mirror of
https://github.com/alliedmodders/hl2sdk.git
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1575 lines
44 KiB
C++
1575 lines
44 KiB
C++
//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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//===========================================================================//
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#include "cbase.h"
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#include "team_train_watcher.h"
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#include "team_control_point.h"
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#include "trains.h"
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#include "team_objectiveresource.h"
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#include "teamplayroundbased_gamerules.h"
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#include "team_control_point.h"
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#include "team_control_point_master.h"
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#include "engine/IEngineSound.h"
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#include "soundenvelope.h"
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#include "mp_shareddefs.h"
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#include "props.h"
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#include "physconstraint.h"
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#ifdef TF_DLL
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#include "tf_shareddefs.h"
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#endif
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// memdbgon must be the last include file in a .cpp file!!!
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#include "tier0/memdbgon.h"
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/*
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#define TWM_FIRSTSTAGEOUTCOME01 "Announcer.PLR_FirstStageOutcome01"
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#define TWM_FIRSTSTAGEOUTCOME02 "Announcer.PLR_FirstStageOutcome02"
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#define TWM_RACEGENERAL01 "Announcer.PLR_RaceGeneral01"
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#define TWM_RACEGENERAL02 "Announcer.PLR_RaceGeneral02"
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#define TWM_RACEGENERAL03 "Announcer.PLR_RaceGeneral03"
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#define TWM_RACEGENERAL04 "Announcer.PLR_RaceGeneral04"
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#define TWM_RACEGENERAL05 "Announcer.PLR_RaceGeneral05"
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#define TWM_RACEGENERAL08 "Announcer.PLR_RaceGeneral08"
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#define TWM_RACEGENERAL06 "Announcer.PLR_RaceGeneral06"
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#define TWM_RACEGENERAL07 "Announcer.PLR_RaceGeneral07"
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#define TWM_RACEGENERAL09 "Announcer.PLR_RaceGeneral09"
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#define TWM_RACEGENERAL12 "Announcer.PLR_RaceGeneral12"
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#define TWM_RACEGENERAL13 "Announcer.PLR_RaceGeneral13"
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#define TWM_RACEGENERAL14 "Announcer.PLR_RaceGeneral14"
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#define TWM_RACEGENERAL15 "Announcer.PLR_RaceGeneral15"
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#define TWM_RACEGENERAL10 "Announcer.PLR_RaceGeneral10"
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#define TWM_RACEGENERAL11 "Announcer.PLR_RaceGeneral11"
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#define TWM_SECONDSTAGEOUTCOME01 "Announcer.PLR_SecondStageOutcome01"
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#define TWM_SECONDSTAGEOUTCOME04 "Announcer.PLR_SecondStageOutcome04"
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#define TWM_SECONDSTAGEOUTCOME02 "Announcer.PLR_SecondStageOutcome02"
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#define TWM_SECONDSTAGEOUTCOME03 "Announcer.PLR_SecondStageOutcome03"
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#define TWM_FINALSTAGEOUTCOME01 "Announcer.PLR_FinalStageOutcome01"
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#define TWM_FINALSTAGEOUTCOME02 "Announcer.PLR_FinalStageOutcome02"
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#define TWM_FINALSTAGESTART01 "Announcer.PLR_FinalStageStart01"
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#define TWM_FINALSTAGESTART04 "Announcer.PLR_FinalStageStart04"
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#define TWM_FINALSTAGESTART08 "Announcer.PLR_FinalStageStart08"
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#define TWM_FINALSTAGESTART09 "Announcer.PLR_FinalStageStart09"
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#define TWM_FINALSTAGESTART07 "Announcer.PLR_FinalStageStart07"
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#define TWM_FINALSTAGESTART02 "Announcer.PLR_FinalStageStart02"
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#define TWM_FINALSTAGESTART03 "Announcer.PLR_FinalStageStart03"
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#define TWM_FINALSTAGESTART05 "Announcer.PLR_FinalStageStart05"
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#define TWM_FINALSTAGESTART06 "Announcer.PLR_FinalStageStart06"
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EHANDLE g_hTeamTrainWatcherMaster = NULL;
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*/
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#define MAX_ALARM_TIME_NO_RECEDE 18 // max amount of time to play the alarm if the train isn't going to recede
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BEGIN_DATADESC( CTeamTrainWatcher )
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// Inputs.
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DEFINE_INPUTFUNC( FIELD_VOID, "RoundActivate", InputRoundActivate ),
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DEFINE_INPUTFUNC( FIELD_INTEGER, "SetNumTrainCappers", InputSetNumTrainCappers ),
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DEFINE_INPUTFUNC( FIELD_VOID, "OnStartOvertime", InputOnStartOvertime ),
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DEFINE_INPUTFUNC( FIELD_VOID, "Enable", InputEnable ),
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DEFINE_INPUTFUNC( FIELD_VOID, "Disable", InputDisable ),
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DEFINE_INPUTFUNC( FIELD_FLOAT, "SetSpeedForwardModifier", InputSetSpeedForwardModifier ),
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DEFINE_INPUTFUNC( FIELD_INTEGER, "SetTrainRecedeTime", InputSetTrainRecedeTime ),
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DEFINE_INPUTFUNC( FIELD_BOOLEAN, "SetTrainCanRecede", InputSetTrainCanRecede ),
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DEFINE_INPUTFUNC( FIELD_INTEGER, "SetTrainRecedeTimeAndUpdate", InputSetTrainRecedeTimeAndUpdate ),
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// Outputs
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DEFINE_OUTPUT( m_OnTrainStartRecede, "OnTrainStartRecede" ),
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// key
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DEFINE_KEYFIELD( m_iszTrain, FIELD_STRING, "train" ),
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DEFINE_KEYFIELD( m_iszStartNode, FIELD_STRING, "start_node" ),
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DEFINE_KEYFIELD( m_iszGoalNode, FIELD_STRING, "goal_node" ),
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DEFINE_KEYFIELD( m_iszLinkedPathTracks[0], FIELD_STRING, "linked_pathtrack_1" ),
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DEFINE_KEYFIELD( m_iszLinkedCPs[0], FIELD_STRING, "linked_cp_1" ),
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DEFINE_KEYFIELD( m_iszLinkedPathTracks[1], FIELD_STRING, "linked_pathtrack_2" ),
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DEFINE_KEYFIELD( m_iszLinkedCPs[1], FIELD_STRING, "linked_cp_2" ),
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DEFINE_KEYFIELD( m_iszLinkedPathTracks[2], FIELD_STRING, "linked_pathtrack_3" ),
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DEFINE_KEYFIELD( m_iszLinkedCPs[2], FIELD_STRING, "linked_cp_3" ),
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DEFINE_KEYFIELD( m_iszLinkedPathTracks[3], FIELD_STRING, "linked_pathtrack_4" ),
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DEFINE_KEYFIELD( m_iszLinkedCPs[3], FIELD_STRING, "linked_cp_4" ),
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DEFINE_KEYFIELD( m_iszLinkedPathTracks[4], FIELD_STRING, "linked_pathtrack_5" ),
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DEFINE_KEYFIELD( m_iszLinkedCPs[4], FIELD_STRING, "linked_cp_5" ),
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DEFINE_KEYFIELD( m_iszLinkedPathTracks[5], FIELD_STRING, "linked_pathtrack_6" ),
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DEFINE_KEYFIELD( m_iszLinkedCPs[5], FIELD_STRING, "linked_cp_6" ),
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DEFINE_KEYFIELD( m_iszLinkedPathTracks[6], FIELD_STRING, "linked_pathtrack_7" ),
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DEFINE_KEYFIELD( m_iszLinkedCPs[6], FIELD_STRING, "linked_cp_7" ),
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DEFINE_KEYFIELD( m_iszLinkedPathTracks[7], FIELD_STRING, "linked_pathtrack_8" ),
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DEFINE_KEYFIELD( m_iszLinkedCPs[7], FIELD_STRING, "linked_cp_8" ),
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DEFINE_KEYFIELD( m_bTrainCanRecede, FIELD_BOOLEAN, "train_can_recede" ),
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DEFINE_KEYFIELD( m_bHandleTrainMovement, FIELD_BOOLEAN, "handle_train_movement" ),
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// can be up to 8 links
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// min speed for train hud speed levels
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DEFINE_KEYFIELD( m_flSpeedLevels[0], FIELD_FLOAT, "hud_min_speed_level_1" ),
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DEFINE_KEYFIELD( m_flSpeedLevels[1], FIELD_FLOAT, "hud_min_speed_level_2" ),
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DEFINE_KEYFIELD( m_flSpeedLevels[2], FIELD_FLOAT, "hud_min_speed_level_3" ),
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DEFINE_KEYFIELD( m_bDisabled, FIELD_BOOLEAN, "StartDisabled" ),
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DEFINE_KEYFIELD( m_iszSparkName, FIELD_STRING, "env_spark_name" ),
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DEFINE_KEYFIELD( m_flSpeedForwardModifier, FIELD_FLOAT, "speed_forward_modifier" ),
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DEFINE_KEYFIELD( m_nTrainRecedeTime, FIELD_INTEGER, "train_recede_time" ),
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END_DATADESC()
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IMPLEMENT_SERVERCLASS_ST(CTeamTrainWatcher, DT_TeamTrainWatcher)
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SendPropFloat( SENDINFO( m_flTotalProgress ), 11, 0, 0.0f, 1.0f ),
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SendPropInt( SENDINFO( m_iTrainSpeedLevel ), 4 ),
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SendPropTime( SENDINFO( m_flRecedeTime ) ),
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SendPropInt( SENDINFO( m_nNumCappers ) ),
