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