClassStats m_InterClassStats[STATS_NUM_GROUPS];
double m_flPlayerTime; // How much player time was spent in this class.
};
ConVar tf2_object_hard_limits( "tf2_object_hard_limits","0", FCVAR_NONE, "If true, use hard object limits instead of resource costs" );
CPlayerClassStats g_PlayerClassStats[STATS_NUM_GROUPS];
void AddPlayerClassTime( int classnum, float seconds )
{
g_PlayerClassStats[ classnum ].m_flPlayerTime += seconds;
}
int GetStatGroupFor( CBaseTFPlayer *pPlayer )
{
// In a vehicle?
if ( pPlayer->IsInAVehicle() )
{
if ( dynamic_cast<CVehicleTank*>( pPlayer->GetVehicle() ) )
return STATS_TANK;
if ( dynamic_cast<CObjectMannedMissileLauncher*>( pPlayer->GetVehicle() ) )
return STATS_MANNEDGUN_ROCKET;
if ( dynamic_cast<CObjectMannedPlasmagun*>( pPlayer->GetVehicle() ) )
return STATS_MANNEDGUN_PLASMA;
}
// Otherwise, use the playerclass
return pPlayer->GetPlayerClass()->GetTFClass();
}
const char* GetGroupNameFor( int iStatGroup )
{
Assert( iStatGroup > TFCLASS_UNDECIDED && iStatGroup < STATS_NUM_GROUPS );
if ( iStatGroup < TFCLASS_CLASS_COUNT )
return GetTFClassInfo( iStatGroup )->m_pClassName;
else
return sNonClassStatNames[ iStatGroup - TFCLASS_CLASS_COUNT ];
}
void PrintPlayerClassStats()
{
IFileSystem *pFileSys = filesystem;
FileHandle_t hFile = pFileSys->Open( "class_stats.txt", "wt", "LOGDIR" );
if ( hFile == FILESYSTEM_INVALID_HANDLE )
return;
pFileSys->FPrintf( hFile, "Class\tPlayer Time (minutes)\tAvg Engagement Dist\t(OLD) Engagement Dist\n" );
for ( int i=TFCLASS_UNDECIDED+1; i < STATS_NUM_GROUPS; i++ )
{
CPlayerClassStats *pStats = &g_PlayerClassStats[i];
// Figure out the average engagement distance across all classes.
int j;
double flAvgEngagementDist = 0;
int nTotalEngagements = 0;
double flTotalEngagementDist = 0;
double flTotalNormalizedEngagementDist = 0;
int nTotalNormalizedEngagements = 0;
for ( j=TFCLASS_UNDECIDED+1; j < STATS_NUM_GROUPS; j++ )
{
CInterClassStats *pInter = &g_PlayerClassStats[i].m_InterClassStats[j];
nTotalEngagements += pInter->m_nEngagements;
flTotalEngagementDist += pInter->m_flTotalEngagementDist;
nTotalNormalizedEngagements += pInter->m_nNormalizedEngagements;
flTotalNormalizedEngagementDist += pInter->m_flTotalNormalizedEngagementDist;
}
flAvgEngagementDist = nTotalEngagements ? ( flTotalEngagementDist / nTotalEngagements ) : 0;
double flAvgNormalizedEngagementDist = nTotalNormalizedEngagements ? (flTotalNormalizedEngagementDist / nTotalNormalizedEngagements) : 0;
pFileSys->FPrintf( hFile, "%s", GetGroupNameFor( i ) );
pFileSys->FPrintf( hFile, "\t%.1f", (pStats->m_flPlayerTime / 60.0f) );
pFileSys->FPrintf( hFile, "\t%d", (int)flAvgNormalizedEngagementDist );
pFileSys->FPrintf( hFile, "\t%d", (int)flAvgEngagementDist );
pFileSys->FPrintf( hFile, "\n" );
}
pFileSys->FPrintf( hFile, "\n" );
pFileSys->FPrintf( hFile, "\n" );
pFileSys->FPrintf( hFile, "Class\tTarget Class\tTotal Damage\tKills\tAvg Engagement Dist\t(OLD) Engagement Dist\n" );
for ( i=TFCLASS_UNDECIDED+1; i < STATS_NUM_GROUPS; i++ )
{
CPlayerClassStats *pStats = &g_PlayerClassStats[i];
// Print the inter-class stats.
