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//===== Copyright � 1996-2005, Valve Corporation, All rights reserved. ======//
//
// Purpose:
//
//===========================================================================//
#include "cbase.h"
#include "team_train_watcher.h"
#include "team_control_point.h"
#include "trains.h"
#include "team_objectiveresource.h"
#include "teamplayroundbased_gamerules.h"
#include "team_control_point.h"
#include "team_control_point_master.h"
#include "engine/IEngineSound.h"
#include "soundenvelope.h"
#include "mp_shareddefs.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
static CSoundPatch *g_pAlarm = NULL;
BEGIN_DATADESC( CTeamTrainWatcher )
// Inputs.
DEFINE_INPUTFUNC( FIELD_VOID, "RoundActivate", InputRoundActivate ), DEFINE_INPUTFUNC( FIELD_INTEGER, "SetNumTrainCappers", InputSetNumTrainCappers ), DEFINE_INPUTFUNC( FIELD_VOID, "OnStartOvertime", InputOnStartOvertime ), DEFINE_INPUTFUNC( FIELD_VOID, "Enable", InputEnable ), DEFINE_INPUTFUNC( FIELD_VOID, "Disable", InputDisable ),
// Outputs
DEFINE_OUTPUT( m_OnTrainStartRecede, "OnTrainStartRecede" ),
// key
DEFINE_KEYFIELD( m_iszTrain, FIELD_STRING, "train" ), DEFINE_KEYFIELD( m_iszStartNode, FIELD_STRING, "start_node" ), DEFINE_KEYFIELD( m_iszGoalNode, FIELD_STRING, "goal_node" ),
DEFINE_KEYFIELD( m_iszLinkedPathTracks[0], FIELD_STRING, "linked_pathtrack_1" ), DEFINE_KEYFIELD( m_iszLinkedCPs[0], FIELD_STRING, "linked_cp_1" ),
DEFINE_KEYFIELD( m_iszLinkedPathTracks[1], FIELD_STRING, "linked_pathtrack_2" ), DEFINE_KEYFIELD( m_iszLinkedCPs[1], FIELD_STRING, "linked_cp_2" ),
DEFINE_KEYFIELD( m_iszLinkedPathTracks[2], FIELD_STRING, "linked_pathtrack_3" ), DEFINE_KEYFIELD( m_iszLinkedCPs[2], FIELD_STRING, "linked_cp_3" ),
DEFINE_KEYFIELD( m_iszLinkedPathTracks[3], FIELD_STRING, "linked_pathtrack_4" ), DEFINE_KEYFIELD( m_iszLinkedCPs[3], FIELD_STRING, "linked_cp_4" ),
// can be up to 8 links
// min speed for train hud speed levels
DEFINE_KEYFIELD( m_flSpeedLevels[0], FIELD_FLOAT, "hud_min_speed_level_1" ), DEFINE_KEYFIELD( m_flSpeedLevels[1], FIELD_FLOAT, "hud_min_speed_level_2" ), DEFINE_KEYFIELD( m_flSpeedLevels[2], FIELD_FLOAT, "hud_min_speed_level_3" ),
DEFINE_KEYFIELD( m_bDisabled, FIELD_BOOLEAN, "StartDisabled" ),
END_DATADESC()
IMPLEMENT_SERVERCLASS_ST_NOBASE(CTeamTrainWatcher, DT_TeamTrainWatcher)
SendPropFloat( SENDINFO( m_flTotalProgress ), 11, 0, 0.0f, 1.0f ), SendPropInt( SENDINFO( m_iTrainSpeedLevel ), 4 ), SendPropTime( SENDINFO( m_flRecedeTime ) ), SendPropInt( SENDINFO( m_nNumCappers ), 5, SPROP_UNSIGNED ),
END_SEND_TABLE()
LINK_ENTITY_TO_CLASS( team_train_watcher, CTeamTrainWatcher );
CTeamTrainWatcher::CTeamTrainWatcher() { m_bDisabled = false; m_flRecedeTime = 0; m_bWaitingToRecede = false; m_bCapBlocked = false;
m_flNextSpeakForwardConceptTime = 0; m_hAreaCap = NULL; }
int CTeamTrainWatcher::UpdateTransmitState() { if ( m_bDisabled ) { return SetTransmitState( FL_EDICT_DONTSEND ); }
return SetTransmitState( FL_EDICT_ALWAYS ); }
void CTeamTrainWatcher::InputRoundActivate( inputdata_t &inputdata ) { StopCaptureAlarm();
if ( !m_bDisabled ) { WatcherActivate(); } }
void CTeamTrainWatcher::InputEnable( inputdata_t &inputdata ) { StopCaptureAlarm();
m_bDisabled = false;
WatcherActivate();
UpdateTransmitState(); }
void CTeamTrainWatcher::InputDisable( inputdata_t &inputdata ) { StopCaptureAlarm();
m_bDisabled = true; SetThink( NULL );
m_bWaitingToRecede = false;
UpdateTransmitState(); }
ConVar tf_escort_recede_time( "tf_escort_recede_time", "30", 0, "", true, 0, false, 0 ); ConVar tf_escort_recede_time_overtime( "tf_escort_recede_time_overtime", "5", 0, "", true, 0, false, 0 );
void CTeamTrainWatcher::InputSetNumTrainCappers( inputdata_t &inputdata ) { if ( IsDisabled() ) { return; }
