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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//=============================================================================//
#include "cbase.h"
#include "dod_area_capture.h"
#include "dod_player.h"
#include "dod_gamerules.h"
#include "dod_control_point.h"
#include "dod_team.h"
#include "dod_objective_resource.h"
//-------------------------------------------------------------------
// CAreaCapture
// An area entity that players must remain in in order to active another entity
// Triggers are fired on start of capture, on end of capture and on broken capture
// Can either be capped by both teams at once, or just by one
// Time to capture and number of people required to capture are both passed by the mapper
BEGIN_DATADESC(CAreaCapture)
// Touch functions
DEFINE_FUNCTION( AreaTouch ),
// Think functions
DEFINE_THINKFUNC( Think ),
// Keyfields
DEFINE_KEYFIELD( m_iszCapPointName, FIELD_STRING, "area_cap_point" ),
DEFINE_KEYFIELD( m_nAlliesNumCap, FIELD_INTEGER, "area_allies_numcap" ), DEFINE_KEYFIELD( m_nAxisNumCap, FIELD_INTEGER, "area_axis_numcap" ), DEFINE_KEYFIELD( m_flCapTime, FIELD_FLOAT, "area_time_to_cap" ),
DEFINE_KEYFIELD( m_bAlliesCanCap, FIELD_BOOLEAN, "area_allies_cancap" ), DEFINE_KEYFIELD( m_bAxisCanCap, FIELD_BOOLEAN, "area_axis_cancap" ),
DEFINE_KEYFIELD( m_bDisabled, FIELD_BOOLEAN, "StartDisabled" ),
// Inputs
DEFINE_INPUTFUNC( FIELD_VOID, "Disable", InputDisable ), DEFINE_INPUTFUNC( FIELD_VOID, "Enable", InputEnable ), DEFINE_INPUTFUNC( FIELD_VOID, "RoundInit", InputRoundInit ),
// Outputs
DEFINE_OUTPUT( m_AlliesStartOutput, "OnAlliesStartCap" ), DEFINE_OUTPUT( m_AlliesBreakOutput, "OnAlliesBreakCap" ), DEFINE_OUTPUT( m_AlliesCapOutput, "OnAlliesEndCap" ),
DEFINE_OUTPUT( m_AxisStartOutput, "OnAxisStartCap" ), DEFINE_OUTPUT( m_AxisBreakOutput, "OnAxisBreakCap" ), DEFINE_OUTPUT( m_AxisCapOutput, "OnAxisEndCap" ),
DEFINE_OUTPUT( m_StartOutput, "OnStartCap" ), DEFINE_OUTPUT( m_BreakOutput, "OnBreakCap" ), DEFINE_OUTPUT( m_CapOutput, "OnEndCap" ),
// DEFINE_OUTPUT( m_OnStartCap, "OnStartCap" );
// DEFINE_OUTPUT( m_OnBreakCap,
// DEFINE_OUTPUT( m_OnEnterNoObj, "OnEnterNoObj" );
END_DATADESC();
LINK_ENTITY_TO_CLASS( dod_capture_area, CAreaCapture );
void CAreaCapture::Spawn( void ) { BaseClass::Spawn(); InitTrigger(); Precache();
m_iAreaIndex = -1; SetTouch ( &CAreaCapture::AreaTouch );
m_bCapturing = false; m_nCapturingTeam = TEAM_UNASSIGNED; m_nOwningTeam = TEAM_UNASSIGNED; m_fTimeRemaining = 0.0f; SetNextThink( gpGlobals->curtime + AREA_THINK_TIME );
if( m_nAlliesNumCap < 1 ) m_nAlliesNumCap = 1;
if( m_nAxisNumCap < 1 ) m_nAxisNumCap = 1;
m_bDisabled = false;
m_iCapAttemptNumber = 0; }
void CAreaCapture::Precache( void ) { }
bool CAreaCapture::KeyValue( const char *szKeyName, const char *szValue ) { return BaseClass::KeyValue( szKeyName, szValue ); }
//sends to all players at the start of the round
//needed?
