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768 lines
20 KiB
768 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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//=============================================================================//
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#include "cbase.h"
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#include "dod_player.h"
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#include "dod_gamerules.h"
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#include "dod_shareddefs.h"
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#include "dod_bombtarget.h"
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#include "basecombatweapon.h"
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#include "weapon_dodbasebomb.h"
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#include "dod_team.h"
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#include "dod_shareddefs.h"
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#include "dod_objective_resource.h"
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BEGIN_DATADESC(CDODBombTarget)
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DEFINE_KEYFIELD( m_iszCapPointName, FIELD_STRING, "target_control_point" ),
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DEFINE_KEYFIELD( m_iBombingTeam, FIELD_INTEGER, "bombing_team" ),
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DEFINE_KEYFIELD( m_iTimerAddSeconds, FIELD_INTEGER, "add_timer_seconds" ),
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DEFINE_INPUTFUNC( FIELD_VOID, "Enable", InputEnable ),
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DEFINE_INPUTFUNC( FIELD_VOID, "Disable", InputDisable ),
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DEFINE_OUTPUT( m_OnBecomeActive, "OnBombTargetActivated" ),
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DEFINE_OUTPUT( m_OnBecomeInactive, "OnBombTargetDeactivated" ),
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DEFINE_OUTPUT( m_OnBombPlanted, "OnBombPlanted" ),
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DEFINE_OUTPUT( m_OnBombExploded, "OnBombExploded" ),
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DEFINE_OUTPUT( m_OnBombDisarmed, "OnBombDefused" ),
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DEFINE_KEYFIELD( m_bStartDisabled, FIELD_INTEGER, "StartDisabled" ),
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DEFINE_USEFUNC( State_Use ),
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DEFINE_THINKFUNC( State_Think ),
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END_DATADESC();
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IMPLEMENT_SERVERCLASS_ST(CDODBombTarget, DT_DODBombTarget)
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SendPropInt( SENDINFO(m_iState), 3 ),
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SendPropInt( SENDINFO(m_iBombingTeam), 3 ),
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SendPropModelIndex( SENDINFO(m_iTargetModel) ),
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SendPropModelIndex( SENDINFO(m_iUnavailableModel) ),
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END_SEND_TABLE()
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LINK_ENTITY_TO_CLASS( dod_bomb_target, CDODBombTarget );
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CDODBombTarget::Spawn( void )
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{
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m_pControlPoint = NULL;
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Precache();
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SetTouch( NULL );
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SetUse( &CDODBombTarget::State_Use );
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SetThink( &CDODBombTarget::State_Think );
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SetNextThink( gpGlobals->curtime + 0.1 );
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m_pCurStateInfo = NULL;
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if ( m_bStartDisabled )
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State_Transition( BOMB_TARGET_INACTIVE );
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else
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State_Transition( BOMB_TARGET_ACTIVE );
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BaseClass::Spawn();
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// incase we have any animating bomb models
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SetPlaybackRate( 1.0 );
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CDODBombTarget::Precache( void )
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{
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BaseClass::Precache();
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PrecacheModel( DOD_BOMB_TARGET_MODEL_ARMED );
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m_iTargetModel = PrecacheModel( DOD_BOMB_TARGET_MODEL_TARGET );
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m_iUnavailableModel = PrecacheModel( DOD_BOMB_TARGET_MODEL_UNAVAILABLE );
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}
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//-----------------------------------------------------------------------------
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// Purpose: change use flags based on state
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//-----------------------------------------------------------------------------
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int CDODBombTarget::ObjectCaps()
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{
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int caps = BaseClass::ObjectCaps();
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if ( State_Get() != BOMB_TARGET_INACTIVE )
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{
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caps |= (FCAP_CONTINUOUS_USE | FCAP_USE_IN_RADIUS);
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}
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return caps;
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}
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//-----------------------------------------------------------------------------
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// Purpose: timer length accessor
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//-----------------------------------------------------------------------------
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float CDODBombTarget::GetBombTimerLength( void )
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{
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return DOD_BOMB_TIMER_LENGTH;
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CDODBombTarget::State_Transition( BombTargetState newState )
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{
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State_Leave();
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State_Enter( newState );
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CDODBombTarget::State_Enter( BombTargetState newState )
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{
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m_pCurStateInfo = State_LookupInfo( newState );
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if ( 0 )
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{
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if ( m_pCurStateInfo )
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Msg( "DODRoundState: entering '%s'\n", m_pCurStateInfo->m_pStateName );
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else
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Msg( "DODRoundState: entering #%d\n", newState );
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}
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// Initialize the new state.
