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authorFluorescentCIAAfricanAmerican <[email protected]>2020-04-22 12:56:21 -0400
committerFluorescentCIAAfricanAmerican <[email protected]>2020-04-22 12:56:21 -0400
commit3bf9df6b2785fa6d951086978a3e66f49427166a (patch)
tree2c0f1f0c63c4832882bc93814ebd2c2b1c6224e5 /game/server/tfc/tfc_mapitems.cpp
downloadarchived-source-engine-2018-hl2-src-3bf9df6b2785fa6d951086978a3e66f49427166a.tar.xz
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Diffstat (limited to 'game/server/tfc/tfc_mapitems.cpp')
-rw-r--r--game/server/tfc/tfc_mapitems.cpp3131
1 files changed, 3131 insertions, 0 deletions
diff --git a/game/server/tfc/tfc_mapitems.cpp b/game/server/tfc/tfc_mapitems.cpp
new file mode 100644
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--- /dev/null
+++ b/game/server/tfc/tfc_mapitems.cpp
@@ -0,0 +1,3131 @@
+//========= Copyright Valve Corporation, All rights reserved. ============//
+//
+// Purpose:
+//
+//=============================================================================//
+
+#include "cbase.h"
+#include "tfc_mapitems.h"
+#include "tfc_shareddefs.h"
+#include "tfc_player.h"
+#include "tfc_gamerules.h"
+#include "tfc_timer.h"
+#include "tfc_team.h"
+
+
+bool ActivateDoResults(CTFGoal *Goal, CTFCPlayer *AP, CTFGoal *ActivatingGoal);
+bool ActivationSucceeded(CTFGoal *Goal, CTFCPlayer *AP, CTFGoal *ActivatingGoal);
+void DoResults(CTFGoal *Goal, CTFCPlayer *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, CTFCPlayer *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) );
+ }
+ }
+}
+
+
+//=========================================================================
+// 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;
+}
+
+
+//=========================================================================
+// 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
+ //TFCTODO: 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, CTFCPlayer *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."));
+ if (Goal->playerclass != AP->m_Shared.GetPlayerClass())
+ 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, CTFCPlayer *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, CTFCPlayer *Player, CTFCPlayer *AP)
+{
+ // Don't affect anyone who isn't alive or is in Observer mode
+ if (Player->m_Shared.GetPlayerClass() == PC_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, CTFCPlayer *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, CTFCPlayer *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, TFC_AMMO_SHELLS );
+ pPlayer->RemoveAmmo( Goal->ammo_nails, TFC_AMMO_NAILS );
+ pPlayer->RemoveAmmo( Goal->ammo_rockets, TFC_AMMO_ROCKETS );
+ pPlayer->RemoveAmmo( Goal->ammo_cells, TFC_AMMO_CELLS );
+ pPlayer->RemoveAmmo( Goal->ammo_medikit, TFC_AMMO_MEDIKIT );
+ pPlayer->RemoveAmmo( Goal->ammo_detpack, TFC_AMMO_DETPACK );
+
+ // Detpacks
+//TFCTODO: 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, TFC_AMMO_GRENADES1 );
+ pPlayer->RemoveAmmo( Goal->no_grenades_2, TFC_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( TFC_AMMO_GRENADES2 ) <= 0 || pPlayer->GetAmmoCount( TFC_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
+ pPlayer->TeamFortress_CheckClassStats();
+ //W_SetCurrentAmmo ();
+
+ if (Goal->replacement_model != NULL_STRING)
+ {
+ // is it the same goal that gave us the replacment model?
+ if (pPlayer->replacement_model == Goal->replacement_model)
+ {
+ pPlayer->replacement_model = NULL_STRING;
+ pPlayer->replacement_model_body = 0;
+ pPlayer->replacement_model_skin = 0;
+ pPlayer->replacement_model_flags = 0;
+
+ pPlayer->TeamFortress_SetSkin();
+ }
+ }
+}
+
+
+//=========================================================================
+// Give the GoalItem to a Player.
