//========= Copyright Valve Corporation, All rights reserved. ============// // // Purpose: The Commando Player Class // // $Workfile: $ // $NoKeywords: $ //=============================================================================// #include "cbase.h" #include "tf_player.h" #include "tf_class_commando.h" #include "tf_vehicle_teleport_station.h" #include "EntityList.h" #include "basecombatweapon.h" #include "weapon_builder.h" #include "tf_obj.h" #include "tf_obj_rallyflag.h" #include "tf_team.h" #include "order_assist.h" #include "engine/IEngineSound.h" #include "weapon_twohandedcontainer.h" #include "weapon_combatshield.h" ConVar tf_knockdowntime( "tf_knockdowntime", "3", FCVAR_NONE, "Length of time knocked-down players remain on the ground." ); // Adrenalin ConVar class_commando_speed( "class_commando_speed","200", FCVAR_NONE, "Commando movement speed." ); ConVar class_commando_rush_length( "class_commando_rush_length","10", FCVAR_NONE, "Commando's adrenalin rush length in seconds." ); ConVar class_commando_rush_recharge( "class_commando_rush_recharge","60", FCVAR_NONE, "Commando's adrenalin rush recharge time in seconds." ); ConVar class_commando_battlecry_radius( "class_commando_battlecry_radius","512", FCVAR_NONE, "Commando's battlecry radius." ); ConVar class_commando_battlecry_length( "class_commando_battlecry_length","10", FCVAR_NONE, "Length of adrenalin rush given by the Commando's battlecry in seconds." ); //============================================================================= // // Commando Data Table // BEGIN_SEND_TABLE_NOBASE( CPlayerClassCommando, DT_PlayerClassCommandoData ) SendPropInt ( SENDINFO_STRUCTELEM( m_ClassData.m_bCanBullRush ), 1, SPROP_UNSIGNED ), SendPropInt ( SENDINFO_STRUCTELEM( m_ClassData.m_bBullRush ), 1, SPROP_UNSIGNED ), SendPropVector ( SENDINFO_STRUCTELEM( m_ClassData.m_vecBullRushDir ), -1, SPROP_COORD ), SendPropVector ( SENDINFO_STRUCTELEM( m_ClassData.m_vecBullRushViewDir ), -1, SPROP_COORD ), SendPropVector ( SENDINFO_STRUCTELEM( m_ClassData.m_vecBullRushViewGoalDir ), -1, SPROP_COORD ), SendPropFloat ( SENDINFO_STRUCTELEM( m_ClassData.m_flBullRushTime ), 32, SPROP_NOSCALE ), SendPropFloat ( SENDINFO_STRUCTELEM( m_ClassData.m_flDoubleTapForwardTime ), 32, SPROP_NOSCALE ), END_SEND_TABLE() //----------------------------------------------------------------------------- // Purpose: // Output : const char //----------------------------------------------------------------------------- const char *CPlayerClassCommando::GetClassModelString( int nTeam ) { if (nTeam == TEAM_HUMANS) return "models/player/human_commando.mdl"; else return "models/player/alien_commando.mdl"; } //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- CPlayerClassCommando::CPlayerClassCommando( CBaseTFPlayer *pPlayer, TFClass iClass ) : CPlayerClass( pPlayer, iClass ) { for (int i = 0; i < MAX_TF_TEAMS; ++i) { SetClassModel( MAKE_STRING(GetClassModelString(i)), i ); } } //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- CPlayerClassCommando::~CPlayerClassCommando() { m_aHitPlayers.RemoveAll(); } //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- void CPlayerClassCommando::ClassActivate( void ) { BaseClass::ClassActivate(); // Setup movement data. SetupMoveData(); // Initialize the shared class data. m_ClassData.m_bCanBullRush = false; m_ClassData.m_bBullRush = false; m_ClassData.m_vecBullRushDir.Init(); m_ClassData.m_vecBullRushViewDir.Init(); m_ClassData.m_vecBullRushViewGoalDir.Init(); m_ClassData.m_flBullRushTime = COMMANDO_TIME_INVALID; m_ClassData.m_flDoubleTapForwardTime = COMMANDO_TIME_INVALID; m_bCanRush = false; m_bPersonalRush = false; m_bHasBattlecry = false; m_bCanBoot = false; m_flNextBootCheck = 0.0f; // Time at which to recheck for the automatic melee attack m_bOldBullRush = 0.0f; } //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- void CPlayerClassCommando::ClassDeactivate( void ) { m_hWpnShield = NULL; m_hWpnPlasma = NULL; } //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- void CPlayerClassCommando::CreateClass( void ) { BaseClass::CreateClass(); // Create our two handed weapon layout m_hWpnShield = m_pPlayer->GetCombatShield(); CWeaponTwoHandedContainer *p = ( CWeaponTwoHandedContainer * )m_pPlayer->Weapon_OwnsThisType( "weapon_twohandedcontainer" ); if ( !p ) { p = static_cast< CWeaponTwoHandedContainer * >( m_pPlayer->GiveNamedItem( "weapon_twohandedcontainer" ) ); } if ( p && m_hWpnShield.Get() ) { m_hWpnShield->SetReflectViewModelAnimations( true ); p->SetWeapons( NULL, m_hWpnShield ); } } //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- void CPlayerClassCommando::RespawnClass( void ) { BaseClass::RespawnClass(); m_flNextBootCheck = 0; } //----------------------------------------------------------------------------- // Purpose: Supply the player with Ammo. Return true if some ammo was given. //----------------------------------------------------------------------------- bool CPlayerClassCommando::ResupplyAmmo( float flFraction, ResupplyReason_t reason ) { bool bGiven = false; if ((reason == RESUPPLY_ALL_FROM_STATION) || (reason == RESUPPLY_GRENADES_FROM_STATION)) { if (ResupplyAmmoType( 3 * flFraction, "Grenades" )) bGiven = true; if (ResupplyAmmoType( 1, "RallyFlags" )) bGiven = true; if (ResupplyAmmoType( 3, "Rockets" )) bGiven = true; } if ((reason == RESUPPLY_ALL_FROM_STATION) || (reason == RESUPPLY_AMMO_FROM_STATION)) { if (ResupplyAmmoType( 3, "Rockets" )) bGiven = true; } // On respawn, resupply base weapon ammo if ( reason == RESUPPLY_RESPAWN ) { } if ( BaseClass::ResupplyAmmo(flFraction, reason) ) bGiven = true; return bGiven; } //----------------------------------------------------------------------------- // Purpose: Set commando class specific movement data here. //----------------------------------------------------------------------------- void CPlayerClassCommando::SetupMoveData( void ) { // Setup Class statistics m_flMaxWalkingSpeed = class_commando_speed.GetFloat(); } //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- void CPlayerClassCommando::SetupSizeData( void ) { // Initially set the player to the base player class standing hull size. m_pPlayer->SetCollisionBounds( COMMANDOCLASS_HULL_STAND_MIN, COMMANDOCLASS_HULL_STAND_MAX ); m_pPlayer->SetViewOffset( COMMANDOCLASS_VIEWOFFSET_STAND ); m_pPlayer->m_Local.m_flStepSize = COMMANDOCLASS_STEPSIZE; } //----------------------------------------------------------------------------- // Purpose: Return true if this player's allowed to build another one of the specified objects //----------------------------------------------------------------------------- int CPlayerClassCommando::CanBuild( int iObjectType ) { if ( iObjectType == OBJ_RALLYFLAG ) { if ( !m_pPlayer->HasNamedTechnology( "com_obj_rallyflag" ) ) return CB_NOT_RESEARCHED; } return BaseClass::CanBuild( iObjectType ); } //----------------------------------------------------------------------------- // Purpose: Object has been built by this player //----------------------------------------------------------------------------- void