//========= Copyright © 1996-2005, Valve Corporation, All rights reserved. ============// // // Purpose: // // $NoKeywords: $ //=============================================================================// #include "cbase.h" #include "gameweaponmanager.h" #include "saverestore_utlvector.h" // memdbgon must be the last include file in a .cpp file!!! #include "tier0/memdbgon.h" //========================================================= //========================================================= class CGameWeaponManager; static CUtlVector g_Managers; //========================================================= //========================================================= class CGameWeaponManager : public CBaseEntity { DECLARE_CLASS( CGameWeaponManager, CBaseEntity ); DECLARE_DATADESC(); public: void Spawn(); CGameWeaponManager() { m_flAmmoMod = 1.0f; m_bExpectingWeapon = false; g_Managers.AddToTail( this ); } ~CGameWeaponManager() { g_Managers.FindAndRemove( this ); } void Think(); void InputSetMaxPieces( inputdata_t &inputdata ); void InputSetAmmoModifier( inputdata_t &inputdata ); string_t m_iszWeaponName; int m_iMaxPieces; float m_flAmmoMod; bool m_bExpectingWeapon; CUtlVector m_ManagedNonWeapons; }; BEGIN_DATADESC( CGameWeaponManager ) //fields DEFINE_KEYFIELD( m_iszWeaponName, FIELD_STRING, "weaponname" ), DEFINE_KEYFIELD( m_iMaxPieces, FIELD_INTEGER, "maxpieces" ), DEFINE_KEYFIELD( m_flAmmoMod, FIELD_FLOAT, "ammomod" ), DEFINE_FIELD( m_bExpectingWeapon, FIELD_BOOLEAN ), // funcs DEFINE_FUNCTION( Think ), // inputs DEFINE_INPUTFUNC( FIELD_INTEGER, "SetMaxPieces", InputSetMaxPieces ), DEFINE_INPUTFUNC( FIELD_FLOAT, "SetAmmoModifier", InputSetAmmoModifier ), DEFINE_UTLVECTOR( m_ManagedNonWeapons, FIELD_EHANDLE ), END_DATADESC() LINK_ENTITY_TO_CLASS( game_weapon_manager, CGameWeaponManager ); void CreateWeaponManager( const char *pWeaponName, int iMaxPieces ) { CGameWeaponManager *pManager = (CGameWeaponManager *)CreateEntityByName( "game_weapon_manager"); if( pManager ) { pManager->m_iszWeaponName = MAKE_STRING( pWeaponName ); pManager->m_iMaxPieces = iMaxPieces; DispatchSpawn( pManager ); } } void WeaponManager_AmmoMod( CBaseCombatWeapon *pWeapon ) { for ( int i = 0; i < g_Managers.Count(); i++ ) { if ( g_Managers[i]->m_iszWeaponName == pWeapon->m_iClassname ) { int iNewClip = (int)(pWeapon->m_iClip1 * g_Managers[i]->m_flAmmoMod); int iNewRandomClip = iNewClip + RandomInt( -2, 2 ); if ( iNewRandomClip > pWeapon->GetMaxClip1() ) { iNewRandomClip = pWeapon->GetMaxClip1(); } else if ( iNewRandomClip <= 0 ) { //Drop at least one bullet. iNewRandomClip = 1; } pWeapon->m_iClip1 = iNewRandomClip; } } } void WeaponManager_AddManaged( CBaseEntity *pWeapon ) { for ( int i = 0; i < g_Managers.Count(); i++ ) { if ( g_Managers[i]->m_iszWeaponName == pWeapon->m_iClassname ) { Assert( g_Managers[i]->m_ManagedNonWeapons.Find( pWeapon ) == g_Managers[i]->m_ManagedNonWeapons.InvalidIndex() ); g_Managers[i]->m_ManagedNonWeapons.AddToTail( pWeapon ); break; } } } void WeaponManager_RemoveManaged( CBaseEntity *pWeapon ) { for ( int i = 0; i < g_Managers.Count(); i++ ) { if ( g_Managers[i]->m_iszWeaponName == pWeapon->m_iClassname ) { int j = g_Managers[i]->m_ManagedNonWeapons.Find( pWeapon ); if ( j != g_Managers[i]->m_ManagedNonWeapons.InvalidIndex() ) { g_Managers[i]->m_ManagedNonWeapons.FastRemove( j ); } } } } //--------------------------------------------------------- //--------------------------------------------------------- void CGameWeaponManager::Spawn() { SetThink( &CGameWeaponManager::Think ); SetNextThink( gpGlobals->curtime ); CBaseEntity *pEntity = CreateEntityByName( STRING(m_iszWeaponName) ); if ( !pEntity ) { DevMsg("%s removed itself!