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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//=============================================================================
#include "cbase.h"
#include "func_respawnroom.h"
#include "func_no_build.h"
#include "tf_team.h"
#include "ndebugoverlay.h"
#include "tf_gamerules.h"
#include "entity_tfstart.h"
#include "modelentities.h"
#include "tf_obj_sentrygun.h"
#include "entity_rune.h"
#include "tf_item.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
//-----------------------------------------------------------------------------
// Purpose: Visualizes a respawn room to the enemy team
//-----------------------------------------------------------------------------
DECLARE_AUTO_LIST( IFuncRespawnRoomVisualizerAutoList );
class CFuncRespawnRoomVisualizer : public CFuncBrush, public IFuncRespawnRoomVisualizerAutoList { DECLARE_CLASS( CFuncRespawnRoomVisualizer, CFuncBrush ); public: DECLARE_DATADESC(); DECLARE_SERVERCLASS();
CFuncRespawnRoomVisualizer();
virtual void Spawn( void ); void InputRoundActivate( inputdata_t &inputdata ); int DrawDebugTextOverlays( void ); CFuncRespawnRoom *GetRespawnRoom( void ) { return m_hRespawnRoom; }
virtual int UpdateTransmitState( void ); virtual int ShouldTransmit( const CCheckTransmitInfo *pInfo ); virtual bool ShouldCollide( int collisionGroup, int contentsMask ) const;
void InputSetSolid( inputdata_t &inputdata );
void SetActive( bool bActive );
protected: string_t m_iszRespawnRoomName; CHandle<CFuncRespawnRoom> m_hRespawnRoom; bool m_bSolid; };
IMPLEMENT_AUTO_LIST( IFuncRespawnRoomVisualizerAutoList );
IMPLEMENT_AUTO_LIST( IFuncRespawnRoomAutoList );
LINK_ENTITY_TO_CLASS( func_respawnroom, CFuncRespawnRoom);
BEGIN_DATADESC( CFuncRespawnRoom ) DEFINE_FUNCTION( CFuncRespawnRoomShim::Touch ), // inputs
DEFINE_INPUTFUNC( FIELD_VOID, "SetActive", InputSetActive ), DEFINE_INPUTFUNC( FIELD_VOID, "SetInactive", InputSetInactive ), DEFINE_INPUTFUNC( FIELD_VOID, "ToggleActive", InputToggleActive ), DEFINE_INPUTFUNC( FIELD_VOID, "RoundActivate", InputRoundActivate ), END_DATADESC()
IMPLEMENT_SERVERCLASS_ST( CFuncRespawnRoom, DT_FuncRespawnRoom ) END_SEND_TABLE()
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
CFuncRespawnRoom::CFuncRespawnRoom() { }
//-----------------------------------------------------------------------------
// Purpose: Initializes the resource zone
//-----------------------------------------------------------------------------
void CFuncRespawnRoom::Spawn( void ) { AddSpawnFlags(SF_TRIGGER_ALLOW_CLIENTS);
BaseClass::Spawn(); InitTrigger();
SetCollisionGroup( TFCOLLISION_GROUP_RESPAWNROOMS );
m_bActive = true; SetTouch( &CFuncRespawnRoom::RespawnRoomTouch ); }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CFuncRespawnRoom::Activate( void ) { BaseClass::Activate(); m_iOriginalTeam = GetTeamNumber(); SetActive( true ); }
//-----------------------------------------------------------------------------
// Purpose:
// Input : pOther - The thing that touched us.
