mirror of https://github.com/FWGS/hlsdk-xash3d
876 lines
21 KiB
C++
876 lines
21 KiB
C++
/***
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*
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* Copyright (c) 1996-2002, Valve LLC. All rights reserved.
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*
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* This product contains software technology licensed from Id
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* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
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* All Rights Reserved.
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*
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* Use, distribution, and modification of this source code and/or resulting
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* object code is restricted to non-commercial enhancements to products from
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* Valve LLC. All other use, distribution, or modification is prohibited
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* without written permission from Valve LLC.
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*
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****/
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// -------------------------------------------
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//
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// maprules.cpp
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//
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// This module contains entities for implementing/changing game
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// rules dynamically within each map (.BSP)
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//
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// -------------------------------------------
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#include "extdll.h"
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#include "eiface.h"
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#include "util.h"
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#include "gamerules.h"
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//#include "maprules.h" //empty file
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#include "cbase.h"
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#include "player.h"
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class CRuleEntity : public CBaseEntity
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{
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public:
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void Spawn( void );
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void KeyValue( KeyValueData *pkvd );
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virtual int Save( CSave &save );
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virtual int Restore( CRestore &restore );
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static TYPEDESCRIPTION m_SaveData[];
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void SetMaster( int iszMaster ) { m_iszMaster = iszMaster; }
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protected:
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BOOL CanFireForActivator( CBaseEntity *pActivator );
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private:
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string_t m_iszMaster;
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};
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TYPEDESCRIPTION CRuleEntity::m_SaveData[] =
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{
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DEFINE_FIELD( CRuleEntity, m_iszMaster, FIELD_STRING),
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};
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IMPLEMENT_SAVERESTORE( CRuleEntity, CBaseEntity )
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void CRuleEntity::Spawn( void )
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{
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pev->solid = SOLID_NOT;
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pev->movetype = MOVETYPE_NONE;
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pev->effects = EF_NODRAW;
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}
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void CRuleEntity::KeyValue( KeyValueData *pkvd )
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{
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if( FStrEq(pkvd->szKeyName, "master" ) )
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{
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SetMaster( ALLOC_STRING( pkvd->szValue ) );
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pkvd->fHandled = TRUE;
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}
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else
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CBaseEntity::KeyValue( pkvd );
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}
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BOOL CRuleEntity::CanFireForActivator( CBaseEntity *pActivator )
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{
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if( m_iszMaster )
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{
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if( UTIL_IsMasterTriggered( m_iszMaster, pActivator ) )
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return TRUE;
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else
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return FALSE;
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}
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return TRUE;
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}
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//
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// CRulePointEntity -- base class for all rule "point" entities (not brushes)
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//
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class CRulePointEntity : public CRuleEntity
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{
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public:
