//---------------------------------------------------------------------------------------- 
// Purpose: moves the player
//----------------------------------------------------------------------------------------
void CTFGameMovement::PlayerMove()
{
	// call base class to do movement
	BaseClass::PlayerMove();

	// handle player's interaction with water
	int nNewWaterLevel = m_pTFPlayer->GetWaterLevel();
	if ( m_nOldWaterLevel != nNewWaterLevel )
	{
		if ( WL_NotInWater == m_nOldWaterLevel )
		{
			// The player has just entered the water.  Determine if we should play a splash sound.
			bool bPlaySplash = false;
					
			Vector vecVelocity = m_pTFPlayer->GetAbsVelocity();
			if ( vecVelocity.z <= -200.0f )
			{
				// If the player has significant downward velocity, play a splash regardless of water depth.  (e.g. Jumping hard into a puddle)
				bPlaySplash = true;
			}
			else
			{
				// Look at the water depth below the player.  If it's significantly deep, play a splash to accompany the sinking that's about to happen.
				Vector vecStart = m_pTFPlayer->GetAbsOrigin();
				Vector vecEnd = vecStart;
				vecEnd.z -= 20;	// roughly thigh deep
				trace_t tr;
				// see if we hit anything solid a little bit below the player
				UTIL_TraceLine( vecStart, vecEnd, MASK_SOLID,m_pTFPlayer, COLLISION_GROUP_NONE, &tr );
				if ( tr.fraction >= 1.0f ) 
				{
					// some amount of water below the player, play a splash
					bPlaySplash = true;
				}
			}

			if ( bPlaySplash )
			{
				m_pTFPlayer->EmitSound( "Physics.WaterSplash" );
			}
		} 
	}
}
Exemple #2
0
//-----------------------------------------------------------------------------
// Purpose: 
//-----------------------------------------------------------------------------
void CTFGameStats::Event_PlayerKilled( CBasePlayer *pPlayer, const CTakeDamageInfo &info )
{
	Assert( pPlayer );
	CTFPlayer *pTFPlayer = ToTFPlayer( pPlayer );

	IncrementStat( pTFPlayer, TFSTAT_DEATHS, 1 );
	SendStatsToPlayer( pTFPlayer, STATMSG_PLAYERDEATH );
	AccumulateAndResetPerLifeStats( pTFPlayer );

	TF_Gamestats_LevelStats_t::PlayerDeathsLump_t death;
	Vector killerOrg;

	// set the location where the target died
	const Vector &org = pPlayer->GetAbsOrigin();
	death.nPosition[ 0 ] = static_cast<int>( org.x );
	death.nPosition[ 1 ] = static_cast<int>( org.y );
	death.nPosition[ 2 ] = static_cast<int>( org.z );

	// set the class of the attacker
	CBaseEntity *pInflictor = info.GetInflictor();
	CBaseEntity *pKiller = info.GetAttacker();
	CTFPlayer *pScorer = ToTFPlayer( TFGameRules()->GetDeathScorer( pKiller, pInflictor, pPlayer ) );

	if ( dynamic_cast< CObjectSentrygun * >( pInflictor ) != NULL )
	{
		killerOrg = pInflictor->GetAbsOrigin();
	}
	else
	{		
		if ( pScorer )
		{
			CTFPlayerClass *pAttackerClass = pScorer->GetPlayerClass();
			death.iAttackClass = ( !pAttackerClass ) ? TF_CLASS_UNDEFINED : pAttackerClass->GetClassIndex();
			killerOrg = pScorer->GetAbsOrigin();
		}
		else
		{
			death.iAttackClass = TF_CLASS_UNDEFINED;
			killerOrg = org;
		}
	}

	// set the class of the target
	CTFPlayerClass *pTargetClass = ( pTFPlayer ) ? pTFPlayer->GetPlayerClass() : NULL;
	death.iTargetClass = ( !pTargetClass ) ? TF_CLASS_UNDEFINED : pTargetClass->GetClassIndex();

