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:
//
// $NoKeywords: $
//=============================================================================//
#include "cbase.h"
#include "EntityOutput.h"
#include "EntityList.h"
#include "tf_team.h"
#include "tier1/strtools.h"
#include "baseentity.h"
#include "tf_shareddefs.h"
#include "info_act.h"
// Global pointer to the current act
CHandle<CInfoAct> g_hCurrentAct;
BEGIN_DATADESC( CInfoAct )
// inputs
DEFINE_INPUTFUNC( FIELD_VOID, "Start", InputStart ),
DEFINE_INPUTFUNC( FIELD_VOID, "FinishWinNone", InputFinishWinNone ),
DEFINE_INPUTFUNC( FIELD_VOID, "FinishWin1", InputFinishWin1 ),
DEFINE_INPUTFUNC( FIELD_VOID, "FinishWin2", InputFinishWin2 ),
DEFINE_INPUTFUNC( FIELD_FLOAT, "AddTime", InputAddTime ),
// outputs
DEFINE_OUTPUT( m_OnStarted, "OnStarted" ),
DEFINE_OUTPUT( m_OnFinishedTeamNone, "OnFinishedWinNone" ),
DEFINE_OUTPUT( m_OnFinishedTeam1, "OnFinishedWin1" ),
DEFINE_OUTPUT( m_OnFinishedTeam2, "OnFinishedWin2" ),
DEFINE_OUTPUT( m_OnTimerExpired, "OnTimerExpired" ),
DEFINE_OUTPUT( m_Respawn1Team1Events[CInfoAct::RESPAWN_TIMER_90_REMAINING], "OnRespawn1Team1_90sec" ),
DEFINE_OUTPUT( m_Respawn1Team1Events[CInfoAct::RESPAWN_TIMER_60_REMAINING], "OnRespawn1Team1_60sec" ),
DEFINE_OUTPUT( m_Respawn1Team1Events[CInfoAct::RESPAWN_TIMER_45_REMAINING], "OnRespawn1Team1_45sec" ),
DEFINE_OUTPUT( m_Respawn1Team1Events[CInfoAct::RESPAWN_TIMER_30_REMAINING], "OnRespawn1Team1_30sec" ),
DEFINE_OUTPUT( m_Respawn1Team1Events[CInfoAct::RESPAWN_TIMER_10_REMAINING], "OnRespawn1Team1_10sec" ),
DEFINE_OUTPUT( m_Respawn1Team1Events[CInfoAct::RESPAWN_TIMER_0_REMAINING], "OnRespawn1Team1" ),
DEFINE_OUTPUT( m_Respawn1Team1TimeRemaining, "Respawn1Team1TimeRemaining" ),
DEFINE_OUTPUT( m_Respawn2Team1Events[CInfoAct::RESPAWN_TIMER_90_REMAINING], "OnRespawn2Team1_90sec" ),
DEFINE_OUTPUT( m_Respawn2Team1Events[CInfoAct::RESPAWN_TIMER_60_REMAINING], "OnRespawn2Team1_60sec" ),
DEFINE_OUTPUT( m_Respawn2Team1Events[CInfoAct::RESPAWN_TIMER_45_REMAINING], "OnRespawn2Team1_45sec" ),
DEFINE_OUTPUT( m_Respawn2Team1Events[CInfoAct::RESPAWN_TIMER_30_REMAINING], "OnRespawn2Team1_30sec" ),
DEFINE_OUTPUT( m_Respawn2Team1Events[CInfoAct::RESPAWN_TIMER_10_REMAINING], "OnRespawn2Team1_10sec" ),
DEFINE_OUTPUT( m_Respawn2Team1Events[CInfoAct::RESPAWN_TIMER_0_REMAINING], "OnRespawn2Team1" ),
DEFINE_OUTPUT( m_Respawn2Team1TimeRemaining, "Respawn2Team1TimeRemaining" ),
DEFINE_OUTPUT( m_Respawn1Team2Events[CInfoAct::RESPAWN_TIMER_90_REMAINING], "OnRespawn1Team2_90sec" ),
DEFINE_OUTPUT( m_Respawn1Team2Events[CInfoAct::RESPAWN_TIMER_60_REMAINING], "OnRespawn1Team2_60sec" ),
DEFINE_OUTPUT( m_Respawn1Team2Events[CInfoAct::RESPAWN_TIMER_45_REMAINING], "OnRespawn1Team2_45sec" ),
