hlsdk-xash3d/dlls/hs/ctf_gameplay.cpp

412 lines
12 KiB
C++

// includes needed for everything to compile
#include "extdll.h"
#include "decals.h"
#include "util.h"
#include "cbase.h"
#include "monsters.h"
#include "weapons.h"
#include "nodes.h"
#include "player.h"
#include "soundent.h"
#include "shake.h"
#include "gamerules.h"
#include "ctf_gameplay.h"
#include "teamplay_gamerules.h"
LINK_ENTITY_TO_CLASS( object_flag, CObjectFlag );
void CObjectFlag :: Spawn( )
{
// Calls the precache function to precache any models, sounds,ect you need
//before it spawns
Precache( );
// Setup what model we want to use for the flag, change this to
// whatever you want. Just remember precache it.
SET_MODEL( ENT(pev), "models/flag.mdl" );
UTIL_SetOrigin( pev, pev->origin + Vector(0,0,10) );
UTIL_SetSize( pev, Vector(-16,-16,0), Vector(16,16,16) );
// This is so it falls to the brush below it
pev->movetype = MOVETYPE_TOSS;
// This allows you to trigger it by walking through it
pev->solid = SOLID_TRIGGER;
// This just sets our Touch to Touch, which is down a little further
SetTouch(Touch);
// This just makes a GlowShell around the model, you can
// change the colour of the shell by changing the RGB values,
// which are the XYZ values in this case. So at the moment we have
// a nice bright red colour. Feel free to change this to your needs.
pev->renderfx = kRenderFxGlowShell;
pev->rendercolor.x = 255;
pev->rendercolor.y = 0;
pev->rendercolor.z = 0;
pev->renderamt = 10; // 10 units off the sides of the model
// This just sets our IsInPlay bool to false, because its only just spawned and
// no one has picked it up yet.
m_fIsInPlay = false;
}
// This is the Precache function which is called from the Spawn function.
void CObjectFlag :: Precache( )
{
// Precache's the model
PRECACHE_MODEL( "models/flag.mdl" );
}
// This is the Touch function which was set above, in the Spawn function,
// its basically the stuff that runs when the flag has been touched by a player
void CObjectFlag :: Touch(CBaseEntity *pOther)
{
// If its in play, do nothing
if(m_fIsInPlay)
return;
// Determine if the object that touches it, is a player
// and check if the player is alive.
if(!pOther)
return;
if(!pOther->IsPlayer())
return;
if(!pOther->IsAlive())
return;
CBasePlayer *pPlayer = (CBasePlayer *)pOther;
// Print to the HUD who has taken the flag
UTIL_ClientPrintAll( HUD_PRINTCENTER, UTIL_VarArgs( "%s has the Flag!\n", STRING( pPlayer->pev->netname )));
pPlayer->m_fHasObject = true;
// Set the client attachment using an event
PLAYBACK_EVENT_FULL(0, pPlayer->edict(), g_usObject, 0, (float *)&g_vecZero, (float *)&g_vecZero, 0, 0, FLAG_STOLEN, 0, 0, 0);
m_fIsInPlay = true;
// Give the illusion of the player taking the model by not drawing it
pev->effects = EF_NODRAW;
// Now don't let it accept any more touch's
SetTouch(NULL);
// This is the Flag that is dropped by a player when killed,disconnected,ect.
// Its basically the same as CObjectFlag, with a few changes.
LINK_ENTITY_TO_CLASS( dropped_flag, CDroppedFlag );
void CDroppedFlag :: Spawn( )
{
// Calls the precache function to precache any models or sounds,ect
// you need before it spawns.
Precache( );
// Setup what model we want to use for the flag, change this to
// whatever you want. Just remember precache it.
SET_MODEL( ENT(pev), "models/flag.mdl" );
UTIL_SetOrigin( pev, pev->origin );
UTIL_SetSize( pev, Vector(-16,-16,0), Vector(16,16,16) );
// This is so it falls to the brush below it
pev->movetype = MOVETYPE_TOSS;
// This allows you to trigger it by walking through it
pev->solid = SOLID_TRIGGER;
// This just sets our Touch to Touch, which is down a little further
SetTouch(Touch);
// This just makes a GlowShell around the model, you can
// change the colour of the shell by changing the RGB values,
// which are the XYZ values in this case. So at the moment we have
// a nice bright red colour. Feel free to change this to your needs.
