2020-04-22 16:56:21 +00:00
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//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose: Team management class. Contains all the details for a specific team
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//
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// $NoKeywords: $
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//=============================================================================//
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#ifndef TF_TEAM_H
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#define TF_TEAM_H
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#ifdef _WIN32
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#pragma once
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#endif
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#include "utlvector.h"
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#include "tf_shareddefs.h"
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#include "techtree.h"
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#include "team.h"
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#include "order_events.h"
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class CBaseTFPlayer;
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class CResourceZone;
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class CTeamSpawnPoint;
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class CBaseTFPlayer;
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class CResourceDrop;
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class CTechnologyTree;
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class CBaseTechnology;
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class CObjectResupply;
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class CBaseObject;
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class COrder;
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class CTeamMessage;
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class CObjectPowerPack;
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class CObjectBuffStation;
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enum
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{
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COUNTORDERS_TYPE = (1<<0),
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COUNTORDERS_TARGET = (1<<1),
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COUNTORDERS_OWNER = (1<<2)
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};
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// Maximum total number of objects a team can have.
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#define MAX_TEAM_OBJECTS 1024
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//-----------------------------------------------------------------------------
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// Purpose: Team Manager
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//-----------------------------------------------------------------------------
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class CTFTeam : public CTeam
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{
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DECLARE_CLASS( CTFTeam, CTeam );
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public:
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virtual ~CTFTeam( void );
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DECLARE_SERVERCLASS();
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// Initialization
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virtual void Init( const char *pName, int iNumber );
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virtual void Precache( void );
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virtual void PrecacheTechnology( CBaseTechnology *pTech );
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virtual void Think( void );
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//-----------------------------------------------------------------------------
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// Data Handling
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//-----------------------------------------------------------------------------
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virtual void UpdateClientData( CBasePlayer *pPlayer );
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virtual void UpdateClientTechnology( int iTechID, CBaseTFPlayer *pPlayer );
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virtual void UpdateTechnologyData( void );
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virtual bool ShouldTransmitToPlayer( CBasePlayer *pRecipient, CBaseEntity* pEntity );
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virtual bool IsEntityVisibleToTactical( CBaseEntity *pEntity );
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//-----------------------------------------------------------------------------
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// Resources
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//-----------------------------------------------------------------------------
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virtual void UpdatePotentialResources( void );
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virtual void AddResourceZone( CResourceZone *pResource );
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virtual void RemoveResourceZone( CResourceZone *pResource );
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// Handling for players joining the team during the game
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float GetJoiningPlayerResources( void );
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void SetRecentBankSet( float flResources );
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//-----------------------------------------------------------------------------
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// Technology Tree
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//-----------------------------------------------------------------------------
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virtual void InitializeTechTree( void );
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virtual CTechnologyTree *GetTechnologyTree( void );
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virtual void EnableTechnology( CBaseTechnology *technology, bool bStolen = false ); // Give this team a technology
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virtual void EnableAllTechnologies( void );
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virtual void RecomputeTeamResources( void );
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virtual void RecomputePreferences( void );
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virtual void RecomputePurchases( void );
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virtual bool HasNamedTechnology( const char *name );
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virtual void GainedNewTechnology( CBaseTechnology *pTechnology );
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virtual void UpdateTechnologies( void );
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//-----------------------------------------------------------------------------
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// Players
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//-----------------------------------------------------------------------------
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virtual void AddPlayer( CBasePlayer *pPlayer );
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virtual void RemovePlayer( CBasePlayer *pPlayer );
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int GetNumOfClass( TFClass iClass );
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//-----------------------------------------------------------------------------
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// Resource Bank
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//-----------------------------------------------------------------------------
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void InitializeTeamResources( void );
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float GetTeamResources( void );
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int AddTeamResources( float fAmount, int nStat = -1 );
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void ResourceLoadDeposited( void );
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void DonateResources( CBaseTFPlayer *pPlayer );
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//-----------------------------------------------------------------------------
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// Objects
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//-----------------------------------------------------------------------------
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void AddObject( CBaseObject *pObject );
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void RemoveObject( CBaseObject *pObject );
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bool IsObjectOnTeam( CBaseObject *pObject ) const;
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void AddResupply( CObjectResupply *pResupply );
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void RemoveResupply( CObjectResupply *pResupply );
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int GetNumObjects( int iObjectType = -1 );
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CBaseObject *GetObject( int num );
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int GetNumResupplies( void );
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CObjectResupply *GetResupply( int num );
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// Returns true if the position is covered by a sentry gun.
