Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose: CTF Rune.
//
//=============================================================================//
#include "cbase.h"
#include "items.h"
#include "tf_gamerules.h"
#include "tf_shareddefs.h"
#include "tf_player.h"
#include "tf_team.h"
#include "engine/IEngineSound.h"
#include "entity_rune.h"
#include "tf_gamestats.h"
#include "func_respawnroom.h"
#include "particle_parse.h"
#include "tf_fx.h"
#include "collisionutils.h"
//=============================================================================
//
// CTF Rune defines.
//
extern ConVar tf_powerup_mode;
#define RUNE_BLINK_CONTEXT "blink_think"
#define TF_RUNE_TEMP_RESPAWN_DELAY 90.f
#define TF_RUNE_TEMP_UBER_RESPAWN_DELAY 180.f
// Regular Runes (non temporary) will reposition themselves if they haven't been picked up in time
#define BLINK_TIME 10.f
LINK_ENTITY_TO_CLASS( item_powerup_rune, CTFRune );
LINK_ENTITY_TO_CLASS( item_powerup_rune_temp, CTFRuneTemp );
LINK_ENTITY_TO_CLASS( item_powerup_crit, CTFRuneTempCrit );
LINK_ENTITY_TO_CLASS( item_powerup_uber, CTFRuneTempUber );
LINK_ENTITY_TO_CLASS( info_powerup_spawn, CTFInfoPowerupSpawn );
IMPLEMENT_AUTO_LIST( IInfoPowerupSpawnAutoList );
//=============================================================================
//
// CTF Rune functions.
//
//-----------------------------------------------------------------------------
// Purpose: Constructor
//-----------------------------------------------------------------------------
CTFRune::CTFRune()
{
m_bApplyForce = true;
m_nRuneType = RUNE_STRENGTH;
m_nTeam = TEAM_ANY;
m_bShouldReposition = false;
}
//-----------------------------------------------------------------------------
// Purpose: Destructor
//-----------------------------------------------------------------------------
CTFRune::~CTFRune()
{
}
//-----------------------------------------------------------------------------
// Purpose: Spawn powerup rune
//-----------------------------------------------------------------------------
void CTFRune::Spawn( void )
{
BaseClass::Spawn();
RemoveSolidFlags( FSOLID_TRIGGER );
m_bActivateWhenAtRest = true;
m_vecSpawnDirection.z = 0.7f;
VectorNormalize( m_vecSpawnDirection );
SetMoveType( MOVETYPE_FLYGRAVITY, MOVECOLLIDE_FLY_BOUNCE );
SetSolid( SOLID_BBOX );
if ( m_bApplyForce )
{
SetAbsVelocity( m_vecSpawnDirection * 350.f );
m_bThrownSingleInstance = true;
}
// Reposition if not picked up in time
m_nBlinkCount = 0;
m_flKillTime = gpGlobals->curtime + GetRuneRepositionTime() + BLINK_TIME;
if ( m_bShouldReposition )
{
SetContextThink( &CTFRune::BlinkThink, gpGlobals->curtime + GetRuneRepositionTime(), RUNE_BLINK_CONTEXT );
}
}
//-----------------------------------------------------------------------------
// Purpose: Precache function for the powerup rune
//-----------------------------------------------------------------------------
void CTFRune::Precache( void )
{
PrecacheScriptSound( "Powerup.PickUpResistance" );
PrecacheScriptSound( "Powerup.PickUpRegeneration" );