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void Spawn( void );
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};
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void CRulePointEntity::Spawn( void )
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{
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CRuleEntity::Spawn();
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pev->frame = 0;
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pev->model = 0;
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}
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//
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// CRuleBrushEntity -- base class for all rule "brush" entities (not brushes)
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// Default behavior is to set up like a trigger, invisible, but keep the model for volume testing
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//
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class CRuleBrushEntity : public CRuleEntity
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{
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public:
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void Spawn( void );
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private:
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};
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void CRuleBrushEntity::Spawn( void )
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{
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SET_MODEL( edict(), STRING(pev->model) );
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CRuleEntity::Spawn();
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}
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// CGameScore / game_score -- award points to player / team
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// Points +/- total
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// Flag: Allow negative scores SF_SCORE_NEGATIVE
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// Flag: Award points to team in teamplay SF_SCORE_TEAM
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#define SF_SCORE_NEGATIVE 0x0001
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#define SF_SCORE_TEAM 0x0002
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class CGameScore : public CRulePointEntity
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{
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public:
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void Spawn( void );
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void Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value );
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void KeyValue( KeyValueData *pkvd );
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inline int Points( void ) { return (int)pev->frags; }
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inline BOOL AllowNegativeScore( void ) { return pev->spawnflags & SF_SCORE_NEGATIVE; }
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inline BOOL AwardToTeam( void ) { return pev->spawnflags & SF_SCORE_TEAM; }
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inline void SetPoints( int points ) { pev->frags = points; }
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private:
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};
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LINK_ENTITY_TO_CLASS( game_score, CGameScore )
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void CGameScore::Spawn( void )
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{
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CRulePointEntity::Spawn();
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}
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void CGameScore::KeyValue( KeyValueData *pkvd )
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{
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if( FStrEq( pkvd->szKeyName, "points" ) )
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{
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SetPoints( atoi( pkvd->szValue ) );
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pkvd->fHandled = TRUE;
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}
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else
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CRulePointEntity::KeyValue( pkvd );
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}
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void CGameScore::Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value )
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{
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if( !CanFireForActivator( pActivator ) )
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return;
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// Only players can use this
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if( pActivator->IsPlayer() )
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{
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if( AwardToTeam() )
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{
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pActivator->AddPointsToTeam( Points(), AllowNegativeScore() );
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}
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else
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{
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pActivator->AddPoints( Points(), AllowNegativeScore() );
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}
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}
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}
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// CGameEnd / game_end -- Ends the game in MP
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class CGameEnd : public CRulePointEntity
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{
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public:
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void Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value );
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private:
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};
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LINK_ENTITY_TO_CLASS( game_end, CGameEnd )
