diff options
| author | Joe Ludwig <[email protected]> | 2013-06-26 15:22:04 -0700 |
|---|---|---|
| committer | Joe Ludwig <[email protected]> | 2013-06-26 15:22:04 -0700 |
| commit | 39ed87570bdb2f86969d4be821c94b722dc71179 (patch) | |
| tree | abc53757f75f40c80278e87650ea92808274aa59 /mp/src/game/server/team_train_watcher.cpp | |
| download | source-sdk-2013-39ed87570bdb2f86969d4be821c94b722dc71179.tar.xz source-sdk-2013-39ed87570bdb2f86969d4be821c94b722dc71179.zip | |
First version of the SOurce SDK 2013
Diffstat (limited to 'mp/src/game/server/team_train_watcher.cpp')
| -rw-r--r-- | mp/src/game/server/team_train_watcher.cpp | 1548 |
1 files changed, 1548 insertions, 0 deletions
diff --git a/mp/src/game/server/team_train_watcher.cpp b/mp/src/game/server/team_train_watcher.cpp new file mode 100644 index 00000000..27d7a15c --- /dev/null +++ b/mp/src/game/server/team_train_watcher.cpp @@ -0,0 +1,1548 @@ +//========= Copyright Valve Corporation, All rights reserved. ============//
+//
+// Purpose:
+//
+//===========================================================================//
+
+#include "cbase.h"
+#include "team_train_watcher.h"
+#include "team_control_point.h"
+#include "trains.h"
+#include "team_objectiveresource.h"
+#include "teamplayroundbased_gamerules.h"
+#include "team_control_point.h"
+#include "team_control_point_master.h"
+#include "engine/IEngineSound.h"
+#include "soundenvelope.h"
+#include "mp_shareddefs.h"
+#include "props.h"
+#include "physconstraint.h"
+
+#ifdef TF_DLL
+#include "tf_shareddefs.h"
+#endif
+
+// memdbgon must be the last include file in a .cpp file!!!
+#include "tier0/memdbgon.h"
+/*
+#define TWM_FIRSTSTAGEOUTCOME01 "Announcer.PLR_FirstStageOutcome01"
+#define TWM_FIRSTSTAGEOUTCOME02 "Announcer.PLR_FirstStageOutcome02"
+#define TWM_RACEGENERAL01 "Announcer.PLR_RaceGeneral01"
+#define TWM_RACEGENERAL02 "Announcer.PLR_RaceGeneral02"
+#define TWM_RACEGENERAL03 "Announcer.PLR_RaceGeneral03"
+#define TWM_RACEGENERAL04 "Announcer.PLR_RaceGeneral04"
+#define TWM_RACEGENERAL05 "Announcer.PLR_RaceGeneral05"
+#define TWM_RACEGENERAL08 "Announcer.PLR_RaceGeneral08"
+#define TWM_RACEGENERAL06 "Announcer.PLR_RaceGeneral06"
+#define TWM_RACEGENERAL07 "Announcer.PLR_RaceGeneral07"
+#define TWM_RACEGENERAL09 "Announcer.PLR_RaceGeneral09"
+#define TWM_RACEGENERAL12 "Announcer.PLR_RaceGeneral12"
+#define TWM_RACEGENERAL13 "Announcer.PLR_RaceGeneral13"
+#define TWM_RACEGENERAL14 "Announcer.PLR_RaceGeneral14"
+#define TWM_RACEGENERAL15 "Announcer.PLR_RaceGeneral15"
+#define TWM_RACEGENERAL10 "Announcer.PLR_RaceGeneral10"
+#define TWM_RACEGENERAL11 "Announcer.PLR_RaceGeneral11"
+#define TWM_SECONDSTAGEOUTCOME01 "Announcer.PLR_SecondStageOutcome01"
+#define TWM_SECONDSTAGEOUTCOME04 "Announcer.PLR_SecondStageOutcome04"
+#define TWM_SECONDSTAGEOUTCOME02 "Announcer.PLR_SecondStageOutcome02"
+#define TWM_SECONDSTAGEOUTCOME03 "Announcer.PLR_SecondStageOutcome03"
+#define TWM_FINALSTAGEOUTCOME01 "Announcer.PLR_FinalStageOutcome01"
+#define TWM_FINALSTAGEOUTCOME02 "Announcer.PLR_FinalStageOutcome02"
+#define TWM_FINALSTAGESTART01 "Announcer.PLR_FinalStageStart01"
+#define TWM_FINALSTAGESTART04 "Announcer.PLR_FinalStageStart04"
+#define TWM_FINALSTAGESTART08 "Announcer.PLR_FinalStageStart08"
+#define TWM_FINALSTAGESTART09 "Announcer.PLR_FinalStageStart09"
+#define TWM_FINALSTAGESTART07 "Announcer.PLR_FinalStageStart07"
+#define TWM_FINALSTAGESTART02 "Announcer.PLR_FinalStageStart02"
+#define TWM_FINALSTAGESTART03 "Announcer.PLR_FinalStageStart03"
+#define TWM_FINALSTAGESTART05 "Announcer.PLR_FinalStageStart05"
+#define TWM_FINALSTAGESTART06 "Announcer.PLR_FinalStageStart06"
+
+EHANDLE g_hTeamTrainWatcherMaster = NULL;
+*/
+#define MAX_ALARM_TIME_NO_RECEDE 18 // max amount of time to play the alarm if the train isn't going to recede
+
+BEGIN_DATADESC( CTeamTrainWatcher )
+
+ // Inputs.
+ DEFINE_INPUTFUNC( FIELD_VOID, "RoundActivate", InputRoundActivate ),
+ DEFINE_INPUTFUNC( FIELD_INTEGER, "SetNumTrainCappers", InputSetNumTrainCappers ),
+ DEFINE_INPUTFUNC( FIELD_VOID, "OnStartOvertime", InputOnStartOvertime ),
+ DEFINE_INPUTFUNC( FIELD_VOID, "Enable", InputEnable ),
+ DEFINE_INPUTFUNC( FIELD_VOID, "Disable", InputDisable ),
+ DEFINE_INPUTFUNC( FIELD_FLOAT, "SetSpeedForwardModifier", InputSetSpeedForwardModifier ),
+ DEFINE_INPUTFUNC( FIELD_INTEGER, "SetTrainRecedeTime", InputSetTrainRecedeTime ),
+
+ // Outputs
+ DEFINE_OUTPUT( m_OnTrainStartRecede, "OnTrainStartRecede" ),
+
+ // key
+ DEFINE_KEYFIELD( m_iszTrain, FIELD_STRING, "train" ),
+ DEFINE_KEYFIELD( m_iszStartNode, FIELD_STRING, "start_node" ),
+ DEFINE_KEYFIELD( m_iszGoalNode, FIELD_STRING, "goal_node" ),
+
+ DEFINE_KEYFIELD( m_iszLinkedPathTracks[0], FIELD_STRING, "linked_pathtrack_1" ),
+ DEFINE_KEYFIELD( m_iszLinkedCPs[0], FIELD_STRING, "linked_cp_1" ),
+
+ DEFINE_KEYFIELD( m_iszLinkedPathTracks[1], FIELD_STRING, "linked_pathtrack_2" ),
+ DEFINE_KEYFIELD( m_iszLinkedCPs[1], FIELD_STRING, "linked_cp_2" ),
+
+ DEFINE_KEYFIELD( m_iszLinkedPathTracks[2], FIELD_STRING, "linked_pathtrack_3" ),
+ DEFINE_KEYFIELD( m_iszLinkedCPs[2], FIELD_STRING, "linked_cp_3" ),