int iNumCappers = inputdata.value.Int(); m_nNumCappers = iNumCappers;
// inputdata.pCaller is hopefully an area capture
// lets see if its blocked, and not start receding if it is
CTriggerAreaCapture *pAreaCap = dynamic_cast<CTriggerAreaCapture *>(inputdata.pCaller); if ( pAreaCap ) { m_bCapBlocked = pAreaCap->IsBlocked(); m_hAreaCap = pAreaCap; }
if ( iNumCappers <= 0 && !m_bCapBlocked ) { if ( !m_bWaitingToRecede ) { // start receding in [tf_escort_cart_recede_time] seconds
m_bWaitingToRecede = true;
if ( TeamplayRoundBasedRules() && TeamplayRoundBasedRules()->InOvertime() ) { m_flRecedeTotalTime = tf_escort_recede_time_overtime.GetFloat(); } else { m_flRecedeTotalTime = tf_escort_recede_time.GetFloat(); }
m_flRecedeStartTime = gpGlobals->curtime; m_flRecedeTime = m_flRecedeStartTime + m_flRecedeTotalTime; } } else { // cancel receding
m_bWaitingToRecede = false; m_flRecedeTime = 0; } }
void CTeamTrainWatcher::InputOnStartOvertime( inputdata_t &inputdata ) { // recalculate the recede time
if ( m_bWaitingToRecede ) { float flRecedeTimeRemaining = m_flRecedeTime - gpGlobals->curtime; float flOvertimeRecedeLen = tf_escort_recede_time_overtime.GetFloat();
// drop to overtime recede time if it's more than that
if ( flRecedeTimeRemaining > flOvertimeRecedeLen ) { m_flRecedeTotalTime = flOvertimeRecedeLen; m_flRecedeStartTime = gpGlobals->curtime; m_flRecedeTime = m_flRecedeStartTime + m_flRecedeTotalTime; } } }
// ==========================================================
// given a start node and a list of goal nodes
// calculate the distance between each
// ==========================================================
void CTeamTrainWatcher::WatcherActivate( void ) { m_flRecedeTime = 0; m_bWaitingToRecede = false; m_bCapBlocked = false; m_flNextSpeakForwardConceptTime = 0; m_hAreaCap = NULL;
StopCaptureAlarm();
// init our train
m_hTrain = dynamic_cast<CFuncTrackTrain*>( gEntList.FindEntityByName( NULL, m_iszTrain ) ); if ( !m_hTrain ) { Warning("%s failed to find train named '%s'\n", GetClassname(), STRING(m_iszTrain) ); }
// init our array of path_tracks linked to control points
m_iNumCPLinks = 0;
int i; for ( i=0;i<MAX_CONTROL_POINTS;i++ ) { CPathTrack *pPathTrack = dynamic_cast<CPathTrack*>( gEntList.FindEntityByName( NULL, m_iszLinkedPathTracks[i] ) ); CTeamControlPoint *pCP = dynamic_cast<CTeamControlPoint*>( gEntList.FindEntityByName( NULL, m_iszLinkedCPs[i] ) ); if ( pPathTrack && pCP ) { m_CPLinks[m_iNumCPLinks].hPathTrack = pPathTrack; m_CPLinks[m_iNumCPLinks].hCP = pCP; m_CPLinks[m_iNumCPLinks].flDistanceFromStart = 0; // filled in when we parse the nodes
m_CPLinks[m_iNumCPLinks].bAlertPlayed = false; m_iNumCPLinks++; } }
// init our start and goal nodes
m_hStartNode = dynamic_cast<CPathTrack*>( gEntList.FindEntityByName( NULL, m_iszStartNode ) ); if ( !m_hStartNode ) { Warning("%s failed to find path_track named '%s'\n", GetClassname(), STRING(m_iszStartNode) ); }
m_hGoalNode = dynamic_cast<CPathTrack*>( gEntList.FindEntityByName( NULL, m_iszGoalNode ) ); if ( !m_hGoalNode ) { Warning("%s failed to find path_track named '%s'\n", GetClassname(), STRING(m_iszGoalNode) ); }
m_flTotalPathDistance = 0.0f;
if( m_hStartNode.Get() && m_hGoalNode.Get() ) { CPathTrack *pNode = m_hStartNode; CPathTrack *pPrev = pNode; pNode = pNode->GetNext();
// don't check the start node for links. If it's linked, it will have 0 distance anyway
while ( pNode ) { Vector dir = pNode->GetLocalOrigin() - pPrev->GetLocalOrigin(); float length = dir.Length();
m_flTotalPathDistance += length;
// if pNode is one of our cp nodes, store its distance from m_hStartNode
for ( i=0;i<m_iNumCPLinks;i++ ) { if ( m_CPLinks[i].hPathTrack == pNode ) { m_CPLinks[i].flDistanceFromStart = m_flTotalPathDistance; break; } }
