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592 lines
20 KiB
C++
592 lines
20 KiB
C++
//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose: Teamplay game rules that manage a round based structure for you
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//
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//=============================================================================
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#ifndef TEAMPLAYROUNDBASED_GAMERULES_H
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#define TEAMPLAYROUNDBASED_GAMERULES_H
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#ifdef _WIN32
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#pragma once
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#endif
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#include "teamplay_gamerules.h"
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#include "teamplay_round_timer.h"
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#ifdef GAME_DLL
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#include "team_control_point.h"
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extern ConVar mp_respawnwavetime;
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extern ConVar mp_showroundtransitions;
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extern ConVar mp_enableroundwaittime;
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extern ConVar mp_showcleanedupents;
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extern ConVar mp_bonusroundtime;
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extern ConVar mp_restartround;
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extern ConVar mp_winlimit;
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extern ConVar mp_maxrounds;
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extern ConVar mp_stalemate_timelimit;
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extern ConVar mp_stalemate_enable;
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#else
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#define CTeamplayRoundBasedRules C_TeamplayRoundBasedRules
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#define CTeamplayRoundBasedRulesProxy C_TeamplayRoundBasedRulesProxy
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#endif
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extern ConVar tf_arena_use_queue;
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extern ConVar mp_stalemate_meleeonly;
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extern ConVar mp_forceautoteam;
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class CTeamplayRoundBasedRules;
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//-----------------------------------------------------------------------------
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// Round states
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//-----------------------------------------------------------------------------
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enum gamerules_roundstate_t
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{
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// initialize the game, create teams
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GR_STATE_INIT = 0,
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//Before players have joined the game. Periodically checks to see if enough players are ready
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//to start a game. Also reverts to this when there are no active players
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GR_STATE_PREGAME,
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//The game is about to start, wait a bit and spawn everyone
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GR_STATE_STARTGAME,
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//All players are respawned, frozen in place
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GR_STATE_PREROUND,
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//Round is on, playing normally
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GR_STATE_RND_RUNNING,
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//Someone has won the round
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GR_STATE_TEAM_WIN,
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//Noone has won, manually restart the game, reset scores
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GR_STATE_RESTART,
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//Noone has won, restart the game
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GR_STATE_STALEMATE,
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//Game is over, showing the scoreboard etc
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GR_STATE_GAME_OVER,
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//Game is in a bonus state, transitioned to after a round ends
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GR_STATE_BONUS,
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//Game is awaiting the next wave/round of a multi round experience
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GR_STATE_BETWEEN_RNDS,
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GR_NUM_ROUND_STATES
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};
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enum {
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WINREASON_NONE =0,
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WINREASON_ALL_POINTS_CAPTURED,
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WINREASON_OPPONENTS_DEAD,
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WINREASON_FLAG_CAPTURE_LIMIT,
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WINREASON_DEFEND_UNTIL_TIME_LIMIT,
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WINREASON_STALEMATE,
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WINREASON_TIMELIMIT,
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WINREASON_WINLIMIT,
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WINREASON_WINDIFFLIMIT,
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};
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enum stalemate_reasons_t
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{
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STALEMATE_JOIN_MID,
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STALEMATE_TIMER,
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STALEMATE_SERVER_TIMELIMIT,
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NUM_STALEMATE_REASONS,
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};
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#if defined(TF_CLIENT_DLL) || defined(TF_DLL)
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/// Info about a player in a PVE game or any other mode that we
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/// might eventually decide to use the lobby system for.
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struct LobbyPlayerInfo_t
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{
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int m_nEntNum; //< Index of player (1...MAX_PLAYERS), or 0 if the guy is in the lobby but not yet known to us
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CUtlString m_sPlayerName; //< Player display name
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CSteamID m_steamID; //< Steam ID of the player
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int m_iTeam; //< Team selection.
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bool m_bInLobby; //< Is this guy in the lobby?
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bool m_bConnected; //< Is this a bot?
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bool m_bBot; //< Is this a bot?
