1158 lines
32 KiB
C++
1158 lines
32 KiB
C++
//===== Copyright © 1996-2005, Valve Corporation, All rights reserved. ======//
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//
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// Purpose:
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//
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//===========================================================================//
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#include "cbase.h"
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#include "trigger_area_capture.h"
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#include "player.h"
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#include "teamplay_gamerules.h"
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#include "team.h"
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#include "team_objectiveresource.h"
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#include "team_control_point_master.h"
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#include "teamplayroundbased_gamerules.h"
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// NOTE: This has to be the last file included!
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#include "tier0/memdbgon.h"
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extern ConVar mp_capstyle;
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extern ConVar mp_blockstyle;
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extern ConVar mp_capdeteriorate_time;
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BEGIN_DATADESC(CTriggerAreaCapture)
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// Touch functions
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DEFINE_FUNCTION( AreaTouch ),
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// Think functions
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DEFINE_THINKFUNC( CaptureThink ),
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// Keyfields
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DEFINE_KEYFIELD( m_iszCapPointName, FIELD_STRING, "area_cap_point" ),
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DEFINE_KEYFIELD( m_flCapTime, FIELD_FLOAT, "area_time_to_cap" ),
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// DEFINE_FIELD( m_iCapMode, FIELD_INTEGER ),
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// DEFINE_FIELD( m_bCapturing, FIELD_BOOLEAN ),
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// DEFINE_FIELD( m_nCapturingTeam, FIELD_INTEGER ),
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// DEFINE_FIELD( m_nOwningTeam, FIELD_INTEGER ),
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// DEFINE_FIELD( m_nTeamInZone, FIELD_INTEGER ),
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// DEFINE_FIELD( m_fTimeRemaining, FIELD_FLOAT ),
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// DEFINE_FIELD( m_flLastReductionTime, FIELD_FLOAT ),
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// DEFINE_FIELD( m_bBlocked, FIELD_BOOLEAN ),
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// DEFINE_FIELD( m_TeamData, CUtlVector < perteamdata_t > ),
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// DEFINE_FIELD( m_Blockers, CUtlVector < blockers_t > ),
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// DEFINE_FIELD( m_bActive, FIELD_BOOLEAN ),
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// DEFINE_FIELD( m_iAreaIndex, FIELD_INTEGER ),
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// DEFINE_FIELD( m_hPoint, CHandle < CTeamControlPoint > ),
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// DEFINE_FIELD( m_bRequiresObject, FIELD_BOOLEAN ),
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// DEFINE_FIELD( m_iCapAttemptNumber, FIELD_INTEGER ),
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// Inputs
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DEFINE_INPUTFUNC( FIELD_VOID, "RoundSpawn", InputRoundSpawn ),
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DEFINE_INPUTFUNC( FIELD_STRING, "SetTeamCanCap", InputSetTeamCanCap ),
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DEFINE_INPUTFUNC( FIELD_STRING, "SetControlPoint", InputSetControlPoint ),
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DEFINE_INPUTFUNC( FIELD_VOID, "CaptureCurrentCP", InputCaptureCurrentCP ),
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// Outputs
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DEFINE_OUTPUT( m_OnStartTeam1, "OnStartTeam1" ),
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DEFINE_OUTPUT( m_OnStartTeam2, "OnStartTeam2" ),
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DEFINE_OUTPUT( m_OnBreakTeam1, "OnBreakTeam1" ),
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DEFINE_OUTPUT( m_OnBreakTeam2, "OnBreakTeam2" ),
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DEFINE_OUTPUT( m_OnCapTeam1, "OnCapTeam1" ),
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DEFINE_OUTPUT( m_OnCapTeam2, "OnCapTeam2" ),
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DEFINE_OUTPUT( m_StartOutput, "OnStartCap" ),
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DEFINE_OUTPUT( m_BreakOutput, "OnBreakCap" ),
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DEFINE_OUTPUT( m_CapOutput, "OnEndCap" ),
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DEFINE_OUTPUT( m_OnNumCappersChanged, "OnNumCappersChanged" ),
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END_DATADESC();
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LINK_ENTITY_TO_CLASS( trigger_capture_area, CTriggerAreaCapture );
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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CTriggerAreaCapture::CTriggerAreaCapture()
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{
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m_TeamData.SetSize( GetNumberOfTeams() );
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CTriggerAreaCapture::Spawn( void )
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{
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BaseClass::Spawn();
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AddSpawnFlags( SF_TRIGGER_ALLOW_CLIENTS );
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InitTrigger();
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Precache();
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m_iAreaIndex = -1;
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SetTouch ( &CTriggerAreaCapture::AreaTouch );
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SetThink( &CTriggerAreaCapture::CaptureThink );
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SetNextThink( gpGlobals->curtime + AREA_THINK_TIME );
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for ( int i = 0; i < m_TeamData.Count(); i++ )
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{
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if ( m_TeamData[i].iNumRequiredToCap < 1 )
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{
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m_TeamData[i].iNumRequiredToCap = 1;
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}
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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bool CTriggerAreaCapture::KeyValue( const char *szKeyName, const char *szValue )
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{
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if ( !Q_strncmp( szKeyName, "team_numcap_", 12 ) )
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{
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int iTeam = atoi(szKeyName+12);
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Assert( iTeam >= 0 && iTeam < m_TeamData.Count() );
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m_TeamData[iTeam].iNumRequiredToCap = atoi(szValue);
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}
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else if ( !Q_strncmp( szKeyName, "team_cancap_", 12 ) )
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{
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int iTeam = atoi(szKeyName+12);
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Assert( iTeam >= 0 && iTeam < m_TeamData.Count() );
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m_TeamData[iTeam].bCanCap = (atoi(szValue) != 0);
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}
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else if ( !Q_strncmp( szKeyName, "team_spawn_", 11 ) )
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{
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int iTeam = atoi(szKeyName+11);
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Assert( iTeam >= 0 && iTeam < m_TeamData.Count() );
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m_TeamData[iTeam].iSpawnAdjust = atoi(szValue);
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}
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else
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{
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return BaseClass::KeyValue( szKeyName, szValue );
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}
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return true;