for ( int j=TFCLASS_UNDECIDED+1; j < STATS_NUM_GROUPS; j++ )
{
CInterClassStats *pInter = &pStats->m_InterClassStats[j];
pFileSys->FPrintf( hFile, "%s", GetGroupNameFor( i ) );
pFileSys->FPrintf( hFile, "\t%s", GetGroupNameFor( j ) );
pFileSys->FPrintf( hFile, "\t%d", (int)pInter->m_flTotalDamageInflicted );
pFileSys->FPrintf( hFile, "\t%d", pInter->m_nKills );
pFileSys->FPrintf( hFile, "\t%d", (int)(pInter->m_nNormalizedEngagements ? (pInter->m_flTotalNormalizedEngagementDist / pInter->m_nNormalizedEngagements) : 0) );
pFileSys->FPrintf( hFile, "\t%d", (int)(pInter->m_nEngagements ? (pInter->m_flTotalEngagementDist / pInter->m_nEngagements) : 0) );
pFileSys->FPrintf( hFile, "\n" );
}
}
pFileSys->Close( hFile );
}
CTextStatFile g_PlayerClassStatsOutput( PrintPlayerClassStats );
// ---------------------------------------------------------------------------------------------------------------- //
// Detailed stats output.
// ---------------------------------------------------------------------------------------------------------------- //
ConVar tf_DetailedStats( "tf_DetailedStats", "1", 0, "Prints extensive detailed gameplay stats into detailed_stats.txt" );
class CShotInfo
{
public:
float m_flDistance;
int m_nDamage;
};
CUtlLinkedList<CShotInfo,int> g_ClassShotInfos[STATS_NUM_GROUPS];
void PrintDetailedPlayerClassStats()
{
if ( !tf_DetailedStats.GetInt() )
return;
IFileSystem *pFileSys = filesystem;
FileHandle_t hFile = pFileSys->Open( "class_stats_detailed.txt", "wt", "LOGDIR" );
if ( hFile != FILESYSTEM_INVALID_HANDLE )
{
// Print the header.
for ( int i=TFCLASS_UNDECIDED+1; i < STATS_NUM_GROUPS; i++ )
{
pFileSys->FPrintf( hFile, "%s dist\t%s dmg\t", GetGroupNameFor( i ), GetGroupNameFor( i ) );
}
pFileSys->FPrintf( hFile, "\n" );
// Write out each column.
int iterators[STATS_NUM_GROUPS];
for ( i=TFCLASS_UNDECIDED+1; i < STATS_NUM_GROUPS; i++ )
iterators[i] = g_ClassShotInfos[i].Head();
bool bWroteAnything;
do
{
bWroteAnything = false;
for ( int i=TFCLASS_UNDECIDED+1; i < STATS_NUM_GROUPS; i++ )
{
if ( iterators[i] == g_ClassShotInfos[i].InvalidIndex() )
{
pFileSys->FPrintf( hFile, "\t\t" );
}
else
{
CShotInfo *pInfo = &g_ClassShotInfos[i][iterators[i]];
iterators[i] = g_ClassShotInfos[i].Next( iterators[i] );
pFileSys->FPrintf( hFile, "%.2f\t%d\t", pInfo->m_flDistance, pInfo->m_nDamage );
bWroteAnything = true;
}
}
pFileSys->FPrintf( hFile, "\n" );
} while ( bWroteAnything );
pFileSys->Close( hFile );
}
}
CTextStatFile g_PlayerClassStatsDetailedOutput( PrintDetailedPlayerClassStats );
//=====================================================================
// PLAYER CLASS HANDLING
//=====================================================================
// Base PlayerClass
CPlayerClass::CPlayerClass( CBaseTFPlayer *pPlayer, TFClass iClass )
: m_TFClass( iClass )
{
m_pPlayer = pPlayer;
for (int i = 0; i <= MAX_TF_TEAMS; ++i)
{
m_sClassModel[i] = NULL_STRING;
}
m_iNumWeaponTechAssociations = 0;
m_bTechAssociationsSet = false;
m_flNormalizedEngagementNextTime = -1;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
CPlayerClass::~CPlayerClass()
{
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CPlayerClass::ClassActivate( void )
{
// Setup the default player movement variables.