PrecacheScriptSound( "Powerup.PickUpStrength" );
PrecacheScriptSound( "Powerup.PickUpHaste" );
PrecacheScriptSound( "Powerup.PickUpVampire" );
PrecacheScriptSound( "Powerup.PickUpReflect" );
PrecacheScriptSound( "Powerup.PickUpPrecision" );
PrecacheScriptSound( "Powerup.PickUpAgility" );
PrecacheScriptSound( "Powerup.PickUpKnockout" );
PrecacheScriptSound( "Powerup.Knockout_Melee_Hit" );
PrecacheScriptSound( "Powerup.Reflect.Reflect" );
PrecacheScriptSound( "Powerup.PickUpKing" );
PrecacheScriptSound( "Powerup.PickUpPlague" );
PrecacheScriptSound( "Powerup.PickUpSupernova" );
PrecacheScriptSound( "Powerup.PickUpSupernovaActivate" );
PrecacheScriptSound( "Powerup.PickUpPlagueInfected" );
PrecacheScriptSound( "Powerup.PickUpPlagueInfectedLoop" );
PrecacheModel( GetDefaultPowerupModel() );
PrecacheModel( TF_RUNE_STRENGTH );
PrecacheModel( TF_RUNE_RESIST );
PrecacheModel( TF_RUNE_REGEN );
PrecacheModel( TF_RUNE_HASTE );
PrecacheModel( TF_RUNE_VAMPIRE );
PrecacheModel( TF_RUNE_REFLECT );
PrecacheModel( TF_RUNE_PRECISION );
PrecacheModel( TF_RUNE_AGILITY );
PrecacheModel( TF_RUNE_KNOCKOUT );
PrecacheModel( TF_RUNE_KING );
PrecacheModel( TF_RUNE_PLAGUE );
PrecacheModel( TF_RUNE_SUPERNOVA );
// precache all powerup icons
for ( int i=0; i<RUNE_TYPES_MAX; ++i )
{
RuneTypes_t type = RuneTypes_t(i);
PrecacheParticleSystem( GetPowerupIconName( type, TF_TEAM_RED ) );
PrecacheParticleSystem( GetPowerupIconName( type, TF_TEAM_BLUE ) );
}
PrecacheParticleSystem( "plague_infect_player" );
PrecacheParticleSystem( "plague_healthkit_pickup" );
PrecacheParticleSystem( "powerup_king_red" );
PrecacheParticleSystem( "powerup_king_blue" );
PrecacheParticleSystem( "powerup_supernova_ready" );
PrecacheParticleSystem( "powerup_supernova_strike_red" );
PrecacheParticleSystem( "powerup_supernova_strike_blue" );
PrecacheParticleSystem( "powerup_supernova_explode_red" );
PrecacheParticleSystem( "powerup_supernova_explode_blue" );
PrecacheParticleSystem( "powerup_plague_carrier" );
BaseClass::Precache();
}
//-----------------------------------------------------------------------------
// Purpose: Make sure Powerup Runes that are away from any players at spawn will accept particle attachments
//-----------------------------------------------------------------------------
int CTFRune::UpdateTransmitState()
{
return SetTransmitState( FL_EDICT_ALWAYS );
}
//-----------------------------------------------------------------------------
// Purpose: Make sure Powerup Runes that are away from any players at spawn will accept particle attachments
//-----------------------------------------------------------------------------
int CTFRune::ShouldTransmit( const CCheckTransmitInfo *pInfo )
{
return FL_EDICT_ALWAYS;
}
//-----------------------------------------------------------------------------
// Purpose: MyTouch function for the powerup rune
//-----------------------------------------------------------------------------
bool CTFRune::MyTouch( CBasePlayer *pPlayer )
{
bool bSuccess = ValidTouch( pPlayer );
