mirror of
https://github.com/nillerusr/source-engine.git
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1435 lines
44 KiB
C++
1435 lines
44 KiB
C++
//========= 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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#include "cbase.h"
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#include "team.h"
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#include "tf_team.h"
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#include "tf_func_resource.h"
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#include "tf_player.h"
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#include "techtree.h"
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#include "tf_obj.h"
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#include "tf_obj_resupply.h"
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#include "orders.h"
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#include "entitylist.h"
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#include "team_spawnpoint.h"
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#include "team_messages.h"
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#include "tf_obj_powerpack.h"
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#include "tf_gamerules.h"
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#include "engine/IEngineSound.h"
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#include "tier1/strtools.h"
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#include "tf_stats.h"
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#include "tf_obj_buff_station.h"
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// memdbgon must be the last include file in a .cpp file!!!
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#include "tier0/memdbgon.h"
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#define OBJECT_COVERED_DIST 1000
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#define RESOURCE_GIVE_TIME 30
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#define RESOURCE_GIVE_AMOUNT 150
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#define RESOURCE_DONATION_AMT_PER_PLAYER 10
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bool IsEntityVisibleToTactical( int iLocalTeamNumber, int iLocalTeamPlayers,
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int iLocalTeamObjects, int iEntIndex, const char *pEntName, int pEntTeamNumber, const Vector &pEntOrigin );
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extern ConVar tf_destroyobjects;
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//-----------------------------------------------------------------------------
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// Purpose: SendProxy that converts the UtlVector list of radar scanners to entindexes, where it's reassembled on the client
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//-----------------------------------------------------------------------------
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void SendProxy_ObjectList( const SendProp *pProp, const void *pStruct, const void *pData, DVariant *pOut, int iElement, int objectID )
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{
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CTFTeam *pTeam = (CTFTeam*)pData;
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// If this fails, then SendProxyArrayLength_TeamObjects didn't work.
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Assert( iElement < pTeam->GetNumObjects() );
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CBaseObject *pObject = pTeam->GetObject(iElement);
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EHANDLE hObject;
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hObject = pObject;
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SendProxy_EHandleToInt( pProp, pStruct, &hObject, pOut, iElement, objectID );
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}
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int SendProxyArrayLength_TeamObjects( const void *pStruct, int objectID )
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{
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CTFTeam *pTeam = (CTFTeam*)pStruct;
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int iObjects = pTeam->GetNumObjects();
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Assert( iObjects < MAX_OBJECTS_PER_TEAM );
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return iObjects;
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}
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// Datatable
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IMPLEMENT_SERVERCLASS_ST(CTFTeam, DT_TFTeam)
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SendPropFloat( SENDINFO(m_fResources), 16, SPROP_NOSCALE ),
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SendPropFloat( SENDINFO(m_fPotentialResources), 16, SPROP_NOSCALE ),
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SendPropInt( SENDINFO(m_bHaveZone), 1, SPROP_UNSIGNED ),
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SendPropArray2(
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SendProxyArrayLength_TeamObjects,
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SendPropInt("object_array_element", 0, SIZEOF_IGNORE, NUM_NETWORKED_EHANDLE_BITS, SPROP_UNSIGNED, SendProxy_ObjectList),
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MAX_OBJECTS_PER_TEAM,
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0,
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"object_array"
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)
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END_SEND_TABLE()
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LINK_ENTITY_TO_CLASS( tf_team_manager, CTFTeam );
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//-----------------------------------------------------------------------------
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// Purpose: Get a pointer to the specified TF team manager
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//-----------------------------------------------------------------------------
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CTFTeam *GetGlobalTFTeam( int iIndex )
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{
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return (CTFTeam*)GetGlobalTeam( iIndex );
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}
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//-----------------------------------------------------------------------------
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// Purpose: Needed because this is an entity, but should never be used
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//-----------------------------------------------------------------------------
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void CTFTeam::Init( const char *pName, int iNumber )
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{
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BaseClass::Init( pName, iNumber );
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InitializeTeamResources();
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InitializeTechTree();
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InitializeOrders();
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ClearMessages();
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m_flNextResourceTime = 0;
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// Only detect changes every half-second.
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NetworkProp()->SetUpdateInterval( 0.75f );
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m_flTotalResourcesSoFar = m_iLastUpdateSentAt = 0;
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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CTFTeam::~CTFTeam( void )
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{
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m_aResourcesBeingCollected.Purge();
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m_aResupplyBeacons.Purge();
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m_aObjects.Purge();
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m_aOrders.Purge();
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delete m_pTechnologyTree;
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CTFTeam::Precache( void )
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{
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// Precache all the technologies in the techtree
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for ( int i = 0; i < m_pTechnologyTree->GetNumberTechnologies(); i++ )
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{
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PrecacheTechnology( m_pTechnologyTree->GetTechnology(i) );
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}
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PrecacheScriptSound( "TFTeam.CapturedZone" );
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PrecacheScriptSound( "TFTeam.LostZone" );
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PrecacheScriptSound( "TFTeam.ObtainStolenTechnology" );
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PrecacheScriptSound( "TFTeam.BoughtPreferredTechnology" );
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PrecacheScriptSound( "TFTeam.AddOrder" );
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}
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//-----------------------------------------------------------------------------
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// Purpose: Precache a technology's files
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//-----------------------------------------------------------------------------
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void CTFTeam::PrecacheTechnology( CBaseTechnology *pTech )
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{
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// Precache sounds for every class result
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for (int i = 0; i < TFCLASS_CLASS_COUNT; i++ )
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{
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if ( pTech->GetSoundFile(i) && (pTech->GetSoundFile(i)[0] != 0) )
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{
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PrecacheScriptSound( pTech->GetSoundFile(i) );
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pTech->SetClassResultSound( i, 0 );
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}
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose: Called every frame
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//-----------------------------------------------------------------------------
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void CTFTeam::Think( void )
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{
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UpdateOrders();
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UpdateMessages();
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// FIXME: Try this out?