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CTriggerAreaCapture::Precache( void )
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{
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CTriggerAreaCapture::SetAreaIndex( int index )
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{
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m_iAreaIndex = index;
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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bool CTriggerAreaCapture::IsActive( void )
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{
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return !m_bDisabled;
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CTriggerAreaCapture::StartTouch(CBaseEntity *pOther)
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{
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BaseClass::StartTouch( pOther );
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if ( PassesTriggerFilters(pOther) && m_hPoint )
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{
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IGameEvent *event = gameeventmanager->CreateEvent( "controlpoint_starttouch" );
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if ( event )
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{
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event->SetInt( "player", pOther->entindex() );
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event->SetInt( "area", m_hPoint->GetPointIndex() );
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gameeventmanager->FireEvent( event );
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}
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// Call capture think immediately to make it update our area's player counts.
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// If we don't do this, the player can receive the above event telling him he's
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// in a zone, but the objective resource still thinks he's not.
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CaptureThink();
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if ( m_bCapturing )
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{
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CTeamControlPointMaster *pMaster = g_hControlPointMasters.Count() ? g_hControlPointMasters[0] : NULL;
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if ( pMaster )
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{
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float flRate = pMaster->GetPartialCapturePointRate();
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if ( flRate > 0.0f )
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{
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CBaseMultiplayerPlayer *pPlayer = ToBaseMultiplayerPlayer(pOther);
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if ( pPlayer )
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{
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pPlayer->StartScoringEscortPoints( flRate );
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}
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}
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}
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}
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CTriggerAreaCapture::EndTouch(CBaseEntity *pOther)
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{
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if ( PassesTriggerFilters(pOther) && m_hPoint )
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{
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IGameEvent *event = gameeventmanager->CreateEvent( "controlpoint_endtouch" );
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if ( event )
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{
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event->SetInt( "player", pOther->entindex() );
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event->SetInt( "area", m_hPoint->GetPointIndex() );
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gameeventmanager->FireEvent( event );
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}
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// incase we leave but the area keeps capturing
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CBaseMultiplayerPlayer *pPlayer = ToBaseMultiplayerPlayer(pOther);
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if ( pPlayer )
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{
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pPlayer->StopScoringEscortPoints();
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}
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}
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BaseClass::EndTouch( pOther );
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CTriggerAreaCapture::AreaTouch( CBaseEntity *pOther )
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{
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if ( !IsActive() )
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return;
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if ( !PassesTriggerFilters(pOther) )
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return;
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// Don't cap areas unless the round is running
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if ( !TeamplayGameRules()->PointsMayBeCaptured() )
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return;
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Assert( m_iAreaIndex != -1 );
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// dont touch for non-alive or non-players
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if( !pOther->IsPlayer() || !pOther->IsAlive() )
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return;
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// make sure this point is in the round being played (if we're playing one)
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CTeamControlPointMaster *pMaster = g_hControlPointMasters.Count() ? g_hControlPointMasters[0] : NULL;
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if ( pMaster && m_hPoint )
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{
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if ( !pMaster->PointCanBeCapped( m_hPoint ) )
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{
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return;
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}
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}
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if ( m_hPoint )
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{
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m_nOwningTeam = m_hPoint->GetOwner();
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}
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CBaseMultiplayerPlayer *pPlayer = ToBaseMultiplayerPlayer(pOther);
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Assert( pPlayer );
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if ( pPlayer->GetTeamNumber() != m_nOwningTeam )
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{
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if ( m_TeamData[ pPlayer->GetTeamNumber() ].bCanCap )
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{
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DisplayCapHintTo( pPlayer );
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}
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}
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}
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ConVar mp_simulatemultiplecappers( "mp_simulatemultiplecappers", "1", FCVAR_CHEAT );
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#define MAX_CAPTURE_TEAMS 8
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CTriggerAreaCapture::CaptureThink( void )
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{
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SetNextThink( gpGlobals->curtime + AREA_THINK_TIME );
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// make sure this point is in the round being played (if we're playing one)
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CTeamControlPointMaster *pMaster = g_hControlPointMasters.Count() ? g_hControlPointMasters[0] : NULL;
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if ( pMaster && m_hPoint )
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{
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if ( !pMaster->PointCanBeCapped( m_hPoint ) )
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{
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return;
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}
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}
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if ( !TeamplayGameRules()->PointsMayBeCaptured() )
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{
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// Points aren't allowed to be captured. If we were
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// being captured, we need to clean up and reset.
