//----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- void CTriggerAreaCapture::GetNumCappingPlayers( int team, int &numcappers, int *cappingplayers ) { numcappers = 0; for ( int i = 1; i <= gpGlobals->maxClients; i++ ) { CBaseEntity *ent = UTIL_PlayerByIndex( i ); if ( ent ) { CBaseMultiplayerPlayer *player = ToBaseMultiplayerPlayer(ent); if ( IsTouching( player ) && ( player->GetTeamNumber() == team ) ) // need to make sure disguised spies aren't included in the list of capping players { if ( numcappers < MAX_AREA_CAPPERS-1 ) { cappingplayers[numcappers] = i; numcappers++; } } } } if ( numcappers < MAX_AREA_CAPPERS ) { cappingplayers[numcappers] = 0; //null terminate :) } }
//----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- void CTriggerAreaCapture::AreaTouch( CBaseEntity *pOther ) { if ( !IsActive() ) return; if ( !PassesTriggerFilters(pOther) ) return; // Don't cap areas unless the round is running if ( !TeamplayGameRules()->PointsMayBeCaptured() ) return; Assert( m_iAreaIndex != -1 ); // dont touch for non-alive or non-players if( !pOther->IsPlayer() || !pOther->IsAlive() ) return; // make sure this point is in the round being played (if we're playing one) CTeamControlPointMaster *pMaster = g_hControlPointMasters.Count() ? g_hControlPointMasters[0] : NULL; if ( pMaster && m_hPoint ) { if ( !pMaster->IsInRound( m_hPoint ) ) { return; } } if ( m_hPoint ) { m_nOwningTeam = m_hPoint->GetOwner(); } CBaseMultiplayerPlayer *pPlayer = ToBaseMultiplayerPlayer(pOther); Assert( pPlayer ); if ( pPlayer->GetTeamNumber() != m_nOwningTeam ) { if ( m_TeamData[ pPlayer->GetTeamNumber() ].bCanCap ) { DisplayCapHintTo( pPlayer ); } } }
//----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- void CTriggerAreaCapture::StartTouch(CBaseEntity *pOther) { BaseClass::StartTouch( pOther ); if ( PassesTriggerFilters(pOther) && m_hPoint ) { m_nOwningTeam = m_hPoint->GetOwner(); IGameEvent *event = gameeventmanager->CreateEvent( "controlpoint_starttouch" ); if ( event ) { event->SetInt( "player", pOther->entindex() ); event->SetInt( "area", m_hPoint->GetPointIndex() ); gameeventmanager->FireEvent( event ); } // Call capture think immediately to make it update our area's player counts. // If we don't do this, the player can receive the above event telling him he's // in a zone, but the objective resource still thinks he's not. m_bStartTouch = true; CaptureThink(); m_bStartTouch = false; if ( m_bCapturing ) { CTeamControlPointMaster *pMaster = g_hControlPointMasters.Count() ? g_hControlPointMasters[0] : NULL; if ( pMaster ) { float flRate = pMaster->GetPartialCapturePointRate(); if ( flRate > 0.0f ) { CBaseMultiplayerPlayer *pPlayer = ToBaseMultiplayerPlayer(pOther); if ( pPlayer && pPlayer->GetTeamNumber() == m_nCapturingTeam ) { pPlayer->StartScoringEscortPoints( flRate ); } } } } } }
//----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- void CTriggerAreaCapture::CaptureThink( void ) { SetNextThink( gpGlobals->curtime + AREA_THINK_TIME ); // make sure this point is in the round being played (if we're playing one) CTeamControlPointMaster *pMaster = g_hControlPointMasters.Count() ? g_hControlPointMasters[0] : NULL; if ( pMaster && m_hPoint ) { if ( !pMaster->IsInRound( m_hPoint ) ) { return; } } if ( !TeamplayGameRules()->PointsMayBeCaptured() ) { // Points aren't allowed to be captured. If we were // being captured, we need to clean up and reset. if ( m_bCapturing ) { BreakCapture( false ); UpdateNumPlayers(); } return; } // go through our list of players Assert( GetNumberOfTeams() <= MAX_CAPTURE_TEAMS ); int iNumPlayers[MAX_CAPTURE_TEAMS]; int iNumBlockablePlayers[MAX_CAPTURE_TEAMS]; // Players in the zone who can't cap, but can block / pause caps