-
Notifications
You must be signed in to change notification settings - Fork 18
/
ff_item_flag.cpp
1401 lines (1165 loc) · 40.6 KB
/
ff_item_flag.cpp
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
659
660
661
662
663
664
665
666
667
668
669
670
671
672
673
674
675
676
677
678
679
680
681
682
683
684
685
686
687
688
689
690
691
692
693
694
695
696
697
698
699
700
701
702
703
704
705
706
707
708
709
710
711
712
713
714
715
716
717
718
719
720
721
722
723
724
725
726
727
728
729
730
731
732
733
734
735
736
737
738
739
740
741
742
743
744
745
746
747
748
749
750
751
752
753
754
755
756
757
758
759
760
761
762
763
764
765
766
767
768
769
770
771
772
773
774
775
776
777
778
779
780
781
782
783
784
785
786
787
788
789
790
791
792
793
794
795
796
797
798
799
800
801
802
803
804
805
806
807
808
809
810
811
812
813
814
815
816
817
818
819
820
821
822
823
824
825
826
827
828
829
830
831
832
833
834
835
836
837
838
839
840
841
842
843
844
845
846
847
848
849
850
851
852
853
854
855
856
857
858
859
860
861
862
863
864
865
866
867
868
869
870
871
872
873
874
875
876
877
878
879
880
881
882
883
884
885
886
887
888
889
890
891
892
893
894
895
896
897
898
899
900
901
902
903
904
905
906
907
908
909
910
911
912
913
914
915
916
917
918
919
920
921
922
923
924
925
926
927
928
929
930
931
932
933
934
935
936
937
938
939
940
941
942
943
944
945
946
947
948
949
950
951
952
953
954
955
956
957
958
959
960
961
962
963
964
965
966
967
968
969
970
971
972
973
974
975
976
977
978
979
980
981
982
983
984
985
986
987
988
989
990
991
992
993
994
995
996
997
998
999
1000
/// =============== Fortress Forever ===============
/// ======== A modification for Half-Life 2 ========
///
/// @file \Steam\SteamApps\SourceMods\FortressForeverCode\dlls\ff\ff_item_flag.cpp
/// @author Kevin Hjelden (FryGuy)
/// @date Jun. 29, 2005
/// @brief Flag Item (generic lua entity)
///
/// Implements a basic flag item for the lua scripting system to implement
///
/// Revisions
/// ---------
/// Jun. 29, 2005 FryGuy: Initial Creation
#include "cbase.h"
#include "ff_item_flag.h"
#include "ff_scriptman.h"
#include "ff_luacontext.h"
#include "ff_player.h"
#include "omnibot_interface.h"
#include "ai_basenpc.h"
#include "IEffects.h"
#include "movevars_shared.h"
// Lua includes
extern "C"
{
#include "lua.h"
#include "lualib.h"
#include "lauxlib.h"
}
#undef MINMAX_H
#undef min
#undef max
#include "luabind/luabind.hpp"
#include "luabind/iterator_policy.hpp"
#include "tier0/memdbgon.h"
ConVar ffdev_visualize_infoscript_sizes( "ffdev_visualize_infoscript_sizes", "0", FCVAR_CHEAT );
#define VISUALIZE_INFOSCRIPT_SIZES ffdev_visualize_infoscript_sizes.GetBool()
#define ITEM_PICKUP_BOX_BLOAT 12 // default; only used if no lua function exists
//ConVar ffdev_flag_throwup( "ffdev_flag_throwup", "1.6", FCVAR_FF_FFDEV );
#define FLAG_THROWUP 1.6f
//ConVar ffdev_flag_float_force( "ffdev_flag_float_force", "1.05", FCVAR_FF_FFDEV );
#define FLAG_FLOAT_FORCE 1.05f
//ConVar ffdev_flag_float_force2( "ffdev_flag_float_force2", "0.9", FCVAR_FF_FFDEV );
