mirror of
https://github.com/nillerusr/source-engine.git
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756 lines
20 KiB
C++
756 lines
20 KiB
C++
//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose: CTF Flag Capture Zone.
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//
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//=============================================================================//
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#include "cbase.h"
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#include "func_capture_zone.h"
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#include "tf_player.h"
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#include "tf_item.h"
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#include "tf_team.h"
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#include "tf_gamerules.h"
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#include "entity_capture_flag.h"
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#include "tf_logic_player_destruction.h"
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//=============================================================================
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//
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// CTF Flag Capture Zone tables.
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//
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BEGIN_DATADESC( CCaptureZone )
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// Keyfields.
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DEFINE_KEYFIELD( m_nCapturePoint, FIELD_INTEGER, "CapturePoint" ),
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DEFINE_KEYFIELD( m_flCaptureDelay, FIELD_FLOAT, "capture_delay" ),
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DEFINE_KEYFIELD( m_flCaptureDelayOffset, FIELD_FLOAT, "capture_delay_offset" ),
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DEFINE_KEYFIELD( m_bShouldBlock, FIELD_BOOLEAN, "shouldBlock" ),
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// Functions.
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DEFINE_FUNCTION( CCaptureZoneShim::Touch ),
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// Inputs.
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DEFINE_INPUTFUNC( FIELD_VOID, "Enable", InputEnable ),
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DEFINE_INPUTFUNC( FIELD_VOID, "Disable", InputDisable ),
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// Outputs.
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DEFINE_OUTPUT( m_outputOnCapture, "OnCapture" ),
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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_OnCapTeam1_PD, "OnCapTeam1_PD" ),
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DEFINE_OUTPUT( m_OnCapTeam2_PD, "OnCapTeam2_PD" ),
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END_DATADESC()
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LINK_ENTITY_TO_CLASS( func_capturezone, CCaptureZone );
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IMPLEMENT_SERVERCLASS_ST( CCaptureZone, DT_CaptureZone )
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SendPropBool( SENDINFO( m_bDisabled ) ),
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END_SEND_TABLE()
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IMPLEMENT_AUTO_LIST( ICaptureZoneAutoList );
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//=============================================================================
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//
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// CTF Flag Capture Zone functions.
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//
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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CCaptureZone::CCaptureZone()
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{
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m_bShouldBlock = true;
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m_flCaptureDelay = 1.1f;
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m_flCaptureDelayOffset = 0.025f;
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CCaptureZone::Spawn()
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{
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InitTrigger();
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SetTouch( &CCaptureZoneShim::Touch );
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if ( m_bDisabled )
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{
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SetDisabled( true );
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}
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m_flNextTouchingEnemyZoneWarning = -1;
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AddSpawnFlags( SF_TRIGGER_ALLOW_ALL ); // so we can keep track of who is touching us
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CCaptureZone::Activate( void )
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{
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BaseClass::Activate();
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if ( TFGameRules() && ( TFGameRules()->GetGameType() == TF_GAMETYPE_PD ) )
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{
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SetThink( &CCaptureZone::PlayerDestructionThink );
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SetNextThink( gpGlobals->curtime + 0.1 );
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}
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else
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{
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SetThink( NULL );
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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 CCaptureZone::PlayerDestructionThink( void )
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{
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SetNextThink( gpGlobals->curtime + 0.1 );
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if ( !IsDisabled() )
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{
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bool bRedInZone = false;
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bool bBlueInZone = false;
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// nothing to do while no-one is touching us
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if ( m_hTouchingEntities.Count() == 0 )
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return;
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// loop through the touching players to figure out the teams involved
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for ( int i = 0; i < m_hTouchingEntities.Count(); i++ )
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{
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CBaseEntity *pEnt = m_hTouchingEntities[i];
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if ( pEnt && pEnt->IsPlayer() )
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{
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CTFPlayer *pTFPlayer = ToTFPlayer( pEnt );
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if ( pTFPlayer && pTFPlayer->IsAlive() )
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{
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if ( pTFPlayer->GetTeamNumber() == TF_TEAM_RED )
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{
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bRedInZone = true;
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}
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else if ( pTFPlayer->GetTeamNumber() == TF_TEAM_BLUE )
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{
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bBlueInZone = true;
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}
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}
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}
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}
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// safety check, but this should have already been caught by the ( m_hTouchingEntities.Count() == 0 ) check above
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if ( !bRedInZone && !bBlueInZone )
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return;
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if ( m_bShouldBlock )
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{
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// both teams are touching the zone and they block each other
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if ( bRedInZone && bBlueInZone )
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return;
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}
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CUtlVector< CTFPlayer* > playerVector;
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CollectPlayers( &playerVector, TF_TEAM_RED );
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CollectPlayers( &playerVector, TF_TEAM_BLUE, false, APPEND_PLAYERS );
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float flCaptureDelay = m_flCaptureDelay - ( m_flCaptureDelayOffset * playerVector.Count() );
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// let's see if anyone has any player destruction points to capture
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for ( int i = 0; i < m_hTouchingEntities.Count(); i++ )
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{
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CBaseEntity *pEnt = m_hTouchingEntities[i];
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if ( pEnt && pEnt->IsPlayer() )
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{
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CTFPlayer *pTFPlayer = ToTFPlayer( pEnt );
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if ( pTFPlayer && pTFPlayer->IsAlive() )
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{
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// does this capture point have a team number assigned?