SetupMoveData();
AddWeaponTechAssociations();
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CPlayerClass::ClassDeactivate( void )
{
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CPlayerClass::AddWeaponTechAssociations( void )
{
ClearAllWeaponTechAssoc();
// Iterate tech tree for this class and find
Assert( m_pPlayer );
CTechnologyTree *tree = m_pPlayer->GetTechTree();
Assert( tree );
// Loop through all of the techs to see if any of them say yes to being applicable to
// this class specifically
for ( int i = 0 ; i < tree->GetNumberTechnologies(); i++ )
{
CBaseTechnology *tech = tree->GetTechnology( i );
if ( !tech )
continue;
if ( !tech->GetAssociateWeaponsForClass( GetTFClass() ) )
continue;
// Associate weapon tech name with class
AddWeaponTechAssoc( (char *)tech->GetName() );
}
}
void CPlayerClass::NetworkStateChanged()
{
if ( m_pPlayer )
m_pPlayer->NetworkStateChanged();
}
//-----------------------------------------------------------------------------
// Purpose: Setup the default movement parameters, quite a few of these will be
// overridden with class specific values.
//-----------------------------------------------------------------------------
void CPlayerClass::SetupMoveData( void )
{
// Set the default walking and sprinting speeds.
m_flMaxWalkingSpeed = 120;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CPlayerClass::SetupSizeData( void )
{
// Initially set the player to the base player class standing hull size.
m_pPlayer->SetCollisionBounds( PLAYERCLASS_HULL_STAND_MIN, PLAYERCLASS_HULL_STAND_MAX );
m_pPlayer->SetViewOffset( PLAYERCLASS_VIEWOFFSET_STAND );
m_pPlayer->m_Local.m_flStepSize = PLAYERCLASS_STEPSIZE;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CPlayerClass::CreateClass( void )
{
// Give them a full loadout on the initial spawn
ResupplyAmmo( 100.0f, RESUPPLY_ALL_FROM_STATION );
// Create the builder weapon & all objects in it (Helpers are automatically deleted when the weapon's deleted)
// Make sure they can build at least 1 object
if ( GetTFClassInfo( m_TFClass )->m_pClassObjects[0] != OBJ_LAST )
{
m_pPlayer->GiveNamedItem( "weapon_builder" );
Assert( m_pPlayer->GetWeaponBuilder() );
// Do we have a construction yard?
bool bHaveYard = false;
CBaseEntity *pEntity = NULL;
while ((pEntity = gEntList.FindEntityByClassname( pEntity, "func_construction_yard" )) != NULL)
{
if ( m_pPlayer->InSameTeam( pEntity ) )
{
bHaveYard = true;
break;
}
}
for ( int i = 0; i < OBJ_LAST; i++ )
{
int iClassObject = GetTFClassInfo( m_TFClass )->m_pClassObjects[i];
// Hit the end?
if ( iClassObject == OBJ_LAST )
break;
// Only Humans can build the powerpacks & mortars
if ( iClassObject == OBJ_POWERPACK || iClassObject == OBJ_MORTAR)
{
if ( m_pPlayer->GetTeamNumber() != TEAM_HUMANS )
continue;
}
// Only Aliens can build shields
if ( iClassObject == OBJ_SHIELDWALL )
{
if ( m_pPlayer->GetTeamNumber() != TEAM_ALIENS )
continue;
}
// If my team doesn't have a construction yard, don't allow me to build vehicles
if ( !tf_fastbuild.GetBool() && !bHaveYard )
{
if ( IsObjectAVehicle(iClassObject) )
continue;
// Don't allow them to build vehicle upgrades either
if ( iClassObject == OBJ_DRIVER_MACHINEGUN )
continue;
}
// If my team has a construction yard, don't allow me to build defensive buildings
if ( !tf_fastbuild.GetBool() && bHaveYard && IsObjectADefensiveBuilding(iClassObject) )
continue;
m_pPlayer->GetWeaponBuilder()->AddBuildableObject( iClassObject );