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void CGameEnd::Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value )
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{
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if( !CanFireForActivator( pActivator ) )
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return;
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g_pGameRules->EndMultiplayerGame();
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}
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//
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// CGameText / game_text -- NON-Localized HUD Message (use env_message to display a titles.txt message)
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// Flag: All players SF_ENVTEXT_ALLPLAYERS
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//
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#define SF_ENVTEXT_ALLPLAYERS 0x0001
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class CGameText : public CRulePointEntity
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{
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public:
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void Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value );
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void KeyValue( KeyValueData *pkvd );
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virtual int Save( CSave &save );
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virtual int Restore( CRestore &restore );
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static TYPEDESCRIPTION m_SaveData[];
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inline BOOL MessageToAll( void ) { return (pev->spawnflags & SF_ENVTEXT_ALLPLAYERS); }
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inline void MessageSet( const char *pMessage ) { pev->message = ALLOC_STRING(pMessage); }
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inline const char *MessageGet( void ) { return STRING(pev->message); }
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private:
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hudtextparms_t m_textParms;
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};
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LINK_ENTITY_TO_CLASS( game_text, CGameText )
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// Save parms as a block. Will break save/restore if the structure changes, but this entity didn't ship with Half-Life, so
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// it can't impact saved Half-Life games.
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TYPEDESCRIPTION CGameText::m_SaveData[] =
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{
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DEFINE_ARRAY( CGameText, m_textParms, FIELD_CHARACTER, sizeof(hudtextparms_t) ),
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};
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IMPLEMENT_SAVERESTORE( CGameText, CRulePointEntity )
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void CGameText::KeyValue( KeyValueData *pkvd )
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{
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if( FStrEq( pkvd->szKeyName, "channel" ) )
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{
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m_textParms.channel = atoi( pkvd->szValue );
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pkvd->fHandled = TRUE;
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}
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else if( FStrEq( pkvd->szKeyName, "x" ) )
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{
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m_textParms.x = atof( pkvd->szValue );
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pkvd->fHandled = TRUE;
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}
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else if( FStrEq(pkvd->szKeyName, "y" ) )
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{
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m_textParms.y = atof( pkvd->szValue );
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pkvd->fHandled = TRUE;
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}
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else if( FStrEq( pkvd->szKeyName, "effect" ) )
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{
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m_textParms.effect = atoi( pkvd->szValue );
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pkvd->fHandled = TRUE;
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}
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else if( FStrEq( pkvd->szKeyName, "color" ) )
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{
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int color[4];
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UTIL_StringToIntArray( color, 4, pkvd->szValue );
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m_textParms.r1 = color[0];
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m_textParms.g1 = color[1];
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m_textParms.b1 = color[2];
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m_textParms.a1 = color[3];
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pkvd->fHandled = TRUE;
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}
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else if( FStrEq( pkvd->szKeyName, "color2" ) )
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{
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int color[4];
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UTIL_StringToIntArray( color, 4, pkvd->szValue );
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m_textParms.r2 = color[0];
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m_textParms.g2 = color[1];
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m_textParms.b2 = color[2];
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m_textParms.a2 = color[3];
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pkvd->fHandled = TRUE;
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}
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else if( FStrEq( pkvd->szKeyName, "fadein" ) )
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{
