Modified source engine (2017) developed by valve and leaked in 2020. Not for commercial purporses
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose: CTF Flag.
//
//=============================================================================//
#include "cbase.h"
#include "entity_capture_flag.h"
#include "tf_gamerules.h"
#include "tf_shareddefs.h"
#include "filesystem.h"
#include "tf_logic_player_destruction.h"
#ifdef CLIENT_DLL
#include <vgui_controls/Panel.h>
#include <vgui_controls/ImagePanel.h>
#include <vgui_controls/EditablePanel.h>
#include <vgui/IScheme.h>
#include "hudelement.h"
#include "iclientmode.h"
#include "hud_numericdisplay.h"
#include "tf_imagepanel.h"
#include "c_tf_player.h"
#include "c_tf_team.h"
#include "tf_hud_objectivestatus.h"
#include "view.h"
ConVar cl_flag_return_size( "cl_flag_return_size", "20", FCVAR_CHEAT );
extern ConVar tf_rd_flag_ui_mode;
#else
#include "tf_player.h"
#include "tf_team.h"
#include "tf_objective_resource.h"
#include "tf_gamestats.h"
#include "func_respawnroom.h"
#include "datacache/imdlcache.h"
#include "func_respawnflag.h"
#include "func_capture_zone.h"
#include "nav_mesh/tf_nav_mesh.h"
#include "player_vs_environment/tf_population_manager.h"
#include "tf_logic_robot_destruction.h"
#include "tf_logic_halloween_2014.h"
extern ConVar tf_flag_caps_per_round;
extern ConVar tf_mvm_endless_bomb_reset;
extern ConVar tf_rd_min_points_to_steal;
ConVar cl_flag_return_height( "cl_flag_return_height", "82", FCVAR_CHEAT );
ConVar tf_rd_return_min_time( "tf_rd_return_min_time", "30" );
ConVar tf_rd_return_max_time( "tf_rd_return_max_time", "90" );
#endif
ConVar tf_flag_return_on_touch( "tf_flag_return_on_touch", "0", FCVAR_REPLICATED, "If this is set, your flag must be at base in order to capture the enemy flag. Remote friendly flags return to your base instantly when you touch them" );
#ifdef STAGING_ONLY
ConVar tf_flag_return_time_override( "tf_flag_return_time_override", "0", FCVAR_CHEAT | FCVAR_REPLICATED, "How long before a dropped flag will return (in seconds). 0 = Use map/default settings. For internal-use only.", true, 0.f, false, 0.f );
#endif // STAGING_ONLY
ConVar tf_flag_return_time_credit_factor( "tf_flag_return_time_credit_factor", "1.0", FCVAR_REPLICATED, "Number of seconds the flag's return time will be credited for each second the flag is being carried.", true, 0.f, false, 0.f );
enum
{
INVADE_NEUTRAL_TYPE_NONE = 0, // no neutral time
INVADE_NEUTRAL_TYPE_DEFAULT, // current behavior....30 secs (TF_INVADE_NEUTRAL_TIME)
INVADE_NEUTRAL_TYPE_HALF, // half the return time
};
enum
{
INVADE_SCORING_TEAM_SCORE = 0,
INVADE_SCORING_TEAM_CAPTURE_COUNT,
};
#define FLAG_EFFECTS_NONE 0
#define FLAG_EFFECTS_ALL 1
#define FLAG_EFFECTS_PAPERONLY 2
#define FLAG_EFFECTS_COLORONLY 3
#ifdef CLIENT_DLL
static void RecvProxy_IsDisabled( const CRecvProxyData *pData, void *pStruct, void *pOut )
{
CCaptureFlag *pFlag = (CCaptureFlag *) pStruct;
bool bIsDisabled = ( pData->m_Value.m_Int > 0 );
if ( pFlag )
{
pFlag->SetDisabled( bIsDisabled );
}
}
static void RecvProxy_IsVisibleWhenDisabled( const CRecvProxyData *pData, void *pStruct, void *pOut )
{
CCaptureFlag *pFlag = (CCaptureFlag *) pStruct;
bool bVisible = ( pData->m_Value.m_Int > 0 );
if ( pFlag )
{
pFlag->SetVisibleWhenDisabled( bVisible );
}
}
static void RecvProxy_FlagStatus( const CRecvProxyData *pData, void *pStruct, void *pOut )
{
CCaptureFlag *pFlag = (CCaptureFlag *) pStruct;
if ( pFlag )
{
pFlag->SetFlagStatus( pData->m_Value.m_Int );
IGameEvent *pEvent = gameeventmanager->CreateEvent( "flagstatus_update" );
if ( pEvent )
{
pEvent->SetInt( "entindex", pFlag->entindex() );
gameeventmanager->FireEventClientSide( pEvent );
}
}
}
#endif
//=============================================================================
//
// CTF Flag tables.
//
IMPLEMENT_NETWORKCLASS_ALIASED( CaptureFlag, DT_CaptureFlag )
BEGIN_NETWORK_TABLE( CCaptureFlag, DT_CaptureFlag )
#ifdef GAME_DLL
SendPropBool( SENDINFO( m_bDisabled ) ),
SendPropBool( SENDINFO( m_bVisibleWhenDisabled ) ),
SendPropInt( SENDINFO( m_nType ), 5, SPROP_UNSIGNED ),
SendPropInt( SENDINFO( m_nFlagStatus ), 3, SPROP_UNSIGNED ),
SendPropTime( SENDINFO( m_flResetTime ) ),
SendPropTime( SENDINFO( m_flNeutralTime ) ),
SendPropTime( SENDINFO( m_flMaxResetTime ) ),
SendPropEHandle( SENDINFO( m_hPrevOwner ) ),
SendPropString( SENDINFO( m_szModel ) ),
SendPropString( SENDINFO( m_szHudIcon ) ),
SendPropString( SENDINFO( m_szPaperEffect ) ),
SendPropString( SENDINFO( m_szTrailEffect ) ),
SendPropInt( SENDINFO( m_nUseTrailEffect ), 3, SPROP_UNSIGNED ),
SendPropInt( SENDINFO( m_nPointValue ) ),
SendPropFloat( SENDINFO( m_flAutoCapTime ) ),
SendPropBool( SENDINFO( m_bGlowEnabled ) ),
SendPropFloat( SENDINFO( m_flTimeToSetPoisonous ) ),
#else
RecvPropInt( RECVINFO( m_bDisabled ), 0, RecvProxy_IsDisabled ),
RecvPropInt( RECVINFO( m_bVisibleWhenDisabled ), 0, RecvProxy_IsVisibleWhenDisabled ),
RecvPropInt( RECVINFO( m_nType ) ),
RecvPropInt( RECVINFO( m_nFlagStatus ), 0, RecvProxy_FlagStatus ),
RecvPropTime( RECVINFO( m_flResetTime ) ),
RecvPropTime( RECVINFO( m_flNeutralTime ) ),
RecvPropTime( RECVINFO( m_flMaxResetTime ) ),
RecvPropEHandle( RECVINFO( m_hPrevOwner ) ),
RecvPropString( RECVINFO( m_szModel ) ),
RecvPropString( RECVINFO( m_szHudIcon ) ),
RecvPropString( RECVINFO( m_szPaperEffect ) ),
RecvPropString( RECVINFO( m_szTrailEffect ) ),
RecvPropInt( RECVINFO( m_nUseTrailEffect ) ),
RecvPropInt( RECVINFO( m_nPointValue ) ),
RecvPropFloat( RECVINFO( m_flAutoCapTime ) ),
RecvPropBool( RECVINFO( m_bGlowEnabled ) ),
RecvPropFloat( RECVINFO( m_flTimeToSetPoisonous ) ),
#endif
END_NETWORK_TABLE()
BEGIN_DATADESC( CCaptureFlag )
// Keyfields.
DEFINE_KEYFIELD( m_nType, FIELD_INTEGER, "GameType" ),
DEFINE_KEYFIELD( m_nReturnTime, FIELD_INTEGER, "ReturnTime" ),
DEFINE_KEYFIELD( m_nUseTrailEffect, FIELD_INTEGER, "trail_effect" ),
DEFINE_KEYFIELD( m_nNeutralType, FIELD_INTEGER, "NeutralType" ),
DEFINE_KEYFIELD( m_nScoringType, FIELD_INTEGER, "ScoringType" ),
DEFINE_KEYFIELD( m_bReturnBetweenWaves, FIELD_BOOLEAN, "ReturnBetweenWaves" ),
DEFINE_KEYFIELD( m_bVisibleWhenDisabled, FIELD_BOOLEAN, "VisibleWhenDisabled" ),
DEFINE_KEYFIELD( m_bUseShotClockMode, FIELD_BOOLEAN, "ShotClockMode" ),
DEFINE_KEYFIELD( m_nPointValue, FIELD_INTEGER, "PointValue" ),
#ifdef GAME_DLL
DEFINE_KEYFIELD( m_iszModel, FIELD_STRING, "flag_model" ),
DEFINE_KEYFIELD( m_iszHudIcon, FIELD_STRING, "flag_icon" ),
DEFINE_KEYFIELD( m_iszPaperEffect, FIELD_STRING, "flag_paper" ),
DEFINE_KEYFIELD( m_iszTrailEffect, FIELD_STRING, "flag_trail" ),
DEFINE_KEYFIELD( m_iszTags, FIELD_STRING, "tags" ),
// Inputs.
DEFINE_INPUTFUNC( FIELD_VOID, "Enable", InputEnable ),
DEFINE_INPUTFUNC( FIELD_VOID, "Disable", InputDisable ),
DEFINE_INPUTFUNC( FIELD_VOID, "RoundActivate", InputRoundActivate ),
DEFINE_INPUTFUNC( FIELD_VOID, "ForceDrop", InputForceDrop ),
DEFINE_INPUTFUNC( FIELD_VOID, "ForceReset", InputForceReset ),
DEFINE_INPUTFUNC( FIELD_VOID, "ForceResetSilent", InputForceResetSilent ),
DEFINE_INPUTFUNC( FIELD_VOID, "ForceResetAndDisableSilent", InputForceResetAndDisableSilent ),
DEFINE_INPUTFUNC( FIELD_INTEGER, "SetReturnTime", InputSetReturnTime ),
DEFINE_INPUTFUNC( FIELD_INTEGER, "ShowTimer", InputShowTimer ),
DEFINE_INPUTFUNC( FIELD_INTEGER, "ForceGlowDisabled", InputForceGlowDisabled ),
// Outputs.
DEFINE_OUTPUT( m_outputOnReturn, "OnReturn" ),
DEFINE_OUTPUT( m_outputOnPickUp, "OnPickUp" ),
DEFINE_OUTPUT( m_outputOnPickUpTeam1, "OnPickupTeam1" ),
DEFINE_OUTPUT( m_outputOnPickUpTeam2, "OnPickupTeam2" ),
DEFINE_OUTPUT( m_outputOnDrop, "OnDrop" ),
DEFINE_OUTPUT( m_outputOnCapture, "OnCapture" ),
DEFINE_OUTPUT( m_OnCapTeam1, "OnCapTeam1" ),
DEFINE_OUTPUT( m_OnCapTeam2, "OnCapTeam2" ),
DEFINE_OUTPUT( m_OnTouchSameTeam, "OnTouchSameTeam" ),
#endif
END_DATADESC();
LINK_ENTITY_TO_CLASS( item_teamflag, CCaptureFlag );
IMPLEMENT_AUTO_LIST( ICaptureFlagAutoList );
//=============================================================================
//
// CTF Flag functions.
