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:
//
//=============================================================================
#include "cbase.h"
#include "tf_mapitems.h"
#include "tf_shareddefs.h"
#include "tf_player.h"
#include "tf_gamerules.h"
#include "tf_timer.h"
#include "tf_team.h"
#if 0
bool ActivateDoResults(CTFGoal *Goal, CTFPlayer *AP, CTFGoal *ActivatingGoal);
bool ActivationSucceeded(CTFGoal *Goal, CTFPlayer *AP, CTFGoal *ActivatingGoal);
void DoResults(CTFGoal *Goal, CTFPlayer *AP, BOOL bAddBonuses);
// ---------------------------------------------------------------------------------------- //
// Global helpers.
// ---------------------------------------------------------------------------------------- //
const char* GetTeamName( int iTeam )
{
// if ( iTeam == 0 )
// {
// return "SPECTATOR";
// }
// else
{
CTeam *pTeam = GetGlobalTeam( iTeam );
if ( pTeam )
{
return pTeam->GetName();
}
else
{
return "UNKNOWN TEAM";
}
}
}
//===========================================
int GetTeamCheckTeam( const char *pTargetName )
{
CBaseEntity *pEntity = gEntList.FindEntityByName( NULL, pTargetName );
if ( pEntity )
{
if ( !strcmp( pEntity->GetClassname(), "info_tf_teamcheck" ) )
return pEntity->GetTeamNumber();
}
return 0;
}
//=========================================================================
// Displays the state of a GoalItem
void DisplayItemStatus(CTFGoal *Goal, CTFPlayer *Player, CTFGoalItem *Item)
{
MDEBUG( Msg( "Displaying Item Status\nItem goal_no : %d\n", Item->goal_no) );
// If we have a teamcheck entity, use it instead
if ( Item->owned_by_teamcheck != NULL_STRING )
Item->owned_by = GetTeamCheckTeam( STRING(Item->owned_by_teamcheck) );
if (Item->goal_state == TFGS_ACTIVE)
{
MDEBUG( Msg( " Item is ACTIVE\n") );
if ( (Goal->team_str_carried != NULL_STRING) || (Goal->non_team_str_carried != NULL_STRING) )
{
CBaseEntity *pOwner = Item->GetOwnerEntity();
if (Player->GetTeamNumber() == Item->owned_by)
{
if (Player == Item->GetOwnerEntity())
ClientPrint( Player, HUD_PRINTTALK, STRING(Goal->team_str_carried), "you" );
else
ClientPrint( Player, HUD_PRINTTALK, STRING(Goal->team_str_carried), STRING(pOwner->GetEntityName()) );
}
else
{
if (Player == Item->GetOwnerEntity())
ClientPrint( Player, HUD_PRINTTALK, STRING(Goal->non_team_str_carried), "you" );
else
ClientPrint( Player, HUD_PRINTTALK, STRING(Goal->non_team_str_carried), STRING(pOwner->GetEntityName()) );
}
}
}
else if (Item->GetAbsOrigin() != Item->oldorigin)
{
MDEBUG( Msg( " Item has MOVED\n") );
if ( (Goal->team_str_moved != NULL_STRING) || (Goal->non_team_str_moved != NULL_STRING) )
{
if (Player->GetTeamNumber() == Item->owned_by)
ClientPrint( Player, HUD_PRINTTALK, STRING(Goal->team_str_moved) );
else
ClientPrint( Player, HUD_PRINTTALK, STRING(Goal->non_team_str_moved) );
}
}
else
{
MDEBUG( Msg( " Item is AT HOME\n") );
if ( Goal->team_str_home != NULL_STRING || Goal->non_team_str_home != NULL_STRING )
{
if (Player->GetTeamNumber() == Item->owned_by)
ClientPrint( Player, HUD_PRINTTALK, STRING(Goal->team_str_home) );
else
ClientPrint( Player, HUD_PRINTTALK, STRING(Goal->non_team_str_home) );
}
}
}
#if 0
//=========================================================================
// Inactivates a Teamspawn point
void InactivateSpawn(CTFSpawn *Spawn)
{
Spawn->goal_state = TFGS_REMOVED;
}
//=========================================================================
// Activates a Teamspawn point
void ActivateSpawn(CTFSpawn *Spawn)
{
Spawn->goal_state = TFGS_INACTIVE;
}
#endif
//=========================================================================
// Increase the score of a team
void TeamFortress_TeamIncreaseScore(int tno, int scoretoadd)
{
if ( tno == 0 )
return;
CTeam *pTeam = GetGlobalTeam( tno );
if ( !pTeam )
return;
pTeam->AddScore( scoretoadd );
}
// Returns true if the AP's carrying at least 1 of the items in the group
bool HasItemFromGroup( CBaseEntity *AP, int iGroupNo )
{
// Find all items in the group
CBaseEntity *pEnt = gEntList.FindEntityByClassname( NULL, "item_tfgoal" );
while ( pEnt )
{
CTFGoalItem *pGoal = dynamic_cast<CTFGoalItem*>( pEnt );
if ( (pGoal->group_no == iGroupNo) && (pGoal->GetOwnerEntity() == AP) )
return true;
pEnt = gEntList.FindEntityByClassname( pEnt, "item_tfgoal" );
}
return false;
}
//=========================================================================
// Returns true if all the goals in the specified group are in the specified state
bool AllGoalsInState( int iGroupNo, int iState )
{
// Find all goals in the group
CBaseEntity *pEnt = gEntList.FindEntityByClassname( NULL, "info_tfgoal" );
while ( pEnt )
{
CTFGoal *pGoal = dynamic_cast< CTFGoal* >( pEnt );
if ( pGoal )
{
if (pGoal->group_no == iGroupNo)
{
// All Goals in the group must be in the specified state
if (pGoal->goal_state != iState)
return false;
}
}
pEnt = gEntList.FindEntityByClassname( pEnt, "info_tfgoal" );
}
return true;
}
// Return the item with a goal_no equal to ino
CTFGoalItem* Finditem(int ino)
{
CBaseEntity *pEnt = gEntList.FindEntityByClassname( NULL, "item_tfgoal" );
while ( pEnt )
{
CTFGoalItem *pGoal = dynamic_cast<CTFGoalItem*>( pEnt );
if (pGoal && pGoal->goal_no == ino)
return pGoal;
pEnt = gEntList.FindEntityByClassname( pEnt, "item_tfgoal" );
}
// Goal does not exist
Warning("Could not find an item with a goal_no of %d.\n", ino);
return NULL;
}
//=========================================================================
// Return the TeamSpawn with a goal_no equal to gno
CTFSpawn* Findteamspawn(int gno)
{
// Search by netname
//TFTODO: I think FindEntityByClassname will do the same thing.
//CBaseEntity *pEnt = UTIL_FindEntityByString( NULL, "netname", "info_player_teamspawn" );
CBaseEntity *pEnt = gEntList.FindEntityByClassname( NULL, "info_player_teamspawn" );
while ( pEnt )
{
CTFSpawn *pSpawn = dynamic_cast<CTFSpawn*>( pEnt );
if ( pSpawn )
{
if (pSpawn->goal_no == gno)
return pSpawn;
}
pEnt = gEntList.FindEntityByClassname( pEnt, "info_player_teamspawn" );
}
// Goal does not exist
Warning("Could not find a Teamspawn with a goal_no of %d.\n", gno);
return NULL;
}
//=========================================================================
// Return the goal with a goal_no equal to gno
CTFGoal* Findgoal(int gno)
{
CBaseEntity *pEnt = gEntList.FindEntityByClassname( NULL, "item_tfgoal" );
while ( pEnt )
{
CTFGoal *pGoal = dynamic_cast<CTFGoal*>( pEnt );
if (pGoal && pGoal->goal_no == gno)
return pGoal;
pEnt = gEntList.FindEntityByClassname( pEnt, "item_tfgoal" );
}
// Goal does not exist
Warning("Could not find a goal with a goal_no of %d.\n", gno);
return NULL;
}
//=========================================================================
// Remove a Timer/Goal
void RemoveGoal(CTFGoal *pGoal)
{
pGoal->AddSolidFlags( FSOLID_NOT_SOLID );
pGoal->goal_state = TFGS_REMOVED;
pGoal->AddEffects( EF_NODRAW );
}
//=========================================================================
// Return true if the player meets the AP criteria
bool APMeetsCriteria(CTFGoal *Goal, CTFPlayer *AP)
{
MDEBUG(Warning("==========================\n"));
MDEBUG(Warning("AP Criteria Checking\n"));
MDEBUG(Warning(UTIL_VarArgs("Goal: %s", STRING(Goal->edict()->netname))));
CTFGoal *pGoal;
CTFGoalItem *pItem;
if (AP != NULL && AP->Classify() == CLASS_PLAYER)
{
MDEBUG(Warning(UTIL_VarArgs("\nAP : %s\n", AP->GetPlayerName())));
// If a player of a specific team can only activate this
if (Goal->GetTeamNumber())
{
MDEBUG(Warning(" Checking team."));
if (Goal->GetTeamNumber() != AP->GetTeamNumber())
return false;
if ( !AP->IsAlive() ) // don't want dead or dying players activating this
return false;
MDEBUG(Warning("passed.\n"));
}
// If a player in a team specified by a teamcheck entity can activate this
if (Goal->teamcheck != NULL_STRING)
{
MDEBUG(Warning(" Checking teamcheck entity."));
if ( AP->GetTeamNumber() != GetTeamCheckTeam( STRING(Goal->teamcheck) ) )
return false;
MDEBUG(Warning(" passed.\n"));
}
// If a player of a specific class can only activate this
if (Goal->playerclass)
{
MDEBUG(Warning(" Checking class."));
CTFPlayerClass *pPlayerClass = AP->GetPlayerClass();
if ( pPlayerClass && !pPlayerClass->IsClass( Goal->playerclass ) )
return false;
MDEBUG(Warning("passed.\n"));
}
// If this activation needs a GoalItem, make sure the player has it
if (Goal->items_allowed)
{
MDEBUG(Warning(" Checking items."));
pItem = Finditem(Goal->items_allowed);
if (!pItem)
return false;
if (pItem->GetOwnerEntity() != AP)
return false;
MDEBUG(Warning("passed.\n"));
}
}
// Check Goal states
if (Goal->if_goal_is_active)
{
MDEBUG(Warning(" Checking if_goal_is_active."));
pGoal = Findgoal(Goal->if_goal_is_active);
if (!pGoal)
return false;
if (pGoal->goal_state != TFGS_ACTIVE)
return false;
MDEBUG(Warning("passed.\n"));
}
if (Goal->if_goal_is_inactive)
{
MDEBUG(Warning(" Checking if_goal_is_inactive."));
pGoal = Findgoal(Goal->if_goal_is_inactive);
if (!pGoal)
return false;
if (pGoal->goal_state != TFGS_INACTIVE)
return false;
MDEBUG(Warning("passed.\n"));
}
if (Goal->if_goal_is_removed)
{
MDEBUG(Warning(" Checking if_goal_is_removed."));
pGoal = Findgoal(Goal->if_goal_is_removed);
if (!pGoal)
return false;
if (pGoal->goal_state != TFGS_REMOVED)
return false;
MDEBUG(Warning("passed.\n"));
}
// Check Group States
if (Goal->if_group_is_active)
{
MDEBUG(Warning(" Checking if_group_is_active."));
if ( !AllGoalsInState(Goal->if_group_is_active, TFGS_ACTIVE) )
return false;
MDEBUG(Warning("passed.\n"));
}
if (Goal->if_group_is_inactive)
{
MDEBUG(Warning(" Checking if_group_is_inactive."));
if ( !AllGoalsInState(Goal->if_group_is_inactive, TFGS_INACTIVE) )
return false;
MDEBUG(Warning("passed.\n"));
}
if (Goal->if_group_is_removed)
{
MDEBUG(Warning(" Checking if_group_is_removed."));
if ( !AllGoalsInState(Goal->if_group_is_removed, TFGS_REMOVED) )
return false;
MDEBUG(Warning("passed.\n"));
}
// Check Item States
if (Goal->if_item_has_moved)
{
MDEBUG(Warning(" Checking if_item_has_moved."));
// Find the item
pItem = Finditem(Goal->if_item_has_moved);
if (!pItem)
return false;
if (pItem->goal_state != TFGS_ACTIVE && pItem->GetAbsOrigin() == pItem->oldorigin)
return false;
MDEBUG(Warning("passed.\n"));
}
if (Goal->if_item_hasnt_moved)
{
MDEBUG(Warning(" Checking if_item_hasnt_moved."));
// Find the item
pItem = Finditem(Goal->if_item_hasnt_moved);
if (!pItem)
return false;
if (pItem->goal_state == TFGS_ACTIVE || pItem->GetAbsOrigin() != pItem->oldorigin )
return false;
MDEBUG(Warning("passed.\n"));
}
// Check Items being carried
if (AP != NULL && AP->Classify() == CLASS_PLAYER)
{
if (Goal->has_item_from_group)
{
MDEBUG(Warning(" Checking has_item_from_group."));
if ( !HasItemFromGroup(AP, Goal->has_item_from_group) )
return false;
MDEBUG(Warning("passed.\n"));
}
if (Goal->hasnt_item_from_group)
{
MDEBUG(Warning(" Checking hasnt_item_from_group."));
if ( HasItemFromGroup(AP, Goal->hasnt_item_from_group) )
return false;
MDEBUG(Warning("passed.\n"));
}
}
MDEBUG(Warning("Criteria passed.\n"));
return true;
}
//=========================================================================
// Return true if the Entity should activate
bool ShouldActivate(CTFGoal *Goal, CTFPlayer *AP)
{
#ifdef MAP_DEBUG
Warning(UTIL_VarArgs("\nDoIActivate: ", Goal->edict()->netname ? STRING(Goal->edict()->netname) : STRING(Goal->edict()->classname)));
if (AP)
Warning(UTIL_VarArgs(", AP: %s\n", AP->GetPlayerName()));
#endif
// Abort if it's already active
if (Goal->goal_state == TFGS_ACTIVE)
{
MDEBUG(Warning("-- Goal already active --\n"));
return false;
}
// Abort if it's been removed
if (Goal->goal_state == TFGS_REMOVED)
{
MDEBUG(Warning("-- Goal is in Removed state --\n"));
return false;
}
// Abort if it's been activated already and its activation's being delayed
if (Goal->goal_state == TFGS_DELAYED)
{
MDEBUG(Warning("-- Goal is being Delayed --\n"));
return false;
}
// See if the AP matches the criteria
bool bAPMet = APMeetsCriteria(Goal, AP);
bool bAct = false;
bool bRevAct;
if ( FClassnameIs(Goal,"item_tfgoal") )
bRevAct = (Goal->goal_activation & TFGI_REVERSE_AP) != 0;
else
bRevAct = (Goal->goal_activation & TFGA_REVERSE_AP) != 0;
// Does the AP match the AP Criteria?
