Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose: Weapon Knife.
//
//=============================================================================
#include "cbase.h"
#include "tf_gamerules.h"
#include "tf_weapon_knife.h"
#include "decals.h"
#include "debugoverlay_shared.h"
// Client specific.
#ifdef CLIENT_DLL
#include "c_tf_player.h"
#include "c_tf_gamestats.h"
// Server specific.
#else
#include "tf_player.h"
#include "tf_gamestats.h"
#include "ilagcompensationmanager.h"
#endif
//=============================================================================
//
// Weapon Knife tables.
//
IMPLEMENT_NETWORKCLASS_ALIASED( TFKnife, DT_TFWeaponKnife )
BEGIN_NETWORK_TABLE( CTFKnife, DT_TFWeaponKnife )
#if defined( CLIENT_DLL )
RecvPropBool( RECVINFO( m_bReadyToBackstab ) ),
RecvPropBool( RECVINFO( m_bKnifeExists ) ),
RecvPropFloat( RECVINFO( m_flKnifeRegenerateDuration ) ),
RecvPropFloat( RECVINFO( m_flKnifeMeltTimestamp ) ),
#else
SendPropBool( SENDINFO( m_bReadyToBackstab ) ),
SendPropBool( SENDINFO( m_bKnifeExists ) ),
SendPropFloat( SENDINFO( m_flKnifeRegenerateDuration ), 0, SPROP_NOSCALE ),
SendPropFloat( SENDINFO( m_flKnifeMeltTimestamp ), 0, SPROP_NOSCALE ),
#endif
END_NETWORK_TABLE()
BEGIN_PREDICTION_DATA( CTFKnife )
#ifdef CLIENT_DLL
DEFINE_PRED_FIELD( m_bReadyToBackstab, FIELD_BOOLEAN, FTYPEDESC_INSENDTABLE ),
#endif
END_PREDICTION_DATA()
LINK_ENTITY_TO_CLASS( tf_weapon_knife, CTFKnife );
PRECACHE_WEAPON_REGISTER( tf_weapon_knife );
//=============================================================================
//
// Weapon Knife functions.
//
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
CTFKnife::CTFKnife()
{
m_bReadyToBackstab = false;
m_flBlockedTime = 0.f;
m_bAllowHolsterBecauseForced = false;
ResetVars();
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTFKnife::ResetVars( void )
{
m_bKnifeExists = true;
m_flKnifeRegenerateDuration = 1.0f;
m_flKnifeMeltTimestamp = 0.0f;
m_bWasTaunting = false;
m_bAllowHolsterBecauseForced = false;
}
//-----------------------------------------------------------------------------
// Purpose: We are regenerating (ie: resupply cabinet)
//-----------------------------------------------------------------------------
void CTFKnife::WeaponRegenerate( void )
{
BaseClass::WeaponRegenerate();
ResetVars();
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTFKnife::WeaponReset( void )
{
BaseClass::WeaponReset();
ResetVars();
}
//-----------------------------------------------------------------------------
bool CTFKnife::DoSwingTrace( trace_t &trace )
{
return BaseClass::DoSwingTrace( trace );
}
#ifdef GAME_DLL
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTFKnife::ApplyOnInjuredAttributes( CTFPlayer *pVictim, CTFPlayer *pAttacker, const CTakeDamageInfo &info )
{
BaseClass::ApplyOnInjuredAttributes( pVictim, pAttacker, info );
int iMeltsInFire = 0;
CALL_ATTRIB_HOOK_INT( iMeltsInFire, melts_in_fire );
if ( iMeltsInFire > 0 && info.GetDamageType() & DMG_BURN )
{
if ( m_bKnifeExists )
{
// melt it!
m_bKnifeExists = false;
m_flKnifeRegenerateDuration = iMeltsInFire;
m_flKnifeMeltTimestamp = gpGlobals->curtime;
CTFPlayer *pPlayer = ToTFPlayer( GetPlayerOwner() );
if ( pPlayer )
{
pPlayer->EmitSound( "Icicle.Melt" );
// force switch to sapper
// Set flag to allow holstering during this forced switch (holstering might otherwise have been inhibited by being blocked). This addresses
// a corner-case where a Spy stabbing a Razorback-equipped sniper with the Spycicle and then immediately burned doesn't switch away and could backstab immediately
// even though their knife should have melted.
