mirror of
https://github.com/unknownworlds/NS.git
synced 2024-11-24 21:41:19 +00:00
152 lines
4.1 KiB
C++
152 lines
4.1 KiB
C++
|
#include "mod/AvHReinforceable.h"
|
||
|
#include "mod/AvHServerUtil.h"
|
||
|
#include "mod/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<AvHPlayer*>(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;
|
||
|
}
|
||
|
}
|