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if ( m_bCapturing )
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{
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BreakCapture( false );
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UpdateNumPlayers();
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}
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return;
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}
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// go through our list of players
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Assert( GetNumberOfTeams() <= MAX_CAPTURE_TEAMS );
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int iNumPlayers[MAX_CAPTURE_TEAMS];
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int iNumBlockablePlayers[MAX_CAPTURE_TEAMS]; // Players in the zone who can't cap, but can block / pause caps
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CBaseMultiplayerPlayer *pFirstPlayerTouching[MAX_CAPTURE_TEAMS];
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for ( int i = FIRST_GAME_TEAM; i < GetNumberOfTeams(); i++ )
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{
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iNumPlayers[i] = 0;
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iNumBlockablePlayers[i] = 0;
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pFirstPlayerTouching[i] = NULL;
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}
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// Loop through the entities we're touching, and find players
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for ( int i = 0; i < m_hTouchingEntities.Count(); i++ )
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{
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CBaseEntity *ent = m_hTouchingEntities[i];
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if ( ent && ent->IsPlayer() )
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{
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CBaseMultiplayerPlayer *pPlayer = ToBaseMultiplayerPlayer(ent);
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if ( pPlayer->IsAlive() )
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{
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int iTeam = pPlayer->GetTeamNumber();
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// If a team's not allowed to cap a point, don't count players in it at all
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if ( !TeamplayGameRules()->TeamMayCapturePoint( iTeam, m_hPoint->GetPointIndex() ) )
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continue;
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if ( !TeamplayGameRules()->PlayerMayCapturePoint( pPlayer, m_hPoint->GetPointIndex() ) )
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{
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if ( TeamplayGameRules()->PlayerMayBlockPoint( pPlayer, m_hPoint->GetPointIndex() ) )
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{
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if ( iNumPlayers[iTeam] == 0 && iNumBlockablePlayers[iTeam] == 0 )
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{
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pFirstPlayerTouching[iTeam] = pPlayer;
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}
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iNumBlockablePlayers[iTeam] += TeamplayGameRules()->GetCaptureValueForPlayer( pPlayer );
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}
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continue;
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}
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if ( iTeam >= FIRST_GAME_TEAM )
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{
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if ( iNumPlayers[iTeam] == 0 && iNumBlockablePlayers[iTeam] == 0 )
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{
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pFirstPlayerTouching[iTeam] = pPlayer;
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}
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iNumPlayers[iTeam] += TeamplayGameRules()->GetCaptureValueForPlayer( pPlayer );
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}
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}
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}
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}
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int iTeamsInZone = 0;
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bool bUpdatePlayers = false;
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m_nTeamInZone = TEAM_UNASSIGNED;
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for ( int i = FIRST_GAME_TEAM; i < GetNumberOfTeams(); i++ )
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{
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iNumPlayers[i] *= mp_simulatemultiplecappers.GetInt();
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if ( m_TeamData[i].iNumTouching != iNumPlayers[i] )
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{
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m_TeamData[i].iNumTouching = iNumPlayers[i];
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bUpdatePlayers = true;
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}
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m_TeamData[i].iBlockedTouching = m_TeamData[i].iNumTouching;
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if ( m_TeamData[i].iNumTouching )
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{
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iTeamsInZone++;
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m_nTeamInZone = i;
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}
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}
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if ( iTeamsInZone > 1 )
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{
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m_nTeamInZone = TEAM_UNASSIGNED;
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}
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else
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{
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// If we've got non-cappable, yet blockable players here for the team that's defending, they
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// need to block the cap. This catches cases like the TF invulnerability, which needs to block
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// caps, but isn't allowed to contribute to a cap.
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for ( int i = FIRST_GAME_TEAM; i < GetNumberOfTeams(); i++ )
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{
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if ( !iNumBlockablePlayers[i] || m_nTeamInZone == i )
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continue;
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iTeamsInZone++;
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}
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}
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UpdateTeamInZone();
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// If the cap is being blocked, reset the number of players so the client
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// knows to stop the capture as well.