+
+ DEFINE_KEYFIELD( m_iszLinkedPathTracks[3], FIELD_STRING, "linked_pathtrack_4" ),
+ DEFINE_KEYFIELD( m_iszLinkedCPs[3], FIELD_STRING, "linked_cp_4" ),
+
+ DEFINE_KEYFIELD( m_iszLinkedPathTracks[4], FIELD_STRING, "linked_pathtrack_5" ),
+ DEFINE_KEYFIELD( m_iszLinkedCPs[4], FIELD_STRING, "linked_cp_5" ),
+
+ DEFINE_KEYFIELD( m_iszLinkedPathTracks[5], FIELD_STRING, "linked_pathtrack_6" ),
+ DEFINE_KEYFIELD( m_iszLinkedCPs[5], FIELD_STRING, "linked_cp_6" ),
+
+ DEFINE_KEYFIELD( m_iszLinkedPathTracks[6], FIELD_STRING, "linked_pathtrack_7" ),
+ DEFINE_KEYFIELD( m_iszLinkedCPs[6], FIELD_STRING, "linked_cp_7" ),
+
+ DEFINE_KEYFIELD( m_iszLinkedPathTracks[7], FIELD_STRING, "linked_pathtrack_8" ),
+ DEFINE_KEYFIELD( m_iszLinkedCPs[7], FIELD_STRING, "linked_cp_8" ),
+
+ DEFINE_KEYFIELD( m_bTrainCanRecede, FIELD_BOOLEAN, "train_can_recede" ),
+
+ DEFINE_KEYFIELD( m_bHandleTrainMovement, FIELD_BOOLEAN, "handle_train_movement" ),
+
+ // can be up to 8 links
+
+ // min speed for train hud speed levels
+ DEFINE_KEYFIELD( m_flSpeedLevels[0], FIELD_FLOAT, "hud_min_speed_level_1" ),
+ DEFINE_KEYFIELD( m_flSpeedLevels[1], FIELD_FLOAT, "hud_min_speed_level_2" ),
+ DEFINE_KEYFIELD( m_flSpeedLevels[2], FIELD_FLOAT, "hud_min_speed_level_3" ),
+
+ DEFINE_KEYFIELD( m_bDisabled, FIELD_BOOLEAN, "StartDisabled" ),
+
+ DEFINE_KEYFIELD( m_iszSparkName, FIELD_STRING, "env_spark_name" ),
+
+ DEFINE_KEYFIELD( m_flSpeedForwardModifier, FIELD_FLOAT, "speed_forward_modifier" ),
+
+ DEFINE_KEYFIELD( m_nTrainRecedeTime, FIELD_INTEGER, "train_recede_time" ),
+
+END_DATADESC()
+
+
+IMPLEMENT_SERVERCLASS_ST(CTeamTrainWatcher, DT_TeamTrainWatcher)
+
+ SendPropFloat( SENDINFO( m_flTotalProgress ), 11, 0, 0.0f, 1.0f ),
+ SendPropInt( SENDINFO( m_iTrainSpeedLevel ), 4 ),
+ SendPropTime( SENDINFO( m_flRecedeTime ) ),
+ SendPropInt( SENDINFO( m_nNumCappers ) ),
+#ifdef GLOWS_ENABLE
+ SendPropEHandle( SENDINFO( m_hGlowEnt ) ),
+#endif // GLOWS_ENABLE
+
+END_SEND_TABLE()
+
+
+LINK_ENTITY_TO_CLASS( team_train_watcher, CTeamTrainWatcher );
+/*
+LINK_ENTITY_TO_CLASS( team_train_watcher_master, CTeamTrainWatcherMaster );
+PRECACHE_REGISTER( team_train_watcher_master );
+
+CTeamTrainWatcherMaster::CTeamTrainWatcherMaster()
+{
+ m_pBlueWatcher = NULL;
+ m_pRedWatcher = NULL;
+
+ m_flBlueProgress = 0.0f;
+ m_flRedProgress = 0.0f;
+
+ ListenForGameEvent( "teamplay_round_start" );
+ ListenForGameEvent( "teamplay_round_win" );
+}
+
+CTeamTrainWatcherMaster::~CTeamTrainWatcherMaster()
+{
+ if ( g_hTeamTrainWatcherMaster.Get() == this )
+ {
+ g_hTeamTrainWatcherMaster = NULL;
+ }
+}
+
+void CTeamTrainWatcherMaster::Precache( void )
+{
+ PrecacheScriptSound( TWM_FIRSTSTAGEOUTCOME01 );
+ PrecacheScriptSound( TWM_FIRSTSTAGEOUTCOME02 );
+ PrecacheScriptSound( TWM_RACEGENERAL01 );
+ PrecacheScriptSound( TWM_RACEGENERAL02 );
+ PrecacheScriptSound( TWM_RACEGENERAL03 );
+ PrecacheScriptSound( TWM_RACEGENERAL04 );
+ PrecacheScriptSound( TWM_RACEGENERAL05 );
+ PrecacheScriptSound( TWM_RACEGENERAL08 );
+ PrecacheScriptSound( TWM_RACEGENERAL06 );
+ PrecacheScriptSound( TWM_RACEGENERAL07 );
+ PrecacheScriptSound( TWM_RACEGENERAL09 );
+ PrecacheScriptSound( TWM_RACEGENERAL12 );
+ PrecacheScriptSound( TWM_RACEGENERAL13 );
+ PrecacheScriptSound( TWM_RACEGENERAL14 );
+ PrecacheScriptSound( TWM_RACEGENERAL15 );
+ PrecacheScriptSound( TWM_RACEGENERAL10 );
+ PrecacheScriptSound( TWM_RACEGENERAL11 );
+ PrecacheScriptSound( TWM_SECONDSTAGEOUTCOME01 );
+ PrecacheScriptSound( TWM_SECONDSTAGEOUTCOME04 );
+ PrecacheScriptSound( TWM_SECONDSTAGEOUTCOME02 );
+ PrecacheScriptSound( TWM_SECONDSTAGEOUTCOME03 );
+ PrecacheScriptSound( TWM_FINALSTAGEOUTCOME01 );
+ PrecacheScriptSound( TWM_FINALSTAGEOUTCOME02 );
+ PrecacheScriptSound( TWM_FINALSTAGESTART01 );
+ PrecacheScriptSound( TWM_FINALSTAGESTART04 );
+ PrecacheScriptSound( TWM_FINALSTAGESTART08 );
+ PrecacheScriptSound( TWM_FINALSTAGESTART09 );
+ PrecacheScriptSound( TWM_FINALSTAGESTART07 );
+ PrecacheScriptSound( TWM_FINALSTAGESTART02 );
+ PrecacheScriptSound( TWM_FINALSTAGESTART03 );
+ PrecacheScriptSound( TWM_FINALSTAGESTART05 );
+ PrecacheScriptSound( TWM_FINALSTAGESTART06 );
+
+ BaseClass::Precache();
+}
+
+bool CTeamTrainWatcherMaster::FindTrainWatchers( void )
+{
+ m_pBlueWatcher = NULL;
+ m_pRedWatcher = NULL;
+
+ // find the train_watchers for this round
+ CTeamTrainWatcher *pTrainWatcher = (CTeamTrainWatcher *)gEntList.FindEntityByClassname( NULL, "team_train_watcher" );
+ while ( pTrainWatcher )
+ {
+ if ( pTrainWatcher->IsDisabled() == false )
+ {
+ if ( pTrainWatcher->GetTeamNumber() == TF_TEAM_BLUE )
+ {
+ m_pBlueWatcher = pTrainWatcher;
+ }
+ else if ( pTrainWatcher->GetTeamNumber() == TF_TEAM_RED )
+ {
+ m_pRedWatcher = pTrainWatcher;
+ }
+ }
+
+ pTrainWatcher = (CTeamTrainWatcher *)gEntList.FindEntityByClassname( pTrainWatcher, "team_train_watcher" );
+ }
+
+ return ( m_pBlueWatcher && m_pRedWatcher );
+}
+
+void CTeamTrainWatcherMaster::TWMThink( void )
+{
+ if ( TeamplayRoundBasedRules() && TeamplayRoundBasedRules()->State_Get() != GR_STATE_RND_RUNNING )
+ {
+ // the next time we 'think'