CBaseCombatWeapon *mySapper = pPlayer->Weapon_GetWeaponByType( TF_WPN_TYPE_BUILDING );
m_bAllowHolsterBecauseForced = true;
if ( !mySapper )
{
// this should never happen
pPlayer->SwitchToNextBestWeapon( this );
}
else
{
pPlayer->Weapon_Switch( mySapper );
}
m_bAllowHolsterBecauseForced = false;
}
}
}
}
//-----------------------------------------------------------------------------
bool CTFKnife::DecreaseRegenerationTime( float value, bool bForce )
{
// didn't do anything
if ( m_bKnifeExists )
return false;
float flTime = value * 0.005f * m_flKnifeRegenerateDuration;
m_flKnifeMeltTimestamp -= flTime;
return true;
}
#endif
//-----------------------------------------------------------------------------
// Purpose: Set stealth attack bool
//-----------------------------------------------------------------------------
void CTFKnife::PrimaryAttack( void )
{
CTFPlayer *pPlayer = ToTFPlayer( GetPlayerOwner() );
if ( !CanAttack() )
return;
// Set the weapon usage mode - primary, secondary.
m_iWeaponMode = TF_WEAPON_PRIMARY_MODE;
m_hBackstabVictim = NULL;
int iBackstabVictimHealth = 0;
#if !defined (CLIENT_DLL)
// Move other players back to history positions based on local player's lag
lagcompensation->StartLagCompensation( pPlayer, pPlayer->GetCurrentCommand() );
#endif
trace_t trace;
if ( DoSwingTrace( trace ) == true )
{
// we will hit something with the attack
if( trace.m_pEnt && trace.m_pEnt->IsPlayer() )
{
CTFPlayer *pTarget = ToTFPlayer( trace.m_pEnt );
if ( pTarget && pTarget->GetTeamNumber() != pPlayer->GetTeamNumber() )
{
// Deal extra damage to players when stabbing them from behind
if ( CanPerformBackstabAgainstTarget( pTarget ) )
{
// store the victim to compare when we do the damage
m_hBackstabVictim.Set( pTarget );
iBackstabVictimHealth = Max( m_hBackstabVictim->GetHealth(), 75 );
}
}
}
}
#ifndef CLIENT_DLL
pPlayer->RemoveInvisibility();
lagcompensation->FinishLagCompensation( pPlayer );
#endif
// Swing the weapon.
Swing( pPlayer );
Smack();
m_flSmackTime = -1.0f;
m_bReadyToBackstab = false; // Hand is down.
#if !defined( CLIENT_DLL )
pPlayer->SpeakWeaponFire();
CTF_GameStats.Event_PlayerFiredWeapon( pPlayer, IsCurrentAttackACrit() );
#endif
#ifdef CLIENT_DLL
C_CTF_GameStats.Event_PlayerFiredWeapon( pPlayer, IsCurrentAttackACrit() );
#endif
bool bSuccessfulBackstab = IsBackstab() && !m_hBackstabVictim->IsAlive();
ETFFlagType ignoreTypes[] = { TF_FLAGTYPE_PLAYER_DESTRUCTION };
if ( ShouldDisguiseOnBackstab() && bSuccessfulBackstab && !pPlayer->HasTheFlag( ignoreTypes, ARRAYSIZE( ignoreTypes ) ) )
{
// Different rules in MvM when stabbing bots
bool bMvM = TFGameRules() && TFGameRules()->IsMannVsMachineMode() && m_hBackstabVictim->IsBot();
if ( bMvM )
{
// Remove the disguise first, otherwise this attribute is overpowered
pPlayer->RemoveDisguise();
}
// We should very quickly disguise as our victim.
const float flDelay = bMvM ? 1.5f : 0.2f;
SetContextThink( &CTFKnife::DisguiseOnKill, gpGlobals->curtime + flDelay, "DisguiseOnKill" );
}
else
{
pPlayer->RemoveDisguise();
}
#ifdef GAME_DLL
int iSanguisuge = 0;
CALL_ATTRIB_HOOK_INT( iSanguisuge, sanguisuge );
if ( bSuccessfulBackstab && iSanguisuge > 0 )
{
// Our health cap is 3x our default maximum health cap. This is so high to make up for
// the fact that our default is lowered by equipping the weapon.