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if ( m_pCurStateInfo && m_pCurStateInfo->pfnEnterState )
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(this->*m_pCurStateInfo->pfnEnterState)();
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m_iState = (int)newState;
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CDODBombTarget::State_Leave()
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{
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if ( m_pCurStateInfo && m_pCurStateInfo->pfnLeaveState )
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{
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(this->*m_pCurStateInfo->pfnLeaveState)();
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CDODBombTarget::State_Think()
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{
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if ( m_pCurStateInfo && m_pCurStateInfo->pfnThink )
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{
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(this->*m_pCurStateInfo->pfnThink)();
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}
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SetNextThink( gpGlobals->curtime + 0.1 );
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CDODBombTarget::State_Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value )
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{
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if ( m_pCurStateInfo && m_pCurStateInfo->pfnUse )
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{
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(this->*m_pCurStateInfo->pfnUse)( pActivator, pCaller, useType, value );
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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CDODBombTargetStateInfo* CDODBombTarget::State_LookupInfo( BombTargetState state )
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{
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static CDODBombTargetStateInfo bombTargetStateInfos[] =
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{
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{ BOMB_TARGET_INACTIVE, "BOMB_TARGET_INACTIVE", &CDODBombTarget::State_Enter_INACTIVE, NULL, NULL, NULL },
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{ BOMB_TARGET_ACTIVE, "BOMB_TARGET_ACTIVE", &CDODBombTarget::State_Enter_ACTIVE, NULL, NULL, &CDODBombTarget::State_Use_ACTIVE },
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{ BOMB_TARGET_ARMED, "BOMB_TARGET_ARMED", &CDODBombTarget::State_Enter_ARMED, &CDODBombTarget::State_Leave_Armed, &CDODBombTarget::State_Think_ARMED, &CDODBombTarget::State_Use_ARMED }
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};
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for ( int i=0; i < ARRAYSIZE( bombTargetStateInfos ); i++ )
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{
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if ( bombTargetStateInfos[i].m_iState == state )
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return &bombTargetStateInfos[i];
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}
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return NULL;
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CDODBombTarget::State_Enter_INACTIVE( void )
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{
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// go invisible
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AddEffects( EF_NODRAW );
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m_OnBecomeInactive.FireOutput( this, this );
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CDODBombTarget::State_Enter_ACTIVE( void )
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{
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RemoveEffects( EF_NODRAW );
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// set transparent model
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SetModel( DOD_BOMB_TARGET_MODEL_TARGET );
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m_OnBecomeActive.FireOutput( this, this );
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CDODBombTarget::State_Enter_ARMED( void )
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{
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RemoveEffects( EF_NODRAW );
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// set solid model
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SetModel( DOD_BOMB_TARGET_MODEL_ARMED );
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// start count down
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m_flExplodeTime = gpGlobals->curtime + GetBombTimerLength();
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m_OnBombPlanted.FireOutput( this, this );
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// tell CP our time until detonation
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CControlPoint *pCP = GetControlPoint();
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if ( pCP )
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{
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pCP->BombPlanted( GetBombTimerLength(), m_pPlantingPlayer );
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}
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EmitSound( "Weapon_C4.Fuse" );
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static int iWickSeq = LookupSequence( "w_tnt_wick" );
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ResetSequence( iWickSeq );
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}
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void CDODBombTarget::State_Leave_Armed( void )
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{
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StopSound( "Weapon_C4.Fuse" );
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}
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void CDODBombTarget::ResetDefuse( int index )
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{
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DefusingPlayer *pRec = &m_DefusingPlayers[index];
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Assert( pRec );
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if ( pRec && pRec->m_pPlayer )
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{
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pRec->m_pPlayer->SetDefusing( NULL );
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//cancel the progress bar
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pRec->m_pPlayer->SetProgressBarTime( 0 );
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}
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m_DefusingPlayers.Remove( index );
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// if noone else is defusing, set objective resource to not be defusing
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if ( m_DefusingPlayers.Count() <= 0 )
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{
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CControlPoint *pCP = GetControlPoint();
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if ( pCP )
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{
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g_pObjectiveResource->SetBombBeingDefused( pCP->GetPointIndex(), false );
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}
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}
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}
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#include "IEffects.h"
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void TE_Sparks( IRecipientFilter& filter, float delay,
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const Vector *pos, int nMagnitude, int nTrailLength, const Vector *pDir );
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extern short g_sModelIndexFireball;
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void CDODBombTarget::Explode( void )
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{
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// output the explosion
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EmitSound( "Weapon_C4.Explode" );
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Vector origin = GetAbsOrigin();
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CPASFilter filter( origin );
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te->Explosion( filter, -1.0, // don't apply cl_interp delay
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&origin,
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g_sModelIndexFireball,
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20, //scale
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25,
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TE_EXPLFLAG_NONE,
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0,
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0 );
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float flDamage = 200;
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float flDmgRadius = flDamage * 2.5;
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// do a separate radius damage that ignores the world for added damage!