+ SetContextThink( &CTeamTrainWatcherMaster::TWMThink, gpGlobals->curtime + 0.2, TWMASTER_THINK );
+ return;
+ }
+
+
+
+ // the next time we 'think'
+ SetContextThink( &CTeamTrainWatcherMaster::TWMThink, gpGlobals->curtime + 0.2, TWMASTER_THINK );
+}
+
+void CTeamTrainWatcherMaster::FireGameEvent( IGameEvent *event )
+{
+ const char *eventname = event->GetName();`
+
+ if ( FStrEq( "teamplay_round_start", eventname ) )
+ {
+ if ( TeamplayRoundBasedRules() && TeamplayRoundBasedRules()->HasMultipleTrains() )
+ {
+ if ( FindTrainWatchers() )
+ {
+ // we found train watchers so start thinking
+ SetContextThink( &CTeamTrainWatcherMaster::TWMThink, gpGlobals->curtime + 0.2, TWMASTER_THINK );
+ }
+ }
+ }
+ else if ( FStrEq( "teamplay_round_win", eventname ) )
+ {
+ if ( TeamplayRoundBasedRules() )
+ {
+ int iWinningTeam = event->GetInt( "team" );
+ int iLosingTeam = ( iWinningTeam == TF_TEAM_RED ) ? TF_TEAM_BLUE : TF_TEAM_RED;
+ bool bFullRound = event->GetBool( "full_round" );
+
+ CTeamRecipientFilter filterWinner( iWinningTeam, true );
+ CTeamRecipientFilter filterLoser( iLosingTeam, true );
+
+ if ( bFullRound )
+ {
+ EmitSound( filterWinner, entindex(), TWM_FINALSTAGEOUTCOME01 );
+ EmitSound( filterLoser, entindex(), TWM_FINALSTAGEOUTCOME02 );
+ }
+ else
+ {
+ EmitSound( filterWinner, entindex(), TWM_FIRSTSTAGEOUTCOME01 );
+ EmitSound( filterLoser, entindex(), TWM_FIRSTSTAGEOUTCOME02 );
+ }
+ }
+ }
+}
+*/
+CTeamTrainWatcher::CTeamTrainWatcher()
+{
+ m_bDisabled = false;
+ m_flRecedeTime = 0;
+ m_bWaitingToRecede = false;
+ m_bCapBlocked = false;
+
+ m_flNextSpeakForwardConceptTime = 0;
+ m_hAreaCap = NULL;
+
+ m_bTrainCanRecede = true;
+ m_bAlarmPlayed = false;
+ m_pAlarm = NULL;
+ m_flAlarmEndTime = -1;
+
+ m_bHandleTrainMovement = false;
+ m_flSpeedForwardModifier = 1.0f;
+ m_iCurrentHillType = HILL_TYPE_NONE;
+ m_flCurrentSpeed = 0.0f;
+ m_bReceding = false;
+
+ m_flTrainDistanceFromStart = 0.0f;
+
+ m_nTrainRecedeTime = 0;
+
+#ifdef GLOWS_ENABLE
+ m_hGlowEnt.Set( NULL );
+#endif // GLOWS_ENABLE
+
+#ifdef TF_DLL
+ ChangeTeam( TF_TEAM_BLUE );
+#else
+ ChangeTeam( TEAM_UNASSIGNED );
+#endif
+/*
+ // create a CTeamTrainWatcherMaster entity
+ if ( g_hTeamTrainWatcherMaster.Get() == NULL )
+ {
+ g_hTeamTrainWatcherMaster = CreateEntityByName( "team_train_watcher_master" );
+ }
+*/
+ ListenForGameEvent( "path_track_passed" );
+}
+
+CTeamTrainWatcher::~CTeamTrainWatcher()
+{
+ m_Sparks.Purge();
+}
+
+void CTeamTrainWatcher::UpdateOnRemove( void )
+{
+ StopCaptureAlarm();
+
+ BaseClass::UpdateOnRemove();
+}
+
+int CTeamTrainWatcher::UpdateTransmitState()
+{
+ if ( m_bDisabled )
+ {
+ return SetTransmitState( FL_EDICT_DONTSEND );
+ }
+
+ return SetTransmitState( FL_EDICT_ALWAYS );
+}
+
+void CTeamTrainWatcher::InputRoundActivate( inputdata_t &inputdata )
+{
+ StopCaptureAlarm();
+
+ if ( !m_bDisabled )
+ {
+ WatcherActivate();
+ }
+}
+
+void CTeamTrainWatcher::InputEnable( inputdata_t &inputdata )
+{
+ StopCaptureAlarm();
+
+ m_bDisabled = false;
+
+ WatcherActivate();
+
+ UpdateTransmitState();
+}
+
+void CTeamTrainWatcher::InputDisable( inputdata_t &inputdata )
+{
+ StopCaptureAlarm();
+
+ m_bDisabled = true;
+ SetContextThink( NULL, 0, TW_THINK );
+
+ m_bWaitingToRecede = false;
+
+ m_Sparks.Purge();
+
+#ifdef GLOWS_ENABLE
+ m_hGlowEnt.Set( NULL );
+#endif // GLOWS_ENABLE
+
+ // if we're moving the train, let's shut it down
+ if ( m_bHandleTrainMovement )
+ {
+ m_flCurrentSpeed = 0.0f;
+
+ if ( m_hTrain )
+ {
+ m_hTrain->SetSpeedDirAccel( m_flCurrentSpeed );
+ }
+
+ // handle the sparks under the train
+ HandleSparks( false );
+ }
+
+ UpdateTransmitState();
+}
+
+ConVar tf_escort_recede_time( "tf_escort_recede_time", "30", 0, "", true, 0, false, 0 );
+ConVar tf_escort_recede_time_overtime( "tf_escort_recede_time_overtime", "5", 0, "", true, 0, false, 0 );
+
+void CTeamTrainWatcher::FireGameEvent( IGameEvent *event )
+{
+ if ( IsDisabled() || !m_bHandleTrainMovement )
+ return;
+
+ const char *pszEventName = event->GetName();
+ if ( FStrEq( pszEventName, "path_track_passed" ) )
+ {
+ int iIndex = event->GetInt( "index" );
+ CPathTrack *pNode = dynamic_cast< CPathTrack* >( UTIL_EntityByIndex( iIndex ) );
+
+ if ( pNode )
+ {
+ bool bHandleEvent = false;
+ CPathTrack *pTempNode = m_hStartNode.Get();
+
+ // is this a node in the track we're watching?
+ while ( pTempNode )
+ {
+ if ( pTempNode == pNode )
+ {
+ bHandleEvent = true;
+ break;
+ }
+
+ pTempNode = pTempNode->GetNext();
+ }
+
+ if ( bHandleEvent )
+ {
+ // If we're receding and we've hit a node but the next node (going backwards) is disabled
+ // the train is going to stop (like at the base of a downhill section) when we start forward
+ // again we won't pass this node again so don't change our hill state based on this node.
+ if ( m_bReceding )
+ {
+ if ( pNode->GetPrevious() && pNode->GetPrevious()->IsDisabled() )
+ {
+ return;
+ }
+ }
+
+ int iHillType = pNode->GetHillType();
+ bool bUpdate = ( m_iCurrentHillType != iHillType );
+
+ if ( !bUpdate )
+ {
+ // the hill settings are the same, but are we leaving an uphill or downhill segment?