if (bAPMet)
{
MDEBUG(Warning("-- Criteria met --\n"));
if (!bRevAct)
bAct = true;
}
else
{
MDEBUG(Warning("-- Criteria not met --\n"));
if (bRevAct)
{
MDEBUG(Warning("Reverse Activation\n"));
bAct = true;
}
}
#ifdef MAP_DEBUG
if (bAct)
Warning("Activation.\n");
else
Warning("NO Activation.\n");
#endif
return bAct;
};
//=========================================================================
// Return TRUE if the player is affected by the goal
BOOL IsAffectedBy(CTFGoal *Goal, CTFPlayer *Player, CTFPlayer *AP)
{
// Don't affect anyone who isn't alive or is in Observer mode
CTFPlayerClass *pPlayerClass = AP->GetPlayerClass();
if ( pPlayerClass && pPlayerClass->IsClass( TF_CLASS_UNDEFINED ) )
return FALSE;
// Same Environment Check
if (Goal->goal_effects & TFGE_SAME_ENVIRONMENT)
{
int iEnviron = UTIL_PointContents( Goal->GetAbsOrigin() );
if ( UTIL_PointContents( Player->GetAbsOrigin() ) != iEnviron )
return FALSE;
}
if (Goal->t_length != 0)
{
// Within radius?
if ((Goal->GetAbsOrigin() - Player->GetAbsOrigin()).Length() <= Goal->t_length)
{
// Obstructed by walls?
if (Goal->goal_effects & TFGE_WALL)
{
trace_t tr;
UTIL_TraceLine ( Goal->GetAbsOrigin(), Player->WorldSpaceCenter(), MASK_SOLID, Goal, COLLISION_GROUP_NONE, &tr );
if ( tr.fraction == 1.0 )
return TRUE;
}
else
{
return TRUE;
}
}
}
if ( Goal->Classify() != CLASS_TFGOAL_TIMER && AP != NULL )
{
// Spawnpoints always affect the player who spawns on them
if ((Goal->Classify() == CLASS_TFSPAWN) && (Player == AP))
return TRUE;
if ((Goal->goal_effects & TFGE_AP) && (Player == AP))
return TRUE;
if ((Goal->goal_effects & TFGE_AP_TEAM) && (AP->GetTeamNumber() == Player->GetTeamNumber()))
return TRUE;
}
if (Goal->goal_effects & TFGE_NOT_AP_TEAM)
{
if (AP == NULL || AP->GetTeamNumber() != Player->GetTeamNumber())
return TRUE;
}
if ((Goal->goal_effects & TFGE_NOT_AP) && (Player != AP))
return TRUE;
if ((Goal->maxammo_shells != 0) && (Player->GetTeamNumber() == Goal->maxammo_shells))
return TRUE;
if ((Goal->maxammo_nails != 0) && (Player->GetTeamNumber() != Goal->maxammo_nails))
return TRUE;
return FALSE;
}
//=========================================================================
// Do all the checking of Item Groups
void DoItemGroupWork(CTFGoalItem *Item, CTFPlayer *AP)
{
if (Item->distance != 0)
{
if (Item->pain_finished == 0)
{
// No goal specified in .pain_finished. Print error.
Warning( "GoalItem %d has .distance specified, but no .pain_finished\n", Item->goal_no );
}
BOOL bAllCarried = TRUE;
// Find all items
CBaseEntity *pEnt = gEntList.FindEntityByClassname( NULL, "item_tfgoal" );
while ( pEnt && bAllCarried )
{
CTFGoalItem *pItem = dynamic_cast<CTFGoalItem*>( pEnt );
if ( pItem )
{
if (pItem->group_no == Item->distance && pItem->goal_state != TFGS_ACTIVE)
bAllCarried = FALSE;
}
pEnt = gEntList.FindEntityByClassname( pEnt, "item_tfgoal" );
}
if (bAllCarried)
{
CTFGoal *pGoal = Findgoal(Item->pain_finished);
if (pGoal)
DoResults(pGoal, AP, (Item->goal_result & TFGR_ADD_BONUSES));
}
}
if (Item->speed != 0)
{
if (Item->attack_finished == 0)
{
// No goal specified in .attack_finished. Print error.
Warning( "GoalItem %d has .speed specified, but no .attack_finished\n", Item->goal_no );
}
BOOL bAllCarried = TRUE;
CBaseEntity *pCarrier = NULL;
// Find all goals
CBaseEntity *pEnt = gEntList.FindEntityByClassname( NULL, "item_tfgoal" );
while ( pEnt && bAllCarried )
{
CTFGoalItem *pItem = dynamic_cast<CTFGoalItem*>( pEnt );
if ( pItem )
{
if (pItem->group_no == Item->speed)
{
if (pItem->goal_state != TFGS_ACTIVE)
bAllCarried = FALSE;
else if (!pCarrier) // Store Player
pCarrier = pItem->GetOwnerEntity();
else if (pCarrier != pItem->GetOwnerEntity()) // Need to all be carried by the same player
bAllCarried = FALSE;
}
}
pEnt = gEntList.FindEntityByClassname( pEnt, "item_tfgoal" );
}
if (bAllCarried)
{
CTFGoal *pGoal = Findgoal(Item->attack_finished);
if (pGoal)
DoResults(pGoal, AP, (Item->goal_result & TFGR_ADD_BONUSES));
}
}
}
//=========================================================================
// Remove any results applied to this player by the Goal
// Used when a GoalItem is dropped/removed
void RemoveResults(CTFGoal *Goal, CTFPlayer *pPlayer)
{
// Only remove the stats if the player has been affected
// by this item. This is needed because the player may have
// died since being affected
if ( FClassnameIs( Goal, "item_tfgoal" ) )
{
if (!(pPlayer->item_list & Goal->item_list))
return;
if (Goal->goal_activation & TFGI_DONTREMOVERES)
return;
// Remove the affected flag
pPlayer->item_list &= ~(Goal->item_list);
}
if (Goal->GetHealth() > 0)
pPlayer->TakeDamage( CTakeDamageInfo( Goal, Goal, Goal->GetHealth(), DMG_IGNOREARMOR ) );
if (Goal->GetHealth() < 0)
pPlayer->TakeHealth( (0 - Goal->GetHealth()), 0 );
pPlayer->lives -= Goal->lives;
// pPlayer->armortype -= Goal->armortype;
pPlayer->SetArmorValue( pPlayer->ArmorValue() - Goal->armorvalue );
// pPlayer->armorclass &= ~(Goal->armorclass);
if (Goal->frags)
{
pPlayer->TF_AddFrags(Goal->frags);
}
pPlayer->RemoveAmmo( Goal->ammo_shells, TF_AMMO_SHELLS );
pPlayer->RemoveAmmo( Goal->ammo_nails, TF_AMMO_NAILS );
pPlayer->RemoveAmmo( Goal->ammo_rockets, TF_AMMO_ROCKETS );
pPlayer->RemoveAmmo( Goal->ammo_cells, TF_AMMO_CELLS );
pPlayer->RemoveAmmo( Goal->ammo_medikit, TF_AMMO_MEDIKIT );
pPlayer->RemoveAmmo( Goal->ammo_detpack, TF_AMMO_DETPACK );
// Detpacks
//TFTODO: this should be handled in the GiveAmmo functions..
// if (pPlayer->ammo_detpack > pPlayer->maxammo_detpack)
// pPlayer->ammo_detpack = pPlayer->maxammo_detpack;
// Grenades
pPlayer->RemoveAmmo( Goal->no_grenades_1, TF_AMMO_GRENADES1 );
pPlayer->RemoveAmmo( Goal->no_grenades_2, TF_AMMO_GRENADES2 );
// If they had a primed grenade, and they don't have any more of
// that type of grenade, unprime it and remove it.
if (pPlayer->m_Shared.GetStateFlags() & TFSTATE_GRENPRIMED)
{
if (pPlayer->GetAmmoCount( TF_AMMO_GRENADES2 ) <= 0 || pPlayer->GetAmmoCount( TF_AMMO_GRENADES1 ) <= 0)
{
pPlayer->m_Shared.RemoveStateFlags( TFSTATE_GRENPRIMED );
pPlayer->m_Shared.RemoveStateFlags( TFSTATE_GRENTHROWING );
pPlayer->bRemoveGrenade = TRUE;
}
}
BOOL puinvin = FALSE;
BOOL puinvis = FALSE;
BOOL puquad = FALSE;
BOOL purad = FALSE;
// Make sure we don't remove an effect another Goal is also supplying
CBaseEntity *pEnt = gEntList.FindEntityByClassname( NULL, "item_tfgoal" );
while ( pEnt )
{
CTFGoalItem *pItem = dynamic_cast<CTFGoalItem*>( pEnt );
if ( pItem )
{
if ( (pItem->GetOwnerEntity() == pPlayer) && (pEnt != Goal) )
{
if (pItem->invincible_finished > 0)
puinvin = TRUE;
if (pItem->invisible_finished > 0)
puinvis = TRUE;
if (pItem->super_damage_finished > 0)
puquad = TRUE;
if (pItem->radsuit_finished > 0)
purad = TRUE;
}
}
pEnt = gEntList.FindEntityByClassname( pEnt, "item_tfgoal" );
}
// Remove all powerups
if ((Goal->invincible_finished > 0) && (!puinvin))
{
// if its a GoalItem, powerup was permanent, so we remove TFSTATE flag
pPlayer->m_Shared.RemoveStateFlags( TFSTATE_INVINCIBLE );
pPlayer->m_Shared.AddItemFlags( IT_INVULNERABILITY );
pPlayer->invincible_finished = gpGlobals->curtime + Goal->invincible_finished;
}
if ((Goal->invisible_finished > 0) && (!puinvis))
{
// if its a GoalItem, powerup was permanent, so we remove TFSTATE flag
pPlayer->m_Shared.RemoveStateFlags( TFSTATE_INVISIBLE );
pPlayer->m_Shared.AddItemFlags( IT_INVISIBILITY );
pPlayer->invisible_finished = gpGlobals->curtime + Goal->invisible_finished;
}
if ((Goal->super_damage_finished > 0) && (!puquad))
{
// if its a GoalItem, powerup was permanent, so we remove TFSTATE flag
pPlayer->m_Shared.RemoveStateFlags( TFSTATE_QUAD );
pPlayer->m_Shared.AddItemFlags( IT_QUAD );
pPlayer->super_damage_finished = gpGlobals->curtime + Goal->super_damage_finished;
}
if ((Goal->radsuit_finished > 0) && (!purad))
{
// if its a GoalItem, powerup was permanent, so we remove TFSTATE flag
pPlayer->m_Shared.RemoveStateFlags( TFSTATE_RADSUIT );
pPlayer->m_Shared.AddItemFlags( IT_SUIT );
pPlayer->radsuit_finished = gpGlobals->curtime + Goal->radsuit_finished;
}
// Now apply the pev->playerclass limitations & Redisplay Ammo counts
//W_SetCurrentAmmo ();
}
//=========================================================================
// Give the GoalItem to a Player.