if ( bSuccess )
{
CTFPlayer *pTFPlayer = ToTFPlayer( pPlayer );
if ( !pTFPlayer )
return false;
// don't allow different team player to pick up team based rune unless they are a spy disguised as the correct team
if ( m_nTeam != TEAM_ANY && m_nTeam != pTFPlayer->GetTeamNumber() )
if ( !pTFPlayer->GetPlayerClass()->IsClass( TF_CLASS_SPY ) || pTFPlayer->m_Shared.GetDisguiseTeam() != m_nTeam )
{
return false;
}
if ( pTFPlayer->m_Shared.IsStealthed() ||
pTFPlayer->m_Shared.InCond( TF_COND_STEALTHED_BLINK ) ||
pTFPlayer->m_Shared.GetPercentInvisible() > 0.25f )
{
return false;
}
if ( pTFPlayer->m_Shared.IsCarryingRune() )
{
ClientPrint( pPlayer, HUD_PRINTCENTER, "#TF_Powerup_Pickup_Deny" );
return false;
}
if ( pTFPlayer->IsTaunting() )
{
return false;
}
#ifdef GAME_DLL
if ( PointInRespawnRoom( pTFPlayer, pTFPlayer->WorldSpaceCenter() ) )
return false;
#endif
Assert( m_nRuneType >= 0 && m_nRuneType < RUNE_TYPES_MAX );
// Order is important because SetSpeed has to occur once SetCarryingRuneType has happened
pTFPlayer->m_Shared.SetCarryingRuneType( m_nRuneType );
CPASAttenuationFilter filter( pTFPlayer );
switch ( m_nRuneType )
{
case RUNE_STRENGTH:
ClientPrint( pTFPlayer, HUD_PRINTCENTER, "#TF_Powerup_Pickup_Strength" );
pTFPlayer->EmitSound( "Powerup.PickUpStrength" );
break;
case RUNE_RESIST:
ClientPrint( pTFPlayer, HUD_PRINTCENTER, "#TF_Powerup_Pickup_Resist" );
pTFPlayer->EmitSound( "Powerup.PickUpResistance" );
break;
case RUNE_REGEN:
ClientPrint( pTFPlayer, HUD_PRINTCENTER, "#TF_Powerup_Pickup_Regen" );
pTFPlayer->EmitSound( "Powerup.PickUpRegeneration" );
break;
case RUNE_HASTE:
ClientPrint( pTFPlayer, HUD_PRINTCENTER, "#TF_Powerup_Pickup_Haste" );
pTFPlayer->EmitSound( "Powerup.PickUpHaste" );
pTFPlayer->TeamFortress_SetSpeed();
break;
case RUNE_VAMPIRE:
ClientPrint( pTFPlayer, HUD_PRINTCENTER, "#TF_Powerup_Pickup_Vampire" );
pTFPlayer->EmitSound( "Powerup.PickUpVampire" );
break;
case RUNE_REFLECT:
ClientPrint( pTFPlayer, HUD_PRINTCENTER, "#TF_Powerup_Pickup_Reflect" );
pTFPlayer->EmitSound( "Powerup.PickUpReflect" );
break;
case RUNE_PRECISION:
ClientPrint( pTFPlayer, HUD_PRINTCENTER, "#TF_Powerup_Pickup_Precision" );
pTFPlayer->EmitSound( "Powerup.PickUpPrecision" );
break;
case RUNE_AGILITY:
ClientPrint( pTFPlayer, HUD_PRINTCENTER, "#TF_Powerup_Pickup_Agility" );
pTFPlayer->EmitSound( "Powerup.PickUpAgility" );
pTFPlayer->TeamFortress_SetSpeed();
break;
case RUNE_KNOCKOUT:
{
ClientPrint( pTFPlayer, HUD_PRINTCENTER, "#TF_Powerup_Pickup_Knockout" );
pTFPlayer->EmitSound( "Powerup.PickUpKnockout" );
// Switch to melee to make sure Engies don't have build menus open
CTFWeaponBase *pMeleeWeapon = dynamic_cast<CTFWeaponBase*>( pTFPlayer->GetEntityForLoadoutSlot( LOADOUT_POSITION_MELEE ) );
Assert( pMeleeWeapon );
if ( pMeleeWeapon )
{
if ( pTFPlayer->GetActiveTFWeapon() && pTFPlayer->GetActiveTFWeapon()->GetWeaponID() != TF_WEAPON_GRAPPLINGHOOK )
{
pTFPlayer->Weapon_Switch( pMeleeWeapon );
}
else
{
// when the player switch away from the hook, it'll go to the last weapon.