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if ( ( GetTeamNumber() != TEAM_UNASSIGNED ) && ( pTFPlayer->GetTeamNumber() != GetTeamNumber() ) )
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continue;
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if ( pTFPlayer->HasTheFlag() && pTFPlayer->CanScorePointForPD() )
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{
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CCaptureFlag *pFlag = dynamic_cast< CCaptureFlag* >( pTFPlayer->GetItem() );
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int nPoints = pFlag->GetPointValue();
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if ( nPoints > 0 )
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{
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// decrease the number of points
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pFlag->AddPointValue( -1 );
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// fire the output
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switch ( pTFPlayer->GetTeamNumber() )
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{
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case TF_TEAM_RED:
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m_OnCapTeam1_PD.FireOutput( this, this );
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break;
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case TF_TEAM_BLUE:
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m_OnCapTeam2_PD.FireOutput( this, this );
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break;
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default:
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break;
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}
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IGameEvent *event = gameeventmanager->CreateEvent( "special_score" );
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if ( event )
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{
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event->SetInt( "player", pTFPlayer->entindex() );
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gameeventmanager->FireEvent( event );
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}
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}
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// remove this flag if this was the last point
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if ( pFlag->GetPointValue() == 0 )
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{
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UTIL_Remove( pFlag );
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}
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if ( CTFPlayerDestructionLogic::GetPlayerDestructionLogic() )
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{
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CTFPlayerDestructionLogic::GetPlayerDestructionLogic()->CalcTeamLeader( pTFPlayer->GetTeamNumber() );
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}
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pTFPlayer->SetNextScorePointForPD( gpGlobals->curtime + flCaptureDelay );
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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 CCaptureZone::ShimTouch( CBaseEntity *pOther )
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{
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// Is the zone enabled?
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if ( IsDisabled() )
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return;
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// Get the TF player.
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CTFPlayer *pPlayer = ToTFPlayer( pOther );
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if ( pPlayer )
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{
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// Check to see if the player has the capture flag.
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if ( pPlayer->HasItem() && ( pPlayer->GetItem()->GetItemID() == TF_ITEM_CAPTURE_FLAG ) )
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{
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CCaptureFlag *pFlag = dynamic_cast<CCaptureFlag*>( pPlayer->GetItem() );
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if ( pFlag )
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{
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// we have a special think that will handle the player destruction flags
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if ( pFlag->GetType() == TF_FLAGTYPE_PLAYER_DESTRUCTION )
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return;
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if ( !pFlag->IsCaptured() )
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{
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// does this capture point have a team number assigned?
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if ( GetTeamNumber() != TEAM_UNASSIGNED )
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{
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// Check to see if the capture zone team matches the player's team.