#define FLAG_FLOAT_FORCE2 0.9f
//ConVar ffdev_flag_float_drag( "ffdev_flag_float_drag", "1.0", FCVAR_FF_FFDEV );
#define FLAG_FLOAT_DRAG 1.0f
//ConVar ffdev_flag_float_offset( "ffdev_flag_float_offset", "48.0", FCVAR_FF_FFDEV );
#define FLAG_FLOAT_OFFSET 48.0f
//ConVar ffdev_flag_rotation( "ffdev_flag_rotation", "50.0", FCVAR_FF_FFDEV );
#define FLAG_ROTATION 50.0f
int ACT_INFO_RETURNED;
int ACT_INFO_CARRIED;
int ACT_INFO_DROPPED;
LINK_ENTITY_TO_CLASS( info_ff_script_animator, CFFInfoScriptAnimator );
PRECACHE_REGISTER( info_ff_script_animator );
BEGIN_DATADESC( CFFInfoScriptAnimator )
DEFINE_THINKFUNC( OnThink ),
END_DATADESC()
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CFFInfoScriptAnimator::Spawn( void )
{
SetThink( &CFFInfoScriptAnimator::OnThink );
SetNextThink( gpGlobals->curtime );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CFFInfoScriptAnimator::OnThink( void )
{
if( m_pFFScript )
{
if( m_pFFScript->HasAnimations() )
{
m_pFFScript->StudioFrameAdvance();
}
}
SetNextThink( gpGlobals->curtime );
}
// -----------------
// --> Mirv: Added for client class
IMPLEMENT_SERVERCLASS_ST( CFFInfoScript, DT_FFInfoScript )
SendPropFloat( SENDINFO( m_flThrowTime ) ),
SendPropVector( SENDINFO( m_vecOffset ), SPROP_NOSCALE ), // AfterShock: possibly SPROP_COORD this and remove SPROP_NOSCALE for optimisation?
SendPropInt( SENDINFO( m_iGoalState ), 4 ),
SendPropInt( SENDINFO( m_iPosState ), 4 ),
SendPropInt( SENDINFO( m_iShadow ), 1, SPROP_UNSIGNED ),
SendPropInt( SENDINFO( m_iHasModel ), 1, SPROP_UNSIGNED ),
END_SEND_TABLE()
// <-- Mirv: Added for client class
BEGIN_DATADESC( CFFInfoScript )
DEFINE_ENTITYFUNC( OnTouch ),
DEFINE_THINKFUNC( OnThink ),
DEFINE_THINKFUNC( OnRespawn ),
DEFINE_THINKFUNC( RemoveThink ),
END_DATADESC()
LINK_ENTITY_TO_CLASS( info_ff_script, CFFInfoScript );
PRECACHE_REGISTER( info_ff_script );
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
CFFInfoScript::CFFInfoScript( void )
{
m_iHasModel = 0;
m_pAnimator = NULL;
m_pLastOwner = NULL;
m_spawnflags = 0;
m_vStartOrigin = Vector( 0, 0, 0 );
m_bHasAnims = false;
m_bUsePhysics = false;
m_iShadow = 1;
// Init the goal state
m_iGoalState = GS_INACTIVE;
// Init the position state
m_iPosState = PS_RETURNED;
m_allowTouchFlags = 0;
m_disallowTouchFlags = 0;
// bot info
m_BotTeamFlags = 0;
m_BotGoalType = Omnibot::kNone;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
CFFInfoScript::~CFFInfoScript( void )
{
m_spawnflags = 0;
m_vStartOrigin = Vector();
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CFFInfoScript::Precache( void )
{
PrecacheModel( FLAG_MODEL );
CFFLuaSC hPrecache;
_scriptman.RunPredicates_LUA( this, &hPrecache, "precache" );
PrecacheScriptSound( "Flag.FloatDeploy" );
PrecacheScriptSound( "Flag.FloatBubbles" );
}
void CFFInfoScript::UpdateOnRemove( void )
{
if (m_pAnimator)
m_pAnimator->Remove();
BaseClass::UpdateOnRemove();
}
void CFFInfoScript::MakeTouchable()
{