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/*
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// Give resources to the team at regular intervals
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if (gpGlobals->curtime >= m_flNextResourceTime)
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{
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AddTeamResources( RESOURCE_GIVE_AMOUNT );
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m_flNextResourceTime = gpGlobals->curtime + RESOURCE_GIVE_TIME;
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}
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*/
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UpdateTechnologies();
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/* FIXME: Re-enable once we figure out what the correct orders should be
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// Create new personal orders
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if ( m_flPersonalOrderUpdateTime < gpGlobals->curtime )
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{
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CreatePersonalOrders();
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m_flPersonalOrderUpdateTime = gpGlobals->curtime + PERSONAL_ORDER_UPDATE_TIME;
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}
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*/
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}
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//-----------------------------------------------------------------------------
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// DATA HANDLING
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//-----------------------------------------------------------------------------
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// Purpose: Check to see if we should resend the entire tech tree to a player on Hud reinitialisation, which happens every player respawn
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//-----------------------------------------------------------------------------
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void CTFTeam::UpdateClientData( CBasePlayer *pPlayer )
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{
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CBaseTFPlayer *pTFPlayer = (CBaseTFPlayer *)pPlayer;
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// If we're initialising the hud, update all technologies
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if ( pTFPlayer->HUDNeedsRestart() )
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{
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// Check all the technologies and resend any that differ from this client's representation
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for ( int i = 0; i < m_pTechnologyTree->GetNumberTechnologies(); i++ )
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{
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// Update all technologies
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CBaseTechnology *technology = m_pTechnologyTree->GetTechnology(i);
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if ( technology )
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{
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// Check to see if any resource levels have changed
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if ( pTFPlayer->AvailableTech(i).m_nResourceLevel != technology->GetResourceLevel() )
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{
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UpdateClientTechnology( i, pTFPlayer );
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continue;
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}
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if ( technology->GetAvailable() != pTFPlayer->AvailableTech(i).m_nAvailable )
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{
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UpdateClientTechnology( i, pTFPlayer );
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continue;
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}
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byte pcount = technology->GetPreferenceCount();
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if ( pTFPlayer->GetPreferredTechnology() == i )
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{
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pcount |= 0x80;
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}
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if ( pcount != pTFPlayer->AvailableTech(i).m_nUserCount )
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{
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UpdateClientTechnology( i, pTFPlayer );
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}
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}
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}
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose: Update a technology for a player
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//-----------------------------------------------------------------------------
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void CTFTeam::UpdateClientTechnology( int iTechID, CBaseTFPlayer *pPlayer )
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{
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CBaseTechnology *pTechnology = m_pTechnologyTree->GetTechnology( iTechID );
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if ( !pTechnology )
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return;
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byte pcount = pTechnology->GetPreferenceCount();
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if ( pPlayer->GetPreferredTechnology() == iTechID )
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{
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pcount |= 0x80;
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}
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CSingleUserRecipientFilter user( pPlayer );
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user.MakeReliable();
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// Update this technology
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UserMessageBegin( user, "Technology" );
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WRITE_BYTE( iTechID );
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WRITE_BYTE( pTechnology->GetAvailable() );
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WRITE_BYTE( pcount );
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WRITE_SHORT( (short)pTechnology->GetResourceLevel() );
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MessageEnd();
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// Update the player's client tech representation
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pPlayer->AvailableTech(iTechID).m_nAvailable = pTechnology->GetAvailable();
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pPlayer->AvailableTech(iTechID).m_nUserCount = pcount;
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pPlayer->AvailableTech(iTechID).m_nResourceLevel = pTechnology->GetResourceLevel();
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/*
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Msg( "Sent %s(%d) to %s:\n", pTechnology->GetName(), iTechID, pPlayer->GetPlayerName() );
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Msg( " Available: %d\n", pTechnology->GetAvailable() );
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Msg( " PrefCount: %d\n", pTechnology->GetPreferenceCount() );
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Msg( " Level : %0.2f\n", pTechnology->GetResourceLevel() );
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*/
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}
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//-----------------------------------------------------------------------------
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// Purpose: Check to see if any technology has changed, and resend it to players if it has
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//-----------------------------------------------------------------------------
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void CTFTeam::UpdateTechnologyData( void )
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{
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for ( int i = 0; i < m_pTechnologyTree->GetNumberTechnologies(); i++ )
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{
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// Update all technologies
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CBaseTechnology *pTechnology = m_pTechnologyTree->GetTechnology(i);
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if ( pTechnology && pTechnology->IsDirty() )
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{
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// Send it to all our clients
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for ( int iPlayer = 0; iPlayer < m_aPlayers.Count(); iPlayer++ )
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{
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CBaseTFPlayer *pPlayer = (CBaseTFPlayer *)m_aPlayers[iPlayer];
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UpdateClientTechnology( i, pPlayer );
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}
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pTechnology->SetDirty( false );
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}
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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bool CTFTeam::ShouldTransmitToPlayer( CBasePlayer* pRecipient, CBaseEntity* pEntity )
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{
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return IsEntityVisibleToTactical( pEntity );
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}
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//-----------------------------------------------------------------------------
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// Purpose: Is the specified entity visible on this team's tactical view?