+ if ( m_iCurrentHillType != HILL_TYPE_NONE )
+ {
+ // let's peek at the next node
+ CPathTrack *pNextNode = pNode->GetNext();
+ if ( m_flCurrentSpeed < 0 )
+ {
+ // we're going backwards
+ pNextNode = pNode->GetPrevious();
+ }
+
+ if ( pNextNode )
+ {
+ int iNextHillType = pNextNode->GetHillType();
+ if ( m_iCurrentHillType != iNextHillType )
+ {
+ // we're leaving an uphill or downhill segment...so reset our state until we pass the next node
+ bUpdate = true;
+ iHillType = HILL_TYPE_NONE;
+ }
+ }
+ }
+ }
+
+ if ( bUpdate )
+ {
+ m_iCurrentHillType = iHillType;
+ HandleTrainMovement();
+ }
+ }
+ }
+ }
+}
+
+void CTeamTrainWatcher::HandleSparks( bool bSparks )
+{
+ if ( IsDisabled() || !m_bHandleTrainMovement )
+ return;
+
+ for ( int i = 0 ; i < m_Sparks.Count() ; i++ )
+ {
+ CEnvSpark* pSpark = m_Sparks[i].Get();
+ if ( pSpark && ( pSpark->IsSparking() != bSparks ) )
+ {
+ if ( bSparks )
+ {
+ pSpark->StartSpark();
+ }
+ else
+ {
+ pSpark->StopSpark();
+ }
+ }
+ }
+}
+
+void CTeamTrainWatcher::HandleTrainMovement( bool bStartReceding /* = false */ )
+{
+ if ( IsDisabled() || !m_bHandleTrainMovement )
+ return;
+
+ if ( m_hTrain )
+ {
+ float flSpeed = 0.0f;
+
+ if ( bStartReceding )
+ {
+ flSpeed = -0.1f;
+ m_bReceding = true;
+ }
+ else
+ {
+ // do we have cappers on the train?
+ if ( m_nNumCappers > 0 )
+ {
+ m_bReceding = false;
+
+ if ( m_iCurrentHillType == HILL_TYPE_DOWNHILL )
+ {
+ flSpeed = 1.0f;
+ }
+ else
+ {
+ switch( m_nNumCappers )
+ {
+ case 1:
+ flSpeed = 0.55f;
+ break;
+ case 2:
+ flSpeed = 0.77f;
+ break;
+ case 3:
+ default:
+ flSpeed = 1.0f;
+ break;
+ }
+ }
+ }
+ else if ( m_nNumCappers == -1 )
+ {
+ // we'll get a -1 for a blocked cart (speed should be 0 for that unless we're on a hill)
+ if ( m_iCurrentHillType == HILL_TYPE_DOWNHILL )
+ {
+ flSpeed = 1.0f;
+ }
+ }
+ else
+ {
+ // there's nobody on the train, what should it be doing?
+ if ( m_flCurrentSpeed > 0 )
+ {
+ if ( m_iCurrentHillType == HILL_TYPE_DOWNHILL )
+ {
+ flSpeed = 1.0f;
+ }
+ }
+ else
+ {
+ // we're rolling backwards
+ if ( m_iCurrentHillType == HILL_TYPE_UPHILL )
+ {
+ flSpeed = -1.0f;
+ }
+ else
+ {
+ if ( m_bReceding )
+ {
+ // resume our previous backup speed
+ flSpeed = -0.1f;
+ }
+ }
+ }
+ }
+ }
+
+ // only need to update the train if our speed has changed
+ if ( m_flCurrentSpeed != flSpeed )
+ {
+ if ( flSpeed >= 0.0f )
+ {
+ m_bReceding = false;
+ }
+
+ m_flCurrentSpeed = flSpeed;
+ m_hTrain->SetSpeedDirAccel( m_flCurrentSpeed );
+
+ // handle the sparks under the train
+ bool bSparks = false;
+ if ( m_flCurrentSpeed < 0 )
+ {
+ bSparks = true;
+ }
+
+ HandleSparks( bSparks );
+ }
+ }
+}
+
+void CTeamTrainWatcher::InputSetSpeedForwardModifier( inputdata_t &inputdata )
+{
+ InternalSetSpeedForwardModifier( inputdata.value.Float() );
+}
+
+void CTeamTrainWatcher::InternalSetSpeedForwardModifier( float flModifier )
+{
+ if ( IsDisabled() || !m_bHandleTrainMovement )
+ return;
+
+ // store the passed value
+ float flSpeedForwardModifier = flModifier;
+ flSpeedForwardModifier = fabs( flSpeedForwardModifier );
+
+ m_flSpeedForwardModifier = clamp( flSpeedForwardModifier, 0.f, 1.f );
+
+ if ( m_hTrain )
+ {
+ m_hTrain->SetSpeedForwardModifier( m_flSpeedForwardModifier );
+ }
+}
+
+void CTeamTrainWatcher::InternalSetNumTrainCappers( int iNumCappers, CBaseEntity *pTrigger )
+{
+ if ( IsDisabled() )
+ return;
+
+ m_nNumCappers = iNumCappers;
+
+ // inputdata.pCaller is hopefully an area capture
+ // lets see if its blocked, and not start receding if it is
+ CTriggerAreaCapture *pAreaCap = dynamic_cast<CTriggerAreaCapture *>( pTrigger );
+ if ( pAreaCap )
+ {
+ m_bCapBlocked = pAreaCap->IsBlocked();
+ m_hAreaCap = pAreaCap;
+ }
+
+ if ( iNumCappers <= 0 && !m_bCapBlocked && m_bTrainCanRecede )
+ {
+ if ( !m_bWaitingToRecede )
+ {
+ // start receding in [tf_escort_cart_recede_time] seconds
+ m_bWaitingToRecede = true;
+
+ if ( TeamplayRoundBasedRules() && TeamplayRoundBasedRules()->InOvertime() )
+ {
+ m_flRecedeTotalTime = tf_escort_recede_time_overtime.GetFloat();
+ }
+ else
+ {
+ m_flRecedeTotalTime = tf_escort_recede_time.GetFloat();
+ if ( m_nTrainRecedeTime > 0 )
+ {
+ m_flRecedeTotalTime = m_nTrainRecedeTime;
+ }
+ }
+
+ m_flRecedeStartTime = gpGlobals->curtime;
+ m_flRecedeTime = m_flRecedeStartTime + m_flRecedeTotalTime;
+ }
+ }
+ else
+ {
+ // cancel receding
+ m_bWaitingToRecede = false;
+ m_flRecedeTime = 0;
+ }
+
+ HandleTrainMovement();
+}
+
+// only used for train watchers that control the train movement
+void CTeamTrainWatcher::SetNumTrainCappers( int iNumCappers, CBaseEntity *pTrigger )
+{
+ if ( IsDisabled() || !m_bHandleTrainMovement )
+ return;
+
+ InternalSetNumTrainCappers( iNumCappers, pTrigger );
+}
+
+void CTeamTrainWatcher::InputSetNumTrainCappers( inputdata_t &inputdata )
+{
+ InternalSetNumTrainCappers( inputdata.value.Int(), inputdata.pCaller );
+}
+
+void CTeamTrainWatcher::InputSetTrainRecedeTime( inputdata_t &inputdata )
+{
+ int nSeconds = inputdata.value.Int();
+ if ( nSeconds >= 0 )
+ {
+ m_nTrainRecedeTime = nSeconds;
+ }
+ else
+ {
+ m_nTrainRecedeTime = 0;
+ }
+}
+
+void CTeamTrainWatcher::InputOnStartOvertime( inputdata_t &inputdata )
+{
+ // recalculate the recede time
+ if ( m_bWaitingToRecede )
+ {
+ float flRecedeTimeRemaining = m_flRecedeTime - gpGlobals->curtime;
+ float flOvertimeRecedeLen = tf_escort_recede_time_overtime.GetFloat();
+
+ // drop to overtime recede time if it's more than that
+ if ( flRecedeTimeRemaining > flOvertimeRecedeLen )
+ {
+ m_flRecedeTotalTime = flOvertimeRecedeLen;
+ m_flRecedeStartTime = gpGlobals->curtime;
+ m_flRecedeTime = m_flRecedeStartTime + m_flRecedeTotalTime;
+ }
+ }
+}
+
+#ifdef GLOWS_ENABLE
+void CTeamTrainWatcher::FindGlowEntity( void )
+{
+ if ( m_hTrain && ( m_hTrain->GetEntityName() != NULL_STRING ) )
+ {
+ string_t iszTrainName = m_hTrain->GetEntityName();