//
CCaptureFlag::CCaptureFlag()
{
#ifdef CLIENT_DLL
m_pGlowTrailEffect = NULL;
m_pPaperTrailEffect = NULL;
m_pGlowEffect = NULL;
m_hOldOwner = NULL;
m_bOldGlowEnabled = true;
#else
m_hReturnIcon = NULL;
m_nReturnTime = 60;
m_hInitialPlayer = NULL;
m_hInitialParent = NULL;
m_vecOffset.Init( 0, 0, 0 );
m_iszModel = NULL_STRING;
m_iszHudIcon = NULL_STRING;
m_iszPaperEffect = NULL_STRING;
m_iszTrailEffect = NULL_STRING;
m_nPointValue = 0;
m_flTimeToSetPoisonous = 0.f;
// Team specific sound throttling for Special Delivery
for ( int i = 0; i < ARRAYSIZE( m_flNextTeamSoundTime ); i++ )
{
m_flNextTeamSoundTime[i] = 0.f;
}
#endif
m_nNeutralType = INVADE_NEUTRAL_TYPE_DEFAULT;
m_nScoringType = INVADE_SCORING_TEAM_SCORE;
m_bReturnBetweenWaves = true;
m_bVisibleWhenDisabled = false;
m_bUseShotClockMode = false;
m_bGlowEnabled = true;
UseClientSideAnimation();
m_szModel.GetForModify()[ 0 ] = '\0';
m_szHudIcon.GetForModify()[ 0 ] = '\0';
m_szPaperEffect.GetForModify()[ 0 ] = '\0';
m_szTrailEffect.GetForModify()[ 0 ] = '\0';
m_nUseTrailEffect.Set( FLAG_EFFECTS_ALL );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
CCaptureFlag::~CCaptureFlag()
{
#ifndef GAME_DLL
if ( m_pGlowEffect )
{
delete m_pGlowEffect;
m_pGlowEffect = NULL;
}
#endif
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
unsigned int CCaptureFlag::GetItemID( void ) const
{
return TF_ITEM_CAPTURE_FLAG;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
const char *CCaptureFlag::GetFlagModel( void )
{
if ( m_szModel[ 0 ] != '\0' )
{
if ( g_pFullFileSystem->FileExists( m_szModel.Get(), "GAME" ) )
{
return ( m_szModel.Get() );
}
}
return TF_FLAG_MODEL;
}
void CCaptureFlag::GetHudIcon( int nTeam, char *pchName, int nBuffSize )
{
V_snprintf( pchName, nBuffSize, "%s_%s",
( ( m_szHudIcon[ 0 ] != '\0' ) ? ( m_szHudIcon.Get() ) : ( TF_FLAG_ICON ) ),
( ( nTeam == TF_TEAM_BLUE ) ? ( "blue" ) : ( "red" ) ) );
}
const char *CCaptureFlag::GetPaperEffect( void )
{
if ( m_szPaperEffect[ 0 ] != '\0' )
{
return ( m_szPaperEffect.Get() );
}
return TF_FLAG_EFFECT;
}
void CCaptureFlag::GetTrailEffect( int nTeam, char *pchName, int nBuffSize )
{
V_snprintf( pchName, nBuffSize, "effects/%s_%s.vmt",
( ( m_szTrailEffect[ 0 ] != '\0' ) ? ( m_szTrailEffect.Get() ) : ( TF_FLAG_TRAIL ) ),
( ( nTeam == TF_TEAM_RED ) ? ( "red" ) : ( "blu" ) ) );
}
//-----------------------------------------------------------------------------
// Purpose: Precache the model and sounds.
//-----------------------------------------------------------------------------
void CCaptureFlag::Precache( void )
{
PrecacheModel( GetFlagModel() );
PrecacheScriptSound( TF_CTF_FLAGSPAWN );
PrecacheScriptSound( TF_CTF_ENEMY_STOLEN );
PrecacheScriptSound( TF_CTF_ENEMY_DROPPED );
PrecacheScriptSound( TF_CTF_ENEMY_CAPTURED );
PrecacheScriptSound( TF_CTF_ENEMY_RETURNED );
PrecacheScriptSound( TF_CTF_TEAM_STOLEN );
PrecacheScriptSound( TF_CTF_TEAM_DROPPED );
PrecacheScriptSound( TF_CTF_TEAM_CAPTURED );
PrecacheScriptSound( TF_CTF_TEAM_RETURNED );
PrecacheScriptSound( TF_AD_CAPTURED_SOUND );
PrecacheScriptSound( TF_AD_ENEMY_STOLEN );
PrecacheScriptSound( TF_AD_ENEMY_DROPPED );
PrecacheScriptSound( TF_AD_ENEMY_CAPTURED );
PrecacheScriptSound( TF_AD_ENEMY_RETURNED );
PrecacheScriptSound( TF_AD_TEAM_STOLEN );
PrecacheScriptSound( TF_AD_TEAM_DROPPED );
PrecacheScriptSound( TF_AD_TEAM_CAPTURED );
PrecacheScriptSound( TF_AD_TEAM_RETURNED );
PrecacheScriptSound( TF_MVM_AD_ENEMY_STOLEN );
PrecacheScriptSound( TF_MVM_AD_ENEMY_DROPPED );
PrecacheScriptSound( TF_MVM_AD_ENEMY_CAPTURED );
PrecacheScriptSound( TF_MVM_AD_ENEMY_RETURNED );
PrecacheScriptSound( TF_INVADE_ENEMY_STOLEN );
PrecacheScriptSound( TF_INVADE_ENEMY_DROPPED );
PrecacheScriptSound( TF_INVADE_ENEMY_CAPTURED );
PrecacheScriptSound( TF_INVADE_TEAM_STOLEN );
PrecacheScriptSound( TF_INVADE_TEAM_DROPPED );
PrecacheScriptSound( TF_INVADE_TEAM_CAPTURED );
PrecacheScriptSound( TF_INVADE_FLAG_RETURNED );
PrecacheScriptSound( TF_RESOURCE_FLAGSPAWN );
PrecacheScriptSound( TF_RESOURCE_ENEMY_STOLEN );
PrecacheScriptSound( TF_RESOURCE_ENEMY_DROPPED );
PrecacheScriptSound( TF_RESOURCE_ENEMY_CAPTURED );
PrecacheScriptSound( TF_RESOURCE_TEAM_STOLEN );
PrecacheScriptSound( TF_RESOURCE_TEAM_DROPPED );
PrecacheScriptSound( TF_RESOURCE_TEAM_CAPTURED );
PrecacheScriptSound( TF_RESOURCE_RETURNED );
PrecacheScriptSound( TF_RESOURCE_EVENT_ENEMY_STOLEN );
PrecacheScriptSound( TF_RESOURCE_EVENT_ENEMY_DROPPED );
PrecacheScriptSound( TF_RESOURCE_EVENT_TEAM_STOLEN );
PrecacheScriptSound( TF_RESOURCE_EVENT_TEAM_DROPPED );
PrecacheScriptSound( TF_RESOURCE_EVENT_RETURNED );
PrecacheScriptSound( TF_RESOURCE_EVENT_NAGS );
PrecacheScriptSound( TF_RESOURCE_EVENT_RED_CAPPED );
PrecacheScriptSound( TF_RESOURCE_EVENT_BLUE_CAPPED );
PrecacheScriptSound( TF_RD_ENEMY_STOLEN );
PrecacheScriptSound( TF_RD_ENEMY_DROPPED );
PrecacheScriptSound( TF_RD_ENEMY_CAPTURED );
PrecacheScriptSound( TF_RD_ENEMY_RETURNED );
PrecacheScriptSound( TF_RD_TEAM_STOLEN );
PrecacheScriptSound( TF_RD_TEAM_DROPPED );
PrecacheScriptSound( TF_RD_TEAM_CAPTURED );
PrecacheScriptSound( TF_RD_TEAM_RETURNED );
PrecacheScriptSound( TF_RUNE_INTEL_CAPTURED );
PrecacheParticleSystem( GetPaperEffect() );
char szFileName[ MAX_PATH ];
GetTrailEffect( TF_TEAM_BLUE, szFileName, sizeof( szFileName ) );
PrecacheModel( szFileName );
GetTrailEffect( TF_TEAM_RED, szFileName, sizeof( szFileName ) );
PrecacheModel( szFileName );
}
#ifdef CLIENT_DLL
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
bool CCaptureFlag::ShouldDraw()
{
// don't draw flag on player in PD
if ( m_nType == TF_FLAGTYPE_PLAYER_DESTRUCTION )
{
if ( GetMoveParent() && GetMoveParent()->IsPlayer() )
{
return false;
}
}
return BaseClass::ShouldDraw();
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
bool CCaptureFlag::IsVisibleToTargetID() const
{
return !IsDisabled() && GetPointValue() > 0 && const_cast<CCaptureFlag*>( this )->ShouldDraw();
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CCaptureFlag::OnPreDataChanged( DataUpdateType_t updateType )
{
m_nOldTeamNumber = GetTeamNumber();
m_bOldGlowEnabled = m_bGlowEnabled;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CCaptureFlag::OnDataChanged( DataUpdateType_t updateType )
{
bool bUpdateGlow = false;
if ( m_nOldTeamNumber != GetTeamNumber() )
{
bUpdateGlow = true;
}
else if ( m_hOldOwner.Get() != GetOwnerEntity() )
{
bUpdateGlow = true;
m_hOldOwner = GetOwnerEntity();
}
else if ( m_bOldGlowEnabled != m_bGlowEnabled )
{
bUpdateGlow = true;
}
if ( bUpdateGlow )
{
UpdateGlowEffect();
}
CreateSiren();
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CCaptureFlag::CreateSiren( void )
{
if ( m_hSirenEffect )
return;
int iAttachment = GetBaseAnimating()->LookupAttachment( "siren" );
if ( iAttachment != INVALID_PARTICLE_ATTACHMENT )
{
const char* flashlightName = "cart_flashinglight";
if ( GetTeamNumber() == TF_TEAM_RED )
{
flashlightName = "cart_flashinglight_red";
}
m_hSirenEffect = ParticleProp()->Create( flashlightName, PATTACH_POINT_FOLLOW, iAttachment );
}
}
void CCaptureFlag::DestroySiren( void )
{
if ( m_hSirenEffect )
{
ParticleProp()->StopEmission( m_hSirenEffect );
m_hSirenEffect = NULL;
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CCaptureFlag::UpdateGlowEffect( void )
{
if ( !m_pGlowEffect )
{
m_pGlowEffect = new CGlowObject( this, Vector( 0.76f, 0.76f, 0.76f ), 1.0, true );
}
if ( m_pGlowEffect )
{
if ( ShouldHideGlowEffect() )
{
m_pGlowEffect->SetEntity( NULL );
}
else
{
m_pGlowEffect->SetEntity( this );
float r, g, b;
TeamplayRoundBasedRules()->GetTeamGlowColor( GetTeamNumber(), r, g, b );
m_pGlowEffect->SetColor( Vector( r, g, b ) );
}
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
bool CCaptureFlag::ShouldHideGlowEffect( void )
{
if ( !IsGlowEnabled() )
{
return true;
}
if ( TFGameRules() && TFGameRules()->IsPowerupMode() )
{
return false;
}
if ( m_nType == TF_FLAGTYPE_ROBOT_DESTRUCTION && tf_rd_flag_ui_mode.GetInt() )
return true;
if ( m_nType == TF_FLAGTYPE_PLAYER_DESTRUCTION && CTFPlayerDestructionLogic::GetPlayerDestructionLogic() )
{
C_TFPlayer *pOwner = ToTFPlayer( m_hPrevOwner );
if ( !pOwner )
return true;
return CTFPlayerDestructionLogic::GetPlayerDestructionLogic()->GetTeamLeader( pOwner->GetTeamNumber() ) != pOwner;
}
// If the opposite team stole our intel we need to hide the glow
bool bIsHiddenTeam = false;
C_TFPlayer *pLocalPlayer = C_TFPlayer::GetLocalTFPlayer();
if ( pLocalPlayer )
{
if ( m_nType == TF_FLAGTYPE_CTF )
{
// In CTF the flag is the team of where it was originally sitting
bIsHiddenTeam = ( pLocalPlayer->GetTeamNumber() == GetTeamNumber() );
}
else
{
// In non-CTF control the flag changes to the team that's carrying it
bIsHiddenTeam = ( pLocalPlayer->GetTeamNumber() != TEAM_SPECTATOR && pLocalPlayer->GetTeamNumber() != GetTeamNumber() );
}
if ( pLocalPlayer->m_Shared.IsFullyInvisible() )
{
C_TFPlayer *pOwner = ToTFPlayer( m_hPrevOwner );
if ( pOwner && pOwner != pLocalPlayer )
return true;
}
}
bool bHide = IsStolen() && bIsHiddenTeam;
if ( TFGameRules() && TFGameRules()->IsMannVsMachineMode() )
{
bHide = IsHome();
}
return ( IsDisabled() || bHide || IsEffectActive( EF_NODRAW ) );
}
#endif //#ifdef CLIENT_DLL
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CCaptureFlag::Spawn( void )
{
#ifdef GAME_DLL
V_strncpy( m_szModel.GetForModify(), STRING( m_iszModel ), MAX_PATH );
V_strncpy( m_szHudIcon.GetForModify(), STRING( m_iszHudIcon ), MAX_PATH );
V_strncpy( m_szPaperEffect.GetForModify(), STRING( m_iszPaperEffect ), MAX_PATH );
V_strncpy( m_szTrailEffect.GetForModify(), STRING( m_iszTrailEffect ), MAX_PATH );
#endif
// Precache the model and sounds. Set the flag model.
Precache();
SetModel( GetFlagModel() );
// Set the flag solid and the size for touching.
SetSolid( SOLID_BBOX );
#ifdef STAGING_ONLY
SetSolidFlags( FSOLID_TRIGGER );
SetSize( vec3_origin, vec3_origin );
SetCollisionGroup( COLLISION_GROUP_DEBRIS );
#else
SetSolidFlags( FSOLID_NOT_SOLID | FSOLID_TRIGGER );
SetSize( vec3_origin, vec3_origin );
#endif
// Bloat the box for player pickup
CollisionProp()->UseTriggerBounds( true, 24 );
// use the initial dynamic prop "m_bStartDisabled" setting to set our own m_bDisabled flag
#ifdef GAME_DLL
m_bDisabled = m_bStartDisabled;
m_bStartDisabled = false;
m_bInstantTrailRemove = false;
m_flTimeToSetPoisonous = 0.f;
// Don't allow the intelligence to fade.
m_flFadeScale = 0.0f;
#else
m_bDisabled = false;
#endif
// Base class spawn.
BaseClass::Spawn();
// Force specific collision bounds!
