//========= Copyright Valve Corporation, All rights reserved. ============// // // Purpose: // // $NoKeywords: $ //=============================================================================// #include "cbase.h" #include "tempent.h" #include "c_tf_passtime_logic.h" #include "tf_hud_passtime_reticle.h" #include "passtime_convars.h" #include "passtime_game_events.h" #include "tf_shareddefs.h" #include "tf_classdata.h" #include "c_tf_player.h" #include "c_func_passtime_goal.h" // memdbgon must be the last include file in a .cpp file!!! #include "tier0/memdbgon.h" void C_TFPasstimeLogic::PostDataUpdate( DataUpdateType_t updateType ) { BaseClass::PostDataUpdate( updateType ); if ( updateType == DATA_UPDATE_CREATED ) { SetNextClientThink( CLIENT_THINK_ALWAYS ); m_pBallReticle = new C_PasstimeBallReticle(); m_pPassReticle = new C_PasstimePassReticle(); for( auto *pGoal : C_FuncPasstimeGoal::GetAutoList() ) { m_pGoalReticles.AddToTail( new C_PasstimeGoalReticle( static_cast( pGoal ) ) ); } } } //----------------------------------------------------------------------------- C_TFPasstimeLogic* g_pPasstimeLogic; extern ConVar hud_fastswitch; //----------------------------------------------------------------------------- IMPLEMENT_CLIENTCLASS_DT( C_TFPasstimeLogic, DT_TFPasstimeLogic, CTFPasstimeLogic ) RecvPropEHandle( RECVINFO( m_hBall ) ), RecvPropArray( RecvPropVector( RECVINFO( m_trackPoints[0] ) ), m_trackPoints ), RecvPropInt( RECVINFO( m_iNumSections ) ), RecvPropInt( RECVINFO( m_iCurrentSection ) ), RecvPropFloat( RECVINFO( m_flMaxPassRange ) ), RecvPropInt( RECVINFO( m_iBallPower ), 8 ), RecvPropFloat( RECVINFO( m_flPackSpeed ) ), RecvPropArray3( RECVINFO_ARRAY( m_bPlayerIsPackMember ), RecvPropInt( RECVINFO( m_bPlayerIsPackMember[0] ) ) ), END_RECV_TABLE() LINK_ENTITY_TO_CLASS( passtime_logic, C_TFPasstimeLogic ); //----------------------------------------------------------------------------- C_TFPasstimeLogic::C_TFPasstimeLogic() { m_pBallReticle = nullptr; m_pPassReticle = nullptr; memset( m_apPackBeams, 0, sizeof( m_apPackBeams ) ); memset( m_bPlayerIsPackMember, 0, sizeof( m_bPlayerIsPackMember ) ); for( int i = 0; i < m_trackPoints.Count(); ++i ) { m_trackPoints.GetForModify(i).Zero(); } g_pPasstimeLogic = this; } //----------------------------------------------------------------------------- C_TFPasstimeLogic::~C_TFPasstimeLogic() { delete m_pBallReticle; m_pGoalReticles.PurgeAndDeleteElements(); delete m_pPassReticle; // Don't set g_pPasstimeLogic to null here because sometimes this destructor // happens after the contructor of the new object // FIXME: what's the right way to do this? } //----------------------------------------------------------------------------- void C_TFPasstimeLogic::Spawn() { } //----------------------------------------------------------------------------- void C_TFPasstimeLogic::ClientThink() { BaseClass::ClientThink(); SetNextClientThink( CLIENT_THINK_ALWAYS ); m_pBallReticle->OnClientThink(); for ( auto *pGoal : m_pGoalReticles ) { pGoal->OnClientThink(); } m_pPassReticle->OnClientThink(); UpdateBeams(); } //----------------------------------------------------------------------------- void C_TFPasstimeLogic::DestroyBeams( C_PasstimeBall *pBall ) { for ( CNewParticleEffect *pBeam : m_apPackBeams ) { if ( pBeam ) { pBall->ParticleProp()->StopEmission( pBeam ); } } memset( m_apPackBeams, 0, sizeof( m_apPackBeams ) ); } //----------------------------------------------------------------------------- void C_TFPasstimeLogic::DestroyBeam( int