int iBaseMaxHealth = pPlayer->GetMaxHealth() * 3,
iNewHealth = MIN( pPlayer->GetHealth() + iBackstabVictimHealth, iBaseMaxHealth ),
iDeltaHealth = iNewHealth - pPlayer->GetHealth();
if ( iDeltaHealth > 0 )
{
pPlayer->TakeHealth( iDeltaHealth, DMG_IGNORE_MAXHEALTH );
pPlayer->m_Shared.HealthKitPickupEffects( iDeltaHealth );
}
}
#endif // GAME_DLL
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTFKnife::DisguiseOnKill()
{
#ifdef GAME_DLL
if ( !m_hBackstabVictim.Get() )
return;
int nTeam = m_hBackstabVictim->GetTeamNumber();
int nClass = m_hBackstabVictim->GetPlayerClass()->GetClassIndex();
CTFPlayer *pPlayer = ToTFPlayer( GetPlayerOwner() );
if ( pPlayer )
{
pPlayer->m_Shared.Disguise( nTeam, nClass, m_hBackstabVictim.Get(), true );
}
#endif
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
bool CTFKnife::ShouldDisguiseOnBackstab()
{
int iDisguiseAsVictim = 0;
CALL_ATTRIB_HOOK_INT( iDisguiseAsVictim, set_disguise_on_backstab );
if ( iDisguiseAsVictim == 1 )
return true;
else
return false;
}
//-----------------------------------------------------------------------------
// Purpose: Do backstab damage
//-----------------------------------------------------------------------------
float CTFKnife::GetMeleeDamage( CBaseEntity *pTarget, int* piDamageType, int* piCustomDamage )
{
float flBaseDamage = BaseClass::GetMeleeDamage( pTarget, piDamageType, piCustomDamage );
CTFPlayer *pTFOwner = ToTFPlayer( GetPlayerOwner() );
if ( !pTFOwner )
return false;
if ( pTarget->IsPlayer() )
{
if ( IsBackstab() )
{
CTFPlayer *pTFTarget = ToTFPlayer( pTarget );
// Special rules in modes where player power grows significantly
if ( !pTFOwner->IsBot() && pTFTarget && pTFTarget->IsMiniBoss() )
{
// MvM: Cap damage against bots and check for a damage upgrade
float flBonusDmg = 1.f;
CALL_ATTRIB_HOOK_FLOAT( flBonusDmg, mult_dmg );
flBaseDamage = 250.f * flBonusDmg;
// Minibosses: Adjust damage when backstabbing based on level of armor piercing
// Base amount is 25% of normal damage. Each level adds 25% to a cap of 125%.
float flArmorPiercing = 25.f;
CALL_ATTRIB_HOOK_FLOAT_ON_OTHER( pTFOwner, flArmorPiercing, armor_piercing );
flBaseDamage *= clamp( flArmorPiercing / 100.0f, 0.25f, 1.25f );
}
else // Regular game mode, or the attacker is a bot
{
// Do twice the target's health so that random modification will still kill him.
flBaseDamage = pTarget->GetHealth() * 2;
}
// Declare a backstab.
*piCustomDamage = TF_DMG_CUSTOM_BACKSTAB;
}
else if (pTFOwner->m_Shared.IsCritBoosted())
{
m_bCurrentAttackIsCrit = true;
}
else
{
m_bCurrentAttackIsCrit = false; // don't do a crit if we failed the above checks.
}
}
return flBaseDamage;
}
//-----------------------------------------------------------------------------
// Purpose: Are we in a backstab position?
//-----------------------------------------------------------------------------
bool CTFKnife::CanPerformBackstabAgainstTarget( CTFPlayer *pTarget )
{
if ( !pTarget )
return false;
// Immune?
int iNoBackstab = 0;
CALL_ATTRIB_HOOK_INT_ON_OTHER( pTarget, iNoBackstab, cannot_be_backstabbed );
if ( iNoBackstab )
return false;
// Behind and facing target's back?
if ( IsBehindAndFacingTarget( pTarget ) )
return true;
// Is target (bot) disabled via a sapper?
if ( TFGameRules() && TFGameRules()->IsMannVsMachineMode() && pTarget->GetTeamNumber() == TF_TEAM_PVE_INVADERS )
{
if ( pTarget->m_Shared.InCond( TF_COND_MVM_BOT_STUN_RADIOWAVE ) )
return true;
if ( pTarget->m_Shared.InCond( TF_COND_SAPPED ) && !pTarget->IsMiniBoss() )
return true;
}
return false;
}
//-----------------------------------------------------------------------------
// Purpose: Determine if we are reasonably facing our target.