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if ( mp_blockstyle.GetInt() == 1 )
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{
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if ( m_bCapturing && iTeamsInZone > 1 )
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{
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for ( int i = FIRST_GAME_TEAM; i < GetNumberOfTeams(); i++ )
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{
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iNumPlayers[i] = 0;
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if ( m_TeamData[i].iNumTouching != iNumPlayers[i] )
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{
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m_TeamData[i].iNumTouching = iNumPlayers[i];
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bUpdatePlayers = true;
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}
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}
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}
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}
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if ( bUpdatePlayers )
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{
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UpdateNumPlayers();
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}
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// When a player blocks, tell them the cap index and attempt number
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// only give successive blocks to them if the attempt number is different
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if ( m_bCapturing )
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{
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if ( m_hPoint )
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{
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m_hPoint->SetLastContestedAt( gpGlobals->curtime );
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}
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// Calculate the amount of modification to the cap time
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float flTimeDelta = gpGlobals->curtime - m_flLastReductionTime;
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float flReduction = flTimeDelta;
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if ( mp_capstyle.GetInt() == 1 )
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{
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// Diminishing returns for successive players.
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for ( int i = 1; i < m_TeamData[m_nTeamInZone].iNumTouching; i++ )
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{
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flReduction += (flTimeDelta / (float)(i+1));
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}
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}
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m_flLastReductionTime = gpGlobals->curtime;
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//if more than one team is in the zone
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if( iTeamsInZone > 1 )
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{
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if ( !m_bBlocked )
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{
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m_bBlocked = true;
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UpdateBlocked();
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}
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// See if anyone gets credit for the block
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float flPercentToGo = m_fTimeRemaining / m_flCapTime;
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if ( mp_capstyle.GetInt() == 1 )
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{
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flPercentToGo = m_fTimeRemaining / ((m_flCapTime * 2) * m_TeamData[m_nCapturingTeam].iNumRequiredToCap);
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}
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if ( flPercentToGo <= 0.5 && m_hPoint )
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{
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// find the first player that is not on the capturing team
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// they have just broken a cap and should be rewarded
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// tell the player the capture attempt number, for checking later
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CBaseMultiplayerPlayer *pBlockingPlayer = NULL;
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for ( int i = FIRST_GAME_TEAM; i < GetNumberOfTeams(); i++ )
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{
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if ( m_nCapturingTeam == i )
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continue;
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if ( pFirstPlayerTouching[i] )
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{
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pBlockingPlayer = pFirstPlayerTouching[i];