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#ifdef GLOWS_ENABLE
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SendPropEHandle( SENDINFO( m_hGlowEnt ) ),
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#endif // GLOWS_ENABLE
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END_SEND_TABLE()
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LINK_ENTITY_TO_CLASS( team_train_watcher, CTeamTrainWatcher );
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IMPLEMENT_AUTO_LIST( ITFTeamTrainWatcher );
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/*
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LINK_ENTITY_TO_CLASS( team_train_watcher_master, CTeamTrainWatcherMaster );
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PRECACHE_REGISTER( team_train_watcher_master );
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CTeamTrainWatcherMaster::CTeamTrainWatcherMaster()
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{
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m_pBlueWatcher = NULL;
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m_pRedWatcher = NULL;
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m_flBlueProgress = 0.0f;
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m_flRedProgress = 0.0f;
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ListenForGameEvent( "teamplay_round_start" );
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ListenForGameEvent( "teamplay_round_win" );
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}
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CTeamTrainWatcherMaster::~CTeamTrainWatcherMaster()
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{
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if ( g_hTeamTrainWatcherMaster.Get() == this )
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{
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g_hTeamTrainWatcherMaster = NULL;
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}
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}
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void CTeamTrainWatcherMaster::Precache( void )
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{
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PrecacheScriptSound( TWM_FIRSTSTAGEOUTCOME01 );
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PrecacheScriptSound( TWM_FIRSTSTAGEOUTCOME02 );
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PrecacheScriptSound( TWM_RACEGENERAL01 );
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PrecacheScriptSound( TWM_RACEGENERAL02 );
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PrecacheScriptSound( TWM_RACEGENERAL03 );
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PrecacheScriptSound( TWM_RACEGENERAL04 );
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PrecacheScriptSound( TWM_RACEGENERAL05 );
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PrecacheScriptSound( TWM_RACEGENERAL08 );
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PrecacheScriptSound( TWM_RACEGENERAL06 );
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PrecacheScriptSound( TWM_RACEGENERAL07 );
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PrecacheScriptSound( TWM_RACEGENERAL09 );
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PrecacheScriptSound( TWM_RACEGENERAL12 );
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PrecacheScriptSound( TWM_RACEGENERAL13 );
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PrecacheScriptSound( TWM_RACEGENERAL14 );
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PrecacheScriptSound( TWM_RACEGENERAL15 );
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PrecacheScriptSound( TWM_RACEGENERAL10 );
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PrecacheScriptSound( TWM_RACEGENERAL11 );
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PrecacheScriptSound( TWM_SECONDSTAGEOUTCOME01 );
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PrecacheScriptSound( TWM_SECONDSTAGEOUTCOME04 );
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PrecacheScriptSound( TWM_SECONDSTAGEOUTCOME02 );
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PrecacheScriptSound( TWM_SECONDSTAGEOUTCOME03 );
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PrecacheScriptSound( TWM_FINALSTAGEOUTCOME01 );
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PrecacheScriptSound( TWM_FINALSTAGEOUTCOME02 );
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PrecacheScriptSound( TWM_FINALSTAGESTART01 );
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PrecacheScriptSound( TWM_FINALSTAGESTART04 );
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PrecacheScriptSound( TWM_FINALSTAGESTART08 );
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PrecacheScriptSound( TWM_FINALSTAGESTART09 );
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PrecacheScriptSound( TWM_FINALSTAGESTART07 );
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PrecacheScriptSound( TWM_FINALSTAGESTART02 );
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PrecacheScriptSound( TWM_FINALSTAGESTART03 );
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PrecacheScriptSound( TWM_FINALSTAGESTART05 );
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PrecacheScriptSound( TWM_FINALSTAGESTART06 );
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BaseClass::Precache();
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}
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bool CTeamTrainWatcherMaster::FindTrainWatchers( void )
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{
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m_pBlueWatcher = NULL;
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m_pRedWatcher = NULL;
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// find the train_watchers for this round
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CTeamTrainWatcher *pTrainWatcher = (CTeamTrainWatcher *)gEntList.FindEntityByClassname( NULL, "team_train_watcher" );
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while ( pTrainWatcher )
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{
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if ( pTrainWatcher->IsDisabled() == false )
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{
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if ( pTrainWatcher->GetTeamNumber() == TF_TEAM_BLUE )
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{
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m_pBlueWatcher = pTrainWatcher;
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}
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else if ( pTrainWatcher->GetTeamNumber() == TF_TEAM_RED )
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{
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m_pRedWatcher = pTrainWatcher;
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}
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}
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pTrainWatcher = (CTeamTrainWatcher *)gEntList.FindEntityByClassname( pTrainWatcher, "team_train_watcher" );
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}
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return ( m_pBlueWatcher && m_pRedWatcher );
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}
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void CTeamTrainWatcherMaster::TWMThink( void )
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{
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if ( TeamplayRoundBasedRules() && TeamplayRoundBasedRules()->State_Get() != GR_STATE_RND_RUNNING )
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{
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// the next time we 'think'
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SetContextThink( &CTeamTrainWatcherMaster::TWMThink, gpGlobals->curtime + 0.2, TWMASTER_THINK );
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return;
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}
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// the next time we 'think'
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SetContextThink( &CTeamTrainWatcherMaster::TWMThink, gpGlobals->curtime + 0.2, TWMASTER_THINK );
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}
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void CTeamTrainWatcherMaster::FireGameEvent( IGameEvent *event )
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{
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const char *eventname = event->GetName();`
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if ( FStrEq( "teamplay_round_start", eventname ) )
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{
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if ( TeamplayRoundBasedRules() && TeamplayRoundBasedRules()->HasMultipleTrains() )
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{
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if ( FindTrainWatchers() )
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{
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// we found train watchers so start thinking
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SetContextThink( &CTeamTrainWatcherMaster::TWMThink, gpGlobals->curtime + 0.2, TWMASTER_THINK );
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}
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}
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}
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else if ( FStrEq( "teamplay_round_win", eventname ) )
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{
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if ( TeamplayRoundBasedRules() )
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{
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int iWinningTeam = event->GetInt( "team" );
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int iLosingTeam = ( iWinningTeam == TF_TEAM_RED ) ? TF_TEAM_BLUE : TF_TEAM_RED;
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bool bFullRound = event->GetBool( "full_round" );
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CTeamRecipientFilter filterWinner( iWinningTeam, true );
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CTeamRecipientFilter filterLoser( iLosingTeam, true );
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if ( bFullRound )
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{
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EmitSound( filterWinner, entindex(), TWM_FINALSTAGEOUTCOME01 );
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EmitSound( filterLoser, entindex(), TWM_FINALSTAGEOUTCOME02 );
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}
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else
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{
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EmitSound( filterWinner, entindex(), TWM_FIRSTSTAGEOUTCOME01 );
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EmitSound( filterLoser, entindex(), TWM_FIRSTSTAGEOUTCOME02 );
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}
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}
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}
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}
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*/
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CTeamTrainWatcher::CTeamTrainWatcher()
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{
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m_bDisabled = false;
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m_flRecedeTime = 0;
