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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//=============================================================================
#include "cbase.h"
#include "tf_mapitems.h"
#include "tf_shareddefs.h"
#include "tf_player.h"
#include "tf_gamerules.h"
#include "tf_timer.h"
#include "tf_team.h"
#if 0
bool ActivateDoResults(CTFGoal *Goal, CTFPlayer *AP, CTFGoal *ActivatingGoal); bool ActivationSucceeded(CTFGoal *Goal, CTFPlayer *AP, CTFGoal *ActivatingGoal); void DoResults(CTFGoal *Goal, CTFPlayer *AP, BOOL bAddBonuses);
// ---------------------------------------------------------------------------------------- //
// Global helpers.
// ---------------------------------------------------------------------------------------- //
const char* GetTeamName( int iTeam ) { // if ( iTeam == 0 )
// {
// return "SPECTATOR";
// }
// else
{ CTeam *pTeam = GetGlobalTeam( iTeam ); if ( pTeam ) { return pTeam->GetName(); } else { return "UNKNOWN TEAM"; } } }
//===========================================
int GetTeamCheckTeam( const char *pTargetName ) { CBaseEntity *pEntity = gEntList.FindEntityByName( NULL, pTargetName ); if ( pEntity ) { if ( !strcmp( pEntity->GetClassname(), "info_tf_teamcheck" ) ) return pEntity->GetTeamNumber(); }
return 0; }
//=========================================================================
// Displays the state of a GoalItem
void DisplayItemStatus(CTFGoal *Goal, CTFPlayer *Player, CTFGoalItem *Item) { MDEBUG( Msg( "Displaying Item Status\nItem goal_no : %d\n", Item->goal_no) );
// If we have a teamcheck entity, use it instead
if ( Item->owned_by_teamcheck != NULL_STRING ) Item->owned_by = GetTeamCheckTeam( STRING(Item->owned_by_teamcheck) );
if (Item->goal_state == TFGS_ACTIVE) { MDEBUG( Msg( " Item is ACTIVE\n") );
if ( (Goal->team_str_carried != NULL_STRING) || (Goal->non_team_str_carried != NULL_STRING) ) { CBaseEntity *pOwner = Item->GetOwnerEntity();
if (Player->GetTeamNumber() == Item->owned_by) { if (Player == Item->GetOwnerEntity()) ClientPrint( Player, HUD_PRINTTALK, STRING(Goal->team_str_carried), "you" ); else ClientPrint( Player, HUD_PRINTTALK, STRING(Goal->team_str_carried), STRING(pOwner->GetEntityName()) ); } else { if (Player == Item->GetOwnerEntity()) ClientPrint( Player, HUD_PRINTTALK, STRING(Goal->non_team_str_carried), "you" ); else ClientPrint( Player, HUD_PRINTTALK, STRING(Goal->non_team_str_carried), STRING(pOwner->GetEntityName()) ); } } } else if (Item->GetAbsOrigin() != Item->oldorigin) { MDEBUG( Msg( " Item has MOVED\n") );
if ( (Goal->team_str_moved != NULL_STRING) || (Goal->non_team_str_moved != NULL_STRING) ) { if (Player->GetTeamNumber() == Item->owned_by) ClientPrint( Player, HUD_PRINTTALK, STRING(Goal->team_str_moved) ); else ClientPrint( Player, HUD_PRINTTALK, STRING(Goal->non_team_str_moved) ); } } else { MDEBUG( Msg( " Item is AT HOME\n") );
if ( Goal->team_str_home != NULL_STRING || Goal->non_team_str_home != NULL_STRING ) { if (Player->GetTeamNumber() == Item->owned_by) ClientPrint( Player, HUD_PRINTTALK, STRING(Goal->team_str_home) ); else ClientPrint( Player, HUD_PRINTTALK, STRING(Goal->non_team_str_home) ); } } }
#if 0
//=========================================================================
// Inactivates a Teamspawn point
void InactivateSpawn(CTFSpawn *Spawn) { Spawn->goal_state = TFGS_REMOVED; }
//=========================================================================
// Activates a Teamspawn point
void ActivateSpawn(CTFSpawn *Spawn) { Spawn->goal_state = TFGS_INACTIVE; } #endif
//=========================================================================
// Increase the score of a team
void TeamFortress_TeamIncreaseScore(int tno, int scoretoadd) { if ( tno == 0 ) return; CTeam *pTeam = GetGlobalTeam( tno ); if ( !pTeam ) return;
pTeam->AddScore( scoretoadd ); }
// Returns true if the AP's carrying at least 1 of the items in the group
bool HasItemFromGroup( CBaseEntity *AP, int iGroupNo ) { // Find all items in the group
CBaseEntity *pEnt = gEntList.FindEntityByClassname( NULL, "item_tfgoal" ); while ( pEnt ) { CTFGoalItem *pGoal = dynamic_cast<CTFGoalItem*>( pEnt ); if ( (pGoal->group_no == iGroupNo) && (pGoal->GetOwnerEntity() == AP) ) return true; pEnt = gEntList.FindEntityByClassname( pEnt, "item_tfgoal" ); }
return false; }
//=========================================================================
// Returns true if all the goals in the specified group are in the specified state
bool AllGoalsInState( int iGroupNo, int iState ) { // Find all goals in the group
CBaseEntity *pEnt = gEntList.FindEntityByClassname( NULL, "info_tfgoal" ); while ( pEnt ) { CTFGoal *pGoal = dynamic_cast< CTFGoal* >( pEnt ); if ( pGoal ) { if (pGoal->group_no == iGroupNo) { // All Goals in the group must be in the specified state
if (pGoal->goal_state != iState) return false; } } pEnt = gEntList.FindEntityByClassname( pEnt, "info_tfgoal" ); }
return true; }
// Return the item with a goal_no equal to ino
CTFGoalItem* Finditem(int ino) { CBaseEntity *pEnt = gEntList.FindEntityByClassname( NULL, "item_tfgoal" ); while ( pEnt ) { CTFGoalItem *pGoal = dynamic_cast<CTFGoalItem*>( pEnt ); if (pGoal && pGoal->goal_no == ino) return pGoal;
pEnt = gEntList.FindEntityByClassname( pEnt, "item_tfgoal" ); }
// Goal does not exist
Warning("Could not find an item with a goal_no of %d.\n", ino); return NULL; }
//=========================================================================
// Return the TeamSpawn with a goal_no equal to gno
CTFSpawn* Findteamspawn(int gno) { // Search by netname
//TFTODO: I think FindEntityByClassname will do the same thing.
//CBaseEntity *pEnt = UTIL_FindEntityByString( NULL, "netname", "info_player_teamspawn" );
CBaseEntity *pEnt = gEntList.FindEntityByClassname( NULL, "info_player_teamspawn" ); while ( pEnt ) { CTFSpawn *pSpawn = dynamic_cast<CTFSpawn*>( pEnt ); if ( pSpawn ) { if (pSpawn->goal_no == gno) return pSpawn; }
pEnt = gEntList.FindEntityByClassname( pEnt, "info_player_teamspawn" ); }
// Goal does not exist
Warning("Could not find a Teamspawn with a goal_no of %d.\n", gno); return NULL; }
//=========================================================================
// Return the goal with a goal_no equal to gno
CTFGoal* Findgoal(int gno) { CBaseEntity *pEnt = gEntList.FindEntityByClassname( NULL, "item_tfgoal" ); while ( pEnt ) { CTFGoal *pGoal = dynamic_cast<CTFGoal*>( pEnt ); if (pGoal && pGoal->goal_no == gno) return pGoal;
pEnt = gEntList.FindEntityByClassname( pEnt, "item_tfgoal" ); }
// Goal does not exist
Warning("Could not find a goal with a goal_no of %d.\n", gno); return NULL; }
//=========================================================================
// Remove a Timer/Goal
void RemoveGoal(CTFGoal *pGoal) { pGoal->AddSolidFlags( FSOLID_NOT_SOLID ); pGoal->goal_state = TFGS_REMOVED; pGoal->AddEffects( EF_NODRAW ); }
//=========================================================================
// Return true if the player meets the AP criteria
bool APMeetsCriteria(CTFGoal *Goal, CTFPlayer *AP) { MDEBUG(Warning("==========================\n")); MDEBUG(Warning("AP Criteria Checking\n")); MDEBUG(Warning(UTIL_VarArgs("Goal: %s", STRING(Goal->edict()->netname))));
CTFGoal *pGoal; CTFGoalItem *pItem;
if (AP != NULL && AP->Classify() == CLASS_PLAYER) { MDEBUG(Warning(UTIL_VarArgs("\nAP : %s\n", AP->GetPlayerName())));
// If a player of a specific team can only activate this
if (Goal->GetTeamNumber()) { MDEBUG(Warning(" Checking team.")); if (Goal->GetTeamNumber() != AP->GetTeamNumber()) return false; if ( !AP->IsAlive() ) // don't want dead or dying players activating this
return false; MDEBUG(Warning("passed.\n")); }
// If a player in a team specified by a teamcheck entity can activate this
if (Goal->teamcheck != NULL_STRING) { MDEBUG(Warning(" Checking teamcheck entity."));
if ( AP->GetTeamNumber() != GetTeamCheckTeam( STRING(Goal->teamcheck) ) ) return false;
MDEBUG(Warning(" passed.\n")); }
// If a player of a specific class can only activate this
if (Goal->playerclass) { MDEBUG(Warning(" Checking class.")); CTFPlayerClass *pPlayerClass = AP->GetPlayerClass(); if ( pPlayerClass && !pPlayerClass->IsClass( Goal->playerclass ) ) return false; MDEBUG(Warning("passed.\n")); }
// If this activation needs a GoalItem, make sure the player has it
if (Goal->items_allowed) { MDEBUG(Warning(" Checking items.")); pItem = Finditem(Goal->items_allowed); if (!pItem) return false; if (pItem->GetOwnerEntity() != AP) return false; MDEBUG(Warning("passed.\n")); } }
// Check Goal states
if (Goal->if_goal_is_active) { MDEBUG(Warning(" Checking if_goal_is_active.")); pGoal = Findgoal(Goal->if_goal_is_active); if (!pGoal) return false; if (pGoal->goal_state != TFGS_ACTIVE) return false; MDEBUG(Warning("passed.\n")); }
if (Goal->if_goal_is_inactive) { MDEBUG(Warning(" Checking if_goal_is_inactive.")); pGoal = Findgoal(Goal->if_goal_is_inactive); if (!pGoal) return false; if (pGoal->goal_state != TFGS_INACTIVE) return false; MDEBUG(Warning("passed.\n")); }
if (Goal->if_goal_is_removed) { MDEBUG(Warning(" Checking if_goal_is_removed.")); pGoal = Findgoal(Goal->if_goal_is_removed); if (!pGoal) return false; if (pGoal->goal_state != TFGS_REMOVED) return false; MDEBUG(Warning("passed.\n")); }
// Check Group States
if (Goal->if_group_is_active) { MDEBUG(Warning(" Checking if_group_is_active.")); if ( !AllGoalsInState(Goal->if_group_is_active, TFGS_ACTIVE) ) return false; MDEBUG(Warning("passed.\n")); }
if (Goal->if_group_is_inactive) { MDEBUG(Warning(" Checking if_group_is_inactive.")); if ( !AllGoalsInState(Goal->if_group_is_inactive, TFGS_INACTIVE) ) return false; MDEBUG(Warning("passed.\n")); }
if (Goal->if_group_is_removed) { MDEBUG(Warning(" Checking if_group_is_removed.")); if ( !AllGoalsInState(Goal->if_group_is_removed, TFGS_REMOVED) ) return false; MDEBUG(Warning("passed.\n")); }
// Check Item States
if (Goal->if_item_has_moved) { MDEBUG(Warning(" Checking if_item_has_moved.")); // Find the item
pItem = Finditem(Goal->if_item_has_moved); if (!pItem) return false; if (pItem->goal_state != TFGS_ACTIVE && pItem->GetAbsOrigin() == pItem->oldorigin) return false; MDEBUG(Warning("passed.\n")); }
if (Goal->if_item_hasnt_moved) { MDEBUG(Warning(" Checking if_item_hasnt_moved.")); // Find the item
pItem = Finditem(Goal->if_item_hasnt_moved); if (!pItem) return false; if (pItem->goal_state == TFGS_ACTIVE || pItem->GetAbsOrigin() != pItem->oldorigin ) return false; MDEBUG(Warning("passed.\n")); }
// Check Items being carried
if (AP != NULL && AP->Classify() == CLASS_PLAYER) { if (Goal->has_item_from_group) { MDEBUG(Warning(" Checking has_item_from_group.")); if ( !HasItemFromGroup(AP, Goal->has_item_from_group) ) return false; MDEBUG(Warning("passed.\n")); }
if (Goal->hasnt_item_from_group) { MDEBUG(Warning(" Checking hasnt_item_from_group.")); if ( HasItemFromGroup(AP, Goal->hasnt_item_from_group) ) return false; MDEBUG(Warning("passed.\n")); } }
MDEBUG(Warning("Criteria passed.\n")); return true; }
//=========================================================================
// Return true if the Entity should activate
bool ShouldActivate(CTFGoal *Goal, CTFPlayer *AP) { #ifdef MAP_DEBUG
Warning(UTIL_VarArgs("\nDoIActivate: ", Goal->edict()->netname ? STRING(Goal->edict()->netname) : STRING(Goal->edict()->classname))); if (AP) Warning(UTIL_VarArgs(", AP: %s\n", AP->GetPlayerName())); #endif
// Abort if it's already active
if (Goal->goal_state == TFGS_ACTIVE) { MDEBUG(Warning("-- Goal already active --\n")); return false; } // Abort if it's been removed
if (Goal->goal_state == TFGS_REMOVED) { MDEBUG(Warning("-- Goal is in Removed state --\n")); return false; } // Abort if it's been activated already and its activation's being delayed
if (Goal->goal_state == TFGS_DELAYED) { MDEBUG(Warning("-- Goal is being Delayed --\n")); return false; }
// See if the AP matches the criteria
bool bAPMet = APMeetsCriteria(Goal, AP); bool bAct = false; bool bRevAct; if ( FClassnameIs(Goal,"item_tfgoal") ) bRevAct = (Goal->goal_activation & TFGI_REVERSE_AP) != 0; else bRevAct = (Goal->goal_activation & TFGA_REVERSE_AP) != 0;
// Does the AP match the AP Criteria?