CPlayerClassCommando::FinishedObject( CBaseObject *pObject ) { } //----------------------------------------------------------------------------- // Purpose: Calculate the Commando's Adrenalin Rush from available technologies //----------------------------------------------------------------------------- void CPlayerClassCommando::CalculateRush( void ) { // Adrenalin Rush if ( m_pPlayer->HasNamedTechnology( "com_adrenalin_rush" ) ) { m_bCanRush = true; } else { m_bCanRush = false; } // Battlecry m_bHasBattlecry = m_pPlayer->HasNamedTechnology( "com_adrenalin_battlecry" ); // Boot // ROBIN: Removed for now m_bCanBoot = false;//m_pPlayer->HasNamedTechnology( "com_automatic_boot" ); // Killing Rush m_pPlayer->SetRampage( m_pPlayer->HasNamedTechnology( "com_adrenalin_rampage" ) ); } //----------------------------------------------------------------------------- // Purpose: Return true if the player is bullrushing. //----------------------------------------------------------------------------- bool CPlayerClassCommando::InBullRush( void ) { return m_ClassData.m_bBullRush; } //----------------------------------------------------------------------------- // Purpose: Return true if the player's able to bull rush //----------------------------------------------------------------------------- bool CPlayerClassCommando::CanBullRush( void ) { return m_ClassData.m_bCanBullRush; } //----------------------------------------------------------------------------- // Should we take damage-based force? //----------------------------------------------------------------------------- bool CPlayerClassCommando::ShouldApplyDamageForce( const CTakeDamageInfo &info ) { return !InBullRush(); } //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- void CPlayerClassCommando::BullRushTouch( CBaseEntity *pTouched ) { if ( pTouched->IsPlayer() && !pTouched->InSameTeam( m_pPlayer ) ) { // Get the player. CBaseTFPlayer *pTFPlayer = ( CBaseTFPlayer* )pTouched; // Check to see if we have "touched" this player already this bullrush cycle. if ( m_aHitPlayers.Find( pTFPlayer ) != -1 ) return; // Hitting the player now. m_aHitPlayers.AddToTail( pTFPlayer ); // ROBIN: Bullrush now instantly kills again float flDamage = 200; // Calculate the damage a player takes based on distance(time). //float flDamage = 1.0f - ( ( COMMANDO_BULLRUSH_TIME - m_ClassData.m_flBullRushTime ) * ( 1.0f / COMMANDO_BULLRUSH_TIME ) ); //flDamage *= 115.0f; // max bullrush damage const trace_t &tr = m_pPlayer->GetTouchTrace(); CTakeDamageInfo info( m_pPlayer, m_pPlayer, flDamage, DMG_CLUB, DMG_KILL_BULLRUSH ); CalculateMeleeDamageForce( &info, (tr.endpos - tr.startpos), tr.endpos ); pTFPlayer->TakeDamage( info ); CPASAttenuationFilter filter( m_pPlayer, "Commando.BullRushFlesh" ); CBaseEntity::EmitSound( filter, m_pPlayer->entindex(), "Commando.BullRushFlesh" ); pTFPlayer->Touch( m_pPlayer ); } } //----------------------------------------------------------------------------- // Purpose: New technology has been gained. Recalculate any class specific technology dependencies. //----------------------------------------------------------------------------- void CPlayerClassCommando::GainedNewTechnology( CBaseTechnology *pTechnology ) { // Technology handling CalculateRush(); BaseClass::GainedNewTechnology( pTechnology ); } //----------------------------------------------------------------------------- // Purpose: Called when we are about to bullrush. //----------------------------------------------------------------------------- void