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if ( pPlayer->GetTeamNumber() != TEAM_UNASSIGNED && pPlayer->GetTeamNumber() != GetTeamNumber() )
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{
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if ( pFlag->GetType() == TF_FLAGTYPE_CTF )
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{
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// Do this at most once every 5 seconds
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if ( m_flNextTouchingEnemyZoneWarning < gpGlobals->curtime )
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{
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CSingleUserRecipientFilter filter( pPlayer );
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TFGameRules()->SendHudNotification( filter, HUD_NOTIFY_TOUCHING_ENEMY_CTF_CAP );
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m_flNextTouchingEnemyZoneWarning = gpGlobals->curtime + 5;
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}
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}
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// else if ( pFlag->GetGameType() == TF_FLAGTYPE_INVADE )
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// {
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// }
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return;
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}
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}
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}
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// in MvM, the "flag" is the bomb and is captured when the carrying bot deploys it
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if ( TFGameRules()->FlagsMayBeCapped() && !TFGameRules()->IsMannVsMachineMode() )
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{
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Capture( pOther );
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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 CCaptureZone::Capture( CBaseEntity *pOther )
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{
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CTFPlayer *pPlayer = ToTFPlayer( pOther );
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if ( pPlayer )
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{
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// Check to see if the player has the capture flag and flag is allowed to be captured.
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if ( pPlayer->HasItem() && ( pPlayer->GetItem()->GetItemID() == TF_ITEM_CAPTURE_FLAG ) && TFGameRules()->CanFlagBeCaptured( pOther ) )
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{
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CCaptureFlag *pFlag = dynamic_cast< CCaptureFlag* >( pPlayer->GetItem() );
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if ( !pFlag )
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return;
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// we have a special think that will handle the player destruction flags
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if ( pFlag->GetType() == TF_FLAGTYPE_PLAYER_DESTRUCTION )
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return;
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if ( !pFlag->IsCaptured() )
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{
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pFlag->Capture( pPlayer, m_nCapturePoint );
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// Outputs
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m_outputOnCapture.FireOutput( this, this );
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switch ( pPlayer->GetTeamNumber() )
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{
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case TF_TEAM_RED:
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m_OnCapTeam1.FireOutput( this, this );
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break;
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case TF_TEAM_BLUE:
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m_OnCapTeam2.FireOutput( this, this );
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break;
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default:
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break;
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}
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IGameEvent *event = gameeventmanager->CreateEvent( "ctf_flag_captured" );
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if ( event )
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{
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int iCappingTeam = pPlayer->GetTeamNumber();
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int iCappingTeamScore = 0;
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CTFTeam* pCappingTeam = pPlayer->GetTFTeam();
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if ( pCappingTeam )
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{
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iCappingTeamScore = pCappingTeam->GetFlagCaptures();
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}
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event->SetInt( "capping_team", iCappingTeam );
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event->SetInt( "capping_team_score", iCappingTeamScore );
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event->SetInt( "capper", pPlayer->GetUserID() );
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event->SetInt( "priority", 9 ); // HLTV priority
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gameeventmanager->FireEvent( event );
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}
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if ( TFGameRules() )
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{
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if ( TFGameRules()->IsHolidayActive( kHoliday_EOTL ) )
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{
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TFGameRules()->DropBonusDuck( pPlayer->GetAbsOrigin(), pPlayer, NULL, NULL, false, true );
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}
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else if ( TFGameRules()->IsHolidayActive( kHoliday_Halloween ) )
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{
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TFGameRules()->DropHalloweenSoulPackToTeam( 5, GetAbsOrigin(), pPlayer->GetTeamNumber(), TEAM_SPECTATOR );
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}
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}
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}
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}
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else if ( !TFGameRules()->CanFlagBeCaptured( pOther ) && TFGameRules()->IsPowerupMode() )
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{
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ClientPrint( pPlayer, HUD_PRINTCENTER, "Cannot capture - your flag is not at base!" );
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}
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose: The timer is always transmitted to clients
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//-----------------------------------------------------------------------------
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int CCaptureZone::UpdateTransmitState()
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{
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// ALWAYS transmit to all clients.
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return SetTransmitState( FL_EDICT_ALWAYS );
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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bool CCaptureZone::IsDisabled( 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 CCaptureZone::InputEnable( inputdata_t &inputdata )
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{
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SetDisabled( false );
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CCaptureZone::InputDisable( inputdata_t &inputdata )
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{
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SetDisabled( true );
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CCaptureZone::SetDisabled( bool bDisabled )
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{
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m_bDisabled.Set( bDisabled );
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if ( bDisabled )
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{
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BaseClass::Disable();
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SetTouch( NULL );
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}
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else
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{
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BaseClass::Enable();
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SetTouch( &CCaptureZoneShim::Touch );
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}
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}
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//=============================================================================
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//
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// Flag Detection Zone tables.