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bool m_bSquadSurplus; //< Did he present a voucher to get surplus for his squad
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};
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#endif
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//-----------------------------------------------------------------------------
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// Purpose: Per-state data
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//-----------------------------------------------------------------------------
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class CGameRulesRoundStateInfo
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{
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public:
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gamerules_roundstate_t m_iRoundState;
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const char *m_pStateName;
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void (CTeamplayRoundBasedRules::*pfnEnterState)(); // Init and deinit the state.
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void (CTeamplayRoundBasedRules::*pfnLeaveState)();
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void (CTeamplayRoundBasedRules::*pfnThink)(); // Do a PreThink() in this state.
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};
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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class CTeamplayRoundBasedRulesProxy : public CGameRulesProxy
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{
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public:
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DECLARE_CLASS( CTeamplayRoundBasedRulesProxy, CGameRulesProxy );
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DECLARE_NETWORKCLASS();
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#ifdef GAME_DLL
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DECLARE_DATADESC();
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void InputSetStalemateOnTimelimit( inputdata_t &inputdata );
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#endif
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//----------------------------------------------------------------------------------
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// Client specific
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#ifdef CLIENT_DLL
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void OnPreDataChanged( DataUpdateType_t updateType );
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void OnDataChanged( DataUpdateType_t updateType );
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#endif // CLIENT_DLL
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};
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//-----------------------------------------------------------------------------
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// Purpose: Teamplay game rules that manage a round based structure for you
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//-----------------------------------------------------------------------------
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class CTeamplayRoundBasedRules : public CTeamplayRules
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{
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DECLARE_CLASS( CTeamplayRoundBasedRules, CTeamplayRules );
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public:
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CTeamplayRoundBasedRules();
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#ifdef CLIENT_DLL
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DECLARE_CLIENTCLASS_NOBASE(); // This makes datatables able to access our private vars.
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void SetRoundState( int iRoundState );
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#else
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DECLARE_SERVERCLASS_NOBASE(); // This makes datatables able to access our private vars.
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#endif
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float GetLastRoundStateChangeTime( void ) const { return m_flLastRoundStateChangeTime; }
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float m_flLastRoundStateChangeTime;
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// Data accessors
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inline gamerules_roundstate_t State_Get( void ) { return m_iRoundState; }
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bool IsInWaitingForPlayers( void ) { return m_bInWaitingForPlayers; }
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virtual bool InRoundRestart( void ) { return State_Get() == GR_STATE_PREROUND; }
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bool InStalemate( void ) { return State_Get() == GR_STATE_STALEMATE; }
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bool RoundHasBeenWon( void ) { return State_Get() == GR_STATE_TEAM_WIN; }
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virtual float GetNextRespawnWave( int iTeam, CBasePlayer *pPlayer );
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virtual bool HasPassedMinRespawnTime( CBasePlayer *pPlayer );
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virtual float GetRespawnTimeScalar( int iTeam );
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virtual float GetRespawnWaveMaxLength( int iTeam, bool bScaleWithNumPlayers = true );
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virtual bool ShouldRespawnQuickly( CBasePlayer *pPlayer ) { return false; }
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float GetMinTimeWhenPlayerMaySpawn( CBasePlayer *pPlayer );
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// Return false if players aren't allowed to cap points at this time (i.e. in WaitingForPlayers)
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virtual bool PointsMayBeCaptured( void ) { return ((State_Get() == GR_STATE_RND_RUNNING || State_Get() == GR_STATE_STALEMATE) && !IsInWaitingForPlayers()); }
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virtual void SetLastCapPointChanged( int iIndex ) { m_iLastCapPointChanged = iIndex; }
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int GetLastCapPointChanged( void ) { return m_iLastCapPointChanged; }
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virtual int GetWinningTeam( void ){ return m_iWinningTeam; }
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int GetWinReason() { return m_iWinReason; }
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bool InOvertime( void ){ return m_bInOvertime; }
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void SetOvertime( bool bOvertime );
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bool InSetup( void ){ return m_bInSetup; }
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void BalanceTeams( bool bRequireSwitcheesToBeDead );
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bool SwitchedTeamsThisRound( void ) { return m_bSwitchedTeamsThisRound; }