//-----------------------------------------------------------------------------
void CFuncRespawnRoom::RespawnRoomTouch(CBaseEntity *pOther) { if ( TFGameRules()->IsMannVsMachineMode() ) { if ( GetTeamNumber() == TF_TEAM_PVE_INVADERS ) { return; } }
if ( PassesTriggerFilters( pOther ) ) { if ( pOther->IsPlayer() && InSameTeam( pOther ) ) { // Players carrying the flag drop it if they try to run into a respawn room
CTFPlayer *pPlayer = ToTFPlayer( pOther ); if ( pPlayer->HasTheFlag() ) { pPlayer->DropFlag(); } else if ( TFGameRules() && TFGameRules()->GetGameType() == TF_GAMETYPE_PD && pPlayer->HasItem() && ( pPlayer->GetItem()->GetItemID() == TF_ITEM_CAPTURE_FLAG ) ) { pPlayer->GetItem()->Drop( pPlayer, true, true, true ); }
if ( pPlayer->m_Shared.IsCarryingObject() && TFGameRules()->IsMannVsMachineMode() ) { CObjectSentrygun *pSentry = dynamic_cast< CObjectSentrygun* >( pPlayer->m_Shared.GetCarriedObject() ); if ( pSentry ) { pSentry->UpdatePlacement(); pSentry->DetonateObject(); } } // Drop your powerup rune when entering a respawn room.
// False parameter ensures rune isn't unintentionally 'thrown' into the respawn room
pPlayer->DropRune( false ); } } }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CFuncRespawnRoom::StartTouch(CBaseEntity *pOther) { CTFPlayer *pTFPlayer = ToTFPlayer( pOther ); if ( pTFPlayer ) { pTFPlayer->m_Shared.IncrementRespawnTouchCount(); } BaseClass::StartTouch( pOther ); }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CFuncRespawnRoom::EndTouch(CBaseEntity *pOther) { CTFPlayer *pTFPlayer = ToTFPlayer( pOther ); if ( pTFPlayer ) { pTFPlayer->m_Shared.DecrementRespawnTouchCount(); } BaseClass::EndTouch( pOther ); }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CFuncRespawnRoom::InputSetActive( inputdata_t &inputdata ) { SetActive( true ); }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CFuncRespawnRoom::InputSetInactive( inputdata_t &inputdata ) { SetActive( false ); }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CFuncRespawnRoom::InputToggleActive( inputdata_t &inputdata ) { if ( m_bActive ) { SetActive( false ); } else { SetActive( true ); } }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CFuncRespawnRoom::InputRoundActivate( inputdata_t &input ) { if ( m_iOriginalTeam == TEAM_UNASSIGNED ) { ChangeTeam( TEAM_UNASSIGNED );
// If we don't have a team, find a respawn point inside us that we can derive a team from.
for ( int i=0; i<ITFTeamSpawnAutoList::AutoList().Count(); ++i ) { CTFTeamSpawn *pTFSpawn = static_cast< CTFTeamSpawn* >( ITFTeamSpawnAutoList::AutoList()[i] ); if ( PointIsWithin( pTFSpawn->GetAbsOrigin() ) ) { if ( !pTFSpawn->IsDisabled() && pTFSpawn->GetTeamNumber() > LAST_SHARED_TEAM ) { ChangeTeam( pTFSpawn->GetTeamNumber() ); break; } } }
if ( GetTeamNumber() == TEAM_UNASSIGNED ) { DevMsg( "Unassigned %s(%s) failed to find an info_player_teamspawn within it to use.\n", GetClassname(), GetDebugName() ); } } }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CFuncRespawnRoom::ChangeTeam( int iTeamNum ) { BaseClass::ChangeTeam( iTeamNum );
for ( int i = m_hVisualizers.Count()-1; i >= 0; i-- ) { if ( m_hVisualizers[i] ) { Assert( m_hVisualizers[i]->GetRespawnRoom() == this ); m_hVisualizers[i]->ChangeTeam( iTeamNum ); } else { m_hVisualizers.Remove(i); } } }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CFuncRespawnRoom::SetActive( bool bActive ) { m_bActive = bActive; if ( m_bActive ) { Enable(); } else { Disable(); }
for ( int i = m_hVisualizers.Count()-1; i >= 0; i-- ) { if ( m_hVisualizers[i] ) { Assert( m_hVisualizers[i]->GetRespawnRoom() == this ); m_hVisualizers[i]->SetActive( m_bActive ); } else { m_hVisualizers.Remove(i); } } }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
bool CFuncRespawnRoom::GetActive() const { return m_bActive; }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CFuncRespawnRoom::AddVisualizer( CFuncRespawnRoomVisualizer *pViz ) { if ( m_hVisualizers.Find(pViz) == m_hVisualizers.InvalidIndex() ) { m_hVisualizers.AddToTail( pViz ); } }
//-----------------------------------------------------------------------------
// Purpose: Is a given point contained within a respawn room?