if (bAPMet) { MDEBUG(Warning("-- Criteria met --\n")); if (!bRevAct) bAct = true; } else { MDEBUG(Warning("-- Criteria not met --\n")); if (bRevAct) { MDEBUG(Warning("Reverse Activation\n")); bAct = true; } }
#ifdef MAP_DEBUG
if (bAct) Warning("Activation.\n"); else Warning("NO Activation.\n"); #endif
return bAct; };
//=========================================================================
// Return TRUE if the player is affected by the goal
BOOL IsAffectedBy(CTFGoal *Goal, CTFPlayer *Player, CTFPlayer *AP) { // Don't affect anyone who isn't alive or is in Observer mode
CTFPlayerClass *pPlayerClass = AP->GetPlayerClass(); if ( pPlayerClass && pPlayerClass->IsClass( TF_CLASS_UNDEFINED ) ) return FALSE;
// Same Environment Check
if (Goal->goal_effects & TFGE_SAME_ENVIRONMENT) { int iEnviron = UTIL_PointContents( Goal->GetAbsOrigin() ); if ( UTIL_PointContents( Player->GetAbsOrigin() ) != iEnviron ) return FALSE; }
if (Goal->t_length != 0) { // Within radius?
if ((Goal->GetAbsOrigin() - Player->GetAbsOrigin()).Length() <= Goal->t_length) { // Obstructed by walls?
if (Goal->goal_effects & TFGE_WALL) { trace_t tr; UTIL_TraceLine ( Goal->GetAbsOrigin(), Player->WorldSpaceCenter(), MASK_SOLID, Goal, COLLISION_GROUP_NONE, &tr ); if ( tr.fraction == 1.0 ) return TRUE; } else { return TRUE; } } }
if ( Goal->Classify() != CLASS_TFGOAL_TIMER && AP != NULL ) { // Spawnpoints always affect the player who spawns on them
if ((Goal->Classify() == CLASS_TFSPAWN) && (Player == AP)) return TRUE;
if ((Goal->goal_effects & TFGE_AP) && (Player == AP)) return TRUE; if ((Goal->goal_effects & TFGE_AP_TEAM) && (AP->GetTeamNumber() == Player->GetTeamNumber())) return TRUE; }
if (Goal->goal_effects & TFGE_NOT_AP_TEAM) { if (AP == NULL || AP->GetTeamNumber() != Player->GetTeamNumber()) return TRUE; }
if ((Goal->goal_effects & TFGE_NOT_AP) && (Player != AP)) return TRUE;
if ((Goal->maxammo_shells != 0) && (Player->GetTeamNumber() == Goal->maxammo_shells)) return TRUE;
if ((Goal->maxammo_nails != 0) && (Player->GetTeamNumber() != Goal->maxammo_nails)) return TRUE;
return FALSE; }
//=========================================================================
// Do all the checking of Item Groups
void DoItemGroupWork(CTFGoalItem *Item, CTFPlayer *AP) { if (Item->distance != 0) { if (Item->pain_finished == 0) { // No goal specified in .pain_finished. Print error.
Warning( "GoalItem %d has .distance specified, but no .pain_finished\n", Item->goal_no ); }
BOOL bAllCarried = TRUE; // Find all items
CBaseEntity *pEnt = gEntList.FindEntityByClassname( NULL, "item_tfgoal" ); while ( pEnt && bAllCarried ) { CTFGoalItem *pItem = dynamic_cast<CTFGoalItem*>( pEnt ); if ( pItem ) { if (pItem->group_no == Item->distance && pItem->goal_state != TFGS_ACTIVE) bAllCarried = FALSE; }
pEnt = gEntList.FindEntityByClassname( pEnt, "item_tfgoal" ); }
if (bAllCarried) { CTFGoal *pGoal = Findgoal(Item->pain_finished); if (pGoal) DoResults(pGoal, AP, (Item->goal_result & TFGR_ADD_BONUSES)); } }
if (Item->speed != 0) { if (Item->attack_finished == 0) { // No goal specified in .attack_finished. Print error.
Warning( "GoalItem %d has .speed specified, but no .attack_finished\n", Item->goal_no ); }
BOOL bAllCarried = TRUE; CBaseEntity *pCarrier = NULL; // Find all goals
CBaseEntity *pEnt = gEntList.FindEntityByClassname( NULL, "item_tfgoal" ); while ( pEnt && bAllCarried ) { CTFGoalItem *pItem = dynamic_cast<CTFGoalItem*>( pEnt ); if ( pItem ) { if (pItem->group_no == Item->speed) { if (pItem->goal_state != TFGS_ACTIVE) bAllCarried = FALSE; else if (!pCarrier) // Store Player
pCarrier = pItem->GetOwnerEntity(); else if (pCarrier != pItem->GetOwnerEntity()) // Need to all be carried by the same player
bAllCarried = FALSE; } }
pEnt = gEntList.FindEntityByClassname( pEnt, "item_tfgoal" ); }
if (bAllCarried) { CTFGoal *pGoal = Findgoal(Item->attack_finished); if (pGoal) DoResults(pGoal, AP, (Item->goal_result & TFGR_ADD_BONUSES)); } } }
//=========================================================================
// Remove any results applied to this player by the Goal
// Used when a GoalItem is dropped/removed
void RemoveResults(CTFGoal *Goal, CTFPlayer *pPlayer) { // Only remove the stats if the player has been affected
// by this item. This is needed because the player may have
// died since being affected
if ( FClassnameIs( Goal, "item_tfgoal" ) ) { if (!(pPlayer->item_list & Goal->item_list)) return;
if (Goal->goal_activation & TFGI_DONTREMOVERES) return;
// Remove the affected flag
pPlayer->item_list &= ~(Goal->item_list); }
if (Goal->GetHealth() > 0) pPlayer->TakeDamage( CTakeDamageInfo( Goal, Goal, Goal->GetHealth(), DMG_IGNOREARMOR ) ); if (Goal->GetHealth() < 0) pPlayer->TakeHealth( (0 - Goal->GetHealth()), 0 ); pPlayer->lives -= Goal->lives; // pPlayer->armortype -= Goal->armortype;
pPlayer->SetArmorValue( pPlayer->ArmorValue() - Goal->armorvalue ); // pPlayer->armorclass &= ~(Goal->armorclass);
if (Goal->frags) { pPlayer->TF_AddFrags(Goal->frags); }
pPlayer->RemoveAmmo( Goal->ammo_shells, TF_AMMO_SHELLS ); pPlayer->RemoveAmmo( Goal->ammo_nails, TF_AMMO_NAILS ); pPlayer->RemoveAmmo( Goal->ammo_rockets, TF_AMMO_ROCKETS ); pPlayer->RemoveAmmo( Goal->ammo_cells, TF_AMMO_CELLS ); pPlayer->RemoveAmmo( Goal->ammo_medikit, TF_AMMO_MEDIKIT ); pPlayer->RemoveAmmo( Goal->ammo_detpack, TF_AMMO_DETPACK ); // Detpacks
//TFTODO: this should be handled in the GiveAmmo functions..
// if (pPlayer->ammo_detpack > pPlayer->maxammo_detpack)
// pPlayer->ammo_detpack = pPlayer->maxammo_detpack;
// Grenades
pPlayer->RemoveAmmo( Goal->no_grenades_1, TF_AMMO_GRENADES1 ); pPlayer->RemoveAmmo( Goal->no_grenades_2, TF_AMMO_GRENADES2 ); // If they had a primed grenade, and they don't have any more of
// that type of grenade, unprime it and remove it.
if (pPlayer->m_Shared.GetStateFlags() & TFSTATE_GRENPRIMED) { if (pPlayer->GetAmmoCount( TF_AMMO_GRENADES2 ) <= 0 || pPlayer->GetAmmoCount( TF_AMMO_GRENADES1 ) <= 0) { pPlayer->m_Shared.RemoveStateFlags( TFSTATE_GRENPRIMED ); pPlayer->m_Shared.RemoveStateFlags( TFSTATE_GRENTHROWING ); pPlayer->bRemoveGrenade = TRUE; } }
BOOL puinvin = FALSE; BOOL puinvis = FALSE; BOOL puquad = FALSE; BOOL purad = FALSE; // Make sure we don't remove an effect another Goal is also supplying
CBaseEntity *pEnt = gEntList.FindEntityByClassname( NULL, "item_tfgoal" ); while ( pEnt ) { CTFGoalItem *pItem = dynamic_cast<CTFGoalItem*>( pEnt ); if ( pItem ) { if ( (pItem->GetOwnerEntity() == pPlayer) && (pEnt != Goal) ) { if (pItem->invincible_finished > 0) puinvin = TRUE; if (pItem->invisible_finished > 0) puinvis = TRUE; if (pItem->super_damage_finished > 0) puquad = TRUE; if (pItem->radsuit_finished > 0) purad = TRUE; } } pEnt = gEntList.FindEntityByClassname( pEnt, "item_tfgoal" ); }
// Remove all powerups
if ((Goal->invincible_finished > 0) && (!puinvin)) { // if its a GoalItem, powerup was permanent, so we remove TFSTATE flag
pPlayer->m_Shared.RemoveStateFlags( TFSTATE_INVINCIBLE ); pPlayer->m_Shared.AddItemFlags( IT_INVULNERABILITY ); pPlayer->invincible_finished = gpGlobals->curtime + Goal->invincible_finished; } if ((Goal->invisible_finished > 0) && (!puinvis)) { // if its a GoalItem, powerup was permanent, so we remove TFSTATE flag
pPlayer->m_Shared.RemoveStateFlags( TFSTATE_INVISIBLE ); pPlayer->m_Shared.AddItemFlags( IT_INVISIBILITY ); pPlayer->invisible_finished = gpGlobals->curtime + Goal->invisible_finished; } if ((Goal->super_damage_finished > 0) && (!puquad)) { // if its a GoalItem, powerup was permanent, so we remove TFSTATE flag
pPlayer->m_Shared.RemoveStateFlags( TFSTATE_QUAD ); pPlayer->m_Shared.AddItemFlags( IT_QUAD ); pPlayer->super_damage_finished = gpGlobals->curtime + Goal->super_damage_finished; } if ((Goal->radsuit_finished > 0) && (!purad)) { // if its a GoalItem, powerup was permanent, so we remove TFSTATE flag
pPlayer->m_Shared.RemoveStateFlags( TFSTATE_RADSUIT ); pPlayer->m_Shared.AddItemFlags( IT_SUIT ); pPlayer->radsuit_finished = gpGlobals->curtime + Goal->radsuit_finished; }
// Now apply the pev->playerclass limitations & Redisplay Ammo counts
//W_SetCurrentAmmo ();
}
//=========================================================================
// Give the GoalItem to a Player.