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virtual bool ShouldBalanceTeams( void );
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bool IsInTournamentMode( void );
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bool IsInHighlanderMode( void );
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bool IsInPreMatch( void ) { return (IsInTournamentMode() && IsInWaitingForPlayers()); }
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bool IsWaitingForTeams( void ) { return m_bAwaitingReadyRestart; }
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bool IsInStopWatch( void ) { return m_bStopWatch; }
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void SetInStopWatch( bool bState ) { m_bStopWatch = bState; }
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virtual void StopWatchModeThink( void ) { };
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bool IsTeamReady( int iTeamNumber )
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{
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return m_bTeamReady[iTeamNumber];
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}
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bool IsPlayerReady( int iIndex )
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{
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return m_bPlayerReady[iIndex];
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}
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virtual void HandleTeamScoreModify( int iTeam, int iScore) { };
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float GetRoundRestartTime( void ) { return m_flRestartRoundTime; }
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//Arena Mode
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virtual bool IsInArenaMode( void ) { return false; }
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//Koth Mode
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virtual bool IsInKothMode( void ) { return false; }
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//Training Mode
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virtual bool IsInTraining( void ) { return false; }
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virtual bool IsInItemTestingMode( void ) { return false; }
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void SetMultipleTrains( bool bMultipleTrains ){ m_bMultipleTrains = bMultipleTrains; }
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bool HasMultipleTrains( void ){ return m_bMultipleTrains; }
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virtual int GetBonusRoundTime( void );
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#if defined(TF_CLIENT_DLL) || defined(TF_DLL)
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// Get list of all the players, including those in the lobby but who have
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// not yet joined.
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void GetAllPlayersLobbyInfo( CUtlVector<LobbyPlayerInfo_t> &vecPlayers, bool bIncludeBots = false );
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// Get list of players who are on the defending team now, or are likely
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// to end up on the defending team (not yet connected or assigned a team)
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void GetMvMPotentialDefendersLobbyPlayerInfo( CUtlVector<LobbyPlayerInfo_t> &vecMvmDefenders, bool bIncludeBots = false );
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#endif
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//----------------------------------------------------------------------------------
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// Server specific
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#ifdef GAME_DLL
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// Derived game rules class should override these
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public:
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// Override this to prevent removal of game specific entities that need to persist
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virtual bool RoundCleanupShouldIgnore( CBaseEntity *pEnt );
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virtual bool ShouldCreateEntity( const char *pszClassName );
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// Called when a new round is being initialized
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virtual void SetupOnRoundStart( void ) { return; }
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// Called when a new round is off and running
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virtual void SetupOnRoundRunning( void ) { return; }
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// Called before a new round is started (so the previous round can end)
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virtual void PreviousRoundEnd( void ) { return; }
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// Send the team scores down to the client
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virtual void SendTeamScoresEvent( void ) { return; }
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// Send the end of round info displayed in the win panel
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virtual void SendWinPanelInfo( void ) { return; }
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// Setup spawn points for the current round before it starts
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virtual void SetupSpawnPointsForRound( void ) { return; }
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// Called when a round has entered stalemate mode (timer has run out)
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virtual void SetupOnStalemateStart( void ) { return; }
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virtual void SetupOnStalemateEnd( void ) { return; }
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virtual void SetSetup( bool bSetup );
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virtual bool ShouldGoToBonusRound( void ) { return false; }
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virtual void SetupOnBonusStart( void ) { return; }
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virtual void SetupOnBonusEnd( void ) { return; }
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virtual void BonusStateThink( void ) { return; }
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virtual void BetweenRounds_Start( void ) { return; }
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virtual void BetweenRounds_End( void ) { return; }
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virtual void BetweenRounds_Think( void ) { return; }
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virtual void PreRound_End( void ) { return; }
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bool PrevRoundWasWaitingForPlayers() { return m_bPrevRoundWasWaitingForPlayers; }
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virtual bool ShouldScorePerRound( void ){ return true; }