DEFINE_OUTPUT( m_Respawn1Team2Events[CInfoAct::RESPAWN_TIMER_30_REMAINING], "OnRespawn1Team2_30sec" ),
DEFINE_OUTPUT( m_Respawn1Team2Events[CInfoAct::RESPAWN_TIMER_10_REMAINING], "OnRespawn1Team2_10sec" ),
DEFINE_OUTPUT( m_Respawn1Team2Events[CInfoAct::RESPAWN_TIMER_0_REMAINING], "OnRespawn1Team2" ),
DEFINE_OUTPUT( m_Respawn1Team2TimeRemaining, "Respawn1Team2TimeRemaining" ),
DEFINE_OUTPUT( m_Respawn2Team2Events[CInfoAct::RESPAWN_TIMER_90_REMAINING], "OnRespawn2Team2_90sec" ),
DEFINE_OUTPUT( m_Respawn2Team2Events[CInfoAct::RESPAWN_TIMER_60_REMAINING], "OnRespawn2Team2_60sec" ),
DEFINE_OUTPUT( m_Respawn2Team2Events[CInfoAct::RESPAWN_TIMER_45_REMAINING], "OnRespawn2Team2_45sec" ),
DEFINE_OUTPUT( m_Respawn2Team2Events[CInfoAct::RESPAWN_TIMER_30_REMAINING], "OnRespawn2Team2_30sec" ),
DEFINE_OUTPUT( m_Respawn2Team2Events[CInfoAct::RESPAWN_TIMER_10_REMAINING], "OnRespawn2Team2_10sec" ),
DEFINE_OUTPUT( m_Respawn2Team2Events[CInfoAct::RESPAWN_TIMER_0_REMAINING], "OnRespawn2Team2" ),
DEFINE_OUTPUT( m_Respawn2Team2TimeRemaining, "Respawn2Team2TimeRemaining" ),
DEFINE_OUTPUT( m_Team1RespawnDelayDone, "OnTeam1RespawnDelayDone" ),
DEFINE_OUTPUT( m_Team2RespawnDelayDone, "OnTeam2RespawnDelayDone" ),
// keys
DEFINE_KEYFIELD_NOT_SAVED( m_iActNumber, FIELD_INTEGER, "ActNumber" ),
DEFINE_KEYFIELD_NOT_SAVED( m_flActTimeLimit, FIELD_FLOAT, "ActTimeLimit" ),
DEFINE_KEYFIELD_NOT_SAVED( m_iszIntermissionCamera, FIELD_STRING, "IntermissionCamera" ),
DEFINE_KEYFIELD_NOT_SAVED( m_nRespawn1Team1Time, FIELD_INTEGER, "Respawn1Team1Time" ),
DEFINE_KEYFIELD_NOT_SAVED( m_nRespawn2Team1Time, FIELD_INTEGER, "Respawn2Team1Time" ),
DEFINE_KEYFIELD_NOT_SAVED( m_nRespawn1Team2Time, FIELD_INTEGER, "Respawn1Team2Time" ),
DEFINE_KEYFIELD_NOT_SAVED( m_nRespawn2Team2Time, FIELD_INTEGER, "Respawn2Team2Time" ),
DEFINE_KEYFIELD_NOT_SAVED( m_nRespawnTeam1Delay, FIELD_INTEGER, "RespawnTeam1InitialDelay" ),
DEFINE_KEYFIELD_NOT_SAVED( m_nRespawnTeam2Delay, FIELD_INTEGER, "RespawnTeam2InitialDelay" ),
// functions
DEFINE_FUNCTION( ActThink ),
DEFINE_FUNCTION( ActThinkEndActOverlayTime ),
DEFINE_FUNCTION( RespawnTimerThink ),
DEFINE_FUNCTION( Team1RespawnDelayThink ),
DEFINE_FUNCTION( Team2RespawnDelayThink ),
END_DATADESC()
IMPLEMENT_SERVERCLASS_ST(CInfoAct, DT_InfoAct)
SendPropInt(SENDINFO(m_iActNumber), 5 ),
SendPropInt(SENDINFO(m_spawnflags), SF_ACT_BITS, SPROP_UNSIGNED ),
SendPropFloat(SENDINFO(m_flActTimeLimit), 12 ),
SendPropInt(SENDINFO(m_nRespawn1Team1Time), 8 ),
SendPropInt(SENDINFO(m_nRespawn2Team1Time), 8 ),
SendPropInt(SENDINFO(m_nRespawn1Team2Time), 8 ),
SendPropInt(SENDINFO(m_nRespawn2Team2Time), 8 ),