pev->effects = EF_BRIGHTFIELD;
pev->renderfx = kRenderFxGlowShell;
pev->rendercolor.x = 255;
pev->rendercolor.y = 0;
pev->rendercolor.z = 0;
pev->renderamt = 10; // 10 units off the sides of the model
pev->avelocity.z = 25;
}
// This is the Precache function which is called from the Spawn function.
void CDroppedFlag :: Precache( )
{
// Precache's the model
PRECACHE_MODEL( "models/flag.mdl" );
}
// This is the Touch function which was set above, in the Spawn function,
// its basically the stuff that runs when the flag has been touched by a player.
void CDroppedFlag :: Touch(CBaseEntity *pOther)
{
// Determine if the object that touches it, is a player
// and check if the player is alive.
if(!pOther)
return;
if(!pOther->IsPlayer())
return;
if(!pOther->IsAlive())
return;
CBasePlayer *pPlayer = (CBasePlayer *)pOther;
// Print to the HUD who has taken the flag
UTIL_ClientPrintAll( HUD_PRINTCENTER, UTIL_VarArgs( "%s has the Flag!\n", STRING( pPlayer->pev->netname )));
// Set it to true because the player has the flag
pPlayer->m_fHasObject = true;
// Set the client attachment using an event
PLAYBACK_EVENT_FULL(0, pPlayer->edict(), g_usObject, 0, (float *)&g_vecZero, (float *)&g_vecZero, 0, 0, FLAG_STOLEN, 0, 0, 0);
// remove this item
SetThink(SUB_Remove);
// next think time to now!
pev->nextthink = gpGlobals->time;
}
LINK_ENTITY_TO_CLASS( capture_team1, CCaptureTeam1 );
void CCaptureTeam1 :: Spawn( )
{
// Calls the precache function to precache any models, sounds,ect
// you need before it spawns
Precache( );
SET_MODEL( ENT(pev), STRING(pev->model) );
UTIL_SetOrigin( pev, pev->origin );
pev->movetype = MOVETYPE_FLY;
// This allows you to trigger it by walking through it
pev->solid = SOLID_TRIGGER;
// This just sets our Touch to Touch and our Think to Think
// which is down a little further.
SetTouch(Touch);
SetThink(Think);
// Sets next think time
pev->nextthink = gpGlobals->time + 0.1;
// Make the entity invisible
pev->rendermode = kRenderTransTexture;
pev->renderamt = 0;
}
// This is the Precache function which is called from the Spawn function.
void CCaptureTeam1 :: Precache( )
{
PRECACHE_MODEL( (char*)STRING(pev->model) );
}
void CCaptureTeam1 :: Think( )
{
// loop through every player and check if they are in the area
for(int i=0; i<gpGlobals->maxClients; i++)
{
CBasePlayer *pPlayer = (CBasePlayer *)UTIL_PlayerByIndex(i);
if(pPlayer && pPlayer->m_iTeam == 1)
{
if((pPlayer->pev->origin.x >= pev->mins.x) && (pPlayer->pev->origin.x <= pev->maxs.x) &&
(pPlayer->pev->origin.y >= pev->mins.y) && (pPlayer->pev->origin.y <= pev->maxs.y) &&
(pPlayer->pev->origin.z >= pev->mins.z) && (pPlayer->pev->origin.z <= pev->maxs.z))
pPlayer->m_bInCapture = true;
else
pPlayer->m_bInCapture = false;
}
}
// Set next think time
pev->nextthink = gpGlobals->time + 0.1;
}
// This is the Touch function which was set above, in the Spawn function,
// its basically the stuff that runs when the capture point has been touched by a player
void CCaptureTeam1 :: Touch( CBaseEntity* pOther )
{
// Determine if the object that touches it, is a player
// and check if the player is alive.
if(!pOther)
return;
if(!pOther->IsPlayer())
return;
if(!pOther->IsAlive())
return;
CBasePlayer *pPlayer = (CBasePlayer *)pOther;
if(pPlayer && pPlayer->m_iTeam == 1)
{
// Check to see if they have the object
if( !pPlayer->m_fHasObject )
return;
else
{
// Print to HUD who has captured the flag
UTIL_ClientPrintAll( HUD_PRINTCENTER, UTIL_VarArgs
( "%s has captured the Flag!\n", STRING( pPlayer->pev->netname )));
// Remove the flag
pPlayer->m_fHasObject = false;
PLAYBACK_EVENT_FULL(0, pPlayer->edict(), g_usObject, 0, (float *)&g_vecZero,
(float *)&g_vecZero, 0, 0, FLAG_CAPTURE, 0, 0, 0);
// Reset the flag
CObjectFlag *pFlag = (CObjectFlag *)UTIL_FindEntityByClassname(NULL, "object_flag");
if(pFlag)
{
pFlag->m_fIsInPlay = false;
// Do a funky effect on the flag when it gets reset
pFlag->pev->effects = EF_BRIGHTFIELD;
}
}
}
else
return; // wrong team
}
void CCaptureTeam1 :: KeyValue( KeyValueData* Data )
{
// This will store the points but its not fully implemented. I'll leave it for you to do.