// Give the player a fake weapon to select this object with
CWeaponObjectSelection *pSelection = (CWeaponObjectSelection *)m_pPlayer->GiveNamedItem( "weapon_objectselection", iClassObject );
if ( pSelection )
{
pSelection->SetType( iClassObject );
}
}
}
// Give the player all the weapons from tech associations
CTechnologyTree *pTechTree = m_pPlayer->GetTechTree();
if ( pTechTree )
{
// Give the player any weapons s/he might have just received the tech for
for ( int i = 0; i < m_iNumWeaponTechAssociations; i++ )
{
if ( m_pPlayer->HasNamedTechnology( m_WeaponTechAssociations[i].pWeaponTech ) )
{
CBaseTechnology *tech = pTechTree->GetTechnology( m_WeaponTechAssociations[i].pWeaponTech );
if ( tech )
{
for ( int j = 0; j < tech->GetNumWeaponAssociations(); j++ )
{
const char *weaponname = tech->GetAssociatedWeapon( j );
Assert( weaponname );
m_pPlayer->GiveNamedItem( weaponname );
}
}
}
}
}
}
//-----------------------------------------------------------------------------
// Purpose: Called on each respawn
//-----------------------------------------------------------------------------
void CPlayerClass::RespawnClass( void )
{
ResupplyAmmo( 100.0f, RESUPPLY_ALL_FROM_STATION );
GainedNewTechnology( NULL );
SetMaxHealth( GetMaxHealthCVarValue() );
SetMaxSpeed( GetMaxSpeed() );
CheckDeterioratingObjects();
SetupSizeData();
// Refill the clips of all my weapons
for (int i = 0; i < MAX_WEAPONS; i++)
{
CBaseCombatWeapon *pWeapon = m_pPlayer->GetWeapon(i);
if ( pWeapon )
{
if ( pWeapon->UsesClipsForAmmo1() )
{
pWeapon->m_iClip1 = pWeapon->GetDefaultClip1();
}
if ( pWeapon->UsesClipsForAmmo2() )
{
pWeapon->m_iClip2 = pWeapon->GetDefaultClip2();
}
}
}
}
//-----------------------------------------------------------------------------
// Purpose: Supply the player with Ammo. Return true if some ammo was given.
//-----------------------------------------------------------------------------
bool CPlayerClass::ResupplyAmmoType( float flAmount, const char *pAmmoType )
{
if (flAmount <= 0)
return false;
// Make sure at least 1 if given...
int nAmount;
if (flAmount <= 1)
nAmount = 1;
else
nAmount = (int)flAmount;
bool bGiven = false;
if ( g_pGameRules->CanHaveAmmo( m_pPlayer, pAmmoType ) )
{
if ( m_pPlayer->GiveAmmo( nAmount, pAmmoType, true ) > 0 )
bGiven = true;
}
return bGiven;
}
//-----------------------------------------------------------------------------
// Purpose: Supply the player with Ammo. Return true if some ammo was given.
//-----------------------------------------------------------------------------
bool CPlayerClass::ResupplyAmmo( float flPercentage, ResupplyReason_t reason )
{
bool bGiven = false;
// Fully resupply shield energy everytime
if ( m_pPlayer->GetCombatShield() )
{
m_pPlayer->GetCombatShield()->AddShieldHealth( 1.0 );
}
if ((reason == RESUPPLY_RESPAWN) || (reason == RESUPPLY_ALL_FROM_STATION) || (reason == RESUPPLY_AMMO_FROM_STATION))
{
if (ResupplyAmmoType( 1, "Sappers" ))
{
bGiven = true;
}
}
return bGiven;
}
//-----------------------------------------------------------------------------
// Purpose: Calculate the player's Speed
//-----------------------------------------------------------------------------
float CPlayerClass::GetMaxSpeed( void )
{
float flMaxSpeed = m_flMaxWalkingSpeed;
// Is the player in adrenalin mode?
if ( m_pPlayer->HasPowerup( POWERUP_RUSH ) )
{
flMaxSpeed *= ADRENALIN_SPEED_INCREASE;
}
// Is the player unable to move right now?