// This is to prevent a case where the flag can fall through the world
// If the model's bounds reach outside the player's from player center
SetCollisionBounds( Vector( -19.5f, -22.5f, -6.5f ), Vector( 19.5f, 22.5f, 6.5f ) );
#ifdef GAME_DLL
// Save the starting position, so we can reset the flag later if need be.
m_vecResetPos = GetAbsOrigin();
m_vecResetAng = GetAbsAngles();
CBaseEntity *pParent = GetParent();
if ( pParent )
{
m_hInitialParent = pParent;
m_vecOffset = GetAbsOrigin() - pParent->GetAbsOrigin();
}
SetFlagStatus( TF_FLAGINFO_HOME );
ResetFlagReturnTime();
ResetFlagNeutralTime();
m_hInitialPlayer = NULL;
m_bAllowOwnerPickup = true;
m_hPrevOwner = NULL;
m_bCaptured = false;
// update the objective resource so clients have the information
if ( TFObjectiveResource() )
{
TFObjectiveResource()->SetFlagCarrierUpgradeLevel( 0 );
TFObjectiveResource()->SetBaseMvMBombUpgradeTime( -1 );
TFObjectiveResource()->SetNextMvMBombUpgradeTime( -1 );
}
const char* tags = STRING( m_iszTags );
CSplitString splitTags( tags, " " );
for ( int i=0; i<splitTags.Count(); ++i )
{
m_tags.CopyAndAddToTail( splitTags[i] );
}
#endif
SetDisabled( m_bDisabled );
}
void CCaptureFlag::UpdateOnRemove( void )
{
#ifndef GAME_DLL
DestroySiren();
#endif
// This makes the player stop glowing
CTFPlayer *pOwnerPlayer = dynamic_cast< CTFPlayer * >( GetOwnerEntity() );
if ( pOwnerPlayer )
{
pOwnerPlayer->SetItem( NULL );
}
BaseClass::UpdateOnRemove();
}
#ifdef GAME_DLL
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CCaptureFlag::PlaySound( IRecipientFilter& filter, const char *pszString, int iTeam /*= TEAM_ANY */ )
{
// Note: iTeam parameter is only used for rate-limiting flag sounds based on team, and does not affect
// who the sound is targetted at; the filter parameter is the only thing that will affect who hears this.
if ( TFGameRules()->IsMannVsMachineMode() )
{
// Don't play bomb announcements unless we're at least 5 seconds into a wave in MVM
if ( !( TFGameRules()->State_Get() == GR_STATE_RND_RUNNING && gpGlobals->curtime - TFGameRules()->GetLastRoundStateChangeTime() >= 5.0f ) )
{
return;
}
// Only play the reset sound in MVM
// Other flag announcements are too noisy
if ( V_strcmp( pszString, TF_MVM_AD_ENEMY_RETURNED ) == 0 )
{
EmitSound( filter, entindex(), pszString );
}
}
else if ( TFGameRules()->IsPlayingSpecialDeliveryMode() && ( ( V_strcmp( pszString, TF_RESOURCE_TEAM_DROPPED ) == 0 ) || ( V_strcmp( pszString, TF_RESOURCE_EVENT_TEAM_DROPPED ) == 0 ) ) )
{
// Rate limit certain flag sounds in Special Delivery
if ( iTeam == TEAM_ANY || gpGlobals->curtime >= m_flNextTeamSoundTime[iTeam] )
{
EmitSound( filter, entindex(), pszString );
if ( iTeam != TEAM_ANY )
{
m_flNextTeamSoundTime[iTeam] = gpGlobals->curtime + 20.0f;
}
}
}
else
{
EmitSound( filter, entindex(), pszString );
}
}
//-----------------------------------------------------------------------------
// Purpose: Gets the return time for first down mode, if enabled and supported, otherwise
// simply returns the passed in nReturnTime.
//-----------------------------------------------------------------------------
int CCaptureFlag::GetReturnTimeShotClockMode(int nStartReturnTime)
{
int nReturnTime = nStartReturnTime;
// Only enable this for specific modes.
if (IsFlagShotClockModePossible())
{
if (m_bUseShotClockMode)
{
// When the game is in a standoff (both flags are stolen and poisonous), return when next dropped
// This makes it easier to resolve the standoff and continue the game
if ( TFGameRules() && TFGameRules()->IsPowerupMode() && TFGameRules()->PowerupModeFlagStandoffActive() )
{
return 0;
}
float flCreditTime = (gpGlobals->curtime - m_flLastPickupTime) * tf_flag_return_time_credit_factor.GetFloat()
+ m_flLastResetDuration;
int nPossibleCreditTime = RoundFloatToInt(flCreditTime);
int nActualCreditTime = MAX(0, nPossibleCreditTime);
nReturnTime = MIN(nStartReturnTime, nActualCreditTime);
}
}
return nReturnTime;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
CCaptureFlag &CCaptureFlag::operator=( const CCaptureFlag& rhs )
{
m_bDisabled = rhs.m_bDisabled;
m_nType = rhs.m_nType;
m_nReturnTime = rhs.m_nReturnTime;
m_nUseTrailEffect = rhs.m_nUseTrailEffect;
m_nNeutralType = rhs.m_nNeutralType;
m_nScoringType = rhs.m_nScoringType;
m_bReturnBetweenWaves = rhs.m_bReturnBetweenWaves;
m_bVisibleWhenDisabled = rhs.m_bVisibleWhenDisabled;
m_iszModel = rhs.m_iszModel;
m_iszHudIcon = rhs.m_iszHudIcon;
m_iszPaperEffect = rhs.m_iszPaperEffect;
m_iszTrailEffect = rhs.m_iszTrailEffect;
m_iszTags = rhs.m_iszTags;
m_nSkin = rhs.m_nSkin;
m_bUseShotClockMode = rhs.m_bUseShotClockMode;
ChangeTeam( rhs.GetTeamNumber() );
return *this;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CCaptureFlag::Activate( void )
{
BaseClass::Activate();
m_iOriginalTeam = GetTeamNumber();
m_nSkin = ( GetTeamNumber() == TEAM_UNASSIGNED ) ? 2 : (GetTeamNumber() - 2);
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
CCaptureFlag* CCaptureFlag::Create( const Vector& vecOrigin, const char *pszModelName, ETFFlagType type )
{
CCaptureFlag *pFlag = static_cast< CCaptureFlag* >( CBaseEntity::CreateNoSpawn( "item_teamflag", vecOrigin, vec3_angle, NULL ) );
pFlag->m_iszModel = MAKE_STRING( pszModelName );
pFlag->m_nType = type;
// don't show trail effect for PD flag
if ( type == TF_FLAGTYPE_PLAYER_DESTRUCTION )
{
pFlag->m_nUseTrailEffect = FLAG_EFFECTS_NONE;
}
DispatchSpawn( pFlag );
return pFlag;
}
#endif
//-----------------------------------------------------------------------------
// Purpose: Reset the flag position state.
//-----------------------------------------------------------------------------
void CCaptureFlag::Reset( void )
{
#ifdef GAME_DLL
m_bInstantTrailRemove = true;
RemoveFlagTrail();
if ( m_nType == TF_FLAGTYPE_ROBOT_DESTRUCTION && !IsDisabled() )
{
if ( m_nPointValue > 0 )
{
// Score points!
if ( CTFRobotDestructionLogic::GetRobotDestructionLogic() )
{
CTFRobotDestructionLogic::GetRobotDestructionLogic()->ScorePoints( GetTeamNumber()
, m_nPointValue.Get()
, SCORE_REACTOR_RETURNED
, NULL );
CTFRobotDestructionLogic::GetRobotDestructionLogic()->FlagDestroyed( GetTeamNumber() );
m_nPointValue = 0;
}
}
// Disable ourselves if our team currently has no points
SetDisabled( CTFRobotDestructionLogic::GetRobotDestructionLogic()->GetTargetScore( GetTeamNumber() ) < tf_rd_min_points_to_steal.GetInt() );
}
else if ( m_nType == TF_FLAGTYPE_PLAYER_DESTRUCTION )
{
UTIL_Remove( this );
return;
}
// Set the flag position.
if ( !m_hInitialParent.Get() )
{
SetAbsOrigin( m_vecResetPos );
SetParent( NULL );
}
else
{
SetAbsOrigin( m_hInitialParent->GetAbsOrigin() + m_vecOffset );
SetParent( m_hInitialParent.Get() );
}
SetAbsAngles( m_vecResetAng );
// No longer dropped, if it was.
SetFlagStatus( TF_FLAGINFO_HOME );
ResetFlagReturnTime();
ResetFlagNeutralTime();
m_hInitialPlayer = NULL;
m_bAllowOwnerPickup = true;
m_hPrevOwner = NULL;
m_flTimeToSetPoisonous = 0.f;
if ( m_nType == TF_FLAGTYPE_INVADE || m_nType == TF_FLAGTYPE_RESOURCE_CONTROL )
{
ChangeTeam( m_iOriginalTeam );
m_nSkin = ( GetTeamNumber() == TEAM_UNASSIGNED ) ? 2 : (GetTeamNumber() - 2);
}
SetMoveType( MOVETYPE_NONE );
// update the objective resource so clients have the information
if ( TFObjectiveResource() )
{
TFObjectiveResource()->SetFlagCarrierUpgradeLevel( 0 );
TFObjectiveResource()->SetBaseMvMBombUpgradeTime( -1 );
TFObjectiveResource()->SetNextMvMBombUpgradeTime( -1 );
}
#endif
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CCaptureFlag::ResetMessage( void )
{
#ifdef GAME_DLL
if ( m_nType == TF_FLAGTYPE_CTF )
{
for ( int iTeam = TF_TEAM_RED; iTeam < TF_TEAM_COUNT; ++iTeam )
{
if ( iTeam == GetTeamNumber() )
{
CTeamRecipientFilter filter( iTeam, true );
PlaySound( filter, TF_CTF_ENEMY_RETURNED );
TFGameRules()->SendHudNotification( filter, HUD_NOTIFY_YOUR_FLAG_RETURNED );
}
else
{
CTeamRecipientFilter filter( iTeam, true );
PlaySound( filter, TF_CTF_TEAM_RETURNED );
TFGameRules()->SendHudNotification( filter, HUD_NOTIFY_ENEMY_FLAG_RETURNED );
}
}
IGameEvent *event = gameeventmanager->CreateEvent( "teamplay_flag_event" );
if ( event )
{
event->SetInt( "eventtype", TF_FLAGEVENT_RETURNED );
event->SetInt( "priority", 8 );
event->SetInt( "team", GetTeamNumber() );
gameeventmanager->FireEvent( event );
}
// Returned sound
CPASAttenuationFilter filter( this, TF_CTF_FLAGSPAWN );
PlaySound( filter, TF_CTF_FLAGSPAWN );
}
else if ( m_nType == TF_FLAGTYPE_ATTACK_DEFEND )
{
for ( int iTeam = TF_TEAM_RED; iTeam < TF_TEAM_COUNT; ++iTeam )
{
if ( iTeam == GetTeamNumber() )
{
CTeamRecipientFilter filter( iTeam, true );
PlaySound( filter, TF_AD_TEAM_RETURNED );
}
else
{
CTeamRecipientFilter filter( iTeam, true );
if ( TFGameRules()->IsMannVsMachineMode() )
{
PlaySound( filter, TF_MVM_AD_ENEMY_RETURNED );
}
else
{
PlaySound( filter, TF_AD_ENEMY_RETURNED );
}
}
}
}
else if ( m_nType == TF_FLAGTYPE_INVADE )
{
for ( int iTeam = TF_TEAM_RED; iTeam < TF_TEAM_COUNT; ++iTeam )
{
CTeamRecipientFilter filter( iTeam, true );
PlaySound( filter, TF_INVADE_FLAG_RETURNED );
}
}
else if ( m_nType == TF_FLAGTYPE_RESOURCE_CONTROL )
{
const char *pszSound = TF_RESOURCE_RETURNED;
if ( TFGameRules() && TFGameRules()->IsHalloweenScenario( CTFGameRules::HALLOWEEN_SCENARIO_DOOMSDAY ) )
{
TFGameRules()->StartDoomsdayTicketsTimer();
pszSound = TF_RESOURCE_EVENT_RETURNED;
}
TFGameRules()->BroadcastSound( 255, pszSound );
IGameEvent *event = gameeventmanager->CreateEvent( "teamplay_flag_event" );
if ( event )
{
event->SetInt( "eventtype", TF_FLAGEVENT_RETURNED );
event->SetInt( "priority", 8 );
event->SetInt( "team", GetTeamNumber() );
gameeventmanager->FireEvent( event );
}
// Returned sound
CPASAttenuationFilter filter( this, TF_RESOURCE_FLAGSPAWN );
PlaySound( filter, TF_RESOURCE_FLAGSPAWN );
}
else if ( m_nType == TF_FLAGTYPE_ROBOT_DESTRUCTION )
{
for ( int iTeam = TF_TEAM_RED; iTeam < TF_TEAM_COUNT; ++iTeam )
{
if ( iTeam == GetTeamNumber() )
{
CTeamRecipientFilter filter( iTeam, true );
PlaySound( filter, TF_RD_ENEMY_RETURNED );
}
else
{
CTeamRecipientFilter filter( iTeam, true );
PlaySound( filter, TF_RD_TEAM_RETURNED );
}
}
}
// Output.
m_outputOnReturn.FireOutput( this, this );
DestroyReturnIcon();
#endif
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CCaptureFlag::FlagTouch( CBaseEntity *pOther )
{
// Is the flag disabled or stolen already?
if ( IsDisabled() || IsStolen() )
{
return;
}
// The touch from a live player.
if ( !pOther->IsPlayer() || !pOther->IsAlive() )
{
return;
}
#ifdef GAME_DLL
// Don't let the person who threw this flag pick it up until it hits the ground.