if( FStrEq( Data->szKeyName, "points" ) )
{
int m_iPoints = atoi(Data->szValue);
Data->fHandled = true;
}
CBaseEntity::KeyValue(Data); // call the parent function
}
LINK_ENTITY_TO_CLASS( capture_team2, CCaptureTeam2 );
void CCaptureTeam2 :: Spawn( )
{
// Calls the precache function to precache any models, sounds,ect
// you need before it spawns.
Precache( );
SET_MODEL( ENT(pev), STRING(pev->model) );
UTIL_SetOrigin( pev, pev->origin );
pev->movetype = MOVETYPE_FLY;
// This allows you to trigger it by walking through it
pev->solid = SOLID_TRIGGER;
// This just sets our Touch to Touch and our Think to Think
// which is down a little further.
SetTouch(Touch);
SetThink(Think);
// Set next think time
pev->nextthink = gpGlobals->time + 0.1;
// Make the entity invisible
pev->rendermode = kRenderTransTexture;
pev->renderamt = 0;
}
void CCaptureTeam2 :: Precache( )
{
PRECACHE_MODEL( (char*)STRING(pev->model) );
}
void CCaptureTeam2 :: Think( )
{
// loop through every player and check if they are in the area
for(int i=0; i<gpGlobals->maxClients; i++)
{
CBasePlayer *pPlayer = (CBasePlayer *)UTIL_PlayerByIndex(i);
if(pPlayer && pPlayer->m_iTeam == 2)
{
if((pPlayer->pev->origin.x >= pev->mins.x) && (pPlayer->pev->origin.x <= pev->maxs.x) &&
(pPlayer->pev->origin.y >= pev->mins.y) && (pPlayer->pev->origin.y <= pev->maxs.y) &&
(pPlayer->pev->origin.z >= pev->mins.z) && (pPlayer->pev->origin.z <= pev->maxs.z))
pPlayer->m_bInCapture = true;
else
pPlayer->m_bInCapture = false;
}
}
// Set the next think time
pev->nextthink = gpGlobals->time + 0.1;
}
void CCaptureTeam2 :: Touch( CBaseEntity* pOther )
{
// Determine if the object that touches it, is a player
// and check if the player is alive.
if(!pOther)
return;
if(!pOther->IsPlayer())
return;
if(!pOther->IsAlive())
return;
CBasePlayer *pPlayer = (CBasePlayer *)pOther;
if(pPlayer && pPlayer->m_iTeam == 2)
{
// Check to see if they have the object
if( !pPlayer->m_fHasObject )
return;
else
{
// Print to HUD who has captured the flag
UTIL_ClientPrintAll( HUD_PRINTCENTER, UTIL_VarArgs
( "%s has captured the Flag!\n", STRING( pPlayer->pev->netname )));
// Remove the object
pPlayer->m_fHasObject = false;
PLAYBACK_EVENT_FULL(0, pPlayer->edict(), g_usObject, 0, (float *)&g_vecZero,
(float *)&g_vecZero, 0, 0, FLAG_CAPTURE, 0, 0, 0);
// Reset the object
CObjectFlag *pFlag = (CObjectFlag *)UTIL_FindEntityByClassname(NULL, "object_flag");
if(pFlag)
{
pFlag->m_fIsInPlay = false;
// Do a funky effect on the flag when it gets reset
pFlag->pev->effects = EF_BRIGHTFIELD;
}
}
}
else
return; // Wrong team
}
void CCaptureTeam2 :: KeyValue( KeyValueData* Data )
{
// This will store the points but its not fully implemented. I'll leave it for you to do.
if( FStrEq( Data->szKeyName, "points" ) )
{
int m_iPoints = atoi(Data->szValue);
Data->fHandled = true;
}
CBaseEntity::KeyValue(Data); // call the parent function
}