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//-----------------------------------------------------------------------------
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bool CTFTeam::IsEntityVisibleToTactical( CBaseEntity *pEntity )
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{
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return ::IsEntityVisibleToTactical( GetTeamNumber(), GetNumPlayers(),
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GetNumObjects(), pEntity->entindex(), (char*)STRING(pEntity->m_iClassname),
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pEntity->GetTeamNumber(), pEntity->GetAbsOrigin() );
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}
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//-----------------------------------------------------------------------------
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// RESOURCES
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//-----------------------------------------------------------------------------
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//-----------------------------------------------------------------------------
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// Purpose: Add a resource zone to the list of zones to collect from
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//-----------------------------------------------------------------------------
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void CTFTeam::AddResourceZone( CResourceZone *pResource )
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{
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TRACE_OBJECT( UTIL_VarArgs( "%0.2f CTFTeam::AddResourceZone adding res zone %p to team %s\n", gpGlobals->curtime,
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pResource, GetName() ) );
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// If this resource is already owned by another team, remove it from them
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CTFTeam *pOwners = pResource->GetOwningTeam();
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if ( pOwners )
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{
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pOwners->RemoveResourceZone( pResource );
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}
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pResource->SetOwningTeam( GetTeamNumber() );
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m_aResourcesBeingCollected.AddToTail( pResource );
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m_bHaveZone = true;
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// Tell all the team's members
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for ( int i = 0; i < m_aPlayers.Count(); i++ )
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{
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CBaseTFPlayer *pPlayer = (CBaseTFPlayer *)m_aPlayers[i];
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CSingleUserRecipientFilter filter( pPlayer );
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filter.MakeReliable();
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CBaseEntity::EmitSound( filter, pPlayer->entindex(), "TFTeam.CapturedZone" );
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}
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// Recalculate team's orders
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RecalcOrders();
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}
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//-----------------------------------------------------------------------------
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// Purpose: Remove a resource zone from the list of zones being collected from
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//-----------------------------------------------------------------------------
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void CTFTeam::RemoveResourceZone( CResourceZone *pResource )
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{
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TRACE_OBJECT( UTIL_VarArgs( "%0.2f CTFTeam::RemoveResourceZone removing res zone %p from team %s\n", gpGlobals->curtime,
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pResource, GetName() ) );
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// Now remove the zone from our list
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m_aResourcesBeingCollected.FindAndRemove( pResource );
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// Still have a zone if there are other zones in the list
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m_bHaveZone = ( m_aResourcesBeingCollected.Count() > 0 );
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// Tell all the team's members
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for ( int i = 0; i < m_aPlayers.Count(); i++ )
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{
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CBaseTFPlayer *pPlayer = (CBaseTFPlayer *)m_aPlayers[i];
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CSingleUserRecipientFilter filter( pPlayer );
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filter.MakeReliable();
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CBaseEntity::EmitSound( filter, pPlayer->entindex(),"TFTeam.LostZone" );
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}
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// Recalculate team's orders
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RecalcOrders();
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}
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//-----------------------------------------------------------------------------
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// Purpose: Recalculate the potential resources
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//-----------------------------------------------------------------------------
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void CTFTeam::UpdatePotentialResources( void )
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{
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// Set potential to current amount
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m_fPotentialResources = GetTeamResources();
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// This used to be used for collectors.
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// It could be updated to count all incoming resources in en-route resource boxes.
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}
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//-----------------------------------------------------------------------------
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// Purpose: Return the amount of resources a player should get when joining this team
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//-----------------------------------------------------------------------------
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float CTFTeam::GetJoiningPlayerResources( void )
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{
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// If we had our banks set recently, use that amount
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if ( gpGlobals->curtime < (m_flLastBankSetTime + 30.0) )
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return m_flLastBankSetAmount;
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if ( !GetNumPlayers() )
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return 0;
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// Otherwise, take the average of all the players on the team
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RecomputeTeamResources();
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return ( GetTeamResources() / GetNumPlayers() );
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CTFTeam::SetRecentBankSet( float flResources )
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{
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m_flLastBankSetAmount = flResources;
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m_flLastBankSetTime = gpGlobals->curtime;
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}
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//------------------------------------------------------------------------------------------------------------------
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// TECHNOLOGY TREE
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CTFTeam::InitializeTechTree( void )
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{
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m_pTechnologyTree = new CTechnologyTree( filesystem, GetTeamNumber() );
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// Now iterate through added techs and automatically make level 0 techs available
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for (int i = 0; i < m_pTechnologyTree->GetNumberTechnologies(); i++ )
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{
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CBaseTechnology *tech = m_pTechnologyTree->GetTechnology(i);
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if ( !tech )
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continue;
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if ( tech->GetLevel() == 0 )
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{
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EnableTechnology( tech );
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}
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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CTechnologyTree *CTFTeam::GetTechnologyTree( void )
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{
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return m_pTechnologyTree;
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}
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//-----------------------------------------------------------------------------
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// Purpose: A new technology has been attained by this team. Give it to every player.
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//-----------------------------------------------------------------------------
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void CTFTeam::EnableTechnology( CBaseTechnology *technology, bool bStolen )
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{
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CTeamFortress *rules = TFGameRules();
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if ( rules )
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{
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// Disable autoswitching if we are getting a weapon
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rules->SetAllowWeaponSwitch( false );
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}
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// Set the technology's resources to the costs
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// Needed because technologies can be enabled through other means than resource spending
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technology->ForceComplete();
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// Apply technology to team first.
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technology->AddTechnologyToTeam( this );
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// Iterate though players
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for (int i = 0; i < m_aPlayers.Count(); i++ )
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{
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CBaseTFPlayer *pPlayer = (CBaseTFPlayer *)m_aPlayers[i];
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technology->AddTechnologyToPlayer( pPlayer );
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CSingleUserRecipientFilter filter( pPlayer );
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filter.MakeReliable();
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// Play the sound
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if (bStolen)
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{
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CBaseEntity::EmitSound( filter, pPlayer->entindex(), "TFTeam.ObtainStolenTechnology" );
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}
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else
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{
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if ( technology->GetSoundFile(0) && technology->GetSoundFile(0)[0] )
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{
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EmitSound_t ep;
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ep.m_nChannel = CHAN_STATIC;
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ep.m_pSoundName = technology->GetSoundFile(0);
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CBaseEntity::EmitSound( filter, pPlayer->entindex(), ep );
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}
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}
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// Remove all the player's votes on this technology
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CBaseTechnology *pPreferredTech = m_pTechnologyTree->GetTechnology( pPlayer->GetPreferredTechnology() );
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if ( pPreferredTech && pPreferredTech == technology )
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{
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// Tell the player his preferred tech has been bought
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if (!bStolen)
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{
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CBaseEntity::EmitSound( filter, pPlayer->entindex(), "TFTeam.BoughtPreferredTechnology" );
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}
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pPlayer->SetPreferredTechnology( m_pTechnologyTree, -1 );
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}
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}
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// Let the team see if it wants to do anything with this specific technology
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GainedNewTechnology( technology );
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// Reenable autoswitching
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if ( rules )
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{
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rules->SetAllowWeaponSwitch( true );
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose: For debugging..