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m_bWaitingToRecede = false;
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m_bCapBlocked = false;
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m_flNextSpeakForwardConceptTime = 0;
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m_hAreaCap = NULL;
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m_bTrainCanRecede = true;
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m_bAlarmPlayed = false;
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m_pAlarm = NULL;
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m_flAlarmEndTime = -1;
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m_bHandleTrainMovement = false;
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m_flSpeedForwardModifier = 1.0f;
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m_iCurrentHillType = HILL_TYPE_NONE;
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m_flCurrentSpeed = 0.0f;
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m_bReceding = false;
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m_flTrainDistanceFromStart = 0.0f;
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m_nTrainRecedeTime = 0;
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#ifdef GLOWS_ENABLE
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m_hGlowEnt.Set( NULL );
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#endif // GLOWS_ENABLE
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#ifdef TF_DLL
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ChangeTeam( TF_TEAM_BLUE );
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#else
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ChangeTeam( TEAM_UNASSIGNED );
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#endif
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/*
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// create a CTeamTrainWatcherMaster entity
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if ( g_hTeamTrainWatcherMaster.Get() == NULL )
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{
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g_hTeamTrainWatcherMaster = CreateEntityByName( "team_train_watcher_master" );
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}
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*/
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ListenForGameEvent( "path_track_passed" );
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}
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CTeamTrainWatcher::~CTeamTrainWatcher()
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{
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m_Sparks.Purge();
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}
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void CTeamTrainWatcher::UpdateOnRemove( void )
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{
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StopCaptureAlarm();
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BaseClass::UpdateOnRemove();
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}
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int CTeamTrainWatcher::UpdateTransmitState()
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{
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if ( m_bDisabled )
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{
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return SetTransmitState( FL_EDICT_DONTSEND );
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}
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return SetTransmitState( FL_EDICT_ALWAYS );
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}
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void CTeamTrainWatcher::InputRoundActivate( inputdata_t &inputdata )
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{
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StopCaptureAlarm();
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if ( !m_bDisabled )
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{
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WatcherActivate();
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}
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}
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void CTeamTrainWatcher::InputEnable( inputdata_t &inputdata )
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{
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StopCaptureAlarm();
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m_bDisabled = false;
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WatcherActivate();
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UpdateTransmitState();
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}
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void CTeamTrainWatcher::InputDisable( inputdata_t &inputdata )
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{
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StopCaptureAlarm();
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m_bDisabled = true;
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SetContextThink( NULL, 0, TW_THINK );
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m_bWaitingToRecede = false;
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m_Sparks.Purge();
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#ifdef GLOWS_ENABLE
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m_hGlowEnt.Set( NULL );
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#endif // GLOWS_ENABLE
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// if we're moving the train, let's shut it down
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if ( m_bHandleTrainMovement )
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{
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m_flCurrentSpeed = 0.0f;
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if ( m_hTrain )
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{
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m_hTrain->SetSpeedDirAccel( m_flCurrentSpeed );
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}
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// handle the sparks under the train
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HandleSparks( false );
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}
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UpdateTransmitState();
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}
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ConVar tf_escort_recede_time( "tf_escort_recede_time", "30", 0, "", true, 0, false, 0 );
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ConVar tf_escort_recede_time_overtime( "tf_escort_recede_time_overtime", "5", 0, "", true, 0, false, 0 );
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void CTeamTrainWatcher::FireGameEvent( IGameEvent *event )
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{
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if ( IsDisabled() || !m_bHandleTrainMovement )
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return;
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const char *pszEventName = event->GetName();
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if ( FStrEq( pszEventName, "path_track_passed" ) )
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{
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int iIndex = event->GetInt( "index" );
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CPathTrack *pNode = dynamic_cast< CPathTrack* >( UTIL_EntityByIndex( iIndex ) );
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if ( pNode )
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{
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bool bHandleEvent = false;
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CPathTrack *pTempNode = m_hStartNode.Get();
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// is this a node in the track we're watching?
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while ( pTempNode )
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{
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if ( pTempNode == pNode )
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{
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bHandleEvent = true;
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break;
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}
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pTempNode = pTempNode->GetNext();
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}
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if ( bHandleEvent )
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{
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// If we're receding and we've hit a node but the next node (going backwards) is disabled
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|
// the train is going to stop (like at the base of a downhill section) when we start forward
|
|
// again we won't pass this node again so don't change our hill state based on this node.
|
|
if ( m_bReceding )
|
|
{
|
|
if ( pNode->GetPrevious() && pNode->GetPrevious()->IsDisabled() )
|
|
{
|
|
return;
|
|
}
|
|
}
|
|
|
|
int iHillType = pNode->GetHillType();
|
|
bool bUpdate = ( m_iCurrentHillType != iHillType );
|
|
|
|
if ( !bUpdate )
|
|
{
|
|
// the hill settings are the same, but are we leaving an uphill or downhill segment?
|
|
if ( m_iCurrentHillType != HILL_TYPE_NONE )
|
|
{
|
|
// let's peek at the next node
|
|
CPathTrack *pNextNode = pNode->GetNext();
|
|
if ( m_flCurrentSpeed < 0 )
|
|
{
|
|
// we're going backwards
|
|
pNextNode = pNode->GetPrevious();
|
|
}
|
|
|
|
if ( pNextNode )
|
|
{
|
|
int iNextHillType = pNextNode->GetHillType();
|
|
if ( m_iCurrentHillType != iNextHillType )
|
|
{
|
|
// we're leaving an uphill or downhill segment...so reset our state until we pass the next node
|
|
bUpdate = true;
|
|
iHillType = HILL_TYPE_NONE;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
if ( bUpdate )
|
|
{
|
|
m_iCurrentHillType = iHillType;
|
|
HandleTrainMovement();
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
void CTeamTrainWatcher::HandleSparks( bool bSparks )
|
|
{
|
|
if ( IsDisabled() || !m_bHandleTrainMovement )
|
|
return;
|
|
|
|
for ( int i = 0 ; i < m_Sparks.Count() ; i++ )
|
|
{
|
|
CEnvSpark* pSpark = m_Sparks[i].Get();
|
|
if ( pSpark && ( pSpark->IsSparking() != bSparks ) )
|
|
{
|
|
if ( bSparks )
|
|
{
|
|
pSpark->StartSpark();
|
|
}
|
|
else
|
|
{
|
|
pSpark->StopSpark();
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
void CTeamTrainWatcher::HandleTrainMovement( bool bStartReceding /* = false */ )
|
|
{
|
|
if ( IsDisabled() || !m_bHandleTrainMovement )
|
|
return;
|
|
|
|
if ( m_hTrain )
|
|
{
|
|
float flSpeed = 0.0f;
|
|
|
|
if ( bStartReceding )
|
|
{
|
|
flSpeed = -0.1f;
|
|
m_bReceding = true;
|
|
}
|
|
else
|
|
{
|
|
// do we have cappers on the train?
|
|
if ( m_nNumCappers > 0 )
|
|
{
|
|
m_bReceding = false;
|
|
|
|
if ( m_iCurrentHillType == HILL_TYPE_DOWNHILL )
|
|
{
|
|
flSpeed = 1.0f;
|
|
}
|
|
else
|
|
{
|
|
switch( m_nNumCappers )
|
|
{
|
|
case 1:
|
|
flSpeed = 0.55f;
|
|
break;
|
|
case 2:
|
|
flSpeed = 0.77f;
|
|
break;
|
|
case 3:
|
|
default:
|
|
flSpeed = 1.0f;
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
else if ( m_nNumCappers == -1 )
|
|
{
|
|
// we'll get a -1 for a blocked cart (speed should be 0 for that unless we're on a hill)
|
|
if ( m_iCurrentHillType == HILL_TYPE_DOWNHILL )
|
|
{
|
|
flSpeed = 1.0f;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// there's nobody on the train, what should it be doing?