if ( m_pPlayer->CantMove() )
{
flMaxSpeed = 1;
}
return flMaxSpeed;
}
//-----------------------------------------------------------------------------
// Purpose: Get the player's maximum walking speed
//-----------------------------------------------------------------------------
float CPlayerClass::GetMaxWalkSpeed( void )
{
return m_flMaxWalkingSpeed;
}
//-----------------------------------------------------------------------------
// Purpose: Set the player's speed
//-----------------------------------------------------------------------------
void CPlayerClass::SetMaxSpeed( float flMaxSpeed )
{
if ( m_pPlayer )
{
m_pPlayer->SetMaxSpeed( flMaxSpeed );
float curspeed = m_pPlayer->GetAbsVelocity().Length();
if ( curspeed != 0.0f && curspeed > flMaxSpeed )
{
float crop = flMaxSpeed / curspeed;
Vector vecNewVelocity;
VectorScale( m_pPlayer->GetAbsVelocity(), crop, vecNewVelocity );
m_pPlayer->SetAbsVelocity( vecNewVelocity );
}
}
}
//-----------------------------------------------------------------------------
// Purpose: Return the player's max health
//-----------------------------------------------------------------------------
int CPlayerClass::GetMaxHealthCVarValue()
{
int val = GetTFClassInfo( GetTFClass() )->m_pMaxHealthCVar->GetInt();
Assert( val > 0 ); // If you hit this assert, then you probably didn't add an entry to skill?.cfg
return val;
}
//-----------------------------------------------------------------------------
// Purpose: Set the player's health
//-----------------------------------------------------------------------------
void CPlayerClass::SetMaxHealth( float flMaxHealth )
{
if ( m_pPlayer )
{
m_pPlayer->m_iMaxHealth = m_pPlayer->m_iHealth = flMaxHealth;
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
string_t CPlayerClass::GetClassModel( int nTeam )
{
return m_sClassModel[nTeam];
}
const char* CPlayerClass::GetClassModelString( int nTeam )
{
// Each derived class should implement this.
Assert( false );
return "INVALID";
}
//-----------------------------------------------------------------------------
// Purpose: Called to see if another player should be displayed on the players radar
//-----------------------------------------------------------------------------
bool CPlayerClass::CanSeePlayerOnRadar( CBaseTFPlayer *pl )
{
// if ( pl->InSameTeam(m_pPlayer) )
// return false;
return true;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CPlayerClass::ItemPostFrame()
{
}
//-----------------------------------------------------------------------------
// Purpose:
// Output : TFClass
//-----------------------------------------------------------------------------
TFClass CPlayerClass::GetTFClass( void )
{
return m_TFClass;
}
//-----------------------------------------------------------------------------
// Purpose: Handle custom commands for this playerclass
//-----------------------------------------------------------------------------
bool CPlayerClass::ClientCommand( const CCommand& args )
{
if ( FStrEq( args[0], "builder_select_obj" ) )
{
if ( args.ArgC() < 2 )
return true;
// This is a total hack. Eventually this should come in via usercmds.
// Get our builder weapon
if ( !m_pPlayer->GetWeaponBuilder() )
return true;
// Select a state for the builder weapon
m_pPlayer->GetWeaponBuilder()->SetCurrentObject( atoi( args[1] ) );
m_pPlayer->GetWeaponBuilder()->SetCurrentState( BS_PLACING );
m_pPlayer->GetWeaponBuilder()->StartPlacement();
m_pPlayer->GetWeaponBuilder()->m_flNextPrimaryAttack = gpGlobals->curtime + 0.35f;
return true;
}
else if ( FStrEq( args[0], "builder_select_mode" ) )
{
if ( args.ArgC() < 2 )
return true;
// Get our builder weapon
if ( !m_pPlayer->GetWeaponBuilder() )
return true;
// Select a state for the builder weapon
m_pPlayer->GetWeaponBuilder()->SetCurrentState( atoi( args[1] ) );
m_pPlayer->GetWeaponBuilder()->m_flNextPrimaryAttack = gpGlobals->curtime + 0.35f;
return true;
}
return false;
}
//-----------------------------------------------------------------------------
// Should we take damage-based force?
//-----------------------------------------------------------------------------
bool CPlayerClass::ShouldApplyDamageForce( const CTakeDamageInfo &info )
{
return true;
}
//-----------------------------------------------------------------------------
// Purpose: The player has taken damage. Return the damage done.
//-----------------------------------------------------------------------------
float CPlayerClass::OnTakeDamage( const CTakeDamageInfo &info )
{
if ( info.GetAttacker() )
{
CBaseTFPlayer *pPlayer = dynamic_cast< CBaseTFPlayer* >( info.GetAttacker() );
if ( pPlayer && pPlayer->GetPlayerClass() )
{
int iStatGroup = GetStatGroupFor( pPlayer );
CInterClassStats *pInter = &g_PlayerClassStats[iStatGroup].m_InterClassStats[GetTFClass()];
pInter->m_flTotalDamageInflicted += info.GetDamage();
float flDistToAttacker = pPlayer->GetAbsOrigin().DistTo( GetPlayer()->GetAbsOrigin() );
pInter->m_flTotalEngagementDist += flDistToAttacker;
pInter->m_nEngagements++;
if ( gpGlobals->curtime >= m_flNormalizedEngagementNextTime )
{
pInter->m_flTotalNormalizedEngagementDist += flDistToAttacker;
pInter->m_nNormalizedEngagements++;
m_flNormalizedEngagementNextTime = gpGlobals->curtime + 3;
}
// Store detailed stats for the shot?