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//-----------------------------------------------------------------------------
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void CTFTeam::EnableAllTechnologies()
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{
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for ( int i = 0; i < m_pTechnologyTree->GetNumberTechnologies(); i++ )
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{
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CBaseTechnology *technology = m_pTechnologyTree->GetTechnology(i);
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if ( !technology || technology->IsHidden() )
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continue;
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EnableTechnology( technology );
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|
}
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Called any time a player votes/changes preferences on the client
|
|
//-----------------------------------------------------------------------------
|
|
void CTFTeam::RecomputePreferences( void )
|
|
{
|
|
// Zero total counters
|
|
m_pTechnologyTree->ClearPreferenceCount();
|
|
|
|
// Zero out all preferences and iterate through active players
|
|
int i;
|
|
for ( i = 0; i < m_pTechnologyTree->GetNumberTechnologies(); i++ )
|
|
{
|
|
CBaseTechnology *technology = m_pTechnologyTree->GetTechnology(i);
|
|
if ( technology )
|
|
{
|
|
// Zero internal counters
|
|
technology->ZeroPreferences();
|
|
}
|
|
}
|
|
|
|
// Now loop through players and see what's preferred
|
|
for ( i = 0; i < m_aPlayers.Count(); i++ )
|
|
{
|
|
CBaseTFPlayer *pPlayer = (CBaseTFPlayer *)m_aPlayers[i];
|
|
if ( !pPlayer )
|
|
continue;
|
|
|
|
int preferred = pPlayer->GetPreferredTechnology();
|
|
// No preference set, don't worry about this player
|
|
if ( preferred == -1 )
|
|
continue;
|
|
|
|
if ( preferred < 0 || preferred >= MAX_TECHNOLOGIES )
|
|
{
|
|
Msg( "Player %s tried to set preference to out of range tech %i\n", preferred );
|
|
continue;
|
|
}
|
|
|
|
// Reference technology
|
|
CBaseTechnology *technology = m_pTechnologyTree->GetTechnology(preferred);
|
|
Assert( technology );
|
|
if ( !technology )
|
|
continue;
|
|
|
|
// Msg( "player %s prefers %s\n", pPlayer->GetPlayerName(), technology->GetPrintName() );
|
|
|
|
// Add one vote
|
|
technology->IncrementPreferences();
|
|
// Add one vote to totals
|
|
m_pTechnologyTree->IncrementPreferences();
|
|
}
|
|
|
|
// Any time preferences are changed/set, see if we should make any purchases immediately.
|
|
RecomputePurchases();
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Figure our how many resources we've got in the team
|
|
//-----------------------------------------------------------------------------
|
|
void CTFTeam::RecomputeTeamResources( void )
|
|
{
|
|
// Recalculate the total amount of resources the team has
|
|
m_fResources = 0.0f;
|
|
for ( int i = 0; i < GetNumPlayers(); i++ )
|
|
{
|
|
m_fResources += ((CBaseTFPlayer*)GetPlayer(i))->GetBankResources();
|
|
}
|
|
|
|
UpdatePotentialResources();
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Attempt to spend resources according to player's preferences
|
|
//-----------------------------------------------------------------------------
|
|
void CTFTeam::RecomputePurchases( void )
|
|
{
|
|
RecomputeTeamResources();
|
|
|
|
// Cycle through all players, and spend their resources on the technologies they're voting for
|
|
for ( int iPlayer = 0; iPlayer < m_aPlayers.Count(); iPlayer++ )
|
|
{
|
|
CBaseTFPlayer *pPlayer = (CBaseTFPlayer *)GetPlayer( iPlayer );
|
|
|
|
// See if he has any resources to spend on a tech
|
|
if ( pPlayer->GetBankResources() <= 0 )
|
|
continue;
|
|
|
|
// Has he got a preffered tech?
|
|
if ( pPlayer->GetPreferredTechnology() != -1 )
|
|
{
|
|
// Get the player's voted-for technology
|
|
CBaseTechnology *pPreferredTech = m_pTechnologyTree->GetTechnology( pPlayer->GetPreferredTechnology() );
|
|
if ( pPreferredTech && pPreferredTech->GetAvailable() == false )
|
|
{
|
|
if ( !pPreferredTech->GetResourceCost() )
|
|
continue;
|
|
|
|
// Try to spend resources on the tech
|
|
int iResourcesSpent = MIN( pPlayer->GetBankResources(), pPreferredTech->GetResourceCost() - pPreferredTech->GetResourceLevel() );
|
|
if ( pPreferredTech->IncreaseResourceLevel( iResourcesSpent ) )
|
|
{
|
|
// The technology's had enough resources spent to buy it, so enable it
|
|
EnableTechnology( pPreferredTech );
|
|
Msg( "%s bought %s\n", GetName(), pPreferredTech->GetPrintName() );
|
|
}
|
|
|
|
// Reduce the player's bank
|
|
if ( iResourcesSpent )
|
|
{
|
|
pPlayer->RemoveBankResources( iResourcesSpent );
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Return true if the team owns the specified technology
|
|
//-----------------------------------------------------------------------------
|
|
bool CTFTeam::HasNamedTechnology( const char *name )
|
|
{
|
|
// Look it up
|
|
// FIXME: This could be too slow, consider using #define'd/indexed names?
|
|
CBaseTechnology *tech = m_pTechnologyTree->GetTechnology( name );
|
|
if ( !tech )
|
|
return false;
|
|
if ( !tech->GetAvailable() )
|
|
return false;
|
|
|
|
return true;
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: A new technology has been received by the team. Do anything specific to this technology here.