CBaseMultiplayerPlayer *pFirstPlayerTouching[MAX_CAPTURE_TEAMS]; for ( int i = FIRST_GAME_TEAM; i < GetNumberOfTeams(); i++ ) { iNumPlayers[i] = 0; iNumBlockablePlayers[i] = 0; pFirstPlayerTouching[i] = NULL; } if ( m_hPoint ) { // Loop through the entities we're touching, and find players for ( int i = 0; i < m_hTouchingEntities.Count(); i++ ) { CBaseEntity *ent = m_hTouchingEntities[i]; if ( ent && ent->IsPlayer() ) { CBaseMultiplayerPlayer *pPlayer = ToBaseMultiplayerPlayer(ent); if ( pPlayer->IsAlive() ) { int iTeam = pPlayer->GetTeamNumber(); // If a team's not allowed to cap a point, don't count players in it at all if ( !TeamplayGameRules()->TeamMayCapturePoint( iTeam, m_hPoint->GetPointIndex() ) ) continue; if ( !TeamplayGameRules()->PlayerMayCapturePoint( pPlayer, m_hPoint->GetPointIndex() ) ) { if ( TeamplayGameRules()->PlayerMayBlockPoint( pPlayer, m_hPoint->GetPointIndex() ) ) { if ( iNumPlayers[iTeam] == 0 && iNumBlockablePlayers[iTeam] == 0 ) { pFirstPlayerTouching[iTeam] = pPlayer; } iNumBlockablePlayers[iTeam] += TeamplayGameRules()->GetCaptureValueForPlayer( pPlayer ); } continue; } if ( iTeam >= FIRST_GAME_TEAM ) { if ( iNumPlayers[iTeam] == 0 && iNumBlockablePlayers[iTeam] == 0 ) { pFirstPlayerTouching[iTeam] = pPlayer; } iNumPlayers[iTeam] += TeamplayGameRules()->GetCaptureValueForPlayer( pPlayer ); } } } } } int iTeamsInZone = 0; bool bUpdatePlayers = false; m_nTeamInZone = TEAM_UNASSIGNED; for ( int i = FIRST_GAME_TEAM; i < GetNumberOfTeams(); i++ ) { iNumPlayers[i] *= mp_simulatemultiplecappers.GetInt(); if ( m_TeamData[i].iNumTouching != iNumPlayers[i] ) { m_TeamData[i].iNumTouching = iNumPlayers[i]; bUpdatePlayers = true; } m_TeamData[i].iBlockedTouching = m_TeamData[i].iNumTouching; if ( m_TeamData[i].iNumTouching ) { iTeamsInZone++; m_nTeamInZone = i; } } if ( iTeamsInZone > 1 ) { m_nTeamInZone = TEAM_UNASSIGNED; } else { // If we've got non-cappable, yet blockable players here for the team that's defending, they // need to block the cap. This catches cases like the TF invulnerability, which needs to block // caps, but isn't allowed to contribute to a cap. for ( int i = FIRST_GAME_TEAM; i < GetNumberOfTeams(); i++ ) { if ( !iNumBlockablePlayers[i] || m_nTeamInZone == i ) continue; iTeamsInZone++; } } UpdateTeamInZone(); bool bBlocked = false; // If the cap is being blocked, reset the number of players so the client // knows to stop the capture as well. if ( mp_blockstyle.GetInt() == 1 ) { if ( m_bCapturing && iTeamsInZone > 1 ) { bBlocked = true; for ( int i = FIRST_GAME_TEAM; i < GetNumberOfTeams(); i++ ) { iNumPlayers[i] = 0; if ( m_TeamData[i].iNumTouching != iNumPlayers[i] ) { m_TeamData[i].iNumTouching = iNumPlayers[i]; bUpdatePlayers = true; } } } } if ( bUpdatePlayers ) { UpdateNumPlayers( bBlocked ); } // When a player blocks, tell them the cap index and attempt number // only give successive blocks to them if the attempt number is different if ( m_bCapturing ) { if ( m_hPoint ) { m_hPoint->SetLastContestedAt( gpGlobals->curtime ); } // Calculate the amount of modification to the cap time float flTimeDelta = gpGlobals->curtime - m_flLastReductionTime; float flReduction = flTimeDelta; if ( CaptureModeScalesWithPlayers() ) { // Diminishing returns for successive players. for ( int i = 1; i < m_TeamData[m_nTeamInZone].iNumTouching; i++ ) { flReduction += (flTimeDelta / (float)(i+1)); } } m_flLastReductionTime = gpGlobals->curtime; //if more than one team is in the zone if( iTeamsInZone > 1 ) { if ( !m_bBlocked ) { m_bBlocked = true; UpdateBlocked(); } // See if anyone gets credit for the block float flPercentToGo = m_fTimeRemaining / m_flCapTime; if ( CaptureModeScalesWithPlayers() ) { flPercentToGo = m_fTimeRemaining / ((m_flCapTime * 2) * m_TeamData[m_nCapturingTeam].iNumRequiredToCap); } if ( ( flPercentToGo <= 0.5 || TeamplayGameRules()->PointsMayAlwaysBeBlocked() ) && m_hPoint ) { // find the first player that is not on the capturing team // they have just broken a cap and should be rewarded // tell the player the capture attempt number, for checking later CBaseMultiplayerPlayer *pBlockingPlayer = NULL; for ( int i = FIRST_GAME_TEAM; i < GetNumberOfTeams(); i++ ) { if ( m_nCapturingTeam == i ) continue; if ( pFirstPlayerTouching[i] ) { pBlockingPlayer = pFirstPlayerTouching[i]; break; } } Assert( pBlockingPlayer ); if ( pBlockingPlayer ) { bool bRepeatBlocker = false; for ( int i = m_Blockers.Count()-1; i >= 0; i-- ) { if ( m_Blockers[i].hPlayer != pBlockingPlayer ) continue; // If this guy's was a blocker, but not valid now, remove him from the list if ( m_Blockers[i].iCapAttemptNumber != m_iCapAttemptNumber || !IsTouching(m_Blockers[i].hPlayer) || ( TeamplayGameRules()->PointsMayAlwaysBeBlocked() && m_Blockers[i].flNextBlockTime < gpGlobals->curtime && m_bStartTouch ) ) { m_Blockers.Remove(i); continue; } bRepeatBlocker = true; break; } if ( !bRepeatBlocker ) { m_hPoint->CaptureBlocked( pBlockingPlayer ); // Add this guy to our blocker list int iNew = m_Blockers.AddToTail(); m_Blockers[iNew].hPlayer = pBlockingPlayer; m_Blockers[iNew].iCapAttemptNumber = m_iCapAttemptNumber; m_Blockers[iNew].flNextBlockTime = gpGlobals->curtime + 10.0f; } } } if ( mp_blockstyle.GetInt() == 0 ) { BreakCapture( false ); } return; } if ( m_bBlocked ) { m_bBlocked = false; UpdateBlocked(); } float flTotalTimeToCap = m_flCapTime; if ( CaptureModeScalesWithPlayers() ) { flTotalTimeToCap = ((m_flCapTime * 2) * m_TeamData[m_nCapturingTeam].iNumRequiredToCap); } // Now remove the reduction amount after we've determined there's only 1 team in the area if ( m_nCapturingTeam == m_nTeamInZone ) { SetCapTimeRemaining( m_fTimeRemaining - flReduction ); } else if ( m_nOwningTeam == TEAM_UNASSIGNED && m_nTeamInZone != TEAM_UNASSIGNED ) { SetCapTimeRemaining( m_fTimeRemaining + flReduction ); } else { // Caps deteriorate over time if ( TeamplayRoundBasedRules() && m_hPoint && TeamplayRoundBasedRules()->TeamMayCapturePoint(m_nCapturingTeam,m_hPoint->GetPointIndex()) ) { float flDecreaseScale = CaptureModeScalesWithPlayers() ? mp_capdeteriorate_time.GetFloat() : flTotalTimeToCap; float flDecrease = (flTotalTimeToCap / flDecreaseScale) * flTimeDelta; if ( TeamplayRoundBasedRules() && TeamplayRoundBasedRules()->InOvertime() ) { flDecrease *= 6; } SetCapTimeRemaining( m_fTimeRemaining + flDecrease ); } else { SetCapTimeRemaining( flTotalTimeToCap ); } } /* //if no-one is in the area if( iTeamsInZone == 0 ) { BreakCapture( true ); return; } //if they've lost the number of players needed to cap int iTeamMembersHere = m_TeamData[m_nCapturingTeam].iNumTouching + iNumBlockablePlayers[m_nCapturingTeam]; if ( (iTeamMembersHere == 0 ) || (mp_capstyle.GetInt() == 0 && iTeamMembersHere < m_TeamData[m_nCapturingTeam].iNumRequiredToCap) ) { BreakCapture( true ); return; } */ // if the cap is done if ( m_fTimeRemaining <= 0 ) { EndCapture( m_nCapturingTeam ); return; //we're done } else { // We may get several simultaneous CaptureThink calls from StartTouch if there are several players on the trigger // when it is enabled (like in Raid mode). We haven't started reducing m_fTimeRemaining yet but the second call to CaptureThink // from StartTouch has m_bCapturing set to true and we hit this condition and call BreakCapture right away. // We put this check here to prevent calling BreakCapture from the StartTouch call to CaptureThink. If the capture should // really be broken it will happen the next time the trigger thinks on its