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//
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BEGIN_DATADESC( CFlagDetectionZone )
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DEFINE_KEYFIELD( m_bDisabled, FIELD_BOOLEAN, "StartDisabled" ),
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DEFINE_KEYFIELD( m_bShouldAlarm, FIELD_BOOLEAN, "alarm" ),
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// Inputs.
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DEFINE_INPUTFUNC( FIELD_VOID, "Enable", InputEnable ),
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DEFINE_INPUTFUNC( FIELD_VOID, "Disable", InputDisable ),
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DEFINE_INPUTFUNC( FIELD_VOID, "Test", InputTest ),
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// Outputs.
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DEFINE_OUTPUT( m_outputOnStartTouchFlag, "OnStartTouchFlag" ),
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DEFINE_OUTPUT( m_outputOnEndTouchFlag, "OnEndTouchFlag" ),
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DEFINE_OUTPUT( m_outputOnDroppedFlag, "OnDroppedFlag" ),
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DEFINE_OUTPUT( m_outputOnPickedUpFlag, "OnPickedUpFlag" ),
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END_DATADESC()
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LINK_ENTITY_TO_CLASS( func_flagdetectionzone, CFlagDetectionZone );
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IMPLEMENT_AUTO_LIST( IFlagDetectionZoneAutoList );
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//=============================================================================
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//
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// Flag Detection Zone functions.
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//
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CFlagDetectionZone::CFlagDetectionZone()
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{
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m_bShouldAlarm = false;
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}
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void CFlagDetectionZone::Spawn()
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{
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InitTrigger();
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if ( m_bDisabled )
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{
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SetDisabled( true );
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}
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}
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void CFlagDetectionZone::StartTouch( CBaseEntity *pOther )
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{
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// Is the zone enabled?
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if ( IsDisabled() )
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return;
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if ( pOther->IsPlayer() )
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{
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EHANDLE hOther;
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hOther = pOther;
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if ( m_hTouchingPlayers.Find( hOther ) == m_hTouchingPlayers.InvalidIndex() )
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{
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m_hTouchingPlayers.AddToTail( hOther );
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}
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}
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if ( EntityIsFlagCarrier( pOther ) )
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{
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EHANDLE hOther;
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hOther = pOther;
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bool bAdded = false;
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if ( m_hTouchingEntities.Find( hOther ) == m_hTouchingEntities.InvalidIndex() )
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{
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m_hTouchingEntities.AddToTail( hOther );
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bAdded = true;
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}
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m_OnStartTouch.FireOutput( pOther, this );
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if ( bAdded && ( m_hTouchingEntities.Count() == 1 ) )
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{
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// First entity to touch us that passes our filters
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m_outputOnStartTouchFlag.FireOutput( pOther, this );
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m_OnStartTouchAll.FireOutput( pOther, this );
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}
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IGameEvent *event = gameeventmanager->CreateEvent( "flag_carried_in_detection_zone" );
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if ( event )
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{
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gameeventmanager->FireEvent( event );
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}
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}
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}
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void CFlagDetectionZone::EndTouch( CBaseEntity *pOther )
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{
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// Is the zone enabled?
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if ( IsDisabled() )
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return;
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if ( pOther->IsPlayer() )
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{
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EHANDLE hOther;
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hOther = pOther;
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m_hTouchingPlayers.FindAndRemove( hOther );
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}
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if ( IsTouching( pOther ) )
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{
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EHANDLE hOther;
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hOther = pOther;
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m_hTouchingEntities.FindAndRemove( hOther );
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m_OnEndTouch.FireOutput(pOther, this);
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// If there are no more entities touching this trigger, fire the lost all touches
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// Loop through the touching entities backwards. Clean out old ones, and look for existing
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bool bFoundOtherTouchee = false;
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int iSize = m_hTouchingEntities.Count();
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for ( int i = iSize-1; i >= 0; i-- )
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{
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EHANDLE hOther;
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hOther = m_hTouchingEntities[i];
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if ( !hOther )
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{
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m_hTouchingEntities.Remove( i );
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}
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else if ( hOther->IsPlayer() && !hOther->IsAlive() )
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{
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#ifdef STAGING_ONLY
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AssertMsg( false, "Dead player [%s] is still touching this trigger at [%f %f %f]", hOther->GetEntityName().ToCStr(), XYZ( hOther->GetAbsOrigin() ) );
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Warning( "Dead player [%s] is still touching this trigger at [%f %f %f]", hOther->GetEntityName().ToCStr(), XYZ( hOther->GetAbsOrigin() ) );
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#endif
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m_hTouchingEntities.Remove( i );
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}
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else
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{
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bFoundOtherTouchee = true;
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}
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}
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|
|
//FIXME: Without this, triggers fire their EndTouch outputs when they are disabled!