|
|
//-----------------------------------------------------------------------------
|
|
void CTFTeam::GainedNewTechnology( CBaseTechnology *pTechnology )
|
|
{
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Called by the team's Think function
|
|
//-----------------------------------------------------------------------------
|
|
void CTFTeam::UpdateTechnologies( void )
|
|
{
|
|
// Update clients
|
|
UpdateTechnologyData();
|
|
}
|
|
|
|
|
|
//------------------------------------------------------------------------------------------------------------------
|
|
// PLAYERS
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Add the specified player to this team. Remove them from their current team, if any.
|
|
//-----------------------------------------------------------------------------
|
|
void CTFTeam::AddPlayer( CBasePlayer *pPlayer )
|
|
{
|
|
BaseClass::AddPlayer( pPlayer );
|
|
|
|
// Give the player this team's technology
|
|
for ( int i = 0; i < m_pTechnologyTree->GetNumberTechnologies(); i++ )
|
|
{
|
|
CBaseTechnology *technology = m_pTechnologyTree->GetTechnology(i);
|
|
if ( !technology )
|
|
continue;
|
|
|
|
if ( technology->IsHidden() )
|
|
continue;
|
|
|
|
// Not yet available to team, skip
|
|
if ( !technology->GetAvailable() )
|
|
continue;
|
|
|
|
// Add it.
|
|
technology->AddTechnologyToPlayer( (CBaseTFPlayer*)pPlayer );
|
|
}
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Clean up the player's objects when they leave
|
|
//-----------------------------------------------------------------------------
|
|
void CTFTeam::RemovePlayer( CBasePlayer *pPlayer )
|
|
{
|
|
BaseClass::RemovePlayer( pPlayer );
|
|
|
|
// Destroy all objects belonging to this player
|
|
if ( tf_destroyobjects.GetFloat() )
|
|
{
|
|
// Work backwards through the list because objects remove themselves
|
|
int iSize = m_aObjects.Count();
|
|
for (int i = iSize-1; i >= 0; i--)
|
|
{
|
|
if ( (m_aObjects[i]->GetBuilder() == pPlayer) && (m_aObjects[i]->ShouldAutoRemove()) )
|
|
{
|
|
UTIL_Remove( m_aObjects[i] );
|
|
}
|
|
}
|
|
}
|
|
|
|
RecomputePreferences();
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Return the number of team members of the specified class
|
|
//-----------------------------------------------------------------------------
|
|
int CTFTeam::GetNumOfClass( TFClass iClass )
|
|
{
|
|
int iNumber = 0;
|
|
for ( int i = 0; i < GetNumPlayers(); i++ )
|
|
{
|
|
if ( ((CBaseTFPlayer*)GetPlayer(i))->IsClass(iClass) )
|
|
{
|
|
iNumber++;
|
|
}
|
|
}
|
|
return iNumber;
|
|
}
|
|
|
|
//------------------------------------------------------------------------------------------------------------------
|
|
// RESOURCE BANK
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
void CTFTeam::InitializeTeamResources( void )
|
|
{
|
|
m_fResources = 0.0f;
|
|
m_fPotentialResources = 0.0f;
|
|
m_bHaveZone = false;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
float CTFTeam::GetTeamResources( void )
|
|
{
|
|
return m_fResources;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Add resources to this team
|
|
//-----------------------------------------------------------------------------
|
|
int CTFTeam::AddTeamResources( float fAmount, int nStat )
|
|
{
|
|
fAmount = clamp(fAmount, 0, 9999.f);
|
|
|
|
m_flTotalResourcesSoFar += fAmount;
|
|
|
|
TFStats()->IncrementTeamStat( GetTeamNumber(), TF_TEAM_STAT_RESOURCES_COLLECTED, fAmount );
|
|
|
|
// Divvy the resources out to the players
|
|
int iAmountPerPlayer = Ceil2Int( fAmount / GetNumPlayers() ); // Yes, this does create some resources in the roundoff.
|
|
for ( int i = 0; i < GetNumPlayers(); i++ )
|
|
{
|
|
CBaseTFPlayer *pPlayer = (CBaseTFPlayer*)GetPlayer(i);
|
|
pPlayer->AddBankResources( iAmountPerPlayer );
|
|
TFStats()->IncrementPlayerStat( pPlayer, TF_PLAYER_STAT_RESOURCES_ACQUIRED, fAmount );
|
|
|
|
if (nStat >= 0)
|
|
{
|
|
TFStats()->IncrementPlayerStat( pPlayer, (TFPlayerStatId_t)nStat, fAmount );
|
|
}
|
|
}
|
|
|
|
ResourceLoadDeposited();
|
|
|
|
return iAmountPerPlayer;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Give resources to the player
|
|
//-----------------------------------------------------------------------------
|
|
void CTFTeam::DonateResources( CBaseTFPlayer *pPlayer )
|
|
{
|
|
int nPlayerCount = GetNumPlayers();
|
|
if (nPlayerCount <= 1)
|
|
return;
|
|
|
|
int pResourceCount;
|
|
int pResourcePerPlayer;
|
|
int pDonationCount;
|
|
|
|
bool bDonating = false;
|
|
pResourceCount = pPlayer->GetBankResources();
|
|
|
|
// Figure out how many resources per player to donate
|
|
pResourcePerPlayer = pResourceCount / (nPlayerCount - 1);
|
|
if (pResourceCount % (nPlayerCount - 1) != 0)
|
|
++pResourcePerPlayer;
|
|
|
|
// Clamp to max amt per teammate for each hit...
|
|
if (pResourcePerPlayer > RESOURCE_DONATION_AMT_PER_PLAYER)
|
|
pResourcePerPlayer = RESOURCE_DONATION_AMT_PER_PLAYER;
|
|
|
|
// Figure out if we are donating anything at all
|
|
if (pResourceCount > 0)
|
|
bDonating = true;
|
|
if (!bDonating)
|
|
return;
|
|
|
|
// Now that we've figured how much to donate, do it!
