Modified source engine (2017) developed by valve and leaked in 2020. Not for commercial purporses
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//========= 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<C_FuncPasstimeGoal*>( 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();
}