|
|
if ( m_flCurrentSpeed > 0 )
|
|
{
|
|
if ( m_iCurrentHillType == HILL_TYPE_DOWNHILL )
|
|
{
|
|
flSpeed = 1.0f;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// we're rolling backwards
|
|
if ( m_iCurrentHillType == HILL_TYPE_UPHILL )
|
|
{
|
|
flSpeed = -1.0f;
|
|
}
|
|
else
|
|
{
|
|
if ( m_bReceding )
|
|
{
|
|
// resume our previous backup speed
|
|
flSpeed = -0.1f;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
// only need to update the train if our speed has changed
|
|
if ( m_flCurrentSpeed != flSpeed )
|
|
{
|
|
if ( flSpeed >= 0.0f )
|
|
{
|
|
m_bReceding = false;
|
|
}
|
|
|
|
m_flCurrentSpeed = flSpeed;
|
|
m_hTrain->SetSpeedDirAccel( m_flCurrentSpeed );
|
|
|
|
// handle the sparks under the train
|
|
bool bSparks = false;
|
|
if ( m_flCurrentSpeed < 0 )
|
|
{
|
|
bSparks = true;
|
|
}
|
|
|
|
HandleSparks( bSparks );
|
|
}
|
|
}
|
|
}
|
|
|
|
void CTeamTrainWatcher::InputSetSpeedForwardModifier( inputdata_t &inputdata )
|
|
{
|
|
InternalSetSpeedForwardModifier( inputdata.value.Float() );
|
|
}
|
|
|
|
void CTeamTrainWatcher::InternalSetSpeedForwardModifier( float flModifier )
|
|
{
|
|
if ( IsDisabled() || !m_bHandleTrainMovement )
|
|
return;
|
|
|
|
// store the passed value
|
|
float flSpeedForwardModifier = flModifier;
|
|
flSpeedForwardModifier = fabs( flSpeedForwardModifier );
|
|
|
|
m_flSpeedForwardModifier = clamp( flSpeedForwardModifier, 0.f, 1.f );
|
|
|
|
if ( m_hTrain )
|
|
{
|
|
m_hTrain->SetSpeedForwardModifier( m_flSpeedForwardModifier );
|
|
}
|
|
}
|
|
|
|
void CTeamTrainWatcher::InternalSetNumTrainCappers( int iNumCappers, CBaseEntity *pTrigger )
|
|
{
|
|
if ( IsDisabled() )
|
|
return;
|
|
|
|
m_nNumCappers = iNumCappers;
|
|
|
|
// inputdata.pCaller is hopefully an area capture
|
|
// lets see if its blocked, and not start receding if it is
|
|
CTriggerAreaCapture *pAreaCap = dynamic_cast<CTriggerAreaCapture *>( pTrigger );
|
|
if ( pAreaCap )
|
|
{
|
|
m_bCapBlocked = pAreaCap->IsBlocked();
|
|
m_hAreaCap = pAreaCap;
|
|
}
|
|
|
|
if ( iNumCappers <= 0 && !m_bCapBlocked && m_bTrainCanRecede )
|
|
{
|
|
if ( !m_bWaitingToRecede )
|
|
{
|
|
// start receding in [tf_escort_cart_recede_time] seconds
|
|
m_bWaitingToRecede = true;
|
|
|
|
if ( TeamplayRoundBasedRules() && TeamplayRoundBasedRules()->InOvertime() )
|
|
{
|
|
m_flRecedeTotalTime = tf_escort_recede_time_overtime.GetFloat();
|
|
}
|
|
else
|
|
{
|
|
m_flRecedeTotalTime = tf_escort_recede_time.GetFloat();
|
|
if ( m_nTrainRecedeTime > 0 )
|
|
{
|
|
m_flRecedeTotalTime = m_nTrainRecedeTime;
|
|
}
|
|
}
|
|
|
|
m_flRecedeStartTime = gpGlobals->curtime;
|
|
m_flRecedeTime = m_flRecedeStartTime + m_flRecedeTotalTime;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// cancel receding
|
|
m_bWaitingToRecede = false;
|
|
m_flRecedeTime = 0;
|
|
}
|
|
|
|
HandleTrainMovement();
|
|
}
|
|
|
|
// only used for train watchers that control the train movement
|
|
void CTeamTrainWatcher::SetNumTrainCappers( int iNumCappers, CBaseEntity *pTrigger )
|
|
{
|
|
if ( IsDisabled() || !m_bHandleTrainMovement )
|
|
return;
|
|
|
|
InternalSetNumTrainCappers( iNumCappers, pTrigger );
|
|
}
|
|
|
|
void CTeamTrainWatcher::InputSetNumTrainCappers( inputdata_t &inputdata )
|
|
{
|
|
InternalSetNumTrainCappers( inputdata.value.Int(), inputdata.pCaller );
|
|
}
|
|
|
|
void CTeamTrainWatcher::InputSetTrainRecedeTime( inputdata_t &inputdata )
|
|
{
|
|
int nSeconds = inputdata.value.Int();
|
|
if ( nSeconds >= 0 )
|
|
{
|
|
m_nTrainRecedeTime = nSeconds;
|
|
}
|
|
else
|
|
{
|
|
m_nTrainRecedeTime = 0;
|
|
}
|
|
}
|
|
|
|
void CTeamTrainWatcher::InputSetTrainRecedeTimeAndUpdate(inputdata_t &inputdata)
|
|
{
|
|
InputSetTrainRecedeTime( inputdata );
|
|
|
|
// update our time if we're already counting down
|
|
if ( m_flRecedeTime > 0 )
|
|
{
|
|
m_flRecedeTotalTime = tf_escort_recede_time.GetFloat();
|
|
if ( m_nTrainRecedeTime > 0 )
|
|
{
|
|
m_flRecedeTotalTime = m_nTrainRecedeTime;
|
|
}
|
|
|
|
m_flRecedeStartTime = gpGlobals->curtime;
|
|
m_flRecedeTime = m_flRecedeStartTime + m_flRecedeTotalTime;
|
|
}
|
|
}
|
|
|
|
void CTeamTrainWatcher::InputSetTrainCanRecede( inputdata_t &inputdata )
|
|
{
|
|
m_bTrainCanRecede = inputdata.value.Bool();
|
|
}
|
|
|
|
void CTeamTrainWatcher::InputOnStartOvertime( inputdata_t &inputdata )
|
|
{
|
|
// recalculate the recede time
|
|
if ( m_bWaitingToRecede )
|
|
{
|
|
float flRecedeTimeRemaining = m_flRecedeTime - gpGlobals->curtime;
|
|
float flOvertimeRecedeLen = tf_escort_recede_time_overtime.GetFloat();
|
|
|
|
// drop to overtime recede time if it's more than that
|
|
if ( flRecedeTimeRemaining > flOvertimeRecedeLen )
|
|
{
|
|
m_flRecedeTotalTime = flOvertimeRecedeLen;
|
|
m_flRecedeStartTime = gpGlobals->curtime;
|
|
m_flRecedeTime = m_flRecedeStartTime + m_flRecedeTotalTime;
|
|
}
|
|
}
|
|
}
|
|
|
|
#ifdef GLOWS_ENABLE
|
|
void CTeamTrainWatcher::FindGlowEntity( void )
|
|
{
|
|
if ( m_hTrain && ( m_hTrain->GetEntityName() != NULL_STRING ) )
|
|
{
|
|
string_t iszTrainName = m_hTrain->GetEntityName();
|
|
CBaseEntity *pGlowEnt = NULL;
|
|
|
|
// first try to find a phys_constraint relationship with the train
|
|
CPhysFixed *pPhysConstraint = dynamic_cast<CPhysFixed*>( gEntList.FindEntityByClassname( NULL, "phys_constraint" ) );
|
|
while ( pPhysConstraint )
|
|
{
|
|
string_t iszName1 = pPhysConstraint->GetNameAttach1();
|
|
string_t iszName2 = pPhysConstraint->GetNameAttach2();
|
|
|
|
if ( iszTrainName == iszName1 )
|
|
{
|
|
pGlowEnt = gEntList.FindEntityByName( NULL, STRING( iszName2 ) );
|
|
break;
|
|
}
|
|
else if ( iszTrainName == iszName2 )
|
|
{
|
|