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bool IsCoveredBySentryGun( const Vector &vPos );
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int GetNumShieldWallsCoveringPosition( const Vector &vPos );
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int GetNumResuppliesCoveringPosition( const Vector &vPos );
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int GetNumRespawnStationsCoveringPosition( const Vector &vPos );
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//-----------------------------------------------------------------------------
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// Orders
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//-----------------------------------------------------------------------------
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void InitializeOrders( void );
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COrder* AddOrder(
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int iOrderType,
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CBaseEntity *pTarget,
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CBaseTFPlayer *pPlayer = NULL,
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2021-10-23 11:41:59 +00:00
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float flDistanceToRemove = 1e24,
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2020-04-22 16:56:21 +00:00
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float flLifetime = 60,
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COrder *pDefaultOrder = NULL // If this is specified, then it is used instead of
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// asking COrder to allocate an order.
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);
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void RemoveOrder( COrder *pOrder );
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void RecalcOrders( void );
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void UpdateOrders( void );
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void UpdateOrdersOnEvent( COrderEvent_Base *pEvent );
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// Flags is a combination of COUNTORDERS_ flags telling which fields to check.
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int CountOrders( int flags, int iOrderType, CBaseEntity *pTarget=0, CBaseTFPlayer *pOwner=0 );
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int CountOrdersOwnedByPlayer( CBaseTFPlayer *pPlayer );
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void CreatePersonalOrders( void );
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void CreatePersonalOrder( CBaseTFPlayer *pPlayer );
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void RemoveOrdersToPlayer( CBaseTFPlayer *pPlayer );
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//-----------------------------------------------------------------------------
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// Messages
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//-----------------------------------------------------------------------------
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void ClearMessages( void );
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void PostMessage( int iMessageID, CBaseEntity *pEntity = NULL, char *sData = NULL );
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void UpdateMessages( void );
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void UpdatePowerpacks( CObjectPowerPack *pPackToIgnore, CBaseObject *pObjectToTarget );
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void UpdateBuffStations( CObjectBuffStation *pBuffStationToIgnore, CBaseObject *pObjectToTarget, bool bPlacing );
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//-----------------------------------------------------------------------------
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// Utility funcs
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//-----------------------------------------------------------------------------
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CTFTeam* GetEnemyTeam();
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// Technology Tree
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CTechnologyTree *m_pTechnologyTree;
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// TEST CODE
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// Remove after Resource Experiment!
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float m_flTotalResourcesSoFar;
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private:
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typedef CHandle<COrder> OrderHandle;
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// Resource UI data
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CNetworkVar( bool, m_bHaveZone );
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// Resources
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CNetworkVar( float, m_fResources ); // Current amounts of resource
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CNetworkVar( float, m_fPotentialResources ); // Amounts of resource when all collectors have returned
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float m_flLastBankSetAmount; // Most recent amount of resources our players had their banks set to
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float m_flLastBankSetTime; // Time at which our players last had their banks set
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// Orders
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float m_flPersonalOrderUpdateTime;
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// Used to distribute resources to a team
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float m_flNextResourceTime;
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int m_iLastUpdateSentAt;
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CUtlVector< CResourceZone * > m_aResourcesBeingCollected;
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CUtlVector< CObjectResupply * > m_aResupplyBeacons;
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CUtlVector< OrderHandle > m_aOrders; // Stored in order of priority
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CUtlVector< CTeamMessage* > m_aMessages;
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CUtlVector< CBaseObject* > m_aObjects;
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};
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extern CTFTeam *GetGlobalTFTeam( int iIndex );
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#endif // TF_TEAM_H
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