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: 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<CWeaponTwoHandedContainer*>( m_pPlayer->GetActiveWeapon() );
if ( pContainer )
{
CWeaponCombatShield *pShield = dynamic_cast<CWeaponCombatShield*>( 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<CWeaponTwoHandedContainer*>( m_pPlayer->GetActiveWeapon() );
if ( pContainer )
{
CWeaponCombatShield *pShield = dynamic_cast<CWeaponCombatShield*>( 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;
}