void tfgoalitem_GiveToPlayer(CTFGoalItem *Item, CTFPlayer *AP, CTFGoal *Goal)
{
MDEBUG(Warning( "Giving %s to %s\n", Item->GetEntityName().ToCStr(), AP->GetPlayerName()));
// Don't let it re-drop
if (Item->redrop_count)
Item->SetThink( NULL );
Item->SetOwnerEntity( AP );
// Remove it from the map
Item->FollowEntity( AP );
// Play carry animations
if (Item->GetModelName() != NULL_STRING)
{
Item->RemoveEffects( EF_NODRAW );
Item->SetSequence( Item->LookupSequence( "carried" ) );
if (Item->GetSequence() != -1)
{
Item->ResetSequenceInfo();
Item->SetCycle( 0.0f );
}
}
Item->AddSolidFlags( FSOLID_NOT_SOLID );
// Do the deeds on the player
if (Item->goal_activation & TFGI_GLOW)
AP->AddEffects( EF_BRIGHTLIGHT ); //TFTODO: this used to be EF_BRIGHTFIELD.. make sure it's the same
if (Item->goal_activation & TFGI_SLOW)
AP->TeamFortress_SetSpeed();
if (Item->speed_reduction)
AP->TeamFortress_SetSpeed();
if (Item->goal_activation & TFGI_ITEMGLOWS)
{
Item->m_nRenderFX = kRenderFxNone;
Item->SetRenderColor( 0, 0, 0, 0 );
}
// Light up console icons
if (Item->items & IT_KEY1)
AP->m_Shared.AddItemFlags( IT_KEY1 );
if (Item->items & IT_KEY2)
AP->m_Shared.AddItemFlags( IT_KEY2 );
if (Item->items & IT_KEY3)
AP->m_Shared.AddItemFlags( IT_KEY3 );
if (Item->items & IT_KEY4)
AP->m_Shared.AddItemFlags( IT_KEY4 );
// Only do the results if we're allowed to
if (Goal != Item)
{
if (Goal->goal_result & TFGR_NO_ITEM_RESULTS)
{
Item->goal_state = TFGS_ACTIVE;
return;
}
}
MDEBUG(Warning("Doing item results...\n"));
// Prevent the Player from disguising themself if applicable
if (Item->goal_result & TFGR_REMOVE_DISGUISE)
AP->is_unableto_spy_or_teleport = 1;
// Do the Results, adding the bonuses
DoResults(Item, AP, TRUE);
// Check the Item Group Stuff
DoItemGroupWork(Item, AP);
}
//=========================================================================
// Drop the item
void tfgoalitem_drop(CTFGoalItem *Item, BOOL PAlive, CTFPlayer *P)
{
CBaseEntity *pOwner = Item->GetOwnerEntity();
// Backup origin for retry at the drop
if ( FBitSet( pOwner->GetFlags(), FL_DUCKING ) )
Item->redrop_origin = pOwner->GetAbsOrigin() + Vector(0, 0, 26);
else
Item->redrop_origin = pOwner->GetAbsOrigin() + Vector(0, 0, 8);
Item->redrop_count = 0;
Item->SetTouch( &CTFGoalItem::item_tfgoal_touch );
Item->DoDrop( Item->redrop_origin );
Item->SetOwnerEntity( P );
if (PAlive)
{
Vector vForward, vUp;
AngleVectors( P->EyeAngles(), &vForward, NULL, &vUp );
Item->SetAbsVelocity( (vForward * 400) + (vUp * 200) );
Item->SetTouch( NULL );
Item->SetThink( &CTFGoalItem::tfgoalitem_droptouch ); // give it 0.75 seconds
Item->SetNextThink( gpGlobals->curtime + 0.75 ); // and then set it's touch func
// Prevent the dropping player from picking it up for longer
Item->enemy = P;
Item->m_flDroppedAt = gpGlobals->curtime;
}
}
//=========================================================================
// Remove the GoalItem from a Player.
void tfgoalitem_RemoveFromPlayer(CTFGoalItem *Item, CTFPlayer *AP, int iMethod)
{
MDEBUG(Warning("Removing %s from %s\n", STRING(Item->pev->netname), STRING(AP->pev->netname)));
// If we have a teamcheck entity, use it instead
if ( Item->owned_by_teamcheck != NULL_STRING )
Item->owned_by = GetTeamCheckTeam( STRING(Item->owned_by_teamcheck) );
BOOL lighton = FALSE;
BOOL slowon = FALSE;
BOOL key1on = FALSE;
BOOL key2on = FALSE;
BOOL key3on = FALSE;
BOOL key4on = FALSE;
BOOL spyoff = FALSE;
// Remove the effects from the player
// Make sure we don't remove an effect another Goal is also supplying
CBaseEntity *pEnt = gEntList.FindEntityByClassname( NULL, "item_tfgoal" );
while ( pEnt )
{
CTFGoalItem *pItem = dynamic_cast<CTFGoalItem*>( pEnt );
if ( pItem )
{
if ( (pItem->GetOwnerEntity() == AP) && (pEnt != Item) )
{
if (pItem->goal_activation & TFGI_GLOW)
lighton = TRUE;
if (pItem->goal_activation & TFGI_SLOW)
slowon = TRUE;
if (pItem->items & IT_KEY1)
key1on = TRUE;
if (pItem->items & IT_KEY2)
key2on = TRUE;
if (pItem->items & IT_KEY3)
key3on = TRUE;
if (pItem->items & IT_KEY4)
key4on = TRUE;
if (pItem->goal_result & TFGR_REMOVE_DISGUISE)
spyoff = TRUE;
}
}
pEnt = gEntList.FindEntityByClassname( pEnt, "item_tfgoal" );
}
// Check Powerups too
if (!lighton)
{
if (AP->invincible_finished > gpGlobals->curtime + 3)
lighton = TRUE;
else if (AP->super_damage_finished > gpGlobals->curtime + 3)
lighton = TRUE;
}
if (!lighton)
{
//TFTODO: Add support for EF_BRIGHTFIELD if necessary.
//AP->RemoveEffects( EF_BRIGHTFIELD );
AP->RemoveEffects( EF_BRIGHTLIGHT );
}
if (Item->goal_activation & TFGI_ITEMGLOWS)
{
Item->m_nRenderFX = kRenderFxGlowShell;
// if (Item->owned_by > 0 && Item->owned_by <= 4)
// Item->m_clrRender = Vector255ToRGBColor( rgbcolors[Item->owned_by] );
// else
// Item->m_clrRender = Vector255ToRGBColor( rgbcolors[0] );
if ( TFTeamMgr()->IsValidTeam( Item->owned_by ) )
{
CTFTeam *pTeam = TFTeamMgr()->GetTeam( Item->owned_by );
Item->m_clrRender = pTeam->GetColor();
}
else
{
Item->m_clrRender = TFTeamMgr()->GetUndefinedTeamColor();
}
Item->SetRenderColorA( 100 ); // Shell size
}
// Remove the Spy prevention
if (!spyoff)
AP->is_unableto_spy_or_teleport = FALSE;
// Remove the lit console key icons
if (!key1on)
AP->m_Shared.RemoveItemFlags( IT_KEY1 );
if (!key2on)
AP->m_Shared.RemoveItemFlags( IT_KEY2 );
if (!key3on)
AP->m_Shared.RemoveItemFlags( IT_KEY3 );
if (!key4on)
AP->m_Shared.RemoveItemFlags( IT_KEY4 );
// Remove AP Modifications
// Go through all the players and do any results
for ( int i = 1; i <= gpGlobals->maxClients; i++ )
{
CTFPlayer *pPlayer = ToTFPlayer( UTIL_PlayerByIndex( i ) );
if ( pPlayer && IsAffectedBy(Item, pPlayer, AP) )
RemoveResults(Item, pPlayer);
}
// Setup animations
if (Item->GetModelName() != NULL_STRING)
{
Item->SetSequence( Item->LookupSequence( "not_carried" ) );
if (Item->GetSequence() != -1)
{
Item->ResetSequenceInfo();
Item->SetCycle( 0.0f );
}
}
// Return it to the starting point if the flag is set
if (iMethod == GI_DROP_PLAYERDEATH || iMethod == GI_DROP_PLAYERDROP)
{
// Do messages
for ( int i = 1; i <= gpGlobals->maxClients; i++ )
{
CBasePlayer *pPlayer = UTIL_PlayerByIndex( i );
if ( !pPlayer )
continue;
if (pPlayer->GetTeamNumber() == Item->owned_by)
{
if (Item->team_drop != NULL_STRING)
UTIL_ShowMessage( STRING(Item->team_drop), pPlayer );
if (Item->netname_team_drop != NULL_STRING)
ClientPrint( pPlayer, HUD_PRINTNOTIFY, STRING(Item->netname_team_drop), AP->GetPlayerName() );
// Old printing
if (Item->org_team_drop != NULL_STRING)
ClientPrint( pPlayer, HUD_PRINTCENTER, STRING(Item->org_team_drop) );
}
else // (pPlayer->GetTeamNumber() != Item->owned_by)
{
if (Item->non_team_drop != NULL_STRING)
UTIL_ShowMessage( STRING(Item->non_team_drop), pPlayer );
if (Item->netname_non_team_drop != NULL_STRING)
ClientPrint( pPlayer, HUD_PRINTNOTIFY, STRING(Item->netname_non_team_drop), AP->GetPlayerName() );
// Old printing
if (Item->org_non_team_drop != NULL_STRING)
ClientPrint( pPlayer, HUD_PRINTCENTER, STRING(Item->org_non_team_drop) );
}
}
// Drop it if the flag is set
if (Item->goal_activation & TFGI_RETURN_DROP)
{
CTimer *pTimer = Timer_CreateTimer( Item, TF_TIMER_RETURNITEM );
pTimer->m_flNextThink = gpGlobals->curtime + 0.5f;
if (iMethod == GI_DROP_PLAYERDEATH)
pTimer->weapon = GI_RET_DROP_DEAD;
else
pTimer->weapon = GI_RET_DROP_LIVING;
}
else if (Item->goal_activation & TFGI_DROP)
{
if ( (iMethod == GI_DROP_PLAYERDROP) && (Item->goal_activation & TFGI_CANBEDROPPED) )
tfgoalitem_drop(Item, TRUE, AP);
else
tfgoalitem_drop(Item, FALSE, AP);
}
else
{
// Remove the Item
Item->SetOwnerEntity( NULL );
Item->SetNextThink( gpGlobals->curtime );
Item->SetThink( &CBaseEntity::SUB_Remove );
AP->TeamFortress_SetSpeed();
return;
}
Item->SetOwnerEntity( NULL );
Item->RemoveFlag( FL_ONGROUND );
UTIL_SetSize(Item, Item->goal_min, Item->goal_max);
AP->TeamFortress_SetSpeed();
}
else if (iMethod == GI_DROP_REMOVEGOAL)
{
Item->SetOwnerEntity( NULL );
if (Item->goal_activation & TFGI_RETURN_GOAL)
{
CTimer *pTimer = Timer_CreateTimer( Item, TF_TIMER_RETURNITEM );
pTimer->m_flNextThink = gpGlobals->curtime + 0.5;
pTimer->weapon = GI_RET_GOAL;
AP->TeamFortress_SetSpeed();
return;
}
// Don't remove it, since it may be given away again later
Item->AddSolidFlags( FSOLID_NOT_SOLID );
Item->AddEffects( EF_NODRAW );
Item->StopFollowingEntity();
AP->TeamFortress_SetSpeed();
}
}
//=========================================================================
// Apply modifications to the Player passed in
void Apply_Results(CTFGoal *Goal, CTFPlayer *Player, CTFPlayer *AP, BOOL bAddBonuses)
{
MDEBUG( Warning("Applying Results from %s to %s\n", STRING(Goal->pev->netname), STRING(Player->pev->netname)) );
#if 0
// If this is a goalitem, record the fact that this player
// has been affected by it.
if ( FClassnameIs(Goal, "item_tfgoal") )
Player->item_list |= Goal->item_list;
if (Player == AP)
{
// Alter the team score
if (Goal->count != 0 && Player->GetTeamNumber() > 0)
{
TeamFortress_TeamIncreaseScore(Player->GetTeamNumber(), Goal->count);
// Display short team scores
//TeamFortress_TeamShowScores(FALSE, NULL);
}
}
// Apply Stats, only if told to
if (bAddBonuses)
{
MDEBUG( Warning("Adding bonuses.\n") );
// Some results are not applied to dead players
if ( Player->IsAlive() )
{
if (Goal->GetHealth() > 0)
Player->TakeHealth(Goal->GetHealth(), 0);
if (Goal->GetHealth() < 0)
{
// Make sure we don't gib them, because it creates too many entities if
// a lot of players are affected by this Goal.
Player->TakeDamage( CTakeDamageInfo( Goal, Goal, (0 - Goal->GetHealth()), DMG_IGNOREARMOR | DMG_NEVERGIB ) );
}
}
// The player may be dead now, so check again
if ( Player->IsAlive() )
{
// if (Goal->armortype > 0)
// Player->armortype = Goal->armortype;
// if (Goal->armorvalue > 0)
// Player->armortype = Player->armor_allowed;
Player->IncrementArmorValue( Goal->armorvalue );
// if (Goal->armorclass > 0)
// Player->armorclass = Goal->armorclass;
Player->GiveAmmo( Goal->ammo_shells, TF_AMMO_SHELLS );
Player->GiveAmmo( Goal->ammo_nails, TF_AMMO_NAILS );
Player->GiveAmmo( Goal->ammo_rockets, TF_AMMO_ROCKETS );
Player->GiveAmmo( Goal->ammo_cells, TF_AMMO_CELLS );
Player->GiveAmmo( Goal->ammo_medikit, TF_AMMO_MEDIKIT );
Player->GiveAmmo( Goal->ammo_detpack, TF_AMMO_DETPACK );
#ifdef TFTODO // do this when grenades are implemented.