if ( pNode == m_hGoalNode ) break;
pPrev = pNode; pNode = pNode->GetNext(); } }
// We have total distance and increments in our links array
for ( i=0;i<m_iNumCPLinks;i++ ) { int iCPIndex = m_CPLinks[i].hCP.Get()->GetPointIndex(); ObjectiveResource()->SetTrainPathDistance( iCPIndex, m_CPLinks[i].flDistanceFromStart / m_flTotalPathDistance ); DevMsg( "link %d = %.2f\n", iCPIndex, m_CPLinks[i].flDistanceFromStart / m_flTotalPathDistance ); }
SetThink( &CTeamTrainWatcher::WatcherThink ); SetNextThink( gpGlobals->curtime + 0.1f ); }
void CTeamTrainWatcher::StopCaptureAlarm( void ) { if ( g_pAlarm ) { CSoundEnvelopeController::GetController().SoundDestroy( g_pAlarm ); g_pAlarm = NULL; } }
void CTeamTrainWatcher::StartCaptureAlarm( CTeamControlPoint *pPoint ) { StopCaptureAlarm();
if ( pPoint ) { CReliableBroadcastRecipientFilter filter; CSoundEnvelopeController &controller = CSoundEnvelopeController::GetController(); g_pAlarm = controller.SoundCreate( filter, pPoint->entindex(), CHAN_STATIC, TF_TRAIN_ALARM, ATTN_NORM ); controller.Play( g_pAlarm, 1.0, PITCH_NORM ); } }
void CTeamTrainWatcher::PlayCaptureAlert( CTeamControlPoint *pPoint, bool bFinalPointInMap ) { if ( !pPoint ) return;
if ( TeamplayRoundBasedRules() ) { TeamplayRoundBasedRules()->PlayTrainCaptureAlert( pPoint, bFinalPointInMap ); } }
void CTeamTrainWatcher::WatcherThink( void ) { if ( m_bWaitingToRecede ) { if ( m_flRecedeTime < gpGlobals->curtime ) { m_bWaitingToRecede = false;
// don't actually recede in overtime
if ( TeamplayRoundBasedRules() && !TeamplayRoundBasedRules()->InOvertime() ) { // fire recede output
m_OnTrainStartRecede.FireOutput( this, this ); } } }
if ( TeamplayRoundBasedRules() && TeamplayRoundBasedRules()->State_Get() == GR_STATE_TEAM_WIN ) { StopCaptureAlarm(); }
// given its next node, we can walk the nodes and find the linear
// distance to the next cp node, or to the goal node
CFuncTrackTrain *pTrain = m_hTrain; if ( pTrain ) { int iOldTrainSpeedLevel = m_iTrainSpeedLevel;
// how fast is the train moving?
float flSpeed = pTrain->GetDesiredSpeed();
// divide speed into regions
// anything negative is -1
if ( flSpeed < 0 ) { m_iTrainSpeedLevel = -1;
// even though our desired speed might be negative,
// our actual speed might be zero if we're at a dead end...
// this will turn off the < image when the train is done moving backwards
if ( pTrain->GetCurrentSpeed() == 0 ) { m_iTrainSpeedLevel = 0; } } else if ( flSpeed > m_flSpeedLevels[2] ) { m_iTrainSpeedLevel = 3; } else if ( flSpeed > m_flSpeedLevels[1] ) { m_iTrainSpeedLevel = 2; } else if ( flSpeed > m_flSpeedLevels[0] ) { m_iTrainSpeedLevel = 1; } else { m_iTrainSpeedLevel = 0; }
// play any concepts that we might need to play
if ( m_iTrainSpeedLevel != iOldTrainSpeedLevel ) { if ( TeamplayRoundBasedRules() ) { if ( m_iTrainSpeedLevel == 0 && iOldTrainSpeedLevel != 0 ) { TeamplayRoundBasedRules()->HaveAllPlayersSpeakConceptIfAllowed( MP_CONCEPT_CART_STOP ); m_flNextSpeakForwardConceptTime = 0; } else if ( m_iTrainSpeedLevel < 0 && iOldTrainSpeedLevel == 0 ) { TeamplayRoundBasedRules()->HaveAllPlayersSpeakConceptIfAllowed( MP_CONCEPT_CART_MOVING_BACKWARD ); m_flNextSpeakForwardConceptTime = 0; } } }
if ( m_iTrainSpeedLevel > 0 && m_flNextSpeakForwardConceptTime < gpGlobals->curtime ) { if ( m_hAreaCap.Get() ) { for ( int i = 1; i <= gpGlobals->maxClients; i++ ) { CBaseMultiplayerPlayer *pPlayer = ToBaseMultiplayerPlayer( UTIL_PlayerByIndex( i ) ); if ( pPlayer ) { if ( m_hAreaCap->IsTouching( pPlayer ) ) { pPlayer->SpeakConceptIfAllowed( MP_CONCEPT_CART_MOVING_FORWARD ); } } } }
m_flNextSpeakForwardConceptTime = gpGlobals->curtime + 3.0; }
// what percent progress are we at?
