Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//=============================================================================
#include "cbase.h"
#include "tf_weapon_sword.h"
// Client specific.
#ifdef CLIENT_DLL
#include "c_tf_player.h"
#include "econ_entity.h"
// Server specific.
#else
#include "tf_player.h"
#endif
//=============================================================================
//
// Weapon Sword tables.
//
// CTFSword
IMPLEMENT_NETWORKCLASS_ALIASED( TFSword, DT_TFWeaponSword )
BEGIN_NETWORK_TABLE( CTFSword, DT_TFWeaponSword )
END_NETWORK_TABLE()
BEGIN_PREDICTION_DATA( CTFSword )
END_PREDICTION_DATA()
LINK_ENTITY_TO_CLASS( tf_weapon_sword, CTFSword );
PRECACHE_WEAPON_REGISTER( tf_weapon_sword );
// CTFKatana
IMPLEMENT_NETWORKCLASS_ALIASED( TFKatana, DT_TFWeaponKatana )
BEGIN_NETWORK_TABLE( CTFKatana, DT_TFWeaponKatana )
#ifdef CLIENT_DLL
RecvPropBool( RECVINFO( m_bIsBloody ) ),
#else
SendPropBool( SENDINFO( m_bIsBloody ) ),
#endif
END_NETWORK_TABLE()
BEGIN_PREDICTION_DATA( CTFKatana )
END_PREDICTION_DATA()
LINK_ENTITY_TO_CLASS( tf_weapon_katana, CTFKatana );
PRECACHE_WEAPON_REGISTER( tf_weapon_katana );
//=============================================================================
//
// Decapitation melee weapon base implementation.
//
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
CTFDecapitationMeleeWeaponBase::CTFDecapitationMeleeWeaponBase()
: m_bHolstering( false )
{
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTFDecapitationMeleeWeaponBase::Precache()
{
BaseClass::Precache();
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
float CTFDecapitationMeleeWeaponBase::GetMeleeDamage( CBaseEntity *pTarget, int* piDamageType, int* piCustomDamage )
{
float flBaseDamage = BaseClass::GetMeleeDamage( pTarget, piDamageType, piCustomDamage );
*piCustomDamage = TF_DMG_CUSTOM_DECAPITATION;
return flBaseDamage;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
Activity CTFDecapitationMeleeWeaponBase::TranslateViewmodelHandActivityInternal( Activity actBase )
{
CTFPlayer *pPlayer = GetTFPlayerOwner();
if ( !pPlayer )
return BaseClass::TranslateViewmodelHandActivityInternal( actBase );
CEconItemView *pEconItemView = GetAttributeContainer()->GetItem();
if ( pEconItemView )
{
if ( pEconItemView->GetAnimationSlot() == TF_WPN_TYPE_MELEE_ALLCLASS )
return BaseClass::TranslateViewmodelHandActivityInternal( actBase );
}
// Alright, so we have some decapitation weapons (katana) that can be used
// by both the soldier and the demoman, but the classes play totally different
// animations using the same weapon.
//
// This logic is also responsible for playing the correct animations on the
// demo when he's using non-shared weapons like the Eyelanders.