|
|
for ( int i = 0; i < nPlayerCount; i++ )
|
|
{
|
|
CBaseTFPlayer *pDest = (CBaseTFPlayer*)GetPlayer(i);
|
|
if (pDest == pPlayer)
|
|
continue;
|
|
|
|
// The last guy(s) gets the scraps... too bad.
|
|
int nCountToDonate = pResourceCount;
|
|
if (nCountToDonate > pResourcePerPlayer)
|
|
nCountToDonate = pResourcePerPlayer;
|
|
pResourceCount -= nCountToDonate;
|
|
pDonationCount = nCountToDonate;
|
|
|
|
pPlayer->DonateResources( pDest, pDonationCount );
|
|
}
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: New resources have just been dumped in the bank
|
|
//-----------------------------------------------------------------------------
|
|
void CTFTeam::ResourceLoadDeposited( void )
|
|
{
|
|
// HACK TEST CODE
|
|
// Remove after Resource Experiment!
|
|
static int iIncrements = 250;
|
|
if ( m_flTotalResourcesSoFar >= (m_iLastUpdateSentAt + iIncrements) )
|
|
{
|
|
while ( m_flTotalResourcesSoFar >= (m_iLastUpdateSentAt + iIncrements) )
|
|
{
|
|
m_iLastUpdateSentAt += iIncrements;
|
|
}
|
|
|
|
EntityMessageBegin( (CBaseEntity*)this );
|
|
WRITE_LONG( m_iLastUpdateSentAt );
|
|
MessageEnd();
|
|
}
|
|
|
|
// Now see if we should buy anything
|
|
RecomputePurchases();
|
|
}
|
|
|
|
//------------------------------------------------------------------------------------------------------------------
|
|
// RESUPPLY BEACONS
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Add the specified resupply beacon to this team.
|
|
//-----------------------------------------------------------------------------
|
|
void CTFTeam::AddResupply( CObjectResupply *pResupply )
|
|
{
|
|
TRACE_OBJECT( UTIL_VarArgs( "%0.2f CTFTeam::AddResupply adding resupply %p to team %s\n", gpGlobals->curtime,
|
|
pResupply, GetName() ) );
|
|
|
|
m_aResupplyBeacons.AddToTail( pResupply );
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Remove this resupply beacon from the team
|
|
//-----------------------------------------------------------------------------
|
|
void CTFTeam::RemoveResupply( CObjectResupply *pResupply )
|
|
{
|
|
TRACE_OBJECT( UTIL_VarArgs( "%0.2f CTFTeam::RemoveResupply remove resupply %p from team %s\n", gpGlobals->curtime,
|
|
pResupply, GetName() ) );
|
|
|
|
// Now remove the beacon from our list
|
|
m_aResupplyBeacons.FindAndRemove( pResupply );
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
int CTFTeam::GetNumObjects( int iObjectType )
|
|
{
|
|
// Asking for a count of a specific object type?
|
|
if ( iObjectType > 0 )
|
|
{
|
|
int iCount = 0;
|
|
for ( int i = 0; i < GetNumObjects(); i++ )
|
|
{
|
|
CBaseObject *pObject = GetObject(i);
|
|
if ( pObject && pObject->GetType() == iObjectType )
|
|
{
|
|
iCount++;
|
|
}
|
|
}
|
|
return iCount;
|
|
}
|
|
|
|
return m_aObjects.Count();
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
CBaseObject *CTFTeam::GetObject( int num )
|
|
{
|
|
Assert( num >= 0 && num < m_aObjects.Count() );
|
|
return m_aObjects[ num ];
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
int CTFTeam::GetNumResupplies( void )
|
|
{
|
|
return m_aResupplyBeacons.Count();
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
CObjectResupply *CTFTeam::GetResupply( int num )
|
|
{
|
|
Assert( num >= 0 && num < m_aResupplyBeacons.Count() );
|
|
return m_aResupplyBeacons[ num ];
|
|
}
|
|
|
|
|
|
bool CTFTeam::IsCoveredBySentryGun( const Vector &vPos )
|
|
{
|
|
for( int i=0; i < m_aObjects.Count(); i++ )
|
|
{
|
|
CBaseObject *pObj = m_aObjects[i];
|
|
|
|
if ( pObj->IsSentrygun() && vPos.DistTo( pObj->GetAbsOrigin() ) < OBJECT_COVERED_DIST )
|
|
return true;
|
|
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
|
|
int CTFTeam::GetNumShieldWallsCoveringPosition( const Vector &vPos )
|
|
{
|
|
int count = 0;
|
|
|
|
for ( int i=0; i < m_aObjects.Count(); i++ )
|
|
{
|
|
CBaseObject *pObj = m_aObjects[i];
|
|
|
|
if ( pObj->GetType() == OBJ_SHIELDWALL )
|
|
{
|
|
if ( vPos.DistTo( pObj->GetAbsOrigin() ) < OBJECT_COVERED_DIST )
|
|
++count;
|
|
}
|
|
}
|
|
|
|
return count;
|
|
}
|
|
|
|
|
|
int CTFTeam::GetNumResuppliesCoveringPosition( const Vector &vPos )
|
|
{
|
|
int count = 0;
|
|
|
|
for ( int i=0; i < m_aResupplyBeacons.Count(); i++ )
|
|
{
|
|
CBaseObject *pObj = m_aResupplyBeacons[i];
|
|
if ( vPos.DistTo( pObj->GetAbsOrigin() ) < RESUPPLY_COVER_DIST )
|
|
++count;
|
|
}
|
|
|
|
return count;
|
|
}
|
|
|
|
|
|
int CTFTeam::GetNumRespawnStationsCoveringPosition( const Vector &vPos )
|
|
{
|
|
int count = 0;
|
|
|
|
for ( int i=0; i < m_aObjects.Count(); i++ )
|
|
{
|
|
CBaseObject *pObj = m_aObjects[i];
|
|
|
|
if ( pObj->GetType() == OBJ_RESPAWN_STATION )
|
|
{
|
|
if ( vPos.DistTo( pObj->GetAbsOrigin() ) < OBJECT_COVERED_DIST )
|
|
{
|
|
++count;
|
|
}
|
|
}
|
|
}
|
|
|
|
return count;
|
|
}
|
|
|
|
|
|
//------------------------------------------------------------------------------------------------------------------
|
|
// OBJECTS
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Add the specified object to this team.
