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587 lines
20 KiB
587 lines
20 KiB
5 years ago
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//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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// $NoKeywords: $
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//=============================================================================//
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#include "cbase.h"
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#include "EntityOutput.h"
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#include "EntityList.h"
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#include "tf_team.h"
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#include "tier1/strtools.h"
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#include "baseentity.h"
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#include "tf_shareddefs.h"
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#include "info_act.h"
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// Global pointer to the current act
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CHandle<CInfoAct> g_hCurrentAct;
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BEGIN_DATADESC( CInfoAct )
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// inputs
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DEFINE_INPUTFUNC( FIELD_VOID, "Start", InputStart ),
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DEFINE_INPUTFUNC( FIELD_VOID, "FinishWinNone", InputFinishWinNone ),
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DEFINE_INPUTFUNC( FIELD_VOID, "FinishWin1", InputFinishWin1 ),
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DEFINE_INPUTFUNC( FIELD_VOID, "FinishWin2", InputFinishWin2 ),
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DEFINE_INPUTFUNC( FIELD_FLOAT, "AddTime", InputAddTime ),
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// outputs
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DEFINE_OUTPUT( m_OnStarted, "OnStarted" ),
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DEFINE_OUTPUT( m_OnFinishedTeamNone, "OnFinishedWinNone" ),
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DEFINE_OUTPUT( m_OnFinishedTeam1, "OnFinishedWin1" ),
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DEFINE_OUTPUT( m_OnFinishedTeam2, "OnFinishedWin2" ),
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DEFINE_OUTPUT( m_OnTimerExpired, "OnTimerExpired" ),
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DEFINE_OUTPUT( m_Respawn1Team1Events[CInfoAct::RESPAWN_TIMER_90_REMAINING], "OnRespawn1Team1_90sec" ),
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DEFINE_OUTPUT( m_Respawn1Team1Events[CInfoAct::RESPAWN_TIMER_60_REMAINING], "OnRespawn1Team1_60sec" ),
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DEFINE_OUTPUT( m_Respawn1Team1Events[CInfoAct::RESPAWN_TIMER_45_REMAINING], "OnRespawn1Team1_45sec" ),
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DEFINE_OUTPUT( m_Respawn1Team1Events[CInfoAct::RESPAWN_TIMER_30_REMAINING], "OnRespawn1Team1_30sec" ),
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DEFINE_OUTPUT( m_Respawn1Team1Events[CInfoAct::RESPAWN_TIMER_10_REMAINING], "OnRespawn1Team1_10sec" ),
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DEFINE_OUTPUT( m_Respawn1Team1Events[CInfoAct::RESPAWN_TIMER_0_REMAINING], "OnRespawn1Team1" ),
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DEFINE_OUTPUT( m_Respawn1Team1TimeRemaining, "Respawn1Team1TimeRemaining" ),
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DEFINE_OUTPUT( m_Respawn2Team1Events[CInfoAct::RESPAWN_TIMER_90_REMAINING], "OnRespawn2Team1_90sec" ),
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DEFINE_OUTPUT( m_Respawn2Team1Events[CInfoAct::RESPAWN_TIMER_60_REMAINING], "OnRespawn2Team1_60sec" ),
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DEFINE_OUTPUT( m_Respawn2Team1Events[CInfoAct::RESPAWN_TIMER_45_REMAINING], "OnRespawn2Team1_45sec" ),
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DEFINE_OUTPUT( m_Respawn2Team1Events[CInfoAct::RESPAWN_TIMER_30_REMAINING], "OnRespawn2Team1_30sec" ),
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DEFINE_OUTPUT( m_Respawn2Team1Events[CInfoAct::RESPAWN_TIMER_10_REMAINING], "OnRespawn2Team1_10sec" ),
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DEFINE_OUTPUT( m_Respawn2Team1Events[CInfoAct::RESPAWN_TIMER_0_REMAINING], "OnRespawn2Team1" ),
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DEFINE_OUTPUT( m_Respawn2Team1TimeRemaining, "Respawn2Team1TimeRemaining" ),
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DEFINE_OUTPUT( m_Respawn1Team2Events[CInfoAct::RESPAWN_TIMER_90_REMAINING], "OnRespawn1Team2_90sec" ),
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DEFINE_OUTPUT( m_Respawn1Team2Events[CInfoAct::RESPAWN_TIMER_60_REMAINING], "OnRespawn1Team2_60sec" ),
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DEFINE_OUTPUT( m_Respawn1Team2Events[CInfoAct::RESPAWN_TIMER_45_REMAINING], "OnRespawn1Team2_45sec" ),
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DEFINE_OUTPUT( m_Respawn1Team2Events[CInfoAct::RESPAWN_TIMER_30_REMAINING], "OnRespawn1Team2_30sec" ),
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DEFINE_OUTPUT( m_Respawn1Team2Events[CInfoAct::RESPAWN_TIMER_10_REMAINING], "OnRespawn1Team2_10sec" ),