void tfgoalitem_GiveToPlayer(CTFGoalItem *Item, CTFPlayer *AP, CTFGoal *Goal) { MDEBUG(Warning( "Giving %s to %s\n", Item->GetEntityName().ToCStr(), AP->GetPlayerName()));
// Don't let it re-drop
if (Item->redrop_count) Item->SetThink( NULL );
Item->SetOwnerEntity( AP ); // Remove it from the map
Item->FollowEntity( AP ); // Play carry animations
if (Item->GetModelName() != NULL_STRING) { Item->RemoveEffects( EF_NODRAW );
Item->SetSequence( Item->LookupSequence( "carried" ) ); if (Item->GetSequence() != -1) { Item->ResetSequenceInfo(); Item->SetCycle( 0.0f ); } }
Item->AddSolidFlags( FSOLID_NOT_SOLID );
// Do the deeds on the player
if (Item->goal_activation & TFGI_GLOW) AP->AddEffects( EF_BRIGHTLIGHT ); //TFTODO: this used to be EF_BRIGHTFIELD.. make sure it's the same
if (Item->goal_activation & TFGI_SLOW) AP->TeamFortress_SetSpeed(); if (Item->speed_reduction) AP->TeamFortress_SetSpeed();
if (Item->goal_activation & TFGI_ITEMGLOWS) { Item->m_nRenderFX = kRenderFxNone; Item->SetRenderColor( 0, 0, 0, 0 ); }
// Light up console icons
if (Item->items & IT_KEY1) AP->m_Shared.AddItemFlags( IT_KEY1 ); if (Item->items & IT_KEY2) AP->m_Shared.AddItemFlags( IT_KEY2 ); if (Item->items & IT_KEY3) AP->m_Shared.AddItemFlags( IT_KEY3 ); if (Item->items & IT_KEY4) AP->m_Shared.AddItemFlags( IT_KEY4 );
// Only do the results if we're allowed to
if (Goal != Item) { if (Goal->goal_result & TFGR_NO_ITEM_RESULTS) { Item->goal_state = TFGS_ACTIVE; return; } }
MDEBUG(Warning("Doing item results...\n"));
// Prevent the Player from disguising themself if applicable
if (Item->goal_result & TFGR_REMOVE_DISGUISE) AP->is_unableto_spy_or_teleport = 1;
// Do the Results, adding the bonuses
DoResults(Item, AP, TRUE);
// Check the Item Group Stuff
DoItemGroupWork(Item, AP); }
//=========================================================================
// Drop the item
void tfgoalitem_drop(CTFGoalItem *Item, BOOL PAlive, CTFPlayer *P) { CBaseEntity *pOwner = Item->GetOwnerEntity();
// Backup origin for retry at the drop
if ( FBitSet( pOwner->GetFlags(), FL_DUCKING ) ) Item->redrop_origin = pOwner->GetAbsOrigin() + Vector(0, 0, 26); else Item->redrop_origin = pOwner->GetAbsOrigin() + Vector(0, 0, 8); Item->redrop_count = 0;
Item->SetTouch( &CTFGoalItem::item_tfgoal_touch ); Item->DoDrop( Item->redrop_origin );
Item->SetOwnerEntity( P ); if (PAlive) { Vector vForward, vUp; AngleVectors( P->EyeAngles(), &vForward, NULL, &vUp ); Item->SetAbsVelocity( (vForward * 400) + (vUp * 200) );
Item->SetTouch( NULL ); Item->SetThink( &CTFGoalItem::tfgoalitem_droptouch ); // give it 0.75 seconds
Item->SetNextThink( gpGlobals->curtime + 0.75 ); // and then set it's touch func
// Prevent the dropping player from picking it up for longer
Item->enemy = P; Item->m_flDroppedAt = gpGlobals->curtime; } }
//=========================================================================
// Remove the GoalItem from a Player.
void tfgoalitem_RemoveFromPlayer(CTFGoalItem *Item, CTFPlayer *AP, int iMethod) { MDEBUG(Warning("Removing %s from %s\n", STRING(Item->pev->netname), STRING(AP->pev->netname)));
// If we have a teamcheck entity, use it instead
if ( Item->owned_by_teamcheck != NULL_STRING ) Item->owned_by = GetTeamCheckTeam( STRING(Item->owned_by_teamcheck) );
BOOL lighton = FALSE; BOOL slowon = FALSE; BOOL key1on = FALSE; BOOL key2on = FALSE; BOOL key3on = FALSE; BOOL key4on = FALSE; BOOL spyoff = FALSE; // Remove the effects from the player
// Make sure we don't remove an effect another Goal is also supplying
CBaseEntity *pEnt = gEntList.FindEntityByClassname( NULL, "item_tfgoal" ); while ( pEnt ) { CTFGoalItem *pItem = dynamic_cast<CTFGoalItem*>( pEnt ); if ( pItem ) { if ( (pItem->GetOwnerEntity() == AP) && (pEnt != Item) ) { if (pItem->goal_activation & TFGI_GLOW) lighton = TRUE; if (pItem->goal_activation & TFGI_SLOW) slowon = TRUE;
if (pItem->items & IT_KEY1) key1on = TRUE; if (pItem->items & IT_KEY2) key2on = TRUE; if (pItem->items & IT_KEY3) key3on = TRUE; if (pItem->items & IT_KEY4) key4on = TRUE;
if (pItem->goal_result & TFGR_REMOVE_DISGUISE) spyoff = TRUE; } } pEnt = gEntList.FindEntityByClassname( pEnt, "item_tfgoal" ); }
// Check Powerups too
if (!lighton) { if (AP->invincible_finished > gpGlobals->curtime + 3) lighton = TRUE; else if (AP->super_damage_finished > gpGlobals->curtime + 3) lighton = TRUE; } if (!lighton) { //TFTODO: Add support for EF_BRIGHTFIELD if necessary.
//AP->RemoveEffects( EF_BRIGHTFIELD );
AP->RemoveEffects( EF_BRIGHTLIGHT ); } if (Item->goal_activation & TFGI_ITEMGLOWS) { Item->m_nRenderFX = kRenderFxGlowShell;
// if (Item->owned_by > 0 && Item->owned_by <= 4)
// Item->m_clrRender = Vector255ToRGBColor( rgbcolors[Item->owned_by] );
// else
// Item->m_clrRender = Vector255ToRGBColor( rgbcolors[0] );
if ( TFTeamMgr()->IsValidTeam( Item->owned_by ) ) { CTFTeam *pTeam = TFTeamMgr()->GetTeam( Item->owned_by ); Item->m_clrRender = pTeam->GetColor(); } else { Item->m_clrRender = TFTeamMgr()->GetUndefinedTeamColor(); }
Item->SetRenderColorA( 100 ); // Shell size
}
// Remove the Spy prevention
if (!spyoff) AP->is_unableto_spy_or_teleport = FALSE; // Remove the lit console key icons
if (!key1on) AP->m_Shared.RemoveItemFlags( IT_KEY1 ); if (!key2on) AP->m_Shared.RemoveItemFlags( IT_KEY2 ); if (!key3on) AP->m_Shared.RemoveItemFlags( IT_KEY3 ); if (!key4on) AP->m_Shared.RemoveItemFlags( IT_KEY4 );
// Remove AP Modifications
// Go through all the players and do any results
for ( int i = 1; i <= gpGlobals->maxClients; i++ ) { CTFPlayer *pPlayer = ToTFPlayer( UTIL_PlayerByIndex( i ) ); if ( pPlayer && IsAffectedBy(Item, pPlayer, AP) ) RemoveResults(Item, pPlayer); }
// Setup animations
if (Item->GetModelName() != NULL_STRING) { Item->SetSequence( Item->LookupSequence( "not_carried" ) ); if (Item->GetSequence() != -1) { Item->ResetSequenceInfo(); Item->SetCycle( 0.0f ); } }
// Return it to the starting point if the flag is set
if (iMethod == GI_DROP_PLAYERDEATH || iMethod == GI_DROP_PLAYERDROP) { // Do messages
for ( int i = 1; i <= gpGlobals->maxClients; i++ ) { CBasePlayer *pPlayer = UTIL_PlayerByIndex( i ); if ( !pPlayer ) continue;
if (pPlayer->GetTeamNumber() == Item->owned_by) { if (Item->team_drop != NULL_STRING) UTIL_ShowMessage( STRING(Item->team_drop), pPlayer ); if (Item->netname_team_drop != NULL_STRING) ClientPrint( pPlayer, HUD_PRINTNOTIFY, STRING(Item->netname_team_drop), AP->GetPlayerName() ); // Old printing
if (Item->org_team_drop != NULL_STRING) ClientPrint( pPlayer, HUD_PRINTCENTER, STRING(Item->org_team_drop) ); } else // (pPlayer->GetTeamNumber() != Item->owned_by)
{ if (Item->non_team_drop != NULL_STRING) UTIL_ShowMessage( STRING(Item->non_team_drop), pPlayer ); if (Item->netname_non_team_drop != NULL_STRING) ClientPrint( pPlayer, HUD_PRINTNOTIFY, STRING(Item->netname_non_team_drop), AP->GetPlayerName() ); // Old printing
if (Item->org_non_team_drop != NULL_STRING) ClientPrint( pPlayer, HUD_PRINTCENTER, STRING(Item->org_non_team_drop) ); } }
// Drop it if the flag is set
if (Item->goal_activation & TFGI_RETURN_DROP) { CTimer *pTimer = Timer_CreateTimer( Item, TF_TIMER_RETURNITEM ); pTimer->m_flNextThink = gpGlobals->curtime + 0.5f; if (iMethod == GI_DROP_PLAYERDEATH) pTimer->weapon = GI_RET_DROP_DEAD; else pTimer->weapon = GI_RET_DROP_LIVING; } else if (Item->goal_activation & TFGI_DROP) { if ( (iMethod == GI_DROP_PLAYERDROP) && (Item->goal_activation & TFGI_CANBEDROPPED) ) tfgoalitem_drop(Item, TRUE, AP); else tfgoalitem_drop(Item, FALSE, AP); } else { // Remove the Item
Item->SetOwnerEntity( NULL ); Item->SetNextThink( gpGlobals->curtime ); Item->SetThink( &CBaseEntity::SUB_Remove ); AP->TeamFortress_SetSpeed(); return; }
Item->SetOwnerEntity( NULL ); Item->RemoveFlag( FL_ONGROUND ); UTIL_SetSize(Item, Item->goal_min, Item->goal_max);
AP->TeamFortress_SetSpeed(); } else if (iMethod == GI_DROP_REMOVEGOAL) { Item->SetOwnerEntity( NULL );
if (Item->goal_activation & TFGI_RETURN_GOAL) { CTimer *pTimer = Timer_CreateTimer( Item, TF_TIMER_RETURNITEM ); pTimer->m_flNextThink = gpGlobals->curtime + 0.5; pTimer->weapon = GI_RET_GOAL; AP->TeamFortress_SetSpeed(); return; }
// Don't remove it, since it may be given away again later
Item->AddSolidFlags( FSOLID_NOT_SOLID ); Item->AddEffects( EF_NODRAW ); Item->StopFollowingEntity(); AP->TeamFortress_SetSpeed(); } }
//=========================================================================
// Apply modifications to the Player passed in
void Apply_Results(CTFGoal *Goal, CTFPlayer *Player, CTFPlayer *AP, BOOL bAddBonuses) { MDEBUG( Warning("Applying Results from %s to %s\n", STRING(Goal->pev->netname), STRING(Player->pev->netname)) );
#if 0
// If this is a goalitem, record the fact that this player
// has been affected by it.
if ( FClassnameIs(Goal, "item_tfgoal") ) Player->item_list |= Goal->item_list;
if (Player == AP) { // Alter the team score
if (Goal->count != 0 && Player->GetTeamNumber() > 0) { TeamFortress_TeamIncreaseScore(Player->GetTeamNumber(), Goal->count); // Display short team scores
//TeamFortress_TeamShowScores(FALSE, NULL);
} }
// Apply Stats, only if told to
if (bAddBonuses) { MDEBUG( Warning("Adding bonuses.\n") ); // Some results are not applied to dead players
if ( Player->IsAlive() ) { if (Goal->GetHealth() > 0) Player->TakeHealth(Goal->GetHealth(), 0); if (Goal->GetHealth() < 0) { // Make sure we don't gib them, because it creates too many entities if
// a lot of players are affected by this Goal.
Player->TakeDamage( CTakeDamageInfo( Goal, Goal, (0 - Goal->GetHealth()), DMG_IGNOREARMOR | DMG_NEVERGIB ) ); } }
// The player may be dead now, so check again
if ( Player->IsAlive() ) { // if (Goal->armortype > 0)
// Player->armortype = Goal->armortype;
// if (Goal->armorvalue > 0)
// Player->armortype = Player->armor_allowed;
Player->IncrementArmorValue( Goal->armorvalue ); // if (Goal->armorclass > 0)
// Player->armorclass = Goal->armorclass;
Player->GiveAmmo( Goal->ammo_shells, TF_AMMO_SHELLS ); Player->GiveAmmo( Goal->ammo_nails, TF_AMMO_NAILS ); Player->GiveAmmo( Goal->ammo_rockets, TF_AMMO_ROCKETS ); Player->GiveAmmo( Goal->ammo_cells, TF_AMMO_CELLS ); Player->GiveAmmo( Goal->ammo_medikit, TF_AMMO_MEDIKIT ); Player->GiveAmmo( Goal->ammo_detpack, TF_AMMO_DETPACK );
#ifdef TFTODO // do this when grenades are implemented.