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CTakeDamageInfo dmgInfo( this, m_pPlantingPlayer, vec3_origin, origin, flDamage, DMG_BLAST | DMG_BOMB );
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DODGameRules()->RadiusDamage( dmgInfo, origin, flDmgRadius, CLASS_NONE, NULL, true );
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// stun players in a radius
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const float flStunDamage = 100;
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CTakeDamageInfo stunInfo( this, this, vec3_origin, GetAbsOrigin(), flStunDamage, DMG_STUN );
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DODGameRules()->RadiusStun( stunInfo, GetAbsOrigin(), flDmgRadius );
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State_Transition( BOMB_TARGET_INACTIVE );
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m_OnBombExploded.FireOutput( this, this );
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// tell CP bomb is no longer active
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CControlPoint *pCP = GetControlPoint();
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if ( pCP )
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{
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CDODPlayer *pPlayer = m_pPlantingPlayer;
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if ( !pPlayer || !pPlayer->IsConnected() )
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{
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// pick a random player from the bombing team
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// hax - if we are debug and team is 0, use allies
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if ( m_iBombingTeam == TEAM_UNASSIGNED )
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m_iBombingTeam = TEAM_ALLIES;
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CDODTeam *pTeam = GetGlobalDODTeam( m_iBombingTeam );
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pPlayer = NULL;
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if ( pTeam->GetNumPlayers() > 0 )
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{
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pPlayer = ToDODPlayer( pTeam->GetPlayer( 0 ) );
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if ( !pPlayer || !pPlayer->IsConnected() )
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{
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// bad situation, abandon here
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pPlayer = NULL;
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}
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}
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}
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pCP->BombExploded( pPlayer, m_iBombingTeam );
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g_pObjectiveResource->SetBombBeingDefused( pCP->GetPointIndex(), false );
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}
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// If we add time to the round timer, tell Gamerules
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// Don't do this if this bomb ended the game
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if ( m_iTimerAddSeconds > 0 )
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{
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if ( m_pPlantingPlayer && FStrEq( STRING(gpGlobals->mapname), "dod_jagd" ) )
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{
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// if the timer is 0:00 or less, achievement time
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if ( DODGameRules()->GetTimerSeconds() <= 0 )
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{
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m_pPlantingPlayer->AwardAchievement( ACHIEVEMENT_DOD_JAGD_OVERTIME_CAP );
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}
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}
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if ( DODGameRules()->State_Get() == STATE_RND_RUNNING )
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{
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DODGameRules()->AddTimerSeconds( m_iTimerAddSeconds );
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}
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}
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}
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void CDODBombTarget::BombDefused( CDODPlayer *pDefuser )
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{
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// tell CP bomb is no longer active
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CControlPoint *pCP = GetControlPoint();
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if ( pCP )
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{
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pCP->BombDisarmed( pDefuser );
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}
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if ( pDefuser )
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{
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pDefuser->StatEvent_BombDefused();
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}
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State_Transition( BOMB_TARGET_ACTIVE );
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m_OnBombDisarmed.FireOutput( this, this );
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}
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bool CDODBombTarget::CanPlayerStartDefuse( CDODPlayer *pPlayer )
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{
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if ( !pPlayer || !pPlayer->IsAlive() || !pPlayer->IsConnected() )
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{
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// if the defuser is not alive or has disconnected, reset
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return false;
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}
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if ( !FBitSet( pPlayer->GetFlags(), FL_ONGROUND ) )
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{
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// they are not on the ground, remove them
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pPlayer->HintMessage( HINT_BOMB_DEFUSE_ONGROUND );
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return false;
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}
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Vector vecDist = ( pPlayer->GetAbsOrigin() - GetAbsOrigin() );
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float flDist = vecDist.Length();
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if ( flDist > DOD_BOMB_DEFUSE_MAXDIST ) // PLAYER_USE_RADIUS is not actually used by the playerUse code!!