// This way we can throw the flag to people, but not touch it as soon as we throw it ourselves
if( m_hPrevOwner.Get() && m_hPrevOwner.Get() == pOther && m_bAllowOwnerPickup == false )
{
return;
}
#endif
if ( pOther->GetTeamNumber() == GetTeamNumber() )
{
#ifdef GAME_DLL
m_OnTouchSameTeam.FireOutput( this, this );
#endif
// Does my team own this flag? If so, no touch.
if ( m_nType == TF_FLAGTYPE_CTF || m_nType == TF_FLAGTYPE_ROBOT_DESTRUCTION )
{
if ( !tf_flag_return_on_touch.GetBool() )
return;
if ( IsHome() || IsStolen() )
return;
}
}
if ( ( m_nType == TF_FLAGTYPE_ATTACK_DEFEND || m_nType == TF_FLAGTYPE_TERRITORY_CONTROL ) &&
pOther->GetTeamNumber() != GetTeamNumber() )
{
return;
}
if ( ( m_nType == TF_FLAGTYPE_INVADE || m_nType == TF_FLAGTYPE_RESOURCE_CONTROL ) && ( GetTeamNumber() != TEAM_UNASSIGNED ) )
{
if ( pOther->GetTeamNumber() != GetTeamNumber() )
{
return;
}
}
// Can't pickup flags during WaitingForPlayers
if ( TFGameRules()->IsInWaitingForPlayers() )
return;
// Get the touching player.
CTFPlayer *pPlayer = ToTFPlayer( pOther );
if ( !pPlayer )
{
return;
}
if ( !pPlayer->IsAllowedToPickUpFlag() )
{
return;
}
#ifdef GAME_DLL
if ( TFGameRules()->IsMannVsMachineMode() )
{
// skip all the restrictions and let bots pick up the flag
PickUp( pPlayer, true );
return;
}
#endif
// Is the touching player about to teleport?
if ( pPlayer->m_Shared.InCond( TF_COND_SELECTED_TO_TELEPORT ) )
return;
// Don't let invulnerable players pickup flags, except in PD
if ( pPlayer->m_Shared.IsInvulnerable() && m_nType != TF_FLAGTYPE_PLAYER_DESTRUCTION )
return;
// Don't let stealthed spies pickup the flag
if ( pPlayer->m_Shared.IsStealthed() || pPlayer->m_Shared.InCond( TF_COND_STEALTHED_BLINK ) || pPlayer->m_Shared.GetPercentInvisible() > 0.25f )
return;
// Don't let phased scouts pickup flags
if ( pPlayer->m_Shared.InCond( TF_COND_PHASE ) )
return;
// Don't let players carry multiple flags for user-made maps with >1
if ( pPlayer->HasTheFlag() && !( m_nType == TF_FLAGTYPE_ROBOT_DESTRUCTION || m_nType == TF_FLAGTYPE_PLAYER_DESTRUCTION ) && !tf_flag_return_on_touch.GetBool() )
return;
#ifdef GAME_DLL
if ( PointInRespawnRoom(pPlayer,pPlayer->WorldSpaceCenter()) )
return;
#endif
if ( IsDropped() && ( pOther->GetTeamNumber() == GetTeamNumber() ) && ( m_nType == TF_FLAGTYPE_CTF ) && tf_flag_return_on_touch.GetBool() )
{
Reset();
ResetMessage();
#ifdef GAME_DLL
CTF_GameStats.Event_PlayerReturnedFlag( pPlayer );
#endif
}
else
{
// Pick up the flag.
PickUp( pPlayer, true );
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CCaptureFlag::PickUp( CTFPlayer *pPlayer, bool bInvisible )
{
// Is the flag enabled?
if ( IsDisabled() )
return;
if ( !TFGameRules()->FlagsMayBeCapped() )
return;
// For maps/scenarios with multiple flags, only allow one flag per player
if ( TFGameRules()->IsMannVsMachineMode() )
{
if ( pPlayer->HasTheFlag() )
return;
}
#ifdef GAME_DLL
if ( !m_bAllowOwnerPickup )
{
if ( m_hPrevOwner.Get() && m_hPrevOwner.Get() == pPlayer )
{
return;
}
}
if ( TFGameRules()->IsMannVsMachineMode() && pPlayer->IsBot() )
{
CTFBot *pBot = assert_cast< CTFBot* >( pPlayer );
if ( pBot->HasAttribute( CTFBot::IGNORE_FLAG ) )
return;
pBot->SetFlagTarget( this );
}
if ( m_nType == TF_FLAGTYPE_ROBOT_DESTRUCTION )
{
if ( pPlayer->HasItem() && ( pPlayer->GetItem()->GetItemID() == TF_ITEM_CAPTURE_FLAG ) && pPlayer->GetItem() != this )
{
CTFRobotDestructionLogic::GetRobotDestructionLogic()->FlagDestroyed( GetTeamNumber() );
// If the player who touched us is on the other team and is already carrying a flag, add our score
// onto the flag that they're carrying
CCaptureFlag* pOtherFlag = static_cast< CCaptureFlag * >( pPlayer->GetItem() );
pOtherFlag->AddPointValue( m_nPointValue );
UTIL_Remove( this );
return;
}
}
else if ( m_nType == TF_FLAGTYPE_PLAYER_DESTRUCTION )
{
if ( pPlayer->HasItem() && ( pPlayer->GetItem()->GetItemID() == TF_ITEM_CAPTURE_FLAG ) && pPlayer->GetItem() != this )
{
// If the player who touched us is already carrying a flag, add our score
// onto the flag that they're carrying
CCaptureFlag* pOtherFlag = static_cast< CCaptureFlag * >( pPlayer->GetItem() );
pOtherFlag->AddPointValue( m_nPointValue );
UTIL_Remove( this );
if ( CTFPlayerDestructionLogic::GetPlayerDestructionLogic() )
{
CTFPlayerDestructionLogic::GetPlayerDestructionLogic()->CalcTeamLeader( pPlayer->GetTeamNumber() );
CTFPlayerDestructionLogic::GetPlayerDestructionLogic()->PlayPropPickupSound( pPlayer );
}
return;
}
}
#endif
// Call into the base class pickup.
BaseClass::PickUp( pPlayer, false );
pPlayer->TeamFortress_SetSpeed();
#ifdef GAME_DLL
// Update the parent to set the correct place on the model to attach the flag.
int iAttachment = pPlayer->LookupAttachment( "flag" );
if( iAttachment > 0 )
{
SetParent( pPlayer, iAttachment );
SetLocalOrigin( vec3_origin );
SetLocalAngles( vec3_angle );
}
// Remove the player's disguise if they're a spy, but not in PD
if ( pPlayer->GetPlayerClass()->GetClassIndex() == TF_CLASS_SPY && m_nType != TF_FLAGTYPE_PLAYER_DESTRUCTION )
{
if ( pPlayer->m_Shared.InCond( TF_COND_DISGUISED ) ||
pPlayer->m_Shared.InCond( TF_COND_DISGUISING ))
{
pPlayer->m_Shared.RemoveDisguise();
}
}
// switch to brighter picked up skin
m_nSkin = m_nSkin + TF_FLAG_NUMBEROFSKINS;
// Remove the touch function.
SetTouch( NULL );
m_hPrevOwner = pPlayer;
m_bAllowOwnerPickup = true;
if ( m_hInitialPlayer.Get() == NULL )
{
m_hInitialPlayer = pPlayer;
}
if ( m_nType == TF_FLAGTYPE_CTF )
{
for ( int iTeam = TF_TEAM_RED; iTeam < TF_TEAM_COUNT; ++iTeam )
{
if ( iTeam != pPlayer->GetTeamNumber() )
{
CTeamRecipientFilter filter( iTeam, true );
PlaySound( filter, TF_CTF_ENEMY_STOLEN );
TFGameRules()->SendHudNotification( filter, HUD_NOTIFY_YOUR_FLAG_TAKEN );
}
else
{
CTeamRecipientFilter filter( iTeam, true );
PlaySound( filter, TF_CTF_TEAM_STOLEN );
// exclude the guy who just picked it up
filter.RemoveRecipient( pPlayer );
TFGameRules()->SendHudNotification( filter, HUD_NOTIFY_ENEMY_FLAG_TAKEN );
}
}
}
else if ( m_nType == TF_FLAGTYPE_ATTACK_DEFEND )
{
for ( int iTeam = TF_TEAM_RED; iTeam < TF_TEAM_COUNT; ++iTeam )
{
if ( iTeam != pPlayer->GetTeamNumber() )
{
CTeamRecipientFilter filter( iTeam, true );
if ( TFGameRules()->IsMannVsMachineMode() )
{
PlaySound( filter, TF_MVM_AD_ENEMY_STOLEN );
}
else
{
PlaySound( filter, TF_AD_ENEMY_STOLEN );
}
}
else
{
CTeamRecipientFilter filter( iTeam, true );
PlaySound( filter, TF_AD_TEAM_STOLEN );
}
}
}
else if ( m_nType == TF_FLAGTYPE_INVADE )
{
for ( int iTeam = TF_TEAM_RED; iTeam < TF_TEAM_COUNT; ++iTeam )
{
if ( iTeam != pPlayer->GetTeamNumber() )
{
CTeamRecipientFilter filter( iTeam, true );
PlaySound( filter, TF_INVADE_ENEMY_STOLEN );
}
else
{
CTeamRecipientFilter filter( iTeam, true );
PlaySound( filter, TF_INVADE_TEAM_STOLEN );
}
}
// set the flag's team to match the player's team
ChangeTeam( pPlayer->GetTeamNumber() );
m_nSkin = ( GetTeamNumber() == TEAM_UNASSIGNED ) ? 2 : (GetTeamNumber() - 2);
m_nSkin = m_nSkin + TF_FLAG_NUMBEROFSKINS;
}
else if ( m_nType == TF_FLAGTYPE_RESOURCE_CONTROL )
{
// In Special delivery we only tell them about the very first flag pick up from neutral
if ( GetTeamNumber() == TEAM_UNASSIGNED )
{
bool bEventMap = TFGameRules() && TFGameRules()->IsHalloweenScenario( CTFGameRules::HALLOWEEN_SCENARIO_DOOMSDAY );
if ( bEventMap )
{
TFGameRules()->StopDoomsdayTicketsTimer();
}
for ( int iTeam = TF_TEAM_RED; iTeam < TF_TEAM_COUNT; ++iTeam )
{
const char *pszSound = TF_RESOURCE_ENEMY_STOLEN;
if ( iTeam != pPlayer->GetTeamNumber() )
{
if ( bEventMap )
{
pszSound = TF_RESOURCE_EVENT_ENEMY_STOLEN;
}
}
else
{
pszSound = TF_RESOURCE_TEAM_STOLEN;
if ( bEventMap )
{
pszSound = TF_RESOURCE_EVENT_TEAM_STOLEN;
}
}
CTeamRecipientFilter filter( iTeam, true );
PlaySound( filter, pszSound, iTeam );
}
}
// set the flag's team to match the player's team
ChangeTeam( pPlayer->GetTeamNumber() );
m_nSkin = ( GetTeamNumber() == TEAM_UNASSIGNED ) ? 2 : (GetTeamNumber() - 2);
m_nSkin = m_nSkin + TF_FLAG_NUMBEROFSKINS;
}
else if ( m_nType == TF_FLAGTYPE_ROBOT_DESTRUCTION )
{
for ( int iTeam = TF_TEAM_RED; iTeam < TF_TEAM_COUNT; ++iTeam )
{
if ( iTeam != pPlayer->GetTeamNumber() )
{
CTeamRecipientFilter filter( iTeam, true );
PlaySound( filter, TF_RD_ENEMY_STOLEN, iTeam );
}
else
{
CTeamRecipientFilter filter( iTeam, true );
PlaySound( filter, TF_RD_TEAM_STOLEN, iTeam );
}
}
}
else if ( m_nType == TF_FLAGTYPE_PLAYER_DESTRUCTION )
{
if ( CTFPlayerDestructionLogic::GetPlayerDestructionLogic() )
{
CTFPlayerDestructionLogic::GetPlayerDestructionLogic()->CalcTeamLeader( pPlayer->GetTeamNumber() );
CTFPlayerDestructionLogic::GetPlayerDestructionLogic()->PlayPropPickupSound( pPlayer );
}
}
if ( TFGameRules() && TFGameRules()->IsPowerupMode() && m_flTimeToSetPoisonous == 0.f )
{
// replace 90.f with a convar?
m_flTimeToSetPoisonous = gpGlobals->curtime + 90.f;
}
// If the flag was at home, set the initial reset time to the max allowable time, otherwise it's to whatever it was
// right now so we can persist that until later.
if ( m_nFlagStatus == TF_FLAGINFO_HOME )
{
m_flLastResetDuration = GetMaxReturnTime();
}
else
{
m_flLastResetDuration = m_flResetTime - gpGlobals->curtime;
}
// Remember that this is when the item was picked up.