// Grenades
if ( Player->tp_grenades_1 != GR_TYPE_NONE ) Player->no_grenades_1 += Goal->no_grenades_1; if ( Player->tp_grenades_2 != GR_TYPE_NONE ) Player->no_grenades_2 += Goal->no_grenades_2;
// If they had a primed grenade, and they don't have any more of
// that type of grenade, unprime it and remove it.
if (Player->tfstate & TFSTATE_GRENPRIMED) { if ( (Player->m_iPrimedGrenType == 1 && Player->no_grenades_1 <= 0 && Goal->no_grenades_1 < 0) || (Player->m_iPrimedGrenType == 2 && Player->no_grenades_2 <= 0 && Goal->no_grenades_2 < 0) ) { Player->tfstate &= ~TFSTATE_GRENPRIMED; Player->tfstate &= ~TFSTATE_GRENTHROWING; Player->bRemoveGrenade = TRUE; } } #endif
// Apply any powerups
if (Goal->invincible_finished > 0) { Player->m_Shared.AddItemFlags( IT_INVULNERABILITY ); Player->invincible_finished = gpGlobals->curtime + Goal->invincible_finished; // if its a GoalItem, powerup is permanent, so we use TFSTATE flags
if ( FClassnameIs(Goal, "item_tfgoal") ) { Player->m_Shared.AddStateFlags( TFSTATE_INVINCIBLE ); Player->invincible_finished = gpGlobals->curtime + 666; }
// Force it to recalculate shell color
Player->m_nRenderFX = kRenderFxNone; } if (Goal->invisible_finished > 0) { Player->m_Shared.AddItemFlags( IT_INVISIBILITY ); Player->invisible_finished = gpGlobals->curtime + Goal->invisible_finished; // if its a GoalItem, powerup is permanent, so we use TFSTATE flags
if ( FClassnameIs(Goal, "item_tfgoal") ) { Player->m_Shared.AddStateFlags( TFSTATE_INVISIBLE ); Player->invisible_finished = gpGlobals->curtime + 666; }
// Force it to recalculate shell color
Player->m_nRenderFX = kRenderFxNone; } if (Goal->super_damage_finished > 0) { Player->m_Shared.AddItemFlags( IT_QUAD ); Player->super_damage_finished = gpGlobals->curtime + Goal->super_damage_finished; // if its a GoalItem, powerup is permanent, so we use TFSTATE flags
if ( FClassnameIs(Goal, "item_tfgoal") ) { Player->m_Shared.AddStateFlags( TFSTATE_QUAD ); Player->super_damage_finished = gpGlobals->curtime + 666; }
// Force it to recalculate shell color
Player->m_nRenderFX = kRenderFxNone; } if (Goal->radsuit_finished > 0) { Player->m_Shared.AddItemFlags( IT_SUIT ); Player->radsuit_finished = gpGlobals->curtime + Goal->radsuit_finished; // if its a GoalItem, powerup is permanent, so we use TFSTATE flags
if ( FClassnameIs(Goal, "item_tfgoal") ) { Player->m_Shared.AddStateFlags( TFSTATE_RADSUIT ); Player->radsuit_finished = gpGlobals->curtime + 666; } } }
// These results are applied to dead and living players
Player->lives += Goal->lives;
if ( Goal->frags != 0 ) Player->TF_AddFrags(Goal->frags); } #ifdef MAP_DEBUG
else ALERT( at_console, "NOT Adding bonuses.\n" ); #endif
// If the Goal resets Spy skin/color then do it
CTFPlayerClass *pPlayerClass = Player->GetPlayerClass(); if ( pPlayerClass && pPlayerClass->IsClass( TF_CLASS_SPY ) && Goal->goal_result & TFGR_REMOVE_DISGUISE ) { pPlayerClass->Spy_RemoveDisguise(); }
// If there's a GoalItem for this goal, give it to the player
// GoalItems use "items" for the console lights... so don't do it for items.
if ( Goal->items != 0 && !FClassnameIs(Goal,"item_tfgoal") ) { // Find the item
CTFGoalItem *pItem = Finditem(Goal->items); // Don't give them the item if it's the item that just affected them
if (pItem != NULL && pItem != Goal) tfgoalitem_GiveToPlayer(pItem, Player, Goal); }
// If this goal removes an item from the player, remove it
if (Goal->axhitme != 0) { CTFGoalItem *pItem = Finditem(Goal->axhitme); if (pItem->GetOwnerEntity() == Player) tfgoalitem_RemoveFromPlayer(pItem, Player, GI_DROP_REMOVEGOAL); }
// if this goal removes a group of items from the player, remove them
if (Goal->remove_item_group != 0) { // Find all items in the group
CTFGoalItem *pItemToRemove = NULL; CBaseEntity *pEnt = gEntList.FindEntityByClassname( NULL, "item_tfgoal" ); while ( pEnt ) { CTFGoalItem *pItem = dynamic_cast<CTFGoalItem*>( pEnt ); if ( pItem ) { if ( (pItem->group_no == Goal->remove_item_group) && (pItem->GetOwnerEntity() == Player) ) pItemToRemove = pItem; // need to cycle before removing it from the player, because it may be destroyed
pEnt = gEntList.FindEntityByClassname( pEnt, "item_tfgoal" ); if (pItemToRemove) { tfgoalitem_RemoveFromPlayer(pItemToRemove, Player, GI_DROP_REMOVEGOAL); pItemToRemove = NULL; } } } }
// Display all the item statuses
Player->DisplayLocalItemStatus(Goal);
// Destroy buildings
if (Goal->goal_result & TFGR_DESTROY_BUILDINGS) { Player->no_sentry_message = TRUE; Player->no_dispenser_message = TRUE; Player->no_entry_teleporter_message = TRUE; Player->no_exit_teleporter_message = TRUE; Player->Engineer_RemoveBuildings(); Player->TeamFortress_RemoveLiveGrenades(); Player->TeamFortress_RemoveRockets(); Player->RemovePipebombs();
// is the player setting a detpack?
if ( Player->is_detpacking ) { Player->TeamFortress_DetpackStop(); } else { // does the player have a detpack in the world?
if ( Player->TeamFortress_RemoveDetpacks() ) { Player->GiveAmmo( 1, TF_AMMO_DETPACK ); } } }
// Force respawns
if (Goal->goal_result & TFGR_FORCE_RESPAWN) { // Only if they're alive
if ( Player->IsAlive() ) Player->ForceRespawn(); }
#endif
}
//=========================================================================
// Use (Triggered) function for Goals
void EndRound( CTFGoal *pGoal ) { // fade everyones screen
color32 clr; memset( &clr, 0, sizeof( clr ) ); UTIL_ScreenFadeAll( clr, 0.3, pGoal->m_flEndRoundTime, FFADE_MODULATE | FFADE_OUT );
// Display Long TeamScores to everyone
// TeamFortress_TeamShowScores(TRUE, NULL);
TFTeamMgr()->ShowScores();
int highestScore = -99990; int winningTeam = 1; const char *winnerMsg = ""; // Only do team score check if the win one is set
if ( pGoal->m_iszEndRoundMsg_Team1_Win != NULL_STRING ) { // work out which team won
int nTeamCount = TFTeamMgr()->GetTeamCount(); for ( int iTeam = 1; iTeam < nTeamCount; ++iTeam ) { // int teamScore = TeamFortress_TeamGetScoreFrags( i );
CTFTeam *pTeam = TFTeamMgr()->GetTeam( iTeam ); if ( pTeam ) { int teamScore = pTeam->GetScore(); if ( teamScore > highestScore ) { winningTeam = iTeam; highestScore = teamScore; } } }
// work out the winning msg
switch ( winningTeam ) { case 1: winnerMsg = STRING(pGoal->m_iszEndRoundMsg_Team1_Win); break; case 2: winnerMsg = STRING(pGoal->m_iszEndRoundMsg_Team2_Win); break; case 3: winnerMsg = STRING(pGoal->m_iszEndRoundMsg_Team3_Win); break; case 4: winnerMsg = STRING(pGoal->m_iszEndRoundMsg_Team4_Win); break; }; }
// Prevent players from moving and shooting
no_cease_fire_text = TRUE; cease_fire = TRUE;
// Send out the messages
CTFPlayer *client = NULL; while ( ((client = (CTFPlayer*)gEntList.FindEntityByClassname( client, "player" )) != NULL) && (!FNullEnt(client->edict())) ) { if ( !client ) continue;
// Freeze all the players
if ( client->IsObserver() == FALSE ) { //TFTODO implement something for this?
// iuser4 stops firing on the clients
//client->pev->iuser4 = TRUE;
//TFTODO: implement HIDEHUD_WEAPONS, or is it the same as HIDEHUD_WEAPONSELECTION?
//client->m_Local.m_iHideHUD |= (HIDEHUD_HEALTH | HIDEHUD_WEAPONS);
client->m_Local.m_iHideHUD |= (HIDEHUD_HEALTH | HIDEHUD_WEAPONSELECTION); client->m_Shared.AddStateFlags( TFSTATE_CANT_MOVE ); } client->TeamFortress_SetSpeed();
// Owned by and Non owned by take precedence
if ( pGoal->m_iszEndRoundMsg_OwnedBy != NULL_STRING && ( client->GetTeamNumber() == pGoal->owned_by ) ) { UTIL_ShowMessage( STRING( pGoal->m_iszEndRoundMsg_OwnedBy ), client ); } else if ( pGoal->m_iszEndRoundMsg_NonOwnedBy != NULL_STRING && ( client->GetTeamNumber() != pGoal->owned_by ) ) { UTIL_ShowMessage( STRING( pGoal->m_iszEndRoundMsg_NonOwnedBy ), client ); } else if ( pGoal->m_iszEndRoundMsg_Team1_Win != NULL_STRING && client->GetTeamNumber() == winningTeam ) { UTIL_ShowMessage( winnerMsg, client ); } else { const char *loserMsg = ""; // work out the loser message and send it to them
if ( pGoal->m_iszEndRoundMsg_Team1_Win != NULL_STRING ) { switch ( client->GetTeamNumber() ) { case 1: loserMsg = STRING(pGoal->m_iszEndRoundMsg_Team1_Lose); break; case 2: loserMsg = STRING(pGoal->m_iszEndRoundMsg_Team2_Lose); break; case 3: loserMsg = STRING(pGoal->m_iszEndRoundMsg_Team3_Lose); break; case 4: loserMsg = STRING(pGoal->m_iszEndRoundMsg_Team4_Lose); break; }; } else { switch ( client->GetTeamNumber() ) { case 1: loserMsg = STRING(pGoal->m_iszEndRoundMsg_Team1); break; case 2: loserMsg = STRING(pGoal->m_iszEndRoundMsg_Team2); break; case 3: loserMsg = STRING(pGoal->m_iszEndRoundMsg_Team3); break; case 4: loserMsg = STRING(pGoal->m_iszEndRoundMsg_Team4); break; }; }
UTIL_ShowMessage( loserMsg, client ); } }
// Create a timer to remove the EndRound in the specified time
CTimer *pTimer = Timer_CreateTimer( pGoal, TF_TIMER_ENDROUND ); //pTimer->SetThink( &CBaseEntity::EndRoundEnd );
pTimer->m_flNextThink = gpGlobals->curtime + pGoal->m_flEndRoundTime; }
//=========================================================================
// Inactivate a Timer/Goal
void InactivateGoal(CTFGoal *Goal) { MDEBUG( Warning("Inactivating %s", STRING(Goal->pev->netname)) );
if (Goal->goal_state == TFGS_ACTIVE) { MDEBUG( Warning("... succeeded.\n") ); // Not a timer goal
if (Goal->Classify() != CLASS_TFGOAL_TIMER) { if ( Goal->goal_activation & TFGI_SOLID && (Goal->Classify() == CLASS_TFGOAL || Goal->Classify() == CLASS_TFGOAL_ITEM) ) Goal->SetSolid( SOLID_BBOX ); else Goal->AddSolidFlags( FSOLID_TRIGGER ); }
Goal->goal_state = TFGS_INACTIVE; const char *pModel = STRING( Goal->GetModelName() ); if (pModel && pModel[0] != '*') Goal->RemoveEffects( EF_NODRAW ); } #ifdef MAP_DEBUG
else Warning("... failed. Goal is %s\n", g_szStates[Goal->goal_state]); #endif
}
//=========================================================================
// Restores a Timer/Goal
void RestoreGoal(CTFGoal *Goal) { MDEBUG( Warning("Attempting to Restore %s", STRING(Goal->pev->netname)) );
if (Goal->goal_state == TFGS_REMOVED) { MDEBUG( Warning("... succeeded.\n") );
// Not a timer goal
if (Goal->search_time == 0) { if (Goal->goal_activation & TFGI_SOLID && FClassnameIs(Goal, "item_tfgoal") ) Goal->SetSolid( SOLID_BBOX ); else Goal->AddSolidFlags( FSOLID_TRIGGER ); } else Goal->SetNextThink( gpGlobals->curtime + Goal->search_time );
Goal->goal_state = TFGS_INACTIVE; const char *pModel = STRING(Goal->GetModelName()); if (pModel[0] != '*') Goal->RemoveEffects( EF_NODRAW ); } #ifdef MAP_DEBUG
else Warning("... failed. Goal is %s\n", g_szStates[Goal->goal_state]); #endif
}
//=========================================================================
// Do all the activation/inactivation/etc of Goal Groups
void DoGroupWork(CTFGoal *Goal, CTFPlayer *AP) { #ifdef MAP_DEBUG
if (Goal->all_active || Goal->activate_group_no || Goal->inactivate_group_no || Goal->restore_group_no || Goal->remove_group_no) Warning("Doing Groupwork...\n"); #endif
// Check all goals activated flag
if (Goal->all_active != 0) { if (Goal->last_impulse == 0) { // No goal specified in .last_impulse. Print error.