// SOLID_NONE is used instead of SOLID_BBOX so that dropped items do not block doors, etc
SetSolid( SOLID_NONE );
// FSOLID_USE_TRIGGER_BOUNDS is required to allow SOLID_NONE non-vphysics objects to be touched
// FSOLID_NOT_STANDABLE makes vphysics objects non-solid to players
AddSolidFlags( FSOLID_USE_TRIGGER_BOUNDS | FSOLID_NOT_STANDABLE | FSOLID_TRIGGER );
SetCollisionGroup( COLLISION_GROUP_TRIGGERONLY );
m_vecTouchMins = m_vecMins;
m_vecTouchMaxs = m_vecMaxs;
m_flHitboxBloat = 0.0f;
CFFLuaSC TouchSizeContext;
TouchSizeContext.PushRef(m_vecTouchMins);
TouchSizeContext.PushRef(m_vecTouchMaxs);
TouchSizeContext.CallFunction( this, "gettouchsize" );
CFFLuaSC BloatSizeContext;
if (BloatSizeContext.CallFunction( this, "getbloatsize" ))
m_flHitboxBloat = BloatSizeContext.GetFloat();
else
m_flHitboxBloat = ITEM_PICKUP_BOX_BLOAT;
// Reset size
UTIL_SetSize( this, m_vecTouchMins, m_vecTouchMaxs );
if (m_flHitboxBloat > 0.0f)
CollisionProp()->UseTriggerBounds( true, m_flHitboxBloat );
// make it respond to touch again
SetTouch( &CFFInfoScript::OnTouch ); // |-- Mirv: Account for GCC strictness
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
bool CFFInfoScript::CreateItemVPhysicsObject( void )
{
if( GetOwnerEntity() )
{
FollowEntity( NULL );
SetOwnerEntity( NULL );
}
// move it to where it's supposed to respawn at
m_atStart = true;
SetAbsOrigin( m_vStartOrigin );
SetLocalAngles( m_vStartAngles );
MakeTouchable();
SetMoveType( MOVETYPE_NONE );
// Update goal state
SetInactive();
// Update position state
SetReturned();
CFFLuaSC hDropAtSpawn;
_scriptman.RunPredicates_LUA( this, &hDropAtSpawn, "dropatspawn" );
// See if the info_ff_script should drop to the ground or not
if( hDropAtSpawn.GetBool() )
{
// If it's not physical, drop it to the floor
if( UTIL_DropToFloor( this, MASK_SOLID ) == 0 )
{
Warning( "[InfoFFScript] Item %s fell out of level at %f,%f,%f\n", GetClassname(), GetAbsOrigin().x, GetAbsOrigin().y, GetAbsOrigin().z);
UTIL_Remove( this );
return false;
}
}
return true;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CFFInfoScript::Spawn( void )
{
// Set the time we spawned.
m_flSpawnTime = gpGlobals->curtime;
Precache();
// Check if this object has an attachoffset function and get the value if it does
CFFLuaSC hAttachOffset;
if( _scriptman.RunPredicates_LUA( this, &hAttachOffset, "attachoffset" ) )
m_vecOffset.GetForModify() = hAttachOffset.GetVector();
// See if object has a shadow
CFFLuaSC hShadow;
if( _scriptman.RunPredicates_LUA( this, &hShadow, "hasshadow" ) )
{
if( !hShadow.GetBool() )
m_iShadow = 0;
}
SetModel( FLAG_MODEL );
SetBlocksLOS( false );
// Run the spawn function
CFFLuaSC hSpawn;
bool bSpawnSuccessful = _scriptman.RunPredicates_LUA( this, &hSpawn, "spawn" );
m_vStartOrigin = GetAbsOrigin();
m_vStartAngles = GetAbsAngles();
m_atStart = true;
// See if the object uses animations
CFFLuaSC hHasAnimation;
_scriptman.RunPredicates_LUA( this, &hHasAnimation, "hasanimation" );
m_bHasAnims = hHasAnimation.GetBool();
// If using anims, set them up!