m_flLastPickupTime = gpGlobals->curtime;
int nOldFlagStatus = m_nFlagStatus;
SetFlagStatus( TF_FLAGINFO_STOLEN, pPlayer );
ResetFlagReturnTime();
ResetFlagNeutralTime();
IGameEvent *event = gameeventmanager->CreateEvent( "teamplay_flag_event" );
if ( event )
{
event->SetInt( "player", pPlayer->entindex() );
event->SetInt( "eventtype", TF_FLAGEVENT_PICKUP );
event->SetInt( "priority", 8 );
event->SetInt( "home", ( nOldFlagStatus == TF_FLAGINFO_HOME ) ? 1 : 0 );
event->SetInt( "team", GetTeamNumber() );
gameeventmanager->FireEvent( event );
}
pPlayer->SpeakConceptIfAllowed( MP_CONCEPT_FLAGPICKUP );
// Output.
m_outputOnPickUp.FireOutput( this, this );
switch ( pPlayer->GetTeamNumber() )
{
case TF_TEAM_RED:
m_outputOnPickUpTeam1.FireOutput( this, this );
break;
case TF_TEAM_BLUE:
m_outputOnPickUpTeam2.FireOutput( this, this );
break;
default:
break;
}
DestroyReturnIcon();
StartFlagTrail();
HandleFlagPickedUpInDetectionZone( pPlayer );
// update the objective resource so clients have the information
if ( TFObjectiveResource() )
{
TFObjectiveResource()->SetFlagCarrierUpgradeLevel( 0 );
TFObjectiveResource()->SetBaseMvMBombUpgradeTime( -1 );
TFObjectiveResource()->SetNextMvMBombUpgradeTime( -1 );
}
if ( TFGameRules()->IsMannVsMachineMode() )
{
if ( nOldFlagStatus == TF_FLAGINFO_HOME )
{
if ( pPlayer->IsMiniBoss() )
{
TFGameRules()->HaveAllPlayersSpeakConceptIfAllowed( MP_CONCEPT_MVM_GIANT_HAS_BOMB, TF_TEAM_PVE_DEFENDERS );
}
else
{
TFGameRules()->HaveAllPlayersSpeakConceptIfAllowed( MP_CONCEPT_MVM_FIRST_BOMB_PICKUP, TF_TEAM_PVE_DEFENDERS );
}
}
else
{
if ( pPlayer->IsMiniBoss() )
{
TFGameRules()->HaveAllPlayersSpeakConceptIfAllowed( MP_CONCEPT_MVM_GIANT_HAS_BOMB, TF_TEAM_PVE_DEFENDERS );
}
else
{
TFGameRules()->HaveAllPlayersSpeakConceptIfAllowed( MP_CONCEPT_MVM_BOMB_PICKUP, TF_TEAM_PVE_DEFENDERS );
}
}
}
#endif
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CCaptureFlag::Capture( CTFPlayer *pPlayer, int nCapturePoint )
{
// Is the flag enabled?
if ( IsDisabled() )
return;
#ifdef GAME_DLL
if ( m_nType == TF_FLAGTYPE_CTF )
{
bool bNotify = true;
// don't play any sounds if this is going to win the round for one of the teams (victory sound will be played instead)
if ( tf_flag_caps_per_round.GetInt() > 0 )
{
int nCaps = TFTeamMgr()->GetFlagCaptures( pPlayer->GetTeamNumber() );
if ( ( nCaps >= 0 ) && ( tf_flag_caps_per_round.GetInt() - nCaps <= 1 ) )
{
// this cap is going to win, so don't play a sound
bNotify = false;
}
}
if ( bNotify )
{
for ( int iTeam = TF_TEAM_RED; iTeam < TF_TEAM_COUNT; ++iTeam )
{
if ( iTeam != pPlayer->GetTeamNumber() )
{
CTeamRecipientFilter filter( iTeam, true );
PlaySound( filter, TF_CTF_ENEMY_CAPTURED );
TFGameRules()->SendHudNotification( filter, HUD_NOTIFY_YOUR_FLAG_CAPTURED );
}
else
{
CTeamRecipientFilter filter( iTeam, true );
if ( TFGameRules() && TFGameRules()->IsPowerupMode() )
{
PlaySound( filter, TF_RUNE_INTEL_CAPTURED );
}
else
{
PlaySound( filter, TF_CTF_TEAM_CAPTURED );
}
TFGameRules()->SendHudNotification( filter, HUD_NOTIFY_ENEMY_FLAG_CAPTURED );
}
}
if ( TFGameRules() )
{
TFGameRules()->HandleCTFCaptureBonus( pPlayer->GetTeamNumber() );
}
}
// Reward the player
CTF_GameStats.Event_PlayerCapturedPoint( pPlayer );
int nAmount = TFGameRules()->CalculateCurrencyAmount_ByType( TF_CURRENCY_CAPTURED_OBJECTIVE );
#ifdef STAGING_ONLY
if ( TFGameRules()->GameModeUsesExperience() )
{
pPlayer->AddExperiencePoints( nAmount );
}
#endif // STAGING_ONLY
TFGameRules()->DistributeCurrencyAmount( nAmount, pPlayer );
// if someone else stole the flag, give them credit, too
if ( m_hInitialPlayer.Get() && m_hInitialPlayer.Get() != pPlayer )
{
CTF_GameStats.Event_PlayerCapturedPoint( ToTFPlayer( m_hInitialPlayer.Get() ) );
m_hInitialPlayer = NULL;
}
// Reward the team
if ( tf_flag_caps_per_round.GetInt() > 0 )
{
TFTeamMgr()->IncrementFlagCaptures( pPlayer->GetTeamNumber() );
}
else
{
TFTeamMgr()->AddTeamScore( pPlayer->GetTeamNumber(), TF_CTF_CAPTURED_TEAM_SCORE );
}
}
else if ( m_nType == TF_FLAGTYPE_ATTACK_DEFEND )
{
char szNumber[64];
Q_snprintf( szNumber, sizeof(szNumber), "%d", nCapturePoint );
for ( int iTeam = TF_TEAM_RED; iTeam < TF_TEAM_COUNT; ++iTeam )
{
if ( iTeam != pPlayer->GetTeamNumber() )
{
CTeamRecipientFilter filter( iTeam, true );
if ( TFGameRules()->IsMannVsMachineMode() )
{
PlaySound( filter, TF_MVM_AD_ENEMY_CAPTURED );
}
else
{
PlaySound( filter, TF_AD_ENEMY_CAPTURED );
}
}
else
{
CTeamRecipientFilter filter( iTeam, true );
PlaySound( filter, TF_AD_TEAM_CAPTURED );
}
}
// Capture sound
CBroadcastRecipientFilter filter;
PlaySound( filter, TF_AD_CAPTURED_SOUND );
// Reward the player
CTF_GameStats.Event_PlayerCapturedPoint( pPlayer );
// TFTODO:: Reward the team
}
else if ( m_nType == TF_FLAGTYPE_INVADE )
{
for ( int iTeam = TF_TEAM_RED; iTeam < TF_TEAM_COUNT; ++iTeam )
{
if ( iTeam != pPlayer->GetTeamNumber() )
{
CTeamRecipientFilter filter( iTeam, true );
PlaySound( filter, TF_INVADE_ENEMY_CAPTURED );
}
else
{
CTeamRecipientFilter filter( iTeam, true );
PlaySound( filter, TF_INVADE_TEAM_CAPTURED );
}
}
// Reward the player
CTF_GameStats.Event_PlayerCapturedPoint( pPlayer );
// Reward the team
if ( m_nScoringType == INVADE_SCORING_TEAM_CAPTURE_COUNT )
{
if ( tf_flag_caps_per_round.GetInt() > 0 )
{
TFTeamMgr()->IncrementFlagCaptures( pPlayer->GetTeamNumber() );
}
else
{
TFTeamMgr()->AddTeamScore( pPlayer->GetTeamNumber(), TF_INVADE_CAPTURED_TEAM_SCORE );
}
}
else
{
TFTeamMgr()->AddTeamScore( pPlayer->GetTeamNumber(), TF_INVADE_CAPTURED_TEAM_SCORE );
}
}
else if ( m_nType == TF_FLAGTYPE_RESOURCE_CONTROL )
{
if ( TFGameRules() && TFGameRules()->IsHalloweenScenario( CTFGameRules::HALLOWEEN_SCENARIO_DOOMSDAY ) )
{
TFGameRules()->BroadcastSound( 255, ( pPlayer->GetTeamNumber() == TF_TEAM_RED ) ? TF_RESOURCE_EVENT_RED_CAPPED : TF_RESOURCE_EVENT_BLUE_CAPPED );
}
else
{
for ( int iTeam = TF_TEAM_RED; iTeam < TF_TEAM_COUNT; ++iTeam )
{
const char *pszSound = TF_RESOURCE_ENEMY_CAPTURED;
if ( iTeam == pPlayer->GetTeamNumber() )
{
pszSound = TF_RESOURCE_TEAM_CAPTURED;
}
CTeamRecipientFilter filter( iTeam, true );
PlaySound( filter, pszSound, iTeam );
}
}
// Reward the player
CTF_GameStats.Event_PlayerCapturedPoint( pPlayer );
// if someone else stole the flag, give them credit, too
if ( m_hInitialPlayer.Get() && m_hInitialPlayer.Get() != pPlayer )
{
CTF_GameStats.Event_PlayerCapturedPoint( ToTFPlayer( m_hInitialPlayer.Get() ) );
m_hInitialPlayer = NULL;
}
// Reward the team
if ( tf_flag_caps_per_round.GetInt() > 0 )
{
TFTeamMgr()->IncrementFlagCaptures( pPlayer->GetTeamNumber() );
}
else
{
TFTeamMgr()->AddTeamScore( pPlayer->GetTeamNumber(), TF_RESOURCE_CAPTURED_TEAM_SCORE );
}
}
else if ( m_nType == TF_FLAGTYPE_ROBOT_DESTRUCTION )
{
for ( int iTeam = TF_TEAM_RED; iTeam < TF_TEAM_COUNT; ++iTeam )
{
if ( iTeam != pPlayer->GetTeamNumber() )
{
CTeamRecipientFilter filter( iTeam, true );
PlaySound( filter, TF_RD_ENEMY_CAPTURED, iTeam );
}
else
{
CTeamRecipientFilter filter( iTeam, true );
PlaySound( filter, TF_RD_TEAM_CAPTURED, iTeam );
}
}
// Score points!
if ( CTFRobotDestructionLogic::GetRobotDestructionLogic() )
{
CTFRobotDestructionLogic::GetRobotDestructionLogic()->ScorePoints( pPlayer->GetTeamNumber()
, m_nPointValue.Get()
, SCORE_REACTOR_CAPTURED
, pPlayer );
CTFRobotDestructionLogic::GetRobotDestructionLogic()->FlagDestroyed( GetTeamNumber() );
m_nPointValue = 0;
}
}
if ( IsPoisonous() )
{
pPlayer->m_Shared.RemoveCond( TF_COND_MARKEDFORDEATH );
}
IGameEvent *event = gameeventmanager->CreateEvent( "teamplay_flag_event" );
if ( event )
{
event->SetInt( "player", pPlayer->entindex() );
event->SetInt( "eventtype", TF_FLAGEVENT_CAPTURE );
event->SetInt( "priority", 9 );
event->SetInt( "team", GetTeamNumber() );
gameeventmanager->FireEvent( event );
}
SetFlagStatus( TF_FLAGINFO_HOME );
ResetFlagReturnTime();
ResetFlagNeutralTime();
m_bInstantTrailRemove = true;
RemoveFlagTrail();
m_nSkin = ( GetTeamNumber() == TEAM_UNASSIGNED ) ? 2 : (GetTeamNumber() - 2);
HandleFlagCapturedInDetectionZone( pPlayer );
HandleFlagDroppedInDetectionZone( pPlayer );
// Reset the flag.
BaseClass::Drop( pPlayer, true );
Reset();
pPlayer->TeamFortress_SetSpeed();
if ( !TFGameRules() || !TFGameRules()->IsHalloweenScenario( CTFGameRules::HALLOWEEN_SCENARIO_DOOMSDAY ) )
{
pPlayer->SpeakConceptIfAllowed( MP_CONCEPT_FLAGCAPTURED );
}
// Outputs
m_outputOnCapture.FireOutput( this, this );
switch ( pPlayer->GetTeamNumber() )
{
case TF_TEAM_RED:
m_OnCapTeam1.FireOutput( this, this );
break;
case TF_TEAM_BLUE:
m_OnCapTeam2.FireOutput( this, this );
break;
default:
break;
}
m_bCaptured = true;
SetNextThink( gpGlobals->curtime + TF_FLAG_THINK_TIME );
if ( TFGameRules()->InStalemate() )
{
// whoever capped the flag is the winner, give them enough caps to win
CTFTeam *pTeam = pPlayer->GetTFTeam();
if ( !pTeam )
return;
// if we still need more caps to trigger a win, give them to us
if ( pTeam->GetFlagCaptures() < tf_flag_caps_per_round.GetInt() )
{
pTeam->SetFlagCaptures( tf_flag_caps_per_round.GetInt() );
}
}
#endif
}
//-----------------------------------------------------------------------------
// Purpose: A player drops the flag.