pGlowEnt = gEntList.FindEntityByName( NULL, STRING( iszName1 ) );
|
|
break;
|
|
}
|
|
|
|
pPhysConstraint = dynamic_cast<CPhysFixed*>( gEntList.FindEntityByClassname( pPhysConstraint, "phys_constraint" ) );
|
|
}
|
|
|
|
if ( !pGlowEnt )
|
|
{
|
|
// if we're here, we haven't found the glow entity yet...try all of the prop_dynamic entities
|
|
CDynamicProp *pPropDynamic = dynamic_cast<CDynamicProp*>( gEntList.FindEntityByClassname( NULL, "prop_dynamic" ) );
|
|
while ( pPropDynamic )
|
|
{
|
|
if ( pPropDynamic->GetParent() == m_hTrain )
|
|
{
|
|
pGlowEnt = pPropDynamic;
|
|
break;
|
|
}
|
|
|
|
pPropDynamic = dynamic_cast<CDynamicProp*>( gEntList.FindEntityByClassname( pPropDynamic, "prop_dynamic" ) );
|
|
}
|
|
}
|
|
|
|
// if we still haven't found a glow entity, just have the CFuncTrackTrain glow
|
|
if ( !pGlowEnt )
|
|
{
|
|
pGlowEnt = m_hTrain.Get();
|
|
}
|
|
|
|
if ( pGlowEnt )
|
|
{
|
|
pGlowEnt->SetTransmitState( FL_EDICT_ALWAYS );
|
|
m_hGlowEnt.Set( pGlowEnt );
|
|
}
|
|
}
|
|
}
|
|
#endif // GLOWS_ENABLE
|
|
|
|
// ==========================================================
|
|
// given a start node and a list of goal nodes
|
|
// calculate the distance between each
|
|
// ==========================================================
|
|
void CTeamTrainWatcher::WatcherActivate( void )
|
|
{
|
|
m_flRecedeTime = 0;
|
|
m_bWaitingToRecede = false;
|
|
m_bCapBlocked = false;
|
|
m_flNextSpeakForwardConceptTime = 0;
|
|
m_hAreaCap = NULL;
|
|
m_flTrainDistanceFromStart = 0.0f;
|
|
|
|
m_bAlarmPlayed = false;
|
|
|
|
m_Sparks.Purge();
|
|
|
|
StopCaptureAlarm();
|
|
|
|
// init our train
|
|
m_hTrain = dynamic_cast<CFuncTrackTrain*>( gEntList.FindEntityByName( NULL, m_iszTrain ) );
|
|
if ( !m_hTrain )
|
|
{
|
|
Warning("%s failed to find train named '%s'\n", GetClassname(), STRING( m_iszTrain ) );
|
|
}
|
|
|
|
// find the trigger area that will give us movement updates and find the sparks (if we're going to handle the train movement)
|
|
if ( m_bHandleTrainMovement )
|
|
{
|
|
if ( m_hTrain )
|
|
{
|
|
for ( int i=0; i<ITriggerAreaCaptureAutoList::AutoList().Count(); ++i )
|
|
{
|
|
CTriggerAreaCapture *pArea = static_cast< CTriggerAreaCapture * >( ITriggerAreaCaptureAutoList::AutoList()[i] );
|
|
if ( pArea->GetParent() == m_hTrain.Get() )
|
|
{
|
|
// this is the capture area we care about, so let it know that we want updates on the capture numbers
|
|
pArea->SetTrainWatcher( this );
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
// init the sprites (if any)
|
|
CEnvSpark *pSpark = dynamic_cast<CEnvSpark*>( gEntList.FindEntityByName( NULL, m_iszSparkName ) );
|
|
while ( pSpark )
|
|
{
|
|
m_Sparks.AddToTail( pSpark );
|
|
pSpark = dynamic_cast<CEnvSpark*>( gEntList.FindEntityByName( pSpark, m_iszSparkName ) );
|
|
}
|
|
}
|
|
|
|
// init our array of path_tracks linked to control points
|
|
m_iNumCPLinks = 0;
|
|
|
|
int i;
|
|
for ( i = 0 ; i < MAX_CONTROL_POINTS ; i++ )
|
|
{
|
|
CPathTrack *pPathTrack = dynamic_cast<CPathTrack*>( gEntList.FindEntityByName( NULL, m_iszLinkedPathTracks[i] ) );
|
|
CTeamControlPoint *pCP = dynamic_cast<CTeamControlPoint*>( gEntList.FindEntityByName( NULL, m_iszLinkedCPs[i] ) );
|
|
if ( pPathTrack && pCP )
|
|
{
|
|
m_CPLinks[m_iNumCPLinks].hPathTrack = pPathTrack;
|
|
m_CPLinks[m_iNumCPLinks].hCP = pCP;
|
|
m_CPLinks[m_iNumCPLinks].flDistanceFromStart = 0; // filled in when we parse the nodes
|
|
m_CPLinks[m_iNumCPLinks].bAlertPlayed = false;
|
|
m_iNumCPLinks++;
|
|
}
|
|
}
|
|
|
|
// init our start and goal nodes
|
|
m_hStartNode = dynamic_cast<CPathTrack*>( gEntList.FindEntityByName( NULL, m_iszStartNode ) );
|
|
if ( !m_hStartNode )
|
|
{
|
|
Warning("%s failed to find path_track named '%s'\n", GetClassname(), STRING(m_iszStartNode) );
|
|
}
|
|
|
|
m_hGoalNode = dynamic_cast<CPathTrack*>( gEntList.FindEntityByName( NULL, m_iszGoalNode ) );
|
|
if ( !m_hGoalNode )
|
|
{
|
|
Warning("%s failed to find path_track named '%s'\n", GetClassname(), STRING(m_iszGoalNode) );
|
|
}
|
|
|
|
m_flTotalPathDistance = 0.0f;
|
|
|
|
CUtlVector< float > hillData;
|
|
bool bOnHill = false;
|
|
|
|
bool bDownHillData[TEAM_TRAIN_MAX_HILLS];
|
|
Q_memset( bDownHillData, 0, sizeof( bDownHillData ) );
|
|
int iHillCount = 0;
|
|
|
|
if( m_hStartNode.Get() && m_hGoalNode.Get() )
|
|
{
|
|
CPathTrack *pNode = m_hStartNode;
|
|
CPathTrack *pPrev = pNode;
|
|
CPathTrack *pHillStart = NULL;
|
|
pNode = pNode->GetNext();
|
|
int iHillType = HILL_TYPE_NONE;
|
|
|
|
// don't check the start node for links. If it's linked, it will have 0 distance anyway
|
|
while ( pNode )
|
|
{
|
|
Vector dir = pNode->GetLocalOrigin() - pPrev->GetLocalOrigin();
|
|
float length = dir.Length();
|
|
|
|
m_flTotalPathDistance += length;
|
|
|
|
// gather our hill data for the HUD
|
|
if ( pNode->GetHillType() != iHillType )
|
|
{
|
|
if ( !bOnHill ) // we're at the start of a hill
|
|
{
|
|
hillData.AddToTail( m_flTotalPathDistance );
|
|
bOnHill = true;
|
|
pHillStart = pNode;
|
|
|
|
if ( iHillCount < TEAM_TRAIN_MAX_HILLS )
|
|
{
|
|
bDownHillData[iHillCount] = pNode->IsDownHill() ? true : false;
|
|
iHillCount++;
|
|
}
|
|
}
|
|
else // we're at the end of a hill
|
|
{
|
|
float flDistance = m_flTotalPathDistance - length; // subtract length because the prev node was the end of the hill (not this one)
|
|
|
|
if ( pHillStart && ( pHillStart == pPrev ) )
|
|
{
|
|
flDistance = m_flTotalPathDistance; // we had a single node marked as a hill, so we'll use the current distance as the next marker
|
|
}
|
|
|
|
hillData.AddToTail( flDistance );
|
|
|
|
// is our current node the start of another hill?