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bool CheckNextLevelCvar( void );
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virtual bool TimerMayExpire( void );
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virtual bool IsValveMap( void ){ return false; }
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virtual void RestartTournament( void );
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virtual bool TournamentModeCanEndWithTimelimit( void ){ return true; }
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public:
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void State_Transition( gamerules_roundstate_t newState );
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void RespawnPlayers( bool bForceRespawn, bool bTeam = false, int iTeam = TEAM_UNASSIGNED );
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void SetForceMapReset( bool reset );
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void SetRoundToPlayNext( string_t strName ){ m_iszRoundToPlayNext = strName; }
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string_t GetRoundToPlayNext( void ){ return m_iszRoundToPlayNext; }
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void AddPlayedRound( string_t strName );
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bool IsPreviouslyPlayedRound ( string_t strName );
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string_t GetLastPlayedRound( void );
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virtual void SetWinningTeam( int team, int iWinReason, bool bForceMapReset = true, bool bSwitchTeams = false, bool bDontAddScore = false );
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virtual void SetStalemate( int iReason, bool bForceMapReset = true, bool bSwitchTeams = false );
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virtual void SetRoundOverlayDetails( void ){ return; }
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virtual float GetWaitingForPlayersTime( void ) { return mp_waitingforplayers_time.GetFloat(); }
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void ShouldResetScores( bool bResetTeam, bool bResetPlayer ){ m_bResetTeamScores = bResetTeam; m_bResetPlayerScores = bResetPlayer; }
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void ShouldResetRoundsPlayed( bool bResetRoundsPlayed ){ m_bResetRoundsPlayed = bResetRoundsPlayed; }
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void SetFirstRoundPlayed( string_t strName ){ m_iszFirstRoundPlayed = strName ; }
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string_t GetFirstRoundPlayed(){ return m_iszFirstRoundPlayed; }
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void SetTeamRespawnWaveTime( int iTeam, float flValue );
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void AddTeamRespawnWaveTime( int iTeam, float flValue );
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virtual void FillOutTeamplayRoundWinEvent( IGameEvent *event ) {} // derived classes may implement to add fields to this event
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void SetStalemateOnTimelimit( bool bStalemate ) { m_bAllowStalemateAtTimelimit = bStalemate; }
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bool IsGameUnderTimeLimit( void );
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CTeamRoundTimer *GetActiveRoundTimer( void );
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void HandleTimeLimitChange( void );
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void SetTeamReadyState( bool bState, int iTeam )
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{
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m_bTeamReady.Set( iTeam, bState );
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}
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void SetPlayerReadyState( int iIndex, bool bState )
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{
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m_bPlayerReady.Set( iIndex, bState );
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}
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virtual void PlayTrainCaptureAlert( CTeamControlPoint *pPoint, bool bFinalPointInMap ){ return; }
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virtual void PlaySpecialCapSounds( int iCappingTeam ){ return; }
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bool PlayThrottledAlert( int iTeam, const char *sound, float fDelayBeforeNext );
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void BroadcastSound( int iTeam, const char *sound, int iAdditionalSoundFlags = 0 );
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int GetRoundsPlayed( void ) { return m_nRoundsPlayed; }
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virtual void RecalculateControlPointState( void ){ return; }
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virtual bool ShouldSkipAutoScramble( void ){ return false; }
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virtual bool ShouldWaitToStartRecording( void ){ return IsInWaitingForPlayers(); }
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protected:
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virtual void Think( void );
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virtual void CheckChatText( CBasePlayer *pPlayer, char *pText );
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void CheckChatForReadySignal( CBasePlayer *pPlayer, const char *chatmsg );
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// Game beginning / end handling
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virtual void GoToIntermission( void );
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void SetInWaitingForPlayers( bool bWaitingForPlayers );
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void CheckWaitingForPlayers( void );
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virtual bool AllowWaitingForPlayers( void ) { return true; }
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void CheckRestartRound( void );
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bool CheckTimeLimit( void );
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int GetTimeLeft( void );
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virtual bool CheckWinLimit( void );
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bool CheckMaxRounds( void );
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void CheckReadyRestart( void );
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#if defined(TF_CLIENT_DLL) || defined(TF_DLL)
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bool AreDefendingPlayersReady();
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#endif
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virtual bool CanChangelevelBecauseOfTimeLimit( void ) { return true; }
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virtual bool CanGoToStalemate( void ) { return true; }
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// State machine handling
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void State_Enter( gamerules_roundstate_t newState ); // Initialize the new state.