CPathTrack *pNode = ( pTrain->m_ppath ) ? pTrain->m_ppath->GetNext() : NULL;
// if we're moving backwards, GetNext is going to be wrong
if ( flSpeed < 0 ) { pNode = pTrain->m_ppath; }
if ( pNode ) { float flDistanceToGoal = 0;
// distance to next node
Vector vecDir = pNode->GetLocalOrigin() - pTrain->GetLocalOrigin(); flDistanceToGoal = vecDir.Length();
// distance of next node to goal node
if ( pNode && pNode != m_hGoalNode ) { // walk this until we get to goal node, or a dead end
CPathTrack *pPrev = pNode; pNode = pNode->GetNext(); while ( pNode ) { vecDir = pNode->GetLocalOrigin() - pPrev->GetLocalOrigin(); flDistanceToGoal += vecDir.Length();
if ( pNode == m_hGoalNode ) break;
pPrev = pNode; pNode = pNode->GetNext(); } }
if ( m_flTotalPathDistance <= 0 ) { Assert( !"No path distance in team_train_watcher\n" ); m_flTotalPathDistance = 1; }
m_flTotalProgress = clamp( 1.0 - ( flDistanceToGoal / m_flTotalPathDistance ), 0.0, 1.0 );
float flTrainDistanceFromStart = m_flTotalPathDistance - flDistanceToGoal;
// play alert sounds if necessary
for ( int iCount = 0 ; iCount < m_iNumCPLinks ; iCount++ ) { if ( flTrainDistanceFromStart < m_CPLinks[iCount].flDistanceFromStart - TF_TRAIN_ALERT_DISTANCE ) { // back up twice the alert distance before resetting our flag to play the warning again
if ( flTrainDistanceFromStart < m_CPLinks[iCount].flDistanceFromStart - ( TF_TRAIN_ALERT_DISTANCE * 2 ) ) { // reset our alert flag
m_CPLinks[iCount].bAlertPlayed = false; } } else { if ( flTrainDistanceFromStart < m_CPLinks[iCount].flDistanceFromStart && !m_CPLinks[iCount].bAlertPlayed ) { m_CPLinks[iCount].bAlertPlayed = true;
CTeamControlPoint *pLastPoint = NULL; CTeamControlPoint *pCurrentPoint = m_CPLinks[iCount].hCP.Get(); CTeamControlPointMaster *pMaster = g_hControlPointMasters.Count() ? g_hControlPointMasters[0] : NULL; if ( pMaster ) { pLastPoint = pMaster->GetControlPoint( pMaster->GetNumPoints() - 1 ); }
bool bFinalPointInMap = pLastPoint && ( pLastPoint == pCurrentPoint );
PlayCaptureAlert( pCurrentPoint, bFinalPointInMap ); } } }
// check to see if we need to start or stop the alarm
if ( flDistanceToGoal <= TF_TRAIN_ALARM_DISTANCE ) { if ( !g_pAlarm && m_iNumCPLinks > 0 ) { // start the alarm at the final point
StartCaptureAlarm( m_CPLinks[m_iNumCPLinks-1].hCP.Get() ); } } else { if ( g_pAlarm ) { StopCaptureAlarm(); } } } }
SetNextThink( gpGlobals->curtime + 0.1 ); }
CBaseEntity *CTeamTrainWatcher::GetTrainEntity( void ) { return m_hTrain.Get(); }
bool CTeamTrainWatcher::TimerMayExpire( void ) { if ( IsDisabled() ) { return true; }
// Still in overtime if we're waiting to recede
if ( m_bWaitingToRecede ) return false;
// capture blocked so we're not receding, but game shouldn't end
if ( m_bCapBlocked ) return false;
// not waiting, so we're capping, in which case the area capture
// will not let us expire
return true; }
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