SendPropInt(SENDINFO(m_nRespawnTeam1Delay), 8 ),
SendPropInt(SENDINFO(m_nRespawnTeam2Delay), 8 ),
END_SEND_TABLE();
LINK_ENTITY_TO_CLASS( info_act, CInfoAct );
#define RESPAWN_TIMER_CONTEXT "RespawnTimerThink"
#define RESPAWN_TEAM_1_DELAY_CONTEXT "RespawnTeam1DelayThink"
#define RESPAWN_TEAM_2_DELAY_CONTEXT "RespawnTeam2DelayThink"
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
CInfoAct::CInfoAct( void )
{
// No act == -1
m_iActNumber = -1;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
int CInfoAct::UpdateTransmitState()
{
return SetTransmitState( FL_EDICT_ALWAYS );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CInfoAct::Spawn( void )
{
m_flActStartedAt = 0;
m_iWinners = 0;
}
//-----------------------------------------------------------------------------
// Purpose: Set up respawn timers
//-----------------------------------------------------------------------------
void CInfoAct::SetUpRespawnTimers()
{
// NOTE: Need to add the second there so the respawn timers don't immediately trigger
SetContextThink( RespawnTimerThink, gpGlobals->curtime + 1.0f, RESPAWN_TIMER_CONTEXT );
if (m_nRespawnTeam1Delay != 0)
{
SetContextThink( Team1RespawnDelayThink, gpGlobals->curtime + m_nRespawnTeam1Delay, RESPAWN_TEAM_1_DELAY_CONTEXT );
}
else
{
m_Team1RespawnDelayDone.FireOutput( this, this );
}
if (m_nRespawnTeam2Delay != 0)
{
SetContextThink( Team2RespawnDelayThink, gpGlobals->curtime + m_nRespawnTeam2Delay, RESPAWN_TEAM_2_DELAY_CONTEXT );
}
else
{
m_Team2RespawnDelayDone.FireOutput( this, this );
}
}
void CInfoAct::ShutdownRespawnTimers()
{
SetContextThink( NULL, 0, RESPAWN_TIMER_CONTEXT );
SetContextThink( NULL, 0, RESPAWN_TEAM_1_DELAY_CONTEXT );
SetContextThink( NULL, 0, RESPAWN_TEAM_2_DELAY_CONTEXT );
}
//-----------------------------------------------------------------------------
// Respawn delay
//-----------------------------------------------------------------------------
void CInfoAct::Team1RespawnDelayThink()
{
m_Team1RespawnDelayDone.FireOutput( this, this );
SetContextThink( NULL, 0, RESPAWN_TEAM_1_DELAY_CONTEXT );
}
void CInfoAct::Team2RespawnDelayThink()
{
m_Team2RespawnDelayDone.FireOutput( this, this );
SetContextThink( NULL, 0, RESPAWN_TEAM_2_DELAY_CONTEXT );
}
//-----------------------------------------------------------------------------
// Computes the time remaining
//-----------------------------------------------------------------------------
int CInfoAct::ComputeTimeRemaining( int nPeriod, int nDelay )
{
if (nPeriod <= 0)
return -1;
int nTimeDelta = (int)(gpGlobals->curtime - m_flActStartedAt);
Assert( nTimeDelta >= 0 );
nTimeDelta -= nDelay;
// This case takes care of the initial spawn delay time...