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m_textParms.fadeinTime = atof( pkvd->szValue );
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pkvd->fHandled = TRUE;
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}
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else if( FStrEq( pkvd->szKeyName, "fadeout" ) )
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{
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m_textParms.fadeoutTime = atof( pkvd->szValue );
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pkvd->fHandled = TRUE;
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}
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else if( FStrEq( pkvd->szKeyName, "holdtime" ) )
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{
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m_textParms.holdTime = atof( pkvd->szValue );
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pkvd->fHandled = TRUE;
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}
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else if( FStrEq(pkvd->szKeyName, "fxtime" ) )
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{
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m_textParms.fxTime = atof( pkvd->szValue );
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pkvd->fHandled = TRUE;
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}
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else
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CRulePointEntity::KeyValue( pkvd );
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}
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void CGameText::Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value )
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{
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if( !CanFireForActivator( pActivator ) )
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return;
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if( MessageToAll() )
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{
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UTIL_HudMessageAll( m_textParms, MessageGet() );
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}
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else
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{
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if( pActivator->IsNetClient() )
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{
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UTIL_HudMessage( pActivator, m_textParms, MessageGet() );
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}
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}
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}
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//
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// CGameTeamMaster / game_team_master -- "Masters" like multisource, but based on the team of the activator
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// Only allows mastered entity to fire if the team matches my team
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//
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// team index (pulled from server team list "mp_teamlist"
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// Flag: Remove on Fire
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// Flag: Any team until set? -- Any team can use this until the team is set (otherwise no teams can use it)
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//
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#define SF_TEAMMASTER_FIREONCE 0x0001
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#define SF_TEAMMASTER_ANYTEAM 0x0002
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class CGameTeamMaster : public CRulePointEntity
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{
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public:
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void KeyValue( KeyValueData *pkvd );
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void Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value );
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int ObjectCaps( void ) { return CRulePointEntity:: ObjectCaps() | FCAP_MASTER; }
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BOOL IsTriggered( CBaseEntity *pActivator );
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const char *TeamID( void );
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inline BOOL RemoveOnFire( void ) { return (pev->spawnflags & SF_TEAMMASTER_FIREONCE) ? TRUE : FALSE; }
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inline BOOL AnyTeam( void ) { return (pev->spawnflags & SF_TEAMMASTER_ANYTEAM) ? TRUE : FALSE; }
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private:
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BOOL TeamMatch( CBaseEntity *pActivator );
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int m_teamIndex;
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USE_TYPE triggerType;
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};
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LINK_ENTITY_TO_CLASS( game_team_master, CGameTeamMaster )
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void CGameTeamMaster::KeyValue( KeyValueData *pkvd )
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{
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if( FStrEq( pkvd->szKeyName, "teamindex" ) )
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{
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m_teamIndex = atoi( pkvd->szValue );
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pkvd->fHandled = TRUE;
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}
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else if( FStrEq( pkvd->szKeyName, "triggerstate" ) )
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{
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int type = atoi( pkvd->szValue );
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switch( type )
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{
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case 0:
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triggerType = USE_OFF;
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break;
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case 2:
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triggerType = USE_TOGGLE;
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break;
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default:
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triggerType = USE_ON;
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break;
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}
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pkvd->fHandled = TRUE;
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}
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else
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CRulePointEntity::KeyValue( pkvd );
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}
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void CGameTeamMaster::Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value )
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{
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if( !CanFireForActivator( pActivator ) )
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return;
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if( useType == USE_SET )
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{
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if( value < 0 )
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{
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m_teamIndex = -1;
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}
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else
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{
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m_teamIndex = g_pGameRules->GetTeamIndex( pActivator->TeamID() );
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}
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return;
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}
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if( TeamMatch( pActivator ) )
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{
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SUB_UseTargets( pActivator, triggerType, value );
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if( RemoveOnFire() )
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UTIL_Remove( this );
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}
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}
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BOOL CGameTeamMaster::IsTriggered( CBaseEntity *pActivator )
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{
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return TeamMatch( pActivator );
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}
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const char *CGameTeamMaster::TeamID( void )
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{
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if( m_teamIndex < 0 ) // Currently set to "no team"
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return "";
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return g_pGameRules->GetIndexedTeamName( m_teamIndex ); // UNDONE: Fill this in with the team from the "teamlist"
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}
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BOOL CGameTeamMaster::TeamMatch( CBaseEntity *pActivator )
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{
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if( m_teamIndex < 0 && AnyTeam() )
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return TRUE;
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if( !pActivator )
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return FALSE;
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return UTIL_TeamsMatch( pActivator->TeamID(), TeamID() );
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}
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//
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// CGameTeamSet / game_team_set -- Changes the team of the entity it targets to the activator's team
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// Flag: Fire once
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// Flag: Clear team -- Sets the team to "NONE" instead of activator
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#define SF_TEAMSET_FIREONCE 0x0001
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#define SF_TEAMSET_CLEARTEAM 0x0002
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class CGameTeamSet : public CRulePointEntity
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{
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public:
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void Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value );
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inline BOOL RemoveOnFire( void ) { return (pev->spawnflags & SF_TEAMSET_FIREONCE) ? TRUE : FALSE; }
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inline BOOL ShouldClearTeam( void ) { return (pev->spawnflags & SF_TEAMSET_CLEARTEAM) ? TRUE : FALSE; }
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private:
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};
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LINK_ENTITY_TO_CLASS( game_team_set, CGameTeamSet )
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void CGameTeamSet::Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value )
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{
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if( !CanFireForActivator( pActivator ) )
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return;
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if( ShouldClearTeam() )
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{
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SUB_UseTargets( pActivator, USE_SET, -1 );
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}
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else
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{
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SUB_UseTargets( pActivator, USE_SET, 0 );
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}
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if( RemoveOnFire() )
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{
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UTIL_Remove( this );
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}