CPlayerClassCommando::PreBullRush( void ) { // Set the touch function to look for collisions! SetClassTouch( m_pPlayer, BullRushTouch ); // Clear the player hit list. m_aHitPlayers.RemoveAll(); // Start the bull rush sound. CPASAttenuationFilter filter( m_pPlayer, "Commando.BullRushScream" ); filter.MakeReliable(); CBaseEntity::EmitSound( filter, m_pPlayer->entindex(), "Commando.BullRushScream" ); // Force the shield down, if it is up. CWeaponTwoHandedContainer *pContainer = dynamic_cast( m_pPlayer->GetActiveWeapon() ); if ( pContainer ) { CWeaponCombatShield *pShield = dynamic_cast( pContainer->GetRightWeapon() ); if ( pShield ) { pShield->SetShieldUsable( false ); } } } //----------------------------------------------------------------------------- // Purpose: Called when we finish bullrushing. //----------------------------------------------------------------------------- void CPlayerClassCommando::PostBullRush( void ) { SetClassTouch( m_pPlayer, NULL ); // Force the shield down, if it is up. CWeaponTwoHandedContainer *pContainer = dynamic_cast( m_pPlayer->GetActiveWeapon() ); if ( pContainer ) { CWeaponCombatShield *pShield = dynamic_cast( pContainer->GetRightWeapon() ); if ( pShield ) { pShield->SetShieldUsable( true ); } } } //----------------------------------------------------------------------------- // Purpose: Called every frame by postthink //----------------------------------------------------------------------------- void CPlayerClassCommando::ClassThink( void ) { // Check bullrush m_ClassData.m_bCanBullRush = true; // Do the init thing here! if ( m_bOldBullRush != m_ClassData.m_bBullRush ) { if ( m_ClassData.m_bBullRush ) { PreBullRush(); } else { PostBullRush(); } m_bOldBullRush = (bool)m_ClassData.m_bBullRush; } // Check for melee attack if ( m_bCanBoot && m_pPlayer->IsAlive() && m_flNextBootCheck < gpGlobals->curtime ) { m_flNextBootCheck = gpGlobals->curtime + 0.2; CBaseEntity *pEntity = NULL; Vector vecSrc = m_pPlayer->Weapon_ShootPosition( ); Vector vecDir = m_pPlayer->BodyDirection2D( ); Vector vecTarget = vecSrc + (vecDir * 48); for ( CEntitySphereQuery sphere( vecTarget, 16 ); pEntity = sphere.GetCurrentEntity(); sphere.NextEntity() ) { if ( pEntity->IsPlayer() && (pEntity != m_pPlayer) ) { CBaseTFPlayer *pPlayer = (CBaseTFPlayer *)pEntity; // Target needs to be on the enemy team if ( !pPlayer->IsClass( TFCLASS_UNDECIDED ) && pPlayer->IsAlive() && pPlayer->InSameTeam( m_pPlayer ) == false ) { Boot( pPlayer ); m_flNextBootCheck = gpGlobals->curtime + 1.5; } } } } BaseClass::ClassThink(); } //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- void CPlayerClassCommando::StartAdrenalinRush( void ) { // Am I actually alive? if ( !m_pPlayer->IsAlive() ) return; // Do I have rush capability? if ( !m_bCanRush ) return; m_bPersonalRush = true; // Start adrenalin rushing m_pPlayer->AttemptToPowerup( POWERUP_RUSH, class_commando_rush_length.GetFloat() ); // If I have battlecry, adrenalin up all my nearby teammates if ( m_bHasBattlecry ) { // Find nearby teammates for ( int i = 0; i < m_pPlayer->GetTFTeam()->GetNumPlayers(); i++ ) { CBaseTFPlayer *pPlayer = (CBaseTFPlayer *)m_pPlayer->GetTFTeam()->GetPlayer(i); assert(pPlayer); // Is it within range? if ( pPlayer != m_pPlayer && (pPlayer->GetAbsOrigin() - m_pPlayer->GetAbsOrigin()).Length() < class_commando_battlecry_radius.GetFloat() ) { // Can I see it? trace_t tr; UTIL_TraceLine( m_pPlayer->EyePosition(), pPlayer->EyePosition(), MASK_SOLID_BRUSHONLY, m_pPlayer, COLLISION_GROUP_NONE, &tr); CBaseEntity *pEntity = tr.m_pEnt; if ( (tr.fraction == 1.0) || ( pEntity == pPlayer ) ) { pPlayer->AttemptToPowerup( POWERUP_RUSH, class_commando_battlecry_length.GetFloat() ); } } } } } //----------------------------------------------------------------------------- // Purpose: Automatic Melee Attack //----------------------------------------------------------------------------- void CPlayerClassCommando::Boot( CBaseTFPlayer *pTarget ) { CPASAttenuationFilter filter( m_pPlayer, "Commando.BootSwing" ); CBaseEntity::EmitSound( filter, m_pPlayer->entindex(), "Commando.BootSwing" ); CBaseEntity::EmitSound( filter, m_pPlayer->entindex(), "Commando.BootHit" ); // Damage the target CTakeDamageInfo info( m_pPlayer, m_pPlayer, 25, DMG_CLUB ); CalculateMeleeDamageForce( &info, (pTarget->GetAbsOrigin() - m_pPlayer->GetAbsOrigin()), pTarget->GetAbsOrigin() ); pTarget->TakeDamage( info ); Vector vecForward; AngleVectors( m_pPlayer->GetLocalAngles(), &vecForward ); // Give it a lot of "in the air" vecForward.z = MAX( 0.8, vecForward.z ); VectorNormalize( vecForward ); // Knock the target to the ground for a few seconds (use default duration) pTarget->KnockDownPlayer( vecForward, 500.0f, tf_knockdowntime.GetFloat() ); } //----------------------------------------------------------------------------- // Purpose: Handle custom commands for this playerclass //----------------------------------------------------------------------------- bool CPlayerClassCommando::ClientCommand( const char *pcmd ) { return BaseClass::ClientCommand( pcmd ); } //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- void CPlayerClassCommando::SetPlayerHull( void ) { if ( m_pPlayer->GetFlags() & FL_DUCKING ) { m_pPlayer->SetCollisionBounds( COMMANDOCLASS_HULL_DUCK_MIN, COMMANDOCLASS_HULL_DUCK_MAX ); } else { m_pPlayer->SetCollisionBounds( COMMANDOCLASS_HULL_STAND_MIN, COMMANDOCLASS_HULL_STAND_MAX ); } } //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- void CPlayerClassCommando::GetPlayerHull( bool bDucking, Vector &vecMin, Vector &vecMax ) { if ( bDucking ) { VectorCopy( COMMANDOCLASS_HULL_DUCK_MIN, vecMin ); VectorCopy( COMMANDOCLASS_HULL_DUCK_MAX, vecMax ); } else { VectorCopy( COMMANDOCLASS_HULL_STAND_MIN, vecMin ); VectorCopy( COMMANDOCLASS_HULL_STAND_MAX, vecMax ); } } //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- void CPlayerClassCommando::CreatePersonalOrder( void ) { if ( CreateInitialOrder() ) return; if ( COrderAssist::CreateOrder( this ) ) return; BaseClass::CreatePersonalOrder(); } //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- void CPlayerClassCommando::ResetViewOffset( void ) { if ( m_pPlayer ) { m_pPlayer->SetViewOffset( COMMANDOCLASS_VIEWOFFSET_STAND ); } } //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- void CPlayerClassCommando::InitVCollision( void ) { CPhysCollide *pStandModel = PhysCreateBbox( COMMANDOCLASS_HULL_STAND_MIN, COMMANDOCLASS_HULL_STAND_MAX ); CPhysCollide *pCrouchModel = PhysCreateBbox( COMMANDOCLASS_HULL_DUCK_MIN, COMMANDOCLASS_HULL_DUCK_MAX ); m_pPlayer->SetupVPhysicsShadow( pStandModel, "tfplayer_commando_stand", pCrouchModel, "tfplayer_commando_crouch" ); } //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- bool CPlayerClassCommando::CanGetInVehicle( void ) { if ( InBullRush() ) return false; return true; } //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- int CPlayerClassCommando::ClassCostAdjustment( ResupplyBuyType_t nType ) { int nCost = 0; if ( nType != RESUPPLY_BUY_HEALTH ) { nCost = RESUPPLY_ROCKET_COST; } return nCost; }