i, C_PasstimeBall *pBall ) { CNewParticleEffect *pBeam = m_apPackBeams[i]; if ( pBeam ) { pBall->ParticleProp()->StopEmissionAndDestroyImmediately( pBeam ); m_apPackBeams[i] = nullptr; } } //----------------------------------------------------------------------------- void C_TFPasstimeLogic::UpdateBeams() { C_PasstimeBall *pBall = GetBall(); if ( !pBall ) { return; } C_TFPlayer *pCarrier = pBall->GetCarrier(); if ( !pCarrier ) { DestroyBeams( pBall ); return; } const char *pEffectName = "passtime_beam"; CParticleProperty *pParticles = pBall->ParticleProp(); for ( int i = 1; i <= MAX_PLAYERS; ++i ) { if ( !m_bPlayerIsPackMember[i] ) { DestroyBeam( i, pBall ); continue; } CTFPlayer *pPlayer = (CTFPlayer*) UTIL_PlayerByIndex( i ); if ( !pPlayer || ( pPlayer == pCarrier ) || !pPlayer->IsAlive() ) { DestroyBeam( i, pBall ); continue; } if ( !m_apPackBeams[i] ) { CNewParticleEffect *pBeam = pParticles->Create( pEffectName, PATTACH_ABSORIGIN_FOLLOW ); pParticles->AddControlPoint( pBeam, 1, pPlayer, PATTACH_ABSORIGIN_FOLLOW, 0, Vector(0,0,16) ); m_apPackBeams[i] = pBeam; } } } //----------------------------------------------------------------------------- void C_TFPasstimeLogic::GetTrackPoints( Vector (&points)[16] ) { memcpy( points, m_trackPoints.Base(), sizeof(points) ); } //----------------------------------------------------------------------------- bool C_TFPasstimeLogic::GetImportantEntities( C_PasstimeBall **ppBall, C_TFPlayer **ppCarrier, C_TFPlayer **ppHomingTarget ) const { C_PasstimeBall *pBall = GetBall(); if ( !pBall ) { return false; } if ( ppBall ) { *ppBall = pBall; } if ( ppCarrier ) { *ppCarrier = pBall->GetCarrier(); } if ( ppHomingTarget ) { *ppHomingTarget = ToTFPlayer( pBall->GetHomingTarget() ); } return true; } //----------------------------------------------------------------------------- bool C_TFPasstimeLogic::GetBallReticleTarget( C_BaseEntity **ppEnt, bool *bHomingActive ) const { Assert( ppEnt ); if ( !ppEnt ) { return false; } C_TFPlayer *pLocalPlayer = C_TFPlayer::GetLocalTFPlayer(); if ( !pLocalPlayer ) { return false; } C_PasstimeBall *pBall = 0; C_TFPlayer *pCarrier = 0, *pHomingTarget = 0; if ( !GetImportantEntities( &pBall, &pCarrier, &pHomingTarget ) ) { return false; } C_BaseEntity *pEnt = pCarrier ? pCarrier : (C_BaseEntity*)pBall; if ( !pEnt || (pEnt == pLocalPlayer) || (pEnt->GetEffects() & EF_NODRAW) || ((pEnt->GetTeamNumber() != TEAM_UNASSIGNED) && (pEnt->GetTeamNumber() != pLocalPlayer->GetTeamNumber())) || (pLocalPlayer->IsObserver() && (GetSpectatorMode() != OBS_MODE_ROAMING) && (GetSpectatorTarget() == pEnt->index)) ) { return false; } *ppEnt = pEnt; if ( bHomingActive ) { *bHomingActive = pHomingTarget != 0; } return true; } //----------------------------------------------------------------------------- bool C_TFPasstimeLogic::BCanPlayerPickUpBall( C_TFPlayer *pPlayer ) const { return pPlayer && pPlayer->IsAllowedToPickUpFlag() && pPlayer->IsAlive() // NOTE: it's possible to be alive and dead at the same time && !pPlayer->m_Shared.InCond( TF_COND_INVULNERABLE ) && !pPlayer->m_Shared.InCond( TF_COND_PHASE ) && !pPlayer->m_Shared.InCond( TF_COND_INVULNERABLE_WEARINGOFF ) && !pPlayer->m_Shared.InCond( TF_COND_SELECTED_TO_TELEPORT ) && !pPlayer->m_Shared.InCond( TF_COND_STEALTHED_BLINK ) && !pPlayer->m_Shared.InCond( TF_COND_TAUNTING ) && !pPlayer->m_Shared.InCond( TF_COND_HALLOWEEN_GHOST_MODE ) && !pPlayer->m_Shared.IsControlStunned() && !pPlayer->m_Shared.IsStealthed() && !pPlayer->m_Shared.IsCarryingObject(); }