// force it to be melee weapon
pTFPlayer->Weapon_SetLast( pMeleeWeapon );
}
}
pTFPlayer->m_Shared.AddCond( TF_COND_CANNOT_SWITCH_FROM_MELEE );
}
break;
case RUNE_KING:
ClientPrint( pTFPlayer, HUD_PRINTCENTER, "#TF_Powerup_Pickup_King" );
pTFPlayer->EmitSound( "Powerup.PickUpKing" );
break;
case RUNE_PLAGUE:
ClientPrint( pTFPlayer, HUD_PRINTCENTER, "#TF_Powerup_Pickup_Plague" );
pTFPlayer->EmitSound( "Powerup.PickUpPlague" );
break;
case RUNE_SUPERNOVA:
ClientPrint( pTFPlayer, HUD_PRINTCENTER, "#TF_Powerup_Pickup_Supernova" );
pTFPlayer->EmitSound( "Powerup.PickUpSupernova" );
break;
}
UTIL_Remove( this ); //power-up runes don't respawn, only one of them exists in the game
}
return bSuccess;
}
//-----------------------------------------------------------------------------
// Purpose: Create an instance of a powerup rune and drop it into the world with a random vector velocity
//-----------------------------------------------------------------------------
CTFRune* CTFRune::CreateRune( const Vector &vecOrigin, RuneTypes_t nType, int nTeam, bool bShouldReposition, bool bApplyForce, Vector vecSpawnDirection /*= vec3_angle*/ )
{
// Make sure we're passing in a valid rune type
Assert( nType >= 0 && nType < RUNE_TYPES_MAX );
CTFRune *pRune = NULL;
pRune = static_cast< CTFRune* >( CBaseEntity::CreateNoSpawn( "item_powerup_rune", vecOrigin + Vector( 0.f, 0.f, 48.f ), vec3_angle, NULL ) );
pRune->m_bApplyForce = bApplyForce;
pRune->m_nRuneType = nType;
pRune->m_vecSpawnDirection = vecSpawnDirection;
pRune->m_nTeam = nTeam;
pRune->m_bShouldReposition = bShouldReposition;
if ( nTeam == TEAM_ANY )
pRune->m_nSkin = 0;
else
pRune->m_nSkin = nTeam == TF_TEAM_RED ? 1 : 2;
DispatchSpawn( pRune );
return pRune;
}
//-----------------------------------------------------------------------------
// Respawn the Powerup Rune in the event of it coming to rest inside a trigger_hurt or respawn room trigger
//-----------------------------------------------------------------------------
void CTFRune::ComeToRest( void )
{
BaseClass::ComeToRest();
// See if we've come to rest in a trigger_hurt or a respawn room trigger. If so, immediately reposition the Powerup
for ( int i = 0; i < ITriggerHurtAutoList::AutoList().Count(); i++ )
{
CTriggerHurt *pTrigger = static_cast< CTriggerHurt* >( ITriggerHurtAutoList::AutoList()[i] );
if ( pTrigger->m_bDisabled )
continue;
Vector vecMins, vecMaxs;
pTrigger->GetCollideable()->WorldSpaceSurroundingBounds( &vecMins, &vecMaxs );
if ( IsPointInBox( GetCollideable()->GetCollisionOrigin(), vecMins, vecMaxs ) )
{
if ( RepositionRune( m_nRuneType, m_nTeam ) )
{
UTIL_Remove( this );
}
return;
}
}
for ( int j = 0; j < IFuncRespawnRoomAutoList::AutoList().Count(); j++ )
{
CFuncRespawnRoom *pRespawnRoom = static_cast<CFuncRespawnRoom*>( IFuncRespawnRoomAutoList::AutoList()[j] );
Vector vecMins, vecMaxs;
pRespawnRoom->GetCollideable()->WorldSpaceSurroundingBounds( &vecMins, &vecMaxs );
if ( IsPointInBox( GetCollideable()->GetCollisionOrigin(), vecMins, vecMaxs ) )
{
if ( RepositionRune( m_nRuneType, m_nTeam ) )