// Only do this if the "spawn" call was successful so it won't break maps
if( m_bHasAnims && bSpawnSuccessful )
{
ADD_CUSTOM_ACTIVITY( CFFInfoScript, ACT_INFO_RETURNED );
ADD_CUSTOM_ACTIVITY( CFFInfoScript, ACT_INFO_DROPPED );
ADD_CUSTOM_ACTIVITY( CFFInfoScript, ACT_INFO_CARRIED );
// Set up the animator helper
m_pAnimator = ( CFFInfoScriptAnimator * )CreateEntityByName( "info_ff_script_animator" );
if( m_pAnimator )
{
m_pAnimator->Spawn();
m_pAnimator->m_pFFScript = this;
}
}
// Check to see if this object uses physics
CFFLuaSC hUsePhysics;
_scriptman.RunPredicates_LUA( this, &hUsePhysics, "usephysics" );
m_bUsePhysics = hUsePhysics.GetBool();
// Store off mins/maxs
m_vecMins = CollisionProp()->OBBMins();
m_vecMaxs = CollisionProp()->OBBMaxs();
CreateItemVPhysicsObject();
m_pLastOwner = NULL;
m_flThrowTime = 0.0f;
PlayReturnedAnim();
}
//-----------------------------------------------------------------------------
// Purpose: Play an animation specific to this info_ff_script being dropped
//-----------------------------------------------------------------------------
void CFFInfoScript::PlayDroppedAnim( void )
{
InternalPlayAnim( ( Activity )ACT_INFO_DROPPED );
}
//-----------------------------------------------------------------------------
// Purpose: Play an animation specific to this info_ff_script being carried
//-----------------------------------------------------------------------------
void CFFInfoScript::PlayCarriedAnim( void )
{
InternalPlayAnim( ( Activity )ACT_INFO_CARRIED );
}
//-----------------------------------------------------------------------------
// Purpose: Play an animation specific to this info_ff_script being returned
//-----------------------------------------------------------------------------
void CFFInfoScript::PlayReturnedAnim( void )
{
InternalPlayAnim( ( Activity )ACT_INFO_RETURNED );
}
//-----------------------------------------------------------------------------
// Purpose: Play an animation
//-----------------------------------------------------------------------------
void CFFInfoScript::InternalPlayAnim( Activity hActivity )
{
if( m_bHasAnims )
{
ResetSequenceInfo();
SetSequence( SelectWeightedSequence( hActivity ) );
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
bool CFFInfoScript::CanEntityTouch(CBaseEntity* pEntity)
{
if(!pEntity)
return false;
// early out if we dont pass the player filter
if(m_allowTouchFlags & kAllowOnlyPlayers)
{
if(!pEntity->IsPlayer())
return false;
}
if(m_disallowTouchFlags & kAllowOnlyPlayers)
{
if(pEntity->IsPlayer())
return false;
}
bool bCanTouch = false;
// first check the team touch flags
int teamMask = kAllowRedTeam|kAllowBlueTeam|kAllowYellowTeam|kAllowGreenTeam;
if(teamMask & m_allowTouchFlags || teamMask & m_disallowTouchFlags)
{
int iTeam = pEntity->GetTeamNumber();
switch(iTeam)
{
case TEAM_BLUE:
bCanTouch = (m_allowTouchFlags & kAllowBlueTeam) == kAllowBlueTeam
&& (m_disallowTouchFlags & kAllowBlueTeam) != kAllowBlueTeam;
break;
case TEAM_RED:
bCanTouch = (m_allowTouchFlags & kAllowRedTeam) == kAllowRedTeam
&& (m_disallowTouchFlags & kAllowRedTeam) != kAllowRedTeam;
break;
case TEAM_GREEN:
bCanTouch = (m_allowTouchFlags & kAllowGreenTeam) == kAllowGreenTeam
&& (m_disallowTouchFlags & kAllowGreenTeam) != kAllowGreenTeam;
break;
case TEAM_YELLOW:
bCanTouch = (m_allowTouchFlags & kAllowYellowTeam) == kAllowYellowTeam
&& (m_disallowTouchFlags & kAllowYellowTeam) != kAllowYellowTeam;
break;
}
}
// now check the class touch flags
int classMask = kAllowScout|kAllowSniper|kAllowSoldier|kAllowDemoman|kAllowMedic|kAllowHwguy|kAllowPyro|kAllowSpy|kAllowEngineer|kAllowCivilian;
if(classMask & m_disallowTouchFlags && pEntity->IsPlayer() )
{
CFFPlayer *pPlayer = ToFFPlayer ( pEntity );
int iClass = pPlayer->GetClassSlot();
switch(iClass)
{
case CLASS_SCOUT:
bCanTouch = (m_disallowTouchFlags & kAllowScout) != kAllowScout;
break;
case CLASS_SNIPER:
bCanTouch = (m_disallowTouchFlags & kAllowSniper) != kAllowSniper;