//-----------------------------------------------------------------------------
void CCaptureFlag::Drop( CTFPlayer *pPlayer, bool bVisible, bool bThrown /*= false*/, bool bMessage /*= true*/ )
{
// Is the flag enabled?
if ( IsDisabled() )
return;
// Call into the base class drop.
BaseClass::Drop( pPlayer, bVisible );
pPlayer->TeamFortress_SetSpeed();
#ifdef GAME_DLL
if ( bThrown )
{
m_bAllowOwnerPickup = false;
m_flOwnerPickupTime = gpGlobals->curtime + TF_FLAG_OWNER_PICKUP_TIME;
}
// Drop from the player's center so we can guarantee that it is in a valid spot
Vector vecStart = pPlayer->WorldSpaceCenter();
Vector vecEnd = vecStart;
vecEnd.z -= 8000.0f;
trace_t trace;
UTIL_TraceHull( vecStart, vecEnd, WorldAlignMins(), WorldAlignMaxs(), MASK_SOLID, this, COLLISION_GROUP_DEBRIS, &trace );
if ( trace.startsolid )
{
DevWarning( "Dropped flag trace started solid!\nWiggle around each axis to find a safer fit!\n" );
const float fMultipliers[ 3 ] = { 0.0f, 1.0f, -1.0f };
// Wiggle it around on each axis to find a safe place
for ( int z = 0; z < ARRAYSIZE( fMultipliers ) && trace.startsolid; z++ )
{
for ( int y = 0; y < ARRAYSIZE( fMultipliers ) && trace.startsolid; y++ )
{
for ( int x = 0; x < ARRAYSIZE( fMultipliers ) && trace.startsolid; x++ )
{
vecStart = pPlayer->WorldSpaceCenter();
vecStart += Vector( fMultipliers[ x ] * 10.0f, fMultipliers[ y ] * 10.0f, fMultipliers[ z ] * 10.0f );
vecEnd = vecStart;
vecEnd.z -= 8000.0f;
UTIL_TraceHull( vecStart, vecEnd, WorldAlignMins(), WorldAlignMaxs(), MASK_SOLID, this, COLLISION_GROUP_DEBRIS, &trace );
}
}
}
}
if ( trace.startsolid )
{
// Couldn't find a good spot... just leave it in the center of where the player died
AssertMsg( 0, "Couldn't find a safe place to drop the flag!\n" );
DevWarning( "Couldn't find a safe place to drop the flag!\nDropping at the player's center!\n" );
SetAbsOrigin( pPlayer->WorldSpaceCenter() );
}
else
{
// Found a good spot for it
SetAbsOrigin( trace.endpos );
// If it lands on an elevator, parent it to the elevator
if ( trace.m_pEnt && trace.m_pEnt->GetMoveType() == MOVETYPE_PUSH )
{
SetParent( trace.m_pEnt );
}
}
// ensure the bomb drops somewhere the bots can reach it in MvM mode
if ( TFGameRules()->IsMannVsMachineMode() )
{
Vector bombPos = GetAbsOrigin();
CTFNavArea *bombArea = (CTFNavArea *)TheNavMesh->GetNavArea( bombPos, 99999.9f );
bool isBombInBadPlace = false;
if ( bombArea )
{
if ( bombArea->HasAttributeTF( TF_NAV_BOMB_CAN_DROP_HERE ) )
{
float height = bombArea->GetZ( bombPos );
if ( height > HalfHumanHeight )
{
isBombInBadPlace = true;
}
}
else
{
// Bomb not allowed in this nav area
isBombInBadPlace = true;
}
}
else
{
// Bomb is off the mesh
isBombInBadPlace = true;
}
if ( isBombInBadPlace )
{
// the bomb has dropped in an invalid spot - move it to a nearby valid area
const float searchRange = 500.0f;
Extent nearExtent;
nearExtent.lo = bombPos;
nearExtent.lo.x -= searchRange;
nearExtent.lo.y -= searchRange;
nearExtent.lo.z = MIN_COORD_FLOAT; // make sure we catch all areas under flag, even it is way up in the air for some reason
nearExtent.hi = bombPos;
nearExtent.hi.x += searchRange;
nearExtent.hi.y += searchRange;
nearExtent.hi.z += searchRange;
CUtlVector< CTFNavArea * > nearAreaVector;
TheNavMesh->CollectAreasOverlappingExtent< CTFNavArea >( nearExtent, &nearAreaVector );
CTFNavArea *nearValidArea = NULL;
float nearRangeSq = FLT_MAX;
Vector nearSpot;
for( int i=0; i<nearAreaVector.Count(); ++i )
{
CTFNavArea *area = nearAreaVector[i];
if ( area->HasAttributeTF( TF_NAV_BOMB_CAN_DROP_HERE ) )
{
area->GetClosestPointOnArea( bombPos, &nearSpot );
float rangeSq = ( nearSpot - bombPos ).LengthSqr();
if ( rangeSq < nearRangeSq )
{
nearRangeSq = rangeSq;
nearValidArea = area;
}
}
}
if ( nearValidArea )
{
nearValidArea->GetClosestPointOnArea( bombPos, &bombPos );
bombPos.z += 5.0f;
SetAbsOrigin( bombPos );
}
}
}
if ( m_nType == TF_FLAGTYPE_CTF )
{
if ( bMessage )
{
for ( int iTeam = TF_TEAM_RED; iTeam < TF_TEAM_COUNT; ++iTeam )
{
if ( iTeam != pPlayer->GetTeamNumber() )
{
CTeamRecipientFilter filter( iTeam, true );
PlaySound( filter, TF_CTF_ENEMY_DROPPED );
TFGameRules()->SendHudNotification( filter, HUD_NOTIFY_YOUR_FLAG_DROPPED );
}
else
{
CTeamRecipientFilter filter( iTeam, true );
PlaySound( filter, TF_CTF_TEAM_DROPPED );
TFGameRules()->SendHudNotification( filter, HUD_NOTIFY_ENEMY_FLAG_DROPPED );
}
}
}
}
else if ( m_nType == TF_FLAGTYPE_INVADE )
{
if ( bMessage )
{
for ( int iTeam = TF_TEAM_RED; iTeam < TF_TEAM_COUNT; ++iTeam )
{
if ( iTeam != pPlayer->GetTeamNumber() )
{
CTeamRecipientFilter filter( iTeam, true );
PlaySound( filter, TF_INVADE_ENEMY_DROPPED );
}
else
{
CTeamRecipientFilter filter( iTeam, true );
PlaySound( filter, TF_INVADE_TEAM_DROPPED );
}
}
}
if ( m_nNeutralType == INVADE_NEUTRAL_TYPE_HALF )
{
SetFlagNeutralIn( (float)GetMaxReturnTime() / 2.0 );
}
else if ( m_nNeutralType == INVADE_NEUTRAL_TYPE_DEFAULT )
{
// if our return time is less than the neutral time, we don't need a neutral time
if ( TF_INVADE_NEUTRAL_TIME < GetMaxReturnTime() )
{
SetFlagNeutralIn( TF_INVADE_NEUTRAL_TIME );
}
}
}
else if ( m_nType == TF_FLAGTYPE_ATTACK_DEFEND )
{
if ( bMessage )
{
for ( int iTeam = TF_TEAM_RED; iTeam < TF_TEAM_COUNT; ++iTeam )
{
if ( iTeam != pPlayer->GetTeamNumber() )
{
CTeamRecipientFilter filter( iTeam, true );
if ( TFGameRules()->IsMannVsMachineMode() )
{
PlaySound( filter, TF_MVM_AD_ENEMY_DROPPED );
}
else
{
PlaySound( filter, TF_AD_ENEMY_DROPPED );
}
}
else
{
CTeamRecipientFilter filter( iTeam, true );
PlaySound( filter, TF_AD_TEAM_DROPPED );
}
}
}
}
else if ( m_nType == TF_FLAGTYPE_RESOURCE_CONTROL )
{
if ( bMessage )
{
const char *pszSound = TF_RESOURCE_TEAM_DROPPED;
if ( TFGameRules() && TFGameRules()->IsHalloweenScenario( CTFGameRules::HALLOWEEN_SCENARIO_DOOMSDAY ) )
{
pszSound = TF_RESOURCE_EVENT_TEAM_DROPPED;
}
// We only care about our own team dropping it in Special Delivery
int iTeam = pPlayer->GetTeamNumber();
CTeamRecipientFilter filter( iTeam, true );
PlaySound( filter, pszSound, iTeam );
}
}
else if ( m_nType == TF_FLAGTYPE_ROBOT_DESTRUCTION )
{
// If a player dropped this flag but the flag has less than the min to steal
// we just return the flag rather than have it exist on the ground
if ( GetPointValue() < tf_rd_min_points_to_steal.GetInt() )
{
ResetFlag();
return;
}
else if ( bMessage )
{
for ( int iTeam = TF_TEAM_RED; iTeam < TF_TEAM_COUNT; ++iTeam )
{
// We only care about our own team dropping it in Special Delivery
if ( iTeam == pPlayer->GetTeamNumber() )
{
CTeamRecipientFilter filter( iTeam, true );
PlaySound( filter, TF_RD_TEAM_DROPPED, iTeam );
}
else
{
CTeamRecipientFilter filter( iTeam, true );
PlaySound( filter, TF_RD_ENEMY_DROPPED, iTeam );
}
}
}
}
else if ( m_nType == TF_FLAGTYPE_PLAYER_DESTRUCTION )
{
if ( CTFPlayerDestructionLogic::GetPlayerDestructionLogic() )
{
CTFPlayerDestructionLogic::GetPlayerDestructionLogic()->CalcTeamLeader( pPlayer->GetTeamNumber() );
CTFPlayerDestructionLogic::GetPlayerDestructionLogic()->PlayPropDropSound( pPlayer );
}
}
if ( IsPoisonous() )
{
pPlayer->m_Shared.RemoveCond( TF_COND_MARKEDFORDEATH );
}
m_nSkin = m_nSkin - TF_FLAG_NUMBEROFSKINS;
RemoveFlagTrail();
int nMaxReturnTime = GetMaxReturnTime();
SetFlagReturnIn( GetReturnTime( nMaxReturnTime ), nMaxReturnTime );
// Reset the flag's angles.
SetAbsAngles( m_vecResetAng );
// Reset the touch function.
SetTouch( &CCaptureFlag::FlagTouch );
SetFlagStatus( TF_FLAGINFO_DROPPED );
// Output.
m_outputOnDrop.FireOutput( this, this );
if ( !TFGameRules()->IsMannVsMachineMode() || ( GetMaxReturnTime() < 600 ) )
{
CreateReturnIcon();
}
// did we get dropped in a func_respawnflag zone?
if ( PointInRespawnFlagZone( GetAbsOrigin() ) == true )
{
Reset();
ResetMessage();
}
HandleFlagDroppedInDetectionZone( pPlayer );
// update the objective resource so clients have the information
if ( TFObjectiveResource() )
{
TFObjectiveResource()->SetFlagCarrierUpgradeLevel( 0 );
TFObjectiveResource()->SetBaseMvMBombUpgradeTime( -1 );
TFObjectiveResource()->SetNextMvMBombUpgradeTime( -1 );
}
if ( TFGameRules() && TFGameRules()->IsMannVsMachineMode() )
{
TFGameRules()->HaveAllPlayersSpeakConceptIfAllowed( MP_CONCEPT_MVM_BOMB_DROPPED, TF_TEAM_PVE_DEFENDERS );
}
#endif
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
bool CCaptureFlag::IsDropped( void )
{
return ( m_nFlagStatus == TF_FLAGINFO_DROPPED );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
bool CCaptureFlag::IsHome( void )
{
return ( m_nFlagStatus == TF_FLAGINFO_HOME );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
bool CCaptureFlag::IsStolen( void )
{
return ( m_nFlagStatus == TF_FLAGINFO_STOLEN );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
bool CCaptureFlag::IsDisabled( void ) const
{
return m_bDisabled;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CCaptureFlag::SetDisabled( bool bDisabled )
{
m_bDisabled = bDisabled;
if ( bDisabled )
{
if ( m_bVisibleWhenDisabled )
{
SetRenderMode( kRenderTransAlpha );
SetRenderColorA( 180 );
RemoveEffects( EF_NODRAW );
}
else
{
AddEffects( EF_NODRAW );
}
SetTouch( NULL );
SetThink( NULL );
}
else
{
RemoveEffects( EF_NODRAW );
SetRenderMode( kRenderNormal );
SetRenderColorA( 255 );
// The flag in RD is not actually touched by players when it's home
SetTouch( &CCaptureFlag::FlagTouch );
SetThink( &CCaptureFlag::Think );
SetNextThink( gpGlobals->curtime );
#ifdef GAME_DLL
if ( TFGameRules() && TFGameRules()->IsHalloweenScenario( CTFGameRules::HALLOWEEN_SCENARIO_DOOMSDAY ) && ( GetTeamNumber() == TEAM_UNASSIGNED ) )
{
TFGameRules()->StartDoomsdayTicketsTimer();
}
#endif
}
#ifdef CLIENT_DLL
UpdateGlowEffect();
#endif
}
void CCaptureFlag::SetVisibleWhenDisabled( bool bVisible )
{
m_bVisibleWhenDisabled = bVisible;
SetDisabled( IsDisabled() );
}
//-----------------------------------------------------------------------------
// Purpose: Sets the flag status
//-----------------------------------------------------------------------------
void CCaptureFlag::SetFlagStatus( int iStatus, CBasePlayer *pNewOwner /*= NULL*/ )
{
#ifdef GAME_DLL
MDLCACHE_CRITICAL_SECTION();
#endif
if ( m_nFlagStatus != iStatus )
{
m_nFlagStatus = iStatus;
IGameEvent *pEvent = gameeventmanager->CreateEvent( "flagstatus_update" );
if ( pEvent )
{
#ifdef GAME_DLL
pEvent->SetInt( "userid", pNewOwner ? pNewOwner->GetUserID() : -1 );
pEvent->SetInt( "entindex", entindex() );
#endif
gameeventmanager->FireEvent( pEvent );
}
}
#ifdef CLIENT_DLL
UpdateGlowEffect();
#endif
#ifdef GAME_DLL
switch ( m_nFlagStatus )
{
case TF_FLAGINFO_HOME:
case TF_FLAGINFO_DROPPED:
ResetSequence( LookupSequence("spin") ); // set spin animation if it's not being held
break;
case TF_FLAGINFO_STOLEN:
ResetSequence( LookupSequence("idle") ); // set idle animation if it is being held
break;
default:
AssertOnce( false ); // invalid stats
break;
}
#endif
}
//-----------------------------------------------------------------------------------------------
// GAME DLL Functions
//-----------------------------------------------------------------------------------------------
#ifdef GAME_DLL
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CCaptureFlag::Think( void )
{
// Is the flag enabled?