+void tfgoalitem_GiveToPlayer(CTFGoalItem *Item, CTFCPlayer *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->m_flCycle = 0;
+ }
+ }
+
+ Item->AddSolidFlags( FSOLID_NOT_SOLID );
+
+ // Do the deeds on the player
+ if (Item->goal_activation & TFGI_GLOW)
+ AP->AddEffects( EF_BRIGHTLIGHT ); //TFCTODO: 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, CTFCPlayer *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, CTFCPlayer *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)
+ {
+ //TFCTODO: 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] );
+ 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++ )
+ {
+ CTFCPlayer *pPlayer = ToTFCPlayer( 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->m_flCycle = 0;
+ }
+ }
+
+ // 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, CTFCPlayer *Player, CTFCPlayer *AP, BOOL bAddBonuses)
+{
+ MDEBUG( Warning("Applying Results from %s to %s\n", STRING(Goal->pev->netname), STRING(Player->pev->netname)) );
+
+ // 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;
+ else 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, TFC_AMMO_SHELLS );
+ Player->GiveAmmo( Goal->ammo_nails, TFC_AMMO_NAILS );
+ Player->GiveAmmo( Goal->ammo_rockets, TFC_AMMO_ROCKETS );
+ Player->GiveAmmo( Goal->ammo_cells, TFC_AMMO_CELLS );
+ Player->GiveAmmo( Goal->ammo_medikit, TFC_AMMO_MEDIKIT );
+ Player->GiveAmmo( Goal->ammo_detpack, TFC_AMMO_DETPACK );
+
+#ifdef TFCTODO // 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);
+
+ // Now apply the m_Shared.GetPlayerClass() limitations & Redisplay Ammo counts
+ Player->TeamFortress_CheckClassStats();
+ }
+#ifdef MAP_DEBUG
+ else
+ ALERT( at_console, "NOT Adding bonuses.\n" );
+#endif
+
+ // If the Goal resets Spy skin/color then do it
+ if (Player->m_Shared.GetPlayerClass() == PC_SPY && Goal->goal_result & TFGR_REMOVE_DISGUISE)
+ {
+ //TFCTODO: looks like this isn't actually used anywhere.
+ //Player->immune_to_check = gpGlobals->curtime + 10;
+ Player->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, TFC_AMMO_DETPACK );
+ }
+ }
+ }
+
+ // Force respawns
+ if (Goal->goal_result & TFGR_FORCE_RESPAWN)
+ {
+ // Only if they're alive
+ if ( Player->IsAlive() )
+ Player->ForceRespawn();
+ }
+
+ if (Goal->replacement_model != NULL_STRING)
+ {
+ // if we don't already have a replacement_model
+ if ( !Player->replacement_model )
+ {
+ Player->replacement_model = Goal->replacement_model;
+ Player->replacement_model_body = Goal->replacement_model_body;
+ Player->replacement_model_skin = Goal->replacement_model_skin;
+ Player->replacement_model_flags = Goal->replacement_model_flags;
+
+ Player->TeamFortress_SetSkin();
+ }
+ }
+}
+
+
+//=========================================================================
+// 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);
+
+ 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
+ for ( int i = 1; i <= 4; i++ )
+ {
+ int teamScore = TeamFortress_TeamGetScoreFrags( i );
+
+ if ( teamScore > highestScore )
+ {
+ winningTeam = i;
+ 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
+ CTFCPlayer *client = NULL;
+ while ( ((client = (CTFCPlayer*)gEntList.FindEntityByClassname( client, "player" )) != NULL) && (!FNullEnt(client->edict())) )
+ {
+ if ( !client )
+ continue;
+
+ // Freeze all the players
+ if ( client->IsObserver() == FALSE )
+ {
+ //TFCTODO implement something for this?