//-----------------------------------------------------------------------------
bool CTFKnife::IsBehindAndFacingTarget( CTFPlayer *pTarget )
{
CTFPlayer *pOwner = ToTFPlayer( GetPlayerOwner() );
if ( !pOwner )
return false;
// Get a vector from owner origin to target origin
Vector vecToTarget;
vecToTarget = pTarget->WorldSpaceCenter() - pOwner->WorldSpaceCenter();
vecToTarget.z = 0.0f;
vecToTarget.NormalizeInPlace();
// Get owner forward view vector
Vector vecOwnerForward;
AngleVectors( pOwner->EyeAngles(), &vecOwnerForward, NULL, NULL );
vecOwnerForward.z = 0.0f;
vecOwnerForward.NormalizeInPlace();
// Get target forward view vector
Vector vecTargetForward;
AngleVectors( pTarget->EyeAngles(), &vecTargetForward, NULL, NULL );
vecTargetForward.z = 0.0f;
vecTargetForward.NormalizeInPlace();
// Make sure owner is behind, facing and aiming at target's back
float flPosVsTargetViewDot = DotProduct( vecToTarget, vecTargetForward ); // Behind?
float flPosVsOwnerViewDot = DotProduct( vecToTarget, vecOwnerForward ); // Facing?
float flViewAnglesDot = DotProduct( vecTargetForward, vecOwnerForward ); // Facestab?
// Debug
// NDebugOverlay::HorzArrow( pTarget->WorldSpaceCenter(), pTarget->WorldSpaceCenter() + 50.0f * vecTargetForward, 5.0f, 0, 255, 0, 255, true, NDEBUG_PERSIST_TILL_NEXT_SERVER );
// NDebugOverlay::HorzArrow( pOwner->WorldSpaceCenter(), pOwner->WorldSpaceCenter() + 50.0f * vecOwnerForward, 5.0f, 0, 255, 0, 255, true, NDEBUG_PERSIST_TILL_NEXT_SERVER );
// DevMsg( "PosDot: %3.2f FacingDot: %3.2f AnglesDot: %3.2f\n", flPosVsTargetViewDot, flPosVsOwnerViewDot, flViewAnglesDot );
return ( flPosVsTargetViewDot > 0.f && flPosVsOwnerViewDot > 0.5 && flViewAnglesDot > -0.3f );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
bool CTFKnife::CalcIsAttackCriticalHelper( void )
{
// Always crit from behind, never from front
return IsBackstab();
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
bool CTFKnife::CalcIsAttackCriticalHelperNoCrits( void )
{
// Always crit from behind, never from front
return IsBackstab();
}
//-----------------------------------------------------------------------------
// Purpose: Allow melee weapons to send different anim events
// Input : -
//-----------------------------------------------------------------------------
void CTFKnife::SendPlayerAnimEvent( CTFPlayer *pPlayer )
{
if ( IsBackstab() )
{
pPlayer->DoAnimationEvent( PLAYERANIMEVENT_CUSTOM_GESTURE, ACT_MP_ATTACK_STAND_SECONDARYFIRE );
}
else
{
pPlayer->DoAnimationEvent( PLAYERANIMEVENT_ATTACK_PRIMARY );
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
bool CTFKnife::CanDeploy( void )
{
m_bKnifeExists = ( gpGlobals->curtime - m_flKnifeMeltTimestamp > m_flKnifeRegenerateDuration );
if ( m_bKnifeExists == false )
{
// melted icicle has not yet regenerated
return false;
}
return BaseClass::CanDeploy();
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
bool CTFKnife::Deploy( void )
{
bool bDeployed = BaseClass::Deploy();
m_bReadyToBackstab = false;
m_bKnifeExists = true;
return bDeployed;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTFKnife::ItemPreFrame( void )
{
BaseClass::ItemPreFrame();
ProcessDisguiseImpulse();
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTFKnife::ItemPostFrame( void )
{
CTFPlayer *pPlayer = ToTFPlayer( GetPlayerOwner() );
if ( pPlayer )
{
if ( pPlayer->m_Shared.InCond( TF_COND_TAUNTING ) )
{
m_bWasTaunting = true;
}
else if ( m_bWasTaunting )
{
// we were taunting and now we're not
m_bWasTaunting = false;
// force switch away from knife if we can't deploy it right now
if ( !CanDeploy() )
{
// force switch to sapper
CBaseCombatWeapon *mySapper = pPlayer->Weapon_GetWeaponByType( TF_WPN_TYPE_BUILDING );
if ( !mySapper )
{
// this should never happen
pPlayer->SwitchToNextBestWeapon( this );
}
else
{
pPlayer->Weapon_Switch( mySapper );
}
}
}
}
BackstabVMThink();
BaseClass::ItemPostFrame();
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTFKnife::ItemBusyFrame( void )
{
BaseClass::ItemBusyFrame();
ProcessDisguiseImpulse();
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTFKnife::ItemHolsterFrame( void )
{
BaseClass::ItemHolsterFrame();
ProcessDisguiseImpulse();
}
//-----------------------------------------------------------------------------
// Purpose: Special case handling of 'Your Eternal Reward' input polling
//-----------------------------------------------------------------------------
void CTFKnife::ProcessDisguiseImpulse( void )
{
CTFPlayer *pPlayer = ToTFPlayer( GetPlayerOwner() );
if ( !pPlayer )
return;
// Only care about this with the right weapon
if ( GetKnifeType() != KNIFE_DISGUISE_ONKILL )
return;
// If we're not already disguised, ignore
if ( !pPlayer->m_Shared.InCond( TF_COND_DISGUISED ) )
return;
pPlayer->m_Shared.ProcessDisguiseImpulse( pPlayer );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTFKnife::BackstabVMThink( void )
{
CTFPlayer *pPlayer = ToTFPlayer( GetPlayerOwner() );
if ( !pPlayer )
return;
if ( pPlayer->GetActiveWeapon() != this )
return;
// Don't do this if we are doing something other than idling.