\n", GetDebugName() ); UTIL_Remove(this); } else { m_bExpectingWeapon = ( dynamic_cast(pEntity) != NULL ); UTIL_Remove(pEntity); } } //--------------------------------------------------------- // Count of all the weapons in the world of my type and // see if we have a surplus. If there is a surplus, try // to find suitable candidates for removal. // // Right now we just remove the first weapons we find that // are behind the player, or are out of the player's PVS. // Later, we may want to score the results so that we // removed the farthest gun that's not in the player's // viewcone, etc. // // Some notes and thoughts: // // This code is designed NOT to remove weapons that are // hand-placed by level designers. It should only clean // up weapons dropped by dead NPCs, which is useful in // situations where enemies are spawned in for a sustained // period of time. // // Right now we PREFER to remove weapons that are not in the // player's PVS, but this could be opposite of what we // really want. We may only want to conduct the cleanup on // weapons that are IN the player's PVS. //--------------------------------------------------------- void CGameWeaponManager::Think() { int i; // Don't have to think all that often. SetNextThink( gpGlobals->curtime + 2.0 ); const char *pszWeaponName = STRING( m_iszWeaponName ); CUtlVector candidates( 0, 64 ); if ( m_bExpectingWeapon ) { CBaseCombatWeapon *pWeapon = NULL; // Firstly, count the total number of weapons of this type in the world. // Also count how many of those can potentially be removed. pWeapon = assert_cast(gEntList.FindEntityByClassname( pWeapon, pszWeaponName )); while( pWeapon ) { if( !pWeapon->IsEffectActive( EF_NODRAW ) && pWeapon->IsRemoveable() ) { candidates.AddToTail( pWeapon ); } pWeapon = assert_cast(gEntList.FindEntityByClassname( pWeapon, pszWeaponName )); } } else { for ( i = 0; i < m_ManagedNonWeapons.Count(); i++) { CBaseEntity *pEntity = m_ManagedNonWeapons[i]; if ( pEntity ) { Assert( pEntity->m_iClassname == m_iszWeaponName ); if ( !pEntity->IsEffectActive( EF_NODRAW ) ) { candidates.AddToTail( pEntity ); } } else { m_ManagedNonWeapons.FastRemove( i-- ); } } } // Calculate the surplus. int surplus = candidates.Count() - m_iMaxPieces; // Based on what the player can see, try to clean up the world by removing weapons that // the player cannot see right at the moment. CBaseEntity *pCandidate; for ( i = 0; i < candidates.Count() && surplus > 0; i++ ) { bool fRemovedOne = false; pCandidate = candidates[i]; Assert( !pCandidate->IsEffectActive( EF_NODRAW ) ); if ( gpGlobals->maxClients == 1 ) { CBasePlayer *pPlayer = UTIL_GetLocalPlayer(); // Nodraw serves as a flag that this weapon is already being removed since // all we're really doing inside this loop is marking them for removal by // the entity system. We don't want to count the same weapon as removed // more than once. if( !UTIL_FindClientInPVS( pCandidate->edict() ) ) { fRemovedOne = true; } else if( !pPlayer->FInViewCone( pCandidate ) ) { fRemovedOne = true; } else if ( UTIL_DistApprox( pPlayer->GetAbsOrigin(), pCandidate->GetAbsOrigin() ) > (30*12) ) { fRemovedOne = true; } } else { fRemovedOne = true; } if( fRemovedOne ) { pCandidate->AddEffects( EF_NODRAW ); UTIL_Remove( pCandidate ); DevMsg( 2, "Surplus %s removed\n", pszWeaponName); surplus--; } } } //--------------------------------------------------------- //--------------------------------------------------------- void CGameWeaponManager::InputSetMaxPieces( inputdata_t &inputdata ) { m_iMaxPieces = inputdata.value.Int(); } //--------------------------------------------------------- //--------------------------------------------------------- void CGameWeaponManager::InputSetAmmoModifier( inputdata_t &inputdata ) { m_flAmmoMod = inputdata.value.Float(); }