mirror of
https://github.com/nillerusr/source-engine.git
synced 2024-12-29 09:33:00 +00:00
291 lines
7.8 KiB
C++
291 lines
7.8 KiB
C++
|
//========= Copyright Valve Corporation, All rights reserved. ============//
|
||
|
//
|
||
|
// Purpose:
|
||
|
//
|
||
|
// $NoKeywords: $
|
||
|
//=============================================================================//
|
||
|
#include "cbase.h"
|
||
|
|
||
|
#include "gameweaponmanager.h"
|
||
|
#include "saverestore_utlvector.h"
|
||
|
|
||
|
// memdbgon must be the last include file in a .cpp file!!!
|
||
|
#include "tier0/memdbgon.h"
|
||
|
|
||
|
//=========================================================
|
||
|
//=========================================================
|
||
|
class CGameWeaponManager;
|
||
|
static CUtlVector<CGameWeaponManager *> g_Managers;
|
||
|
|
||
|
|
||
|
//=========================================================
|
||
|
//=========================================================
|
||
|
class CGameWeaponManager : public CBaseEntity
|
||
|
{
|
||
|
DECLARE_CLASS( CGameWeaponManager, CBaseEntity );
|
||
|
DECLARE_DATADESC();
|
||
|
|
||
|
public:
|
||
|
void Spawn();
|
||
|
CGameWeaponManager()
|
||
|
{
|
||
|
m_flAmmoMod = 1.0f;
|
||
|
m_bExpectingWeapon = false;
|
||
|
g_Managers.AddToTail( this );
|
||
|
}
|
||
|
|
||
|
~CGameWeaponManager()
|
||
|
{
|
||
|
g_Managers.FindAndRemove( this );
|
||
|
}
|
||
|
|
||
|
void Think();
|
||
|
void InputSetMaxPieces( inputdata_t &inputdata );
|
||
|
void InputSetAmmoModifier( inputdata_t &inputdata );
|
||
|
|
||
|
string_t m_iszWeaponName;
|
||
|
int m_iMaxPieces;
|
||
|
float m_flAmmoMod;
|
||
|
bool m_bExpectingWeapon;
|
||
|
|
||
|
CUtlVector<EHANDLE> m_ManagedNonWeapons;
|
||
|
|
||
|
};
|
||
|
|
||
|
BEGIN_DATADESC( CGameWeaponManager )
|
||
|
|
||
|
//fields
|
||
|
DEFINE_KEYFIELD( m_iszWeaponName, FIELD_STRING, "weaponname" ),
|
||
|
DEFINE_KEYFIELD( m_iMaxPieces, FIELD_INTEGER, "maxpieces" ),
|
||
|
DEFINE_KEYFIELD( m_flAmmoMod, FIELD_FLOAT, "ammomod" ),
|
||
|
DEFINE_FIELD( m_bExpectingWeapon, FIELD_BOOLEAN ),
|
||
|
// funcs
|
||
|
DEFINE_FUNCTION( Think ),
|
||
|
// inputs
|
||
|
DEFINE_INPUTFUNC( FIELD_INTEGER, "SetMaxPieces", InputSetMaxPieces ),
|
||
|
DEFINE_INPUTFUNC( FIELD_FLOAT, "SetAmmoModifier", InputSetAmmoModifier ),
|
||
|
|
||
|
DEFINE_UTLVECTOR( m_ManagedNonWeapons, FIELD_EHANDLE ),
|
||
|
|
||
|
END_DATADESC()
|
||
|
|
||
|
LINK_ENTITY_TO_CLASS( game_weapon_manager, CGameWeaponManager );
|
||
|
|
||
|
void CreateWeaponManager( const char *pWeaponName, int iMaxPieces )
|
||
|
{
|
||
|
CGameWeaponManager *pManager = (CGameWeaponManager *)CreateEntityByName( "game_weapon_manager");
|
||
|
|
||
|
if( pManager )
|
||
|
{
|
||
|
pManager->m_iszWeaponName = MAKE_STRING( pWeaponName );
|
||
|
pManager->m_iMaxPieces = iMaxPieces;
|
||
|
DispatchSpawn( pManager );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
void WeaponManager_AmmoMod( CBaseCombatWeapon *pWeapon )
|
||
|
{
|
||
|
for ( int i = 0; i < g_Managers.Count(); i++ )
|
||
|
{
|
||
|
if ( g_Managers[i]->m_iszWeaponName == pWeapon->m_iClassname )
|
||
|
{
|
||
|
int iNewClip = (int)(pWeapon->m_iClip1 * g_Managers[i]->m_flAmmoMod);
|
||
|
int iNewRandomClip = iNewClip + RandomInt( -2, 2 );
|
||
|
|
||
|
if ( iNewRandomClip > pWeapon->GetMaxClip1() )
|
||
|
{
|
||
|
iNewRandomClip = pWeapon->GetMaxClip1();
|
||
|
}
|
||
|
else if ( iNewRandomClip <= 0 )
|
||
|
{
|
||
|
//Drop at least one bullet.