if (nTimeDelta <= 0)
{
return nPeriod - nTimeDelta;
}
int nFactor = nTimeDelta / nPeriod;
int nTimeRemainder = nTimeDelta - nFactor * nPeriod;
if (nTimeRemainder == 0)
return 0;
return nPeriod - nTimeRemainder;
}
//-----------------------------------------------------------------------------
// Fires respawn events
//-----------------------------------------------------------------------------
void CInfoAct::FireRespawnEvents( int nTimeRemaining, COutputEvent *pRespawnEvents, COutputInt &respawnTime )
{
if (nTimeRemaining < 0)
return;
switch (nTimeRemaining)
{
case 90:
pRespawnEvents[RESPAWN_TIMER_90_REMAINING].FireOutput( this, this );
break;
case 60:
pRespawnEvents[RESPAWN_TIMER_60_REMAINING].FireOutput( this, this );
break;
case 45:
pRespawnEvents[RESPAWN_TIMER_45_REMAINING].FireOutput( this, this );
break;
case 30:
pRespawnEvents[RESPAWN_TIMER_30_REMAINING].FireOutput( this, this );
break;
case 10:
pRespawnEvents[RESPAWN_TIMER_10_REMAINING].FireOutput( this, this );
break;
case 0:
pRespawnEvents[RESPAWN_TIMER_0_REMAINING].FireOutput( this, this );
break;
default:
break;
}
respawnTime.Set( nTimeRemaining, this, this );
}
//-----------------------------------------------------------------------------
// Respawn timers
//-----------------------------------------------------------------------------
void CInfoAct::RespawnTimerThink()
{
int nTimeRemaining = ComputeTimeRemaining( m_nRespawn1Team1Time, m_nRespawnTeam1Delay );
FireRespawnEvents( nTimeRemaining, m_Respawn1Team1Events, m_Respawn1Team1TimeRemaining );
nTimeRemaining = ComputeTimeRemaining( m_nRespawn2Team1Time, m_nRespawnTeam1Delay );
FireRespawnEvents( nTimeRemaining, m_Respawn2Team1Events, m_Respawn2Team1TimeRemaining );
nTimeRemaining = ComputeTimeRemaining( m_nRespawn1Team2Time, m_nRespawnTeam2Delay );
FireRespawnEvents( nTimeRemaining, m_Respawn1Team2Events, m_Respawn1Team2TimeRemaining );
nTimeRemaining = ComputeTimeRemaining( m_nRespawn2Team2Time, m_nRespawnTeam2Delay );
FireRespawnEvents( nTimeRemaining, m_Respawn2Team2Events, m_Respawn2Team2TimeRemaining );
SetNextThink( gpGlobals->curtime + 1.0f, RESPAWN_TIMER_CONTEXT );
}
//-----------------------------------------------------------------------------
// Purpose: The act has started
//-----------------------------------------------------------------------------
void CInfoAct::StartAct( void )
{
// FIXME: Should this change?
// Don't allow two simultaneous acts
if (g_hCurrentAct)
{
g_hCurrentAct->FinishAct( );
}
// Set the global act to this
g_hCurrentAct = this;
m_flActStartedAt = gpGlobals->curtime;
m_OnStarted.FireOutput( this, this );
// Do we have a timelimit?
if ( m_flActTimeLimit )
{
SetNextThink( gpGlobals->curtime + m_flActTimeLimit );
SetThink( ActThink );
}
SetUpRespawnTimers();
// Tell all the clients
CReliableBroadcastRecipientFilter filter;
UserMessageBegin( filter, "ActBegin" );
WRITE_BYTE( (byte)m_iActNumber );
WRITE_FLOAT( m_flActStartedAt );
MessageEnd();
// If we're not an intermission, clean up
if ( !HasSpawnFlags( SF_ACT_INTERMISSION ) )
{
CleanupOnActStart();
}
// Cycle through all players and start the act
for ( int i = 1; i <= gpGlobals->maxClients; i++ )
{
CBaseTFPlayer *pPlayer = (CBaseTFPlayer*)UTIL_PlayerByIndex( i );
if ( pPlayer )
{
// Am I an intermission?