// Grenades
if ( Player->tp_grenades_1 != GR_TYPE_NONE )
Player->no_grenades_1 += Goal->no_grenades_1;
if ( Player->tp_grenades_2 != GR_TYPE_NONE )
Player->no_grenades_2 += Goal->no_grenades_2;
// If they had a primed grenade, and they don't have any more of
// that type of grenade, unprime it and remove it.
if (Player->tfstate & TFSTATE_GRENPRIMED)
{
if ( (Player->m_iPrimedGrenType == 1 && Player->no_grenades_1 <= 0 && Goal->no_grenades_1 < 0) ||
(Player->m_iPrimedGrenType == 2 && Player->no_grenades_2 <= 0 && Goal->no_grenades_2 < 0) )
{
Player->tfstate &= ~TFSTATE_GRENPRIMED;
Player->tfstate &= ~TFSTATE_GRENTHROWING;
Player->bRemoveGrenade = TRUE;
}
}
#endif
// Apply any powerups
if (Goal->invincible_finished > 0)
{
Player->m_Shared.AddItemFlags( IT_INVULNERABILITY );
Player->invincible_finished = gpGlobals->curtime + Goal->invincible_finished;
// if its a GoalItem, powerup is permanent, so we use TFSTATE flags
if ( FClassnameIs(Goal, "item_tfgoal") )
{
Player->m_Shared.AddStateFlags( TFSTATE_INVINCIBLE );
Player->invincible_finished = gpGlobals->curtime + 666;
}
// Force it to recalculate shell color
Player->m_nRenderFX = kRenderFxNone;
}
if (Goal->invisible_finished > 0)
{
Player->m_Shared.AddItemFlags( IT_INVISIBILITY );
Player->invisible_finished = gpGlobals->curtime + Goal->invisible_finished;
// if its a GoalItem, powerup is permanent, so we use TFSTATE flags
if ( FClassnameIs(Goal, "item_tfgoal") )
{
Player->m_Shared.AddStateFlags( TFSTATE_INVISIBLE );
Player->invisible_finished = gpGlobals->curtime + 666;
}
// Force it to recalculate shell color
Player->m_nRenderFX = kRenderFxNone;
}
if (Goal->super_damage_finished > 0)
{
Player->m_Shared.AddItemFlags( IT_QUAD );
Player->super_damage_finished = gpGlobals->curtime + Goal->super_damage_finished;
// if its a GoalItem, powerup is permanent, so we use TFSTATE flags
if ( FClassnameIs(Goal, "item_tfgoal") )
{
Player->m_Shared.AddStateFlags( TFSTATE_QUAD );
Player->super_damage_finished = gpGlobals->curtime + 666;
}
// Force it to recalculate shell color
Player->m_nRenderFX = kRenderFxNone;
}
if (Goal->radsuit_finished > 0)
{
Player->m_Shared.AddItemFlags( IT_SUIT );
Player->radsuit_finished = gpGlobals->curtime + Goal->radsuit_finished;
// if its a GoalItem, powerup is permanent, so we use TFSTATE flags
if ( FClassnameIs(Goal, "item_tfgoal") )
{
Player->m_Shared.AddStateFlags( TFSTATE_RADSUIT );
Player->radsuit_finished = gpGlobals->curtime + 666;
}
}
}
// These results are applied to dead and living players
Player->lives += Goal->lives;
if ( Goal->frags != 0 )
Player->TF_AddFrags(Goal->frags);
}
#ifdef MAP_DEBUG
else
ALERT( at_console, "NOT Adding bonuses.\n" );
#endif
// If the Goal resets Spy skin/color then do it
CTFPlayerClass *pPlayerClass = Player->GetPlayerClass();
if ( pPlayerClass && pPlayerClass->IsClass( TF_CLASS_SPY ) && Goal->goal_result & TFGR_REMOVE_DISGUISE )
{
pPlayerClass->Spy_RemoveDisguise();
}
// If there's a GoalItem for this goal, give it to the player
// GoalItems use "items" for the console lights... so don't do it for items.
if ( Goal->items != 0 && !FClassnameIs(Goal,"item_tfgoal") )
{
// Find the item
CTFGoalItem *pItem = Finditem(Goal->items);
// Don't give them the item if it's the item that just affected them
if (pItem != NULL && pItem != Goal)
tfgoalitem_GiveToPlayer(pItem, Player, Goal);
}
// If this goal removes an item from the player, remove it
if (Goal->axhitme != 0)
{
CTFGoalItem *pItem = Finditem(Goal->axhitme);
if (pItem->GetOwnerEntity() == Player)
tfgoalitem_RemoveFromPlayer(pItem, Player, GI_DROP_REMOVEGOAL);
}
// if this goal removes a group of items from the player, remove them
if (Goal->remove_item_group != 0)
{
// Find all items in the group
CTFGoalItem *pItemToRemove = NULL;
CBaseEntity *pEnt = gEntList.FindEntityByClassname( NULL, "item_tfgoal" );
while ( pEnt )
{
CTFGoalItem *pItem = dynamic_cast<CTFGoalItem*>( pEnt );
if ( pItem )
{
if ( (pItem->group_no == Goal->remove_item_group) && (pItem->GetOwnerEntity() == Player) )
pItemToRemove = pItem;
// need to cycle before removing it from the player, because it may be destroyed
pEnt = gEntList.FindEntityByClassname( pEnt, "item_tfgoal" );
if (pItemToRemove)
{
tfgoalitem_RemoveFromPlayer(pItemToRemove, Player, GI_DROP_REMOVEGOAL);
pItemToRemove = NULL;
}
}
}
}
// Display all the item statuses
Player->DisplayLocalItemStatus(Goal);
// Destroy buildings
if (Goal->goal_result & TFGR_DESTROY_BUILDINGS)
{
Player->no_sentry_message = TRUE;
Player->no_dispenser_message = TRUE;
Player->no_entry_teleporter_message = TRUE;
Player->no_exit_teleporter_message = TRUE;
Player->Engineer_RemoveBuildings();
Player->TeamFortress_RemoveLiveGrenades();
Player->TeamFortress_RemoveRockets();
Player->RemovePipebombs();
// is the player setting a detpack?
if ( Player->is_detpacking )
{
Player->TeamFortress_DetpackStop();
}
else
{
// does the player have a detpack in the world?
if ( Player->TeamFortress_RemoveDetpacks() )
{
Player->GiveAmmo( 1, TF_AMMO_DETPACK );
}
}
}
// Force respawns
if (Goal->goal_result & TFGR_FORCE_RESPAWN)
{
// Only if they're alive
if ( Player->IsAlive() )
Player->ForceRespawn();
}
#endif
}
//=========================================================================
// Use (Triggered) function for Goals
void EndRound( CTFGoal *pGoal )
{
// fade everyones screen
color32 clr;
memset( &clr, 0, sizeof( clr ) );
UTIL_ScreenFadeAll( clr, 0.3, pGoal->m_flEndRoundTime, FFADE_MODULATE | FFADE_OUT );
// Display Long TeamScores to everyone
// TeamFortress_TeamShowScores(TRUE, NULL);
TFTeamMgr()->ShowScores();
int highestScore = -99990;
int winningTeam = 1;
const char *winnerMsg = "";
// Only do team score check if the win one is set
if ( pGoal->m_iszEndRoundMsg_Team1_Win != NULL_STRING )
{
// work out which team won
int nTeamCount = TFTeamMgr()->GetTeamCount();
for ( int iTeam = 1; iTeam < nTeamCount; ++iTeam )
{
// int teamScore = TeamFortress_TeamGetScoreFrags( i );
CTFTeam *pTeam = TFTeamMgr()->GetTeam( iTeam );
if ( pTeam )
{
int teamScore = pTeam->GetScore();
if ( teamScore > highestScore )
{
winningTeam = iTeam;
highestScore = teamScore;
}
}
}
// work out the winning msg
switch ( winningTeam )
{
case 1: winnerMsg = STRING(pGoal->m_iszEndRoundMsg_Team1_Win); break;
case 2: winnerMsg = STRING(pGoal->m_iszEndRoundMsg_Team2_Win); break;
case 3: winnerMsg = STRING(pGoal->m_iszEndRoundMsg_Team3_Win); break;
case 4: winnerMsg = STRING(pGoal->m_iszEndRoundMsg_Team4_Win); break;
};
}
// Prevent players from moving and shooting
no_cease_fire_text = TRUE;
cease_fire = TRUE;
// Send out the messages
CTFPlayer *client = NULL;
while ( ((client = (CTFPlayer*)gEntList.FindEntityByClassname( client, "player" )) != NULL) && (!FNullEnt(client->edict())) )
{
if ( !client )
continue;
// Freeze all the players
if ( client->IsObserver() == FALSE )
{
//TFTODO implement something for this?
// iuser4 stops firing on the clients
//client->pev->iuser4 = TRUE;
//TFTODO: implement HIDEHUD_WEAPONS, or is it the same as HIDEHUD_WEAPONSELECTION?
//client->m_Local.m_iHideHUD |= (HIDEHUD_HEALTH | HIDEHUD_WEAPONS);
client->m_Local.m_iHideHUD |= (HIDEHUD_HEALTH | HIDEHUD_WEAPONSELECTION);
client->m_Shared.AddStateFlags( TFSTATE_CANT_MOVE );
}
client->TeamFortress_SetSpeed();
// Owned by and Non owned by take precedence
if ( pGoal->m_iszEndRoundMsg_OwnedBy != NULL_STRING && ( client->GetTeamNumber() == pGoal->owned_by ) )
{
UTIL_ShowMessage( STRING( pGoal->m_iszEndRoundMsg_OwnedBy ), client );
}
else if ( pGoal->m_iszEndRoundMsg_NonOwnedBy != NULL_STRING && ( client->GetTeamNumber() != pGoal->owned_by ) )
{
UTIL_ShowMessage( STRING( pGoal->m_iszEndRoundMsg_NonOwnedBy ), client );
}
else if ( pGoal->m_iszEndRoundMsg_Team1_Win != NULL_STRING && client->GetTeamNumber() == winningTeam )
{
UTIL_ShowMessage( winnerMsg, client );
}
else
{
const char *loserMsg = "";
// work out the loser message and send it to them
if ( pGoal->m_iszEndRoundMsg_Team1_Win != NULL_STRING )
{
switch ( client->GetTeamNumber() )
{
case 1: loserMsg = STRING(pGoal->m_iszEndRoundMsg_Team1_Lose); break;
case 2: loserMsg = STRING(pGoal->m_iszEndRoundMsg_Team2_Lose); break;
case 3: loserMsg = STRING(pGoal->m_iszEndRoundMsg_Team3_Lose); break;
case 4: loserMsg = STRING(pGoal->m_iszEndRoundMsg_Team4_Lose); break;
};
}
else
{
switch ( client->GetTeamNumber() )
{
case 1: loserMsg = STRING(pGoal->m_iszEndRoundMsg_Team1); break;
case 2: loserMsg = STRING(pGoal->m_iszEndRoundMsg_Team2); break;
case 3: loserMsg = STRING(pGoal->m_iszEndRoundMsg_Team3); break;
case 4: loserMsg = STRING(pGoal->m_iszEndRoundMsg_Team4); break;
};
}
UTIL_ShowMessage( loserMsg, client );
}
}
// Create a timer to remove the EndRound in the specified time
CTimer *pTimer = Timer_CreateTimer( pGoal, TF_TIMER_ENDROUND );
//pTimer->SetThink( &CBaseEntity::EndRoundEnd );
pTimer->m_flNextThink = gpGlobals->curtime + pGoal->m_flEndRoundTime;
}
//=========================================================================
// Inactivate a Timer/Goal
void InactivateGoal(CTFGoal *Goal)
{
MDEBUG( Warning("Inactivating %s", STRING(Goal->pev->netname)) );
if (Goal->goal_state == TFGS_ACTIVE)
{
MDEBUG( Warning("... succeeded.\n") );
// Not a timer goal
if (Goal->Classify() != CLASS_TFGOAL_TIMER)
{
if ( Goal->goal_activation & TFGI_SOLID && (Goal->Classify() == CLASS_TFGOAL || Goal->Classify() == CLASS_TFGOAL_ITEM) )
Goal->SetSolid( SOLID_BBOX );
else
Goal->AddSolidFlags( FSOLID_TRIGGER );
}
Goal->goal_state = TFGS_INACTIVE;
const char *pModel = STRING( Goal->GetModelName() );
if (pModel && pModel[0] != '*')
Goal->RemoveEffects( EF_NODRAW );
}
#ifdef MAP_DEBUG
else
Warning("... failed. Goal is %s\n", g_szStates[Goal->goal_state]);
#endif
}
//=========================================================================
// Restores a Timer/Goal
void RestoreGoal(CTFGoal *Goal)
{
MDEBUG( Warning("Attempting to Restore %s", STRING(Goal->pev->netname)) );
if (Goal->goal_state == TFGS_REMOVED)
{
MDEBUG( Warning("... succeeded.\n") );
// Not a timer goal
if (Goal->search_time == 0)
{
if (Goal->goal_activation & TFGI_SOLID && FClassnameIs(Goal, "item_tfgoal") )
Goal->SetSolid( SOLID_BBOX );
else
Goal->AddSolidFlags( FSOLID_TRIGGER );
}
else
Goal->SetNextThink( gpGlobals->curtime + Goal->search_time );
Goal->goal_state = TFGS_INACTIVE;
const char *pModel = STRING(Goal->GetModelName());
if (pModel[0] != '*')
Goal->RemoveEffects( EF_NODRAW );
}
#ifdef MAP_DEBUG
else
Warning("... failed. Goal is %s\n", g_szStates[Goal->goal_state]);
#endif
}
//=========================================================================
// Do all the activation/inactivation/etc of Goal Groups
void DoGroupWork(CTFGoal *Goal, CTFPlayer *AP)
{
#ifdef MAP_DEBUG
if (Goal->all_active || Goal->activate_group_no || Goal->inactivate_group_no || Goal->restore_group_no || Goal->remove_group_no)
Warning("Doing Groupwork...\n");
#endif
// Check all goals activated flag
if (Goal->all_active != 0)
{
if (Goal->last_impulse == 0)
{
// No goal specified in .last_impulse. Print error.