|
|
// Didn't find one?
|
|
if ( !bFoundOtherTouchee /*&& !m_bDisabled*/ )
|
|
{
|
|
m_outputOnEndTouchFlag.FireOutput( this, this );
|
|
m_OnEndTouchAll.FireOutput( pOther, this);
|
|
}
|
|
}
|
|
}
|
|
|
|
void CFlagDetectionZone::InputEnable( inputdata_t &inputdata )
|
|
{
|
|
SetDisabled( false );
|
|
}
|
|
|
|
void CFlagDetectionZone::InputDisable( inputdata_t &inputdata )
|
|
{
|
|
SetDisabled( true );
|
|
}
|
|
|
|
void CFlagDetectionZone::InputTest( inputdata_t &inputdata )
|
|
{
|
|
// Loop through the touching entities backwards. Clean out old ones, and look for existing
|
|
int iSize = m_hTouchingEntities.Count();
|
|
for ( int i = iSize-1; i >= 0; i-- )
|
|
{
|
|
EHANDLE hOther;
|
|
hOther = m_hTouchingEntities[i];
|
|
|
|
if ( !hOther )
|
|
{
|
|
m_hTouchingEntities.Remove( i );
|
|
}
|
|
else if ( hOther->IsPlayer() && !hOther->IsAlive() )
|
|
{
|
|
#ifdef STAGING_ONLY
|
|
AssertMsg( false, "Dead player [%s] is still touching this trigger at [%f %f %f]", hOther->GetEntityName().ToCStr(), XYZ( hOther->GetAbsOrigin() ) );
|
|
Warning( "Dead player [%s] is still touching this trigger at [%f %f %f]", hOther->GetEntityName().ToCStr(), XYZ( hOther->GetAbsOrigin() ) );
|
|
#endif
|
|
m_hTouchingEntities.Remove( i );
|
|
}
|
|
}
|
|
|
|
if ( m_hTouchingEntities.Count() )
|
|
{
|
|
m_OnStartTouch.FireOutput( m_hTouchingEntities[ 0 ], this );
|
|
m_outputOnStartTouchFlag.FireOutput( this, this );
|
|
}
|
|
else
|
|
{
|
|
m_outputOnEndTouchFlag.FireOutput( this, this );
|
|
m_OnEndTouchAll.FireOutput( this, this );
|
|
}
|
|
}
|
|
|
|
void CFlagDetectionZone::SetDisabled( bool bDisabled )
|
|
{
|
|
m_bDisabled = bDisabled;
|
|
|
|
if ( bDisabled )
|
|
{
|
|
BaseClass::Disable();
|
|
SetTouch( NULL );
|
|
}
|
|
else
|
|
{
|
|
BaseClass::Enable();
|
|
}
|
|
}
|
|
|
|
void CFlagDetectionZone::FlagDropped( CBasePlayer *pPlayer )
|
|
{
|
|
EHANDLE hOther;
|
|
hOther = pPlayer;
|
|
|
|
if ( m_hTouchingEntities.Find( hOther ) != m_hTouchingEntities.InvalidIndex() )
|
|
{
|
|
m_outputOnDroppedFlag.FireOutput( pPlayer, this );
|
|
EndTouch( pPlayer );
|
|
|
|
// Still touching as a non-carrierz
|
|
m_hTouchingPlayers.AddToTail( hOther );
|
|
}
|
|
}
|
|
|
|
void CFlagDetectionZone::FlagPickedUp( CBasePlayer *pPlayer )
|
|
{
|
|
EHANDLE hOther;
|
|
hOther = pPlayer;
|
|
|
|
if ( m_hTouchingPlayers.Find( hOther ) != m_hTouchingPlayers.InvalidIndex() )
|
|
{
|
|
m_outputOnPickedUpFlag.FireOutput( pPlayer, this );
|
|
StartTouch( pPlayer );
|
|
}
|
|
}
|
|
|
|
bool CFlagDetectionZone::EntityIsFlagCarrier( CBaseEntity *pEntity )
|
|
{
|
|
// Get the TF player.