Warning("Goal %d has .all_active specified, but no .last_impulse\n", Goal->goal_no); } else { MDEBUG( Warning("All Active Group Check.\n") );
BOOL bAllSet = TRUE; // Find all goals
CBaseEntity *pEnt = gEntList.FindEntityByClassname( NULL, "info_tfgoal" ); while ( pEnt && bAllSet) { CTFGoal *pGoal = dynamic_cast< CTFGoal* >( pEnt ); if ( pGoal ) { if (pGoal->group_no == Goal->all_active && pGoal->goal_state != TFGS_ACTIVE) bAllSet = FALSE; }
pEnt = gEntList.FindEntityByClassname( pEnt, "info_tfgoal" ); }
// If all goals in this group are activated, do it
if (bAllSet) { MDEBUG( Warning("All Active, Activating last_impulse.\n") );
CTFGoal *pGoal = Findgoal(Goal->last_impulse); if (pGoal) DoResults(pGoal, AP, (Goal->goal_result & TFGR_ADD_BONUSES)); } #ifdef MAP_DEBUG
else { Warning("Not all Active.\n"); } #endif
} }
// Check Activate all in the group flag
if (Goal->activate_group_no != 0) { // Find all goals
CBaseEntity *pEnt = gEntList.FindEntityByClassname( NULL, "info_tfgoal" ); while ( pEnt ) { CTFGoal *pGoal = dynamic_cast< CTFGoal* >( pEnt ); if ( pGoal ) { if (pGoal->group_no == Goal->activate_group_no) ActivateDoResults(pGoal, AP, Goal); }
pEnt = gEntList.FindEntityByClassname( pEnt, "info_tfgoal" ); } }
// Check Inactivate all in the group flag
if (Goal->inactivate_group_no != 0) { // Find all goals
CBaseEntity *pEnt = gEntList.FindEntityByClassname( NULL, "info_tfgoal" ); while ( pEnt ) { CTFGoal *pGoal = dynamic_cast< CTFGoal* >( pEnt ); if ( pGoal ) { if (pGoal->group_no == Goal->inactivate_group_no) InactivateGoal(pGoal); }
pEnt = gEntList.FindEntityByClassname( pEnt, "info_tfgoal" ); } }
// Check Remove all in the group flag
if (Goal->remove_group_no != 0) { // Find all goals
CBaseEntity *pEnt = gEntList.FindEntityByClassname( NULL, "info_tfgoal" ); while ( pEnt ) { CTFGoal *pGoal = dynamic_cast< CTFGoal* >( pEnt ); if ( pGoal ) { if (pGoal->group_no == Goal->remove_group_no) RemoveGoal(pGoal); }
pEnt = gEntList.FindEntityByClassname( pEnt, "info_tfgoal" ); } } // Check Restore all in the group flag
if (Goal->restore_group_no != 0) { // Find all goals
CBaseEntity *pEnt = gEntList.FindEntityByClassname( NULL, "info_tfgoal" ); while ( pEnt ) { CTFGoal *pGoal = dynamic_cast< CTFGoal* >( pEnt ); if ( pGoal ) { if (pGoal->group_no == Goal->restore_group_no) RestoreGoal(pGoal); }
pEnt = gEntList.FindEntityByClassname( pEnt, "info_tfgoal" ); } }
#ifdef MAP_DEBUG
if (Goal->remove_spawngroup || Goal->restore_spawngroup) Warning("Doing SpawnGroupwork...\n"); #endif
}
//=========================================================================
// Do all the activation/inactivation/etc of individual Goals
void DoGoalWork(CTFGoal *Goal, CTFPlayer *AP) { #ifdef MAP_DEBUG
if (Goal->activate_goal_no || Goal->inactivate_goal_no || Goal->restore_goal_no || Goal->remove_goal_no || Goal->return_item_no) Warning("Doing Goalwork...\n"); #endif
// If another goal should be activated, activate it
if (Goal->activate_goal_no != 0) { CTFGoal *pFoundGoal = Findgoal(Goal->activate_goal_no); if (pFoundGoal) ActivateDoResults(pFoundGoal, AP, Goal); }
// If another goal should be inactivated, inactivate it
if (Goal->inactivate_goal_no != 0) { CTFGoal *pFoundGoal = Findgoal(Goal->inactivate_goal_no); if (pFoundGoal) InactivateGoal(pFoundGoal); }
// If another goal should be restored, restore it
if (Goal->restore_goal_no != 0) { CTFGoal *pFoundGoal = Findgoal(Goal->restore_goal_no); if (pFoundGoal) RestoreGoal(pFoundGoal); }
// If another goal should be removed, remove it
if (Goal->remove_goal_no != 0) { CTFGoal *pFoundGoal = Findgoal(Goal->remove_goal_no); if (pFoundGoal) RemoveGoal(pFoundGoal); }
// If a GoalItem should be returned, return it
if (Goal->return_item_no != 0) { CTFGoalItem *pFoundGoal = Finditem(Goal->return_item_no); if (pFoundGoal) { CBaseEntity *pOwner = pFoundGoal->GetOwnerEntity(); Assert( dynamic_cast<CTFPlayer*>( pOwner ) ); if (pFoundGoal->goal_state == TFGS_ACTIVE) tfgoalitem_RemoveFromPlayer(pFoundGoal, (CTFPlayer*)pOwner, GI_DROP_REMOVEGOAL);
// Setup a ReturnItem timer
CTimer *pTimer = Timer_CreateTimer( pFoundGoal, TF_TIMER_RETURNITEM ); pTimer->weapon = GI_RET_TIME; pTimer->m_flNextThink = gpGlobals->curtime + 0.1;
pFoundGoal->AddSolidFlags( FSOLID_NOT_SOLID ); } }
#ifdef MAP_DEBUG
if (Goal->remove_spawnpoint || Goal->restore_spawnpoint) Warning("Doing Spawnwork...\n"); #endif
// Spawnpoint behaviour
if (Goal->remove_spawnpoint != 0) { CTFSpawn *pFoundGoal = Findteamspawn(Goal->remove_spawnpoint); if (pFoundGoal) InactivateSpawn(pFoundGoal); }
if (Goal->restore_spawnpoint != 0) { CTFSpawn *pFoundGoal = Findteamspawn(Goal->restore_spawnpoint); if (pFoundGoal) { if (pFoundGoal->goal_state == TFGS_REMOVED) ActivateSpawn(pFoundGoal); } } }
//=========================================================================
// Do all the activation/removal of Quake Triggers
void DoTriggerWork(CTFGoal *Goal, CTFPlayer *AP) { // remove killtargets
if (Goal->killtarget != NULL_STRING) { MDEBUG( Warning("Doing Triggerwork...\n") ); MDEBUG( Warning("Killing Target(s): %s\n", STRING(Goal->killtarget)) );
CBaseEntity *pentKillTarget = gEntList.FindEntityByName( NULL, STRING(Goal->killtarget) ); while ( pentKillTarget ) { UTIL_Remove( pentKillTarget ); pentKillTarget = gEntList.FindEntityByName( pentKillTarget, STRING(Goal->killtarget) ); } }
// fire targets
if (Goal->target != NULL_STRING) { MDEBUG( Warning("Doing Triggerwork...\n") ); MDEBUG( ALERT( at_console, "Activating Target(s): %s\n", STRING(Goal->pev->target) ) );
CBaseEntity *pentTarget = gEntList.FindEntityByName( NULL, STRING(Goal->target) ); while ( pentTarget ) { CBaseEntity *pTarget = pentTarget; if ( !(pTarget->GetFlags() & FL_KILLME) ) pTarget->Use( AP, Goal, USE_TOGGLE, 0 ); pentTarget = gEntList.FindEntityByName( pentTarget, STRING(Goal->target) ); } } }
//=========================================================================
// Setup the way this Timer/Goal/Item will respawn
void SetupRespawn(CTFGoal *pGoal) { MDEBUG( Warning("Setting up Respawn...\n") );
pGoal->m_bAddBonuses = FALSE;
// Check status of respawn for this goal
// Single Activation, do nothing
if (pGoal->goal_result & TFGR_SINGLE) { RemoveGoal(pGoal); return; }
// Timer Goal?
if (pGoal->Classify() == CLASS_TFGOAL_TIMER) { InactivateGoal(pGoal); pGoal->SetThink( &CTFGoal::tfgoal_timer_tick ); pGoal->SetNextThink( gpGlobals->curtime + pGoal->search_time ); return; }
// Respawn Activation, set up respawn
if (pGoal->wait > 0) { pGoal->SetThink(&CTFGoal::DoRespawn); pGoal->SetNextThink( gpGlobals->curtime + pGoal->wait ); return; } // Permanently active goal?
else if (pGoal->wait == -1) return;
// Otherwise, it's a Multiple Goal
InactivateGoal(pGoal); }
//=========================================================================
// Do the results for the Timer/Goal/Item
void DoResults(CTFGoal *Goal, CTFPlayer *AP, BOOL bAddBonuses) { // Can't activate during PreMatch time
if ( (TFGameRules()->IsInPreMatch()) && (Goal->Classify() != CLASS_TFGOAL_TIMER) ) return;
// Is the goal already activated?
// This check is needed for goals which are being activated by other goals
if (Goal->goal_state == TFGS_ACTIVE) return;
// Delayed Activation?
if (Goal->delay_time > 0 && Goal->goal_state != TFGS_DELAYED) { MDEBUG( Warning("Delaying Results of %s\n", STRING(Goal->edict()->netname)) );
Goal->goal_state = TFGS_DELAYED; Timer_CreateTimer( Goal, TF_TIMER_DELAYEDGOAL ); Goal->enemy = AP; Goal->SetThink( &CTFGoal::DelayedResult ); Goal->SetNextThink( gpGlobals->curtime + Goal->delay_time ); Goal->weapon = bAddBonuses; return; }
// If we have a teamcheck entity, use it instead
if ( Goal->owned_by_teamcheck != NULL_STRING ) Goal->owned_by = GetTeamCheckTeam( STRING(Goal->owned_by_teamcheck) );
Goal->goal_state = TFGS_INACTIVE;
// if it's a TF goal, removes it's model
if ( Goal->Classify() == CLASS_TFGOAL || Goal->Classify() == CLASS_TFGOAL_TIMER ) Goal->AddEffects( EF_NODRAW );
#ifdef MAP_DEBUG
Warning("---= Activation =---\n"); if (AP) Warning("Goal: %s\nAP : %s\n", STRING(Goal->edict()->netname), AP->GetPlayerName()); else Warning("Goal: %s\nAP : NONE\n", STRING(Goal->edict()->netname)); if (bAddBonuses) Warning(" adding bonuses\n-=================-\n"); else Warning("NOT adding bonuses\n-=================-\n"); #endif
// Make the sound
if (Goal->noise != NULL_STRING) { Goal->EmitSound( STRING( Goal->noise ) ); }
// Increase scores
BOOL bDumpScores = FALSE; int i; for ( i = 0; i <= 3; i++) { if (Goal->increase_team[i] != 0) { TeamFortress_TeamIncreaseScore(i + 1, Goal->increase_team[i]); bDumpScores = TRUE; } }
// Increase the score of the team that owns this entity
if ( ( Goal->increase_team_owned_by != 0 ) && ( Goal->owned_by != 0 ) ) { TeamFortress_TeamIncreaseScore( Goal->owned_by, Goal->increase_team_owned_by ); bDumpScores = TRUE; }
// CTF Map support
if (TFGameRules()->CTF_Map == TRUE && AP != NULL) { if (Goal->goal_no == CTF_FLAG1 || Goal->goal_no == CTF_FLAG1 || Goal->goal_no == CTF_DROPOFF1 || Goal->goal_no == CTF_DROPOFF1) { // Do Messaging
for ( int i = 1; i <= gpGlobals->maxClients; i++ ) { CTFPlayer *pPlayer = ToTFPlayer( UTIL_PlayerByIndex( i ) ); if ( !pPlayer ) continue;
if ( (pPlayer->GetTeamNumber() == 2 && Goal->goal_no == CTF_FLAG1) || (pPlayer->GetTeamNumber() == 1 && Goal->goal_no == CTF_FLAG2) ) { if (pPlayer == AP) ClientPrint( pPlayer, HUD_PRINTCENTER, "You got the enemy flag!\n\nReturn to base!"); else ClientPrint( pPlayer, HUD_PRINTCENTER, "Your team GOT the ENEMY flag!!"); } else if (Goal->goal_no == CTF_FLAG1 || Goal->goal_no == CTF_FLAG2) { ClientPrint( pPlayer, HUD_PRINTCENTER, "Your flag has been TAKEN!!"); } else if ( (pPlayer->GetTeamNumber() == 2 && Goal->goal_no == CTF_DROPOFF1) || (pPlayer->GetTeamNumber() == 1 && Goal->goal_no == CTF_DROPOFF2) ) { if (pPlayer == AP) ClientPrint( pPlayer, HUD_PRINTCENTER, "You CAPTURED the FLAG!!"); else ClientPrint( pPlayer, HUD_PRINTCENTER, "Your flag was CAPTURED!!"); } else if (Goal->goal_no == CTF_DROPOFF1 || Goal->goal_no == CTF_DROPOFF2) { ClientPrint( pPlayer, HUD_PRINTCENTER, "Your team CAPTURED the flag!!"); } }
const char *pTeamName = "Spectator"; if ( AP->GetTeamNumber() != 0 ) { CTeam *pTeam = GetGlobalTeam( AP->GetTeamNumber() ); if ( pTeam ) pTeamName = pTeam->GetName(); }
// Console Prints
switch(Goal->goal_no) { case CTF_FLAG1: UTIL_ClientPrintAll( HUD_PRINTNOTIFY, UTIL_VarArgs("%s GOT the BLUE flag!", AP->GetPlayerName()) );
UTIL_LogPrintf("\"%s<%i><%s>\" triggered \"Stole_Blue_Flag\"\n", AP->GetPlayerName(), AP->GetUserID(), pTeamName );
AP->m_Shared.AddItemFlags( IT_KEY1 ); break; case CTF_FLAG2: UTIL_ClientPrintAll( HUD_PRINTNOTIFY, UTIL_VarArgs("%s GOT the RED flag!", AP->GetPlayerName()) );
UTIL_LogPrintf("\"%s<%i><%s>\" triggered \"Stole_Red_Flag\"\n", AP->GetPlayerName(), AP->GetUserID(), pTeamName );
AP->m_Shared.AddItemFlags( IT_KEY2 ); break; case CTF_DROPOFF1: UTIL_ClientPrintAll( HUD_PRINTNOTIFY, UTIL_VarArgs("%s CAPTURED the RED flag!", AP->GetPlayerName()) );
UTIL_LogPrintf("\"%s<%i><%s>\" triggered \"Captured_Red_Flag\"\n", AP->GetPlayerName(), AP->GetUserID(), pTeamName );
AP->m_Shared.RemoveItemFlags( IT_KEY2 ); break; case CTF_DROPOFF2: UTIL_ClientPrintAll( HUD_PRINTNOTIFY, UTIL_VarArgs("%s CAPTURED the BLUE flag!", AP->GetPlayerName()) );
UTIL_LogPrintf("\"%s<%i><%s>\" triggered \"Captured_Blue_Flag\"\n", AP->GetPlayerName(), AP->GetUserID(), pTeamName );
AP->m_Shared.RemoveItemFlags( IT_KEY1 ); break; default: break; } } }
// Do Spawnpoint work before cycling players, so Forced respawn players work correctly.
if (Goal->remove_spawngroup != 0) { // Find all goals
//TFTODO: I think FindEntityByClassname will do the same thing.