if ( pPlayer->GetPlayerClass()->GetClassIndex() == TF_CLASS_DEMOMAN )
{
switch ( actBase )
{
case ACT_VM_DRAW:
actBase = ACT_VM_DRAW_SPECIAL;
break;
case ACT_VM_HOLSTER:
actBase = ACT_VM_HOLSTER_SPECIAL;
break;
case ACT_VM_IDLE:
actBase = ACT_VM_IDLE_SPECIAL;
break;
case ACT_VM_PULLBACK:
actBase = ACT_VM_PULLBACK_SPECIAL;
break;
case ACT_VM_PRIMARYATTACK:
actBase = ACT_VM_PRIMARYATTACK_SPECIAL;
break;
case ACT_VM_SECONDARYATTACK:
actBase = ACT_VM_PRIMARYATTACK_SPECIAL;
break;
case ACT_VM_HITCENTER:
actBase = ACT_VM_HITCENTER_SPECIAL;
break;
case ACT_VM_SWINGHARD:
actBase = ACT_VM_SWINGHARD_SPECIAL;
break;
case ACT_VM_IDLE_TO_LOWERED:
actBase = ACT_VM_IDLE_TO_LOWERED_SPECIAL;
break;
case ACT_VM_IDLE_LOWERED:
actBase = ACT_VM_IDLE_LOWERED_SPECIAL;
break;
case ACT_VM_LOWERED_TO_IDLE:
actBase = ACT_VM_LOWERED_TO_IDLE_SPECIAL;
break;
default:
break;
}
}
return BaseClass::TranslateViewmodelHandActivityInternal( actBase );
}
/*
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
bool CTFDecapitationMeleeWeaponBase::SendWeaponAnim( int iActivity )
{
}*/
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
bool CTFDecapitationMeleeWeaponBase::CanDecapitate( void )
{
CEconItemView *pScriptItem = GetAttributeContainer()->GetItem();
if ( !pScriptItem )
return false;
CEconItemDefinition *pStaticData = pScriptItem->GetStaticData();
if ( !pStaticData )
return false;
int iDecapitateType = 0;
CALL_ATTRIB_HOOK_INT( iDecapitateType, decapitate_type );
return iDecapitateType != 0;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTFDecapitationMeleeWeaponBase::SetupGameEventListeners( void )
{
ListenForGameEvent( "player_death" );
}
#ifdef CLIENT_DLL
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTFDecapitationMeleeWeaponBase::UpdateAttachmentModels( void )
{
BaseClass::UpdateAttachmentModels();
CTFPlayer *pTFPlayer = GetTFPlayerOwner();
if ( !pTFPlayer )
return;
if ( !pTFPlayer->IsLocalPlayer() )
return;
if ( !pTFPlayer->GetViewModel() )
return;
if ( !pTFPlayer->m_Shared.IsShieldEquipped() )
return;
CTFWearableDemoShield* pMyShield = dynamic_cast<CTFWearableDemoShield*>( m_hShield.Get() );
if ( pMyShield )
{
pMyShield->UpdateAttachmentModels();
}
else
{
// Find a shield wearable...
for ( int i=0; i<pTFPlayer->GetNumWearables(); ++i )
{
CEconWearable* pItem = pTFPlayer->GetWearable(i);
if ( !pItem )
continue;
pMyShield = dynamic_cast<CTFWearableDemoShield*>( pItem );
if ( !pMyShield )
continue;
m_hShield.Set( pMyShield );
}
if ( pMyShield )
{
pMyShield->UpdateAttachmentModels();
}
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
int CTFDecapitationMeleeWeaponBase::DrawOverriddenViewmodel( C_BaseViewModel *pViewmodel, int flags )
{
int iRes = BaseClass::DrawOverriddenViewmodel( pViewmodel, flags );
CTFWearableDemoShield* pMyShield = dynamic_cast<CTFWearableDemoShield*>( m_hShield.Get() );
if ( pMyShield )
{
pMyShield->DrawOverriddenViewmodel( pViewmodel, flags );
}
return iRes;
}
#endif // CLIENT_DLL
//=============================================================================
//
// Weapon Sword functions.
//
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTFSword::WeaponReset( void )
{
BaseClass::WeaponReset();
#ifdef CLIENT_DLL
m_flNextIdleWavRoll = 0;
m_iPrevWavDecap = 0;
#endif
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
int CTFSword::GetSwingRange( void )
{
CTFPlayer *pOwner = ToTFPlayer( GetOwner() );
if ( pOwner && pOwner->m_Shared.InCond( TF_COND_SHIELD_CHARGE ) )
{
return 128;
}
else
{
//int iRange = 0;
//CALL_ATTRIB_HOOK_INT( iRange, is_a_sword )
//return 72;
return 72;
}
}
//-----------------------------------------------------------------------------
// Purpose: A speed mod that is applied even if the weapon isn't in hand.