{
UTIL_Remove( this );
}
return;
}
}
}
//-----------------------------------------------------------------------------
// Purpose: Enter blinking state before removing and respawning this Powerup
//-----------------------------------------------------------------------------
void CTFRune::BlinkThink()
{
float flTimeToKill = m_flKillTime - gpGlobals->curtime;
float flNextBlink = RemapValClamped( flTimeToKill, BLINK_TIME, 0.f, 0.5f, 0.1f );
SetCycle( RandomFloat() );
SetContextThink( &CTFRune::BlinkThink, gpGlobals->curtime + flNextBlink, RUNE_BLINK_CONTEXT );
SetRenderMode( kRenderTransAlpha );
++m_nBlinkCount;
if ( m_nBlinkCount % 2 == 0 )
{
SetRenderColorA( 25 );
}
else
{
SetRenderColorA( 255 );
}
if ( gpGlobals->curtime >= m_flKillTime )
{
if ( RepositionRune( m_nRuneType, m_nTeam ) )
{
UTIL_Remove( this );
}
}
}
//-----------------------------------------------------------------------------
// Purpose: Enter blinking state before removing and respawning this Powerup
//-----------------------------------------------------------------------------
bool CTFRune::RepositionRune( RuneTypes_t nType, int nTeamNumber )
{
// Powerups will pick a spawn point based on what team color they were when they repositioned. First try your own team color, then neutral, then enemy
CUtlVector< CTFInfoPowerupSpawn* > vecSpawnPoints;
if ( nTeamNumber != TEAM_ANY )
{
for ( int n = 0; n < IInfoPowerupSpawnAutoList::AutoList().Count(); n++ )
{
CTFInfoPowerupSpawn *pSpawnPoint = static_cast<CTFInfoPowerupSpawn*>( IInfoPowerupSpawnAutoList::AutoList()[n] );
// We want to try to spawn on a point that matches the team color
if ( !pSpawnPoint->IsDisabled() && !pSpawnPoint->HasRune() && pSpawnPoint->GetTeamNumber() == nTeamNumber )
{
vecSpawnPoints.AddToTail( pSpawnPoint );
}
}
}
if ( nTeamNumber == TEAM_ANY || vecSpawnPoints.Count() < 1 )
{
for ( int n = 0; n < IInfoPowerupSpawnAutoList::AutoList().Count(); n++ )
{
CTFInfoPowerupSpawn *pSpawnPoint = static_cast<CTFInfoPowerupSpawn*>( IInfoPowerupSpawnAutoList::AutoList()[n] );
// Don't include disabled info_powerup_spawn positions or ones that already have runes on them
if ( !pSpawnPoint->IsDisabled() && !pSpawnPoint->HasRune() )
{
vecSpawnPoints.AddToTail( pSpawnPoint );
}
}
}
Assert( vecSpawnPoints.Count() > 0 ); // We need at least one valid info_powerup_spawn position
if ( vecSpawnPoints.Count() )
{
int index = RandomInt( 0, vecSpawnPoints.Count() - 1 );
CTFInfoPowerupSpawn *pSpawnPoint = vecSpawnPoints[index];
CTFRune *pNewRune = CreateRune( vecSpawnPoints[index]->GetAbsOrigin(), nType, TEAM_ANY, false, false );
pSpawnPoint->SetRune( pNewRune );
return true;
}
return false;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
float CTFRune::GetRuneRepositionTime()
{
// In freeforall mode, killed players drop enemy team colored powerups. These powerups reposition quicker
if ( m_nTeam != TEAM_ANY )
{
return 30.f;
}
else
{
return 60.f;
}
}
//=============================================================================
//
// CTF Temporary Rune functions.