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break;
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}
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}
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Assert( pBlockingPlayer );
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if ( pBlockingPlayer )
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{
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bool bRepeatBlocker = false;
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for ( int i = m_Blockers.Count()-1; i >= 0; i-- )
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{
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if ( m_Blockers[i].hPlayer != pBlockingPlayer )
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continue;
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// If this guy's was a blocker, but not valid now, remove him from the list
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if ( m_Blockers[i].iCapAttemptNumber != m_iCapAttemptNumber || !IsTouching(m_Blockers[i].hPlayer) )
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{
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m_Blockers.Remove(i);
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continue;
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}
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bRepeatBlocker = true;
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break;
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}
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if ( !bRepeatBlocker )
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{
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m_hPoint->CaptureBlocked( pBlockingPlayer );
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// Add this guy to our blocker list
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int iNew = m_Blockers.AddToTail();
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m_Blockers[iNew].hPlayer = pBlockingPlayer;
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m_Blockers[iNew].iCapAttemptNumber = m_iCapAttemptNumber;
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}
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}
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}
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if ( mp_blockstyle.GetInt() == 0 )
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{
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BreakCapture( false );
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}
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return;
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|
}
|
|
|
|
if ( m_bBlocked )
|
|
{
|
|
m_bBlocked = false;
|
|
UpdateBlocked();
|
|
}
|
|
|
|
float flTotalTimeToCap = m_flCapTime;
|
|
if ( mp_capstyle.GetInt() == 1 )
|
|
{
|
|
flTotalTimeToCap = ((m_flCapTime * 2) * m_TeamData[m_nCapturingTeam].iNumRequiredToCap);
|
|
}
|
|
|
|
// Now remove the reduction amount after we've determined there's only 1 team in the area
|
|
if ( m_nCapturingTeam == m_nTeamInZone )
|
|
{
|
|
SetCapTimeRemaining( m_fTimeRemaining - flReduction );
|
|
}
|
|
else if ( m_nOwningTeam == TEAM_UNASSIGNED && m_nTeamInZone != TEAM_UNASSIGNED )
|
|
{
|
|
SetCapTimeRemaining( m_fTimeRemaining + flReduction );
|
|
}
|
|
else
|
|
{
|
|
// Caps deteriorate over time
|
|
if ( TeamplayRoundBasedRules() && m_hPoint && TeamplayRoundBasedRules()->TeamMayCapturePoint(m_nCapturingTeam,m_hPoint->GetPointIndex()) )
|
|
{
|
|
float flDecrease = (flTotalTimeToCap / mp_capdeteriorate_time.GetFloat()) * flTimeDelta;
|
|
if ( TeamplayRoundBasedRules() && TeamplayRoundBasedRules()->InOvertime() )
|
|
{
|
|
flDecrease *= 6;
|
|
}
|
|
SetCapTimeRemaining( m_fTimeRemaining + flDecrease );
|
|
}
|
|
else
|
|
{
|
|
SetCapTimeRemaining( flTotalTimeToCap );
|
|
}
|
|
}
|
|
|
|
/*
|
|
//if no-one is in the area
|
|
if( iTeamsInZone == 0 )
|
|
{
|
|
BreakCapture( true );
|
|
return;
|
|
}
|
|
|
|
//if they've lost the number of players needed to cap
|
|
int iTeamMembersHere = m_TeamData[m_nCapturingTeam].iNumTouching + iNumBlockablePlayers[m_nCapturingTeam];
|
|
if ( (iTeamMembersHere == 0 ) || (mp_capstyle.GetInt() == 0 && iTeamMembersHere < m_TeamData[m_nCapturingTeam].iNumRequiredToCap) )
|
|
{
|
|
BreakCapture( true );
|
|
return;
|
|
}
|
|
*/
|
|
|
|
// if the cap is done
|
|
if ( m_fTimeRemaining <= 0 )
|
|
{
|
|
EndCapture( m_nCapturingTeam );
|
|
return; //we're done
|
|
}
|
|
else
|
|
{
|
|
if ( m_fTimeRemaining >= flTotalTimeToCap )
|
|
{
|
|
BreakCapture( false );
|
|
return;
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// If there are any teams in the zone that aren't the owner, try to start capping
|
|
if ( iTeamsInZone > 0 )
|
|
{
|
|
for ( int i = FIRST_GAME_TEAM; i < GetNumberOfTeams(); i++ )
|
|
{
|
|
if ( !m_TeamData[i].bCanCap || m_nOwningTeam == i )
|
|
continue;
|
|
|
|
if ( m_TeamData[i].iNumTouching == 0 )
|
|
continue;
|
|
|
|
if ( mp_capstyle.GetInt() == 0 && m_TeamData[i].iNumTouching < m_TeamData[i].iNumRequiredToCap )
|
|
continue;
|
|
|
|
StartCapture( i, CAPTURE_NORMAL );
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
void CTriggerAreaCapture::SetCapTimeRemaining( float flTime )
|
|
{
|
|
m_fTimeRemaining = flTime;
|
|
|
|
float flCapPercentage = 0;
