#include "cbase.h" #include "asw_objective.h" #include "asw_game_resource.h" #include "asw_mission_manager.h" #include "asw_gamerules.h" #include "asw_marine_resource.h" #include "asw_marine_speech.h" #include "asw_marine.h" #include "asw_objective_escape.h" #include "game_timescale_shared.h" // memdbgon must be the last include file in a .cpp file!!! #include "tier0/memdbgon.h" LINK_ENTITY_TO_CLASS( asw_mission_manager, CASW_Mission_Manager ); BEGIN_DATADESC( CASW_Mission_Manager ) END_DATADESC() ConVar asw_last_marine_dead_delay( "asw_last_marine_dead_delay", "0.6f", FCVAR_CHEAT, "How long to wait after the last marine has died before failing the mission" ); CASW_Mission_Manager::CASW_Mission_Manager() { m_bDoneLeavingChatter = false; m_flLastMarineDeathTime = 0.0f; m_bAllMarinesDead = false; } CASW_Mission_Manager::~CASW_Mission_Manager() { } void CASW_Mission_Manager::Spawn() { BaseClass::Spawn(); SetThink( &CASW_Mission_Manager::ManagerThink ); SetNextThink( gpGlobals->curtime + 1.0f ); } void CASW_Mission_Manager::ManagerThink() { if ( m_bAllMarinesDead ) // once all marines are dead, we need to check for mission complete periodically to see if the marine_dead_delay time has passed { CheckMissionComplete(); } SetNextThink( gpGlobals->curtime + 1.0f ); } bool CASW_Mission_Manager::CheckMissionComplete() { bool bFailed = false; bool bSuccess = true; bool bAtLeastOneObjective = false; // notify all objectives about this event if ( !ASWGameResource() ) return false; int iIncomplete = 0; int iNumObjectives = 0; bool bEscapeIncomplete = false; for (int i=0;iGetObjective(i); if (pObjective) { bAtLeastOneObjective = true; iNumObjectives++; if (!pObjective->IsObjectiveComplete() && !pObjective->IsObjectiveOptional()) { bSuccess = false; iIncomplete++; if (iIncomplete == 1 && !m_bDoneLeavingChatter) { CASW_Objective_Escape *pEscape = dynamic_cast(pObjective); if (pEscape) bEscapeIncomplete = true; } } if (pObjective->IsObjectiveFailed()) { bFailed = true; } } } m_bAllMarinesDead = AllMarinesDead(); if ( m_bAllMarinesDead && ( gpGlobals->curtime > m_flLastMarineDeathTime + asw_last_marine_dead_delay.GetFloat() || GameTimescale()->GetCurrentTimescale() < 1.0f ) ) { bFailed = true; } if (bSuccess && bAtLeastOneObjective) { MissionSuccess(); return true; } else if (bFailed) { MissionFail(); return true; } else { if (bEscapeIncomplete && iIncomplete) { // make a marine do the 'time to leave' speech if ( ASWGameResource() ) { CASW_Game_Resource *pGameResource = ASWGameResource(); // count how many live marines we have int iNearby = 0; for (int i=0;iGetMaxMarineResources();i++) { CASW_Marine_Resource *pMR = pGameResource->GetMarineResource(i); CASW_Marine *pMarine = pMR ? pMR->GetMarineEntity() : NULL; if (pMarine && pMarine->GetHealth() > 0) iNearby++; } int iChatter = random->RandomInt(0, iNearby-1); for (int i=0;iGetMaxMarineResources();i++) { CASW_Marine_Resource *pMR = pGameResource->GetMarineResource(i); CASW_Marine *pMarine = pMR ? pMR->GetMarineEntity() : NULL; if (pMarine && pMarine->GetHealth() > 0) { if (iChatter <= 0) { pMarine->GetMarineSpeech()->QueueChatter(CHATTER_TIME_TO_LEAVE, gpGlobals->curtime + 3.0f, gpGlobals->curtime + 6.0f); break; } iChatter--; } } } m_bDoneLeavingChatter = true; } } return false; } void CASW_Mission_Manager::AlienKilled(CBaseEntity* pAlien) { // notify all objectives about this event if ( !ASWGameResource() ) return; for (int i=0;iGetObjective(i); if (pObjective) pObjective->AlienKilled(pAlien); } } void CASW_Mission_Manager::MarineKilled(CASW_Marine* pMarine) { m_flLastMarineDeathTime = gpGlobals->curtime; // notify all objectives about this event if ( !ASWGameResource() ) return; for (int i=0;iGetObjective(i); if (pObjective) pObjective->MarineKilled(pMarine); } // check if our mission is over (from all the marines dying) CheckMissionComplete(); } void CASW_Mission_Manager::EggKilled(CASW_Egg* pEgg) { // notify all objectives about this event if ( !ASWGameResource() ) return; for (int i=0;iGetObjective(i); if (pObjective) pObjective->EggKilled(pEgg); } } void CASW_Mission_Manager::GooKilled(CASW_Alien_Goo* pGoo) { // notify all objectives about this event if ( !ASWGameResource() ) return; //Msg("Mission manager sees Alien Goo killed!\n"); for (int i=0;iGetObjective(i); if (pObjective) pObjective->GooKilled(pGoo); } } void CASW_Mission_Manager::MissionStarted(void) { // notify all objectives about this event if ( !ASWGameResource() ) return; for (int i=0;iGetObjective(i); if (pObjective) pObjective->MissionStarted(); } } // marines screwed up void CASW_Mission_Manager::MissionFail(void) { // notify all objectives about this event if (!ASWGameRules() || !ASWGameResource() || ASWGameRules()->GetGameState() == ASW_GS_DEBRIEF) return; for (int i=0;iGetObjective(i); if (pObjective) pObjective->MissionFail(); } // tell the game rules the mission is over ASWGameRules()->MissionComplete(false); } // marines have succeeded in finishing the mission! yay void CASW_Mission_Manager::MissionSuccess(void) { // notify all objectives about this event if (!ASWGameRules() || !ASWGameResource() || ASWGameRules()->GetGameState() == ASW_GS_DEBRIEF) return; for (int i=0;iGetObjective(i); if (pObjective) pObjective->MissionSuccess(); } // tell the game rules the mission is over ASWGameRules()->MissionComplete(true); } bool CASW_Mission_Manager::AllMarinesDead() { if (!ASWGameRules() || !ASWGameResource()) return false; // can't be all dead if we haven't left briefing yet! if (ASWGameRules()->GetGameState() < ASW_GS_INGAME) return false; int iMax = ASWGameResource()->GetMaxMarineResources(); for (int i=0;iGetMarineResource(i); if (pMarineResource && pMarineResource->GetHealthPercent() > 0) { return false; // we have a live marine, so they're not all dead } } return true; // arg all dead! } void CASW_Mission_Manager::CheatCompleteMission() { Msg("CheatCompleteMission\n"); // notify all objectives about this event if ( !ASWGameResource() ) return; for (int i=0;iGetObjective(i); if (pObjective) { pObjective->SetComplete(true); } } CheckMissionComplete(); } CASW_Objective_Escape* CASW_Mission_Manager::GetEscapeObjective() { if ( m_hEscapeObjective.Get() ) return m_hEscapeObjective.Get(); for ( int i=0; i < ASW_MAX_OBJECTIVES; i++ ) // 12 is max number of objectives { CASW_Objective_Escape *pEscape = dynamic_cast( ASWGameResource()->GetObjective( i ) ); if ( pEscape ) { m_hEscapeObjective = pEscape; return pEscape; } } return NULL; }