own. if ( !m_bStartTouch ) { if ( m_fTimeRemaining >= flTotalTimeToCap ) { BreakCapture( false ); return; } } } } else { // If there are any teams in the zone that aren't the owner, try to start capping if ( iTeamsInZone > 0 ) { for ( int i = FIRST_GAME_TEAM; i < GetNumberOfTeams(); i++ ) { if ( !m_TeamData[i].bCanCap || m_nOwningTeam == i ) continue; if ( m_TeamData[i].iNumTouching == 0 ) continue; if ( m_TeamData[i].iNumTouching < m_TeamData[i].iNumRequiredToStartCap ) continue; if ( !CaptureModeScalesWithPlayers() && m_TeamData[i].iNumTouching < m_TeamData[i].iNumRequiredToCap ) continue; StartCapture( i, CAPTURE_NORMAL ); break; } } } }
//----------------------------------------------------------------------------- // Purpose: Sets the new owner of the point, plays the appropriate sound and shows the right model //----------------------------------------------------------------------------- void CTeamControlPoint::InternalSetOwner( int iCapTeam, bool bMakeSound, int iNumCappers, int *pCappingPlayers ) { Assert( iCapTeam >= 0 && iCapTeam < GetNumberOfTeams() ); int iOldTeam = m_iTeam; m_iTeam = iCapTeam; ChangeTeam( iCapTeam ); if ( bMakeSound ) { CBroadcastRecipientFilter filter; EmitSound( filter, entindex(), STRING( m_TeamData[m_iTeam].iszCapSound ) ); } // Update visuals SetModel( STRING(m_TeamData[m_iTeam].iszModel) ); SetBodygroup( 0, m_iTeam ); m_nSkin = ( m_iTeam == TEAM_UNASSIGNED ) ? 2 : (m_iTeam - 2); ResetSequence( LookupSequence("idle") ); // We add 1 to the index because we consider the default "no points capped" as 0. TeamplayGameRules()->SetLastCapPointChanged( m_iPointIndex+1 ); // Determine the pose parameters for each team for ( int i = 0; i < m_TeamData.Count(); i++ ) { // Skip spectator if ( i == TEAM_SPECTATOR ) continue; if ( GetModelPtr() && GetModelPtr()->SequencesAvailable() ) { m_TeamData[i].iTeamPoseParam = LookupPoseParameter( UTIL_VarArgs( "cappoint_%d_percentage", i ) ); } else { m_TeamData[i].iTeamPoseParam = -1; } } UpdateCapPercentage(); if ( m_iTeam == TEAM_UNASSIGNED ) { m_OnCapReset.FireOutput( this, this ); } else { // Remap team to get first game team = 1 switch ( m_iTeam - FIRST_GAME_TEAM+1 ) { case 1: m_OnCapTeam1.FireOutput( this, this ); break; case 2: m_OnCapTeam2.FireOutput( this, this ); break; default: Assert(0); break; } } // If we're playing a sound, this is a true cap by players. if ( bMakeSound ) { if ( iOldTeam > LAST_SHARED_TEAM && iOldTeam != m_iTeam ) { // Make the members of our old team say something for ( int i = 1; i <= gpGlobals->maxClients; i++ ) { CBaseMultiplayerPlayer *pPlayer = ToBaseMultiplayerPlayer( UTIL_PlayerByIndex( i ) ); if ( !pPlayer ) continue; if ( pPlayer->GetTeamNumber() == iOldTeam ) { pPlayer->SpeakConceptIfAllowed( MP_CONCEPT_LOST_CONTROL_POINT ); } } } for( int i = 0; i < iNumCappers; i++ ) { int playerIndex = pCappingPlayers[i]; Assert( playerIndex > 0 && playerIndex <= gpGlobals->maxClients ); PlayerCapped( ToBaseMultiplayerPlayer(UTIL_PlayerByIndex( playerIndex )) ); } // Remap team to get first game team = 1 switch ( m_iTeam - FIRST_GAME_TEAM+1 ) { case 1: m_OnOwnerChangedToTeam1.FireOutput( this, this ); break; case 2: m_OnOwnerChangedToTeam2.FireOutput( this, this ); break; } if ( m_iTeam != TEAM_UNASSIGNED && iNumCappers ) { SendCapString( m_iTeam, iNumCappers, pCappingPlayers ); } } // Have control point master check the win conditions now! CBaseEntity *pEnt = gEntList.FindEntityByClassname( NULL, GetControlPointMasterName() ); while( pEnt ) { CTeamControlPointMaster *pMaster = dynamic_cast<CTeamControlPointMaster *>( pEnt ); if ( pMaster->IsActive() ) { pMaster->CheckWinConditions(); } pEnt = gEntList.FindEntityByClassname( pEnt, GetControlPointMasterName() ); } }