+ CBaseEntity *pGlowEnt = NULL;
+
+ // first try to find a phys_constraint relationship with the train
+ CPhysFixed *pPhysConstraint = dynamic_cast<CPhysFixed*>( gEntList.FindEntityByClassname( NULL, "phys_constraint" ) );
+ while ( pPhysConstraint )
+ {
+ string_t iszName1 = pPhysConstraint->GetNameAttach1();
+ string_t iszName2 = pPhysConstraint->GetNameAttach2();
+
+ if ( iszTrainName == iszName1 )
+ {
+ pGlowEnt = gEntList.FindEntityByName( NULL, STRING( iszName2 ) );
+ break;
+ }
+ else if ( iszTrainName == iszName2 )
+ {
+ pGlowEnt = gEntList.FindEntityByName( NULL, STRING( iszName1 ) );
+ break;
+ }
+
+ pPhysConstraint = dynamic_cast<CPhysFixed*>( gEntList.FindEntityByClassname( pPhysConstraint, "phys_constraint" ) );
+ }
+
+ if ( !pGlowEnt )
+ {
+ // if we're here, we haven't found the glow entity yet...try all of the prop_dynamic entities
+ CDynamicProp *pPropDynamic = dynamic_cast<CDynamicProp*>( gEntList.FindEntityByClassname( NULL, "prop_dynamic" ) );
+ while ( pPropDynamic )
+ {
+ if ( pPropDynamic->GetParent() == m_hTrain )
+ {
+ pGlowEnt = pPropDynamic;
+ break;
+ }
+
+ pPropDynamic = dynamic_cast<CDynamicProp*>( gEntList.FindEntityByClassname( pPropDynamic, "prop_dynamic" ) );
+ }
+ }
+
+ // if we still haven't found a glow entity, just have the CFuncTrackTrain glow
+ if ( !pGlowEnt )
+ {
+ pGlowEnt = m_hTrain.Get();
+ }
+
+ if ( pGlowEnt )
+ {
+ pGlowEnt->SetTransmitState( FL_EDICT_ALWAYS );
+ m_hGlowEnt.Set( pGlowEnt );
+ }
+ }
+}
+#endif // GLOWS_ENABLE
+
+// ==========================================================
+// given a start node and a list of goal nodes
+// calculate the distance between each
+// ==========================================================
+void CTeamTrainWatcher::WatcherActivate( void )
+{
+ m_flRecedeTime = 0;
+ m_bWaitingToRecede = false;
+ m_bCapBlocked = false;
+ m_flNextSpeakForwardConceptTime = 0;
+ m_hAreaCap = NULL;
+ m_flTrainDistanceFromStart = 0.0f;
+
+ m_bAlarmPlayed = false;
+
+ m_Sparks.Purge();
+
+ StopCaptureAlarm();
+
+ // init our train
+ m_hTrain = dynamic_cast<CFuncTrackTrain*>( gEntList.FindEntityByName( NULL, m_iszTrain ) );
+ if ( !m_hTrain )
+ {
+ Warning("%s failed to find train named '%s'\n", GetClassname(), STRING( m_iszTrain ) );
+ }
+
+ // find the trigger area that will give us movement updates and find the sparks (if we're going to handle the train movement)
+ if ( m_bHandleTrainMovement )
+ {
+ if ( m_hTrain )
+ {
+ CTriggerAreaCapture *pArea = dynamic_cast<CTriggerAreaCapture *>( gEntList.FindEntityByClassname( NULL, "trigger_capture_area" ) );
+ while( pArea )
+ {
+ if ( pArea->GetParent() == m_hTrain.Get() )
+ {
+ // this is the capture area we care about, so let it know that we want updates on the capture numbers
+ pArea->SetTrainWatcher( this );
+ break;
+ }
+
+ pArea = dynamic_cast<CTriggerAreaCapture *>( gEntList.FindEntityByClassname( pArea, "trigger_capture_area" ) );
+ }
+ }
+
+ // init the sprites (if any)
+ CEnvSpark *pSpark = dynamic_cast<CEnvSpark*>( gEntList.FindEntityByName( NULL, m_iszSparkName ) );
+ while ( pSpark )
+ {
+ m_Sparks.AddToTail( pSpark );
+ pSpark = dynamic_cast<CEnvSpark*>( gEntList.FindEntityByName( pSpark, m_iszSparkName ) );
+ }
+ }
+
+ // init our array of path_tracks linked to control points
+ m_iNumCPLinks = 0;
+
+ int i;
+ for ( i = 0 ; i < MAX_CONTROL_POINTS ; i++ )
+ {
+ CPathTrack *pPathTrack = dynamic_cast<CPathTrack*>( gEntList.FindEntityByName( NULL, m_iszLinkedPathTracks[i] ) );
+ CTeamControlPoint *pCP = dynamic_cast<CTeamControlPoint*>( gEntList.FindEntityByName( NULL, m_iszLinkedCPs[i] ) );
+ if ( pPathTrack && pCP )
+ {
+ m_CPLinks[m_iNumCPLinks].hPathTrack = pPathTrack;
+ m_CPLinks[m_iNumCPLinks].hCP = pCP;
+ m_CPLinks[m_iNumCPLinks].flDistanceFromStart = 0; // filled in when we parse the nodes
+ m_CPLinks[m_iNumCPLinks].bAlertPlayed = false;
+ m_iNumCPLinks++;
+ }
+ }
+
+ // init our start and goal nodes
+ m_hStartNode = dynamic_cast<CPathTrack*>( gEntList.FindEntityByName( NULL, m_iszStartNode ) );
+ if ( !m_hStartNode )
+ {
+ Warning("%s failed to find path_track named '%s'\n", GetClassname(), STRING(m_iszStartNode) );
+ }
+
+ m_hGoalNode = dynamic_cast<CPathTrack*>( gEntList.FindEntityByName( NULL, m_iszGoalNode ) );
+ if ( !m_hGoalNode )
+ {
+ Warning("%s failed to find path_track named '%s'\n", GetClassname(), STRING(m_iszGoalNode) );
+ }
+
+ m_flTotalPathDistance = 0.0f;
+
+ CUtlVector< float > hillData;
+ bool bOnHill = false;
+
+ bool bDownHillData[TEAM_TRAIN_MAX_HILLS];
+ Q_memset( bDownHillData, 0, sizeof( bDownHillData ) );
+ int iHillCount = 0;
+
+ if( m_hStartNode.Get() && m_hGoalNode.Get() )
+ {
+ CPathTrack *pNode = m_hStartNode;
+ CPathTrack *pPrev = pNode;
+ CPathTrack *pHillStart = NULL;
+ pNode = pNode->GetNext();
+ int iHillType = HILL_TYPE_NONE;
+
+ // don't check the start node for links. If it's linked, it will have 0 distance anyway
+ while ( pNode )
+ {
+ Vector dir = pNode->GetLocalOrigin() - pPrev->GetLocalOrigin();
+ float length = dir.Length();
+
+ m_flTotalPathDistance += length;
+
+ // gather our hill data for the HUD
+ if ( pNode->GetHillType() != iHillType )
+ {
+ if ( !bOnHill ) // we're at the start of a hill
+ {
+ hillData.AddToTail( m_flTotalPathDistance );
+ bOnHill = true;
+ pHillStart = pNode;
+
+ if ( iHillCount < TEAM_TRAIN_MAX_HILLS )
+ {
+ bDownHillData[iHillCount] = pNode->IsDownHill() ? true : false;
+ iHillCount++;
+ }
+ }
+ else // we're at the end of a hill
+ {
+ float flDistance = m_flTotalPathDistance - length; // subtract length because the prev node was the end of the hill (not this one)
+
+ if ( pHillStart && ( pHillStart == pPrev ) )
+ {
+ flDistance = m_flTotalPathDistance; // we had a single node marked as a hill, so we'll use the current distance as the next marker
+ }
+
+ hillData.AddToTail( flDistance );
+
+ // is our current node the start of another hill?