|
|
if ( pNode->GetHillType() != HILL_TYPE_NONE )
|
|
{
|
|
hillData.AddToTail( m_flTotalPathDistance );
|
|
bOnHill = true;
|
|
pHillStart = pNode;
|
|
|
|
if ( iHillCount < TEAM_TRAIN_MAX_HILLS )
|
|
{
|
|
bDownHillData[iHillCount] = pNode->IsDownHill() ? true : false;
|
|
iHillCount++;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
bOnHill = false;
|
|
pHillStart = NULL;
|
|
}
|
|
}
|
|
|
|
iHillType = pNode->GetHillType();
|
|
}
|
|
|
|
// if pNode is one of our cp nodes, store its distance from m_hStartNode
|
|
for ( i = 0 ; i < m_iNumCPLinks ; i++ )
|
|
{
|
|
if ( m_CPLinks[i].hPathTrack == pNode )
|
|
{
|
|
m_CPLinks[i].flDistanceFromStart = m_flTotalPathDistance;
|
|
break;
|
|
}
|
|
}
|
|
|
|
if ( pNode == m_hGoalNode )
|
|
break;
|
|
|
|
pPrev = pNode;
|
|
pNode = pNode->GetNext();
|
|
}
|
|
}
|
|
|
|
// if we don't have an even number of entries in our hill data (beginning/end) add the final distance
|
|
if ( ( hillData.Count() % 2 ) != 0 )
|
|
{
|
|
hillData.AddToTail( m_flTotalPathDistance );
|
|
}
|
|
|
|
if ( ObjectiveResource() )
|
|
{
|
|
ObjectiveResource()->ResetHillData( GetTeamNumber() );
|
|
|
|
// convert our hill data into 0-1 percentages for networking
|
|
if ( m_flTotalPathDistance > 0 && hillData.Count() > 0 )
|
|
{
|
|
i = 0;
|
|
while ( i < hillData.Count() )
|
|
{
|
|
if ( i < TEAM_TRAIN_HILLS_ARRAY_SIZE - 1 ) // - 1 because we want to use 2 entries
|
|
{
|
|
// add/subtract to the hill start/end to fix rounding errors in the HUD when the train
|
|
// stops at the bottom/top of a hill but the HUD thinks the train is still on the hill
|
|
ObjectiveResource()->SetHillData( GetTeamNumber(), (hillData[i] / m_flTotalPathDistance) + 0.005f, (hillData[i+1] / m_flTotalPathDistance) - 0.005f, bDownHillData[i/2] );
|
|
}
|
|
i = i + 2;
|
|
}
|
|
}
|
|
}
|
|
|
|
// We have total distance and increments in our links array
|
|
for ( i=0;i<m_iNumCPLinks;i++ )
|
|
{
|
|
int iCPIndex = m_CPLinks[i].hCP.Get()->GetPointIndex();
|
|
// This can be pulled once DoD includes team_objectiveresource.* and c_team_objectiveresource.*
|
|
#ifndef DOD_DLL
|
|
ObjectiveResource()->SetTrainPathDistance( iCPIndex, m_CPLinks[i].flDistanceFromStart / m_flTotalPathDistance );
|
|
#endif
|
|
}
|
|
|
|
#ifdef GLOWS_ENABLE
|
|
FindGlowEntity();
|
|
#endif // GLOWS_ENABLE
|
|
|
|
InternalSetSpeedForwardModifier( m_flSpeedForwardModifier );
|
|
|
|
SetContextThink( &CTeamTrainWatcher::WatcherThink, gpGlobals->curtime + 0.1, TW_THINK );
|
|
}
|
|
|
|
void CTeamTrainWatcher::StopCaptureAlarm( void )
|
|
{
|
|
if ( m_pAlarm )
|
|
{
|
|
CSoundEnvelopeController::GetController().SoundDestroy( m_pAlarm );
|
|
m_pAlarm = NULL;
|
|
m_flAlarmEndTime = -1.0f;
|
|
}
|
|
|
|
SetContextThink( NULL, 0, TW_ALARM_THINK );
|
|
}
|
|
|
|
void CTeamTrainWatcher::StartCaptureAlarm( CTeamControlPoint *pPoint )
|
|
{
|
|
StopCaptureAlarm();
|
|
|
|
if ( pPoint )
|
|
{
|
|
CReliableBroadcastRecipientFilter filter;
|
|
CSoundEnvelopeController &controller = CSoundEnvelopeController::GetController();
|
|
m_pAlarm = controller.SoundCreate( filter, pPoint->entindex(), CHAN_STATIC, TEAM_TRAIN_ALARM, ATTN_NORM );
|
|
controller.Play( m_pAlarm, 1.0, PITCH_NORM );
|
|
|
|
m_flAlarmEndTime = gpGlobals->curtime + MAX_ALARM_TIME_NO_RECEDE;
|
|
}
|
|
}
|
|
|
|
void CTeamTrainWatcher::PlayCaptureAlert( CTeamControlPoint *pPoint, bool bFinalPointInMap )
|
|
{
|
|
if ( !pPoint )
|
|
return;
|
|
|
|
if ( TeamplayRoundBasedRules() )
|
|
{
|
|
TeamplayRoundBasedRules()->PlayTrainCaptureAlert( pPoint, bFinalPointInMap );
|
|
}
|
|
}
|
|
|
|
|
|
ConVar tf_show_train_path( "tf_show_train_path", "0", FCVAR_CHEAT );
|
|
|
|
void CTeamTrainWatcher::WatcherThink( void )
|
|
{
|
|
if ( m_bWaitingToRecede )
|
|
{
|
|
if ( m_flRecedeTime < gpGlobals->curtime )
|
|
{
|
|
m_bWaitingToRecede = false;
|
|
|
|
// don't actually recede in overtime
|
|
if ( TeamplayRoundBasedRules() && !TeamplayRoundBasedRules()->InOvertime() )
|
|
{
|
|
// fire recede output
|
|
m_OnTrainStartRecede.FireOutput( this, this );
|
|
HandleTrainMovement( true );
|
|
}
|
|
}
|
|
}
|
|
|
|
bool bDisableAlarm = (TeamplayRoundBasedRules() && TeamplayRoundBasedRules()->State_Get() != GR_STATE_RND_RUNNING);
|
|
if ( bDisableAlarm )
|
|
{
|
|
StopCaptureAlarm();
|
|
}
|
|
|
|
// given its next node, we can walk the nodes and find the linear
|
|
// distance to the next cp node, or to the goal node
|
|
|
|
CFuncTrackTrain *pTrain = m_hTrain;
|
|
if ( pTrain )
|
|
{
|
|
int iOldTrainSpeedLevel = m_iTrainSpeedLevel;
|
|
|
|
// how fast is the train moving?
|
|
float flSpeed = pTrain->GetDesiredSpeed();
|
|
|
|
// divide speed into regions
|
|
// anything negative is -1
|
|
|
|
if ( flSpeed < 0 )
|
|
{
|
|
m_iTrainSpeedLevel = -1;
|
|
|
|
// even though our desired speed might be negative,
|
|
// our actual speed might be zero if we're at a dead end...
|
|
// this will turn off the < image when the train is done moving backwards
|
|
if ( pTrain->GetCurrentSpeed() == 0 )
|
|
{
|
|
m_iTrainSpeedLevel = 0;
|
|
}
|
|
}
|
|
else if ( flSpeed > m_flSpeedLevels[2] )
|
|
{
|
|
m_iTrainSpeedLevel = 3;
|
|
}
|
|
else if ( flSpeed > m_flSpeedLevels[1] )
|
|
{
|
|
m_iTrainSpeedLevel = 2;
|
|
}
|
|
else if ( flSpeed > m_flSpeedLevels[0] )
|
|
{
|
|
m_iTrainSpeedLevel = 1;
|
|
}
|
|
else
|
|
{
|
|
m_iTrainSpeedLevel = 0;
|
|
}
|
|
|
|
if ( m_iTrainSpeedLevel != iOldTrainSpeedLevel )
|
|
{
|
|
// make sure the sparks are off if we're not moving backwards anymore
|
|
if ( m_bHandleTrainMovement )
|
|
{
|
|
if ( m_iTrainSpeedLevel == 0 && iOldTrainSpeedLevel != 0 )
|
|
{
|
|
HandleSparks( false );
|
|
}
|
|
}
|
|
|
|
// play any concepts that we might need to play
|
|
if ( TeamplayRoundBasedRules() )
|
|
{
|
|
if ( m_iTrainSpeedLevel == 0 && iOldTrainSpeedLevel != 0 )
|
|
{
|
|
TeamplayRoundBasedRules()->HaveAllPlayersSpeakConceptIfAllowed( MP_CONCEPT_CART_STOP );
|
|
m_flNextSpeakForwardConceptTime = 0;
|
|
}
|
|
else if ( m_iTrainSpeedLevel < 0 && iOldTrainSpeedLevel == 0 )
|
|
{
|
|
TeamplayRoundBasedRules()->HaveAllPlayersSpeakConceptIfAllowed( MP_CONCEPT_CART_MOVING_BACKWARD );
|
|
m_flNextSpeakForwardConceptTime = 0;
|
|
}
|
|
}
|
|
}
|
|
|
|
if ( m_iTrainSpeedLevel > 0 && m_flNextSpeakForwardConceptTime < gpGlobals->curtime )
|
|
{
|
|
if ( m_hAreaCap.Get() )
|
|
{
|
|
for ( int i = 1; i <= gpGlobals->maxClients; i++ )
|
|
{
|
|
CBaseMultiplayerPlayer *pPlayer = ToBaseMultiplayerPlayer( UTIL_PlayerByIndex( i ) );
|
|
if ( pPlayer )
|
|
{
|
|
if ( m_hAreaCap->IsTouching( pPlayer ) )
|
|
{
|
|
pPlayer->SpeakConceptIfAllowed( MP_CONCEPT_CART_MOVING_FORWARD );
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
m_flNextSpeakForwardConceptTime = gpGlobals->curtime + 3.0;
|
|
}
|
|
|
|
// what percent progress are we at?