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{
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// they are too far away to continue ( or start ) defusing
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return false;
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}
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return true;
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}
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bool CDODBombTarget::CanPlayerContinueDefusing( CDODPlayer *pPlayer, DefusingPlayer *pDefuseRecord )
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{
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if ( !pDefuseRecord || pDefuseRecord->m_flDefuseTimeoutTime < gpGlobals->curtime )
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{
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// they have not updated their +use in a while, assume they stopped
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return false;
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}
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return CanPlayerStartDefuse( pPlayer );
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CDODBombTarget::State_Think_ARMED( void )
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{
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// count down
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if ( DODGameRules()->State_Get() != STATE_RND_RUNNING )
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{
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State_Transition( BOMB_TARGET_ACTIVE );
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// reset the timer
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CControlPoint *pCP = GetControlPoint();
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||
|
if ( pCP )
|
||
|
{
|
||
|
pCP->CancelBombPlanted();
|
||
|
}
|
||
|
}
|
||
|
|
||
|
// manually advance frame so that it matches bomb timer length.
|
||
|
float flTimerLength = GetBombTimerLength();
|
||
|
float flTimeLeft = m_flExplodeTime - gpGlobals->curtime;
|
||
|
SetCycle( clamp( 1.0 - ( flTimeLeft / flTimerLength ), 0.0, 1.0 ) );
|
||
|
|
||
|
static int iAttachment = LookupAttachment( "wick" );//ed awesome
|
||
|
|
||
|
Vector pos;
|
||
|
QAngle ang;
|
||
|
GetAttachment( iAttachment, pos, ang );
|
||
|
|
||
|
Vector forward;
|
||
|
AngleVectors( ang, &forward );
|
||
|
|
||
|
CPVSFilter filter( pos );
|
||
|
TE_Sparks( filter, 0.0, &pos, 1, 1, &forward );
|
||
|
|
||
|
// So long as we have valid defusers, we will not explode
|
||
|
|
||
|
if ( m_DefusingPlayers.Count() > 0 )
|
||
|
{
|
||
|
// remove the undesirables
|
||
|
// make sure they are on ground still
|
||
|
// see if they have completed the defuse
|
||
|
|
||
|
for ( int i=m_DefusingPlayers.Count()-1;i>=0;i-- )
|
||
|
{
|
||
|
DefusingPlayer *pDefuseRecord = &m_DefusingPlayers[i];
|
||
|
|
||
|
CDODPlayer *pPlayer = pDefuseRecord->m_pPlayer;
|
||
|
|
||
|
if ( !CanPlayerContinueDefusing( pPlayer, pDefuseRecord ) )
|
||
|
{
|
||
|
ResetDefuse( i );
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
// they are still a valid defuser
|
||
|
|
||
|
// if their defuse complete time has passed
|
||
|
if ( pDefuseRecord->m_flDefuseCompleteTime < gpGlobals->curtime )
|
||
|
{
|
||
|
// Defuse Complete
|
||
|
BombDefused( pPlayer );
|
||
|
|
||
|
// remove everyone from the list
|
||
|
for ( int j=m_DefusingPlayers.Count()-1;j>=0;j-- )
|
||
|
{
|
||
|
ResetDefuse( j );
|
||
|
}
|
||
|
|
||
|
// break out of this loop
|
||
|
i = -1;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
