Team Fortress 2 Source Code as on 22/4/2020
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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 );
}
}