|
|
CPathTrack *pNode = ( pTrain->m_ppath ) ? pTrain->m_ppath->GetNext() : NULL;
|
|
|
|
// if we're moving backwards, GetNext is going to be wrong
|
|
if ( flSpeed < 0 )
|
|
{
|
|
pNode = pTrain->m_ppath;
|
|
}
|
|
|
|
if ( pNode )
|
|
{
|
|
float flDistanceToGoal = 0;
|
|
|
|
// distance to next node
|
|
Vector vecDir = pNode->GetLocalOrigin() - pTrain->GetLocalOrigin();
|
|
flDistanceToGoal = vecDir.Length();
|
|
|
|
// distance of next node to goal node
|
|
if ( pNode && pNode != m_hGoalNode )
|
|
{
|
|
// walk this until we get to goal node, or a dead end
|
|
CPathTrack *pPrev = pNode;
|
|
pNode = pNode->GetNext();
|
|
while ( pNode )
|
|
{
|
|
vecDir = pNode->GetLocalOrigin() - pPrev->GetLocalOrigin();
|
|
flDistanceToGoal += vecDir.Length();
|
|
|
|
if ( pNode == m_hGoalNode )
|
|
break;
|
|
|
|
pPrev = pNode;
|
|
pNode = pNode->GetNext();
|
|
}
|
|
}
|
|
|
|
if ( m_flTotalPathDistance <= 0 )
|
|
{
|
|
Assert( !"No path distance in team_train_watcher\n" );
|
|
m_flTotalPathDistance = 1;
|
|
}
|
|
|
|
m_flTotalProgress = clamp( 1.0 - ( flDistanceToGoal / m_flTotalPathDistance ), 0.0, 1.0 );
|
|
|
|
m_flTrainDistanceFromStart = m_flTotalPathDistance - flDistanceToGoal;
|
|
|
|
// play alert sounds if necessary
|
|
for ( int iCount = 0 ; iCount < m_iNumCPLinks ; iCount++ )
|
|
{
|
|
if ( m_flTrainDistanceFromStart < m_CPLinks[iCount].flDistanceFromStart - TEAM_TRAIN_ALERT_DISTANCE )
|
|
{
|
|
// back up twice the alert distance before resetting our flag to play the warning again
|
|
if ( ( m_flTrainDistanceFromStart < m_CPLinks[iCount].flDistanceFromStart - ( TEAM_TRAIN_ALERT_DISTANCE * 2 ) ) || // has receded back twice the alert distance or...
|
|
( !m_bTrainCanRecede ) ) // used to catch the case where the train doesn't normally recede but has rolled back down a hill away from the CP
|
|
{
|
|
// reset our alert flag
|
|
m_CPLinks[iCount].bAlertPlayed = false;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if ( m_flTrainDistanceFromStart < m_CPLinks[iCount].flDistanceFromStart && !m_CPLinks[iCount].bAlertPlayed )
|
|
{
|
|
m_CPLinks[iCount].bAlertPlayed = true;
|
|
bool bFinalPointInMap = false;
|
|
|
|
CTeamControlPoint *pCurrentPoint = m_CPLinks[iCount].hCP.Get();
|
|
CTeamControlPointMaster *pMaster = g_hControlPointMasters.Count() ? g_hControlPointMasters[0] : NULL;
|
|
if ( pMaster )
|
|
{
|
|
// if we're not playing mini-rounds
|
|
if ( !pMaster->PlayingMiniRounds() )
|
|
{
|
|
for ( int i = FIRST_GAME_TEAM ; i < MAX_CONTROL_POINT_TEAMS ; i++ )
|
|
{
|
|
if ( ObjectiveResource() && ObjectiveResource()->TeamCanCapPoint( pCurrentPoint->GetPointIndex(), i ) )
|
|
{
|
|
if ( pMaster->WouldNewCPOwnerWinGame( pCurrentPoint, i ) )
|
|
{
|
|
bFinalPointInMap = true;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// or this is the last round
|
|
if ( pMaster->NumPlayableControlPointRounds() == 1 )
|
|
{
|
|
CTeamControlPointRound *pRound = pMaster->GetCurrentRound();
|
|
if ( pRound )
|
|
{
|
|
for ( int i = FIRST_GAME_TEAM ; i < MAX_CONTROL_POINT_TEAMS ; i++ )
|
|
{
|
|
if ( ObjectiveResource() && ObjectiveResource()->TeamCanCapPoint( pCurrentPoint->GetPointIndex(), i ) )
|
|
{
|
|
if ( pRound->WouldNewCPOwnerWinGame( pCurrentPoint, i ) )
|
|
{
|
|
bFinalPointInMap = true;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
PlayCaptureAlert( pCurrentPoint, bFinalPointInMap );
|
|
}
|
|
}
|
|
}
|
|
|
|
// check to see if we need to start or stop the alarm
|
|
if ( flDistanceToGoal <= TEAM_TRAIN_ALARM_DISTANCE )
|
|
{
|
|
if ( ObjectiveResource() )
|
|
{
|
|
ObjectiveResource()->SetTrackAlarm( GetTeamNumber(), true );
|
|
}
|
|
|
|
if ( !bDisableAlarm )
|
|
{
|
|
if ( !m_pAlarm )
|
|
{
|
|
if ( m_iNumCPLinks > 0 && !m_bAlarmPlayed )
|
|
{
|
|
// start the alarm at the final point
|
|
StartCaptureAlarm( m_CPLinks[m_iNumCPLinks-1].hCP.Get() );
|
|
m_bAlarmPlayed = true; // used to prevent the alarm from starting again on maps where the train doesn't recede (alarm loops for short time then only plays singles)
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if ( !m_bTrainCanRecede ) // if the train won't recede, we only want to play the alarm for a short time
|
|
{
|
|
if ( m_flAlarmEndTime > 0 && m_flAlarmEndTime < gpGlobals->curtime )
|
|
{
|
|
StopCaptureAlarm();
|
|
SetContextThink( &CTeamTrainWatcher::WatcherAlarmThink, gpGlobals->curtime + TW_ALARM_THINK_INTERVAL, TW_ALARM_THINK );
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if ( ObjectiveResource() )
|
|
{
|
|
ObjectiveResource()->SetTrackAlarm( GetTeamNumber(), false );
|
|
}
|
|
|
|
StopCaptureAlarm();
|
|
m_bAlarmPlayed = false;
|
|
}
|
|
}
|
|
|
|
if ( tf_show_train_path.GetBool() )
|
|
{
|
|
CPathTrack *nextNode = NULL;
|
|
CPathTrack *node = m_hStartNode;
|
|
|
|
CPathTrack::BeginIteration();
|
|
while( node )
|
|
{
|
|
node->Visit();
|
|
nextNode = node->GetNext();
|
|
|
|
if ( !nextNode || nextNode->HasBeenVisited() )
|
|
break;
|
|
|
|
NDebugOverlay::Line( node->GetAbsOrigin(), nextNode->GetAbsOrigin(), 255, 255, 0, true, NDEBUG_PERSIST_TILL_NEXT_SERVER );
|
|
|
|
node = nextNode;
|
|
}
|
|
CPathTrack::EndIteration();
|
|
|
|
// show segment of path train is actually on
|
|
node = pTrain->m_ppath;
|
|
if ( node && node->GetNext() )
|
|
{
|
|
NDebugOverlay::HorzArrow( node->GetAbsOrigin(), node->GetNext()->GetAbsOrigin(), 5.0f, 255, 0, 0, 255, true, NDEBUG_PERSIST_TILL_NEXT_SERVER );
|
|
}
|
|
}
|
|
}
|
|
|
|
SetContextThink( &CTeamTrainWatcher::WatcherThink, gpGlobals->curtime + 0.1, TW_THINK );
|
|
}
|
|
|
|
void CTeamTrainWatcher::WatcherAlarmThink( void )
|
|
{
|
|
CTeamControlPoint *pPoint = m_CPLinks[m_iNumCPLinks-1].hCP.Get();
|
|
if ( pPoint )
|
|
{
|
|
pPoint->EmitSound( TEAM_TRAIN_ALARM_SINGLE );
|
|
}
|
|
|
|
SetContextThink( &CTeamTrainWatcher::WatcherAlarmThink, gpGlobals->curtime + TW_ALARM_THINK_INTERVAL, TW_ALARM_THINK );
|
|
}
|
|
|
|
CBaseEntity *CTeamTrainWatcher::GetTrainEntity( void )
|
|
{
|
|
return m_hTrain.Get();
|
|
}
|
|
|
|
bool CTeamTrainWatcher::TimerMayExpire( void )
|
|
{
|
|
if ( IsDisabled() )
|
|
{
|
|
return true;
|
|
}
|
|
|
|
// Still in overtime if we're waiting to recede
|
|
if ( m_bWaitingToRecede )
|
|
return false;
|
|
|
|
// capture blocked so we're not receding, but game shouldn't end
|
|
if ( m_bCapBlocked )
|
|
return false;
|
|
|
|
// not waiting, so we're capping, in which case the area capture
|
|
// will not let us expire
|
|
return true;
|
|
}
|
|
|
|
|
|
// Project the given position onto the track and return the point and how far along that projected position is
|
|
void CTeamTrainWatcher::ProjectPointOntoPath( const Vector &pos, Vector *posOnPathResult, float *distanceAlongPathResult ) const
|
|
{
|
|
CPathTrack *nextNode = NULL;
|
|
CPathTrack *node = m_hStartNode;
|
|
|
|
Vector toPos;
|
|
Vector alongPath;
|
|
float distanceAlong = 0.0f;
|
|
|
|
Vector closestPointOnPath = vec3_origin;
|
|
float closestPerpendicularDistanceSq = FLT_MAX;
|
|
float closestDistanceAlongPath = FLT_MAX;
|
|
|