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}
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//
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// CGamePlayerZone / game_player_zone -- players in the zone fire my target when I'm fired
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//
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// Needs master?
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class CGamePlayerZone : public CRuleBrushEntity
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{
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public:
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void KeyValue( KeyValueData *pkvd );
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void Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value );
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virtual int Save( CSave &save );
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virtual int Restore( CRestore &restore );
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static TYPEDESCRIPTION m_SaveData[];
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private:
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string_t m_iszInTarget;
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string_t m_iszOutTarget;
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string_t m_iszInCount;
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string_t m_iszOutCount;
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};
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LINK_ENTITY_TO_CLASS( game_zone_player, CGamePlayerZone )
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TYPEDESCRIPTION CGamePlayerZone::m_SaveData[] =
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{
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DEFINE_FIELD( CGamePlayerZone, m_iszInTarget, FIELD_STRING ),
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DEFINE_FIELD( CGamePlayerZone, m_iszOutTarget, FIELD_STRING ),
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DEFINE_FIELD( CGamePlayerZone, m_iszInCount, FIELD_STRING ),
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DEFINE_FIELD( CGamePlayerZone, m_iszOutCount, FIELD_STRING ),
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};
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IMPLEMENT_SAVERESTORE( CGamePlayerZone, CRuleBrushEntity )
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void CGamePlayerZone::KeyValue( KeyValueData *pkvd )
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{
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if( FStrEq(pkvd->szKeyName, "intarget" ) )
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{
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m_iszInTarget = ALLOC_STRING( pkvd->szValue );
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pkvd->fHandled = TRUE;
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}
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else if( FStrEq( pkvd->szKeyName, "outtarget" ) )
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{
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m_iszOutTarget = ALLOC_STRING( pkvd->szValue );
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pkvd->fHandled = TRUE;
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}
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else if( FStrEq( pkvd->szKeyName, "incount" ) )
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{
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m_iszInCount = ALLOC_STRING( pkvd->szValue );
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pkvd->fHandled = TRUE;
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}
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else if( FStrEq( pkvd->szKeyName, "outcount" ) )
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{
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m_iszOutCount = ALLOC_STRING( pkvd->szValue );
|
|
pkvd->fHandled = TRUE;
|
|
}
|
|
else
|
|
CRuleBrushEntity::KeyValue( pkvd );
|
|
}
|
|
|
|
void CGamePlayerZone::Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value )
|
|
{
|
|
int playersInCount = 0;
|
|
int playersOutCount = 0;
|
|
|
|
if( !CanFireForActivator( pActivator ) )
|
|
return;
|
|
|
|
CBaseEntity *pPlayer = NULL;
|
|
|
|
for( int i = 1; i <= gpGlobals->maxClients; i++ )
|
|
{
|
|
pPlayer = UTIL_PlayerByIndex( i );
|
|
if ( pPlayer )
|
|
{
|
|
TraceResult trace;
|
|
int hullNumber;
|
|
|
|
hullNumber = human_hull;
|
|
if( pPlayer->pev->flags & FL_DUCKING )
|
|
{
|
|
hullNumber = head_hull;
|
|
}
|
|
|
|
UTIL_TraceModel( pPlayer->pev->origin, pPlayer->pev->origin, hullNumber, edict(), &trace );
|
|
|
|
if( trace.fStartSolid )
|
|
{
|
|
playersInCount++;
|
|
if( m_iszInTarget )
|
|
{
|
|
FireTargets( STRING( m_iszInTarget ), pPlayer, pActivator, useType, value );
|
|
}
|
|
}
|
|
else
|
|
{
|
|
playersOutCount++;
|
|
if( m_iszOutTarget )
|
|
{
|
|
FireTargets( STRING( m_iszOutTarget ), pPlayer, pActivator, useType, value );
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
if( m_iszInCount )
|
|
{
|
|
FireTargets( STRING( m_iszInCount ), pActivator, this, USE_SET, playersInCount );
|
|
}
|
|
|
|
if( m_iszOutCount )
|
|
{
|
|
FireTargets( STRING( m_iszOutCount ), pActivator, this, USE_SET, playersOutCount );
|
|
}
|
|
}
|
|
|
|
//
|
|
// CGamePlayerHurt / game_player_hurt -- Damages the player who fires it
|
|
// Flag: Fire once
|
|
|
|
#define SF_PKILL_FIREONCE 0x0001
|
|
|
|
class CGamePlayerHurt : public CRulePointEntity
|
|
{
|
|
public:
|
|
void Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value );
|
|
inline BOOL RemoveOnFire( void ) { return (pev->spawnflags & SF_PKILL_FIREONCE) ? TRUE : FALSE; }
|
|
|
|
private:
|
|
};
|
|
|
|
LINK_ENTITY_TO_CLASS( game_player_hurt, CGamePlayerHurt )
|
|
|
|
void CGamePlayerHurt::Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value )
|
|
{
|
|
if( !CanFireForActivator( pActivator ) )
|
|
return;
|
|
|
|
if( pActivator->IsPlayer() )
|
|
{
|
|
if( pev->dmg < 0 )
|
|
pActivator->TakeHealth( -pev->dmg, DMG_GENERIC );
|
|
else
|
|
pActivator->TakeDamage( pev, pev, pev->dmg, DMG_GENERIC );
|
|
}
|
|
|
|
SUB_UseTargets( pActivator, useType, value );
|
|
|
|
if( RemoveOnFire() )
|
|
{
|
|
UTIL_Remove( this );
|
|
}
|
|
}
|
|
|
|
//
|
|
// CGameCounter / game_counter -- Counts events and fires target
|
|