+ if ( pNode->GetHillType() != HILL_TYPE_NONE )
+ {
+ hillData.AddToTail( m_flTotalPathDistance );
+ bOnHill = true;
+ pHillStart = pNode;
+
+ if ( iHillCount < TEAM_TRAIN_MAX_HILLS )
+ {
+ bDownHillData[iHillCount] = pNode->IsDownHill() ? true : false;
+ iHillCount++;
+ }
+ }
+ else
+ {
+ bOnHill = false;
+ pHillStart = NULL;
+ }
+ }
+
+ iHillType = pNode->GetHillType();
+ }
+
+ // if pNode is one of our cp nodes, store its distance from m_hStartNode
+ for ( i = 0 ; i < m_iNumCPLinks ; i++ )
+ {
+ if ( m_CPLinks[i].hPathTrack == pNode )
+ {
+ m_CPLinks[i].flDistanceFromStart = m_flTotalPathDistance;
+ break;
+ }
+ }
+
+ if ( pNode == m_hGoalNode )
+ break;
+
+ pPrev = pNode;
+ pNode = pNode->GetNext();
+ }
+ }
+
+ // if we don't have an even number of entries in our hill data (beginning/end) add the final distance
+ if ( ( hillData.Count() % 2 ) != 0 )
+ {
+ hillData.AddToTail( m_flTotalPathDistance );
+ }
+
+ if ( ObjectiveResource() )
+ {
+ ObjectiveResource()->ResetHillData( GetTeamNumber() );
+
+ // convert our hill data into 0-1 percentages for networking
+ if ( m_flTotalPathDistance > 0 && hillData.Count() > 0 )
+ {
+ i = 0;
+ while ( i < hillData.Count() )
+ {
+ if ( i < TEAM_TRAIN_HILLS_ARRAY_SIZE - 1 ) // - 1 because we want to use 2 entries
+ {
+ // add/subtract to the hill start/end to fix rounding errors in the HUD when the train
+ // stops at the bottom/top of a hill but the HUD thinks the train is still on the hill
+ ObjectiveResource()->SetHillData( GetTeamNumber(), (hillData[i] / m_flTotalPathDistance) + 0.005f, (hillData[i+1] / m_flTotalPathDistance) - 0.005f, bDownHillData[i/2] );
+ }
+ i = i + 2;
+ }
+ }
+ }
+
+ // We have total distance and increments in our links array
+ for ( i=0;i<m_iNumCPLinks;i++ )
+ {
+ int iCPIndex = m_CPLinks[i].hCP.Get()->GetPointIndex();
+// This can be pulled once DoD includes team_objectiveresource.* and c_team_objectiveresource.*
+#ifndef DOD_DLL
+ ObjectiveResource()->SetTrainPathDistance( iCPIndex, m_CPLinks[i].flDistanceFromStart / m_flTotalPathDistance );
+#endif
+ }
+
+#ifdef GLOWS_ENABLE
+ FindGlowEntity();
+#endif // GLOWS_ENABLE
+
+ InternalSetSpeedForwardModifier( m_flSpeedForwardModifier );
+
+ SetContextThink( &CTeamTrainWatcher::WatcherThink, gpGlobals->curtime + 0.1, TW_THINK );
+}
+
+void CTeamTrainWatcher::StopCaptureAlarm( void )
+{
+ if ( m_pAlarm )
+ {
+ CSoundEnvelopeController::GetController().SoundDestroy( m_pAlarm );
+ m_pAlarm = NULL;
+ m_flAlarmEndTime = -1.0f;
+ }
+
+ SetContextThink( NULL, 0, TW_ALARM_THINK );
+}
+
+void CTeamTrainWatcher::StartCaptureAlarm( CTeamControlPoint *pPoint )
+{
+ StopCaptureAlarm();
+
+ if ( pPoint )
+ {
+ CReliableBroadcastRecipientFilter filter;
+ CSoundEnvelopeController &controller = CSoundEnvelopeController::GetController();
+ m_pAlarm = controller.SoundCreate( filter, pPoint->entindex(), CHAN_STATIC, TEAM_TRAIN_ALARM, ATTN_NORM );
+ controller.Play( m_pAlarm, 1.0, PITCH_NORM );
+
+ m_flAlarmEndTime = gpGlobals->curtime + MAX_ALARM_TIME_NO_RECEDE;
+ }
+}
+
+void CTeamTrainWatcher::PlayCaptureAlert( CTeamControlPoint *pPoint, bool bFinalPointInMap )
+{
+ if ( !pPoint )
+ return;
+
+ if ( TeamplayRoundBasedRules() )
+ {
+ TeamplayRoundBasedRules()->PlayTrainCaptureAlert( pPoint, bFinalPointInMap );
+ }
+}
+
+
+ConVar tf_show_train_path( "tf_show_train_path", "0", FCVAR_CHEAT );
+
+void CTeamTrainWatcher::WatcherThink( void )
+{
+ if ( m_bWaitingToRecede )
+ {
+ if ( m_flRecedeTime < gpGlobals->curtime )
+ {
+ m_bWaitingToRecede = false;
+
+ // don't actually recede in overtime
+ if ( TeamplayRoundBasedRules() && !TeamplayRoundBasedRules()->InOvertime() )
+ {
+ // fire recede output
+ m_OnTrainStartRecede.FireOutput( this, this );
+ HandleTrainMovement( true );
+ }
+ }
+ }
+
+ bool bDisableAlarm = (TeamplayRoundBasedRules() && TeamplayRoundBasedRules()->State_Get() != GR_STATE_RND_RUNNING);
+ if ( bDisableAlarm )
+ {
+ StopCaptureAlarm();
+ }
+
+ // given its next node, we can walk the nodes and find the linear
+ // distance to the next cp node, or to the goal node
+
+ CFuncTrackTrain *pTrain = m_hTrain;
+ if ( pTrain )
+ {
+ int iOldTrainSpeedLevel = m_iTrainSpeedLevel;
+
+ // how fast is the train moving?
+ float flSpeed = pTrain->GetDesiredSpeed();
+
+ // divide speed into regions
+ // anything negative is -1
+
+ if ( flSpeed < 0 )
+ {
+ m_iTrainSpeedLevel = -1;
+
+ // even though our desired speed might be negative,
+ // our actual speed might be zero if we're at a dead end...