if ( tf_DetailedStats.GetInt() )
{
CShotInfo shotInfo;
shotInfo.m_flDistance = flDistToAttacker;
shotInfo.m_nDamage = (int)info.GetDamage();
g_ClassShotInfos[iStatGroup].AddToTail( shotInfo );
}
}
}
return info.GetDamage();
}
//-----------------------------------------------------------------------------
// Purpose: New technology has been gained. Recalculate any class specific technology dependencies.
//-----------------------------------------------------------------------------
void CPlayerClass::GainedNewTechnology( CBaseTechnology *pTechnology )
{
int i;
// Tell the player's weapons that this player's gained new technology
for ( i = 0; i < m_pPlayer->WeaponCount(); i++ )
{
if ( m_pPlayer->GetWeapon(i) )
{
((CBaseTFCombatWeapon*)m_pPlayer->GetWeapon(i))->GainedNewTechnology( pTechnology );
}
}
// Tell the player's objects that this player's gained new technology
for ( i = 0; i < m_pPlayer->GetObjectCount(); i++ )
{
if (m_pPlayer->GetObject(i))
{
m_pPlayer->GetObject(i)->GainedNewTechnology( pTechnology );
}
}
}
//-----------------------------------------------------------------------------
// Purpose: Return true if this player's allowed to build another one of the specified objects
//-----------------------------------------------------------------------------
int CPlayerClass::CanBuild( int iObjectType )
{
int iObjectCount = GetNumObjects( iObjectType );
// Make sure we haven't hit maximum number
if ( tf2_object_hard_limits.GetBool() )
{
if ( iObjectCount >= GetObjectInfo( iObjectType )->m_nMaxObjects )
return CB_LIMIT_REACHED;
}
else
{
// Find out how much the next object should cost
int iCost = CalculateObjectCost( iObjectType, GetNumObjects( iObjectType ), m_pPlayer->GetTeamNumber() );
// Make sure we have enough resources
if ( m_pPlayer->GetBankResources() < iCost )
return CB_NEED_RESOURCES;
}
return CB_CAN_BUILD;
}
//-----------------------------------------------------------------------------
// Purpose: Object built by this player has been destroyed
//-----------------------------------------------------------------------------
void CPlayerClass::OwnedObjectDestroyed( CBaseObject *pObject )
{
}
//-----------------------------------------------------------------------------
// Purpose: Get the number of the specified objects built by the player
//-----------------------------------------------------------------------------
int CPlayerClass::GetNumObjects( int iObjectType )
{
// For the purposes of costs/limits, Sentryguns tally up all sentrygun types
if ( iObjectType == OBJ_SENTRYGUN_PLASMA || iObjectType == OBJ_SENTRYGUN_ROCKET_LAUNCHER )
{
return ( m_pPlayer->GetNumObjects( OBJ_SENTRYGUN_PLASMA ) + m_pPlayer->GetNumObjects( OBJ_SENTRYGUN_ROCKET_LAUNCHER ) );
}
return m_pPlayer->GetNumObjects( iObjectType );
}
//-----------------------------------------------------------------------------
// Purpose: Player has started building an object
//-----------------------------------------------------------------------------
int CPlayerClass::StartedBuildingObject( int iObjectType )
{
// Deduct the cost of the object
if ( !tf2_object_hard_limits.GetBool() )
{
int iCost = CalculateObjectCost( iObjectType, GetNumObjects( iObjectType ), m_pPlayer->GetTeamNumber() );
if ( iCost > m_pPlayer->GetBankResources() )
{
// Player must have lost resources since he started placing
return 0;
}
m_pPlayer->RemoveBankResources( iCost );
// If the object costs 0, we need to return non-0 to mean success
if ( !iCost )
return 1;
return iCost;
}
return 1;
}
//-----------------------------------------------------------------------------
// Purpose: Player has aborted a build
//-----------------------------------------------------------------------------
void CPlayerClass::StoppedBuilding( int iObjectType )
{
// Return the cost of the object
if ( !tf2_object_hard_limits.GetBool() )
{
int iCost = CalculateObjectCost( iObjectType, GetNumObjects( iObjectType ), m_pPlayer->GetTeamNumber() );
m_pPlayer->AddBankResources( iCost );
}
}
//-----------------------------------------------------------------------------
// Purpose: Object has been built by this player
//-----------------------------------------------------------------------------
void CPlayerClass::FinishedObject( CBaseObject *pObject )
{
}
//-----------------------------------------------------------------------------
// Purpose: Object has been picked up by this player
//-----------------------------------------------------------------------------
void CPlayerClass::PickupObject( CBaseObject *pObject )
{
// Return the cost of the object
if ( !tf2_object_hard_limits.GetBool() )
{
int iCost = CalculateObjectCost( pObject->GetType(), GetNumObjects( pObject->GetType() ), m_pPlayer->GetTeamNumber(), true );
m_pPlayer->AddBankResources( iCost );
}
}
//-----------------------------------------------------------------------------
// Purpose: Create a personal order for this player
//-----------------------------------------------------------------------------
bool CPlayerClass::CreateInitialOrder()
{
if( AnyNonResourceZoneOrders() )
return true;
return false;
}
void CPlayerClass::CreatePersonalOrder()
{
if( CreateInitialOrder() )
return;
// Make an order to fix any objects we own.