// Flag: Fire once
|
|
// Flag: Reset on Fire
|
|
|
|
#define SF_GAMECOUNT_FIREONCE 0x0001
|
|
#define SF_GAMECOUNT_RESET 0x0002
|
|
|
|
class CGameCounter : public CRulePointEntity
|
|
{
|
|
public:
|
|
void Spawn( void );
|
|
void Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value );
|
|
inline BOOL RemoveOnFire( void ) { return (pev->spawnflags & SF_GAMECOUNT_FIREONCE) ? TRUE : FALSE; }
|
|
inline BOOL ResetOnFire( void ) { return (pev->spawnflags & SF_GAMECOUNT_RESET) ? TRUE : FALSE; }
|
|
|
|
inline void CountUp( void ) { pev->frags++; }
|
|
inline void CountDown( void ) { pev->frags--; }
|
|
inline void ResetCount( void ) { pev->frags = pev->dmg; }
|
|
inline int CountValue( void ) { return (int)pev->frags; }
|
|
inline int LimitValue( void ) { return (int)pev->health; }
|
|
|
|
inline BOOL HitLimit( void ) { return CountValue() == LimitValue(); }
|
|
|
|
private:
|
|
|
|
inline void SetCountValue( int value ) { pev->frags = value; }
|
|
inline void SetInitialValue( int value ) { pev->dmg = value; }
|
|
};
|
|
|
|
LINK_ENTITY_TO_CLASS( game_counter, CGameCounter )
|
|
|
|
void CGameCounter::Spawn( void )
|
|
{
|
|
// Save off the initial count
|
|
SetInitialValue( CountValue() );
|
|
CRulePointEntity::Spawn();
|
|
}
|
|
|
|
void CGameCounter::Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value )
|
|
{
|
|
if( !CanFireForActivator( pActivator ) )
|
|
return;
|
|
|
|
switch( useType )
|
|
{
|
|
case USE_ON:
|
|
case USE_TOGGLE:
|
|
CountUp();
|
|
break;
|
|
case USE_OFF:
|
|
CountDown();
|
|
break;
|
|
case USE_SET:
|
|
SetCountValue( (int)value );
|
|
break;
|
|
}
|
|
|
|
if( HitLimit() )
|
|
{
|
|
SUB_UseTargets( pActivator, USE_TOGGLE, 0 );
|
|
if( RemoveOnFire() )
|
|
{
|
|
UTIL_Remove( this );
|
|
}
|
|
|
|
if( ResetOnFire() )
|
|
{
|
|
ResetCount();
|
|
}
|
|
}
|
|
}
|
|
|
|
//
|
|
// CGameCounterSet / game_counter_set -- Sets the counter's value
|
|
// Flag: Fire once
|
|
|
|
#define SF_GAMECOUNTSET_FIREONCE 0x0001
|
|
|
|
class CGameCounterSet : public CRulePointEntity
|
|
{
|
|
public:
|
|
void Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value );
|
|
inline BOOL RemoveOnFire( void ) { return (pev->spawnflags & SF_GAMECOUNTSET_FIREONCE) ? TRUE : FALSE; }
|
|
|
|
private:
|
|
};
|
|
|
|
LINK_ENTITY_TO_CLASS( game_counter_set, CGameCounterSet )
|
|
|
|
void CGameCounterSet::Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value )
|
|
{
|
|
if( !CanFireForActivator( pActivator ) )
|
|
return;
|
|
|
|
SUB_UseTargets( pActivator, USE_SET, pev->frags );
|
|
|
|
if( RemoveOnFire() )
|
|
{
|
|
UTIL_Remove( this );
|
|
}
|
|
}
|
|
|
|
//
|
|
// CGamePlayerEquip / game_playerequip -- Sets the default player equipment
|
|
// Flag: USE Only
|
|
|
|
#define SF_PLAYEREQUIP_USEONLY 0x0001
|
|
#define MAX_EQUIP 32
|
|
|
|
class CGamePlayerEquip : public CRulePointEntity
|
|
{
|
|
public:
|
|
void KeyValue( KeyValueData *pkvd );
|
|
void Touch( CBaseEntity *pOther );
|
|
void Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value );
|
|
|
|
inline BOOL UseOnly( void ) { return (pev->spawnflags & SF_PLAYEREQUIP_USEONLY) ? TRUE : FALSE; }
|
|
|
|
private:
|
|
void EquipPlayer( CBaseEntity *pPlayer );
|
|
|
|
string_t m_weaponNames[MAX_EQUIP];
|
|
int m_weaponCount[MAX_EQUIP];
|
|
};
|
|
|
|
LINK_ENTITY_TO_CLASS( game_player_equip, CGamePlayerEquip )
|
|
|
|
void CGamePlayerEquip::KeyValue( KeyValueData *pkvd )
|
|
{
|
|
CRulePointEntity::KeyValue( pkvd );
|
|
|
|
if( !pkvd->fHandled )
|
|
{
|
|
for( int i = 0; i < MAX_EQUIP; i++ )
|
|
{
|
|
if( !m_weaponNames[i] )
|
|
{
|
|
char tmp[128];
|
|
|
|
UTIL_StripToken( pkvd->szKeyName, tmp );
|
|
|
|
m_weaponNames[i] = ALLOC_STRING( tmp );
|
|
m_weaponCount[i] = atoi( pkvd->szValue );
|
|
m_weaponCount[i] = Q_max( 1, m_weaponCount[i] );
|
|
pkvd->fHandled = TRUE;
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
void CGamePlayerEquip::Touch( CBaseEntity *pOther )
|
|
{
|
|
if( !CanFireForActivator( pOther ) )
|
|
return;
|
|
|
|
if( UseOnly() )
|
|
return;
|
|
|
|
EquipPlayer( pOther );
|
|
}
|
|
|
|
void CGamePlayerEquip::EquipPlayer( CBaseEntity *pEntity )
|
|
{
|
|
CBasePlayer *pPlayer = NULL;
|
|
|
|
if( pEntity->IsPlayer() )
|
|
{
|
|
pPlayer = (CBasePlayer *)pEntity;
|
|
}
|
|
|
|
if( !pPlayer )
|
|
return;
|
|
|
|
for( int i = 0; i < MAX_EQUIP; i++ )
|
|
{
|
|
if( !m_weaponNames[i] )
|
|
break;
|
|
for( int j = 0; j < m_weaponCount[i]; j++ )
|
|
{
|
|
pPlayer->GiveNamedItem( STRING( m_weaponNames[i] ) );
|
|
}
|
|
}
|
|
}
|
|
|
|
void CGamePlayerEquip::Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value )
|
|
{
|
|
EquipPlayer( pActivator );
|
|
}
|
|
|
|
//
|
|
// CGamePlayerTeam / game_player_team -- Changes the team of the player who fired it
|
|
// Flag: Fire once
|
|
// Flag: Kill Player
|
|
// Flag: Gib Player
|
|
|
|
#define SF_PTEAM_FIREONCE 0x0001
|
|
#define SF_PTEAM_KILL 0x0002
|
|
#define SF_PTEAM_GIB 0x0004
|
|
|
|
class CGamePlayerTeam : public CRulePointEntity
|
|
{
|
|
public:
|
|
void Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value );
|
|
|
|
private:
|
|
inline BOOL RemoveOnFire( void ) { return (pev->spawnflags & SF_PTEAM_FIREONCE) ? TRUE : FALSE; }
|
|
inline BOOL ShouldKillPlayer( void ) { return (pev->spawnflags & SF_PTEAM_KILL) ? TRUE : FALSE; }
|
|
inline BOOL ShouldGibPlayer( void ) { return (pev->spawnflags & SF_PTEAM_GIB) ? TRUE : FALSE; }
|
|
|
|
const char *TargetTeamName( const char *pszTargetName );
|
|
};
|
|
|
|
LINK_ENTITY_TO_CLASS( game_player_team, CGamePlayerTeam )
|
|
|
|
const char *CGamePlayerTeam::TargetTeamName( const char *pszTargetName )
|
|
{
|
|
CBaseEntity *pTeamEntity = NULL;
|
|
|
|
while( ( pTeamEntity = UTIL_FindEntityByTargetname( pTeamEntity, pszTargetName ) ) != NULL )
|
|
{
|
|
if( FClassnameIs( pTeamEntity->pev, "game_team_master" ) )
|
|
return pTeamEntity->TeamID();
|
|
}
|
|
|
|
return NULL;
|
|
}
|
|
|
|
void CGamePlayerTeam::Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value )
|
|
{
|
|
if( !CanFireForActivator( pActivator ) )
|
|
return;
|
|
|
|
if( pActivator->IsPlayer() )
|
|
{
|
|
const char *pszTargetTeam = TargetTeamName( STRING(pev->target) );
|
|
if ( pszTargetTeam )
|
|
{
|
|
CBasePlayer *pPlayer = (CBasePlayer *)pActivator;
|
|
g_pGameRules->ChangePlayerTeam( pPlayer, pszTargetTeam, ShouldKillPlayer(), ShouldGibPlayer() );
|
|
}
|
|
}
|
|
|
|
if( RemoveOnFire() )
|
|
{
|
|
UTIL_Remove( this );
|
|
}
|
|
}
|