|
|
if ( m_nCapturingTeam )
|
|
{
|
|
flCapPercentage = m_fTimeRemaining / m_flCapTime;
|
|
if ( mp_capstyle.GetInt() == 1 )
|
|
{
|
|
flCapPercentage = m_fTimeRemaining / ((m_flCapTime * 2) * m_TeamData[m_nCapturingTeam].iNumRequiredToCap);
|
|
}
|
|
}
|
|
|
|
ObjectiveResource()->SetCPCapPercentage( m_hPoint->GetPointIndex(), flCapPercentage );
|
|
|
|
if ( m_hPoint )
|
|
{
|
|
m_hPoint->UpdateCapPercentage();
|
|
}
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
void CTriggerAreaCapture::SetOwner( int team )
|
|
{
|
|
//break any current capturing
|
|
BreakCapture( false );
|
|
|
|
HandleRespawnTimeAdjustments( m_nOwningTeam, team );
|
|
|
|
//set the owner to the passed value
|
|
m_nOwningTeam = team;
|
|
|
|
UpdateOwningTeam();
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
void CTriggerAreaCapture::ForceOwner( int team )
|
|
{
|
|
SetOwner( team );
|
|
|
|
if ( m_hPoint )
|
|
{
|
|
m_hPoint->ForceOwner( team );
|
|
}
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
void CTriggerAreaCapture::HandleRespawnTimeAdjustments( int oldTeam, int newTeam )
|
|
{
|
|
if ( oldTeam > LAST_SHARED_TEAM )
|
|
{
|
|
// reverse the adjust made when the old team captured this point (if we made one)
|
|
if ( m_TeamData[oldTeam].iSpawnAdjust != 0 )
|
|
{
|
|
TeamplayRoundBasedRules()->AddTeamRespawnWaveTime( oldTeam, -m_TeamData[oldTeam].iSpawnAdjust );
|
|
}
|
|
}
|
|
|
|
if ( newTeam > LAST_SHARED_TEAM )
|
|
{
|
|
if ( m_TeamData[newTeam].iSpawnAdjust != 0 )
|
|
{
|
|
TeamplayRoundBasedRules()->AddTeamRespawnWaveTime( newTeam, m_TeamData[newTeam].iSpawnAdjust );
|
|
}
|
|
}
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
void CTriggerAreaCapture::StartCapture( int team, int capmode )
|
|
{
|
|
// Remap team to get first game team = 1
|
|
switch ( team - FIRST_GAME_TEAM+1 )
|
|
{
|
|
case 1:
|
|
m_OnStartTeam1.FireOutput( this, this );
|
|
break;
|
|
case 2:
|
|
m_OnStartTeam2.FireOutput( this, this );
|
|
break;
|
|
default:
|
|
Assert(0);
|
|
break;
|
|
}
|
|
|
|
m_StartOutput.FireOutput(this,this);
|
|
|
|
m_nCapturingTeam = team;
|
|
|
|
UpdateNumPlayers();
|
|
|
|
if ( mp_capstyle.GetInt() == 1 )
|
|
{
|
|
SetCapTimeRemaining( ((m_flCapTime * 2) * m_TeamData[team].iNumRequiredToCap) );
|
|
}
|
|
else
|
|
{
|
|
SetCapTimeRemaining( m_flCapTime );
|
|
}
|
|
m_bCapturing = true;
|
|
m_bBlocked = false;
|
|
m_iCapMode = capmode;
|
|
|
|
m_flLastReductionTime = gpGlobals->curtime;
|
|
|
|
UpdateCappingTeam( m_nCapturingTeam );
|
|
UpdateBlocked();
|
|
|
|
if( m_hPoint )
|
|
{
|
|
int numcappers = 0;
|
|
int cappingplayers[MAX_AREA_CAPPERS];
|
|
|
|
GetNumCappingPlayers( m_nCapturingTeam, numcappers, cappingplayers );
|
|
m_hPoint->CaptureStart( m_nCapturingTeam, numcappers, cappingplayers );
|
|
}
|
|
|
|
// tell all touching players to start racking up capture points
|
|
CTeamControlPointMaster *pMaster = g_hControlPointMasters.Count() ? g_hControlPointMasters[0] : NULL;
|
|
if ( pMaster )
|
|
{
|
|
float flRate = pMaster->GetPartialCapturePointRate();
|
|
|
|
if ( flRate > 0.0f )
|
|
{
|
|
// for each player touch
|
|
CTeam *pTeam = GetGlobalTeam( m_nCapturingTeam );
|
|
if ( pTeam )
|
|
{
|
|
for ( int i=0;i<pTeam->GetNumPlayers();i++ )
|
|
{
|
|
CBaseMultiplayerPlayer *pPlayer = ToBaseMultiplayerPlayer( pTeam->GetPlayer(i) );
|
|
if ( pPlayer && IsTouching( pPlayer ) )
|
|
{
|
|
pPlayer->StartScoringEscortPoints( flRate );
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
void CTriggerAreaCapture::GetNumCappingPlayers( int team, int &numcappers, int *cappingplayers )
|
|
{
|
|
numcappers = 0;
|
|
|
|
for ( int i = 1; i <= gpGlobals->maxClients; i++ )
|
|
{
|
|
CBaseEntity *ent = UTIL_PlayerByIndex( i );
|
|
if ( ent )
|
|
{
|
|
CBaseMultiplayerPlayer *player = ToBaseMultiplayerPlayer(ent);
|
|
|
|
if ( IsTouching( player ) && ( player->GetTeamNumber() == team ) ) // need to make sure disguised spies aren't included in the list of capping players
|
|
{
|
|
if ( numcappers < MAX_AREA_CAPPERS-1 )
|
|
{
|
|
cappingplayers[numcappers] = i;
|
|
numcappers++;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
if ( numcappers < MAX_AREA_CAPPERS )
|
|
{
|
|
cappingplayers[numcappers] = 0; //null terminate :)
|
|
}
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
void CTriggerAreaCapture::EndCapture( int team )
|
|
{
|
|
IncrementCapAttemptNumber();
|
|
|
|
// Remap team to get first game team = 1
|
|
switch ( team - FIRST_GAME_TEAM+1 )
|
|
{
|
|
case 1:
|
|
m_OnCapTeam1.FireOutput( this, this );
|
|
break;
|
|
case 2:
|
|
m_OnCapTeam2.FireOutput( this, this );
|
|
break;
|
|
default:
|
|
Assert(0);
|
|
break;
|
|
}
|
|
|
|
m_CapOutput.FireOutput(this,this);
|
|
|
|
int numcappers = 0;
|
|
int cappingplayers[MAX_AREA_CAPPERS];
|
|
|
|
GetNumCappingPlayers( team, numcappers, cappingplayers );
|
|
|
|
// Handle this before we assign the new team as the owner of this area
|
|
HandleRespawnTimeAdjustments( m_nOwningTeam, team );
|
|
|
|
m_nOwningTeam = team;
|
|
m_bCapturing = false;
|
|
m_nCapturingTeam = TEAM_UNASSIGNED;
|
|
SetCapTimeRemaining( 0 );
|
|
|
|
//there may have been more than one capper, but only report this one.
|
|
//he hasn't gotten points yet, and his name will go in the cap string if its needed
|
|
//first capper gets name sent and points given by flag.