|
||
|
iNewRandomClip = 1;
|
||
|
}
|
||
|
|
||
|
pWeapon->m_iClip1 = iNewRandomClip;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
void WeaponManager_AddManaged( CBaseEntity *pWeapon )
|
||
|
{
|
||
|
for ( int i = 0; i < g_Managers.Count(); i++ )
|
||
|
{
|
||
|
if ( g_Managers[i]->m_iszWeaponName == pWeapon->m_iClassname )
|
||
|
{
|
||
|
Assert( g_Managers[i]->m_ManagedNonWeapons.Find( pWeapon ) == g_Managers[i]->m_ManagedNonWeapons.InvalidIndex() );
|
||
|
g_Managers[i]->m_ManagedNonWeapons.AddToTail( pWeapon );
|
||
|
break;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
void WeaponManager_RemoveManaged( CBaseEntity *pWeapon )
|
||
|
{
|
||
|
for ( int i = 0; i < g_Managers.Count(); i++ )
|
||
|
{
|
||
|
if ( g_Managers[i]->m_iszWeaponName == pWeapon->m_iClassname )
|
||
|
{
|
||
|
int j = g_Managers[i]->m_ManagedNonWeapons.Find( pWeapon );
|
||
|
if ( j != g_Managers[i]->m_ManagedNonWeapons.InvalidIndex() )
|
||
|
{
|
||
|
g_Managers[i]->m_ManagedNonWeapons.FastRemove( j );
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
//---------------------------------------------------------
|
||
|
//---------------------------------------------------------
|
||
|
void CGameWeaponManager::Spawn()
|
||
|
{
|
||
|
SetThink( &CGameWeaponManager::Think );
|
||
|
SetNextThink( gpGlobals->curtime );
|
||
|
CBaseEntity *pEntity = CreateEntityByName( STRING(m_iszWeaponName) );
|
||
|
if ( !pEntity )
|
||
|
{
|
||
|
DevMsg("%s removed itself!\n", GetDebugName() );
|
||
|
UTIL_Remove(this);
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
m_bExpectingWeapon = ( dynamic_cast<CBaseCombatWeapon *>(pEntity) != NULL );
|
||
|
UTIL_Remove(pEntity);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
//---------------------------------------------------------
|
||
|
// Count of all the weapons in the world of my type and
|
||
|
// see if we have a surplus. If there is a surplus, try
|
||
|
// to find suitable candidates for removal.
|
||
|
//
|
||
|
// Right now we just remove the first weapons we find that
|
||
|
// are behind the player, or are out of the player's PVS.
|
||
|
// Later, we may want to score the results so that we
|
||
|
// removed the farthest gun that's not in the player's
|
||
|
// viewcone, etc.
|
||
|
//
|
||
|
// Some notes and thoughts:
|
||
|
//
|
||
|
// This code is designed NOT to remove weapons that are
|
||
|
// hand-placed by level designers. It should only clean
|
||
|
// up weapons dropped by dead NPCs, which is useful in
|
||
|
// situations where enemies are spawned in for a sustained
|
||
|
// period of time.
|
||
|
//
|
||
|
// Right now we PREFER to remove weapons that are not in the
|
||
|
// player's PVS, but this could be opposite of what we
|
||
|
// really want. We may only want to conduct the cleanup on
|
||
|
// weapons that are IN the player's PVS.
|
||
|
//---------------------------------------------------------
|
||
|
void CGameWeaponManager::Think()
|
||
|
{
|
||
|
int i;
|
||
|
|
||
|
// Don't have to think all that often.