	// find the weapon the killer used
	death.iWeapon = GetWeaponFromDamage( info );

	// calculate the distance to the killer
	death.iDistance = static_cast<unsigned short>( ( killerOrg - org ).Length() );

	// add it to the list of deaths
	TF_Gamestats_LevelStats_t *map = m_reportedStats.m_pCurrentGame;
	if ( map )
	{
		map->m_aPlayerDeaths.AddToTail( death );
		int iClass = ToTFPlayer( pPlayer )->GetPlayerClass()->GetClassIndex();

		if ( m_reportedStats.m_pCurrentGame != NULL )
		{
			m_reportedStats.m_pCurrentGame->m_aClassStats[iClass].iDeaths++;
			m_reportedStats.m_pCurrentGame->m_aClassStats[iClass].iTotalTime += (int) ( gpGlobals->curtime - pTFPlayer->GetSpawnTime() );
		}
	}
}
Exemple #3
0
//-----------------------------------------------------------------------------
// Purpose: 
//-----------------------------------------------------------------------------
void CTFGameStats::Event_PlayerDamage( CBasePlayer *pBasePlayer, const CTakeDamageInfo &info, int iDamageTaken )
{
	CObjectSentrygun *pSentry = NULL;
	CTFPlayer *pTarget = ToTFPlayer( pBasePlayer );
	CTFPlayer *pAttacker = ToTFPlayer( info.GetAttacker() );
	if ( !pAttacker )
	{
		pSentry = dynamic_cast< CObjectSentrygun * >( info.GetAttacker() );
		if ( !pSentry )
			return;

		pAttacker = pSentry->GetOwner();
		if ( !pAttacker )
		{
			// Sentry with no builder? Must be a pre-placed sentry.
			// It's easier to just cut off here and don't count damage.
			return;
		}
	}
	// don't count damage to yourself
	if ( pTarget == pAttacker )
		return;
	
	IncrementStat( pAttacker, TFSTAT_DAMAGE, iDamageTaken );

	TF_Gamestats_LevelStats_t::PlayerDamageLump_t damage;
	Vector killerOrg;

	// set the location where the target was hit
	const Vector &org = pTarget->GetAbsOrigin();
	damage.nTargetPosition[ 0 ] = static_cast<int>( org.x );
	damage.nTargetPosition[ 1 ] = static_cast<int>( org.y );
	damage.nTargetPosition[ 2 ] = static_cast<int>( org.z );

	// set the class of the attacker
	CBaseEntity *pInflictor = info.GetInflictor();
	CBasePlayer *pScorer = TFGameRules()->GetDeathScorer( pAttacker, pInflictor, pTarget );

	if ( !pSentry )
	{
		pSentry = dynamic_cast< CObjectSentrygun * >( pInflictor );
	}

	if ( pSentry != NULL )
	{
		killerOrg = pSentry->GetAbsOrigin();
		damage.iAttackClass = TF_CLASS_ENGINEER;
		damage.iWeapon = ( info.GetDamageType() & DMG_BLAST ) ? TF_WEAPON_SENTRY_ROCKET : TF_WEAPON_SENTRY_BULLET;
	} 
	else if ( dynamic_cast<CObjectDispenser *>( pInflictor ) )
	{
		damage.iAttackClass = TF_CLASS_ENGINEER;
		damage.iWeapon = TF_WEAPON_DISPENSER;
	}
	else
	{
		CTFPlayer *pTFAttacker = ToTFPlayer( pScorer );
		if ( pTFAttacker )
		{
			CTFPlayerClass *pAttackerClass = pTFAttacker->GetPlayerClass();
			damage.iAttackClass = ( !pAttackerClass ) ? TF_CLASS_UNDEFINED : pAttackerClass->GetClassIndex();
			killerOrg = pTFAttacker->GetAbsOrigin();
		}
		else
		{
			damage.iAttackClass = TF_CLASS_UNDEFINED;
			killerOrg = org;
		}