break;
case CLASS_SOLDIER:
bCanTouch = (m_disallowTouchFlags & kAllowSoldier) != kAllowSoldier;
break;
case CLASS_DEMOMAN:
bCanTouch = (m_disallowTouchFlags & kAllowDemoman) != kAllowDemoman;
break;
case CLASS_MEDIC:
bCanTouch = (m_disallowTouchFlags & kAllowMedic) != kAllowMedic;
break;
case CLASS_HWGUY:
bCanTouch = (m_disallowTouchFlags & kAllowHwguy) != kAllowHwguy;
break;
case CLASS_PYRO:
bCanTouch = (m_disallowTouchFlags & kAllowPyro) != kAllowPyro;
break;
case CLASS_SPY:
bCanTouch = (m_disallowTouchFlags & kAllowSpy) != kAllowSpy;
break;
case CLASS_ENGINEER:
bCanTouch = (m_disallowTouchFlags & kAllowEngineer) != kAllowEngineer;
break;
case CLASS_CIVILIAN:
bCanTouch = (m_disallowTouchFlags & kAllowCivilian) != kAllowCivilian;
break;
}
}
return bCanTouch;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CFFInfoScript::OnTouch( CBaseEntity *pEntity )
{
if(!pEntity)
return;
// if allowed, notify script entity was touched
if(CanEntityTouch(pEntity))
{
CFFLuaSC hTouch( 1, pEntity );
_scriptman.RunPredicates_LUA( this, &hTouch, "touch" );
}
}
//-----------------------------------------------------------------------------
// Purpose: Set the allow touch flags.
// All teams are disallowed by default, so they are allowed like this.
// All classes are allowed by default, so they aren't allowed like this.
//-----------------------------------------------------------------------------
void CFFInfoScript::SetTouchFlags(const luabind::adl::object& table)
{
m_allowTouchFlags = 0;
if(table.is_valid() && (luabind::type(table) == LUA_TTABLE))
{
// Iterate through the table
for(luabind::iterator ib(table), ie; ib != ie; ++ib)
{
luabind::adl::object val = *ib;
if(luabind::type(val) == LUA_TNUMBER)
{
try
{
int flag = luabind::object_cast<int>(val);
switch(flag)
{
case kAllowOnlyPlayers:
m_allowTouchFlags |= kAllowOnlyPlayers;
break;
case kAllowBlueTeam:
m_allowTouchFlags |= kAllowBlueTeam;
break;
case kAllowRedTeam:
m_allowTouchFlags |= kAllowRedTeam;
break;
case kAllowYellowTeam:
m_allowTouchFlags |= kAllowYellowTeam;
break;
case kAllowGreenTeam:
m_allowTouchFlags |= kAllowGreenTeam;
break;
}
}
catch(...)
{
// throw out exception
// an invalid cast is not exceptional!!
}
}
}
}
}
//-----------------------------------------------------------------------------
// Purpose: Set the disallow touch flags, so scripts can be simpler, e.g.
// ff_waterpolo.lua disallows goalies from using ALL packs with 1 line.
//-----------------------------------------------------------------------------
void CFFInfoScript::SetDisallowTouchFlags(const luabind::adl::object& table)
{
m_disallowTouchFlags = 0;
if(table.is_valid() && (luabind::type(table) == LUA_TTABLE))
{
// Iterate through the table
for(luabind::iterator ib(table), ie; ib != ie; ++ib)
{
luabind::adl::object val = *ib;
if(luabind::type(val) == LUA_TNUMBER)
{
try
{
int flag = luabind::object_cast<int>(val);
switch(flag)
{
case kAllowOnlyPlayers:
m_disallowTouchFlags |= kAllowOnlyPlayers;
break;
case kAllowBlueTeam:
m_disallowTouchFlags |= kAllowBlueTeam;
break;
case kAllowRedTeam:
m_disallowTouchFlags |= kAllowRedTeam;
break;
case kAllowYellowTeam:
m_disallowTouchFlags |= kAllowYellowTeam;
break;
case kAllowGreenTeam:
m_disallowTouchFlags |= kAllowGreenTeam;
break;
case kAllowScout:
m_disallowTouchFlags |= kAllowScout;
break;
case kAllowSniper:
m_disallowTouchFlags |= kAllowSniper;
break;
case kAllowSoldier:
m_disallowTouchFlags |= kAllowSoldier;
break;
case kAllowDemoman:
m_disallowTouchFlags |= kAllowDemoman;
break;
case kAllowMedic:
m_disallowTouchFlags |= kAllowMedic;
break;
case kAllowHwguy:
m_disallowTouchFlags |= kAllowHwguy;
break;
case kAllowPyro:
m_disallowTouchFlags |= kAllowPyro;
break;
case kAllowSpy:
m_disallowTouchFlags |= kAllowSpy;
break;
case kAllowEngineer:
m_disallowTouchFlags |= kAllowEngineer;
break;
case kAllowCivilian:
m_disallowTouchFlags |= kAllowCivilian;
break;
}
}
catch(...)