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void State_Leave(); // Cleanup the previous state.
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void State_Think(); // Update the current state.
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static CGameRulesRoundStateInfo* State_LookupInfo( gamerules_roundstate_t state ); // Find the state info for the specified state.
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// State Functions
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void State_Enter_INIT( void );
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void State_Think_INIT( void );
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void State_Enter_PREGAME( void );
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void State_Think_PREGAME( void );
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void State_Enter_STARTGAME( void );
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void State_Think_STARTGAME( void );
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void State_Enter_PREROUND( void );
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void State_Leave_PREROUND( void );
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void State_Think_PREROUND( void );
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void State_Enter_RND_RUNNING( void );
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void State_Think_RND_RUNNING( void );
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void State_Enter_TEAM_WIN( void );
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void State_Think_TEAM_WIN( void );
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void State_Enter_RESTART( void );
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void State_Think_RESTART( void );
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void State_Enter_STALEMATE( void );
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void State_Think_STALEMATE( void );
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void State_Leave_STALEMATE( void );
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void State_Enter_BONUS( void );
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void State_Think_BONUS( void );
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void State_Leave_BONUS( void );
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void State_Enter_BETWEEN_RNDS( void );
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void State_Leave_BETWEEN_RNDS( void );
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void State_Think_BETWEEN_RNDS( void );
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// mp_scrambleteams_auto
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void ResetTeamsRoundWinTracking( void );
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protected:
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virtual void InitTeams( void );
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virtual int CountActivePlayers( void );
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virtual void RoundRespawn( void );
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virtual void CleanUpMap( void );
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virtual void CheckRespawnWaves( void );
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void ResetScores( void );
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void ResetMapTime( void );
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void PlayStartRoundVoice( void );
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void PlayWinSong( int team );
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void PlayStalemateSong( void );
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void PlaySuddenDeathSong( void );
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virtual const char* GetStalemateSong( int nTeam ) { return "Game.Stalemate"; }
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virtual const char* WinSongName( int nTeam ) { return "Game.YourTeamWon"; }
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virtual const char* LoseSongName( int nTeam ) { return "Game.YourTeamLost"; }
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virtual void RespawnTeam( int iTeam ) { RespawnPlayers( false, true, iTeam ); }
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void HideActiveTimer( void );
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virtual void RestoreActiveTimer( void );
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virtual void InternalHandleTeamWin( int iWinningTeam ){ return; }
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bool MapHasActiveTimer( void );
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void CreateTimeLimitTimer( void );
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protected:
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CGameRulesRoundStateInfo *m_pCurStateInfo; // Per-state data
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float m_flStateTransitionTime; // Timer for round states
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float m_flWaitingForPlayersTimeEnds;
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CHandle<CTeamRoundTimer> m_hWaitingForPlayersTimer;
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float m_flNextPeriodicThink;
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bool m_bChangeLevelOnRoundEnd;
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bool m_bResetTeamScores;
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bool m_bResetPlayerScores;
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bool m_bResetRoundsPlayed;
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// Stalemate
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EHANDLE m_hPreviousActiveTimer;
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CHandle<CTeamRoundTimer> m_hStalemateTimer;
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float m_flStalemateStartTime;
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CHandle<CTeamRoundTimer> m_hTimeLimitTimer;
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|
|
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bool m_bForceMapReset; // should the map be reset when a team wins and the round is restarted?