else if ( gpGlobals->curtime > m_flExplodeTime )
|
||
|
{
|
||
|
// no defusers, time is up
|
||
|
Explode();
|
||
|
}
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CDODBombTarget::State_Use_ACTIVE( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value )
|
||
|
{
|
||
|
CDODPlayer *pPlayer = ToDODPlayer( pActivator );
|
||
|
|
||
|
if ( !CanPlantHere( pPlayer ) )
|
||
|
return;
|
||
|
|
||
|
Vector pos = pPlayer->WorldSpaceCenter();
|
||
|
|
||
|
float flDist = ( pos - GetAbsOrigin() ).Length();
|
||
|
|
||
|
if ( flDist > DOD_BOMB_PLANT_RADIUS )
|
||
|
{
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
if ( !FBitSet( pPlayer->GetFlags(), FL_ONGROUND ) )
|
||
|
{
|
||
|
pPlayer->HintMessage( HINT_BOMB_DEFUSE_ONGROUND, true );
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
CBaseCombatWeapon *pWeapon = NULL;
|
||
|
|
||
|
if ( ( pWeapon = pPlayer->Weapon_OwnsThisType( "weapon_basebomb" ) ) != NULL )
|
||
|
{
|
||
|
CDODBaseBombWeapon *pBomb = dynamic_cast<CDODBaseBombWeapon *>( pWeapon );
|
||
|
|
||
|
if ( pBomb )
|
||
|
{
|
||
|
// switch to their bomb, they will have to hit primary attack
|
||
|
pPlayer->Weapon_Switch( pBomb );
|
||
|
|
||
|
if ( pBomb == pPlayer->GetActiveWeapon() )
|
||
|
{
|
||
|
pBomb->PrimaryAttack();
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
// they don't have a bomb - play hint message
|
||
|
pPlayer->HintMessage( HINT_NEED_BOMB );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CDODBombTarget::CompletePlanting( CDODPlayer *pPlantingPlayer )
|
||
|
{
|
||
|
if ( pPlantingPlayer && ( pPlantingPlayer->GetTeamNumber() == m_iBombingTeam || m_iBombingTeam == TEAM_UNASSIGNED ) )
|
||
|
{
|
||
|
m_pPlantingPlayer = pPlantingPlayer;
|
||
|
|
||
|
State_Transition( BOMB_TARGET_ARMED );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
DefusingPlayer *CDODBombTarget::FindDefusingPlayer( CDODPlayer *pPlayer )
|
||
|
{
|
||
|
DefusingPlayer *pRec = NULL;
|
||
|
|
||
|
for ( int i=0;i<m_DefusingPlayers.Count();i++ )
|
||
|
{
|
||
|
if ( m_DefusingPlayers[i].m_pPlayer == pPlayer )
|
||
|
{
|
||
|
pRec = &m_DefusingPlayers[i];
|
||
|
break;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
return pRec;
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CDODBombTarget::State_Use_ARMED( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value )
|
||
|
{
|
||
|
// check for people disarming
|
||
|
CDODPlayer *pPlayer = ToDODPlayer( pActivator );
|
||
|
|
||
|
if ( !pPlayer || pPlayer->GetTeamNumber() == m_iBombingTeam || pPlayer->GetTeamNumber() == TEAM_SPECTATOR )
|
||
|
return;
|
||
|
|
||
|
// check for distance, offground etc
|
||
|
if ( CanPlayerStartDefuse( pPlayer ) == false )
|
||
|
{
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
DefusingPlayer *pDefusingPlayerRecord = FindDefusingPlayer( pPlayer );
|
||
|
|
||
|
// See if we already added this player to the defusing list
|
||
|
if ( pDefusingPlayerRecord )
|
||
|
{
|
||
|
// They are still defusing for the next 0.2 seconds
|
||
|
pDefusingPlayerRecord->m_flDefuseTimeoutTime = gpGlobals->curtime + 0.2;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
// add player to the list
|
||
|
DefusingPlayer defusingPlayer;
|
||
|
|
||
|
defusingPlayer.m_pPlayer = pPlayer;
|
||
|
defusingPlayer.m_flDefuseCompleteTime = gpGlobals->curtime + DOD_BOMB_DEFUSE_TIME;
|
||
|
defusingPlayer.m_flDefuseTimeoutTime = gpGlobals->curtime + 0.2;
|
||
|
|
||
|
m_DefusingPlayers.AddToTail( defusingPlayer );
|
||
|
|
||
|
// tell the player they are defusing
|
||
|
pPlayer->SetDefusing( this );
|
||
|
pPlayer->SetProgressBarTime( DOD_BOMB_DEFUSE_TIME );
|
||
|
|