{
// throw out exception
// an invalid cast is not exceptional!!
}
}
}
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CFFInfoScript::OnOwnerDied( CBaseEntity *pEntity )
{
if( GetOwnerEntity() == pEntity )
{
// Update position state
SetDropped();
CFFLuaSC hOwnerDie( 1, pEntity );
_scriptman.RunPredicates_LUA( this, &hOwnerDie, "onownerdie" );
}
}
//-----------------------------------------------------------------------------
// Purpose: Added so that players getting forced respawn by ApplyToAll/Team/Player
// can give their objects a chance to be dropped so we don't run into
// a situation where you respawn with an info_ff_script and you're not
// supposed to because forcing a respawn used to not ask lua what to
// do with objects players were carrying.
//-----------------------------------------------------------------------------
void CFFInfoScript::OnOwnerForceRespawn( CBaseEntity *pEntity )
{
if( GetOwnerEntity() == pEntity )
{
// Update position state
SetDropped();
CFFLuaSC hOnOwnerForceRespawn( 1, pEntity );
_scriptman.RunPredicates_LUA( this, &hOnOwnerForceRespawn, "onownerforcerespawn" );
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CFFInfoScript::Pickup( CBaseEntity *pEntity )
{
// Don't do anything if removed
if( IsRemoved() )
return;
SetOwnerEntity( pEntity );
SetTouch( NULL );
if( m_bUsePhysics )
{
if( VPhysicsGetObject() )
VPhysicsDestroyObject();
}
FollowEntity( pEntity, true );
// Goal is active when carried
SetActive();
// Update position state
SetCarried();
// stop the return timer
SetThink( NULL );
SetNextThink( gpGlobals->curtime );
PlayCarriedAnim();
Omnibot::Notify_ItemPickedUp(this, pEntity);
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CFFInfoScript::Respawn(float delay)
{
// Don't do anything if removed
if( IsRemoved() )
return;
CreateItemVPhysicsObject();
SetTouch( NULL );
AddEffects( EF_NODRAW );
// During this period until
// we respawn we're active
SetActive();
SetThink( &CFFInfoScript::OnRespawn );
SetNextThink( gpGlobals->curtime + delay );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CFFInfoScript::OnRespawn( void )
{
// Don't do anything if removed
if( IsRemoved() )
return;
CreateItemVPhysicsObject();
if( IsEffectActive( EF_NODRAW ) )
{
// changing from invisible state to visible.