|
|
//other cappers get points manually above, no name in message
|
|
|
|
//send the player in the cap string
|
|
if( m_hPoint )
|
|
{
|
|
OnEndCapture( m_nOwningTeam );
|
|
|
|
UpdateOwningTeam();
|
|
m_hPoint->SetOwner( m_nOwningTeam, true, numcappers, cappingplayers );
|
|
m_hPoint->CaptureEnd();
|
|
}
|
|
|
|
m_OnNumCappersChanged.Set( 0, this, this );
|
|
|
|
// tell all touching players to stop racking up capture points
|
|
CTeam *pTeam = GetGlobalTeam( m_nCapturingTeam );
|
|
if ( pTeam )
|
|
{
|
|
for ( int i=0;i<pTeam->GetNumPlayers();i++ )
|
|
{
|
|
CBaseMultiplayerPlayer *pPlayer = ToBaseMultiplayerPlayer( pTeam->GetPlayer(i) );
|
|
if ( pPlayer && IsTouching( pPlayer ) )
|
|
{
|
|
pPlayer->StopScoringEscortPoints();
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
void CTriggerAreaCapture::BreakCapture( bool bNotEnoughPlayers )
|
|
{
|
|
if( m_bCapturing )
|
|
{
|
|
// Remap team to get first game team = 1
|
|
switch ( m_nCapturingTeam - FIRST_GAME_TEAM+1 )
|
|
{
|
|
case 1:
|
|
m_OnBreakTeam1.FireOutput( this, this );
|
|
break;
|
|
case 2:
|
|
m_OnBreakTeam2.FireOutput( this, this );
|
|
break;
|
|
default:
|
|
Assert(0);
|
|
break;
|
|
}
|
|
|
|
m_BreakOutput.FireOutput(this,this);
|
|
|
|
m_bCapturing = false;
|
|
m_nCapturingTeam = TEAM_UNASSIGNED;
|
|
|
|
UpdateCappingTeam( TEAM_UNASSIGNED );
|
|
|
|
if ( bNotEnoughPlayers )
|
|
{
|
|
IncrementCapAttemptNumber();
|
|
}
|
|
|
|
SetCapTimeRemaining( 0 );
|
|
|
|
if( m_hPoint )
|
|
{
|
|
m_hPoint->CaptureEnd();
|
|
}
|
|
|
|
m_OnNumCappersChanged.Set( 0, this, this );
|
|
|
|
// tell all touching players to stop racking up capture points
|
|
CTeam *pTeam = GetGlobalTeam( m_nCapturingTeam );
|
|
if ( pTeam )
|
|
{
|
|
for ( int i=0;i<pTeam->GetNumPlayers();i++ )
|
|
{
|
|
CBaseMultiplayerPlayer *pPlayer = ToBaseMultiplayerPlayer( pTeam->GetPlayer(i) );
|
|
if ( pPlayer && IsTouching( pPlayer ) )
|
|
{
|
|
pPlayer->StopScoringEscortPoints();
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
void CTriggerAreaCapture::IncrementCapAttemptNumber( void )
|
|
{
|
|
m_iCapAttemptNumber++;
|
|
|
|
m_Blockers.Purge();
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
void CTriggerAreaCapture::InputRoundSpawn( inputdata_t &inputdata )
|
|
{
|
|
// find the flag we're linked to
|
|
if( !m_hPoint )
|
|
{
|
|
m_hPoint = dynamic_cast<CTeamControlPoint*>( gEntList.FindEntityByName(NULL, STRING(m_iszCapPointName) ) );
|
|
|
|
if ( m_hPoint )
|
|
{
|
|
m_nOwningTeam = m_hPoint->GetOwner();
|
|
|
|
for ( int i = FIRST_GAME_TEAM; i < GetNumberOfTeams(); i++ )
|
|
{
|
|
m_hPoint->SetCappersRequiredForTeam( i, m_TeamData[i].iNumRequiredToCap );
|
|
|
|
ObjectiveResource()->SetCPRequiredCappers( m_hPoint->GetPointIndex(), i, m_TeamData[i].iNumRequiredToCap );
|
|
ObjectiveResource()->SetTeamCanCap( m_hPoint->GetPointIndex(), i, m_TeamData[i].bCanCap );
|
|
|
|
if ( mp_capstyle.GetInt() == 1 )
|
|
{
|
|
ObjectiveResource()->SetCPCapTime( m_hPoint->GetPointIndex(), i, (m_flCapTime * 2) * m_TeamData[i].iNumRequiredToCap );
|
|
}
|
|
else
|
|
{
|
|
ObjectiveResource()->SetCPCapTime( m_hPoint->GetPointIndex(), i, m_flCapTime );
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
void CTriggerAreaCapture::InputSetTeamCanCap( inputdata_t &inputdata )
|
|
{
|
|
// Get the interaction name & target
|
|
char parseString[255];
|
|
Q_strncpy(parseString, inputdata.value.String(), sizeof(parseString));
|
|
|
|
char *pszParam = strtok(parseString," ");
|
|
if ( pszParam && pszParam[0] )
|
|
{
|
|
int iTeam = atoi( pszParam );
|
|
pszParam = strtok(NULL," ");
|
|
|
|
if ( pszParam && pszParam[0] )
|
|
{
|
|
bool bCanCap = (atoi(pszParam) != 0);
|
|
|
|
if ( iTeam >= 0 && iTeam < GetNumberOfTeams() )
|
|
{
|
|
m_TeamData[iTeam].bCanCap = bCanCap;
|
|
if ( m_hPoint )
|
|
{
|
|
ObjectiveResource()->SetTeamCanCap( m_hPoint->GetPointIndex(), iTeam, m_TeamData[iTeam].bCanCap );
|
|
}
|
|
return;
|
|
}
|
|
}
|
|
}
|
|
|
|