		// find the weapon the killer used
		damage.iWeapon = GetWeaponFromDamage( info );
	}

	// If normal gameplay state, track weapon stats. 
	if ( ( TFGameRules()->State_Get() == GR_STATE_RND_RUNNING ) && ( damage.iWeapon != TF_WEAPON_NONE  ) )
	{
		// record hits & damage in reported per-weapon stats
		if ( m_reportedStats.m_pCurrentGame != NULL )
		{
			TF_Gamestats_WeaponStats_t *pWeaponStats = &m_reportedStats.m_pCurrentGame->m_aWeaponStats[damage.iWeapon];
			pWeaponStats->iHits++;
			pWeaponStats->iTotalDamage += iDamageTaken;

			// Try and figure out where the damage is coming from
			Vector vecDamageOrigin = info.GetReportedPosition();
			// If we didn't get an origin to use, try using the attacker's origin
			if ( vecDamageOrigin == vec3_origin )
			{
				if ( pSentry )
				{
					vecDamageOrigin = pSentry->GetAbsOrigin();
				}
				else
				{
					vecDamageOrigin = killerOrg;
				}					
			}
			if ( vecDamageOrigin != vec3_origin )
			{
				pWeaponStats->iHitsWithKnownDistance++;
				int iDistance = (int) vecDamageOrigin.DistTo( pBasePlayer->GetAbsOrigin() );
//				Msg( "Damage distance: %d\n", iDistance );
				pWeaponStats->iTotalDistance += iDistance;
			}
		}
	}

	Assert( damage.iAttackClass != TF_CLASS_UNDEFINED );

	// record the time the damage occurred
	damage.fTime = gpGlobals->curtime;

	// store the attacker's position
	damage.nAttackerPosition[ 0 ] = static_cast<int>( killerOrg.x );
	damage.nAttackerPosition[ 1 ] = static_cast<int>( killerOrg.y );
	damage.nAttackerPosition[ 2 ] = static_cast<int>( killerOrg.z );

	// set the class of the target
	CTFPlayer *pTFPlayer = ToTFPlayer( pTarget );
	CTFPlayerClass *pTargetClass = ( pTFPlayer ) ? pTFPlayer->GetPlayerClass() : NULL;
	damage.iTargetClass = ( !pTargetClass ) ? TF_CLASS_UNDEFINED : pTargetClass->GetClassIndex();

	Assert( damage.iTargetClass != TF_CLASS_UNDEFINED );

	// record the damage done
	damage.iDamage = info.GetDamage();

	// record if it was a crit
	damage.iCrit = ( ( info.GetDamageType() & DMG_CRITICAL ) != 0 );

	// record if it was a kill
	damage.iKill = ( pTarget->GetHealth() <= 0 );

	// add it to the list of damages
	if ( m_reportedStats.m_pCurrentGame != NULL )
	{
		m_reportedStats.m_pCurrentGame->m_aPlayerDamage.AddToTail( damage );
	}	
}
//-----------------------------------------------------------------------------
// Look for a target
//-----------------------------------------------------------------------------
bool CObjectSentrygun::FindTarget()
{
	// Disable the sentry guns for ifm.
	if ( tf_sentrygun_notarget.GetBool() )
		return false;

	if ( IsInCommentaryMode() )
		return false;

	// Sapper, etc.
	if ( IsDisabled() )
		return false;

	// Loop through players within 1100 units (sentry range).
	Vector vecSentryOrigin = EyePosition();

	// Find the opposing team list.
	CTFPlayer *pPlayer = ToTFPlayer( GetOwner() );
	CUtlVector<CTFTeam *> pTeamList;
	CTFTeam *pTeam = NULL;