RemoveEffects( EF_NODRAW );
DoMuzzleFlash();
CFFLuaSC hMaterialize;
_scriptman.RunPredicates_LUA( this, &hMaterialize, "materialize" );
}
m_pLastOwner = NULL;
m_flThrowTime = 0.0f;
PlayReturnedAnim();
Omnibot::Notify_ItemRespawned(this);
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CFFInfoScript::Drop( float delay, Vector pos, Vector velocity )
{
// Don't do anything if removed
if( IsRemoved() )
return;
CFFPlayer *pOwner = ToFFPlayer( GetOwnerEntity() );
AssertMsg( pOwner, "Objects can only be attached to players currently!" );
if( !pOwner )
return;
// stop following
FollowEntity( NULL );
m_vecPhysicsMins = m_vecMins;
m_vecPhysicsMaxs = m_vecMaxs;
CFFLuaSC PhysicsSizeContext;
PhysicsSizeContext.PushRef(m_vecPhysicsMins);
PhysicsSizeContext.PushRef(m_vecPhysicsMaxs);
PhysicsSizeContext.CallFunction( this, "getphysicssize" );
MakeTouchable();
SetMoveType( MOVETYPE_FLYGRAVITY, MOVECOLLIDE_FLY_CUSTOM );
CollisionRulesChanged();
// Update goal state
SetActive();
// Update position state
SetDropped();
if( m_bUsePhysics )
{
// No physics object exists, create it
if( !VPhysicsGetObject() )
VPhysicsInitNormal( SOLID_VPHYSICS, GetSolidFlags(), false );
// No physics object can be created, use normal stuff
if( !VPhysicsGetObject() )
m_bUsePhysics = false;
}
if( m_bUsePhysics )
{
IPhysicsObject *pPhysics = VPhysicsGetObject();
// If we're here, pPhysics won't be NULL
Assert( pPhysics );
pPhysics->EnableGravity( true );
pPhysics->EnableMotion( true );
pPhysics->EnableCollisions( true );
pPhysics->EnableDrag( true );
Vector vecDir;
AngleVectors( pOwner->EyeAngles(), &vecDir );
// NOTE: This is the right angle shit... the ball just
// doesn't want to be thrown that way
//NDebugOverlay::Line( pOwner->EyePosition(), pOwner->EyePosition() + ( 256.0f * vecDir ), 0, 0, 255, false, 5.0f );
//vecDir *= vel * vel;
/*pPhysics->ApplyForceCenter( vecDir );
pPhysics->AddVelocity( &vecDir, &vecDir );*/
pPhysics->SetVelocity( &velocity, &velocity );
// Stop the sequence if playing
// NOTE: This doesn't seem to work yet either...
if( m_bHasAnims )
{
ResetSequenceInfo();
SetCycle( 0 );
SetSequence( 0 );
}
}
else
{
// Resize - only do for non physics though!
//CollisionProp()->SetCollisionBounds( Vector( 0, 0, 0 ), Vector( 0, 0, 4 ) );
// #0001026: backpacks & flags can be discarded through doors
// When the bounding box was getting reset after coming to a rest, it was getting stuck in various surfaces -> Defrag
SetAbsOrigin( pos ); /* + ( vecForward * m_vecOffset.GetX() ) + ( vecRight * m_vecOffset.GetY() ) + ( vecUp * m_vecOffset.GetZ() ) );
trace_t trHull;
UTIL_TraceHull( vecOrigin, vecOrigin + Vector( 0, 0, 1 ), Vector( 0, 0, 0 ), Vector( 0, 0, 1 ), MASK_PLAYERSOLID, pOwner, COLLISION_GROUP_PLAYER, &trHull );
// If the trace started in a solid, or the trace didn't finish, or if
// it hit the world then we want to move it back to the player's origin.
// This is to stop things like the push ball that sticks out in front of
// the players being trapped in the world if a player is standing staring
// into a wall
if( trHull.allsolid || ( trHull.fraction != 1.0f ) || trHull.DidHitWorld() )
SetAbsOrigin( vecOrigin - Vector( 0, 0, 2 ) );*/
QAngle vecAngles = pOwner->EyeAngles();
SetAbsAngles( QAngle( 0, vecAngles.y, 0 ) );
SetAbsVelocity( velocity );
}
// set to respawn in [delay] seconds
if( delay >= 0 )
{
SetThink( &CFFInfoScript::OnThink ); // |-- Mirv: Account for GCC strictness
//SetNextThink( gpGlobals->curtime + delay );
m_flReturnTime = gpGlobals->curtime + delay;
m_bFloatActive = 0;
SetNextThink( gpGlobals->curtime );
}
m_pLastOwner = pOwner;