if ( IsDisabled() )
return;
if ( !TFGameRules()->FlagsMayBeCapped() )
{
SetNextThink( gpGlobals->curtime + TF_FLAG_THINK_TIME );
return;
}
if ( m_bCaptured )
{
m_bCaptured = false;
SetTouch( &CCaptureFlag::FlagTouch );
}
if ( IsDropped() )
{
if ( !m_bAllowOwnerPickup )
{
if ( m_flOwnerPickupTime && gpGlobals->curtime > m_flOwnerPickupTime )
{
m_bAllowOwnerPickup = true;
}
}
if ( TFGameRules()->IsMannVsMachineMode() && m_bReturnBetweenWaves )
{
if ( TFGameRules()->InSetup() || ( TFObjectiveResource() && TFObjectiveResource()->GetMannVsMachineIsBetweenWaves() ) )
{
Reset();
}
else if ( g_pPopulationManager && g_pPopulationManager->IsInEndlessWaves() && g_pPopulationManager->EndlessShouldResetFlag() )
{
Reset();
g_pPopulationManager->EndlessFlagHasReset();
ResetMessage();
}
}
if ( m_nType == TF_FLAGTYPE_INVADE )
{
if ( m_flResetTime && gpGlobals->curtime > m_flResetTime )
{
Reset();
ResetMessage();
}
else if ( m_flNeutralTime && gpGlobals->curtime > m_flNeutralTime )
{
// reset the team to the original team setting (when it spawned)
ChangeTeam( m_iOriginalTeam );
m_nSkin = ( GetTeamNumber() == TEAM_UNASSIGNED ) ? 2 : (GetTeamNumber() - 2);
ResetFlagNeutralTime();
}
}
else
{
if ( m_flResetTime && gpGlobals->curtime > m_flResetTime )
{
Reset();
ResetMessage();
}
}
}
else if ( IsStolen() && m_hPrevOwner )
{
CBasePlayer *pPlayer = ToBasePlayer( m_hPrevOwner );
if ( pPlayer )
{
pPlayer->SetLastObjectiveTime( gpGlobals->curtime );
}
}
if ( m_flResetTime && gpGlobals->curtime > m_flResetTime )
{
DestroyReturnIcon();
}
CTFPlayer *pPlayer = ToTFPlayer( GetPrevOwner() );
if ( pPlayer )
{
bool bRunning;
float flSpeed = pPlayer->MaxSpeed();
flSpeed *= flSpeed;
if ( pPlayer->GetAbsVelocity().LengthSqr() >= (flSpeed* 0.1f) )
{
bRunning = true;
}
else
{
bRunning = false;
}
if ( !bRunning && m_pFlagTrail )
{
RemoveFlagTrail();
}
else if ( bRunning && !m_pFlagTrail )
{
StartFlagTrail();
}
}
if ( m_nType == TF_FLAGTYPE_RESOURCE_CONTROL )
{
if ( TFGameRules() && TFGameRules()->IsHalloweenScenario( CTFGameRules::HALLOWEEN_SCENARIO_DOOMSDAY ) )
{
if ( TFGameRules()->DoomsdayTicketTimerElapsed() )
{
if ( CTFMinigameLogic::GetMinigameLogic() && CTFMinigameLogic::GetMinigameLogic()->GetActiveMinigame() )
{
// we've started playing a minigame so just cancel the timer
TFGameRules()->StopDoomsdayTicketsTimer();
}
else
{
TFGameRules()->StartDoomsdayTicketsTimer(); // start the timer again
TFGameRules()->BroadcastSound( 255, TF_RESOURCE_EVENT_NAGS );
}
}
}
}
if ( IsStolen() && TFGameRules() && TFGameRules()->IsPowerupMode() && IsPoisonous() && !pPlayer->m_Shared.InCond( TF_COND_MARKEDFORDEATH ) )
{
pPlayer->m_Shared.AddCond( TF_COND_MARKEDFORDEATH );
}
SetNextThink( gpGlobals->curtime + TF_FLAG_THINK_TIME );
}
void CCaptureFlag::CreateReturnIcon( void )
{
if ( m_hReturnIcon.Get() )
return;
CBaseEntity *pReturnIcon = CBaseEntity::Create( "item_teamflag_return_icon", GetAbsOrigin() + Vector(0,0,cl_flag_return_height.GetFloat()), vec3_angle, this );
if ( pReturnIcon )
{
m_hReturnIcon = pReturnIcon;
m_hReturnIcon->SetParent( this );
}
}
void CCaptureFlag::DestroyReturnIcon( void )
{
if ( !m_hReturnIcon.Get() )
return;
UTIL_Remove( m_hReturnIcon );
m_hReturnIcon = NULL;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CCaptureFlag::InputEnable( inputdata_t &inputdata )
{
SetDisabled( false );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CCaptureFlag::InputDisable( inputdata_t &inputdata )
{
SetDisabled( true );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CCaptureFlag::InputRoundActivate( inputdata_t &inputdata )
{
CTFPlayer *pPlayer = ToTFPlayer( m_hPrevOwner.Get() );
// If the player has a capture flag, drop it.
if ( pPlayer && pPlayer->HasItem() && ( pPlayer->GetItem() == this ) )
{
Drop( pPlayer, true, false, false );
}
Reset();
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CCaptureFlag::InputForceDrop( inputdata_t &inputdata )
{
CTFPlayer *pPlayer = ToTFPlayer( m_hPrevOwner.Get() );
// If the player has a capture flag, drop it.
if ( pPlayer && pPlayer->HasItem() && ( pPlayer->GetItem() == this ) )
{
pPlayer->DropFlag();
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CCaptureFlag::InternalForceReset( bool bSilent /* = false */ )
{
if ( IsHome() )
return;
CTFPlayer *pPlayer = ToTFPlayer( m_hPrevOwner.Get() );
// If the player has a capture flag, drop it.
if ( pPlayer && pPlayer->HasItem() && ( pPlayer->GetItem() == this ) )
{
pPlayer->DropFlag( bSilent );
}
if ( !bSilent )
{
ResetFlag();
}
else
{
Reset();
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CCaptureFlag::InputForceReset( inputdata_t &inputdata )
{
InternalForceReset();
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CCaptureFlag::InputForceResetSilent( inputdata_t &inputdata )
{
InternalForceReset( true );
}
void CCaptureFlag::InputForceResetAndDisableSilent( inputdata_t &inputdata )
{
InternalForceReset( true );
SetDisabled( true );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CCaptureFlag::InputSetReturnTime( inputdata_t &inputdata )
{
int nReturnTime = inputdata.value.Int();
m_nReturnTime = ( nReturnTime >= 0 ) ? nReturnTime : 0;
if ( IsDropped() )
{
// do we currently have a neutral time?
if ( m_flNeutralTime > 0 )
{
if ( m_nNeutralType == INVADE_NEUTRAL_TYPE_HALF )
{
SetFlagNeutralIn( (float)m_nReturnTime / 2.0 );
}
else if ( m_nNeutralType == INVADE_NEUTRAL_TYPE_DEFAULT )
{
// if our return time is less than the neutral time, we don't need a neutral time
if ( TF_INVADE_NEUTRAL_TIME < m_nReturnTime )
{
SetFlagNeutralIn( TF_INVADE_NEUTRAL_TIME );
}
}
}
SetFlagReturnIn( m_nReturnTime );
}
}
void CCaptureFlag::InputShowTimer( inputdata_t &inputdata )
{
int nReturnTime = inputdata.value.Int();
m_nReturnTime = ( nReturnTime >= 0 ) ? nReturnTime : 0;
SetFlagReturnIn( m_nReturnTime );
CreateReturnIcon();
}
void CCaptureFlag::InputForceGlowDisabled( inputdata_t &inputdata )
{
int nState = inputdata.value.Int();
SetGlowEnabled( nState == 0 );
}
//-----------------------------------------------------------------------------
// Purpose: Always transmitted to clients
//-----------------------------------------------------------------------------
int CCaptureFlag::UpdateTransmitState()
{
// ALWAYS transmit to all clients.