|
|
//-----------------------------------------------------------------------------
|
|
void CTFTeam::AddObject( CBaseObject *pObject )
|
|
{
|
|
TRACE_OBJECT( UTIL_VarArgs( "%0.2f CTFTeam::AddObject adding object %p:%s to team %s\n", gpGlobals->curtime,
|
|
pObject, pObject->GetClassname(), GetName() ) );
|
|
|
|
bool alreadyInList = IsObjectOnTeam( pObject );
|
|
Assert( !alreadyInList );
|
|
if ( !alreadyInList )
|
|
{
|
|
m_aObjects.AddToTail( pObject );
|
|
}
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Returns true if the object is in the team's list of objects
|
|
//-----------------------------------------------------------------------------
|
|
bool CTFTeam::IsObjectOnTeam( CBaseObject *pObject ) const
|
|
{
|
|
return ( m_aObjects.Find( pObject ) != -1 );
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Remove this object from the team
|
|
// Removes all references from all sublists as well
|
|
//-----------------------------------------------------------------------------
|
|
void CTFTeam::RemoveObject( CBaseObject *pObject )
|
|
{
|
|
if ( m_aObjects.Count() <= 0 )
|
|
return;
|
|
|
|
if ( m_aObjects.Find( pObject ) != -1 )
|
|
{
|
|
TRACE_OBJECT( UTIL_VarArgs( "%0.2f CTFTeam::RemoveObject removing %p:%s from %s\n", gpGlobals->curtime,
|
|
pObject, pObject->GetClassname(), GetName() ) );
|
|
|
|
m_aObjects.FindAndRemove( pObject );
|
|
}
|
|
else
|
|
{
|
|
TRACE_OBJECT( UTIL_VarArgs( "%0.2f CTFTeam::RemoveObject couldn't remove %p:%s from %s\n", gpGlobals->curtime,
|
|
pObject, pObject->GetClassname(), GetName() ) );
|
|
}
|
|
}
|
|
|
|
|
|
//------------------------------------------------------------------------------------------------------------------
|
|
// ORDERS
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
void CTFTeam::InitializeOrders( void )
|
|
{
|
|
m_flPersonalOrderUpdateTime = 0;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Add a new order to our list. If it already exists, bump it's priority to the new priority.
|
|
//-----------------------------------------------------------------------------
|
|
COrder* CTFTeam::AddOrder(
|
|
int iOrderType,
|
|
CBaseEntity *pTarget,
|
|
CBaseTFPlayer *pPlayer,
|
|
float flDistanceToRemove,
|
|
float flLifetime,
|
|
COrder *pNewOrder
|
|
)
|
|
{
|
|
// Remove any orders to the player.
|
|
RemoveOrdersToPlayer( pPlayer );
|
|
|
|
// The new system requires order class to be passed in.
|
|
Assert( pNewOrder );
|
|
|
|
// All the order create functions should just use new to create the order class,
|
|
// then we'll attach the edict in here. There's no reason to use LINK_ENTITY_TO_CLASS
|
|
// and CreateEntityByName.
|
|
Assert( !pNewOrder->edict() );
|
|
pNewOrder->NetworkProp()->AttachEdict();
|
|
|
|
pNewOrder->ChangeTeam( GetTeamNumber() );
|
|
OrderHandle hOrder;
|
|
hOrder = pNewOrder;
|
|
m_aOrders.AddToTail( hOrder );
|
|
|
|
// Update target
|
|
pNewOrder->SetTarget( pTarget );
|
|
pNewOrder->SetDistance( flDistanceToRemove );
|
|
|
|
// Update lifetime.
|
|
pNewOrder->SetLifetime( flLifetime );
|
|
|
|
Assert( pPlayer->GetOrder() == NULL );
|
|
|
|
pNewOrder->SetOwner( pPlayer );
|
|
pPlayer->SetOrder( pNewOrder );
|
|
|
|
// "New Order Received!"
|
|
CSingleUserRecipientFilter filter( pPlayer );
|
|
filter.MakeReliable();
|
|
CBaseEntity::EmitSound( filter, pPlayer->entindex(),"TFTeam.AddOrder" );
|
|
|
|
// Debug check.. it should never create an order with its termination conditions
|
|
// already met.
|
|
Assert( !pNewOrder->Update() );
|
|
|
|
return pNewOrder;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
void CTFTeam::RemoveOrder( COrder *pOrder )
|
|
{
|
|
OrderHandle hOrder;
|
|
hOrder = pOrder;
|
|
|
|
m_aOrders.FindAndRemove( hOrder );
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Recalculate the team's orders & their priorities
|
|
//-----------------------------------------------------------------------------
|
|
void CTFTeam::RecalcOrders( void )
|
|
{
|
|
// Update all existing orders
|
|
UpdateOrders();
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
void CTFTeam::UpdateOrders( void )
|
|
{
|
|
// Tell all our current orders to update themselves. Walk backwards because we may remove them.
|
|
int iSize = m_aOrders.Count();
|
|
for (int i = iSize-1; i >= 0; i--)
|
|
{
|
|
// Orders without owners should be removed
|
|
bool bShouldRemove = (
|
|
!m_aOrders[i] ||
|
|
!m_aOrders[i]->GetOwner() ||
|
|
m_aOrders[i]->Update() );
|
|
if ( bShouldRemove )
|
|
{
|
|
COrder *pOrder = m_aOrders[i];
|
|
m_aOrders.Remove( i );
|
|
UTIL_Remove( pOrder );
|
|
}
|
|
}
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: An event has just occurred that affects orders. Tell all our orders that
|
|
// have the specified entity as a target.