void CAreaCapture::area_SetIndex( int index ) { m_iAreaIndex = index; }
bool CAreaCapture::IsActive( void ) { return !m_bDisabled; }
void CAreaCapture::AreaTouch( CBaseEntity *pOther ) { //if they are touching, set their SIGNAL flag on, and their m_iCapAreaNum to ours
//then in think do all the scoring
if( !IsActive() ) return;
//Don't cap areas unless the round is running
if( DODGameRules()->State_Get() != STATE_RND_RUNNING || DODGameRules()->IsInWarmup() ) return;
Assert( m_iAreaIndex != -1 );
if( m_pPoint ) { m_nOwningTeam = m_pPoint->GetOwner(); } //dont touch for non-alive or non-players
if( !pOther->IsPlayer() ) return;
if( !pOther->IsAlive() ) return;
CDODPlayer *pPlayer = ToDODPlayer(pOther);
ASSERT( pPlayer );
if ( pPlayer->GetTeamNumber() != m_nOwningTeam ) { bool bAbleToCap = ( pPlayer->GetTeamNumber() == TEAM_ALLIES && m_bAlliesCanCap ) || ( pPlayer->GetTeamNumber() == TEAM_AXIS && m_bAxisCanCap );
if ( bAbleToCap ) pPlayer->HintMessage( HINT_IN_AREA_CAP ); }
pPlayer->m_signals.Signal( SIGNAL_CAPTUREAREA );
//add them to this area
pPlayer->SetCapAreaIndex( m_iAreaIndex );
if ( m_pPoint ) { pPlayer->SetCPIndex( m_pPoint->GetPointIndex() ); } }
/* three ways to be capturing a cap area
* 1) have the required number of people in the area * 2) have less than the required number on your team, new required num is everyone * 3) have less than the required number alive, new required is numAlive, but time is lengthened */
ConVar dod_simulatemultiplecappers( "dod_simulatemultiplecappers", "1", FCVAR_CHEAT );
void CAreaCapture::Think( void ) { SetNextThink( gpGlobals->curtime + AREA_THINK_TIME );
if( DODGameRules()->State_Get() != STATE_RND_RUNNING ) { // If we were being capped, cancel it
if( m_nNumAllies > 0 || m_nNumAxis > 0 ) { m_nNumAllies = 0; m_nNumAxis = 0; SendNumPlayers();
if( m_pPoint ) { g_pObjectiveResource->SetCappingTeam( m_pPoint->GetPointIndex(), TEAM_UNASSIGNED ); } } return; }
// go through our list of players
int iNumAllies = 0; int iNumAxis = 0;
CDODPlayer *pFirstAlliedTouching = NULL; CDODPlayer *pFirstAxisTouching = NULL;
for ( int i = 1; i <= gpGlobals->maxClients; i++ ) { CBaseEntity *ent = UTIL_PlayerByIndex( i ); if ( ent ) { CDODPlayer *pPlayer = ToDODPlayer(ent);
//First check if the player is in fact in this area
if ( ( pPlayer->m_signals.GetState() & SIGNAL_CAPTUREAREA ) && pPlayer->GetCapAreaIndex() == m_iAreaIndex && pPlayer->IsAlive() ) // alive check is kinda unnecessary, but there is some
// case where non-present people are messing up this count
{ if ( pPlayer->GetTeamNumber() == TEAM_ALLIES ) { if ( iNumAllies == 0 ) pFirstAlliedTouching = pPlayer;
iNumAllies++; } else if ( pPlayer->GetTeamNumber() == TEAM_AXIS ) { if ( iNumAxis == 0 ) pFirstAxisTouching = pPlayer;
iNumAxis++; } } } }
iNumAllies *= dod_simulatemultiplecappers.GetInt(); iNumAxis *= dod_simulatemultiplecappers.GetInt();
if( iNumAllies != m_nNumAllies || iNumAxis != m_nNumAxis ) { m_nNumAllies = iNumAllies; m_nNumAxis = iNumAxis; SendNumPlayers(); }
// when a player blocks, tell them the cap index and attempt number
// only give successive blocks to them if the attempt number is different
if( m_bCapturing ) { //its a regular cap
//Subtract some time from the cap
m_fTimeRemaining -= AREA_THINK_TIME;
//if both teams are in the area
if( iNumAllies > 0 && iNumAxis > 0 ) { // See if anyone gets credit for the block
float flPercentToGo = m_fTimeRemaining / m_flCapTime; if ( flPercentToGo <= 0.5 && m_pPoint ) { // find the first player that is not on the capturing team
// they have just broken a cap and should be rewarded
// tell the player the capture attempt number, for checking later