if ( HasSpawnFlags( SF_ACT_INTERMISSION ) )
{
StartIntermission( pPlayer );
}
else
{
StartActOverlayTime( pPlayer );
}
}
}
// Think again soon, to remove player locks
if ( !HasSpawnFlags(SF_ACT_INTERMISSION) )
{
SetNextThink( gpGlobals->curtime + MIN_ACT_OVERLAY_TIME );
SetThink( ActThinkEndActOverlayTime );
}
}
//-----------------------------------------------------------------------------
// Purpose: Update a client who joined during the middle of an act
//-----------------------------------------------------------------------------
void CInfoAct::UpdateClient( CBaseTFPlayer *pPlayer )
{
CSingleUserRecipientFilter user( pPlayer );
user.MakeReliable();
UserMessageBegin( user, "ActBegin" );
WRITE_BYTE( (byte)m_iActNumber );
WRITE_FLOAT( m_flActStartedAt );
MessageEnd();
}
//-----------------------------------------------------------------------------
// Purpose: The act has finished
//-----------------------------------------------------------------------------
void CInfoAct::FinishAct( )
{
if ( g_hCurrentAct.Get() != this )
{
DevWarning( 2, "Attempted to finish an act which wasn't started!\n" );
return;
}
ShutdownRespawnTimers();
switch( m_iWinners)
{
case 0:
m_OnFinishedTeamNone.FireOutput( this, this );
break;
case 1:
m_OnFinishedTeam1.FireOutput( this, this );
break;
case 2:
m_OnFinishedTeam2.FireOutput( this, this );
break;
default:
Assert(0);
break;
}
g_hCurrentAct = NULL;
// Tell all the clients
CReliableBroadcastRecipientFilter filter;
UserMessageBegin( filter, "ActEnd" );
WRITE_BYTE( m_iWinners );
MessageEnd();
// Am I an intermission?
if ( HasSpawnFlags( SF_ACT_INTERMISSION ) )
{
// Cycle through all players and end the intermission for them
for ( int i = 1; i <= gpGlobals->maxClients; i++ )
{
CBaseTFPlayer *pPlayer = (CBaseTFPlayer*)UTIL_PlayerByIndex( i );
if ( pPlayer )
{
EndIntermission( pPlayer );
}
}
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CInfoAct::ActThink( void )
{
m_OnTimerExpired.FireOutput( this,this );
}
//-----------------------------------------------------------------------------
// Purpose: Force the players not to move to give them time to read the act overlays
//-----------------------------------------------------------------------------
void CInfoAct::StartActOverlayTime( CBaseTFPlayer *pPlayer )
{
// Lock the player in place
pPlayer->CleanupOnActStart();
pPlayer->LockPlayerInPlace();
if ( pPlayer->GetActiveWeapon() )
{
pPlayer->GetActiveWeapon()->Holster();
}
pPlayer->m_Local.m_iHideHUD |= (HIDEHUD_WEAPONSELECTION | HIDEHUD_HEALTH);
pPlayer->GetLocalData()->m_bForceMapOverview = true;
}
//-----------------------------------------------------------------------------
// Purpose: Release the players after overlay time has finished
//-----------------------------------------------------------------------------
void CInfoAct::EndActOverlayTime( CBaseTFPlayer *pPlayer )
{
// Release the player
pPlayer->UnlockPlayer();
if ( pPlayer->GetActiveWeapon() )
{
pPlayer->GetActiveWeapon()->Deploy();
}
pPlayer->m_Local.m_iHideHUD &= ~(HIDEHUD_WEAPONSELECTION | HIDEHUD_HEALTH);
pPlayer->GetLocalData()->m_bForceMapOverview = false;
}
//-----------------------------------------------------------------------------
// Purpose: Unlock the players after an act has started
//-----------------------------------------------------------------------------
void CInfoAct::ActThinkEndActOverlayTime( void )
{
// Cycle through all players and end the intermission for them
for ( int i = 1; i <= gpGlobals->maxClients; i++ )
{
CBaseTFPlayer *pPlayer = (CBaseTFPlayer*)UTIL_PlayerByIndex( i );
if ( pPlayer )
{
EndActOverlayTime( pPlayer );
}
}
// Think again when the act ends, if we have a timelimit
if ( m_flActTimeLimit )
{
SetNextThink( gpGlobals->curtime + m_flActTimeLimit - MIN_ACT_OVERLAY_TIME );
SetThink( ActThink );
}
}
//-----------------------------------------------------------------------------
// Purpose: Clean up entities before a new act starts
//-----------------------------------------------------------------------------
void CInfoAct::CleanupOnActStart( void )
{
// Remove all resource chunks
CBaseEntity *pEntity = NULL;
while ((pEntity = gEntList.FindEntityByClassname( pEntity, "resource_chunk" )) != NULL)
{
UTIL_Remove( pEntity );
}
}
//-----------------------------------------------------------------------------
// Purpose: Intermission handling
//-----------------------------------------------------------------------------
void CInfoAct::StartIntermission( CBaseTFPlayer *pPlayer )
{
// Do we have a camera point?