//-----------------------------------------------------------------------------
bool PointInRespawnRoom( const CBaseEntity *pTarget, const Vector &vecOrigin, bool bTouching_SameTeamOnly /*= false*/ ) { // Find out whether we're in a respawn room or not
for ( int i=0; i<IFuncRespawnRoomAutoList::AutoList().Count(); ++i ) { CFuncRespawnRoom *pRespawnRoom = static_cast< CFuncRespawnRoom* >( IFuncRespawnRoomAutoList::AutoList()[i] );
// Are we within this respawn room?
if ( pRespawnRoom->GetActive() ) { if ( pRespawnRoom->PointIsWithin( vecOrigin ) ) { if ( !pTarget || pRespawnRoom->GetTeamNumber() == TEAM_UNASSIGNED || pRespawnRoom->InSameTeam( pTarget ) ) return true; } else { if ( pTarget && pRespawnRoom->IsTouching( pTarget ) ) { if ( !bTouching_SameTeamOnly || ( pRespawnRoom->GetTeamNumber() == TEAM_UNASSIGNED || pRespawnRoom->InSameTeam( pTarget ) ) ) return true; } } } }
return false; }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
bool PointsCrossRespawnRoomVisualizer( const Vector& vecStart, const Vector &vecEnd, int nTeamToIgnore ) { // Setup the ray.
Ray_t ray; ray.Init( vecStart, vecEnd );
for ( int i=0; i<IFuncRespawnRoomVisualizerAutoList::AutoList().Count(); ++i ) { CFuncRespawnRoomVisualizer *pEntity = static_cast< CFuncRespawnRoomVisualizer* >( IFuncRespawnRoomVisualizerAutoList::AutoList()[i] );
if( pEntity->GetTeamNumber() == nTeamToIgnore && nTeamToIgnore != TEAM_UNASSIGNED ) continue;
trace_t trace; enginetrace->ClipRayToEntity( ray, MASK_ALL, pEntity, &trace ); if ( trace.fraction < 1.0f ) { return true; } }
return false; }
//===========================================================================================================
LINK_ENTITY_TO_CLASS( func_respawnroomvisualizer, CFuncRespawnRoomVisualizer);
BEGIN_DATADESC( CFuncRespawnRoomVisualizer ) DEFINE_KEYFIELD( m_iszRespawnRoomName, FIELD_STRING, "respawnroomname" ), DEFINE_KEYFIELD( m_bSolid, FIELD_BOOLEAN, "solid_to_enemies" ), // inputs
DEFINE_INPUTFUNC( FIELD_VOID, "RoundActivate", InputRoundActivate ), DEFINE_INPUTFUNC( FIELD_BOOLEAN, "SetSolid", InputSetSolid ), END_DATADESC()
IMPLEMENT_SERVERCLASS_ST( CFuncRespawnRoomVisualizer, DT_FuncRespawnRoomVisualizer ) END_SEND_TABLE()
CFuncRespawnRoomVisualizer::CFuncRespawnRoomVisualizer() { m_bSolid = true; }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CFuncRespawnRoomVisualizer::Spawn( void ) { BaseClass::Spawn();
SetActive( true );
SetCollisionGroup( TFCOLLISION_GROUP_RESPAWNROOMS ); }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CFuncRespawnRoomVisualizer::InputRoundActivate( inputdata_t &inputdata ) { if ( m_iszRespawnRoomName != NULL_STRING ) { m_hRespawnRoom = dynamic_cast<CFuncRespawnRoom*>(gEntList.FindEntityByName( NULL, m_iszRespawnRoomName )); if ( m_hRespawnRoom ) { m_hRespawnRoom->AddVisualizer( this ); ChangeTeam( m_hRespawnRoom->GetTeamNumber() ); } else { Warning("%s(%s) was unable to find func_respawnroomvisualizer named '%s'\n", GetClassname(), GetDebugName(), STRING(m_iszRespawnRoomName) ); } }
SetActive( m_bSolid ); }