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DEFINE_OUTPUT( m_Respawn1Team2Events[CInfoAct::RESPAWN_TIMER_0_REMAINING], "OnRespawn1Team2" ),
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DEFINE_OUTPUT( m_Respawn1Team2TimeRemaining, "Respawn1Team2TimeRemaining" ),
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DEFINE_OUTPUT( m_Respawn2Team2Events[CInfoAct::RESPAWN_TIMER_90_REMAINING], "OnRespawn2Team2_90sec" ),
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DEFINE_OUTPUT( m_Respawn2Team2Events[CInfoAct::RESPAWN_TIMER_60_REMAINING], "OnRespawn2Team2_60sec" ),
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DEFINE_OUTPUT( m_Respawn2Team2Events[CInfoAct::RESPAWN_TIMER_45_REMAINING], "OnRespawn2Team2_45sec" ),
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DEFINE_OUTPUT( m_Respawn2Team2Events[CInfoAct::RESPAWN_TIMER_30_REMAINING], "OnRespawn2Team2_30sec" ),
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DEFINE_OUTPUT( m_Respawn2Team2Events[CInfoAct::RESPAWN_TIMER_10_REMAINING], "OnRespawn2Team2_10sec" ),
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DEFINE_OUTPUT( m_Respawn2Team2Events[CInfoAct::RESPAWN_TIMER_0_REMAINING], "OnRespawn2Team2" ),
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DEFINE_OUTPUT( m_Respawn2Team2TimeRemaining, "Respawn2Team2TimeRemaining" ),
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DEFINE_OUTPUT( m_Team1RespawnDelayDone, "OnTeam1RespawnDelayDone" ),
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DEFINE_OUTPUT( m_Team2RespawnDelayDone, "OnTeam2RespawnDelayDone" ),
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// keys
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DEFINE_KEYFIELD_NOT_SAVED( m_iActNumber, FIELD_INTEGER, "ActNumber" ),
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DEFINE_KEYFIELD_NOT_SAVED( m_flActTimeLimit, FIELD_FLOAT, "ActTimeLimit" ),
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DEFINE_KEYFIELD_NOT_SAVED( m_iszIntermissionCamera, FIELD_STRING, "IntermissionCamera" ),
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DEFINE_KEYFIELD_NOT_SAVED( m_nRespawn1Team1Time, FIELD_INTEGER, "Respawn1Team1Time" ),
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DEFINE_KEYFIELD_NOT_SAVED( m_nRespawn2Team1Time, FIELD_INTEGER, "Respawn2Team1Time" ),
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DEFINE_KEYFIELD_NOT_SAVED( m_nRespawn1Team2Time, FIELD_INTEGER, "Respawn1Team2Time" ),
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DEFINE_KEYFIELD_NOT_SAVED( m_nRespawn2Team2Time, FIELD_INTEGER, "Respawn2Team2Time" ),
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DEFINE_KEYFIELD_NOT_SAVED( m_nRespawnTeam1Delay, FIELD_INTEGER, "RespawnTeam1InitialDelay" ),
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DEFINE_KEYFIELD_NOT_SAVED( m_nRespawnTeam2Delay, FIELD_INTEGER, "RespawnTeam2InitialDelay" ),
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// functions
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DEFINE_FUNCTION( ActThink ),
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DEFINE_FUNCTION( ActThinkEndActOverlayTime ),
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DEFINE_FUNCTION( RespawnTimerThink ),
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DEFINE_FUNCTION( Team1RespawnDelayThink ),
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DEFINE_FUNCTION( Team2RespawnDelayThink ),
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END_DATADESC()
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IMPLEMENT_SERVERCLASS_ST(CInfoAct, DT_InfoAct)
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SendPropInt(SENDINFO(m_iActNumber), 5 ),
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SendPropInt(SENDINFO(m_spawnflags), SF_ACT_BITS, SPROP_UNSIGNED ),
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SendPropFloat(SENDINFO(m_flActTimeLimit), 12 ),
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SendPropInt(SENDINFO(m_nRespawn1Team1Time), 8 ),
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SendPropInt(SENDINFO(m_nRespawn2Team1Time), 8 ),
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SendPropInt(SENDINFO(m_nRespawn1Team2Time), 8 ),
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SendPropInt(SENDINFO(m_nRespawn2Team2Time), 8 ),
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SendPropInt(SENDINFO(m_nRespawnTeam1Delay), 8 ),
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SendPropInt(SENDINFO(m_nRespawnTeam2Delay), 8 ),
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END_SEND_TABLE();
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LINK_ENTITY_TO_CLASS( info_act, CInfoAct );
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#define RESPAWN_TIMER_CONTEXT "RespawnTimerThink"
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#define RESPAWN_TEAM_1_DELAY_CONTEXT "RespawnTeam1DelayThink"
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#define RESPAWN_TEAM_2_DELAY_CONTEXT "RespawnTeam2DelayThink"
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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CInfoAct::CInfoAct( void )
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{
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// No act == -1
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m_iActNumber = -1;