Warning("Goal %d has .all_active specified, but no .last_impulse\n", Goal->goal_no);
}
else
{
MDEBUG( Warning("All Active Group Check.\n") );
BOOL bAllSet = TRUE;
// Find all goals
CBaseEntity *pEnt = gEntList.FindEntityByClassname( NULL, "info_tfgoal" );
while ( pEnt && bAllSet)
{
CTFGoal *pGoal = dynamic_cast< CTFGoal* >( pEnt );
if ( pGoal )
{
if (pGoal->group_no == Goal->all_active && pGoal->goal_state != TFGS_ACTIVE)
bAllSet = FALSE;
}
pEnt = gEntList.FindEntityByClassname( pEnt, "info_tfgoal" );
}
// If all goals in this group are activated, do it
if (bAllSet)
{
MDEBUG( Warning("All Active, Activating last_impulse.\n") );
CTFGoal *pGoal = Findgoal(Goal->last_impulse);
if (pGoal)
DoResults(pGoal, AP, (Goal->goal_result & TFGR_ADD_BONUSES));
}
#ifdef MAP_DEBUG
else
{
Warning("Not all Active.\n");
}
#endif
}
}
// Check Activate all in the group flag
if (Goal->activate_group_no != 0)
{
// Find all goals
CBaseEntity *pEnt = gEntList.FindEntityByClassname( NULL, "info_tfgoal" );
while ( pEnt )
{
CTFGoal *pGoal = dynamic_cast< CTFGoal* >( pEnt );
if ( pGoal )
{
if (pGoal->group_no == Goal->activate_group_no)
ActivateDoResults(pGoal, AP, Goal);
}
pEnt = gEntList.FindEntityByClassname( pEnt, "info_tfgoal" );
}
}
// Check Inactivate all in the group flag
if (Goal->inactivate_group_no != 0)
{
// Find all goals
CBaseEntity *pEnt = gEntList.FindEntityByClassname( NULL, "info_tfgoal" );
while ( pEnt )
{
CTFGoal *pGoal = dynamic_cast< CTFGoal* >( pEnt );
if ( pGoal )
{
if (pGoal->group_no == Goal->inactivate_group_no)
InactivateGoal(pGoal);
}
pEnt = gEntList.FindEntityByClassname( pEnt, "info_tfgoal" );
}
}
// Check Remove all in the group flag
if (Goal->remove_group_no != 0)
{
// Find all goals
CBaseEntity *pEnt = gEntList.FindEntityByClassname( NULL, "info_tfgoal" );
while ( pEnt )
{
CTFGoal *pGoal = dynamic_cast< CTFGoal* >( pEnt );
if ( pGoal )
{
if (pGoal->group_no == Goal->remove_group_no)
RemoveGoal(pGoal);
}
pEnt = gEntList.FindEntityByClassname( pEnt, "info_tfgoal" );
}
}
// Check Restore all in the group flag
if (Goal->restore_group_no != 0)
{
// Find all goals
CBaseEntity *pEnt = gEntList.FindEntityByClassname( NULL, "info_tfgoal" );
while ( pEnt )
{
CTFGoal *pGoal = dynamic_cast< CTFGoal* >( pEnt );
if ( pGoal )
{
if (pGoal->group_no == Goal->restore_group_no)
RestoreGoal(pGoal);
}
pEnt = gEntList.FindEntityByClassname( pEnt, "info_tfgoal" );
}
}
#ifdef MAP_DEBUG
if (Goal->remove_spawngroup || Goal->restore_spawngroup)
Warning("Doing SpawnGroupwork...\n");
#endif
}
//=========================================================================
// Do all the activation/inactivation/etc of individual Goals
void DoGoalWork(CTFGoal *Goal, CTFPlayer *AP)
{
#ifdef MAP_DEBUG
if (Goal->activate_goal_no || Goal->inactivate_goal_no || Goal->restore_goal_no || Goal->remove_goal_no || Goal->return_item_no)
Warning("Doing Goalwork...\n");
#endif
// If another goal should be activated, activate it
if (Goal->activate_goal_no != 0)
{
CTFGoal *pFoundGoal = Findgoal(Goal->activate_goal_no);
if (pFoundGoal)
ActivateDoResults(pFoundGoal, AP, Goal);
}
// If another goal should be inactivated, inactivate it
if (Goal->inactivate_goal_no != 0)
{
CTFGoal *pFoundGoal = Findgoal(Goal->inactivate_goal_no);
if (pFoundGoal)
InactivateGoal(pFoundGoal);
}
// If another goal should be restored, restore it
if (Goal->restore_goal_no != 0)
{
CTFGoal *pFoundGoal = Findgoal(Goal->restore_goal_no);
if (pFoundGoal)
RestoreGoal(pFoundGoal);
}
// If another goal should be removed, remove it
if (Goal->remove_goal_no != 0)
{
CTFGoal *pFoundGoal = Findgoal(Goal->remove_goal_no);
if (pFoundGoal)
RemoveGoal(pFoundGoal);
}
// If a GoalItem should be returned, return it
if (Goal->return_item_no != 0)
{
CTFGoalItem *pFoundGoal = Finditem(Goal->return_item_no);
if (pFoundGoal)
{
CBaseEntity *pOwner = pFoundGoal->GetOwnerEntity();
Assert( dynamic_cast<CTFPlayer*>( pOwner ) );
if (pFoundGoal->goal_state == TFGS_ACTIVE)
tfgoalitem_RemoveFromPlayer(pFoundGoal, (CTFPlayer*)pOwner, GI_DROP_REMOVEGOAL);
// Setup a ReturnItem timer
CTimer *pTimer = Timer_CreateTimer( pFoundGoal, TF_TIMER_RETURNITEM );
pTimer->weapon = GI_RET_TIME;
pTimer->m_flNextThink = gpGlobals->curtime + 0.1;
pFoundGoal->AddSolidFlags( FSOLID_NOT_SOLID );
}
}
#ifdef MAP_DEBUG
if (Goal->remove_spawnpoint || Goal->restore_spawnpoint)
Warning("Doing Spawnwork...\n");
#endif
// Spawnpoint behaviour
if (Goal->remove_spawnpoint != 0)
{
CTFSpawn *pFoundGoal = Findteamspawn(Goal->remove_spawnpoint);
if (pFoundGoal)
InactivateSpawn(pFoundGoal);
}
if (Goal->restore_spawnpoint != 0)
{
CTFSpawn *pFoundGoal = Findteamspawn(Goal->restore_spawnpoint);
if (pFoundGoal)
{
if (pFoundGoal->goal_state == TFGS_REMOVED)
ActivateSpawn(pFoundGoal);
}
}
}
//=========================================================================
// Do all the activation/removal of Quake Triggers
void DoTriggerWork(CTFGoal *Goal, CTFPlayer *AP)
{
// remove killtargets
if (Goal->killtarget != NULL_STRING)
{
MDEBUG( Warning("Doing Triggerwork...\n") );
MDEBUG( Warning("Killing Target(s): %s\n", STRING(Goal->killtarget)) );
CBaseEntity *pentKillTarget = gEntList.FindEntityByName( NULL, STRING(Goal->killtarget) );
while ( pentKillTarget )
{
UTIL_Remove( pentKillTarget );
pentKillTarget = gEntList.FindEntityByName( pentKillTarget, STRING(Goal->killtarget) );
}
}
// fire targets
if (Goal->target != NULL_STRING)
{
MDEBUG( Warning("Doing Triggerwork...\n") );
MDEBUG( ALERT( at_console, "Activating Target(s): %s\n", STRING(Goal->pev->target) ) );
CBaseEntity *pentTarget = gEntList.FindEntityByName( NULL, STRING(Goal->target) );
while ( pentTarget )
{
CBaseEntity *pTarget = pentTarget;
if ( !(pTarget->GetFlags() & FL_KILLME) )
pTarget->Use( AP, Goal, USE_TOGGLE, 0 );
pentTarget = gEntList.FindEntityByName( pentTarget, STRING(Goal->target) );
}
}
}
//=========================================================================
// Setup the way this Timer/Goal/Item will respawn
void SetupRespawn(CTFGoal *pGoal)
{
MDEBUG( Warning("Setting up Respawn...\n") );
pGoal->m_bAddBonuses = FALSE;
// Check status of respawn for this goal
// Single Activation, do nothing
if (pGoal->goal_result & TFGR_SINGLE)
{
RemoveGoal(pGoal);
return;
}
// Timer Goal?
if (pGoal->Classify() == CLASS_TFGOAL_TIMER)
{
InactivateGoal(pGoal);
pGoal->SetThink( &CTFGoal::tfgoal_timer_tick );
pGoal->SetNextThink( gpGlobals->curtime + pGoal->search_time );
return;
}
// Respawn Activation, set up respawn
if (pGoal->wait > 0)
{
pGoal->SetThink(&CTFGoal::DoRespawn);
pGoal->SetNextThink( gpGlobals->curtime + pGoal->wait );
return;
}
// Permanently active goal?
else if (pGoal->wait == -1)
return;
// Otherwise, it's a Multiple Goal
InactivateGoal(pGoal);
}
//=========================================================================
// Do the results for the Timer/Goal/Item
void DoResults(CTFGoal *Goal, CTFPlayer *AP, BOOL bAddBonuses)
{
// Can't activate during PreMatch time
if ( (TFGameRules()->IsInPreMatch()) && (Goal->Classify() != CLASS_TFGOAL_TIMER) )
return;
// Is the goal already activated?
// This check is needed for goals which are being activated by other goals
if (Goal->goal_state == TFGS_ACTIVE)
return;
// Delayed Activation?
if (Goal->delay_time > 0 && Goal->goal_state != TFGS_DELAYED)
{
MDEBUG( Warning("Delaying Results of %s\n", STRING(Goal->edict()->netname)) );
Goal->goal_state = TFGS_DELAYED;
Timer_CreateTimer( Goal, TF_TIMER_DELAYEDGOAL );
Goal->enemy = AP;
Goal->SetThink( &CTFGoal::DelayedResult );
Goal->SetNextThink( gpGlobals->curtime + Goal->delay_time );
Goal->weapon = bAddBonuses;
return;
}
// If we have a teamcheck entity, use it instead
if ( Goal->owned_by_teamcheck != NULL_STRING )
Goal->owned_by = GetTeamCheckTeam( STRING(Goal->owned_by_teamcheck) );
Goal->goal_state = TFGS_INACTIVE;
// if it's a TF goal, removes it's model
if ( Goal->Classify() == CLASS_TFGOAL || Goal->Classify() == CLASS_TFGOAL_TIMER )
Goal->AddEffects( EF_NODRAW );
#ifdef MAP_DEBUG
Warning("---= Activation =---\n");
if (AP)
Warning("Goal: %s\nAP : %s\n", STRING(Goal->edict()->netname), AP->GetPlayerName());
else
Warning("Goal: %s\nAP : NONE\n", STRING(Goal->edict()->netname));
if (bAddBonuses)
Warning(" adding bonuses\n-=================-\n");
else
Warning("NOT adding bonuses\n-=================-\n");
#endif
// Make the sound
if (Goal->noise != NULL_STRING)
{
Goal->EmitSound( STRING( Goal->noise ) );
}
// Increase scores
BOOL bDumpScores = FALSE;
int i;
for ( i = 0; i <= 3; i++)
{
if (Goal->increase_team[i] != 0)
{
TeamFortress_TeamIncreaseScore(i + 1, Goal->increase_team[i]);
bDumpScores = TRUE;
}
}
// Increase the score of the team that owns this entity
if ( ( Goal->increase_team_owned_by != 0 ) && ( Goal->owned_by != 0 ) )
{
TeamFortress_TeamIncreaseScore( Goal->owned_by, Goal->increase_team_owned_by );
bDumpScores = TRUE;
}
// CTF Map support
if (TFGameRules()->CTF_Map == TRUE && AP != NULL)
{
if (Goal->goal_no == CTF_FLAG1 || Goal->goal_no == CTF_FLAG1 || Goal->goal_no == CTF_DROPOFF1 || Goal->goal_no == CTF_DROPOFF1)
{
// Do Messaging
for ( int i = 1; i <= gpGlobals->maxClients; i++ )
{
CTFPlayer *pPlayer = ToTFPlayer( UTIL_PlayerByIndex( i ) );
if ( !pPlayer )
continue;
if ( (pPlayer->GetTeamNumber() == 2 && Goal->goal_no == CTF_FLAG1) || (pPlayer->GetTeamNumber() == 1 && Goal->goal_no == CTF_FLAG2) )
{
if (pPlayer == AP)
ClientPrint( pPlayer, HUD_PRINTCENTER, "You got the enemy flag!\n\nReturn to base!");
else
ClientPrint( pPlayer, HUD_PRINTCENTER, "Your team GOT the ENEMY flag!!");
}
else if (Goal->goal_no == CTF_FLAG1 || Goal->goal_no == CTF_FLAG2)
{
ClientPrint( pPlayer, HUD_PRINTCENTER, "Your flag has been TAKEN!!");
}
else if ( (pPlayer->GetTeamNumber() == 2 && Goal->goal_no == CTF_DROPOFF1) || (pPlayer->GetTeamNumber() == 1 && Goal->goal_no == CTF_DROPOFF2) )
{
if (pPlayer == AP)
ClientPrint( pPlayer, HUD_PRINTCENTER, "You CAPTURED the FLAG!!");
else
ClientPrint( pPlayer, HUD_PRINTCENTER, "Your flag was CAPTURED!!");
}
else if (Goal->goal_no == CTF_DROPOFF1 || Goal->goal_no == CTF_DROPOFF2)
{
ClientPrint( pPlayer, HUD_PRINTCENTER, "Your team CAPTURED the flag!!");
}
}
const char *pTeamName = "Spectator";
if ( AP->GetTeamNumber() != 0 )
{
CTeam *pTeam = GetGlobalTeam( AP->GetTeamNumber() );
if ( pTeam )
pTeamName = pTeam->GetName();
}
// Console Prints
switch(Goal->goal_no)
{
case CTF_FLAG1:
UTIL_ClientPrintAll( HUD_PRINTNOTIFY, UTIL_VarArgs("%s GOT the BLUE flag!", AP->GetPlayerName()) );
UTIL_LogPrintf("\"%s<%i><%s>\" triggered \"Stole_Blue_Flag\"\n",
AP->GetPlayerName(),
AP->GetUserID(),
pTeamName );
AP->m_Shared.AddItemFlags( IT_KEY1 );
break;
case CTF_FLAG2:
UTIL_ClientPrintAll( HUD_PRINTNOTIFY, UTIL_VarArgs("%s GOT the RED flag!", AP->GetPlayerName()) );
UTIL_LogPrintf("\"%s<%i><%s>\" triggered \"Stole_Red_Flag\"\n",
AP->GetPlayerName(),
AP->GetUserID(),
pTeamName );
AP->m_Shared.AddItemFlags( IT_KEY2 );
break;
case CTF_DROPOFF1:
UTIL_ClientPrintAll( HUD_PRINTNOTIFY, UTIL_VarArgs("%s CAPTURED the RED flag!", AP->GetPlayerName()) );
UTIL_LogPrintf("\"%s<%i><%s>\" triggered \"Captured_Red_Flag\"\n",
AP->GetPlayerName(),
AP->GetUserID(),
pTeamName );
AP->m_Shared.RemoveItemFlags( IT_KEY2 );
break;
case CTF_DROPOFF2:
UTIL_ClientPrintAll( HUD_PRINTNOTIFY, UTIL_VarArgs("%s CAPTURED the BLUE flag!", AP->GetPlayerName()) );
UTIL_LogPrintf("\"%s<%i><%s>\" triggered \"Captured_Blue_Flag\"\n",
AP->GetPlayerName(),
AP->GetUserID(),
pTeamName );
AP->m_Shared.RemoveItemFlags( IT_KEY1 );
break;
default:
break;
}
}
}
// Do Spawnpoint work before cycling players, so Forced respawn players work correctly.
if (Goal->remove_spawngroup != 0)
{
// Find all goals
//TFTODO: I think FindEntityByClassname will do the same thing.