|
||
|
SetNextThink( gpGlobals->curtime + 2.0 );
|
||
|
|
||
|
const char *pszWeaponName = STRING( m_iszWeaponName );
|
||
|
|
||
|
CUtlVector<CBaseEntity *> candidates( 0, 64 );
|
||
|
|
||
|
if ( m_bExpectingWeapon )
|
||
|
{
|
||
|
CBaseCombatWeapon *pWeapon = NULL;
|
||
|
// Firstly, count the total number of weapons of this type in the world.
|
||
|
// Also count how many of those can potentially be removed.
|
||
|
pWeapon = assert_cast<CBaseCombatWeapon *>(gEntList.FindEntityByClassname( pWeapon, pszWeaponName ));
|
||
|
|
||
|
while( pWeapon )
|
||
|
{
|
||
|
if( !pWeapon->IsEffectActive( EF_NODRAW ) && pWeapon->IsRemoveable() )
|
||
|
{
|
||
|
candidates.AddToTail( pWeapon );
|
||
|
}
|
||
|
|
||
|
pWeapon = assert_cast<CBaseCombatWeapon *>(gEntList.FindEntityByClassname( pWeapon, pszWeaponName ));
|
||
|
}
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
for ( i = 0; i < m_ManagedNonWeapons.Count(); i++)
|
||
|
{
|
||
|
CBaseEntity *pEntity = m_ManagedNonWeapons[i];
|
||
|
if ( pEntity )
|
||
|
{
|
||
|
Assert( pEntity->m_iClassname == m_iszWeaponName );
|
||
|
if ( !pEntity->IsEffectActive( EF_NODRAW ) )
|
||
|
{
|
||
|
candidates.AddToTail( pEntity );
|
||
|
}
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
m_ManagedNonWeapons.FastRemove( i-- );
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
// Calculate the surplus.
|
||
|
int surplus = candidates.Count() - m_iMaxPieces;
|
||
|
|
||
|
// Based on what the player can see, try to clean up the world by removing weapons that
|
||
|
// the player cannot see right at the moment.
|
||
|
CBaseEntity *pCandidate;
|
||
|
for ( i = 0; i < candidates.Count() && surplus > 0; i++ )
|
||
|
{
|
||
|
bool fRemovedOne = false;
|
||
|
|
||
|
pCandidate = candidates[i];
|
||
|
Assert( !pCandidate->IsEffectActive( EF_NODRAW ) );
|
||
|
|
||
|
if ( gpGlobals->maxClients == 1 )
|
||
|
{
|
||
|
CBasePlayer *pPlayer = UTIL_GetLocalPlayer();
|
||
|
// Nodraw serves as a flag that this weapon is already being removed since
|
||
|
// all we're really doing inside this loop is marking them for removal by
|
||
|
// the entity system. We don't want to count the same weapon as removed
|
||
|
// more than once.
|
||
|
if( !UTIL_FindClientInPVS( pCandidate->edict() ) )
|
||
|
{
|
||
|
fRemovedOne = true;
|
||
|
}
|
||
|
else if( !pPlayer->FInViewCone( pCandidate ) )
|
||
|
{
|
||
|
fRemovedOne = true;
|
||
|
}
|
||
|
else if ( UTIL_DistApprox( pPlayer->GetAbsOrigin(), pCandidate->GetAbsOrigin() ) > (30*12) )
|
||
|
{
|
||
|
fRemovedOne = true;
|
||
|
}
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
fRemovedOne = true;
|
||
|
}
|
||
|
|
||
|
if( fRemovedOne )
|
||
|
{
|
||
|
pCandidate->AddEffects( EF_NODRAW );
|
||
|
UTIL_Remove( pCandidate );
|
||
|
|
||
|
DevMsg( 2, "Surplus %s removed\n", pszWeaponName);
|
||
|
surplus--;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
//---------------------------------------------------------
|
||
|
//---------------------------------------------------------
|
||
|
void CGameWeaponManager::InputSetMaxPieces( inputdata_t &inputdata )
|
||
|
{
|
||
|
m_iMaxPieces = inputdata.value.Int();
|
||
|
}
|
||
|
|
||
|
//---------------------------------------------------------
|
||
|
//---------------------------------------------------------
|
||
|
void CGameWeaponManager::InputSetAmmoModifier( inputdata_t &inputdata )
|
||
|
{
|
||
|
m_flAmmoMod = inputdata.value.Float();
|
||
|
}
|