//
//-----------------------------------------------------------------------------
// Purpose: Constructor
//-----------------------------------------------------------------------------
CTFRuneTemp::CTFRuneTemp()
{
m_nRuneTempType = RUNETYPE_TEMP_NONE;
}
//-----------------------------------------------------------------------------
// Purpose: Precache function for the temporary powerup rune
//-----------------------------------------------------------------------------
void CTFRuneTemp::Precache( void )
{
PrecacheScriptSound( "Powerup.PickUpTemp.Crit" );
PrecacheScriptSound( "Powerup.PickUpTemp.Uber" );
PrecacheModel( TF_RUNE_TEMP_CRIT );
PrecacheModel( TF_RUNE_TEMP_UBER );
BaseClass::Precache();
}
//-----------------------------------------------------------------------------
// Purpose: Spawn Temporary powerup rune
//-----------------------------------------------------------------------------
void CTFRuneTemp::Spawn( void )
{
if ( TFGameRules() && TFGameRules()->IsPowerupMode() )
{
BaseClass::Spawn();
SetMoveType( MOVETYPE_NONE );
SetSolid( SOLID_BBOX );
}
}
//-----------------------------------------------------------------------------
// Purpose: MyTouch function for the temporary powerup rune - needed because these respawn, and don't set the condition TF_COND_RUNE
//-----------------------------------------------------------------------------
bool CTFRuneTemp::MyTouch( CBasePlayer *pPlayer )
{
bool bSuccess = ValidTouch( pPlayer );
if ( bSuccess )
{
CTFPlayer *pTFPlayer = ToTFPlayer( pPlayer );
if ( !pTFPlayer )
return false;
if ( pTFPlayer->m_Shared.IsStealthed() || pTFPlayer->m_Shared.InCond( TF_COND_STEALTHED_BLINK ) || pTFPlayer->m_Shared.GetPercentInvisible() > 0.25f )
{
return false;
}
if ( pTFPlayer->m_Shared.InCond( TF_COND_RUNE_IMBALANCE ) )
{
return false;
}
if ( pTFPlayer->IsTaunting() )
{
return false;
}
if ( pTFPlayer->m_Shared.InCond( TF_COND_INVULNERABLE_USER_BUFF ) || pTFPlayer->m_Shared.InCond( TF_COND_CRITBOOSTED_RUNE_TEMP ) )
{
return false;
}
if ( m_nRuneTempType == RUNETYPE_TEMP_CRIT )
{
if ( pTFPlayer->m_Shared.IsCritBoosted() ) // Disallow players who are already crit boosted
{
return false;
}
else
{
pTFPlayer->m_Shared.AddCond( TF_COND_CRITBOOSTED_RUNE_TEMP, 30.f );
pTFPlayer->EmitSound( "Powerup.PickUpTemp.Crit" );
}
}
if ( m_nRuneTempType == RUNETYPE_TEMP_UBER )
{
if ( pTFPlayer->HasTheFlag() || pTFPlayer->m_Shared.IsInvulnerable() ) // Disallow players who have the flag or are already ubercharged
{
return false;
}
else
{
pTFPlayer->m_Shared.AddCond( TF_COND_INVULNERABLE_USER_BUFF, 20.f );
pTFPlayer->EmitSound( "Powerup.PickUpTemp.Uber" );
}
}
}
return bSuccess;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
float CTFRuneTemp::GetRespawnDelay( void )
{
if ( m_nRuneTempType == RUNETYPE_TEMP_UBER )
{
return TF_RUNE_TEMP_UBER_RESPAWN_DELAY;
}
else
return TF_RUNE_TEMP_RESPAWN_DELAY;
}
//-----------------------------------------------------------------------------
// Purpose: Constructor
//-----------------------------------------------------------------------------
CTFRuneTempCrit::CTFRuneTempCrit()
{
m_nRuneTempType = RUNETYPE_TEMP_CRIT;
}
//-----------------------------------------------------------------------------
// Purpose: Constructor
//-----------------------------------------------------------------------------
CTFRuneTempUber::CTFRuneTempUber()
{
m_nRuneTempType = RUNETYPE_TEMP_UBER;
}
BEGIN_DATADESC( CTFInfoPowerupSpawn )
DEFINE_KEYFIELD( m_bDisabled, FIELD_BOOLEAN, "disabled" ),
DEFINE_KEYFIELD( m_nTeam, FIELD_INTEGER, "team" ),
END_DATADESC()
//-----------------------------------------------------------------------------
// Purpose: Constructor
//-----------------------------------------------------------------------------
CTFInfoPowerupSpawn::CTFInfoPowerupSpawn()
{
m_bDisabled = false;
m_nTeam = TEAM_ANY;
}
void CTFInfoPowerupSpawn::Spawn()
{
BaseClass::Spawn();
// set baseclass team number
ChangeTeam( m_nTeam );
}