//CBaseEntity *pEnt = UTIL_FindEntityByString( NULL, "netname", "info_player_teamspawn" );
CBaseEntity *pEnt = gEntList.FindEntityByClassname( NULL, "info_player_teamspawn" );
while ( pEnt )
{
CTFSpawn *pSpawn = dynamic_cast<CTFSpawn*>( pEnt );
if ( pSpawn )
{
if ( pSpawn->group_no == Goal->remove_spawngroup)
InactivateSpawn(pSpawn);
}
pEnt = gEntList.FindEntityByClassname( pEnt, "info_player_teamspawn" );
}
}
if (Goal->restore_spawngroup != 0)
{
// Find all goals
//TFTODO: I think FindEntityByClassname will do the same thing.
//CBaseEntity *pEnt = UTIL_FindEntityByString( NULL, "netname", "info_player_teamspawn" );
CBaseEntity *pEnt = gEntList.FindEntityByClassname( NULL, "info_player_teamspawn" );
while ( pEnt )
{
CTFSpawn *pSpawn = dynamic_cast<CTFSpawn*>( pEnt );
if ( pSpawn )
{
if (pSpawn->group_no == Goal->restore_spawngroup)
ActivateSpawn(pSpawn);
}
pEnt = gEntList.FindEntityByClassname( pEnt, "info_player_teamspawn" );
}
}
// Go through all the players and do any results
if ( Goal->broadcast != NULL_STRING && TFGameRules()->CTF_Map == FALSE )
{
UTIL_LogPrintf("World triggered \"%s\"\n", STRING(Goal->broadcast) );
}
if ( Goal->netname_broadcast != NULL_STRING && TFGameRules()->CTF_Map == FALSE && AP != NULL )
{
UTIL_LogPrintf("\"%s<%i><%s>\" triggered \"%s\"\n",
AP->GetPlayerName(),
AP->GetUserID(),
( AP->GetTeamNumber() != 0 ) ? GetTeamName( AP->GetTeamNumber() ) : "Spectator",
STRING(Goal->netname_broadcast) );
}
BOOL bGotOne = FALSE;
for ( i = 1; i <= gpGlobals->maxClients; i++ )
{
CTFPlayer *pPlayer = ToTFPlayer( UTIL_PlayerByIndex( i ) );
if ( !pPlayer )
continue;
// Centerprinting
if (Goal->broadcast != NULL_STRING && TFGameRules()->CTF_Map == FALSE)
UTIL_ShowMessage( STRING(Goal->broadcast), pPlayer );
if (Goal->netname_broadcast != NULL_STRING && TFGameRules()->CTF_Map == FALSE && AP != NULL)
ClientPrint( pPlayer, HUD_PRINTNOTIFY, STRING(Goal->netname_broadcast), AP->GetPlayerName() );
// Old printing
if (Goal->org_broadcast != NULL_STRING && TFGameRules()->CTF_Map == FALSE)
ClientPrint( pPlayer, HUD_PRINTCENTER, STRING(Goal->org_broadcast) );
// VOX
if (Goal->speak != NULL_STRING)
pPlayer->ClientHearVox( STRING(Goal->speak) );
if (AP == pPlayer)
{
// Spawnpoints handle their own printing elsewhere
if (Goal->message != NULL_STRING && Goal->Classify() != CLASS_TFSPAWN)
UTIL_ShowMessage( STRING(Goal->message), pPlayer );
if (Goal->org_message != NULL_STRING && Goal->Classify() != CLASS_TFSPAWN)
ClientPrint( pPlayer, HUD_PRINTCENTER, STRING(Goal->org_message) );
// VOX
if (Goal->AP_speak != NULL_STRING)
pPlayer->ClientHearVox( STRING(Goal->AP_speak) );
}
else if ( (AP != NULL) && (AP->GetTeamNumber() == pPlayer->GetTeamNumber()) )
{
// Text Printing
if (Goal->owners_team_broadcast != NULL_STRING && pPlayer->GetTeamNumber() == Goal->owned_by)
UTIL_ShowMessage( STRING(Goal->owners_team_broadcast), pPlayer );
else if (Goal->non_owners_team_broadcast != NULL_STRING && pPlayer->GetTeamNumber() != Goal->owned_by)
UTIL_ShowMessage( STRING(Goal->non_owners_team_broadcast), pPlayer );
else if (Goal->team_broadcast!= NULL_STRING )
UTIL_ShowMessage( STRING(Goal->team_broadcast), pPlayer );
// Old Text Printing
if (Goal->org_owners_team_broadcast != NULL_STRING && pPlayer->GetTeamNumber() == Goal->owned_by)
ClientPrint( pPlayer, HUD_PRINTCENTER, STRING(Goal->org_owners_team_broadcast) );
else if (Goal->org_non_owners_team_broadcast != NULL_STRING && pPlayer->GetTeamNumber() != Goal->owned_by)
ClientPrint( pPlayer, HUD_PRINTCENTER, STRING(Goal->org_non_owners_team_broadcast) );
else if (Goal->org_team_broadcast!= NULL_STRING )
ClientPrint( pPlayer, HUD_PRINTCENTER, STRING(Goal->org_team_broadcast) );
// VOX
if (Goal->owners_team_speak != NULL_STRING && pPlayer->GetTeamNumber() == Goal->owned_by)
pPlayer->ClientHearVox( STRING(Goal->owners_team_speak) );
else if (Goal->non_owners_team_speak != NULL_STRING && pPlayer->GetTeamNumber() != Goal->owned_by)
pPlayer->ClientHearVox( STRING(Goal->non_owners_team_speak) );
else if (Goal->team_speak!= NULL_STRING )
pPlayer->ClientHearVox( STRING(Goal->team_speak) );
if (Goal->netname_owners_team_broadcast != NULL_STRING && pPlayer->GetTeamNumber() == Goal->owned_by)
ClientPrint( pPlayer, HUD_PRINTNOTIFY, STRING(Goal->netname_owners_team_broadcast), AP->GetPlayerName() );
else if (Goal->netname_team_broadcast!= NULL_STRING )
ClientPrint( pPlayer, HUD_PRINTNOTIFY, STRING(Goal->netname_team_broadcast), AP->GetPlayerName() );
}
else
{
// Text Printing
if (Goal->owners_team_broadcast != NULL_STRING && pPlayer->GetTeamNumber() == Goal->owned_by)
UTIL_ShowMessage( STRING(Goal->owners_team_broadcast), pPlayer );
else if (Goal->non_owners_team_broadcast != NULL_STRING && pPlayer->GetTeamNumber() != Goal->owned_by)
UTIL_ShowMessage( STRING(Goal->non_owners_team_broadcast), pPlayer );
else if (Goal->non_team_broadcast != NULL_STRING )
UTIL_ShowMessage( STRING(Goal->non_team_broadcast), pPlayer );
// Old Text Printing
if (Goal->org_owners_team_broadcast != NULL_STRING && pPlayer->GetTeamNumber() == Goal->owned_by)
ClientPrint( pPlayer, HUD_PRINTCENTER, STRING(Goal->org_owners_team_broadcast) );
else if (Goal->org_non_owners_team_broadcast != NULL_STRING && pPlayer->GetTeamNumber() != Goal->owned_by)
ClientPrint( pPlayer, HUD_PRINTCENTER, STRING(Goal->org_non_owners_team_broadcast) );
else if (Goal->org_non_team_broadcast!= NULL_STRING )
ClientPrint( pPlayer, HUD_PRINTCENTER, STRING(Goal->org_non_team_broadcast) );
// VOX
if (Goal->owners_team_speak != NULL_STRING && pPlayer->GetTeamNumber() == Goal->owned_by)
pPlayer->ClientHearVox( STRING(Goal->owners_team_speak) );
else if (Goal->non_owners_team_speak != NULL_STRING && pPlayer->GetTeamNumber() != Goal->owned_by)
pPlayer->ClientHearVox( STRING(Goal->non_owners_team_speak) );
else if (Goal->non_team_speak != NULL_STRING )
pPlayer->ClientHearVox( STRING(Goal->non_team_speak) );
if (Goal->netname_owners_team_broadcast != NULL_STRING && pPlayer->GetTeamNumber() == Goal->owned_by && AP != NULL)
ClientPrint( pPlayer, HUD_PRINTNOTIFY, STRING(Goal->netname_owners_team_broadcast), AP->GetPlayerName() );
else if (Goal->netname_non_team_broadcast != NULL_STRING && AP != NULL)
ClientPrint( pPlayer, HUD_PRINTNOTIFY, STRING(Goal->netname_non_team_broadcast), AP->GetPlayerName() );
}
if (IsAffectedBy(Goal, pPlayer, AP))
{
// If its a Timer Goal, see if it needs to check Criteria again
if (Goal->search_time != 0 && Goal->goal_effects & TFGE_TIMER_CHECK_AP)
{
if (APMeetsCriteria(Goal, pPlayer))
{
Apply_Results(Goal, (CTFPlayer*)pPlayer, AP, bAddBonuses);
bGotOne = TRUE;
}
}
else
{
Apply_Results(Goal, (CTFPlayer*)pPlayer, AP, bAddBonuses);
bGotOne = TRUE;
}
}
}
#ifdef MAP_DEBUG
if (bGotOne == FALSE)
Warning("NO PLAYERS AFFECTED\n");
#endif
// Goal is now active
// Items are not set to active. They handle their modes.
if ( Goal->Classify() == CLASS_TFGOAL_TIMER || Goal->Classify() == CLASS_TFGOAL )
Goal->goal_state = TFGS_ACTIVE;
// EndGame checking
if (Goal->goal_result & TFGR_ENDGAME)
{
// Display Long TeamScores to everyone
// TeamFortress_TeamShowScores(TRUE, NULL);
TFTeamMgr()->ShowScores();
if ( g_pGameRules->IsMultiplayer() )
TFGameRules()->TFGoToIntermission();
return;
}
// EndRound checking
if (Goal->m_flEndRoundTime)
EndRound( Goal );
// Do Goal Group checking
DoGroupWork(Goal, AP);
// Do Goal checking
DoGoalWork(Goal, AP);
// Do Quake Trigger actions (Standard entities use SUB_UseTargets())
if ( Goal->Classify() == CLASS_TFGOAL_TIMER || Goal->Classify() == CLASS_TFGOAL_ITEM || Goal->Classify() == CLASS_TFGOAL || Goal->Classify() == CLASS_TFSPAWN || Goal->do_triggerwork )
DoTriggerWork(Goal, AP);
// Setup for Respawn
// Items, Triggers, and Spawnpoints do their own respawn work
if ( Goal->Classify() == CLASS_TFGOAL || Goal->Classify() == CLASS_TFGOAL_TIMER )
SetupRespawn(Goal);
}
//=========================================================================
// Check to see if the Goal should Activate. Handle Else Goals if not.
// If it does activate, Do the Results. Return true if the Goal activated.
bool ActivateDoResults(CTFGoal *Goal, CTFPlayer *AP, CTFGoal *ActivatingGoal)
{
// Check Goal activation. This func handles Else Goals.
if ( !ActivationSucceeded(Goal, AP, ActivatingGoal) )
return false;
// Do the Results.
if (ActivatingGoal == Goal || Goal->m_bAddBonuses == true)
DoResults(Goal, AP, true);
else if (ActivatingGoal != NULL)
DoResults(Goal, AP, (ActivatingGoal->goal_result & TFGR_ADD_BONUSES));
else
DoResults(Goal, AP, 0);
return true;
}
//=========================================================================
// Return true if the Goal should activate, and handle Else Goals
bool ActivationSucceeded(CTFGoal *Goal, CTFPlayer *AP, CTFGoal *ActivatingGoal)
{
// Can't activate during PreMatch time, except for timers
if ( (TFGameRules()->IsInPreMatch()) && (Goal->Classify() != CLASS_TFGOAL_TIMER) )
return false;
// If activation fails, try and activate the Else Goal
if ( !ShouldActivate(Goal, AP) )
{
// If an else goal should be activated, activate it
if (Goal->else_goal != 0)
{
MDEBUG( Warning(" Else Goal.\n") );
CTFGoal *pElseGoal = Findgoal(Goal->else_goal);
if (pElseGoal)
ActivateDoResults(pElseGoal, AP, Goal);
}
return false;
}
return true;
}
// ---------------------------------------------------------------------------------------- //
// CTFBaseItem existence.