m_flThrowTime = gpGlobals->curtime;
SetOwnerEntity( NULL );
PlayDroppedAnim();
CFFLuaSC hObject( 1, m_pLastOwner );
_scriptman.RunPredicates_LUA( this, &hObject, "ondrop" );
_scriptman.RunPredicates_LUA( this, &hObject, "onloseitem" );
Omnibot::Notify_ItemDropped(this);
}
void CFFInfoScript::Drop( float delay, float speed )
{
CFFPlayer *pOwner = ToFFPlayer( GetOwnerEntity() );
AssertMsg( pOwner, "Objects can only be attached to players currently!" );
if( !pOwner )
return;
Vector vecOrigin = pOwner->GetAbsOrigin();
Vector vecForward, vecRight, vecUp;
//pOwner->GetVectors( &vecForward, &vecRight, &vecUp );
pOwner->EyeVectors( &vecForward, &vecRight, &vecUp );
VectorNormalize( vecForward );
VectorNormalize( vecRight );
VectorNormalize( vecUp );
// Bug #0000429: Flags dropped on death move with the same velocity as the dead player
Vector vel = Vector( 0, 0, 30.0f ); // owner->GetAbsVelocity();
if( speed )
{
vel += vecForward * speed;
vel += vecUp * (speed / FLAG_THROWUP);
}
// Mirv: Don't allow a downwards velocity as this will make it float instead
if( vel.z < 1.0f )
vel.z = 1.0f;
Drop(delay, vecOrigin, vel);
}
//-----------------------------------------------------------------------------
// Purpose: Returns & clears think function
//-----------------------------------------------------------------------------
void CFFInfoScript::ForceReturn( void )
{
Return();
SetThink( NULL );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CFFInfoScript::Return( void )
{
// Don't do anything if removed
if( IsRemoved() )
return;
// #0000220: Capping flag simultaneously with gren explosion results in flag touch.
// set this to curtime so that it will take a few seconds before it becomes
// eligible to be picked up again.
//*
CFFPlayer *pOwner = ToFFPlayer( GetOwnerEntity() );
if( pOwner )
{
m_flThrowTime = gpGlobals->curtime;
m_pLastOwner = pOwner;
CFFLuaSC hOnLoseItem( 1, m_pLastOwner );
_scriptman.RunPredicates_LUA( this, &hOnLoseItem, "onloseitem" );
}
CreateItemVPhysicsObject();
PlayReturnedAnim();
Omnibot::Notify_ItemReturned(this);
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CFFInfoScript::OnThink( void )
{
// return flag if timer expired
if ( gpGlobals->curtime > m_flReturnTime )
{
CFFLuaSC hOnReturn;
_scriptman.RunPredicates_LUA( this, &hOnReturn, "onreturn" );
Return();
}
else
{
// flag in water
if ( UTIL_PointContents( GetAbsOrigin() + Vector( 0.0f, 0.0f, FLAG_FLOAT_OFFSET ) ) & CONTENTS_WATER )
{
// activate float when flag touches bottom
if ( ( GetGroundEntity() != NULL ) && !m_bFloatActive )
{
m_bFloatActive = 1;
EmitSound( "Flag.FloatDeploy" );
EmitSound( "Flag.FloatBubbles" );
g_pEffects->Sparks( GetAbsOrigin() );
UTIL_Bubbles( GetAbsOrigin(), GetAbsOrigin() + Vector( 0.0f, 0.0f, 64.0f ), 50 );
SetAbsOrigin( GetAbsOrigin() + Vector( 0.0f, 0.0f, 1.0f ) );
}
// make flag float upwards
if ( m_bFloatActive )
{
// very simple drag model to stop the flag carrying on accelerating
float flFloatForce = ( FLAG_FLOAT_FORCE * sv_gravity.GetFloat() ) - ( FLAG_FLOAT_DRAG * float( GetAbsVelocity().z ) );
float flFloatSpeed = float( GetAbsVelocity().z ) + flFloatForce * gpGlobals->interval_per_tick;
SetAbsVelocity( Vector( 0.0f, 0.0f, flFloatSpeed ) );
}
}
// flag not in water but float has been activated
else if ( m_bFloatActive )
{
// apply a reduced upwards force if float is out of water
float flFloatForce = ( FLAG_FLOAT_FORCE2 * sv_gravity.GetFloat() ) - ( FLAG_FLOAT_DRAG * float( GetAbsVelocity().z ) );
float flFloatSpeed = float( GetAbsVelocity().z ) + flFloatForce * gpGlobals->interval_per_tick;
SetAbsVelocity( Vector( 0.0f, 0.0f, flFloatSpeed ) );
}