||
|
CControlPoint *pCP = GetControlPoint();
|
||
|
if ( pCP )
|
||
|
{
|
||
|
g_pObjectiveResource->SetBombBeingDefused( pCP->GetPointIndex(), true );
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CDODBombTarget::InputEnable( inputdata_t &inputdata )
|
||
|
{
|
||
|
if ( m_pCurStateInfo && m_pCurStateInfo->m_iState == BOMB_TARGET_INACTIVE )
|
||
|
{
|
||
|
State_Transition( BOMB_TARGET_ACTIVE );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CDODBombTarget::InputDisable( inputdata_t &inputdata )
|
||
|
{
|
||
|
if ( m_pCurStateInfo && m_pCurStateInfo->m_iState != BOMB_TARGET_INACTIVE )
|
||
|
{
|
||
|
if ( m_pCurStateInfo->m_iState == BOMB_TARGET_ARMED )
|
||
|
{
|
||
|
// if planting, tell our cp we're not planting anymore
|
||
|
CControlPoint *pCP = GetControlPoint();
|
||
|
if ( pCP )
|
||
|
{
|
||
|
pCP->CancelBombPlanted();
|
||
|
}
|
||
|
}
|
||
|
|
||
|
State_Transition( BOMB_TARGET_INACTIVE );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
//-----------------------------------------------------------------------------
|
||
|
CControlPoint *CDODBombTarget::GetControlPoint( void )
|
||
|
{
|
||
|
if ( !m_pControlPoint )
|
||
|
{
|
||
|
if ( m_iszCapPointName == NULL_STRING )
|
||
|
return NULL;
|
||
|
|
||
|
// try to find it
|
||
|
m_pControlPoint = dynamic_cast<CControlPoint *>( gEntList.FindEntityByName( NULL, STRING(m_iszCapPointName) ) );
|
||
|
|
||
|
if ( !m_pControlPoint )
|
||
|
Warning( "Could not find dod_control_point named \"%s\" for dod_bomb_target \"%s\"\n", STRING(m_iszCapPointName), STRING( GetEntityName() ) );
|
||
|
}
|
||
|
|
||
|
return m_pControlPoint;
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
//-----------------------------------------------------------------------------
|
||
|
bool CDODBombTarget::CanPlantHere( CDODPlayer *pPlayer )
|
||
|
{
|
||
|
if ( !m_pCurStateInfo )
|
||
|
return false;
|
||
|
|
||
|
if ( m_pCurStateInfo->m_iState != BOMB_TARGET_ACTIVE )
|
||
|
return false;
|
||
|
|
||
|
if ( pPlayer->GetTeamNumber() != m_iBombingTeam && m_iBombingTeam != TEAM_UNASSIGNED )
|
||
|
return false;
|
||
|
|
||
|
return true;
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CDODBombTarget::DefuseBlocked( CDODPlayer *pAttacker )
|
||
|
{
|
||
|
CControlPoint *pPoint = GetControlPoint();
|
||
|
|
||
|
if ( !pPoint )
|
||
|
return;
|
||
|
|
||
|
IGameEvent *event = gameeventmanager->CreateEvent( "dod_capture_blocked" );
|
||
|
|
||
|
if ( event )
|
||
|
{
|
||
|
event->SetInt( "cp", pPoint->GetPointIndex() );
|
||
|
event->SetString( "cpname", pPoint->GetName() );
|
||
|
event->SetInt( "blocker", pAttacker->entindex() );
|
||
|
event->SetInt( "priority", 9 );
|
||
|
event->SetBool( "bomb", true );
|
||
|
|
||
|
gameeventmanager->FireEvent( event );
|
||
|
}
|
||
|
|
||
|
pAttacker->AddScore( PLAYER_POINTS_FOR_BLOCK );
|
||
|
|
||
|
pAttacker->Stats_AreaDefended();
|
||
|
|
||
|
}
|
||
|
|
||
|
void CDODBombTarget::PlantBlocked( CDODPlayer *pAttacker )
|
||
|
{
|
||
|
CControlPoint *pPoint = GetControlPoint();
|
||
|
|
||
|
if ( !pPoint )
|
||
|
return;
|
||
|
|
||
|
IGameEvent *event = gameeventmanager->CreateEvent( "dod_capture_blocked" );
|
||
|
|
||
|
if ( event )
|
||
|
{
|
||
|
event->SetInt( "cp", pPoint->GetPointIndex() );
|
||
|
event->SetString( "cpname", pPoint->GetName() );
|
||
|
event->SetInt( "blocker", pAttacker->entindex() );
|
||
|
event->SetInt( "priority", 9 );
|
||
|
event->SetBool( "bomb", true );
|
||
|
|
||
|
gameeventmanager->FireEvent( event );
|
||
|
}
|
||
|
|
||
|
pAttacker->AddScore( PLAYER_POINTS_FOR_BLOCK );
|
||
|
|
||
|
pAttacker->Stats_AreaDefended();
|
||
|
}
|