// ---------------------------------------------------------------------------------------- //
//===========================================
// Check whether this entity should exist at this skill
bool CTFBaseItem::CheckExistence()
{
if (ex_skill_min == -1 && g_iSkillLevel < 0)
return FALSE;
else if (ex_skill_max == -1 && g_iSkillLevel > 0)
return FALSE;
if ( (ex_skill_min != 0) && (ex_skill_min != -1) && (g_iSkillLevel < ex_skill_min) )
return FALSE;
else if ( (ex_skill_max != 0) && (ex_skill_max != -1) && (g_iSkillLevel > ex_skill_max) )
return FALSE;
return TRUE;
}
// ---------------------------------------------------------------------------------------- //
// CTFGoal implementation.
// ---------------------------------------------------------------------------------------- //
LINK_ENTITY_TO_CLASS(info_tfgoal, CTFGoal);
BEGIN_DATADESC( CTFGoal )
DEFINE_FUNCTION( PlaceGoal ),
DEFINE_FUNCTION( DelayedResult )
END_DATADESC()
//===========================================
// TF Goal spawn
void CTFGoal::Spawn( void )
{
if (CheckExistence() == false)
{
UTIL_Remove(this);
return;
}
// Graphic
string_t modelName = GetModelName();
if ( modelName != NULL_STRING )
{
// Brush Models need to be invisible
const char *pModel = STRING( modelName );
if (pModel[0] == '*')
AddEffects( EF_NODRAW );
}
#ifdef TFTODO
// Activation sound
if (pev->noise)
PRECACHE_SOUND( (char*)STRING(pev->noise) );
// For the powerups
PRECACHE_SOUND("items/protect.wav");
PRECACHE_SOUND("items/protect2.wav");
PRECACHE_SOUND("items/protect3.wav");
PRECACHE_SOUND("FVox/HEV_logon.wav");
PRECACHE_SOUND("FVox/hev_shutdown.wav");
PRECACHE_SOUND("items/inv1.wav");
PRECACHE_SOUND("items/inv2.wav");
PRECACHE_SOUND("items/inv3.wav");
PRECACHE_SOUND("items/damage.wav");
PRECACHE_SOUND("items/damage2.wav");
PRECACHE_SOUND("items/damage3.wav");
#endif
// Set initial states
AddSolidFlags( FSOLID_TRIGGER );
if (goal_state == 0)
goal_state = TFGS_INACTIVE;
// Set Size
if (goal_min != vec3_origin && goal_max != vec3_origin)
UTIL_SetSize( this, goal_min, goal_max );
StartGoal();
}
//=========================================================================
// Respawn the goal
void CTFGoal::DoRespawn()
{
RestoreGoal(this);
InactivateGoal(this);
}
//=========================================================================
// Timer goal tick
void CTFGoal::tfgoal_timer_tick()
{
// Check criteria
if (goal_state != TFGS_REMOVED)
{
#ifdef MAP_DEBUG
Warning("==========================\n");
Warning("Timer Tick for: %s\nChecking Criteria...", GetEntityName().ToCStr());
#endif
// Timers don't fire during prematch.
// Instead, they setup to fire the correct amount of time past the prematch
if ( TFGameRules()->IsInPreMatch() )
{
MDEBUG( Warning("\n PREMATCH IS ON. DELAYING UNTIL AFTER PREMATCH.\n") );
SetThink( &CTFGoal::tfgoal_timer_tick );
SetNextThink( TFGameRules()->GetPreMatchEndTime() + search_time );
return;
}
if (APMeetsCriteria(this, NULL))
{
DoResults(this, NULL, TRUE);
}
else
{
MDEBUG( Warning("\n") );
SetThink( &CTFGoal::tfgoal_timer_tick );
SetNextThink( gpGlobals->curtime + search_time );
}
}
}
//=========================================================================
// Use (Triggered) function for Goals
void CTFGoal::Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value )
{
// If the Activator isn't a player, pretend there isn't an activator
if (pActivator && !pActivator->IsPlayer())
{
pActivator = NULL;
}
CTFGoal *pCallerGoal = dynamic_cast<CTFGoal*>( pCaller );
if ( !pCallerGoal )
{
// Need to rethink some stuff if this can be called by entities that aren't CTFGoals.
Assert( false );
return;
}
// Goals are only activatable by players
if (!pActivator || pActivator->IsPlayer())
{
// Force it to add bonuses
m_bAddBonuses = true;
ActivateDoResults(this, (CTFPlayer*)pActivator, pCallerGoal);
}
}
//===========================================
// Make Goal's more easy to touch
void CTFGoal::SetObjectCollisionBox( void )
{
const char *pModel = STRING( GetModelName() );
if (pModel[0] != '*')
{
Vector vMins = WorldAlignMins() + Vector(-24, -24, 0);
Vector vMaxs = WorldAlignMaxs() + Vector(24, 24, 16);
SetCollisionBounds( vMins, vMaxs );
}
else
{
// Do we even need to do this? The bmodel should be setup correctly at this point anyway.
#ifdef TFTODO
// Ripped from ::SetObjectCollisionBox
float max, v;
int i;
max = 0;
for (i=0 ; i<3 ; i++)
{
v = fabs( (( float * )pev->mins )[i]);
if (v > max)
max = v;
v = fabs( (( float * )pev->maxs )[i]);
if (v > max)
max = v;
}
for (i=0 ; i<3 ; i++)
{
((float *)pev->absmin)[i] = (( float * )GetAbsOrigin())[i] - max;
((float *)pev->absmax)[i] = (( float * )GetAbsOrigin())[i] + max;
}
pev->absmin.x -= 1;
pev->absmin.y -= 1;
pev->absmin.z -= 1;
pev->absmax.x += 1;
pev->absmax.y += 1;
pev->absmax.z += 1;
#endif
}
}
//===========================================
// Start the Goal
void CTFGoal::StartGoal( void )
{
m_bAddBonuses = false;
SetThink( &CTFGoal::PlaceGoal );
SetNextThink( gpGlobals->curtime + 0.2 ); // goals start after other solids
if (goal_state == TFGS_REMOVED)
RemoveGoal(this);
};
//===========================================
// Sets up the Goal's first thoughts
void CTFGoal::PlaceGoal( void )
{
if ( FClassnameIs(this, "info_tfgoal_timer") )
{
// Set up the next Timer Tick
SetThink( &CTFGoal::tfgoal_timer_tick );
SetNextThink( gpGlobals->curtime + search_time );
}
else
{
// Only give touch functions to goals that can be activated by touch
if (goal_activation & TFGA_TOUCH)
SetTouch( &CTFGoal::tfgoal_touch );
}
// So searches for this goal work later on
Assert( stricmp( GetClassname(), "info_tfgoal" ) == 0 );
// Drop to ground
if (goal_activation & TFGA_DROPTOGROUND)
{
// Is this right?
#ifdef TFTODO
SetMoveType( MOVETYPE_TOSS );
#else
SetMoveType( MOVETYPE_FLYGRAVITY );
#endif
SetAbsOrigin( GetAbsOrigin() + Vector( 0, 0, 6 ) );
if ( UTIL_DropToFloor(this, MASK_SOLID) == 0)
{
Error("TF Goal %s fell out of level at %f,%f,%f", GetEntityName(), GetAbsOrigin().x, GetAbsOrigin().y, GetAbsOrigin().z);
UTIL_Remove( this );
return;
}
}
SetMoveType( MOVETYPE_NONE );
SetAbsVelocity( Vector( 0, 0, 0 ) );
oldorigin = GetAbsOrigin(); // So we can return it later
}
// Touch function for Goals
void CTFGoal::tfgoal_touch( CBaseEntity *pOther )
{
// Can't touch during PreMatch time
if ( TFGameRules()->IsInPreMatch() )
return;
// If it is not activated in by the player's touch, return
if (!(goal_activation & TFGA_TOUCH))
return;
// Only activatable by a player
if (!pOther->IsPlayer())
return;
if ( pOther->IsAlive() == FALSE )
return;
// If it's already active, don't bother
if (goal_state == TFGS_ACTIVE)
{
MDEBUG( Warning("Goal already active. aborting touch.\n") );
return;
}
// CTF Hack to make sure the key is in place. Like the rest of the CTF_Map stuff,
// it's not needed... the base scripting could handle it all.
if (TFGameRules()->CTF_Map)
{
if ((goal_no == CTF_DROPOFF1) && (pOther->GetTeamNumber() == 1))
{
CTFGoalItem *pFlag = Finditem(CTF_FLAG1);
if ((pFlag->goal_state == TFGS_ACTIVE) || (pFlag->GetAbsOrigin() != pFlag->oldorigin))
return;
}
if ((goal_no == CTF_DROPOFF2) && (pOther->GetTeamNumber() == 2))
{
CTFGoalItem *pFlag = Finditem(CTF_FLAG2);
if ((pFlag->goal_state == TFGS_ACTIVE) || (pFlag->GetAbsOrigin() != pFlag->oldorigin))
return;
}
}
ActivateDoResults(this, ToTFPlayer( pOther ), this);
}
//=========================================================================
// Handles Delayed Activation of Goals
void CTFGoal::DelayedResult()
{
CBaseEntity *pEnemy = enemy;
if (goal_state == TFGS_DELAYED)
DoResults(this, ToTFPlayer( pEnemy ), weapon);
}
// ---------------------------------------------------------------------------------------- //
// CTFGoalItem implementation.
// ---------------------------------------------------------------------------------------- //
LINK_ENTITY_TO_CLASS(item_tfgoal, CTFGoalItem);
//=========================================================================
// Spawn a goalitem entity
void CTFGoalItem::Spawn( void )
{
if (CheckExistence() == false)
{
UTIL_Remove(this);
return;
}
// Set this in case they used abbreviations
Assert( stricmp( GetClassname(), "item_tfgoal" ) == 0 );
// Graphic
if ( GetModelName() != NULL_STRING )
{
// Setup animations
SetSequence( LookupSequence( "not_carried" ) );
if ( GetSequence() != -1 )
{
ResetSequenceInfo();
SetCycle( 0.0f );
}
}
#ifdef TFTODO
// Respawn sound
PRECACHE_SOUND("items/itembk2.wav");
// Activation sound
if (pev->noise)
PRECACHE_SOUND( (char*)STRING(pev->noise) );
if (!(pev->netname))
pev->netname = MAKE_STRING("goalitem");
#endif
if (goal_state == 0)
goal_state = TFGS_INACTIVE;
// Set initial solidity
if (goal_activation & TFGI_SOLID)
{
SetSolid( SOLID_BBOX );
// Solid goalitems need a bbox
if (goal_min == vec3_origin)
goal_min = Vector(-16, -16, -24);
if (goal_max == vec3_origin)
goal_max = Vector(16, 16, 32);
}
else
{
SetSolidFlags( FSOLID_TRIGGER );
}
if (drop_time <= 0)
drop_time = 60;
// Set Size
UTIL_SetSize(this, goal_min, goal_max);
SetTouch( &CTFGoalItem::item_tfgoal_touch );
StartItem();
};
//=========================================================================
// Start the Goal Item
void CTFGoalItem::StartItem( void )
{
SetThink( &CTFGoalItem::PlaceItem );
SetNextThink( gpGlobals->curtime + 0.2 ); // items start after other solids
if (goal_state == TFGS_REMOVED)
RemoveGoal(this);
}
//===========================================
// Place the Goal Item
void CTFGoalItem::PlaceItem( void )
{
static int item_list_bit = 1; // used to determine what the bit of each new GoalItem will be.
SetAbsVelocity( vec3_origin );
// Drop to ground
if (goal_activation & TFGA_DROPTOGROUND)
{
#ifdef TFTODO
pev->movetype = MOVETYPE_TOSS;
#else
SetMoveType( MOVETYPE_FLYGRAVITY );
#endif
SetAbsOrigin( GetAbsOrigin() + Vector( 0, 0, 6 ) );
if ( UTIL_DropToFloor( this, MASK_SOLID ) == 0)
{
Error("TF GoalItem %s fell out of level at %f,%f,%f", STRING( GetEntityName() ), GetAbsOrigin().x, GetAbsOrigin().y, GetAbsOrigin().z);
UTIL_Remove( this );
return;
}
}
SetMoveType( MOVETYPE_NONE );
oldorigin = GetAbsOrigin(); // So we can return it later
if (goal_activation & TFGI_ITEMGLOWS)
{
m_nRenderFX = kRenderFxGlowShell;
// If we have a teamcheck entity, use it instead
if ( owned_by_teamcheck != NULL_STRING )
owned_by = GetTeamCheckTeam( STRING(owned_by_teamcheck) );
// if (owned_by > 0 && owned_by <= 4)
// m_clrRender = Vector255ToRGBColor( rgbcolors[owned_by] );
// else
// m_clrRender = Vector255ToRGBColor( rgbcolors[0] );
if ( TFTeamMgr()->IsValidTeam( owned_by ) )
{
CTFTeam *pTeam = TFTeamMgr()->GetTeam( owned_by );
m_clrRender = pTeam->GetColor();
}
else
{
m_clrRender = TFTeamMgr()->GetUndefinedTeamColor();
}
SetRenderColorA( 100 ); // Shell size
}
// Set the item bit
item_list = item_list_bit;
item_list_bit *= 2;
}
// Touch function for the goalitem entity
void CTFGoalItem::item_tfgoal_touch( CBaseEntity *pOther )
{
if (!pOther->IsPlayer())
return;
if ( pOther->IsAlive() == FALSE )
return;
// Can't touch during PreMatch time
if ( TFGameRules()->IsInPreMatch() )
return;
// Hack to prevent feigning spies from repicking up flags
CTFPlayer *pPlayer = dynamic_cast<CTFPlayer*>( pOther );
CTFPlayerClass *pPlayerClass = pPlayer->GetPlayerClass();
if ( pPlayerClass && pPlayerClass->IsClass( TF_CLASS_SPY ) && pPlayerClass->Spy_IsFeigning() )
return;
// Prevent the dropping player from picking it up for longer
if (enemy.Get() && m_flDroppedAt != 0)
{
if ( (enemy == pOther) && m_flDroppedAt + 5 > gpGlobals->curtime )
return;
}
m_flDroppedAt = 0;
ASSERT( pOther != GetOwnerEntity() ); // There is no way in hell this should ever happen, and yet it still does.