return SetTransmitState( FL_EDICT_ALWAYS );
}
#else
float CCaptureFlag::GetReturnProgress()
{
float flEventTime = MAX( m_flResetTime.m_Value, m_flNeutralTime.m_Value );
return ( 1.0 - ( ( flEventTime - gpGlobals->curtime ) / m_flMaxResetTime ) );
}
void CCaptureFlag::Simulate( void )
{
BaseClass::Simulate();
ManageTrailEffects();
C_TFPlayer *pLocalPlayer = C_TFPlayer::GetLocalTFPlayer();
if ( m_hPrevOwner && m_hPrevOwner->IsPlayer() && pLocalPlayer && pLocalPlayer->m_Shared.IsFullyInvisible() && !IsEffectActive( EF_NODRAW ) )
{
C_TFPlayer *pTFOwner = ToTFPlayer( m_hPrevOwner );
if ( pTFOwner && pTFOwner != pLocalPlayer )
{
AddEffects( EF_NODRAW );
}
}
else if ( IsEffectActive( EF_NODRAW ) && ( IsStolen() || IsDropped() ) )
{
RemoveEffects( EF_NODRAW );
}
}
void CCaptureFlag::ManageTrailEffects( void )
{
if ( ( m_nUseTrailEffect == FLAG_EFFECTS_NONE ) || ( m_nUseTrailEffect == FLAG_EFFECTS_COLORONLY ) )
return;
if ( m_nFlagStatus == TF_FLAGINFO_STOLEN )
{
if ( GetPrevOwner() )
{
CTFPlayer *pPlayer = ToTFPlayer( GetPrevOwner() );
if ( pPlayer )
{
if ( pPlayer->GetAbsVelocity().Length() >= pPlayer->MaxSpeed() * 0.2f )
{
if ( m_pPaperTrailEffect == NULL )
{
if ( !( TFGameRules() && TFGameRules()->IsPVEModeActive() ) )
{
m_pPaperTrailEffect = ParticleProp()->Create( GetPaperEffect(), PATTACH_ABSORIGIN_FOLLOW );
}
}
}
else
{
if ( m_pPaperTrailEffect )
{
ParticleProp()->StopEmission( m_pPaperTrailEffect );
m_pPaperTrailEffect = NULL;
}
}
}
}
}
else
{
if ( m_pPaperTrailEffect )
{
ParticleProp()->StopEmission( m_pPaperTrailEffect );
m_pPaperTrailEffect = NULL;
}
}
}
#endif
LINK_ENTITY_TO_CLASS( item_teamflag_return_icon, CCaptureFlagReturnIcon );
IMPLEMENT_NETWORKCLASS_ALIASED( CaptureFlagReturnIcon, DT_CaptureFlagReturnIcon )
BEGIN_NETWORK_TABLE( CCaptureFlagReturnIcon, DT_CaptureFlagReturnIcon )
END_NETWORK_TABLE()
CCaptureFlagReturnIcon::CCaptureFlagReturnIcon()
{
#ifdef CLIENT_DLL
m_pReturnProgressMaterial_Empty = NULL;
m_pReturnProgressMaterial_Full = NULL;
#endif
}
#ifdef GAME_DLL
void CCaptureFlagReturnIcon::Spawn( void )
{
BaseClass::Spawn();
UTIL_SetSize( this, Vector(-8,-8,-8), Vector(8,8,8) );
CollisionProp()->SetCollisionBounds( Vector( -50, -50, -50 ), Vector( 50, 50, 50 ) );
}
int CCaptureFlagReturnIcon::UpdateTransmitState( void )
{
return SetTransmitState( FL_EDICT_ALWAYS );
}
//-----------------------------------------------------------------------------
// Purpose: Start the flag trail
//-----------------------------------------------------------------------------
void CCaptureFlag::StartFlagTrail( void )
{
if ( ( m_nUseTrailEffect == FLAG_EFFECTS_NONE ) || ( m_nUseTrailEffect == FLAG_EFFECTS_PAPERONLY ) )
return;
if ( m_pFlagTrail )
return;
CTFPlayer *pPlayer = ToTFPlayer( GetPrevOwner() );
if ( pPlayer )
{
if ( !m_pFlagTrail )
{
char szTrailTeamName[ MAX_PATH ];
GetTrailEffect( pPlayer->GetTeamNumber(), szTrailTeamName, sizeof( szTrailTeamName ) );
CSpriteTrail *pTempTrail = NULL;
pTempTrail = CSpriteTrail::SpriteTrailCreate( szTrailTeamName, GetAbsOrigin(), true );
pTempTrail->SetTransmit( false );
pTempTrail->FollowEntity( this );
pTempTrail->SetTransparency( kRenderTransAlpha, 255, 255, 255, TF_FLAG_TRAIL_ALPHA, kRenderFxNone );
pTempTrail->SetStartWidth( 32 );
pTempTrail->SetTextureResolution( 1.0f / ( 96.0f * 1.0f ) );
pTempTrail->SetLifeTime( 0.70 );
pTempTrail->TurnOn();
pTempTrail->SetAttachment( this, 0 );
m_pFlagTrail = pTempTrail;
}
}
}
//-----------------------------------------------------------------------------
// Purpose: Fade and kill the trail
//-----------------------------------------------------------------------------
void CCaptureFlag::RemoveFlagTrail( void )
{
if ( !m_pFlagTrail )
return;
if (m_pFlagTrail)
{
if (m_flFlagTrailLife <= 0 || m_bInstantTrailRemove == true )
{
UTIL_Remove( m_pFlagTrail);
m_flFlagTrailLife = 1.0f;
}
else
{
float fAlpha = TF_FLAG_TRAIL_ALPHA * m_flFlagTrailLife;
CSpriteTrail *pTempTrail = dynamic_cast< CSpriteTrail*>( m_pFlagTrail.Get() );
if ( pTempTrail )
{
pTempTrail->SetBrightness( int(fAlpha) );
}
m_flFlagTrailLife = m_flFlagTrailLife - 0.1f;
SetContextThink( &CCaptureFlag::RemoveFlagTrail, gpGlobals->curtime + 0.05, "FadeFlagTrail");
}
}
m_bInstantTrailRemove = false;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CCaptureFlag::AddFollower( CTFBot* pBot )
{
if ( !m_followers.HasElement( pBot ) )
{
m_followers.AddToTail( pBot );
for ( int i=0; i<m_tags.Count(); ++i )
{
pBot->AddTag( m_tags[i] );
}
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CCaptureFlag::RemoveFollower( CTFBot* pBot )
{
int index = m_followers.Find( pBot );
if ( index != m_followers.InvalidIndex() )
{
m_followers.Remove( index );
for ( int i=0; i<m_tags.Count(); ++i )
{
pBot->RemoveTag( m_tags[i] );
}
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
int CCaptureFlag::GetReturnTime( int nMaxReturnTime )
{
return GetReturnTimeShotClockMode( nMaxReturnTime );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
int CCaptureFlag::GetMaxReturnTime( void )
{
int nReturnTime = m_nReturnTime;
#ifdef STAGING_ONLY
if (tf_flag_return_time_override.GetInt() > 0)
{
nReturnTime = tf_flag_return_time_override.GetInt();
}
#endif // STAGING_ONLY
if ( m_nType == TF_FLAGTYPE_ROBOT_DESTRUCTION )
{
int nMaxPoints = 300;
if ( CTFRobotDestructionLogic::GetRobotDestructionLogic() )
{
nMaxPoints = CTFRobotDestructionLogic::GetRobotDestructionLogic()->GetMaxPoints();
}
const int nMaxReturnTimePoints = nMaxPoints / 3;
nReturnTime = RemapValClamped(m_nPointValue, 0.f, nMaxReturnTimePoints, tf_rd_return_min_time.GetFloat(), tf_rd_return_max_time.GetFloat());
}
else if ( m_nType == TF_FLAGTYPE_PLAYER_DESTRUCTION )
{
if ( CTFPlayerDestructionLogic::GetPlayerDestructionLogic() )
{
nReturnTime = CTFPlayerDestructionLogic::GetPlayerDestructionLogic()->GetFlagResetDelay();
}
}
return nReturnTime;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CCaptureFlag::AddPointValue( int nPoints )
{
m_nPointValue += nPoints;
if ( m_nType == TF_FLAGTYPE_ROBOT_DESTRUCTION || m_nType == TF_FLAGTYPE_PLAYER_DESTRUCTION )
{
IGameEvent *pEvent = gameeventmanager->CreateEvent( "flagstatus_update" );
if ( pEvent )
{
pEvent->SetInt( "userid", m_hPrevOwner && m_hPrevOwner->IsPlayer() ? ToBasePlayer( m_hPrevOwner )->GetUserID() : -1 );
pEvent->SetInt( "entindex", entindex() );
gameeventmanager->FireEvent( pEvent );
// The return time is determined by how many points are in the flag, so update that.
m_flLastResetDuration = GetMaxReturnTime();
}
if ( nPoints > 0 )
{
pEvent = gameeventmanager->CreateEvent( "teamplay_flag_event" );
if ( pEvent )
{
pEvent->SetInt( "player", m_hPrevOwner && m_hPrevOwner->IsPlayer() ? ToBasePlayer( m_hPrevOwner )->entindex() : -1 );
pEvent->SetInt( "eventtype", TF_FLAGEVENT_PICKUP );
gameeventmanager->FireEvent( pEvent );
}
}
}
}
#endif // GAME_DLL
#ifdef CLIENT_DLL
typedef struct
{
float maxProgress;
float vert1x;
float vert1y;
float vert2x;
float vert2y;
int swipe_dir_x;
int swipe_dir_y;
} progress_segment_t;
// This defines the properties of the 8 circle segments
// in the circular progress bar.
progress_segment_t Segments[8] =
{
{ 0.125, 0.5, 0.0, 1.0, 0.0, 1, 0 },
{ 0.25, 1.0, 0.0, 1.0, 0.5, 0, 1 },
{ 0.375, 1.0, 0.5, 1.0, 1.0, 0, 1 },
{ 0.50, 1.0, 1.0, 0.5, 1.0, -1, 0 },
{ 0.625, 0.5, 1.0, 0.0, 1.0, -1, 0 },
{ 0.75, 0.0, 1.0, 0.0, 0.5, 0, -1 },
{ 0.875, 0.0, 0.5, 0.0, 0.0, 0, -1 },
{ 1.0, 0.0, 0.0, 0.5, 0.0, 1, 0 },
};
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
RenderGroup_t CCaptureFlagReturnIcon::GetRenderGroup( void )
{
return RENDER_GROUP_TRANSLUCENT_ENTITY;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CCaptureFlagReturnIcon::GetRenderBounds( Vector& theMins, Vector& theMaxs )
{
theMins.Init( -20, -20, -20 );
theMaxs.Init( 20, 20, 20 );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
int CCaptureFlagReturnIcon::DrawModel( int flags )
{
int nRetVal = BaseClass::DrawModel( flags );
DrawReturnProgressBar();
return nRetVal;
}
//-----------------------------------------------------------------------------
// Purpose: Draw progress bar above the flag indicating when it will return
//-----------------------------------------------------------------------------
void CCaptureFlagReturnIcon::DrawReturnProgressBar( void )
{
CCaptureFlag *pFlag = dynamic_cast< CCaptureFlag * > ( GetOwnerEntity() );
if ( !pFlag )
return;
// Don't draw if this flag is not going to reset
if ( pFlag->GetMaxResetTime() <= 0 )
return;
if ( !TFGameRules()->FlagsMayBeCapped() )
return;
if ( !m_pReturnProgressMaterial_Full )
{
m_pReturnProgressMaterial_Full = materials->FindMaterial( "VGUI/flagtime_full", TEXTURE_GROUP_VGUI );
}
if ( !m_pReturnProgressMaterial_Empty )
{
m_pReturnProgressMaterial_Empty = materials->FindMaterial( "VGUI/flagtime_empty", TEXTURE_GROUP_VGUI );
}
if ( !m_pReturnProgressMaterial_Full || !m_pReturnProgressMaterial_Empty )
{
return;
}
CMatRenderContextPtr pRenderContext( materials );
Vector vOrigin = GetAbsOrigin();
QAngle vAngle = vec3_angle;
// Align it towards the viewer
Vector vUp = CurrentViewUp();
Vector vRight = CurrentViewRight();
if ( fabs( vRight.z ) > 0.95 ) // don't draw it edge-on
return;
vRight.z = 0;
VectorNormalize( vRight );
float flSize = cl_flag_return_size.GetFloat();
unsigned char ubColor[4];
ubColor[3] = 255;
switch( pFlag->GetTeamNumber() )
{
case TF_TEAM_RED:
ubColor[0] = 255;
ubColor[1] = 0;
ubColor[2] = 0;
break;
case TF_TEAM_BLUE:
ubColor[0] = 0;
ubColor[1] = 0;
ubColor[2] = 255;
break;
default:
ubColor[0] = 200;
ubColor[1] = 200;
ubColor[2] = 200;
break;
}
// First we draw a quad of a complete icon, background
CMeshBuilder meshBuilder;
pRenderContext->Bind( m_pReturnProgressMaterial_Empty );
IMesh *pMesh = pRenderContext->GetDynamicMesh();
meshBuilder.Begin( pMesh, MATERIAL_QUADS, 1 );
meshBuilder.Color4ubv( ubColor );
meshBuilder.TexCoord2f( 0,0,0 );
meshBuilder.Position3fv( (vOrigin + (vRight * -flSize) + (vUp * flSize)).Base() );
meshBuilder.AdvanceVertex();
meshBuilder.Color4ubv( ubColor );
meshBuilder.TexCoord2f( 0,1,0 );
meshBuilder.Position3fv( (vOrigin + (vRight * flSize) + (vUp * flSize)).Base() );
meshBuilder.AdvanceVertex();
meshBuilder.Color4ubv( ubColor );
meshBuilder.TexCoord2f( 0,1,1 );
meshBuilder.Position3fv( (vOrigin + (vRight * flSize) + (vUp * -flSize)).Base() );
meshBuilder.AdvanceVertex();
meshBuilder.Color4ubv( ubColor );
meshBuilder.TexCoord2f( 0,0,1 );
meshBuilder.Position3fv( (vOrigin + (vRight * -flSize) + (vUp * -flSize)).Base() );
meshBuilder.AdvanceVertex();
meshBuilder.End();
pMesh->Draw();
float flProgress = pFlag->GetReturnProgress();
pRenderContext->Bind( m_pReturnProgressMaterial_Full );
pMesh = pRenderContext->GetDynamicMesh();
vRight *= flSize * 2;
vUp *= flSize * -2;
// Next we're drawing the circular progress bar, in 8 segments
// For each segment, we calculate the vertex position that will draw
// the slice.
int i;
for ( i=0;i<8;i++ )
{
if ( flProgress < Segments[i].maxProgress )
{
CMeshBuilder meshBuilder_Full;
meshBuilder_Full.Begin( pMesh, MATERIAL_TRIANGLES, 3 );
// vert 0 is ( 0.5, 0.5 )
meshBuilder_Full.Color4ubv( ubColor );
meshBuilder_Full.TexCoord2f( 0, 0.5, 0.5 );
meshBuilder_Full.Position3fv( vOrigin.Base() );
meshBuilder_Full.AdvanceVertex();
// Internal progress is the progress through this particular slice
float internalProgress = RemapVal( flProgress, Segments[i].maxProgress - 0.125, Segments[i].maxProgress, 0.0, 1.0 );
internalProgress = clamp( internalProgress, 0.0f, 1.0f );
// Calculate the x,y of the moving vertex based on internal progress
float swipe_x = Segments[i].vert2x - ( 1.0 - internalProgress ) * 0.5 * Segments[i].swipe_dir_x;
float swipe_y = Segments[i].vert2y - ( 1.0 - internalProgress ) * 0.5 * Segments[i].swipe_dir_y;
// vert 1 is calculated from progress
meshBuilder_Full.Color4ubv( ubColor );
meshBuilder_Full.TexCoord2f( 0, swipe_x, swipe_y );
meshBuilder_Full.Position3fv( (vOrigin + (vRight * ( swipe_x - 0.5 ) ) + (vUp *( swipe_y - 0.5 ) ) ).Base() );
meshBuilder_Full.AdvanceVertex();
// vert 2 is ( Segments[i].vert1x, Segments[i].vert1y )
meshBuilder_Full.Color4ubv( ubColor );
meshBuilder_Full.TexCoord2f( 0, Segments[i].vert2x, Segments[i].vert2y );
meshBuilder_Full.Position3fv( (vOrigin + (vRight * ( Segments[i].vert2x - 0.5 ) ) + (vUp *( Segments[i].vert2y - 0.5 ) ) ).Base() );
meshBuilder_Full.AdvanceVertex();
meshBuilder_Full.End();
pMesh->Draw();
}
}
}
#endif