//CBaseEntity *pEnt = UTIL_FindEntityByString( NULL, "netname", "info_player_teamspawn" );
CBaseEntity *pEnt = gEntList.FindEntityByClassname( NULL, "info_player_teamspawn" ); while ( pEnt ) { CTFSpawn *pSpawn = dynamic_cast<CTFSpawn*>( pEnt ); if ( pSpawn ) { if ( pSpawn->group_no == Goal->remove_spawngroup) InactivateSpawn(pSpawn); }
pEnt = gEntList.FindEntityByClassname( pEnt, "info_player_teamspawn" ); } }
if (Goal->restore_spawngroup != 0) { // Find all goals
//TFTODO: I think FindEntityByClassname will do the same thing.
//CBaseEntity *pEnt = UTIL_FindEntityByString( NULL, "netname", "info_player_teamspawn" );
CBaseEntity *pEnt = gEntList.FindEntityByClassname( NULL, "info_player_teamspawn" ); while ( pEnt ) { CTFSpawn *pSpawn = dynamic_cast<CTFSpawn*>( pEnt ); if ( pSpawn ) { if (pSpawn->group_no == Goal->restore_spawngroup) ActivateSpawn(pSpawn); }
pEnt = gEntList.FindEntityByClassname( pEnt, "info_player_teamspawn" ); } }
// Go through all the players and do any results
if ( Goal->broadcast != NULL_STRING && TFGameRules()->CTF_Map == FALSE ) { UTIL_LogPrintf("World triggered \"%s\"\n", STRING(Goal->broadcast) ); } if ( Goal->netname_broadcast != NULL_STRING && TFGameRules()->CTF_Map == FALSE && AP != NULL ) { UTIL_LogPrintf("\"%s<%i><%s>\" triggered \"%s\"\n", AP->GetPlayerName(), AP->GetUserID(), ( AP->GetTeamNumber() != 0 ) ? GetTeamName( AP->GetTeamNumber() ) : "Spectator", STRING(Goal->netname_broadcast) ); } BOOL bGotOne = FALSE; for ( i = 1; i <= gpGlobals->maxClients; i++ ) { CTFPlayer *pPlayer = ToTFPlayer( UTIL_PlayerByIndex( i ) ); if ( !pPlayer ) continue;
// Centerprinting
if (Goal->broadcast != NULL_STRING && TFGameRules()->CTF_Map == FALSE) UTIL_ShowMessage( STRING(Goal->broadcast), pPlayer ); if (Goal->netname_broadcast != NULL_STRING && TFGameRules()->CTF_Map == FALSE && AP != NULL) ClientPrint( pPlayer, HUD_PRINTNOTIFY, STRING(Goal->netname_broadcast), AP->GetPlayerName() ); // Old printing
if (Goal->org_broadcast != NULL_STRING && TFGameRules()->CTF_Map == FALSE) ClientPrint( pPlayer, HUD_PRINTCENTER, STRING(Goal->org_broadcast) );
// VOX
if (Goal->speak != NULL_STRING) pPlayer->ClientHearVox( STRING(Goal->speak) );
if (AP == pPlayer) { // Spawnpoints handle their own printing elsewhere
if (Goal->message != NULL_STRING && Goal->Classify() != CLASS_TFSPAWN) UTIL_ShowMessage( STRING(Goal->message), pPlayer ); if (Goal->org_message != NULL_STRING && Goal->Classify() != CLASS_TFSPAWN) ClientPrint( pPlayer, HUD_PRINTCENTER, STRING(Goal->org_message) );
// VOX
if (Goal->AP_speak != NULL_STRING) pPlayer->ClientHearVox( STRING(Goal->AP_speak) ); } else if ( (AP != NULL) && (AP->GetTeamNumber() == pPlayer->GetTeamNumber()) ) { // Text Printing
if (Goal->owners_team_broadcast != NULL_STRING && pPlayer->GetTeamNumber() == Goal->owned_by) UTIL_ShowMessage( STRING(Goal->owners_team_broadcast), pPlayer ); else if (Goal->non_owners_team_broadcast != NULL_STRING && pPlayer->GetTeamNumber() != Goal->owned_by) UTIL_ShowMessage( STRING(Goal->non_owners_team_broadcast), pPlayer ); else if (Goal->team_broadcast!= NULL_STRING ) UTIL_ShowMessage( STRING(Goal->team_broadcast), pPlayer ); // Old Text Printing
if (Goal->org_owners_team_broadcast != NULL_STRING && pPlayer->GetTeamNumber() == Goal->owned_by) ClientPrint( pPlayer, HUD_PRINTCENTER, STRING(Goal->org_owners_team_broadcast) ); else if (Goal->org_non_owners_team_broadcast != NULL_STRING && pPlayer->GetTeamNumber() != Goal->owned_by) ClientPrint( pPlayer, HUD_PRINTCENTER, STRING(Goal->org_non_owners_team_broadcast) ); else if (Goal->org_team_broadcast!= NULL_STRING ) ClientPrint( pPlayer, HUD_PRINTCENTER, STRING(Goal->org_team_broadcast) );
// VOX
if (Goal->owners_team_speak != NULL_STRING && pPlayer->GetTeamNumber() == Goal->owned_by) pPlayer->ClientHearVox( STRING(Goal->owners_team_speak) ); else if (Goal->non_owners_team_speak != NULL_STRING && pPlayer->GetTeamNumber() != Goal->owned_by) pPlayer->ClientHearVox( STRING(Goal->non_owners_team_speak) ); else if (Goal->team_speak!= NULL_STRING ) pPlayer->ClientHearVox( STRING(Goal->team_speak) );
if (Goal->netname_owners_team_broadcast != NULL_STRING && pPlayer->GetTeamNumber() == Goal->owned_by) ClientPrint( pPlayer, HUD_PRINTNOTIFY, STRING(Goal->netname_owners_team_broadcast), AP->GetPlayerName() ); else if (Goal->netname_team_broadcast!= NULL_STRING ) ClientPrint( pPlayer, HUD_PRINTNOTIFY, STRING(Goal->netname_team_broadcast), AP->GetPlayerName() ); } else { // Text Printing
if (Goal->owners_team_broadcast != NULL_STRING && pPlayer->GetTeamNumber() == Goal->owned_by) UTIL_ShowMessage( STRING(Goal->owners_team_broadcast), pPlayer ); else if (Goal->non_owners_team_broadcast != NULL_STRING && pPlayer->GetTeamNumber() != Goal->owned_by) UTIL_ShowMessage( STRING(Goal->non_owners_team_broadcast), pPlayer ); else if (Goal->non_team_broadcast != NULL_STRING ) UTIL_ShowMessage( STRING(Goal->non_team_broadcast), pPlayer ); // Old Text Printing
if (Goal->org_owners_team_broadcast != NULL_STRING && pPlayer->GetTeamNumber() == Goal->owned_by) ClientPrint( pPlayer, HUD_PRINTCENTER, STRING(Goal->org_owners_team_broadcast) ); else if (Goal->org_non_owners_team_broadcast != NULL_STRING && pPlayer->GetTeamNumber() != Goal->owned_by) ClientPrint( pPlayer, HUD_PRINTCENTER, STRING(Goal->org_non_owners_team_broadcast) ); else if (Goal->org_non_team_broadcast!= NULL_STRING ) ClientPrint( pPlayer, HUD_PRINTCENTER, STRING(Goal->org_non_team_broadcast) );
// VOX
if (Goal->owners_team_speak != NULL_STRING && pPlayer->GetTeamNumber() == Goal->owned_by) pPlayer->ClientHearVox( STRING(Goal->owners_team_speak) ); else if (Goal->non_owners_team_speak != NULL_STRING && pPlayer->GetTeamNumber() != Goal->owned_by) pPlayer->ClientHearVox( STRING(Goal->non_owners_team_speak) ); else if (Goal->non_team_speak != NULL_STRING ) pPlayer->ClientHearVox( STRING(Goal->non_team_speak) );
if (Goal->netname_owners_team_broadcast != NULL_STRING && pPlayer->GetTeamNumber() == Goal->owned_by && AP != NULL) ClientPrint( pPlayer, HUD_PRINTNOTIFY, STRING(Goal->netname_owners_team_broadcast), AP->GetPlayerName() ); else if (Goal->netname_non_team_broadcast != NULL_STRING && AP != NULL) ClientPrint( pPlayer, HUD_PRINTNOTIFY, STRING(Goal->netname_non_team_broadcast), AP->GetPlayerName() ); }
if (IsAffectedBy(Goal, pPlayer, AP)) { // If its a Timer Goal, see if it needs to check Criteria again
if (Goal->search_time != 0 && Goal->goal_effects & TFGE_TIMER_CHECK_AP) { if (APMeetsCriteria(Goal, pPlayer)) { Apply_Results(Goal, (CTFPlayer*)pPlayer, AP, bAddBonuses); bGotOne = TRUE; } } else { Apply_Results(Goal, (CTFPlayer*)pPlayer, AP, bAddBonuses); bGotOne = TRUE; } } }
#ifdef MAP_DEBUG
if (bGotOne == FALSE) Warning("NO PLAYERS AFFECTED\n"); #endif
// Goal is now active
// Items are not set to active. They handle their modes.
if ( Goal->Classify() == CLASS_TFGOAL_TIMER || Goal->Classify() == CLASS_TFGOAL ) Goal->goal_state = TFGS_ACTIVE;
// EndGame checking
if (Goal->goal_result & TFGR_ENDGAME) { // Display Long TeamScores to everyone
// TeamFortress_TeamShowScores(TRUE, NULL);
TFTeamMgr()->ShowScores();
if ( g_pGameRules->IsMultiplayer() ) TFGameRules()->TFGoToIntermission(); return; }
// EndRound checking
if (Goal->m_flEndRoundTime) EndRound( Goal );
// Do Goal Group checking
DoGroupWork(Goal, AP);
// Do Goal checking
DoGoalWork(Goal, AP);
// Do Quake Trigger actions (Standard entities use SUB_UseTargets())
if ( Goal->Classify() == CLASS_TFGOAL_TIMER || Goal->Classify() == CLASS_TFGOAL_ITEM || Goal->Classify() == CLASS_TFGOAL || Goal->Classify() == CLASS_TFSPAWN || Goal->do_triggerwork ) DoTriggerWork(Goal, AP);
// Setup for Respawn
// Items, Triggers, and Spawnpoints do their own respawn work
if ( Goal->Classify() == CLASS_TFGOAL || Goal->Classify() == CLASS_TFGOAL_TIMER ) SetupRespawn(Goal); }
//=========================================================================
// Check to see if the Goal should Activate. Handle Else Goals if not.
// If it does activate, Do the Results. Return true if the Goal activated.
bool ActivateDoResults(CTFGoal *Goal, CTFPlayer *AP, CTFGoal *ActivatingGoal) { // Check Goal activation. This func handles Else Goals.
if ( !ActivationSucceeded(Goal, AP, ActivatingGoal) ) return false;
// Do the Results.
if (ActivatingGoal == Goal || Goal->m_bAddBonuses == true) DoResults(Goal, AP, true); else if (ActivatingGoal != NULL) DoResults(Goal, AP, (ActivatingGoal->goal_result & TFGR_ADD_BONUSES)); else DoResults(Goal, AP, 0);
return true; }
//=========================================================================
// Return true if the Goal should activate, and handle Else Goals
bool ActivationSucceeded(CTFGoal *Goal, CTFPlayer *AP, CTFGoal *ActivatingGoal) { // Can't activate during PreMatch time, except for timers
if ( (TFGameRules()->IsInPreMatch()) && (Goal->Classify() != CLASS_TFGOAL_TIMER) ) return false;
// If activation fails, try and activate the Else Goal
if ( !ShouldActivate(Goal, AP) ) { // If an else goal should be activated, activate it
if (Goal->else_goal != 0) { MDEBUG( Warning(" Else Goal.\n") );
CTFGoal *pElseGoal = Findgoal(Goal->else_goal); if (pElseGoal) ActivateDoResults(pElseGoal, AP, Goal); }
return false; }
return true; }
// ---------------------------------------------------------------------------------------- //
// CTFBaseItem existence.