	//CTFTeam *pTeam = pPlayer->GetOpposingTFTeam();
	//if ( !pTeam )
	//	return false;

	if ( pPlayer )
	{
		// Try builder's team.
		pTeam = pPlayer->GetTFTeam();
	}
	else
	{
		// If we have no builder use our own team number instead.
		pTeam = GetTFTeam();
	}

	if ( pTeam )
		pTeam->GetOpposingTFTeamList( &pTeamList );
	else
		return false;

	// If we have an enemy get his minimum distance to check against.
	Vector vecSegment;
	Vector vecTargetCenter;
	float flMinDist2 = 1100.0f * 1100.0f;
	CBaseEntity *pTargetCurrent = NULL;
	CBaseEntity *pTargetOld = m_hEnemy.Get();
	float flOldTargetDist2 = FLT_MAX;

	// Sentries will try to target players first, then objects.  However, if the enemy held was an object it will continue
	// to try and attack it first.

	for (int i = 0; i < pTeamList.Size(); i++)
	{
		int nTeamCount = pTeamList[i]->GetNumPlayers();
		for (int iPlayer = 0; iPlayer < nTeamCount; ++iPlayer)
		{
			CTFPlayer *pTargetPlayer = static_cast<CTFPlayer*>(pTeamList[i]->GetPlayer(iPlayer));
			if (pTargetPlayer == NULL)
				continue;

			// Make sure the player is alive.
			if (!pTargetPlayer->IsAlive())
				continue;

			if (pTargetPlayer->GetFlags() & FL_NOTARGET)
				continue;

			vecTargetCenter = pTargetPlayer->GetAbsOrigin();
			vecTargetCenter += pTargetPlayer->GetViewOffset();
			VectorSubtract(vecTargetCenter, vecSentryOrigin, vecSegment);
			float flDist2 = vecSegment.LengthSqr();

			// Store the current target distance if we come across it
			if (pTargetPlayer == pTargetOld)
			{
				flOldTargetDist2 = flDist2;
			}

			// Check to see if the target is closer than the already validated target.
			if (flDist2 > flMinDist2)
				continue;

			// It is closer, check to see if the target is valid.
			if (ValidTargetPlayer(pTargetPlayer, vecSentryOrigin, vecTargetCenter))
			{
				flMinDist2 = flDist2;
				pTargetCurrent = pTargetPlayer;
			}
		}

		// If we already have a target, don't check objects.
		if (pTargetCurrent == NULL)
		{
			int nTeamObjectCount = pTeamList[i]->GetNumObjects();
			for (int iObject = 0; iObject < nTeamObjectCount; ++iObject)
			{
				CBaseObject *pTargetObject = pTeamList[i]->GetObject(iObject);
				if (!pTargetObject)
					continue;

				vecTargetCenter = pTargetObject->GetAbsOrigin();
				vecTargetCenter += pTargetObject->GetViewOffset();
				VectorSubtract(vecTargetCenter, vecSentryOrigin, vecSegment);
				float flDist2 = vecSegment.LengthSqr();

				// Store the current target distance if we come across it
				if (pTargetObject == pTargetOld)
				{
					flOldTargetDist2 = flDist2;
				}

				// Check to see if the target is closer than the already validated target.
				if (flDist2 > flMinDist2)
					continue;

				// It is closer, check to see if the target is valid.
				if (ValidTargetObject(pTargetObject, vecSentryOrigin, vecTargetCenter))
				{
					flMinDist2 = flDist2;
					pTargetCurrent = pTargetObject;
				}
			}
		}
		// We have a target.
		if (pTargetCurrent)
		{
			if (pTargetCurrent != pTargetOld)
			{
				// flMinDist2 is the new target's distance
				// flOldTargetDist2 is the old target's distance
				// Don't switch unless the new target is closer by some percentage
				if (flMinDist2 < (flOldTargetDist2 * 0.75f))
				{
					FoundTarget(pTargetCurrent, vecSentryOrigin);
				}
			}
			return true;
		}
	}

	return false;
}