#include "AvHReinforceable.h" #include "AvHServerUtil.h" #include "AvHSharedUtil.h" AvHReinforceable::AvHReinforceable() { this->mReinforcingPlayer = -1; this->mLastTimeReinforced = -1; } void AvHReinforceable::CueRespawnEffect(AvHPlayer* inPlayer) { // Nothing by default, but children can override } void AvHReinforceable::ResetEntity(void) { this->mReinforcingPlayer = -1; this->mLastTimeReinforced = 0; } void AvHReinforceable::UpdateReinforcements() { if(this->GetCanReinforce()) { // If this portal isn't reinforcing a player if(this->mReinforcingPlayer == -1) { // if there are any reinforcements //if(this->mNumReinforcements > 0) //{ // Find player on this team that's been waiting the longest AvHPlayer* thePlayerToSpawn = NULL; FOR_ALL_ENTITIES(kAvHPlayerClassName, AvHPlayer*); if(theEntity->GetTeam() == this->GetReinforceTeamNumber()) { if(theEntity->GetPlayMode() == PLAYMODE_AWAITINGREINFORCEMENT) { if(!thePlayerToSpawn || (theEntity->GetTimeLastPlaying() < thePlayerToSpawn->GetTimeLastPlaying())) { thePlayerToSpawn = theEntity; } } } END_FOR_ALL_ENTITIES(kAvHPlayerClassName); if(thePlayerToSpawn) { // Decrement reinforcements // this->mNumReinforcements--; // Pay for points if possible // int theSpawnCost = GetGameRules()->GetGameplay().GetMarineRespawnCost(); // int theNewResources = max(0, (thePlayerToSpawn->GetResources() - theSpawnCost)); // thePlayerToSpawn->SetResources(theNewResources); // Set the player's mode to PLAYMODE_REINFORCING this->mReinforcingPlayer = thePlayerToSpawn->entindex(); thePlayerToSpawn->SetPlayMode(PLAYMODE_REINFORCING); } //} // else, if we're not in tourny mode //else if(!GetGameRules()->GetIsTournamentMode()) //{ // TODO: research reinforcements on their own when there are people waiting //} } else { // Is player still valid, or has he left the server/team? bool thePlayerHasLeft = true; AvHPlayer* theReinforcingPlayer = this->GetReinforcingPlayer(); if(theReinforcingPlayer && (theReinforcingPlayer->GetTeam() == this->GetReinforceTeamNumber())) { if(theReinforcingPlayer->GetPlayMode() == PLAYMODE_REINFORCING) { float theRespawnTime = this->GetReinforceTime(); // Has enough time passed to bring the player in? if((gpGlobals->time > (theReinforcingPlayer->GetTimeLastPlaying() + theRespawnTime)) && (gpGlobals->time > (this->mLastTimeReinforced + theRespawnTime))) { this->ResetReinforcingPlayer(true); } thePlayerHasLeft = false; } } if(thePlayerHasLeft) { this->ResetReinforcingPlayer(false); } } } } AvHPlayer* AvHReinforceable::GetReinforcingPlayer() { AvHPlayer* thePlayer = NULL; if(this->mReinforcingPlayer != -1) { thePlayer = dynamic_cast(CBaseEntity::Instance(g_engfuncs.pfnPEntityOfEntIndex(this->mReinforcingPlayer))); } return thePlayer; } float AvHReinforceable::GetReinforceTime() const { return 15.0f; } void AvHReinforceable::ResetReinforcingPlayer(bool inSuccess) { if(this->mReinforcingPlayer != -1) { AvHPlayer* thePlayer = this->GetReinforcingPlayer(); if(thePlayer) { // If inSuccess is true, spawn player into the world if(inSuccess) { Vector theLocation; if(this->GetSpawnLocationForPlayer(thePlayer, theLocation)) { // set the playmode and reset internal state to reinforce again thePlayer->SetPlayMode(PLAYMODE_PLAYING); VectorCopy(theLocation, thePlayer->pev->origin); this->CueRespawnEffect(thePlayer); this->mLastTimeReinforced = gpGlobals->time; } } // else, set player as reinforcement (hive was set inactive before reinforcement finished) else { AvHPlayMode thePlayMode = thePlayer->GetPlayMode(); if(thePlayMode == PLAYMODE_REINFORCING) { thePlayer->SetPlayMode(PLAYMODE_AWAITINGREINFORCEMENT); } } } this->mReinforcingPlayer = -1; } }