CDODPlayer *pBlockingPlayer = ( m_nCapturingTeam == TEAM_ALLIES ) ? pFirstAxisTouching : pFirstAlliedTouching;
if ( pBlockingPlayer ) { if ( pBlockingPlayer->GetCapAreaIndex() == m_iAreaIndex && pBlockingPlayer->GetLastBlockCapAttempt() == m_iCapAttemptNumber ) { // this is a repeat block on the same cap, ignore it
NULL; } else { m_pPoint->CaptureBlocked( pBlockingPlayer ); pBlockingPlayer->StoreCaptureBlock( m_iAreaIndex, m_iCapAttemptNumber ); } } }
BreakCapture( false ); return; }
//if no-one is in the area
if( iNumAllies == 0 && iNumAxis == 0 ) { BreakCapture( true ); return; } if( m_nCapturingTeam == TEAM_ALLIES ) { if( iNumAllies < m_nAlliesNumCap ) { BreakCapture( true ); } } else if( m_nCapturingTeam == TEAM_AXIS ) { if( iNumAxis < m_nAxisNumCap ) { BreakCapture( true ); } }
//if the cap is done
if( m_fTimeRemaining <= 0 ) { EndCapture( m_nCapturingTeam ); return; //we're done
} } else //not capturing yet
{ bool bStarted = false; if( iNumAllies > 0 && iNumAxis <= 0 && m_bAlliesCanCap && m_nOwningTeam != TEAM_ALLIES ) { if( iNumAllies >= m_nAlliesNumCap ) { m_iCappingRequired = m_nAlliesNumCap; m_iCappingPlayers = iNumAllies; StartCapture( TEAM_ALLIES, CAPTURE_NORMAL ); bStarted = true; } } else if( iNumAxis > 0 && iNumAllies <= 0 && m_bAxisCanCap && m_nOwningTeam != TEAM_AXIS ) { if( iNumAxis >= m_nAxisNumCap ) { m_iCappingRequired = m_nAxisNumCap; m_iCappingPlayers = iNumAxis; StartCapture( TEAM_AXIS, CAPTURE_NORMAL ); bStarted = true; } } } }
void CAreaCapture::SetOwner( int team ) { //break any current capturing
BreakCapture( false );
//set the owner to the passed value
m_nOwningTeam = team; g_pObjectiveResource->SetOwningTeam( m_pPoint->GetPointIndex(), m_nOwningTeam ); }
void CAreaCapture::SendNumPlayers( CBasePlayer *pPlayer ) { if( !m_pPoint ) return;
int index = m_pPoint->GetPointIndex();
g_pObjectiveResource->SetNumPlayers( index, TEAM_ALLIES, m_nNumAllies ); g_pObjectiveResource->SetNumPlayers( index, TEAM_AXIS, m_nNumAxis ); }
void CAreaCapture::StartCapture( int team, int capmode ) { int iNumCappers = 0;
//trigger start
if( team == TEAM_ALLIES ) { m_AlliesStartOutput.FireOutput(this,this); iNumCappers = m_nAlliesNumCap; } else if( team == TEAM_AXIS ) { m_AxisStartOutput.FireOutput(this,this); iNumCappers = m_nAxisNumCap; }
m_StartOutput.FireOutput(this,this); m_nCapturingTeam = team; m_fTimeRemaining = m_flCapTime; m_bCapturing = true; m_iCapMode = capmode;
if( m_pPoint ) { //send a message that we're starting to cap this area
g_pObjectiveResource->SetCappingTeam( m_pPoint->GetPointIndex(), m_nCapturingTeam ); } }
#define MAX_AREA_CAPPERS 9
void CAreaCapture::EndCapture( int team ) { m_iCapAttemptNumber++;
//do the triggering
if( team == TEAM_ALLIES ) { m_AlliesCapOutput.FireOutput(this,this); } else if( team == TEAM_AXIS ) { m_AxisCapOutput.FireOutput(this,this); }
m_CapOutput.FireOutput(this,this);
m_iCappingRequired = 0; m_iCappingPlayers = 0;
int numcappers = 0; int cappingplayers[MAX_AREA_CAPPERS];
CDODPlayer *pCappingPlayer = NULL;
CDODTeam *pTeam = GetGlobalDODTeam(team); if ( pTeam ) { int iCount = pTeam->GetNumPlayers();
for ( int i=0;i<iCount;i++ ) { CDODPlayer *pPlayer = ToDODPlayer( pTeam->GetPlayer(i) ); if ( pPlayer ) { if( ( pPlayer->m_signals.GetState() & SIGNAL_CAPTUREAREA ) && pPlayer->GetCapAreaIndex() == m_iAreaIndex && pPlayer->IsAlive() ) { if( pCappingPlayer == NULL ) pCappingPlayer = pPlayer;
if ( numcappers < MAX_AREA_CAPPERS-1 ) { cappingplayers[numcappers] = pPlayer->entindex(); numcappers++; } } } } }
if ( numcappers < MAX_AREA_CAPPERS ) { cappingplayers[numcappers] = 0; //null terminate :)
} m_nOwningTeam = team; m_bCapturing = false; m_fTimeRemaining = 0.0f;
//there may have been more than one capper, but only report this one.