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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int CInfoAct::UpdateTransmitState()
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{
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return SetTransmitState( FL_EDICT_ALWAYS );
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CInfoAct::Spawn( void )
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{
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m_flActStartedAt = 0;
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m_iWinners = 0;
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}
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//-----------------------------------------------------------------------------
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// Purpose: Set up respawn timers
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//-----------------------------------------------------------------------------
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void CInfoAct::SetUpRespawnTimers()
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{
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// NOTE: Need to add the second there so the respawn timers don't immediately trigger
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SetContextThink( RespawnTimerThink, gpGlobals->curtime + 1.0f, RESPAWN_TIMER_CONTEXT );
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if (m_nRespawnTeam1Delay != 0)
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{
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SetContextThink( Team1RespawnDelayThink, gpGlobals->curtime + m_nRespawnTeam1Delay, RESPAWN_TEAM_1_DELAY_CONTEXT );
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}
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else
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{
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m_Team1RespawnDelayDone.FireOutput( this, this );
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}
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if (m_nRespawnTeam2Delay != 0)
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{
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SetContextThink( Team2RespawnDelayThink, gpGlobals->curtime + m_nRespawnTeam2Delay, RESPAWN_TEAM_2_DELAY_CONTEXT );
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}
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else
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{
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m_Team2RespawnDelayDone.FireOutput( this, this );
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}
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}
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void CInfoAct::ShutdownRespawnTimers()
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{
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SetContextThink( NULL, 0, RESPAWN_TIMER_CONTEXT );
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SetContextThink( NULL, 0, RESPAWN_TEAM_1_DELAY_CONTEXT );
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SetContextThink( NULL, 0, RESPAWN_TEAM_2_DELAY_CONTEXT );
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}
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//-----------------------------------------------------------------------------
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// Respawn delay
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//-----------------------------------------------------------------------------
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void CInfoAct::Team1RespawnDelayThink()
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{
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m_Team1RespawnDelayDone.FireOutput( this, this );
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SetContextThink( NULL, 0, RESPAWN_TEAM_1_DELAY_CONTEXT );
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}
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void CInfoAct::Team2RespawnDelayThink()
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{
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m_Team2RespawnDelayDone.FireOutput( this, this );
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SetContextThink( NULL, 0, RESPAWN_TEAM_2_DELAY_CONTEXT );
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}
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//-----------------------------------------------------------------------------
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// Computes the time remaining
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//-----------------------------------------------------------------------------
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int CInfoAct::ComputeTimeRemaining( int nPeriod, int nDelay )
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{
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if (nPeriod <= 0)
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return -1;
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int nTimeDelta = (int)(gpGlobals->curtime - m_flActStartedAt);
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Assert( nTimeDelta >= 0 );
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nTimeDelta -= nDelay;
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// This case takes care of the initial spawn delay time...