if ( COrderRepair::CreateOrder_RepairOwnObjects( this ) )
return;
}
bool CPlayerClass::AnyResourceZoneOrders()
{
return !!m_pPlayer->GetNumResourceZoneOrders();
}
bool CPlayerClass::AnyNonResourceZoneOrders()
{
return
m_pPlayer->GetNumResourceZoneOrders() == 0 &&
m_pPlayer->GetOrder();
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CPlayerClass::ClassThink( void )
{
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CPlayerClass::PowerupStart( int iPowerup, float flAmount, CBaseEntity *pAttacker, CDamageModifier *pDamageModifier )
{
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CPlayerClass::PowerupEnd( int iPowerup )
{
}
//-----------------------------------------------------------------------------
// Purpose: My player has just died
//-----------------------------------------------------------------------------
void CPlayerClass::PlayerDied( CBaseEntity *pAttacker )
{
if ( pAttacker )
{
CBaseTFPlayer *pAttackerPlayer = dynamic_cast< CBaseTFPlayer* >( pAttacker );
if ( pAttackerPlayer )
{
CPlayerClass *pAttackerClass = pAttackerPlayer->GetPlayerClass();
if ( pAttackerClass )
{
int iStatGroup = GetStatGroupFor( pAttackerPlayer );
g_PlayerClassStats[ iStatGroup ].m_InterClassStats[GetTFClass()].m_nKills++;
}
}
}
}
//-----------------------------------------------------------------------------
// Purpose: My player just killed another player
//-----------------------------------------------------------------------------
void CPlayerClass::PlayerKilledPlayer( CBaseTFPlayer *pVictim )
{
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CPlayerClass::SetPlayerHull( void )
{
// Use the generic player hull if the class doesn't override this function.
if ( m_pPlayer->GetFlags() & FL_DUCKING )
{
m_pPlayer->SetCollisionBounds( PLAYERCLASS_HULL_DUCK_MIN, PLAYERCLASS_HULL_DUCK_MAX );
}
else
{
m_pPlayer->SetCollisionBounds( PLAYERCLASS_HULL_STAND_MIN, PLAYERCLASS_HULL_STAND_MAX );
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CPlayerClass::GetPlayerHull( bool bDucking, Vector &vecMin, Vector &vecMax )
{
// Use the generic player hull if the class doesn't override this function.