// ---------------------------------------------------------------------------------------- //
//===========================================
// Check whether this entity should exist at this skill
bool CTFBaseItem::CheckExistence() { if (ex_skill_min == -1 && g_iSkillLevel < 0) return FALSE; else if (ex_skill_max == -1 && g_iSkillLevel > 0) return FALSE; if ( (ex_skill_min != 0) && (ex_skill_min != -1) && (g_iSkillLevel < ex_skill_min) ) return FALSE; else if ( (ex_skill_max != 0) && (ex_skill_max != -1) && (g_iSkillLevel > ex_skill_max) ) return FALSE;
return TRUE; }
// ---------------------------------------------------------------------------------------- //
// CTFGoal implementation.
// ---------------------------------------------------------------------------------------- //
LINK_ENTITY_TO_CLASS(info_tfgoal, CTFGoal);
BEGIN_DATADESC( CTFGoal ) DEFINE_FUNCTION( PlaceGoal ), DEFINE_FUNCTION( DelayedResult ) END_DATADESC()
//===========================================
// TF Goal spawn
void CTFGoal::Spawn( void ) { if (CheckExistence() == false) { UTIL_Remove(this); return; }
// Graphic
string_t modelName = GetModelName(); if ( modelName != NULL_STRING ) { // Brush Models need to be invisible
const char *pModel = STRING( modelName ); if (pModel[0] == '*') AddEffects( EF_NODRAW ); }
#ifdef TFTODO
// Activation sound
if (pev->noise) PRECACHE_SOUND( (char*)STRING(pev->noise) );
// For the powerups
PRECACHE_SOUND("items/protect.wav"); PRECACHE_SOUND("items/protect2.wav"); PRECACHE_SOUND("items/protect3.wav"); PRECACHE_SOUND("FVox/HEV_logon.wav"); PRECACHE_SOUND("FVox/hev_shutdown.wav"); PRECACHE_SOUND("items/inv1.wav"); PRECACHE_SOUND("items/inv2.wav"); PRECACHE_SOUND("items/inv3.wav"); PRECACHE_SOUND("items/damage.wav"); PRECACHE_SOUND("items/damage2.wav"); PRECACHE_SOUND("items/damage3.wav"); #endif
// Set initial states
AddSolidFlags( FSOLID_TRIGGER ); if (goal_state == 0) goal_state = TFGS_INACTIVE;
// Set Size
if (goal_min != vec3_origin && goal_max != vec3_origin) UTIL_SetSize( this, goal_min, goal_max );
StartGoal(); }
//=========================================================================
// Respawn the goal
void CTFGoal::DoRespawn() { RestoreGoal(this); InactivateGoal(this); }
//=========================================================================
// Timer goal tick
void CTFGoal::tfgoal_timer_tick() { // Check criteria
if (goal_state != TFGS_REMOVED) { #ifdef MAP_DEBUG
Warning("==========================\n"); Warning("Timer Tick for: %s\nChecking Criteria...", GetEntityName().ToCStr()); #endif
// Timers don't fire during prematch.
// Instead, they setup to fire the correct amount of time past the prematch
if ( TFGameRules()->IsInPreMatch() ) { MDEBUG( Warning("\n PREMATCH IS ON. DELAYING UNTIL AFTER PREMATCH.\n") );
SetThink( &CTFGoal::tfgoal_timer_tick ); SetNextThink( TFGameRules()->GetPreMatchEndTime() + search_time ); return; }
if (APMeetsCriteria(this, NULL)) { DoResults(this, NULL, TRUE); } else { MDEBUG( Warning("\n") ); SetThink( &CTFGoal::tfgoal_timer_tick ); SetNextThink( gpGlobals->curtime + search_time ); } } }
//=========================================================================
// Use (Triggered) function for Goals
void CTFGoal::Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value ) { // If the Activator isn't a player, pretend there isn't an activator
if (pActivator && !pActivator->IsPlayer()) { pActivator = NULL; }
CTFGoal *pCallerGoal = dynamic_cast<CTFGoal*>( pCaller ); if ( !pCallerGoal ) { // Need to rethink some stuff if this can be called by entities that aren't CTFGoals.
Assert( false ); return; }
// Goals are only activatable by players
if (!pActivator || pActivator->IsPlayer()) { // Force it to add bonuses
m_bAddBonuses = true; ActivateDoResults(this, (CTFPlayer*)pActivator, pCallerGoal); } }
//===========================================
// Make Goal's more easy to touch
void CTFGoal::SetObjectCollisionBox( void ) { const char *pModel = STRING( GetModelName() ); if (pModel[0] != '*') { Vector vMins = WorldAlignMins() + Vector(-24, -24, 0); Vector vMaxs = WorldAlignMaxs() + Vector(24, 24, 16); SetCollisionBounds( vMins, vMaxs ); } else { // Do we even need to do this? The bmodel should be setup correctly at this point anyway.
#ifdef TFTODO
// Ripped from ::SetObjectCollisionBox
float max, v; int i;
max = 0; for (i=0 ; i<3 ; i++) { v = fabs( (( float * )pev->mins )[i]); if (v > max) max = v; v = fabs( (( float * )pev->maxs )[i]); if (v > max) max = v; } for (i=0 ; i<3 ; i++) { ((float *)pev->absmin)[i] = (( float * )GetAbsOrigin())[i] - max; ((float *)pev->absmax)[i] = (( float * )GetAbsOrigin())[i] + max; }
pev->absmin.x -= 1; pev->absmin.y -= 1; pev->absmin.z -= 1; pev->absmax.x += 1; pev->absmax.y += 1; pev->absmax.z += 1; #endif
} }
//===========================================
// Start the Goal
void CTFGoal::StartGoal( void ) { m_bAddBonuses = false; SetThink( &CTFGoal::PlaceGoal ); SetNextThink( gpGlobals->curtime + 0.2 ); // goals start after other solids
if (goal_state == TFGS_REMOVED) RemoveGoal(this); };
//===========================================
// Sets up the Goal's first thoughts
void CTFGoal::PlaceGoal( void ) { if ( FClassnameIs(this, "info_tfgoal_timer") ) { // Set up the next Timer Tick
SetThink( &CTFGoal::tfgoal_timer_tick ); SetNextThink( gpGlobals->curtime + search_time ); } else { // Only give touch functions to goals that can be activated by touch
if (goal_activation & TFGA_TOUCH) SetTouch( &CTFGoal::tfgoal_touch ); }
// So searches for this goal work later on
Assert( stricmp( GetClassname(), "info_tfgoal" ) == 0 );
// Drop to ground
if (goal_activation & TFGA_DROPTOGROUND) { // Is this right?
#ifdef TFTODO
SetMoveType( MOVETYPE_TOSS ); #else
SetMoveType( MOVETYPE_FLYGRAVITY ); #endif
SetAbsOrigin( GetAbsOrigin() + Vector( 0, 0, 6 ) );
if ( UTIL_DropToFloor(this, MASK_SOLID) == 0) { Error("TF Goal %s fell out of level at %f,%f,%f", GetEntityName(), GetAbsOrigin().x, GetAbsOrigin().y, GetAbsOrigin().z); UTIL_Remove( this ); return; } }
SetMoveType( MOVETYPE_NONE ); SetAbsVelocity( Vector( 0, 0, 0 ) ); oldorigin = GetAbsOrigin(); // So we can return it later
}
// Touch function for Goals
void CTFGoal::tfgoal_touch( CBaseEntity *pOther ) { // Can't touch during PreMatch time
if ( TFGameRules()->IsInPreMatch() ) return; // If it is not activated in by the player's touch, return
if (!(goal_activation & TFGA_TOUCH)) return; // Only activatable by a player
if (!pOther->IsPlayer()) return; if ( pOther->IsAlive() == FALSE ) return;
// If it's already active, don't bother
if (goal_state == TFGS_ACTIVE) { MDEBUG( Warning("Goal already active. aborting touch.\n") ); return; }
// CTF Hack to make sure the key is in place. Like the rest of the CTF_Map stuff,
// it's not needed... the base scripting could handle it all.
if (TFGameRules()->CTF_Map) { if ((goal_no == CTF_DROPOFF1) && (pOther->GetTeamNumber() == 1)) { CTFGoalItem *pFlag = Finditem(CTF_FLAG1); if ((pFlag->goal_state == TFGS_ACTIVE) || (pFlag->GetAbsOrigin() != pFlag->oldorigin)) return; } if ((goal_no == CTF_DROPOFF2) && (pOther->GetTeamNumber() == 2)) { CTFGoalItem *pFlag = Finditem(CTF_FLAG2); if ((pFlag->goal_state == TFGS_ACTIVE) || (pFlag->GetAbsOrigin() != pFlag->oldorigin)) return; } }
ActivateDoResults(this, ToTFPlayer( pOther ), this); }
//=========================================================================
// Handles Delayed Activation of Goals
void CTFGoal::DelayedResult() { CBaseEntity *pEnemy = enemy; if (goal_state == TFGS_DELAYED) DoResults(this, ToTFPlayer( pEnemy ), weapon); }
// ---------------------------------------------------------------------------------------- //
// CTFGoalItem implementation.
// ---------------------------------------------------------------------------------------- //
LINK_ENTITY_TO_CLASS(item_tfgoal, CTFGoalItem);
//=========================================================================
// Spawn a goalitem entity
void CTFGoalItem::Spawn( void ) { if (CheckExistence() == false) { UTIL_Remove(this); return; }
// Set this in case they used abbreviations
Assert( stricmp( GetClassname(), "item_tfgoal" ) == 0 );
// Graphic
if ( GetModelName() != NULL_STRING ) { // Setup animations
SetSequence( LookupSequence( "not_carried" ) ); if ( GetSequence() != -1 ) { ResetSequenceInfo(); SetCycle( 0.0f ); } }
#ifdef TFTODO
// Respawn sound
PRECACHE_SOUND("items/itembk2.wav");
// Activation sound
if (pev->noise) PRECACHE_SOUND( (char*)STRING(pev->noise) );
if (!(pev->netname)) pev->netname = MAKE_STRING("goalitem"); #endif
if (goal_state == 0) goal_state = TFGS_INACTIVE;
// Set initial solidity
if (goal_activation & TFGI_SOLID) { SetSolid( SOLID_BBOX ); // Solid goalitems need a bbox
if (goal_min == vec3_origin) goal_min = Vector(-16, -16, -24); if (goal_max == vec3_origin) goal_max = Vector(16, 16, 32); } else { SetSolidFlags( FSOLID_TRIGGER ); }
if (drop_time <= 0) drop_time = 60;
// Set Size
UTIL_SetSize(this, goal_min, goal_max);
SetTouch( &CTFGoalItem::item_tfgoal_touch ); StartItem(); };
//=========================================================================
// Start the Goal Item
void CTFGoalItem::StartItem( void ) { SetThink( &CTFGoalItem::PlaceItem ); SetNextThink( gpGlobals->curtime + 0.2 ); // items start after other solids
if (goal_state == TFGS_REMOVED) RemoveGoal(this); }
//===========================================
// Place the Goal Item
void CTFGoalItem::PlaceItem( void ) { static int item_list_bit = 1; // used to determine what the bit of each new GoalItem will be.
SetAbsVelocity( vec3_origin );
// Drop to ground
if (goal_activation & TFGA_DROPTOGROUND) { #ifdef TFTODO
pev->movetype = MOVETYPE_TOSS; #else
SetMoveType( MOVETYPE_FLYGRAVITY ); #endif
SetAbsOrigin( GetAbsOrigin() + Vector( 0, 0, 6 ) );
if ( UTIL_DropToFloor( this, MASK_SOLID ) == 0) { Error("TF GoalItem %s fell out of level at %f,%f,%f", STRING( GetEntityName() ), GetAbsOrigin().x, GetAbsOrigin().y, GetAbsOrigin().z); UTIL_Remove( this ); return; } }
SetMoveType( MOVETYPE_NONE ); oldorigin = GetAbsOrigin(); // So we can return it later
if (goal_activation & TFGI_ITEMGLOWS) { m_nRenderFX = kRenderFxGlowShell;
// If we have a teamcheck entity, use it instead
if ( owned_by_teamcheck != NULL_STRING ) owned_by = GetTeamCheckTeam( STRING(owned_by_teamcheck) );
// if (owned_by > 0 && owned_by <= 4)
// m_clrRender = Vector255ToRGBColor( rgbcolors[owned_by] );
// else
// m_clrRender = Vector255ToRGBColor( rgbcolors[0] );
if ( TFTeamMgr()->IsValidTeam( owned_by ) ) { CTFTeam *pTeam = TFTeamMgr()->GetTeam( owned_by ); m_clrRender = pTeam->GetColor(); } else { m_clrRender = TFTeamMgr()->GetUndefinedTeamColor(); }
SetRenderColorA( 100 ); // Shell size
}
// Set the item bit
item_list = item_list_bit; item_list_bit *= 2; }
// Touch function for the goalitem entity
void CTFGoalItem::item_tfgoal_touch( CBaseEntity *pOther ) { if (!pOther->IsPlayer()) return; if ( pOther->IsAlive() == FALSE ) return; // Can't touch during PreMatch time
if ( TFGameRules()->IsInPreMatch() ) return;
// Hack to prevent feigning spies from repicking up flags
CTFPlayer *pPlayer = dynamic_cast<CTFPlayer*>( pOther ); CTFPlayerClass *pPlayerClass = pPlayer->GetPlayerClass(); if ( pPlayerClass && pPlayerClass->IsClass( TF_CLASS_SPY ) && pPlayerClass->Spy_IsFeigning() ) return;
// Prevent the dropping player from picking it up for longer
if (enemy.Get() && m_flDroppedAt != 0) { if ( (enemy == pOther) && m_flDroppedAt + 5 > gpGlobals->curtime ) return; } m_flDroppedAt = 0;
ASSERT( pOther != GetOwnerEntity() ); // There is no way in hell this should ever happen, and yet it still does.
