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| author | FluorescentCIAAfricanAmerican <[email protected]> | 2020-04-22 12:56:21 -0400 |
|---|---|---|
| committer | FluorescentCIAAfricanAmerican <[email protected]> | 2020-04-22 12:56:21 -0400 |
| commit | 3bf9df6b2785fa6d951086978a3e66f49427166a (patch) | |
| tree | 2c0f1f0c63c4832882bc93814ebd2c2b1c6224e5 /game/server/tf/func_respawnroom.cpp | |
| download | archived-source-engine-2018-hl2-src-master.tar.xz archived-source-engine-2018-hl2-src-master.zip | |
Diffstat (limited to 'game/server/tf/func_respawnroom.cpp')
| -rw-r--r-- | game/server/tf/func_respawnroom.cpp | 541 |
1 files changed, 541 insertions, 0 deletions
diff --git a/game/server/tf/func_respawnroom.cpp b/game/server/tf/func_respawnroom.cpp new file mode 100644 index 0000000..f46f425 --- /dev/null +++ b/game/server/tf/func_respawnroom.cpp @@ -0,0 +1,541 @@ +//========= 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 ); + } +} |