// int iIdealActivity = GetIdealActivity();
// if ( (iIdealActivity != ACT_VM_IDLE) && (iIdealActivity != ACT_BACKSTAB_VM_IDLE) )
// return;
int iActivity = GetActivity();
if ( (iActivity != ACT_VM_IDLE) && (iActivity != ACT_BACKSTAB_VM_IDLE) && (iActivity != ACT_MELEE_VM_IDLE) &&
(iActivity != ACT_ITEM1_VM_IDLE) && (iActivity != ACT_ITEM1_BACKSTAB_VM_IDLE) &&
(iActivity != ACT_ITEM2_VM_IDLE) && (iActivity != ACT_ITEM2_BACKSTAB_VM_IDLE) )
return;
// Are we in backstab range and not cloaked?
trace_t trace;
if ( DoSwingTrace( trace ) == true && CanAttack() )
{
// We will hit something if we attack.
if( trace.m_pEnt && trace.m_pEnt->IsPlayer() )
{
CTFPlayer *pTarget = ToTFPlayer( trace.m_pEnt );
if ( pTarget && pTarget->GetTeamNumber() != pPlayer->GetTeamNumber() )
{
if ( CanPerformBackstabAgainstTarget( pTarget ) )
{
if ( !m_bReadyToBackstab )
{
SendWeaponAnim( ACT_BACKSTAB_VM_UP );
m_bReadyToBackstab = true;
}
}
else if ( m_bReadyToBackstab )
{
SendWeaponAnim( ACT_BACKSTAB_VM_DOWN );
m_bReadyToBackstab = false;
}
}
}
}
else if ( m_bReadyToBackstab )
{
SendWeaponAnim( ACT_BACKSTAB_VM_DOWN );
m_bReadyToBackstab = false;
}
}
//-----------------------------------------------------------------------------
// Purpose: Play animation appropriate to ball status.
//-----------------------------------------------------------------------------
bool CTFKnife::SendWeaponAnim( int iActivity )
{
CTFPlayer *pPlayer = GetTFPlayerOwner();
if ( !pPlayer )
return BaseClass::SendWeaponAnim( iActivity );
if ( m_bReadyToBackstab )
{
switch ( iActivity )
{
case ACT_VM_IDLE:
case ACT_ITEM1_VM_IDLE:
case ACT_ITEM2_VM_IDLE:
iActivity = ACT_BACKSTAB_VM_IDLE;
break;
}
}
return BaseClass::SendWeaponAnim( iActivity );
}
//-----------------------------------------------------------------------------
// Purpose: The spy's backstab was blocked by a player item.
//-----------------------------------------------------------------------------
void CTFKnife::BackstabBlocked( void )
{
CTFPlayer *pPlayer = GetTFPlayerOwner();
if ( !pPlayer )
return;
// Delay the spy's next attack for a time.
pPlayer->SetNextAttack( gpGlobals->curtime + 2.f );
m_flBlockedTime = gpGlobals->curtime;
SendWeaponAnim( ACT_MELEE_VM_STUN );
}
//-----------------------------------------------------------------------------
// Purpose: Spy can't change weapons if knife is hot.
//-----------------------------------------------------------------------------
bool CTFKnife::CanHolster( void ) const
{
if ( !m_bAllowHolsterBecauseForced && gpGlobals->curtime - m_flBlockedTime < 2.f )
return false;
else
return BaseClass::CanHolster();
}