if ( bDucking )
{
VectorCopy( PLAYERCLASS_HULL_DUCK_MIN, vecMin );
VectorCopy( PLAYERCLASS_HULL_DUCK_MAX, vecMax );
}
else
{
VectorCopy( PLAYERCLASS_HULL_STAND_MIN, vecMin );
VectorCopy( PLAYERCLASS_HULL_STAND_MAX, vecMax );
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CPlayerClass::InitVCollision( void )
{
CPhysCollide *pStandModel = PhysCreateBbox( PLAYERCLASS_HULL_STAND_MIN, PLAYERCLASS_HULL_STAND_MAX );
CPhysCollide *pCrouchModel = PhysCreateBbox( PLAYERCLASS_HULL_DUCK_MIN, PLAYERCLASS_HULL_DUCK_MAX );
solid_t solid;
solid.params = g_PhysDefaultObjectParams;
solid.params.mass = 85.0f;
solid.params.inertia = 1e24f;
solid.params.enableCollisions = false;
//disable drag
solid.params.dragCoefficient = 0;
// create standing hull
m_pPlayer->m_pShadowStand = PhysModelCreateCustom( m_pPlayer, pStandModel, m_pPlayer->GetLocalOrigin(), m_pPlayer->GetLocalAngles(), "tfplayer_generic", false, &solid );
m_pPlayer->m_pShadowStand->SetCallbackFlags( CALLBACK_SHADOW_COLLISION );
// create crouchig hull
m_pPlayer->m_pShadowCrouch = PhysModelCreateCustom( m_pPlayer, pCrouchModel, m_pPlayer->GetLocalOrigin(), m_pPlayer->GetLocalAngles(), "tfplayer_generic", false, &solid );
m_pPlayer->m_pShadowCrouch->SetCallbackFlags( CALLBACK_SHADOW_COLLISION );
// default to stand
m_pPlayer->VPhysicsSetObject( m_pPlayer->m_pShadowStand );
//disable drag
m_pPlayer->m_pShadowStand->EnableDrag( false );
m_pPlayer->m_pShadowCrouch->EnableDrag( false );
// tell physics lists I'm a shadow controller object
PhysAddShadow( m_pPlayer );
m_pPlayer->m_pPhysicsController = physenv->CreatePlayerController( m_pPlayer->m_pShadowStand );
// init state
if ( m_pPlayer->GetFlags() & FL_DUCKING )
{
m_pPlayer->SetVCollisionState( VPHYS_CROUCH );
}
else
{
m_pPlayer->SetVCollisionState( VPHYS_WALK );
}
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : *pObject -
// *pNewOwner -
//-----------------------------------------------------------------------------
void CPlayerClass::OwnedObjectChangeToTeam( CBaseObject *pObject, CBaseTFPlayer *pNewOwner )
{
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : *pObject -
// *pOldOwner -
//-----------------------------------------------------------------------------
void CPlayerClass::OwnedObjectChangeFromTeam( CBaseObject *pObject, CBaseTFPlayer *pOldOwner )
{
}
//-----------------------------------------------------------------------------
// Purpose: Check to see if there are any deteriorating objects I once owned that
// I can now re-own (i.e. I switched teams back to my original team).
// TODO: Make this use Steam IDs, so disconnecting & reconnecting players
// get their objects back.
//-----------------------------------------------------------------------------
void CPlayerClass::CheckDeterioratingObjects( void )
{
if ( !GetTeam() )
return;
// Cycle through the team's objects looking for any deteriorating objects once owned by me
for ( int i = 0; i < GetTeam()->GetNumObjects(); i++ )
{
CBaseObject *pObject = GetTeam()->GetObject(i);
if ( pObject->IsDeteriorating() && pObject->GetOriginalBuilder() == m_pPlayer )
{
// Can this class build this object?
if ( ClassCanBuild( GetTFClass(), pObject->GetType() ) )
{
// Give the object back to this player
pObject->SetBuilder( m_pPlayer );
m_pPlayer->AddObject( pObject );
}
}
}
}
//-----------------------------------------------------------------------------
// Purpose:
// Output : edict_t
//-----------------------------------------------------------------------------
CBaseEntity *CPlayerClass::SelectSpawnPoint( void )
{
return NULL;
}
//-----------------------------------------------------------------------------
// Purpose: Add a new weapon/tech association. Weapons that the player has the associated tech for
// will automatically be given out if the player has the tech.
//-----------------------------------------------------------------------------
void CPlayerClass::AddWeaponTechAssoc( char *pWeaponTech )
{
Assert( m_iNumWeaponTechAssociations < MAX_WEAPONS );
m_WeaponTechAssociations[m_iNumWeaponTechAssociations].pWeaponTech = pWeaponTech;
m_iNumWeaponTechAssociations++;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CPlayerClass::ClearAllWeaponTechAssoc( )
{
m_iNumWeaponTechAssociations = 0;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
CTFTeam *CPlayerClass::GetTeam()
{
return (CTFTeam*)GetPlayer()->GetTeam();
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CPlayerClass::ResetViewOffset( void )
{
if ( m_pPlayer )
{
m_pPlayer->SetViewOffset( PLAYERCLASS_VIEWOFFSET_STAND );
}
}