+ // this will turn off the < image when the train is done moving backwards
+ if ( pTrain->GetCurrentSpeed() == 0 )
+ {
+ m_iTrainSpeedLevel = 0;
+ }
+ }
+ else if ( flSpeed > m_flSpeedLevels[2] )
+ {
+ m_iTrainSpeedLevel = 3;
+ }
+ else if ( flSpeed > m_flSpeedLevels[1] )
+ {
+ m_iTrainSpeedLevel = 2;
+ }
+ else if ( flSpeed > m_flSpeedLevels[0] )
+ {
+ m_iTrainSpeedLevel = 1;
+ }
+ else
+ {
+ m_iTrainSpeedLevel = 0;
+ }
+
+ if ( m_iTrainSpeedLevel != iOldTrainSpeedLevel )
+ {
+ // make sure the sparks are off if we're not moving backwards anymore
+ if ( m_bHandleTrainMovement )
+ {
+ if ( m_iTrainSpeedLevel == 0 && iOldTrainSpeedLevel != 0 )
+ {
+ HandleSparks( false );
+ }
+ }
+
+ // play any concepts that we might need to play
+ if ( TeamplayRoundBasedRules() )
+ {
+ if ( m_iTrainSpeedLevel == 0 && iOldTrainSpeedLevel != 0 )
+ {
+ TeamplayRoundBasedRules()->HaveAllPlayersSpeakConceptIfAllowed( MP_CONCEPT_CART_STOP );
+ m_flNextSpeakForwardConceptTime = 0;
+ }
+ else if ( m_iTrainSpeedLevel < 0 && iOldTrainSpeedLevel == 0 )
+ {
+ TeamplayRoundBasedRules()->HaveAllPlayersSpeakConceptIfAllowed( MP_CONCEPT_CART_MOVING_BACKWARD );
+ m_flNextSpeakForwardConceptTime = 0;
+ }
+ }
+ }
+
+ if ( m_iTrainSpeedLevel > 0 && m_flNextSpeakForwardConceptTime < gpGlobals->curtime )
+ {
+ if ( m_hAreaCap.Get() )
+ {
+ for ( int i = 1; i <= gpGlobals->maxClients; i++ )
+ {
+ CBaseMultiplayerPlayer *pPlayer = ToBaseMultiplayerPlayer( UTIL_PlayerByIndex( i ) );
+ if ( pPlayer )
+ {
+ if ( m_hAreaCap->IsTouching( pPlayer ) )
+ {
+ pPlayer->SpeakConceptIfAllowed( MP_CONCEPT_CART_MOVING_FORWARD );
+ }
+ }
+ }
+ }
+
+ m_flNextSpeakForwardConceptTime = gpGlobals->curtime + 3.0;
+ }
+
+ // what percent progress are we at?
+ CPathTrack *pNode = ( pTrain->m_ppath ) ? pTrain->m_ppath->GetNext() : NULL;
+
+ // if we're moving backwards, GetNext is going to be wrong
+ if ( flSpeed < 0 )
+ {
+ pNode = pTrain->m_ppath;
+ }
+
+ if ( pNode )
+ {
+ float flDistanceToGoal = 0;
+
+ // distance to next node
+ Vector vecDir = pNode->GetLocalOrigin() - pTrain->GetLocalOrigin();
+ flDistanceToGoal = vecDir.Length();
+
+ // distance of next node to goal node
+ if ( pNode && pNode != m_hGoalNode )
+ {
+ // walk this until we get to goal node, or a dead end
+ CPathTrack *pPrev = pNode;
+ pNode = pNode->GetNext();
+ while ( pNode )
+ {
+ vecDir = pNode->GetLocalOrigin() - pPrev->GetLocalOrigin();
+ flDistanceToGoal += vecDir.Length();
+
+ if ( pNode == m_hGoalNode )
+ break;
+
+ pPrev = pNode;
+ pNode = pNode->GetNext();
+ }
+ }
+
+ if ( m_flTotalPathDistance <= 0 )
+ {
+ Assert( !"No path distance in team_train_watcher\n" );
+ m_flTotalPathDistance = 1;
+ }
+
+ m_flTotalProgress = clamp( 1.0 - ( flDistanceToGoal / m_flTotalPathDistance ), 0.0, 1.0 );
+
+ m_flTrainDistanceFromStart = m_flTotalPathDistance - flDistanceToGoal;
+
+ // play alert sounds if necessary
+ for ( int iCount = 0 ; iCount < m_iNumCPLinks ; iCount++ )
+ {
+ if ( m_flTrainDistanceFromStart < m_CPLinks[iCount].flDistanceFromStart - TEAM_TRAIN_ALERT_DISTANCE )
+ {
+ // back up twice the alert distance before resetting our flag to play the warning again
+ if ( ( m_flTrainDistanceFromStart < m_CPLinks[iCount].flDistanceFromStart - ( TEAM_TRAIN_ALERT_DISTANCE * 2 ) ) || // has receded back twice the alert distance or...
+ ( !m_bTrainCanRecede ) ) // used to catch the case where the train doesn't normally recede but has rolled back down a hill away from the CP
+ {
+ // reset our alert flag
+ m_CPLinks[iCount].bAlertPlayed = false;
+ }
+ }
+ else
+ {
+ if ( m_flTrainDistanceFromStart < m_CPLinks[iCount].flDistanceFromStart && !m_CPLinks[iCount].bAlertPlayed )
+ {
+ m_CPLinks[iCount].bAlertPlayed = true;
+ bool bFinalPointInMap = false;
+
+ CTeamControlPoint *pCurrentPoint = m_CPLinks[iCount].hCP.Get();
+ CTeamControlPointMaster *pMaster = g_hControlPointMasters.Count() ? g_hControlPointMasters[0] : NULL;
+ if ( pMaster )
+ {
+ // if we're not playing mini-rounds
+ if ( !pMaster->PlayingMiniRounds() )
+ {
+ for ( int i = FIRST_GAME_TEAM ; i < MAX_CONTROL_POINT_TEAMS ; i++ )
+ {
+ if ( ObjectiveResource() && ObjectiveResource()->TeamCanCapPoint( pCurrentPoint->GetPointIndex(), i ) )
+ {
+ if ( pMaster->WouldNewCPOwnerWinGame( pCurrentPoint, i ) )
+ {
+ bFinalPointInMap = true;
+ }
+ }
+ }
+ }
+ else
+ {
+ // or this is the last round
+ if ( pMaster->NumPlayableControlPointRounds() == 1 )
+ {
+ CTeamControlPointRound *pRound = pMaster->GetCurrentRound();
+ if ( pRound )
+ {
+ for ( int i = FIRST_GAME_TEAM ; i < MAX_CONTROL_POINT_TEAMS ; i++ )
+ {
+ if ( ObjectiveResource() && ObjectiveResource()->TeamCanCapPoint( pCurrentPoint->GetPointIndex(), i ) )
+ {
+ if ( pRound->WouldNewCPOwnerWinGame( pCurrentPoint, i ) )
+ {
+ bFinalPointInMap = true;
+ }
+ }
+ }
+ }
+ }
+ }
+ }
+
+ PlayCaptureAlert( pCurrentPoint, bFinalPointInMap );
+ }
+ }
+ }
+
+ // check to see if we need to start or stop the alarm
+ if ( flDistanceToGoal <= TEAM_TRAIN_ALARM_DISTANCE )
+ {
+ if ( ObjectiveResource() )
+ {
+ ObjectiveResource()->SetTrackAlarm( GetTeamNumber(), true );
+ }
+
+ if ( !bDisableAlarm )
+ {
+ if ( !m_pAlarm )
+ {
+ if ( m_iNumCPLinks > 0 && !m_bAlarmPlayed )
+ {
+ // start the alarm at the final point
+ StartCaptureAlarm( m_CPLinks[m_iNumCPLinks-1].hCP.Get() );
+ m_bAlarmPlayed = true; // used to prevent the alarm from starting again on maps where the train doesn't recede (alarm loops for short time then only plays singles)
+ }
+ }
+ else
+ {
+ if ( !m_bTrainCanRecede ) // if the train won't recede, we only want to play the alarm for a short time
+ {
+ if ( m_flAlarmEndTime > 0 && m_flAlarmEndTime < gpGlobals->curtime )
+ {
+ StopCaptureAlarm();
+ SetContextThink( &CTeamTrainWatcher::WatcherAlarmThink, gpGlobals->curtime + TW_ALARM_THINK_INTERVAL, TW_ALARM_THINK );
+ }
+ }
+ }
+ }
+ }
+ else
+ {
+ if ( ObjectiveResource() )
+ {
+ ObjectiveResource()->SetTrackAlarm( GetTeamNumber(), false );
+ }
+
+ StopCaptureAlarm();
+ m_bAlarmPlayed = false;
+ }
+ }
+
+ if ( tf_show_train_path.GetBool() )
+ {
+ CPathTrack *nextNode = NULL;