// Prevent picking up flags through thin walls
trace_t tr; UTIL_TraceLine ( WorldSpaceCenter(), pOther->WorldSpaceCenter(), MASK_SOLID_BRUSHONLY, this, COLLISION_GROUP_NONE, &tr ); if ( tr.fraction != 1.0 && tr.m_pEnt != pOther ) return;
// CTF Hack to return your key.
// Should use the builtin support now.
if (TFGameRules()->CTF_Map == TRUE) { // Flag not at home?
if (GetAbsOrigin() != oldorigin) { if (GetTeamNumber() == 1) { if (goal_no == CTF_FLAG1) { UTIL_ClientPrintAll( HUD_PRINTNOTIFY, UTIL_VarArgs("%s RETURNED the BLUE flag!", pPlayer->GetPlayerName()) ); UTIL_LogPrintf("\"%s<%i><%s>\" triggered \"Returned_Blue_Flag\"\n", pPlayer->GetPlayerName(), pPlayer->GetUserID(), GetTeamName( pOther->GetTeamNumber() ) ); } else { UTIL_ClientPrintAll( HUD_PRINTNOTIFY, UTIL_VarArgs("%s RETURNED the RED flag!", pPlayer->GetPlayerName()) ); UTIL_LogPrintf("\"%s<%i><%s>\" triggered \"Returned_Red_Flag\"\n", pPlayer->GetPlayerName(), pPlayer->GetUserID(), GetTeamName( pOther->GetTeamNumber() ) ); }
for ( int i = 1; i <= gpGlobals->maxClients; i++ ) { CBasePlayer *pPlayer = UTIL_PlayerByIndex( i ); if ( !pPlayer ) continue;
if (pPlayer->GetTeamNumber() == 1 && goal_no == CTF_FLAG1) ClientPrint( pPlayer, HUD_PRINTCENTER, "Your flag was RETURNED!!\n"); else if (pPlayer->GetTeamNumber() != 1 && goal_no == CTF_FLAG1) ClientPrint( pPlayer, HUD_PRINTCENTER, "The ENEMY flag was RETURNED!!\n"); else if (pPlayer->GetTeamNumber() == 2 && goal_no == CTF_FLAG2) ClientPrint( pPlayer, HUD_PRINTCENTER, "Your flag was RETURNED!!\n"); else if (pPlayer->GetTeamNumber() == 2 && goal_no == CTF_FLAG1) ClientPrint( pPlayer, HUD_PRINTCENTER, "The ENEMY flag was RETURNED!!\n"); }
goal_state = TFGS_INACTIVE; SetSolidFlags( FSOLID_TRIGGER ); SetTouch( &CTFGoalItem::item_tfgoal_touch ); SetAbsOrigin( oldorigin ); EmitSound( "GoalItem.Touch" ); //EMIT_SOUND_DYN( ENT(pev), CHAN_WEAPON, "items/itembk2.wav", 1, ATTN_NORM, 0, 150 );
return; } } else { // Ignore touches to our own flag when it's at home
if (pOther->GetTeamNumber() == 1 && goal_no == CTF_FLAG1) return; if (pOther->GetTeamNumber() == 2 && goal_no == CTF_FLAG2) return; } }
// Activate. Handles Else Goals if it fails.
if ( ActivationSucceeded( this, ToTFPlayer( pOther ), NULL) ) { // Give it to the player
tfgoalitem_GiveToPlayer(this, ToTFPlayer( pOther ), this); // It may have killed the player, so check:
if (pOther->GetHealth() > 0) goal_state = TFGS_ACTIVE; } }
//=========================================================================
// Throw the item into the air at the specified position
void CTFGoalItem::DoDrop( Vector vecOrigin ) { SetAbsOrigin( vecOrigin );
StopFollowingEntity(); SetMoveType( MOVETYPE_FLYGRAVITY );
// Just drop it vertically first time to prevent it falling through walls too often
Vector vVel = GetAbsVelocity(); vVel.z = 400; if (redrop_count > 1) { // Second and third drops try pushing it in other directions
vVel.x = RandomFloat(-50, 50); vVel.y = RandomFloat(-50, 50); } SetAbsVelocity( vVel ); goal_state = TFGS_INACTIVE; SetAbsAngles( QAngle( 0, 0, 0 ) ); if (goal_activation & TFGI_SOLID) { SetSolid( SOLID_BBOX ); } else { SetSolid( SOLID_BBOX ); SetSolidFlags( FSOLID_TRIGGER ); }
RemoveEffects( EF_NODRAW );
UTIL_SetSize(this, goal_min, goal_max);
redrop_count++;
SetThink( &CTFGoalItem::tfgoalitem_dropthink ); // give it five seconds
SetNextThink( gpGlobals->curtime + 5.0 ); // and then find where it ended up
}
//=========================================================================
// Set the GoalItems touch func
void CTFGoalItem::tfgoalitem_droptouch() { SetTouch( &CTFGoalItem::item_tfgoal_touch ); SetThink( &CTFGoalItem::tfgoalitem_dropthink ); // give it five seconds since it was dropped
SetNextThink( gpGlobals->curtime + 4.25 ); // and then find where it ended up
}
//=========================================================================
// A quick check to make sure the items is not in a wall
void CTFGoalItem::tfgoalitem_dropthink() { MDEBUG( Msg( "DropThink for %s\n", STRING(pev->netname)) );
StopFollowingEntity(); SetMoveType( MOVETYPE_FLYGRAVITY ); if (drop_time != 0) { int iEnviron = UTIL_PointContents( GetAbsOrigin() ); if (iEnviron == CONTENTS_SLIME) { SetNextThink( gpGlobals->curtime + (drop_time / 4) ); } #ifdef TFTODO // CONTENTS_LAVA and CONTENTS_SKY don't exist in src.
else if (iEnviron == CONTENTS_LAVA) { SetNextThink( gpGlobals->curtime + 5 ); } else if (iEnviron == CONTENTS_SOLID || iEnviron == CONTENTS_SKY) #else
else if (iEnviron == CONTENTS_SOLID) #endif
{ // Its out of the world
// Retry a drop from the original position 3 times
if (redrop_count < 3) { // Retry the Drop
DoDrop( redrop_origin ); return; } else { // Fourth time round, just return it
SetNextThink( gpGlobals->curtime + 2 ); } } else { SetNextThink( gpGlobals->curtime + drop_time ); } SetThink( &CTFGoalItem::tfgoalitem_remove ); } }
//=========================================================================
// Remove the item, or Return it if needed
void CTFGoalItem::tfgoalitem_remove() { MDEBUG( Msg( "RemoveItem for %s...", STRING(pev->netname)) );
// Has someone picked it up?
if (goal_state == TFGS_ACTIVE) { MDEBUG( Msg( "Item picked up, exiting.\n") ); return; }
// Should it be returned?
if (goal_activation & TFGI_RETURN_REMOVE) { MDEBUG( Msg( "Returned.\n") );
CTimer *pTimer = Timer_CreateTimer( this, TF_TIMER_RETURNITEM ); pTimer->weapon = GI_RET_TIME; pTimer->m_flNextThink = gpGlobals->curtime + 0.1; //pTimer->SetThink( &CBaseEntity::ReturnItem ); this is done by CreateTimer code now.
return; }
MDEBUG( Msg( "Removed.\n") ); UTIL_Remove(this); }
#if 0
// ---------------------------------------------------------------------------------------------------- //
// CTFSpawn implementation.
// ---------------------------------------------------------------------------------------------------- //
LINK_ENTITY_TO_CLASS(info_player_teamspawn_old, CTFSpawn);
//===========================================
void CTFSpawn::Spawn( void ) { if (CheckExistence() == FALSE) { UTIL_Remove(this); return; }
// Team spawnpoints must have a team associated with them
if ( (GetTeamNumber() <= 0 || GetTeamNumber() >= 5) && teamcheck == NULL_STRING) { Warning("Teamspawnpoint with an invalid GetTeamNumber() of %d\n", GetTeamNumber()); return; }
// Save out the info_player_teamspawn
Assert( stricmp( GetClassname(), "info_player_teamspawn" ) == 0 ); #ifdef TFTODO
pev->netname = pev->classname = MAKE_STRING( ); #endif
}
void CTFSpawn::Activate( void ) { m_pTeamCheck = NULL;
// Find the team check entity
CBaseEntity *pTarget = gEntList.FindEntityByName( NULL, STRING(teamcheck) );
if ( pTarget ) { if ( !strcmp( pTarget->GetClassname(), "info_tf_teamcheck" ) ) m_pTeamCheck = pTarget; } }
BOOL CTFSpawn::CheckTeam( int iTeamNo ) { // First check team number
if ( GetTeamNumber() ) { return ( iTeamNo == GetTeamNumber() ); }
// Then check the teamcheck
if ( m_pTeamCheck ) { CTeamCheck *pTeamCheck = dynamic_cast<CTeamCheck*>( m_pTeamCheck.Get() ); Assert( pTeamCheck ); if ( pTeamCheck->TeamMatches( iTeamNo ) == FALSE ) return FALSE;
return TRUE; }
return FALSE; } #endif
// ---------------------------------------------------------------------------------------------------- //
// CBaseDelay implementation.
// ---------------------------------------------------------------------------------------------------- //
LINK_ENTITY_TO_CLASS( DelayedUse, CBaseDelay );
void CBaseDelay::SUB_UseTargets( CBaseEntity *pActivator, USE_TYPE useType, float value ) { // TeamFortress Goal Checking
if (!pActivator || pActivator->IsPlayer() ) DoResults(this, ToTFPlayer( pActivator ), TRUE);
//
// exit immediatly if we don't have a target or kill target
//
if (target == NULL_STRING && !m_iszKillTarget) return;
//
// check for a delay
//
if (m_flDelay != 0) { // create a temp object to fire at a later time
CBaseDelay *pTemp = (CBaseDelay*)CreateEntityByName( "DelayedUse" ); Assert( stricmp( pTemp->GetClassname(), "DelayedUse" ) == 0 );
pTemp->SetNextThink( gpGlobals->curtime + m_flDelay ); pTemp->SetThink( &CBaseDelay::DelayThink ); // Save the useType
pTemp->button = (int)useType; pTemp->m_iszKillTarget = m_iszKillTarget; pTemp->m_flDelay = 0; // prevent "recursion"
pTemp->target = target; return; }
//
// kill the killtargets
//
if ( m_iszKillTarget != NULL_STRING ) { CBaseEntity *pentKillTarget = NULL;
Msg( "KillTarget: %s\n", STRING(m_iszKillTarget) ); pentKillTarget = gEntList.FindEntityByName( NULL, STRING(m_iszKillTarget) ); while ( pentKillTarget ) { Msg( "killing %s\n", pentKillTarget->GetClassname() ); CBaseEntity *pNext = gEntList.FindEntityByName( pentKillTarget, STRING(m_iszKillTarget) ); UTIL_Remove( pentKillTarget ); pentKillTarget = pNext; } } //
// fire targets
//
if ( target != NULL_STRING ) { FireTargets( STRING(target), pActivator, this, useType, value ); } }
bool CBaseDelay::KeyValue( const char *szKeyName, const char *szValue ) { if (FStrEq(szKeyName, "delay")) { m_flDelay = atof( szValue ); return true; } else if (FStrEq(szKeyName, "killtarget")) { m_iszKillTarget = MAKE_STRING(szValue); return true; } else { return BaseClass::KeyValue( szKeyName, szValue ); } }
void CBaseDelay::DelayThink( void ) { // The use type is cached (and stashed) in pev->button
SUB_UseTargets( NULL, (USE_TYPE)button, 0 ); UTIL_Remove( this ); }
// ---------------------------------------------------------------------------------------------------- //
// CTeamCheck implementation.
// ---------------------------------------------------------------------------------------------------- //
LINK_ENTITY_TO_CLASS(info_tf_teamcheck, CTeamCheck );
void CTeamCheck::Spawn( void ) { }
void CTeamCheck::Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value ) { // Either Toggle or get set to a specific team number
if ( useType == USE_TOGGLE ) { if ( GetTeamNumber() == 1 ) ChangeTeam( 2 ); else ChangeTeam( 1 ); } else if ( useType == USE_SET ) { if ( value >= 1 && value <= 4 ) ChangeTeam( value ); } }
BOOL CTeamCheck::TeamMatches( int iTeam ) { return ( iTeam == GetTeamNumber() ); }
#endif
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