|
|
bool m_bPrevRoundWasWaitingForPlayers; // was the previous map reset after a waiting for players period
|
|
bool m_bInitialSpawn;
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|
|
|
string_t m_iszRoundToPlayNext;
|
|
CUtlVector<string_t> m_iszPreviousRounds; // we'll store the two previous rounds so we won't play them again right away if there are other rounds that can be played first
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|
string_t m_iszFirstRoundPlayed; // store the first round played after a full restart so we can pick a different one next time if we have other options
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|
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float m_flOriginalTeamRespawnWaveTime[ MAX_TEAMS ];
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|
|
|
bool m_bAllowStalemateAtTimelimit;
|
|
bool m_bChangelevelAfterStalemate;
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|
|
|
float m_flRoundStartTime; // time the current round started
|
|
float m_flNewThrottledAlertTime; // time that we can play another throttled alert
|
|
|
|
int m_nRoundsPlayed;
|
|
bool m_bUseAddScoreAnim;
|
|
|
|
gamerules_roundstate_t m_prevState;
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|
|
|
private:
|
|
|
|
CUtlMap < int, int > m_GameTeams; // Team index, Score
|
|
|
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#endif
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|
// End server specific
|
|
//----------------------------------------------------------------------------------
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|
|
|
//----------------------------------------------------------------------------------
|
|
// Client specific
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|
#ifdef CLIENT_DLL
|
|
public:
|
|
virtual void OnPreDataChanged( DataUpdateType_t updateType );
|
|
virtual void OnDataChanged( DataUpdateType_t updateType );
|
|
virtual void HandleOvertimeBegin(){}
|
|
virtual void GetTeamGlowColor( int nTeam, float &r, float &g, float &b ){ r = 0.76f; g = 0.76f; b = 0.76f; }
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|
|
|
private:
|
|
bool m_bOldInWaitingForPlayers;
|
|
bool m_bOldInOvertime;
|
|
bool m_bOldInSetup;
|
|
#endif // CLIENT_DLL
|
|
|
|
public:
|
|
bool WouldChangeUnbalanceTeams( int iNewTeam, int iCurrentTeam );
|
|
bool AreTeamsUnbalanced( int &iHeaviestTeam, int &iLightestTeam );
|
|
|
|
protected:
|
|
CNetworkVar( gamerules_roundstate_t, m_iRoundState );
|
|
CNetworkVar( bool, m_bInOvertime ); // Are we currently in overtime?
|
|
CNetworkVar( bool, m_bInSetup ); // Are we currently in setup?
|
|
CNetworkVar( bool, m_bSwitchedTeamsThisRound );
|
|
|
|
protected:
|
|
CNetworkVar( int, m_iWinningTeam ); // Set before entering GR_STATE_TEAM_WIN
|
|
CNetworkVar( int, m_iWinReason );
|
|
CNetworkVar( bool, m_bInWaitingForPlayers );
|
|
CNetworkVar( bool, m_bAwaitingReadyRestart );
|
|
CNetworkVar( float, m_flRestartRoundTime );
|
|
CNetworkVar( float, m_flMapResetTime ); // Time that the map was reset
|
|
CNetworkArray( float, m_flNextRespawnWave, MAX_TEAMS ); // Minor waste, but cleaner code
|
|
CNetworkArray( bool, m_bTeamReady, MAX_TEAMS );
|
|
CNetworkVar( bool, m_bStopWatch );
|
|
CNetworkVar( bool, m_bMultipleTrains ); // two trains in this map?
|
|
CNetworkArray( bool, m_bPlayerReady, MAX_PLAYERS );
|
|
|
|
public:
|
|
CNetworkArray( float, m_TeamRespawnWaveTimes, MAX_TEAMS ); // Time between each team's respawn wave
|
|
|
|
private:
|
|
float m_flStartBalancingTeamsAt;
|
|
float m_flNextBalanceTeamsTime;
|
|
bool m_bPrintedUnbalanceWarning;
|
|
float m_flFoundUnbalancedTeamsTime;
|
|
|
|
float m_flAutoBalanceQueueTimeEnd;
|
|
int m_nAutoBalanceQueuePlayerIndex;
|
|
int m_nAutoBalanceQueuePlayerScore;
|
|
|
|
public:
|
|
|
|
float m_flStopWatchTotalTime;
|
|
int m_iLastCapPointChanged;
|
|
};
|
|
|
|
// Utility function
|
|
bool FindInList( const char **pStrings, const char *pToFind );
|
|
|
|
inline CTeamplayRoundBasedRules* TeamplayRoundBasedRules()
|
|
{
|
|
return static_cast<CTeamplayRoundBasedRules*>(g_pGameRules);
|
|
}
|
|
|
|
#endif // TEAMPLAYROUNDBASED_GAMERULES_H
|