if ( m_iszIntermissionCamera != NULL_STRING )
{
CBaseEntity *pCamera = gEntList.FindEntityByName( NULL, STRING(m_iszIntermissionCamera) );
if ( pCamera )
{
// Move the player to the camera point
pPlayer->SetViewEntity( pCamera );
pPlayer->m_Local.m_iHideHUD |= (HIDEHUD_WEAPONSELECTION | HIDEHUD_HEALTH | HIDEHUD_MISCSTATUS);
}
}
// Lock the player in place
pPlayer->LockPlayerInPlace();
}
//-----------------------------------------------------------------------------
// Purpose: Intermission handling
//-----------------------------------------------------------------------------
void CInfoAct::EndIntermission( CBaseTFPlayer *pPlayer )
{
// Force the player to respawn
pPlayer->UnlockPlayer();
pPlayer->SetViewEntity( pPlayer );
pPlayer->ForceRespawn();
pPlayer->m_Local.m_iHideHUD &= ~(HIDEHUD_WEAPONSELECTION | HIDEHUD_HEALTH | HIDEHUD_MISCSTATUS);
}
//-----------------------------------------------------------------------------
// Purpose: Force the act to start
//-----------------------------------------------------------------------------
void CInfoAct::InputStart( inputdata_t &inputdata )
{
StartAct();
}
//-----------------------------------------------------------------------------
// Purpose: Force the act to finish, with team 1 as the winners
//-----------------------------------------------------------------------------
void CInfoAct::InputFinishWinNone( inputdata_t &inputdata )
{
m_iWinners = 0;
FinishAct();
}
//-----------------------------------------------------------------------------
// Purpose: Force the act to finish, with team 1 as the winners
//-----------------------------------------------------------------------------
void CInfoAct::InputFinishWin1( inputdata_t &inputdata )
{
m_iWinners = 1;
FinishAct();
}
//-----------------------------------------------------------------------------
// Purpose: Force the act to finish, with team 2 as the winners
//-----------------------------------------------------------------------------
void CInfoAct::InputFinishWin2( inputdata_t &inputdata )
{
m_iWinners = 2;
FinishAct();
}
//-----------------------------------------------------------------------------
// Purpose: Add time to the act's time
//-----------------------------------------------------------------------------
void CInfoAct::InputAddTime( inputdata_t &inputdata )
{
float flNewTime = inputdata.value.Float();
// Think again when the act ends, if we have a timelimit
if ( flNewTime )
{
m_flActTimeLimit += flNewTime;
SetNextThink( GetNextThink() + flNewTime );
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
bool CInfoAct::IsAWaitingAct( void )
{
return HasSpawnFlags(SF_ACT_WAITINGFORGAMESTART);
}
//-----------------------------------------------------------------------------
// Purpose: Return true if the current act (if any) is a waiting act.
//-----------------------------------------------------------------------------
bool CurrentActIsAWaitingAct( void )
{
if ( g_hCurrentAct )
return g_hCurrentAct->IsAWaitingAct();
return false;
}