Warning("%s(%s) received SetTeamCanCap input with invalid format. Format should be: <team number> <can cap (0/1)>.\n", GetClassname(), GetDebugName() );
|
|
}
|
|
|
|
void CTriggerAreaCapture::InputCaptureCurrentCP( inputdata_t &inputdata )
|
|
{
|
|
if ( m_bCapturing )
|
|
{
|
|
EndCapture( m_nCapturingTeam );
|
|
}
|
|
}
|
|
|
|
void CTriggerAreaCapture::InputSetControlPoint( inputdata_t &inputdata )
|
|
{
|
|
BreakCapture( false ); // clear the capping for the previous point, forces us to recalc on the new one
|
|
|
|
char parseString[255];
|
|
Q_strncpy(parseString, inputdata.value.String(), sizeof(parseString));
|
|
|
|
m_iszCapPointName = MAKE_STRING( parseString );
|
|
m_hPoint = NULL; // force a reset of this
|
|
InputRoundSpawn( inputdata );
|
|
|
|
// force everyone touching to re-touch so the hud gets set up properly
|
|
for ( int i = 0; i < m_hTouchingEntities.Count(); i++ )
|
|
{
|
|
CBaseEntity *ent = m_hTouchingEntities[i];
|
|
if ( ent && ent->IsPlayer() )
|
|
{
|
|
EndTouch( ent );
|
|
StartTouch( ent );
|
|
}
|
|
}
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Check if this player's death causes a block
|
|
// return FALSE if the player is not in this area
|
|
// return TRUE otherwise ( eg player is in area, but his death does not cause break )
|
|
//-----------------------------------------------------------------------------
|
|
bool CTriggerAreaCapture::CheckIfDeathCausesBlock( CBaseMultiplayerPlayer *pVictim, CBaseMultiplayerPlayer *pKiller )
|
|
{
|
|
if ( !pVictim || !pKiller )
|
|
return false;
|
|
|
|
// make sure this player is in this area
|
|
if ( !IsTouching( pVictim ) )
|
|
return false;
|
|
|
|
// Teamkills shouldn't give a block reward
|
|
if ( pVictim->GetTeamNumber() == pKiller->GetTeamNumber() )
|
|
return true;
|
|
|
|
// return if the area is not being capped
|
|
if ( !m_bCapturing )
|
|
return true;
|
|
|
|
int iTeam = pVictim->GetTeamNumber();
|
|
|
|
// return if this player's team is not capping the area
|
|
if ( iTeam != m_nCapturingTeam )
|
|
return true;
|
|
|
|
// break early incase we kill multiple people in the same frame
|
|
bool bBreakCap = false;
|
|
if ( mp_capstyle.GetInt() == 1 )
|
|
{
|
|
bBreakCap = (m_TeamData[m_nCapturingTeam].iBlockedTouching - 1) <= 0;
|
|
}
|
|
else
|
|
{
|
|
bBreakCap = ( m_TeamData[m_nCapturingTeam].iBlockedTouching - 1 < m_TeamData[m_nCapturingTeam].iNumRequiredToCap );
|
|
}
|
|
|
|
if ( bBreakCap )
|
|
{
|
|
m_hPoint->CaptureBlocked( pKiller );
|
|
//BreakCapture( true );
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
void CTriggerAreaCapture::UpdateNumPlayers( void )
|
|
{
|
|
if( !m_hPoint )
|
|
return;
|
|
|
|
int index = m_hPoint->GetPointIndex();
|
|
for ( int i = 0; i < m_TeamData.Count(); i++ )
|
|
{
|
|
if ( i >= FIRST_GAME_TEAM && i == m_nCapturingTeam )
|
|
{
|
|
m_OnNumCappersChanged.Set( m_TeamData[i].iNumTouching, this, this );
|
|
}
|
|
|
|
ObjectiveResource()->SetNumPlayers( index, i, m_TeamData[i].iNumTouching );
|
|
}
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
void CTriggerAreaCapture::UpdateOwningTeam( void )
|
|
{
|
|
if ( m_hPoint )
|
|
{
|
|
ObjectiveResource()->SetOwningTeam( m_hPoint->GetPointIndex(), m_nOwningTeam );
|
|
}
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
void CTriggerAreaCapture::UpdateCappingTeam( int iTeam )
|
|
{
|
|
if ( m_hPoint )
|
|
{
|
|
ObjectiveResource()->SetCappingTeam( m_hPoint->GetPointIndex(), iTeam );
|
|
}
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
void CTriggerAreaCapture::UpdateTeamInZone( void )
|
|
{
|
|
if ( m_hPoint )
|
|
{
|
|
ObjectiveResource()->SetTeamInZone( m_hPoint->GetPointIndex(), m_nTeamInZone );
|
|
}
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
void CTriggerAreaCapture::UpdateBlocked( void )
|
|
{
|
|
if ( m_hPoint )
|
|
{
|
|
ObjectiveResource()->SetCapBlocked( m_hPoint->GetPointIndex(), m_bBlocked );
|
|
m_hPoint->CaptureInterrupted( m_bBlocked );
|
|
}
|
|
}
|