void CMultiplayRules::HaveAllPlayersSpeakConceptIfAllowed( int iConcept ) { CBaseMultiplayerPlayer *pPlayer; for ( int i = 1; i <= gpGlobals->maxClients; i++ ) { pPlayer = ToBaseMultiplayerPlayer( UTIL_PlayerByIndex( i ) ); if ( !pPlayer ) continue; pPlayer->SpeakConceptIfAllowed( iConcept ); } }
//----------------------------------------------------------------------------- // 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() ); } }
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 ); }