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if (nTimeDelta <= 0)
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{
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return nPeriod - nTimeDelta;
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}
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int nFactor = nTimeDelta / nPeriod;
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int nTimeRemainder = nTimeDelta - nFactor * nPeriod;
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if (nTimeRemainder == 0)
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return 0;
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return nPeriod - nTimeRemainder;
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}
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//-----------------------------------------------------------------------------
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// Fires respawn events
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//-----------------------------------------------------------------------------
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void CInfoAct::FireRespawnEvents( int nTimeRemaining, COutputEvent *pRespawnEvents, COutputInt &respawnTime )
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{
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if (nTimeRemaining < 0)
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return;
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switch (nTimeRemaining)
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{
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case 90:
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pRespawnEvents[RESPAWN_TIMER_90_REMAINING].FireOutput( this, this );
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break;
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case 60:
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pRespawnEvents[RESPAWN_TIMER_60_REMAINING].FireOutput( this, this );
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break;
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case 45:
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pRespawnEvents[RESPAWN_TIMER_45_REMAINING].FireOutput( this, this );
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break;
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case 30:
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pRespawnEvents[RESPAWN_TIMER_30_REMAINING].FireOutput( this, this );
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break;
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case 10:
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pRespawnEvents[RESPAWN_TIMER_10_REMAINING].FireOutput( this, this );
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break;
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case 0:
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pRespawnEvents[RESPAWN_TIMER_0_REMAINING].FireOutput( this, this );
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break;
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default:
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break;
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}
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respawnTime.Set( nTimeRemaining, this, this );
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}
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//-----------------------------------------------------------------------------
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// Respawn timers
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//-----------------------------------------------------------------------------
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void CInfoAct::RespawnTimerThink()
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{
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int nTimeRemaining = ComputeTimeRemaining( m_nRespawn1Team1Time, m_nRespawnTeam1Delay );
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FireRespawnEvents( nTimeRemaining, m_Respawn1Team1Events, m_Respawn1Team1TimeRemaining );
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nTimeRemaining = ComputeTimeRemaining( m_nRespawn2Team1Time, m_nRespawnTeam1Delay );
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FireRespawnEvents( nTimeRemaining, m_Respawn2Team1Events, m_Respawn2Team1TimeRemaining );
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nTimeRemaining = ComputeTimeRemaining( m_nRespawn1Team2Time, m_nRespawnTeam2Delay );
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FireRespawnEvents( nTimeRemaining, m_Respawn1Team2Events, m_Respawn1Team2TimeRemaining );
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nTimeRemaining = ComputeTimeRemaining( m_nRespawn2Team2Time, m_nRespawnTeam2Delay );
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FireRespawnEvents( nTimeRemaining, m_Respawn2Team2Events, m_Respawn2Team2TimeRemaining );
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SetNextThink( gpGlobals->curtime + 1.0f, RESPAWN_TIMER_CONTEXT );
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}
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//-----------------------------------------------------------------------------
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// Purpose: The act has started
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//-----------------------------------------------------------------------------
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void CInfoAct::StartAct( void )
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{
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// FIXME: Should this change?
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// Don't allow two simultaneous acts
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if (g_hCurrentAct)
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{
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g_hCurrentAct->FinishAct( );
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}
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// Set the global act to this
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g_hCurrentAct = this;
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m_flActStartedAt = gpGlobals->curtime;
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m_OnStarted.FireOutput( this, this );
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// Do we have a timelimit?
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if ( m_flActTimeLimit )
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{
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SetNextThink( gpGlobals->curtime + m_flActTimeLimit );
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SetThink( ActThink );
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}
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SetUpRespawnTimers();
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// Tell all the clients
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CReliableBroadcastRecipientFilter filter;
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UserMessageBegin( filter, "ActBegin" );
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WRITE_BYTE( (byte)m_iActNumber );
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WRITE_FLOAT( m_flActStartedAt );
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MessageEnd();
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// If we're not an intermission, clean up
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if ( !HasSpawnFlags( SF_ACT_INTERMISSION ) )
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{
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CleanupOnActStart();
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}
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// Cycle through all players and start the act
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for ( int i = 1; i <= gpGlobals->maxClients; i++ )
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{
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CBaseTFPlayer *pPlayer = (CBaseTFPlayer*)UTIL_PlayerByIndex( i );
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if ( pPlayer )
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{
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// Am I an intermission?
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if ( HasSpawnFlags( SF_ACT_INTERMISSION ) )
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{
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StartIntermission( pPlayer );
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}
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else
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{
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StartActOverlayTime( pPlayer );
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}
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}
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}
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// Think again soon, to remove player locks
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if ( !HasSpawnFlags(SF_ACT_INTERMISSION) )
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{
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SetNextThink( gpGlobals->curtime + MIN_ACT_OVERLAY_TIME );
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SetThink( ActThinkEndActOverlayTime );
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose: Update a client who joined during the middle of an act
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//-----------------------------------------------------------------------------
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void CInfoAct::UpdateClient( CBaseTFPlayer *pPlayer )
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{
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CSingleUserRecipientFilter user( pPlayer );
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user.MakeReliable();
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UserMessageBegin( user, "ActBegin" );
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WRITE_BYTE( (byte)m_iActNumber );
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WRITE_FLOAT( m_flActStartedAt );
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MessageEnd();
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}
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//-----------------------------------------------------------------------------
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// Purpose: The act has finished
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//-----------------------------------------------------------------------------
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void CInfoAct::FinishAct( )
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{
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if ( g_hCurrentAct.Get() != this )
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{
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DevWarning( 2, "Attempted to finish an act which wasn't started!\n" );
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return;
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}
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ShutdownRespawnTimers();
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switch( m_iWinners)
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{
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case 0:
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m_OnFinishedTeamNone.FireOutput( this, this );
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break;
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case 1:
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m_OnFinishedTeam1.FireOutput( this, this );
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break;
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case 2:
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|
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;
|
||
|
}
|