//-----------------------------------------------------------------------------
// Purpose: Draw any debug text overlays
// Input :
// Output : Current text offset from the top
//-----------------------------------------------------------------------------
int CFuncRespawnRoomVisualizer::DrawDebugTextOverlays( void ) { int text_offset = BaseClass::DrawDebugTextOverlays();
if (m_debugOverlays & OVERLAY_TEXT_BIT) { char tempstr[512]; Q_snprintf(tempstr,sizeof(tempstr),"TeamNumber: %d", GetTeamNumber() ); EntityText(text_offset,tempstr,0); text_offset++;
color32 teamcolor = g_aTeamColors[ GetTeamNumber() ]; teamcolor.a = 0;
if ( m_hRespawnRoom ) { NDebugOverlay::Line( GetAbsOrigin(), m_hRespawnRoom->WorldSpaceCenter(), teamcolor.r, teamcolor.g, teamcolor.b, false, 0.1 ); } } return text_offset; }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CFuncRespawnRoomVisualizer::InputSetSolid( inputdata_t &inputdata ) { m_bSolid = inputdata.value.Bool();
SetActive( m_bSolid ); }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
int CFuncRespawnRoomVisualizer::UpdateTransmitState() { //return SetTransmitState( FL_EDICT_FULLCHECK );
return SetTransmitState( FL_EDICT_ALWAYS ); }
//-----------------------------------------------------------------------------
// Purpose: Only transmit this entity to clients that aren't in our team
//-----------------------------------------------------------------------------
int CFuncRespawnRoomVisualizer::ShouldTransmit( const CCheckTransmitInfo *pInfo ) { if ( !m_hRespawnRoom || m_hRespawnRoom->GetActive() ) { // Respawn rooms are open in win state
if ( TFGameRules()->State_Get() != GR_STATE_TEAM_WIN && GetTeamNumber() != TEAM_UNASSIGNED ) { // Only transmit to enemy players
CBaseEntity *pRecipientEntity = CBaseEntity::Instance( pInfo->m_pClientEnt ); if ( pRecipientEntity->GetTeamNumber() > LAST_SHARED_TEAM && !InSameTeam(pRecipientEntity) ) return FL_EDICT_ALWAYS; } }
return FL_EDICT_DONTSEND; }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
bool CFuncRespawnRoomVisualizer::ShouldCollide( int collisionGroup, int contentsMask ) const { // Respawn rooms are open in win state
if ( TFGameRules()->State_Get() == GR_STATE_TEAM_WIN ) return false;
if ( GetTeamNumber() == TEAM_UNASSIGNED ) return false;
if ( collisionGroup == COLLISION_GROUP_PLAYER_MOVEMENT ) { switch( GetTeamNumber() ) { case TF_TEAM_BLUE: if ( !(contentsMask & CONTENTS_BLUETEAM) ) return false; break;
case TF_TEAM_RED: if ( !(contentsMask & CONTENTS_REDTEAM) ) return false; break; }
return true; }
return false; }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CFuncRespawnRoomVisualizer::SetActive( bool bActive ) { if ( bActive ) { // We're a trigger, but we want to be solid. Our ShouldCollide() will make
// us non-solid to members of the team that spawns here.
RemoveSolidFlags( FSOLID_TRIGGER ); RemoveSolidFlags( FSOLID_NOT_SOLID ); } else { AddSolidFlags( FSOLID_NOT_SOLID ); AddSolidFlags( FSOLID_TRIGGER ); } }
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