openmohaa/code/fgame/Tow_Entities.cpp
2023-08-15 01:26:58 +02:00

272 lines
7.6 KiB
C++

/*
===========================================================================
Copyright (C) 2023 the OpenMoHAA team
This file is part of OpenMoHAA source code.
OpenMoHAA source code is free software; you can redistribute it
and/or modify it under the terms of the GNU General Public License as
published by the Free Software Foundation; either version 2 of the License,
or (at your option) any later version.
OpenMoHAA source code is distributed in the hope that it will be
useful, but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with OpenMoHAA source code; if not, write to the Free Software
Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
===========================================================================
*/
#include "Tow_Entities.h"
#include "player.h"
#include "scriptthread.h"
TOWObjectiveMan g_TOWObjectiveMan;
TOWObjectiveMan::TOWObjectiveMan()
{
Reset();
}
void TOWObjectiveMan::Reset()
{
m_towObjectives.ClearObjectList();
m_iNumAxisObjectives = 0;
m_iNumAlliesObjectives = 0;
}
void TOWObjectiveMan::AddObjective(TOWObjective *objective)
{
if (!objective) {
return;
}
switch (objective->GetController()) {
case CONTROLLER_ALLIES:
m_iNumAlliesObjectives++;
break;
case CONTROLLER_AXIS:
m_iNumAxisObjectives++;
break;
}
m_towObjectives.AddObject(objective);
}
void TOWObjectiveMan::TakeOverObjective(eController controller, eController controllingTeam)
{
int i;
if (controllingTeam == CONTROLLER_DRAW) {
return;
}
switch (controllingTeam) {
case CONTROLLER_ALLIES:
m_iNumAlliesObjectives++;
if (m_iNumAxisObjectives) {
m_iNumAxisObjectives--;
}
dmManager.CheckEndMatch();
break;
case CONTROLLER_AXIS:
m_iNumAxisObjectives++;
if (m_iNumAlliesObjectives) {
m_iNumAlliesObjectives--;
}
dmManager.CheckEndMatch();
break;
default:
break;
}
for (i = 0; i < game.maxclients; i++) {
gentity_t *ent = &g_entities[i];
Player *player;
bool bSameTeam;
if (!ent->inuse || !ent->entity) {
continue;
}
player = static_cast<Player *>(ent->entity);
switch (controllingTeam) {
case CONTROLLER_ALLIES:
bSameTeam = player->GetTeam() == TEAM_ALLIES;
break;
case CONTROLLER_AXIS:
bSameTeam = player->GetTeam() == TEAM_AXIS;
break;
default:
break;
}
// play a different sound for the losing team
if (bSameTeam) {
player->PlayInstantMessageSound("success");
} else {
player->PlayInstantMessageSound("failure");
}
}
}
Event EV_SetController("ControlledBy", EV_DEFAULT, "i", "ControlledBy", "Sets the team controlling the objective");
Event EV_TakeOver(
"TakeOver", EV_DEFAULT, "i", "TeamNum", "Sets the team controlling the objective. 0 = Axis, 1 = Allies"
);
Event EV_SetAxisObjNum("AxisObjNum", EV_DEFAULT, "i", "AxisObjNum", "Sets the objective number for the axis team");
Event EV_SetAlliesObjNum(
"AlliesObjNum", EV_DEFAULT, "i", "AlliesObjNum", "Sets the objective number for the allies team"
);
static Event EV_Initialize("initialize", EV_DEFAULT, 0, 0, "Initialize object");
static Event EV_SetCurrent(
"SetCurrent", EV_DEFAULT, "i", "TeamNum", "Set this objective as the current objective for the specified team."
