Counter Strike : Global Offensive Source Code
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//========= Copyright © 1996-2005, Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================//
#include "cbase.h"
#include "gameweaponmanager.h"
#include "saverestore_utlvector.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
//=========================================================
//=========================================================
class CGameWeaponManager;
static CUtlVector<CGameWeaponManager *> g_Managers;
//=========================================================
//=========================================================
class CGameWeaponManager : public CBaseEntity
{
DECLARE_CLASS( CGameWeaponManager, CBaseEntity );
DECLARE_DATADESC();
public:
void Spawn();
CGameWeaponManager()
{
m_flAmmoMod = 1.0f;
m_bExpectingWeapon = false;
g_Managers.AddToTail( this );
}
~CGameWeaponManager()
{
g_Managers.FindAndRemove( this );
}
void Think();
void InputSetMaxPieces( inputdata_t &inputdata );
void InputSetAmmoModifier( inputdata_t &inputdata );
string_t m_iszWeaponName;
int m_iMaxPieces;
float m_flAmmoMod;
bool m_bExpectingWeapon;
CUtlVector<EHANDLE> m_ManagedNonWeapons;
};
BEGIN_DATADESC( CGameWeaponManager )
//fields
DEFINE_KEYFIELD( m_iszWeaponName, FIELD_STRING, "weaponname" ),
DEFINE_KEYFIELD( m_iMaxPieces, FIELD_INTEGER, "maxpieces" ),
DEFINE_KEYFIELD( m_flAmmoMod, FIELD_FLOAT, "ammomod" ),
DEFINE_FIELD( m_bExpectingWeapon, FIELD_BOOLEAN ),
// funcs
DEFINE_FUNCTION( Think ),
// inputs
DEFINE_INPUTFUNC( FIELD_INTEGER, "SetMaxPieces", InputSetMaxPieces ),
DEFINE_INPUTFUNC( FIELD_FLOAT, "SetAmmoModifier", InputSetAmmoModifier ),
DEFINE_UTLVECTOR( m_ManagedNonWeapons, FIELD_EHANDLE ),
END_DATADESC()
LINK_ENTITY_TO_CLASS( game_weapon_manager, CGameWeaponManager );
void CreateWeaponManager( const char *pWeaponName, int iMaxPieces )
{
CGameWeaponManager *pManager = (CGameWeaponManager *)CreateEntityByName( "game_weapon_manager");
if( pManager )
{
pManager->m_iszWeaponName = MAKE_STRING( pWeaponName );
pManager->m_iMaxPieces = iMaxPieces;
DispatchSpawn( pManager );
}
}
void WeaponManager_AmmoMod( CBaseCombatWeapon *pWeapon )
{
for ( int i = 0; i < g_Managers.Count(); i++ )
{
if ( g_Managers[i]->m_iszWeaponName == pWeapon->m_iClassname )
{
int iNewClip = (int)(pWeapon->m_iClip1 * g_Managers[i]->m_flAmmoMod);
int iNewRandomClip = iNewClip + RandomInt( -2, 2 );
if ( iNewRandomClip > pWeapon->GetMaxClip1() )
{
iNewRandomClip = pWeapon->GetMaxClip1();
}
else if ( iNewRandomClip <= 0 )
{
//Drop at least one bullet.
iNewRandomClip = 1;
}
pWeapon->m_iClip1 = iNewRandomClip;
}
}
}
void WeaponManager_AddManaged( CBaseEntity *pWeapon )
{
for ( int i = 0; i < g_Managers.Count(); i++ )
{
if ( g_Managers[i]->m_iszWeaponName == pWeapon->m_iClassname )
{
Assert( g_Managers[i]->m_ManagedNonWeapons.Find( pWeapon ) == g_Managers[i]->m_ManagedNonWeapons.InvalidIndex() );
g_Managers[i]->m_ManagedNonWeapons.AddToTail( pWeapon );
break;
}
}
}
void WeaponManager_RemoveManaged( CBaseEntity *pWeapon )
{
for ( int i = 0; i < g_Managers.Count(); i++ )
{
if ( g_Managers[i]->m_iszWeaponName == pWeapon->m_iClassname )
{
int j = g_Managers[i]->m_ManagedNonWeapons.Find( pWeapon );
if ( j != g_Managers[i]->m_ManagedNonWeapons.InvalidIndex() )
{
g_Managers[i]->m_ManagedNonWeapons.FastRemove( j );
}
}
}
}
//---------------------------------------------------------
//---------------------------------------------------------
void CGameWeaponManager::Spawn()
{
SetThink( &CGameWeaponManager::Think );
SetNextThink( gpGlobals->curtime );
CBaseEntity *pEntity = CreateEntityByName( STRING(m_iszWeaponName) );
if ( !pEntity )
{
DevMsg("%s removed itself!\n", GetDebugName() );
UTIL_Remove(this);
}
else
{
m_bExpectingWeapon = ( dynamic_cast<CBaseCombatWeapon *>(pEntity) != NULL );
UTIL_Remove(pEntity);
}
}
//---------------------------------------------------------
// Count of all the weapons in the world of my type and
// see if we have a surplus. If there is a surplus, try
// to find suitable candidates for removal.