|
|
CTFPlayer *pPlayer = ToTFPlayer( pEntity );
|
|
if ( pPlayer )
|
|
{
|
|
// Check to see if the player has the capture flag.
|
|
if ( pPlayer->HasItem() && ( pPlayer->GetItem()->GetItemID() == TF_ITEM_CAPTURE_FLAG ) )
|
|
{
|
|
CCaptureFlag *pFlag = dynamic_cast<CCaptureFlag*>( pPlayer->GetItem() );
|
|
if ( pFlag && !pFlag->IsCaptured() )
|
|
{
|
|
return true;
|
|
}
|
|
}
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
void CFlagDetectionZone::FlagCaptured( CBasePlayer *pPlayer )
|
|
{
|
|
if ( !pPlayer )
|
|
return;
|
|
|
|
if ( FStrEq( "sd_doomsday", STRING( gpGlobals->mapname ) ) )
|
|
{
|
|
EHANDLE hOther;
|
|
hOther = pPlayer;
|
|
|
|
if ( m_hTouchingPlayers.Find( hOther ) != m_hTouchingPlayers.InvalidIndex() )
|
|
{
|
|
int nWinningTeam = pPlayer->GetTeamNumber();
|
|
CUtlVector< EHANDLE > winningPlayers;
|
|
|
|
for ( int i = 0 ; i < m_hTouchingPlayers.Count() ; i++ )
|
|
{
|
|
EHANDLE hTemp = m_hTouchingPlayers[i];
|
|
if ( hTemp && ( hTemp->GetTeamNumber() == nWinningTeam ) )
|
|
{
|
|
winningPlayers.AddToHead( hTemp );
|
|
}
|
|
}
|
|
|
|
// ACHIEVEMENT_TF_MAPS_DOOMSDAY_RIDE_THE_ELEVATOR
|
|
if ( winningPlayers.Count() >= 5 )
|
|
{
|
|
// loop through and award the achievement
|
|
for ( int i = 0 ; i < winningPlayers.Count() ; i++ )
|
|
{
|
|
EHANDLE hTemp = winningPlayers[i];
|
|
if ( hTemp )
|
|
{
|
|
CTFPlayer *pTFPlayer = ToTFPlayer( hTemp );
|
|
if ( pTFPlayer )
|
|
{
|
|
pTFPlayer->AwardAchievement( ACHIEVEMENT_TF_MAPS_DOOMSDAY_RIDE_THE_ELEVATOR );
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Handles if the specified entity is dropped in a detection zone
|
|
//-----------------------------------------------------------------------------
|
|
void HandleFlagDroppedInDetectionZone( CBasePlayer *pPlayer )
|
|
{
|
|
for ( int i=0; i<IFlagDetectionZoneAutoList::AutoList().Count(); ++i )
|
|
{
|
|
CFlagDetectionZone *pZone = static_cast<CFlagDetectionZone *>( IFlagDetectionZoneAutoList::AutoList()[i] );
|
|
if ( !pZone->IsDisabled() )
|
|
{
|
|
pZone->FlagDropped( pPlayer );
|
|
}
|
|
}
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Handles if the specified entity is picked up in a detection zone
|
|
//-----------------------------------------------------------------------------
|
|
void HandleFlagPickedUpInDetectionZone( CBasePlayer *pPlayer )
|
|
{
|
|
for ( int i=0; i<IFlagDetectionZoneAutoList::AutoList().Count(); ++i )
|
|
{
|
|
CFlagDetectionZone *pZone = static_cast<CFlagDetectionZone *>( IFlagDetectionZoneAutoList::AutoList()[i] );
|
|
if ( !pZone->IsDisabled() )
|
|
{
|
|
pZone->FlagPickedUp( pPlayer );
|
|
}
|
|
}
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Handles if the specified entity is captured in a detection zone
|
|
//-----------------------------------------------------------------------------
|
|
void HandleFlagCapturedInDetectionZone( CBasePlayer *pPlayer )
|
|
{
|
|
for ( int i=0; i<IFlagDetectionZoneAutoList::AutoList().Count(); ++i )
|
|
{
|
|
CFlagDetectionZone *pZone = static_cast<CFlagDetectionZone *>( IFlagDetectionZoneAutoList::AutoList()[i] );
|
|
if ( !pZone->IsDisabled() )
|
|
{
|
|
pZone->FlagCaptured( pPlayer );
|
|
}
|
|
}
|
|
}
|