291 lines
8.1 KiB
C++
291 lines
8.1 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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// $NoKeywords: $
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//=============================================================================//
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#include "cbase.h"
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#include "gameweaponmanager.h"
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#include "saverestore_utlvector.h"
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// memdbgon must be the last include file in a .cpp file!!!
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#include "tier0/memdbgon.h"
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//=========================================================
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//=========================================================
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class CGameWeaponManager;
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static CUtlVector<CGameWeaponManager *> g_Managers;
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//=========================================================
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//=========================================================
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class CGameWeaponManager : public CBaseEntity
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{
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DECLARE_CLASS( CGameWeaponManager, CBaseEntity );
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DECLARE_DATADESC();
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public:
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void Spawn();
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CGameWeaponManager()
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{
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m_flAmmoMod = 1.0f;
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m_bExpectingWeapon = false;
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g_Managers.AddToTail( this );
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}
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~CGameWeaponManager()
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{
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g_Managers.FindAndRemove( this );
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}
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void Think();
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void InputSetMaxPieces( inputdata_t &inputdata );
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void InputSetAmmoModifier( inputdata_t &inputdata );
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string_t m_iszWeaponName;
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int m_iMaxPieces;
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float m_flAmmoMod;
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bool m_bExpectingWeapon;
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CUtlVector<EHANDLE> m_ManagedNonWeapons;
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};
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BEGIN_DATADESC( CGameWeaponManager )
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//fields
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DEFINE_KEYFIELD( m_iszWeaponName, FIELD_STRING, "weaponname" ),
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DEFINE_KEYFIELD( m_iMaxPieces, FIELD_INTEGER, "maxpieces" ),
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DEFINE_KEYFIELD( m_flAmmoMod, FIELD_FLOAT, "ammomod" ),
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DEFINE_FIELD( m_bExpectingWeapon, FIELD_BOOLEAN ),
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// funcs
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DEFINE_FUNCTION( Think ),
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// inputs
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DEFINE_INPUTFUNC( FIELD_INTEGER, "SetMaxPieces", InputSetMaxPieces ),
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DEFINE_INPUTFUNC( FIELD_FLOAT, "SetAmmoModifier", InputSetAmmoModifier ),
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DEFINE_UTLVECTOR( m_ManagedNonWeapons, FIELD_EHANDLE ),
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END_DATADESC()
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LINK_ENTITY_TO_CLASS( game_weapon_manager, CGameWeaponManager );
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void CreateWeaponManager( const char *pWeaponName, int iMaxPieces )
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{
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CGameWeaponManager *pManager = (CGameWeaponManager *)CreateEntityByName( "game_weapon_manager");
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if( pManager )
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{
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pManager->m_iszWeaponName = MAKE_STRING( pWeaponName );
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pManager->m_iMaxPieces = iMaxPieces;
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DispatchSpawn( pManager );
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}
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}
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void WeaponManager_AmmoMod( CBaseCombatWeapon *pWeapon )
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{
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for ( int i = 0; i < g_Managers.Count(); i++ )
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{
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if ( g_Managers[i]->m_iszWeaponName == pWeapon->m_iClassname )
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{
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int iNewClip = (int)(pWeapon->m_iClip1 * g_Managers[i]->m_flAmmoMod);
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int iNewRandomClip = iNewClip + RandomInt( -2, 2 );
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if ( iNewRandomClip > pWeapon->GetMaxClip1() )
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{
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iNewRandomClip = pWeapon->GetMaxClip1();
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}
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else if ( iNewRandomClip <= 0 )
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{
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//Drop at least one bullet.
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iNewRandomClip = 1;
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}
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pWeapon->m_iClip1 = iNewRandomClip;
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}
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}
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}
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void WeaponManager_AddManaged( CBaseEntity *pWeapon )
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{
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for ( int i = 0; i < g_Managers.Count(); i++ )
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{
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if ( g_Managers[i]->m_iszWeaponName == pWeapon->m_iClassname )
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{
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Assert( g_Managers[i]->m_ManagedNonWeapons.Find( pWeapon ) == g_Managers[i]->m_ManagedNonWeapons.InvalidIndex() );
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g_Managers[i]->m_ManagedNonWeapons.AddToTail( pWeapon );
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break;
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}
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}
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}
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void WeaponManager_RemoveManaged( CBaseEntity *pWeapon )
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{
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for ( int i = 0; i < g_Managers.Count(); i++ )
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{
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if ( g_Managers[i]->m_iszWeaponName == pWeapon->m_iClassname )
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{
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int j = g_Managers[i]->m_ManagedNonWeapons.Find( pWeapon );
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if ( j != g_Managers[i]->m_ManagedNonWeapons.InvalidIndex() )
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{
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g_Managers[i]->m_ManagedNonWeapons.FastRemove( j );
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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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void CGameWeaponManager::Spawn()
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{
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SetThink( &CGameWeaponManager::Think );
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SetNextThink( gpGlobals->curtime );
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CBaseEntity *pEntity = CreateEntityByName( STRING(m_iszWeaponName) );
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if ( !pEntity )
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{
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DevMsg("%s removed itself!\n", GetDebugName() );
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UTIL_Remove(this);
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}
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else
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{
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m_bExpectingWeapon = ( dynamic_cast<CBaseCombatWeapon *>(pEntity) != NULL );
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UTIL_Remove(pEntity);
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}
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}
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//---------------------------------------------------------
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// Count of all the weapons in the world of my type and
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// see if we have a surplus. If there is a surplus, try
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// to find suitable candidates for removal.