+ CPathTrack *node = m_hStartNode;
+
+ CPathTrack::BeginIteration();
+ while( node )
+ {
+ node->Visit();
+ nextNode = node->GetNext();
+
+ if ( !nextNode || nextNode->HasBeenVisited() )
+ break;
+
+ NDebugOverlay::Line( node->GetAbsOrigin(), nextNode->GetAbsOrigin(), 255, 255, 0, true, NDEBUG_PERSIST_TILL_NEXT_SERVER );
+
+ node = nextNode;
+ }
+ CPathTrack::EndIteration();
+
+ // show segment of path train is actually on
+ node = pTrain->m_ppath;
+ if ( node && node->GetNext() )
+ {
+ NDebugOverlay::HorzArrow( node->GetAbsOrigin(), node->GetNext()->GetAbsOrigin(), 5.0f, 255, 0, 0, 255, true, NDEBUG_PERSIST_TILL_NEXT_SERVER );
+ }
+ }
+ }
+
+ SetContextThink( &CTeamTrainWatcher::WatcherThink, gpGlobals->curtime + 0.1, TW_THINK );
+}
+
+void CTeamTrainWatcher::WatcherAlarmThink( void )
+{
+ CTeamControlPoint *pPoint = m_CPLinks[m_iNumCPLinks-1].hCP.Get();
+ if ( pPoint )
+ {
+ pPoint->EmitSound( TEAM_TRAIN_ALARM_SINGLE );
+ }
+
+ SetContextThink( &CTeamTrainWatcher::WatcherAlarmThink, gpGlobals->curtime + TW_ALARM_THINK_INTERVAL, TW_ALARM_THINK );
+}
+
+CBaseEntity *CTeamTrainWatcher::GetTrainEntity( void )
+{
+ return m_hTrain.Get();
+}
+
+bool CTeamTrainWatcher::TimerMayExpire( void )
+{
+ if ( IsDisabled() )
+ {
+ return true;
+ }
+
+ // Still in overtime if we're waiting to recede
+ if ( m_bWaitingToRecede )
+ return false;
+
+ // capture blocked so we're not receding, but game shouldn't end
+ if ( m_bCapBlocked )
+ return false;
+
+ // not waiting, so we're capping, in which case the area capture
+ // will not let us expire
+ return true;
+}
+
+
+// Project the given position onto the track and return the point and how far along that projected position is
+void CTeamTrainWatcher::ProjectPointOntoPath( const Vector &pos, Vector *posOnPathResult, float *distanceAlongPathResult ) const
+{
+ CPathTrack *nextNode = NULL;
+ CPathTrack *node = m_hStartNode;
+
+ Vector toPos;
+ Vector alongPath;
+ float distanceAlong = 0.0f;
+
+ Vector closestPointOnPath = vec3_origin;
+ float closestPerpendicularDistanceSq = FLT_MAX;
+ float closestDistanceAlongPath = FLT_MAX;
+
+ CPathTrack::BeginIteration();
+ while( node )
+ {
+ node->Visit();
+ nextNode = node->GetNext();
+
+ if ( !nextNode || nextNode->HasBeenVisited() )
+ break;
+
+ alongPath = nextNode->GetAbsOrigin() - node->GetAbsOrigin();
+ float segmentLength = alongPath.NormalizeInPlace();
+
+ toPos = pos - node->GetAbsOrigin();
+ float segmentOverlap = DotProduct( toPos, alongPath );
+
+ if ( segmentOverlap >= 0.0f && segmentOverlap < segmentLength )
+ {
+ // projection is within segment bounds
+ Vector onPath = node->GetAbsOrigin() + alongPath * segmentOverlap;
+
+ float perpendicularDistanceSq = ( onPath - pos ).LengthSqr();
+ if ( perpendicularDistanceSq < closestPerpendicularDistanceSq )
+ {
+ closestPointOnPath = onPath;
+ closestPerpendicularDistanceSq = perpendicularDistanceSq;
+ closestDistanceAlongPath = distanceAlong + segmentOverlap;
+ }
+ }
+
+ distanceAlong += segmentLength;
+ node = nextNode;
+ }
+ CPathTrack::EndIteration();
+
+ if ( posOnPathResult )
+ {
+ *posOnPathResult = closestPointOnPath;
+ }
+
+ if ( distanceAlongPathResult )
+ {
+ *distanceAlongPathResult = closestDistanceAlongPath;
+ }
+}
+
+
+// Return true if the given position is farther down the track than the train is
+bool CTeamTrainWatcher::IsAheadOfTrain( const Vector &pos ) const
+{
+ float distanceAlongPath;
+ ProjectPointOntoPath( pos, NULL, &distanceAlongPath );
+
+ return ( distanceAlongPath > m_flTrainDistanceFromStart );
+}
+
+
+// return true if the train is almost at the next checkpoint
+bool CTeamTrainWatcher::IsTrainNearCheckpoint( void ) const
+{
+ for( int i = 0; i < m_iNumCPLinks ; ++i )
+ {
+ if ( m_flTrainDistanceFromStart > m_CPLinks[i].flDistanceFromStart - TEAM_TRAIN_ALERT_DISTANCE &&
+ m_flTrainDistanceFromStart < m_CPLinks[i].flDistanceFromStart )
+ {
+ return true;
+ }
+ }
+
+ return false;
+}
+
+
+// return true if the train hasn't left its starting position yet
+bool CTeamTrainWatcher::IsTrainAtStart( void ) const
+{
+ return ( m_flTrainDistanceFromStart < TEAM_TRAIN_ALARM_DISTANCE );
+}
+
+
+// return world space location of next checkpoint along the path
+Vector CTeamTrainWatcher::GetNextCheckpointPosition( void ) const
+{
+ for( int i = 0; i < m_iNumCPLinks ; ++i )
+ {
+ if ( m_flTrainDistanceFromStart < m_CPLinks[i].flDistanceFromStart )
+ {
+ return m_CPLinks[i].hPathTrack->GetAbsOrigin();
+ }
+ }
+
+ Assert( !"No checkpoint found in team train watcher\n" );
+ return vec3_origin;
+}
+
+#if defined( STAGING_ONLY ) && defined( TF_DLL )
+CON_COMMAND_F( tf_dumptrainstats, "Dump the stats for the current train watcher to the console", FCVAR_GAMEDLL )
+{
+ // Listenserver host or rcon access only!
+ if ( !UTIL_IsCommandIssuedByServerAdmin() )
+ return;
+
+ CTeamTrainWatcher *pWatcher = NULL;
+ while( ( pWatcher = dynamic_cast< CTeamTrainWatcher * >( gEntList.FindEntityByClassname( pWatcher, "team_train_watcher" ) ) ) != NULL )
+ {
+ pWatcher->DumpStats();
+ }
+}
+
+void CTeamTrainWatcher::DumpStats( void )
+{
+ float flLastPosition = 0.0f;
+ float flTotalDistance = 0.0f;
+ char szOutput[2048];
+ char szTemp[256];
+
+ V_strcpy_safe( szOutput, "\n\nTrain Watcher stats for team " );
+ V_strcat_safe( szOutput, ( GetTeamNumber() == TF_TEAM_RED ) ? "Red\n" : "Blue\n" );
+
+ for( int i = 0; i < m_iNumCPLinks ; ++i )
+ {
+ float flDistance = m_CPLinks[i].flDistanceFromStart - flLastPosition;
+ if ( i == 0 )
+ {
+ V_sprintf_safe( szTemp, "\tControl Point: %d\tDistance from start: %0.2f\n", i + 1, flDistance );
+ }
+ else
+ {
+ V_sprintf_safe( szTemp, "\tControl Point: %d\tDistance from previous point: %0.2f\n", i + 1, flDistance );
+ }
+ V_strcat_safe( szOutput, szTemp );
+ flTotalDistance += flDistance;
+ flLastPosition = m_CPLinks[i].flDistanceFromStart;
+ }
+
+ V_sprintf_safe( szTemp, "\tTotal Distance: %0.2f\n\n", flTotalDistance );
+ V_strcat_safe( szOutput, szTemp );
+ Msg( "%s", szOutput );
+}
+#endif // STAGING_ONLY && TF_DLL
+
+
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