//he hasnt gotten points yet, and his name will go in the cap string if its needed
//first capper gets name sent and points given by flag.
//other cappers get points manually above, no name in message
//send the player in the cap string
if( m_pPoint ) { DODGameRules()->CapEvent( CAP_EVENT_FLAG, m_nOwningTeam );
g_pObjectiveResource->SetOwningTeam( m_pPoint->GetPointIndex(), m_nOwningTeam ); m_pPoint->SetOwner( m_nOwningTeam, true, numcappers, cappingplayers ); } }
void CAreaCapture::BreakCapture( bool bNotEnoughPlayers ) { if( m_bCapturing ) { m_iCappingRequired = 0; m_iCappingPlayers = 0; if( m_nCapturingTeam == TEAM_ALLIES ) m_AlliesBreakOutput.FireOutput(this,this);
else if( m_nCapturingTeam == TEAM_AXIS ) m_AxisBreakOutput.FireOutput(this,this);
m_BreakOutput.FireOutput(this,this);
m_bCapturing = false;
if( m_pPoint ) { g_pObjectiveResource->SetCappingTeam( m_pPoint->GetPointIndex(), TEAM_UNASSIGNED ); }
if ( bNotEnoughPlayers ) { m_iCapAttemptNumber++; } } }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CAreaCapture::InputDisable( inputdata_t &inputdata ) { m_bDisabled = true; }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CAreaCapture::InputEnable( inputdata_t &inputdata ) { m_bDisabled = false; }
void CAreaCapture::InputRoundInit( inputdata_t &inputdata ) { // find the flag we're linked to
if( !m_pPoint ) { m_pPoint = dynamic_cast<CControlPoint*>( gEntList.FindEntityByName(NULL, STRING(m_iszCapPointName) ) );
if ( m_pPoint ) { m_pPoint->SetNumCappersRequired( m_nAlliesNumCap, m_nAxisNumCap ); g_pObjectiveResource->SetCPRequiredCappers( m_pPoint->GetPointIndex(), m_nAlliesNumCap, m_nAxisNumCap ); g_pObjectiveResource->SetCPCapTime( m_pPoint->GetPointIndex(), m_flCapTime, m_flCapTime ); } } }
//-----------------------------------------------------------------------------
// Purpose: Check if this player's death causes a block
// return FALSE if the player is not in this area
// return TRUE otherwise ( eg player is in area, but his death does not cause break )
//-----------------------------------------------------------------------------
bool CAreaCapture::CheckIfDeathCausesBlock( CDODPlayer *pVictim, CDODPlayer *pKiller ) { // This shouldn't happen
if ( !pVictim || !pKiller ) { Assert( !"Why are null players getting here?" ); return false; }
// make sure this player is in this area
if ( pVictim->GetCapAreaIndex() != m_iAreaIndex ) return false;
// Teamkills shouldn't give a block reward
if ( pVictim->GetTeamNumber() == pKiller->GetTeamNumber() ) return true;
// return if the area is not being capped
if ( !m_bCapturing ) return true;
int iTeam = pVictim->GetTeamNumber();
// return if this player's team is not capping the area
if ( iTeam != m_nCapturingTeam ) return true;
bool bBlocked = false;
if ( m_nCapturingTeam == TEAM_ALLIES ) { if ( m_nNumAllies-1 < m_nAlliesNumCap ) bBlocked = true; } else if ( m_nCapturingTeam == TEAM_AXIS ) { if ( m_nNumAxis-1 < m_nAxisNumCap ) bBlocked = true; }
// break early incase we kill multiple people in the same frame
if ( bBlocked ) { m_pPoint->CaptureBlocked( pKiller ); BreakCapture( false ); }
return true; }
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