+ // iuser4 stops firing on the clients
+ //client->pev->iuser4 = TRUE;
+
+ //TFCTODO: 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, CTFCPlayer *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, CTFCPlayer *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<CTFCPlayer*>( pOwner ) );
+ if (pFoundGoal->goal_state == TFGS_ACTIVE)
+ tfgoalitem_RemoveFromPlayer(pFoundGoal, (CTFCPlayer*)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, CTFCPlayer *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, CTFCPlayer *AP, BOOL bAddBonuses)
+{
+ // Can't activate during PreMatch time
+ if ( (TFCGameRules()->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 (TFCGameRules()->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++ )
+ {
+ CTFCPlayer *pPlayer = ToTFCPlayer( 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
+ //TFCTODO: 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
+ //TFCTODO: 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 && TFCGameRules()->CTF_Map == FALSE )
+ {
+ UTIL_LogPrintf("World triggered \"%s\"\n", STRING(Goal->broadcast) );
+ }
+ if ( Goal->netname_broadcast != NULL_STRING && TFCGameRules()->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++ )
+ {
+ CTFCPlayer *pPlayer = ToTFCPlayer( UTIL_PlayerByIndex( i ) );
+ if ( !pPlayer )
+ continue;
+
+ // Centerprinting
+ if (Goal->broadcast != NULL_STRING && TFCGameRules()->CTF_Map == FALSE)
+ UTIL_ShowMessage( STRING(Goal->broadcast), pPlayer );
+ if (Goal->netname_broadcast != NULL_STRING && TFCGameRules()->CTF_Map == FALSE && AP != NULL)
+ ClientPrint( pPlayer, HUD_PRINTNOTIFY, STRING(Goal->netname_broadcast), AP->GetPlayerName() );
+ // Old printing
+ if (Goal->org_broadcast != NULL_STRING && TFCGameRules()->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, (CTFCPlayer*)pPlayer, AP, bAddBonuses);
+ bGotOne = TRUE;
+ }
+ }
+ else
+ {
+ Apply_Results(Goal, (CTFCPlayer*)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);
+
+ if ( g_pGameRules->IsMultiplayer() )
+ TFCGameRules()->TFCGoToIntermission();
+ 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, CTFCPlayer *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, CTFCPlayer *AP, CTFGoal *ActivatingGoal)
+{
+ // Can't activate during PreMatch time, except for timers
+ if ( (TFCGameRules()->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 TFCTODO
+ // 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 ( TFCGameRules()->IsInPreMatch() )
+ {
+ MDEBUG( Warning("\n PREMATCH IS ON. DELAYING UNTIL AFTER PREMATCH.\n") );
+
+ SetThink( &CTFGoal::tfgoal_timer_tick );
+ SetNextThink( TFCGameRules()->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, (CTFCPlayer*)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 TFCTODO
+ // 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 TFCTODO
+ 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 ( TFCGameRules()->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 (TFCGameRules()->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, ToTFCPlayer( pOther ), this);
+}
+
+//=========================================================================
+// Handles Delayed Activation of Goals
+void CTFGoal::DelayedResult()
+{
+ CBaseEntity *pEnemy = enemy;
+ if (goal_state == TFGS_DELAYED)
+ DoResults(this, ToTFCPlayer( 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();
+ m_flCycle = 0;
+ }
+ }
+
+#ifdef TFCTODO
+ // 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 TFCTODO
+ 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] );
+
+ 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 ( TFCGameRules()->IsInPreMatch() )
+ return;
+
+ // Hack to prevent feigning spies from repicking up flags
+ CTFCPlayer *pPlayer = dynamic_cast<CTFCPlayer*>( pOther );
+ if (pPlayer->is_feigning)
+ return;
+
+ // only let players have one replacement_model goal item at a time
+ if ( replacement_model != NULL_STRING )
+ {
+ if ( pPlayer->replacement_model != NULL_STRING )
+ 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 (TFCGameRules()->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, ToTFCPlayer( pOther ), NULL) )
+ {
+ // Give it to the player
+ tfgoalitem_GiveToPlayer(this, ToTFCPlayer( 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 TFCTODO // 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);
+}
+
+
+// ---------------------------------------------------------------------------------------------------- //
+// CTFSpawn implementation.
+// ---------------------------------------------------------------------------------------------------- //
+
+LINK_ENTITY_TO_CLASS(info_player_teamspawn, 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;
+ }
+
+
+ // find the highest team number
+
+ if (number_of_teams < GetTeamNumber())
+ number_of_teams = GetTeamNumber();
+
+ // Save out the info_player_teamspawn
+ Assert( stricmp( GetClassname(), "info_player_teamspawn" ) == 0 );
+#ifdef TFCTODO
+ 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;
+}
+
+
+// ---------------------------------------------------------------------------------------------------- //
+// 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, ToTFCPlayer( 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() );
+}