|
CPathTrack::BeginIteration();
|
|
while( node )
|
|
{
|
|
node->Visit();
|
|
nextNode = node->GetNext();
|
|
|
|
if ( !nextNode || nextNode->HasBeenVisited() )
|
|
break;
|
|
|
|
alongPath = nextNode->GetAbsOrigin() - node->GetAbsOrigin();
|
|
float segmentLength = alongPath.NormalizeInPlace();
|
|
|
|
toPos = pos - node->GetAbsOrigin();
|
|
float segmentOverlap = DotProduct( toPos, alongPath );
|
|
|
|
if ( segmentOverlap >= 0.0f && segmentOverlap < segmentLength )
|
|
{
|
|
// projection is within segment bounds
|
|
Vector onPath = node->GetAbsOrigin() + alongPath * segmentOverlap;
|
|
|
|
float perpendicularDistanceSq = ( onPath - pos ).LengthSqr();
|
|
if ( perpendicularDistanceSq < closestPerpendicularDistanceSq )
|
|
{
|
|
closestPointOnPath = onPath;
|
|
closestPerpendicularDistanceSq = perpendicularDistanceSq;
|
|
closestDistanceAlongPath = distanceAlong + segmentOverlap;
|
|
}
|
|
}
|
|
|
|
distanceAlong += segmentLength;
|
|
node = nextNode;
|
|
}
|
|
CPathTrack::EndIteration();
|
|
|
|
if ( posOnPathResult )
|
|
{
|
|
*posOnPathResult = closestPointOnPath;
|
|
}
|
|
|
|
if ( distanceAlongPathResult )
|
|
{
|
|
*distanceAlongPathResult = closestDistanceAlongPath;
|
|
}
|
|
}
|
|
|
|
|
|
// Return true if the given position is farther down the track than the train is
|
|
bool CTeamTrainWatcher::IsAheadOfTrain( const Vector &pos ) const
|
|
{
|
|
float distanceAlongPath;
|
|
ProjectPointOntoPath( pos, NULL, &distanceAlongPath );
|
|
|
|
return ( distanceAlongPath > m_flTrainDistanceFromStart );
|
|
}
|
|
|
|
|
|
// return true if the train is almost at the next checkpoint
|
|
bool CTeamTrainWatcher::IsTrainNearCheckpoint( void ) const
|
|
{
|
|
for( int i = 0; i < m_iNumCPLinks ; ++i )
|
|
{
|
|
if ( m_flTrainDistanceFromStart > m_CPLinks[i].flDistanceFromStart - TEAM_TRAIN_ALERT_DISTANCE &&
|
|
m_flTrainDistanceFromStart < m_CPLinks[i].flDistanceFromStart )
|
|
{
|
|
return true;
|
|
}
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
|
|
// return true if the train hasn't left its starting position yet
|
|
bool CTeamTrainWatcher::IsTrainAtStart( void ) const
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{
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return ( m_flTrainDistanceFromStart < TEAM_TRAIN_ALARM_DISTANCE );
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}
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// return world space location of next checkpoint along the path
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Vector CTeamTrainWatcher::GetNextCheckpointPosition( void ) const
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{
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for( int i = 0; i < m_iNumCPLinks ; ++i )
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{
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if ( m_flTrainDistanceFromStart < m_CPLinks[i].flDistanceFromStart )
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{
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return m_CPLinks[i].hPathTrack->GetAbsOrigin();
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}
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}
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Assert( !"No checkpoint found in team train watcher\n" );
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return vec3_origin;
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}
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#if defined( STAGING_ONLY ) && defined( TF_DLL )
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CON_COMMAND_F( tf_dumptrainstats, "Dump the stats for the current train watcher to the console", FCVAR_GAMEDLL )
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{
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// Listenserver host or rcon access only!
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if ( !UTIL_IsCommandIssuedByServerAdmin() )
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return;
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CTeamTrainWatcher *pWatcher = NULL;
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while( ( pWatcher = dynamic_cast< CTeamTrainWatcher * >( gEntList.FindEntityByClassname( pWatcher, "team_train_watcher" ) ) ) != NULL )
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{
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pWatcher->DumpStats();
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}
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}
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void CTeamTrainWatcher::DumpStats( void )
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{
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float flLastPosition = 0.0f;
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float flTotalDistance = 0.0f;
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char szOutput[2048];
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char szTemp[256];
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V_strcpy_safe( szOutput, "\n\nTrain Watcher stats for team " );
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V_strcat_safe( szOutput, ( GetTeamNumber() == TF_TEAM_RED ) ? "Red\n" : "Blue\n" );
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for( int i = 0; i < m_iNumCPLinks ; ++i )
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{
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float flDistance = m_CPLinks[i].flDistanceFromStart - flLastPosition;
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if ( i == 0 )
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{
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V_sprintf_safe( szTemp, "\tControl Point: %d\tDistance from start: %0.2f\n", i + 1, flDistance );
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}
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else
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{
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V_sprintf_safe( szTemp, "\tControl Point: %d\tDistance from previous point: %0.2f\n", i + 1, flDistance );
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}
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V_strcat_safe( szOutput, szTemp );
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flTotalDistance += flDistance;
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flLastPosition = m_CPLinks[i].flDistanceFromStart;
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}
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V_sprintf_safe( szTemp, "\tTotal Distance: %0.2f\n\n", flTotalDistance );
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V_strcat_safe( szOutput, szTemp );
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Msg( "%s", szOutput );
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}
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#endif // STAGING_ONLY && TF_DLL
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