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//
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// Right now we just remove the first weapons we find that
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// are behind the player, or are out of the player's PVS.
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// Later, we may want to score the results so that we
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// removed the farthest gun that's not in the player's
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// viewcone, etc.
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//
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// Some notes and thoughts:
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//
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// This code is designed NOT to remove weapons that are
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// hand-placed by level designers. It should only clean
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// up weapons dropped by dead NPCs, which is useful in
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// situations where enemies are spawned in for a sustained
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// period of time.
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//
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// Right now we PREFER to remove weapons that are not in the
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// player's PVS, but this could be opposite of what we
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// really want. We may only want to conduct the cleanup on
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// weapons that are IN the player's PVS.
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//---------------------------------------------------------
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void CGameWeaponManager::Think()
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{
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int i;
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// Don't have to think all that often.
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SetNextThink( gpGlobals->curtime + 2.0 );
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const char *pszWeaponName = STRING( m_iszWeaponName );
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CUtlVector<CBaseEntity *> candidates( 0, 64 );
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if ( m_bExpectingWeapon )
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{
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CBaseCombatWeapon *pWeapon = NULL;
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// Firstly, count the total number of weapons of this type in the world.
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// Also count how many of those can potentially be removed.
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pWeapon = assert_cast<CBaseCombatWeapon *>(gEntList.FindEntityByClassname( pWeapon, pszWeaponName ));
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while( pWeapon )
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{
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if( !pWeapon->IsEffectActive( EF_NODRAW ) && pWeapon->IsRemoveable() )
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{
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candidates.AddToTail( pWeapon );
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}
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pWeapon = assert_cast<CBaseCombatWeapon *>(gEntList.FindEntityByClassname( pWeapon, pszWeaponName ));
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}
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}
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else
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{
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for ( i = 0; i < m_ManagedNonWeapons.Count(); i++)
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{
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CBaseEntity *pEntity = m_ManagedNonWeapons[i];
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if ( pEntity )
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{
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Assert( pEntity->m_iClassname == m_iszWeaponName );
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if ( !pEntity->IsEffectActive( EF_NODRAW ) )
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{
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candidates.AddToTail( pEntity );
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}
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}
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else
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{
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m_ManagedNonWeapons.FastRemove( i-- );
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}
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}
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}
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// Calculate the surplus.
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int surplus = candidates.Count() - m_iMaxPieces;
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// Based on what the player can see, try to clean up the world by removing weapons that
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// the player cannot see right at the moment.
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CBaseEntity *pCandidate;
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for ( i = 0; i < candidates.Count() && surplus > 0; i++ )
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{
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bool fRemovedOne = false;
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pCandidate = candidates[i];
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Assert( !pCandidate->IsEffectActive( EF_NODRAW ) );
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if ( gpGlobals->maxClients == 1 )
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{
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CBasePlayer *pPlayer = UTIL_GetLocalPlayer();
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// Nodraw serves as a flag that this weapon is already being removed since
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// all we're really doing inside this loop is marking them for removal by
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// the entity system. We don't want to count the same weapon as removed
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// more than once.
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if( !UTIL_FindClientInPVS( pCandidate->edict() ) )
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{
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fRemovedOne = true;
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}
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else if( !pPlayer->FInViewCone( pCandidate ) )
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{
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fRemovedOne = true;
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}
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else if ( UTIL_DistApprox( pPlayer->GetAbsOrigin(), pCandidate->GetAbsOrigin() ) > (30*12) )
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{
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fRemovedOne = true;
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}
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}
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else
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{
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fRemovedOne = true;
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}
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if( fRemovedOne )
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{
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pCandidate->AddEffects( EF_NODRAW );
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UTIL_Remove( pCandidate );
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DevMsg( 2, "Surplus %s removed\n", pszWeaponName);
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surplus--;
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}
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}
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}
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//---------------------------------------------------------
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//---------------------------------------------------------
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void CGameWeaponManager::InputSetMaxPieces( inputdata_t &inputdata )
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{
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m_iMaxPieces = inputdata.value.Int();
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}
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//---------------------------------------------------------
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//---------------------------------------------------------
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void CGameWeaponManager::InputSetAmmoModifier( inputdata_t &inputdata )
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{
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m_flAmmoMod = inputdata.value.Float();
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}
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