//-----------------------------------------------------------------------------
float CTFSword::GetSwordSpeedMod( void )
{
if ( m_bHolstering )
return 1.f;
CTFPlayer *pOwner = ToTFPlayer( GetOwner() );
if ( !pOwner )
return 0;
if ( !CanDecapitate() )
return 1.f;
int iDecaps = MIN( MAX_DECAPITATIONS, pOwner->m_Shared.GetDecapitations() );
return 1.f + (iDecaps * 0.08f);
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
int CTFSword::GetSwordHealthMod( void )
{
CTFPlayer *pOwner = ToTFPlayer( GetOwner() );
if ( !pOwner )
return 0;
if ( !CanDecapitate() )
return 0.f;
int iDecaps = MIN( MAX_DECAPITATIONS, pOwner->m_Shared.GetDecapitations() );
return (iDecaps * 15);
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTFSword::OnDecapitation( CTFPlayer *pDeadPlayer )
{
BaseClass::OnDecapitation( pDeadPlayer );
#ifdef GAME_DLL
CTFPlayer *pOwner = ToTFPlayer( GetOwner() );
Assert( pOwner );
// The pyro's scythe is actually a "sword" as far as the gameplay code is concerned,
// but we don't want the demo's head-collecting silliness to apply.
if ( pOwner->GetPlayerClass()->GetClassIndex() == TF_CLASS_DEMOMAN )
{
// We have chopped someone's bloody 'ead off!
int iDecap = pOwner->m_Shared.GetDecapitations();
// transfer decapitations
if ( pDeadPlayer )
{
iDecap += pDeadPlayer->m_Shared.GetDecapitations();
}
pOwner->m_Shared.SetDecapitations( ++iDecap );
pOwner->TeamFortress_SetSpeed();
if ( pOwner->m_Shared.GetBestOverhealDecayMult() == -1.f )
{
pOwner->m_Shared.SetBestOverhealDecayMult( 0.25f );
}
if ( pOwner->GetHealth() < pOwner->m_Shared.GetMaxBuffedHealth() )
{
pOwner->TakeHealth( 15, DMG_IGNORE_MAXHEALTH );
}
if ( !pOwner->m_Shared.InCond( TF_COND_DEMO_BUFF ) )
{
pOwner->m_Shared.AddCond( TF_COND_DEMO_BUFF );
}
}
#endif // GAME_DLL
}
#ifdef GAME_DLL
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
bool CTFDecapitationMeleeWeaponBase::Holster( CBaseCombatWeapon *pSwitchingTo )
{
m_bHolstering = true;
bool res = BaseClass::Holster( pSwitchingTo );
m_bHolstering = false;
if ( res )
{
StopListeningForAllEvents();
}
return res;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTFDecapitationMeleeWeaponBase::FireGameEvent( IGameEvent *event )
{
const char *pszEventName = event->GetName();
if ( Q_strcmp( pszEventName, "player_death" ) != 0 )
return;
CTFPlayer *pOwner = ToTFPlayer( GetOwner() );
if ( !pOwner )
return;
int iAttackerID = event->GetInt( "attacker" );
if ( iAttackerID != pOwner->GetUserID() )
return;
int iWeaponID = event->GetInt( "weaponid" );
int iCustomKill = event->GetInt( "customkill" );
if ( iWeaponID != TF_WEAPON_SWORD && iCustomKill != TF_DMG_CUSTOM_TAUNTATK_BARBARIAN_SWING )
return;
// Off with their heads!
if ( !CanDecapitate() )
return;
OnDecapitation( ToTFPlayer( UTIL_PlayerByUserId( event->GetInt( "userid" ) ) ) );
}
#endif
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
bool CTFSword::Deploy( void )
{
bool res = BaseClass::Deploy();
if ( !CanDecapitate() )
{
CTFPlayer *pOwner = ToTFPlayer( GetOwner() );
if ( !pOwner )
return res;
pOwner->m_Shared.SetDecapitations( 0 );
return res;
}
#ifdef GAME_DLL
if ( res )
{
SetupGameEventListeners();
}
#else
// When we go active, there's a chance we immediately thirst for heads.