);
Event EV_GetController("ControlledBy", EV_DEFAULT, 0, 0, "Objective controller", EV_GETTER);
CLASS_DECLARATION(Objective, TOWObjective, "func_towobjective") {
{&EV_SetController, &TOWObjective::SetController },
{&EV_TakeOver, &TOWObjective::TakeOver },
{&EV_SetAxisObjNum, &TOWObjective::SetAxisObjNum },
{&EV_SetAlliesObjNum, &TOWObjective::SetAlliesObjNum},
{&EV_Initialize, &TOWObjective::OnInitialize },
{&EV_SetCurrent, &TOWObjective::SetCurrent },
{&EV_GetController, &TOWObjective::GetController },
{NULL, NULL }
};
TOWObjective::TOWObjective()
{
m_eController = CONTROLLER_DRAW;
m_eLeadingController = CONTROLLER_DRAW;
m_bNoRespawnForLeading = false;
m_iAxisObjNum = 1;
m_iAlliesObjNum = 1;
m_sAxisObjName = "default";
m_sAlliesObjName = "default";
if (spawnflags & TOWOBJECTIVE_SPAWNFLAG_NO_RESPAWN) {
m_bNoRespawnForLeading = true;
}
PostEvent(EV_Initialize, 0.001f);
}
void TOWObjective::SetController(Event *ev)
{
m_eController = static_cast<eController>(ev->GetInteger(1));
if (m_bNoRespawnForLeading) {
m_eLeadingController = m_eController;
}
if (m_eController != CONTROLLER_ALLIES && m_eController != CONTROLLER_AXIS) {
m_eController = CONTROLLER_DRAW;
}
}
void TOWObjective::GetController(Event *ev)
{
ev->AddInteger(m_eController);
}
void TOWObjective::TakeOver(Event *ev)
{
eController controller = static_cast<eController>(ev->GetInteger(1));
if (controller == m_eController || controller == CONTROLLER_DRAW) {
return;
}
switch (controller) {
case CONTROLLER_ALLIES:
gi.cvar_set(m_sAxisObjName.c_str(), "1");
gi.cvar_set(m_sAlliesObjName.c_str(), "0");
break;
case CONTROLLER_AXIS:
gi.cvar_set(m_sAxisObjName.c_str(), "0");
gi.cvar_set(m_sAlliesObjName.c_str(), "1");
break;
default:
break;
}
g_TOWObjectiveMan.TakeOverObjective(m_eController, controller);
if (m_bNoRespawnForLeading) {
//
// Disable team respawn for the leading team
//
dmManager.StopTeamRespawn(m_eLeadingController);
}
}
void TOWObjective::SetAlliesObjNum(Event *ev)
{
m_iAlliesObjNum = ev->GetInteger(1);
}
void TOWObjective::SetAxisObjNum(Event *ev)
{
m_iAxisObjNum = ev->GetInteger(1);
}
void TOWObjective::OnInitialize(Event *ev)
{
m_sAlliesObjName = "tow_allied_obj" + str(m_iAlliesObjNum);
m_sAxisObjName = "tow_allied_obj" + str(m_iAxisObjNum);
switch (m_eController) {
case CONTROLLER_ALLIES:
gi.cvar_set(m_sAxisObjName.c_str(), "1");
gi.cvar_set(m_sAlliesObjName.c_str(), "0");
break;
case CONTROLLER_AXIS:
gi.cvar_set(m_sAxisObjName.c_str(), "0");
gi.cvar_set(m_sAlliesObjName.c_str(), "1");
break;
case CONTROLLER_DRAW:
gi.cvar_set(m_sAxisObjName.c_str(), "0");
gi.cvar_set(m_sAlliesObjName.c_str(), "0");
break;
}
if (!LoadingSavegame) {
g_TOWObjectiveMan.AddObjective(this);
}
}
void TOWObjective::SetCurrent(Event *ev)
{
eController controller = static_cast<eController>(ev->GetInteger(1));
switch (controller) {
case CONTROLLER_ALLIES:
ScriptThread::SetCurrentObjective(GetObjectiveIndex(), TEAM_ALLIES);
break;
case CONTROLLER_AXIS:
ScriptThread::SetCurrentObjective(GetObjectiveIndex(), TEAM_AXIS);
break;
default:
SetCurrent(ev);
break;
}
}
int TOWObjective::GetController() const
{
return m_eController;
}
void TOWObjective::Archive(Archiver& arc)
{
arc.ArchiveInteger(&m_iAxisObjNum);
arc.ArchiveInteger(&m_iAlliesObjNum);
ArchiveEnum(m_eController, eController);
ArchiveEnum(m_eLeadingController, eController);
arc.ArchiveBool(&m_bNoRespawnForLeading);
arc.ArchiveString(&m_sAxisObjName);
arc.ArchiveString(&m_sAlliesObjName);
}