//
// Right now we just remove the first weapons we find that
// are behind the player, or are out of the player's PVS.
// Later, we may want to score the results so that we
// removed the farthest gun that's not in the player's
// viewcone, etc.
//
// Some notes and thoughts:
//
// This code is designed NOT to remove weapons that are
// hand-placed by level designers. It should only clean
// up weapons dropped by dead NPCs, which is useful in
// situations where enemies are spawned in for a sustained
// period of time.
//
// Right now we PREFER to remove weapons that are not in the
// player's PVS, but this could be opposite of what we
// really want. We may only want to conduct the cleanup on
// weapons that are IN the player's PVS.
//---------------------------------------------------------
void CGameWeaponManager::Think()
{
int i;
// Don't have to think all that often.
SetNextThink( gpGlobals->curtime + 2.0 );
const char *pszWeaponName = STRING( m_iszWeaponName );
CUtlVector<CBaseEntity *> candidates( 0, 64 );
if ( m_bExpectingWeapon )
{
CBaseCombatWeapon *pWeapon = NULL;
// Firstly, count the total number of weapons of this type in the world.
// Also count how many of those can potentially be removed.
pWeapon = assert_cast<CBaseCombatWeapon *>(gEntList.FindEntityByClassname( pWeapon, pszWeaponName ));
while( pWeapon )
{
if( !pWeapon->IsEffectActive( EF_NODRAW ) && pWeapon->IsRemoveable() )
{
candidates.AddToTail( pWeapon );
}
pWeapon = assert_cast<CBaseCombatWeapon *>(gEntList.FindEntityByClassname( pWeapon, pszWeaponName ));
}
}
else
{
for ( i = 0; i < m_ManagedNonWeapons.Count(); i++)
{
CBaseEntity *pEntity = m_ManagedNonWeapons[i];
if ( pEntity )
{
Assert( pEntity->m_iClassname == m_iszWeaponName );
if ( !pEntity->IsEffectActive( EF_NODRAW ) )
{
candidates.AddToTail( pEntity );
}
}
else
{
m_ManagedNonWeapons.FastRemove( i-- );
}
}
}
// Calculate the surplus.
int surplus = candidates.Count() - m_iMaxPieces;
// Based on what the player can see, try to clean up the world by removing weapons that
// the player cannot see right at the moment.
CBaseEntity *pCandidate;
for ( i = 0; i < candidates.Count() && surplus > 0; i++ )
{
bool fRemovedOne = false;
pCandidate = candidates[i];
Assert( !pCandidate->IsEffectActive( EF_NODRAW ) );
if ( gpGlobals->maxClients == 1 )
{
CBasePlayer *pPlayer = UTIL_GetLocalPlayer();
// Nodraw serves as a flag that this weapon is already being removed since
// all we're really doing inside this loop is marking them for removal by
// the entity system. We don't want to count the same weapon as removed
// more than once.
if( !UTIL_FindClientInPVS( pCandidate->edict() ) )
{
fRemovedOne = true;
}
else if( !pPlayer->FInViewCone( pCandidate ) )
{
fRemovedOne = true;
}
else if ( UTIL_DistApprox( pPlayer->GetAbsOrigin(), pCandidate->GetAbsOrigin() ) > (30*12) )
{
fRemovedOne = true;
}
}
else
{
fRemovedOne = true;
}
if( fRemovedOne )
{
pCandidate->AddEffects( EF_NODRAW );
UTIL_Remove( pCandidate );
DevMsg( 2, "Surplus %s removed\n", pszWeaponName);
surplus--;
}
}
}
//---------------------------------------------------------
//---------------------------------------------------------
void CGameWeaponManager::InputSetMaxPieces( inputdata_t &inputdata )
{
m_iMaxPieces = inputdata.value.Int();
}
//---------------------------------------------------------
//---------------------------------------------------------
void CGameWeaponManager::InputSetAmmoModifier( inputdata_t &inputdata )
{
m_flAmmoMod = inputdata.value.Float();
}