if ( RandomInt( 1,4 ) == 1 )
{
m_flNextIdleWavRoll = gpGlobals->curtime + 3.0;
}
else
{
m_flNextIdleWavRoll = gpGlobals->curtime + RandomFloat( 5.0, 30.0 );
}
#endif
return res;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
int CTFSword::GetCount( void )
{
CTFPlayer *pOwner = ToTFPlayer( GetOwner() );
if ( !pOwner )
return 0;
if ( !CanDecapitate() )
return 0;
return pOwner->m_Shared.GetDecapitations();
}
#ifdef CLIENT_DLL
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTFSword::WeaponIdle( void )
{
BaseClass::WeaponIdle();
CTFPlayer *pOwner = ToTFPlayer( GetOwner() );
if ( !pOwner )
return;
if ( !CanDecapitate() )
return;
// If we've decapped someone recently, we roll shortly afterwards
int iDecaps = pOwner->m_Shared.GetDecapitations();
if ( m_iPrevWavDecap < iDecaps )
{
m_flNextIdleWavRoll = MIN( m_flNextIdleWavRoll, gpGlobals->curtime + RandomFloat(3,5) );
}
m_iPrevWavDecap = iDecaps;
// Randomly play sounds to the local player. The more decaps we have, the more chance it's a good wav.
if ( m_flNextIdleWavRoll < gpGlobals->curtime )
{
float flChance = RemapValClamped( iDecaps, 0, 10, 0.25, 0.9 );
if ( RandomFloat() <= flChance )
{
// Chance to get the more powerful wav:
float flChanceForGoodWav = RemapValClamped( iDecaps, 0, 10, 0.1, 0.75 );
if ( RandomFloat() <= flChanceForGoodWav )
{
WeaponSound( SPECIAL2 );
}
else
{
WeaponSound( SPECIAL1 );
}
}
m_flNextIdleWavRoll = gpGlobals->curtime + RandomFloat( 30.0, 60.0 );
}
}
#endif
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
CTFKatana::CTFKatana()
{
m_bIsBloody = false;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
bool CTFKatana::Deploy( void )
{
bool res = BaseClass::Deploy();
m_bIsBloody = false;
if ( CanDecapitate() && res )
{
#ifdef GAME_DLL
SetupGameEventListeners();
#endif
}
return res;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
float CTFKatana::GetMeleeDamage( CBaseEntity *pTarget, int* piDamageType, int* piCustomDamage )
{
// Start with our base damage. We use this to generate our custom damage flags,
// if any. We may trash the damage amount.
float fDamage = BaseClass::GetMeleeDamage( pTarget, piDamageType, piCustomDamage );
// The katana is a weapon of honor!!!! (Hitting someone wielding a katana with
// your katana results in a massive damage boost, a one-hit kill.)
if ( IsHonorBound() )
{
CTFPlayer *pTFPlayerTarget = ToTFPlayer( pTarget );
if ( pTFPlayerTarget )
{
// If our victim is wielding the weapon we're looking for, bump the damage way up.
if ( pTFPlayerTarget->GetActiveTFWeapon() && pTFPlayerTarget->GetActiveTFWeapon()->IsHonorBound() )
{
fDamage = MAX( fDamage, pTFPlayerTarget->GetHealth() * 3 );
*piDamageType |= DMG_DONT_COUNT_DAMAGE_TOWARDS_CRIT_RATE;
}
}
}
return fDamage;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
int CTFKatana::GetActivityWeaponRole() const
{
CTFPlayer *pPlayer = GetTFPlayerOwner();
if ( pPlayer && pPlayer->GetPlayerClass()->GetClassIndex() == TF_CLASS_DEMOMAN )
{
// demo should use act table item1
return TF_WPN_TYPE_ITEM1;
}
return BaseClass::GetActivityWeaponRole();
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTFKatana::OnDecapitation( CTFPlayer *pDeadPlayer )
{
BaseClass::OnDecapitation( pDeadPlayer );
#ifndef CLIENT_DLL
m_bIsBloody = true;
#endif
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
int CTFKatana::GetSkinOverride() const
{
if ( m_bIsBloody && !UTIL_IsLowViolence() )
{
CTFPlayer *pPlayer = GetTFPlayerOwner();
if ( pPlayer )
{
return ( ( pPlayer->GetTeamNumber() == TF_TEAM_RED ) ? 2 : 3 );
}
}
return BaseClass::GetSkinOverride();
}