// Prevent picking up flags through thin walls
trace_t tr;
UTIL_TraceLine ( WorldSpaceCenter(), pOther->WorldSpaceCenter(), MASK_SOLID_BRUSHONLY, this, COLLISION_GROUP_NONE, &tr );
if ( tr.fraction != 1.0 && tr.m_pEnt != pOther )
return;
// CTF Hack to return your key.
// Should use the builtin support now.
if (TFGameRules()->CTF_Map == TRUE)
{
// Flag not at home?
if (GetAbsOrigin() != oldorigin)
{
if (GetTeamNumber() == 1)
{
if (goal_no == CTF_FLAG1)
{
UTIL_ClientPrintAll( HUD_PRINTNOTIFY, UTIL_VarArgs("%s RETURNED the BLUE flag!", pPlayer->GetPlayerName()) );
UTIL_LogPrintf("\"%s<%i><%s>\" triggered \"Returned_Blue_Flag\"\n",
pPlayer->GetPlayerName(),
pPlayer->GetUserID(),
GetTeamName( pOther->GetTeamNumber() ) );
}
else
{
UTIL_ClientPrintAll( HUD_PRINTNOTIFY, UTIL_VarArgs("%s RETURNED the RED flag!", pPlayer->GetPlayerName()) );
UTIL_LogPrintf("\"%s<%i><%s>\" triggered \"Returned_Red_Flag\"\n",
pPlayer->GetPlayerName(),
pPlayer->GetUserID(),
GetTeamName( pOther->GetTeamNumber() ) );
}
for ( int i = 1; i <= gpGlobals->maxClients; i++ )
{
CBasePlayer *pPlayer = UTIL_PlayerByIndex( i );
if ( !pPlayer )
continue;
if (pPlayer->GetTeamNumber() == 1 && goal_no == CTF_FLAG1)
ClientPrint( pPlayer, HUD_PRINTCENTER, "Your flag was RETURNED!!\n");
else if (pPlayer->GetTeamNumber() != 1 && goal_no == CTF_FLAG1)
ClientPrint( pPlayer, HUD_PRINTCENTER, "The ENEMY flag was RETURNED!!\n");
else if (pPlayer->GetTeamNumber() == 2 && goal_no == CTF_FLAG2)
ClientPrint( pPlayer, HUD_PRINTCENTER, "Your flag was RETURNED!!\n");
else if (pPlayer->GetTeamNumber() == 2 && goal_no == CTF_FLAG1)
ClientPrint( pPlayer, HUD_PRINTCENTER, "The ENEMY flag was RETURNED!!\n");
}
goal_state = TFGS_INACTIVE;
SetSolidFlags( FSOLID_TRIGGER );
SetTouch( &CTFGoalItem::item_tfgoal_touch );
SetAbsOrigin( oldorigin );
EmitSound( "GoalItem.Touch" );
//EMIT_SOUND_DYN( ENT(pev), CHAN_WEAPON, "items/itembk2.wav", 1, ATTN_NORM, 0, 150 );
return;
}
}
else
{
// Ignore touches to our own flag when it's at home
if (pOther->GetTeamNumber() == 1 && goal_no == CTF_FLAG1)
return;
if (pOther->GetTeamNumber() == 2 && goal_no == CTF_FLAG2)
return;
}
}
// Activate. Handles Else Goals if it fails.
if ( ActivationSucceeded( this, ToTFPlayer( pOther ), NULL) )
{
// Give it to the player
tfgoalitem_GiveToPlayer(this, ToTFPlayer( pOther ), this);
// It may have killed the player, so check:
if (pOther->GetHealth() > 0)
goal_state = TFGS_ACTIVE;
}
}
//=========================================================================
// Throw the item into the air at the specified position
void CTFGoalItem::DoDrop( Vector vecOrigin )
{
SetAbsOrigin( vecOrigin );
StopFollowingEntity();
SetMoveType( MOVETYPE_FLYGRAVITY );
// Just drop it vertically first time to prevent it falling through walls too often
Vector vVel = GetAbsVelocity();
vVel.z = 400;
if (redrop_count > 1)
{
// Second and third drops try pushing it in other directions
vVel.x = RandomFloat(-50, 50);
vVel.y = RandomFloat(-50, 50);
}
SetAbsVelocity( vVel );
goal_state = TFGS_INACTIVE;
SetAbsAngles( QAngle( 0, 0, 0 ) );
if (goal_activation & TFGI_SOLID)
{
SetSolid( SOLID_BBOX );
}
else
{
SetSolid( SOLID_BBOX );
SetSolidFlags( FSOLID_TRIGGER );
}
RemoveEffects( EF_NODRAW );
UTIL_SetSize(this, goal_min, goal_max);
redrop_count++;
SetThink( &CTFGoalItem::tfgoalitem_dropthink ); // give it five seconds
SetNextThink( gpGlobals->curtime + 5.0 ); // and then find where it ended up
}
//=========================================================================
// Set the GoalItems touch func
void CTFGoalItem::tfgoalitem_droptouch()
{
SetTouch( &CTFGoalItem::item_tfgoal_touch );
SetThink( &CTFGoalItem::tfgoalitem_dropthink ); // give it five seconds since it was dropped
SetNextThink( gpGlobals->curtime + 4.25 ); // and then find where it ended up
}
//=========================================================================
// A quick check to make sure the items is not in a wall
void CTFGoalItem::tfgoalitem_dropthink()
{
MDEBUG( Msg( "DropThink for %s\n", STRING(pev->netname)) );
StopFollowingEntity();
SetMoveType( MOVETYPE_FLYGRAVITY );
if (drop_time != 0)
{
int iEnviron = UTIL_PointContents( GetAbsOrigin() );
if (iEnviron == CONTENTS_SLIME)
{
SetNextThink( gpGlobals->curtime + (drop_time / 4) );
}
#ifdef TFTODO // CONTENTS_LAVA and CONTENTS_SKY don't exist in src.
else if (iEnviron == CONTENTS_LAVA)
{
SetNextThink( gpGlobals->curtime + 5 );
}
else if (iEnviron == CONTENTS_SOLID || iEnviron == CONTENTS_SKY)
#else
else if (iEnviron == CONTENTS_SOLID)
#endif
{
// Its out of the world
// Retry a drop from the original position 3 times
if (redrop_count < 3)
{
// Retry the Drop
DoDrop( redrop_origin );
return;
}
else
{
// Fourth time round, just return it
SetNextThink( gpGlobals->curtime + 2 );
}
}
else
{
SetNextThink( gpGlobals->curtime + drop_time );
}
SetThink( &CTFGoalItem::tfgoalitem_remove );
}
}
//=========================================================================
// Remove the item, or Return it if needed
void CTFGoalItem::tfgoalitem_remove()
{
MDEBUG( Msg( "RemoveItem for %s...", STRING(pev->netname)) );
// Has someone picked it up?
if (goal_state == TFGS_ACTIVE)
{
MDEBUG( Msg( "Item picked up, exiting.\n") );
return;
}
// Should it be returned?
if (goal_activation & TFGI_RETURN_REMOVE)
{
MDEBUG( Msg( "Returned.\n") );
CTimer *pTimer = Timer_CreateTimer( this, TF_TIMER_RETURNITEM );
pTimer->weapon = GI_RET_TIME;
pTimer->m_flNextThink = gpGlobals->curtime + 0.1;
//pTimer->SetThink( &CBaseEntity::ReturnItem ); this is done by CreateTimer code now.
return;
}
MDEBUG( Msg( "Removed.\n") );
UTIL_Remove(this);
}
#if 0
// ---------------------------------------------------------------------------------------------------- //
// CTFSpawn implementation.
// ---------------------------------------------------------------------------------------------------- //
LINK_ENTITY_TO_CLASS(info_player_teamspawn_old, CTFSpawn);
//===========================================
void CTFSpawn::Spawn( void )
{
if (CheckExistence() == FALSE)
{
UTIL_Remove(this);
return;
}
// Team spawnpoints must have a team associated with them
if ( (GetTeamNumber() <= 0 || GetTeamNumber() >= 5) && teamcheck == NULL_STRING)
{
Warning("Teamspawnpoint with an invalid GetTeamNumber() of %d\n", GetTeamNumber());
return;
}
// Save out the info_player_teamspawn
Assert( stricmp( GetClassname(), "info_player_teamspawn" ) == 0 );
#ifdef TFTODO
pev->netname = pev->classname = MAKE_STRING( );
#endif
}
void CTFSpawn::Activate( void )
{
m_pTeamCheck = NULL;
// Find the team check entity
CBaseEntity *pTarget = gEntList.FindEntityByName( NULL, STRING(teamcheck) );
if ( pTarget )
{
if ( !strcmp( pTarget->GetClassname(), "info_tf_teamcheck" ) )
m_pTeamCheck = pTarget;
}
}
BOOL CTFSpawn::CheckTeam( int iTeamNo )
{
// First check team number
if ( GetTeamNumber() )
{
return ( iTeamNo == GetTeamNumber() );
}
// Then check the teamcheck
if ( m_pTeamCheck )
{
CTeamCheck *pTeamCheck = dynamic_cast<CTeamCheck*>( m_pTeamCheck.Get() );
Assert( pTeamCheck );
if ( pTeamCheck->TeamMatches( iTeamNo ) == FALSE )
return FALSE;
return TRUE;
}
return FALSE;
}
#endif
// ---------------------------------------------------------------------------------------------------- //
// CBaseDelay implementation.
// ---------------------------------------------------------------------------------------------------- //
LINK_ENTITY_TO_CLASS( DelayedUse, CBaseDelay );
void CBaseDelay::SUB_UseTargets( CBaseEntity *pActivator, USE_TYPE useType, float value )
{
// TeamFortress Goal Checking
if (!pActivator || pActivator->IsPlayer() )
DoResults(this, ToTFPlayer( pActivator ), TRUE);
//
// exit immediatly if we don't have a target or kill target
//
if (target == NULL_STRING && !m_iszKillTarget)
return;
//
// check for a delay
//
if (m_flDelay != 0)
{
// create a temp object to fire at a later time
CBaseDelay *pTemp = (CBaseDelay*)CreateEntityByName( "DelayedUse" );
Assert( stricmp( pTemp->GetClassname(), "DelayedUse" ) == 0 );
pTemp->SetNextThink( gpGlobals->curtime + m_flDelay );
pTemp->SetThink( &CBaseDelay::DelayThink );
// Save the useType
pTemp->button = (int)useType;
pTemp->m_iszKillTarget = m_iszKillTarget;
pTemp->m_flDelay = 0; // prevent "recursion"
pTemp->target = target;
return;
}
//
// kill the killtargets
//
if ( m_iszKillTarget != NULL_STRING )
{
CBaseEntity *pentKillTarget = NULL;
Msg( "KillTarget: %s\n", STRING(m_iszKillTarget) );
pentKillTarget = gEntList.FindEntityByName( NULL, STRING(m_iszKillTarget) );
while ( pentKillTarget )
{
Msg( "killing %s\n", pentKillTarget->GetClassname() );
CBaseEntity *pNext = gEntList.FindEntityByName( pentKillTarget, STRING(m_iszKillTarget) );
UTIL_Remove( pentKillTarget );
pentKillTarget = pNext;
}
}
//
// fire targets
//
if ( target != NULL_STRING )
{
FireTargets( STRING(target), pActivator, this, useType, value );
}
}
bool CBaseDelay::KeyValue( const char *szKeyName, const char *szValue )
{
if (FStrEq(szKeyName, "delay"))
{
m_flDelay = atof( szValue );
return true;
}
else if (FStrEq(szKeyName, "killtarget"))
{
m_iszKillTarget = MAKE_STRING(szValue);
return true;
}
else
{
return BaseClass::KeyValue( szKeyName, szValue );
}
}
void CBaseDelay::DelayThink( void )
{
// The use type is cached (and stashed) in pev->button
SUB_UseTargets( NULL, (USE_TYPE)button, 0 );
UTIL_Remove( this );
}
// ---------------------------------------------------------------------------------------------------- //
// CTeamCheck implementation.
// ---------------------------------------------------------------------------------------------------- //
LINK_ENTITY_TO_CLASS(info_tf_teamcheck, CTeamCheck );
void CTeamCheck::Spawn( void )
{
}
void CTeamCheck::Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value )
{
// Either Toggle or get set to a specific team number
if ( useType == USE_TOGGLE )
{
if ( GetTeamNumber() == 1 )
ChangeTeam( 2 );
else
ChangeTeam( 1 );
}
else if ( useType == USE_SET )
{
if ( value >= 1 && value <= 4 )
ChangeTeam( value );
}
}
BOOL CTeamCheck::TeamMatches( int iTeam )
{
return ( iTeam == GetTeamNumber() );
}
#endif