|
|
//-----------------------------------------------------------------------------
|
|
void CTFTeam::UpdateOrdersOnEvent( COrderEvent_Base *pOrder )
|
|
{
|
|
// Tell all our current orders to update themselves. Walk backwards because we may remove them.
|
|
int iSize = m_aOrders.Count();
|
|
for (int i = iSize-1; i >= 0; i--)
|
|
{
|
|
bool bShouldRemove = m_aOrders[i]->UpdateOnEvent( pOrder );
|
|
if ( bShouldRemove )
|
|
{
|
|
COrder *pOrder = m_aOrders[i];
|
|
m_aOrders.Remove( i );
|
|
UTIL_Remove( pOrder );
|
|
}
|
|
}
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Create personal orders for all the team's members
|
|
//-----------------------------------------------------------------------------
|
|
void CTFTeam::CreatePersonalOrders( void )
|
|
{
|
|
// Create personal orders for each player
|
|
for ( int i = 0; i < m_aPlayers.Count(); i++ )
|
|
{
|
|
CBaseTFPlayer *pPlayer = (CBaseTFPlayer *)m_aPlayers[i];
|
|
|
|
// Don't create orders for bots, undefined or dead people
|
|
if ( !(pPlayer->GetFlags() & FL_FAKECLIENT) && pPlayer->IsAlive() && !pPlayer->IsClass( TFCLASS_UNDECIDED ) )
|
|
{
|
|
CreatePersonalOrder( pPlayer );
|
|
}
|
|
}
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Create personal orders for specified player
|
|
//-----------------------------------------------------------------------------
|
|
void CTFTeam::CreatePersonalOrder( CBaseTFPlayer *pPlayer )
|
|
{
|
|
// We still haven't made a personal order, so ask the class if it wants to
|
|
if ( pPlayer->GetPlayerClass() )
|
|
{
|
|
pPlayer->GetPlayerClass()->CreatePersonalOrder();
|
|
}
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
void CTFTeam::RemoveOrdersToPlayer( CBaseTFPlayer *pPlayer )
|
|
{
|
|
// Walk backwards because we're removing them.
|
|
int iSize = m_aOrders.Count();
|
|
for (int i = iSize-1; i >= 0; i--)
|
|
{
|
|
// Orders without owners should be removed
|
|
if ( m_aOrders[i].Get() )
|
|
{
|
|
if( m_aOrders[i]->GetOwner() == pPlayer )
|
|
{
|
|
COrder *pOrder = m_aOrders[i];
|
|
m_aOrders.Remove( i );
|
|
|
|
pOrder->DetachFromPlayer();
|
|
UTIL_Remove( pOrder );
|
|
}
|
|
}
|
|
else
|
|
{
|
|
m_aOrders.Remove( i );
|
|
}
|
|
}
|
|
|
|
pPlayer->SetOrder( NULL );
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Count and return the number of orders of the type with the specified target
|
|
//-----------------------------------------------------------------------------
|
|
int CTFTeam::CountOrders( int flags, int iOrderType, CBaseEntity *pTarget, CBaseTFPlayer *pOwner )
|
|
{
|
|
int iOrderCount = 0;
|
|
|
|
// Count the number of global orders
|
|
for ( int i = 0; i < m_aOrders.Count(); i++ )
|
|
{
|
|
COrder *pOrder = m_aOrders[i];
|
|
|
|
if( flags & COUNTORDERS_TYPE )
|
|
if( pOrder->GetType() != iOrderType )
|
|
continue;
|
|
|
|
if( flags & COUNTORDERS_TARGET )
|
|
if( pOrder->GetTargetEntity() != pTarget )
|
|
continue;
|
|
|
|
if( flags & COUNTORDERS_OWNER )
|
|
if( pOrder->GetOwner() != pOwner )
|
|
continue;
|
|
|
|
// Ok, this order matches the criteria.
|
|
iOrderCount++;
|
|
}
|
|
|
|
return iOrderCount;
|
|
}
|
|
|
|
|
|
int CTFTeam::CountOrdersOwnedByPlayer( CBaseTFPlayer *pPlayer )
|
|
{
|
|
return CountOrders( COUNTORDERS_OWNER, 0, 0, pPlayer );
|
|
}
|
|
|
|
|
|
//------------------------------------------------------------------------------------------------------------------
|
|
// MESSAGES
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
void CTFTeam::ClearMessages( void )
|
|
{
|
|
int iSize = m_aMessages.Count();
|
|
for (int i = iSize-1; i >= 0; i--)
|
|
{
|
|
CTeamMessage *pMessage = m_aMessages[i];
|
|
m_aMessages.Remove( i );
|
|
delete pMessage;
|
|
}
|
|
|
|
m_aMessages.Purge();
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Post a message of the specified type
|
|
//-----------------------------------------------------------------------------
|
|
void CTFTeam::PostMessage( int iMessageID, CBaseEntity *pEntity, char *sData )
|
|
{
|
|
// First see if we've got this message in the queue already
|
|
for ( int i = 0; i < m_aMessages.Count(); i++ )
|
|
{
|
|
CTeamMessage *pMessage = m_aMessages[i];
|
|
if ( (pMessage->GetID() == iMessageID) && (pMessage->GetEntity() == pEntity) )
|
|
{
|
|
// Already in the queue, abort.
|
|
return;
|
|
}
|
|
}
|
|
|
|
// Create a new message and add it to my tail
|
|
CTeamMessage *pMessage = CTeamMessage::Create( this, iMessageID, pEntity );
|
|
if ( sData && sData[0] )
|
|
{
|
|
pMessage->SetData( sData );
|
|
}
|
|
m_aMessages.AddToTail( pMessage );
|
|
|
|
// Tell the message to fire
|
|
pMessage->FireMessage();
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
void CTFTeam::UpdateMessages( void )
|
|
{
|
|
// Go through my messages and kill any that have reached their TTL
|
|
int iSize = m_aMessages.Count();
|
|
for (int i = iSize-1; i >= 0; i--)
|
|
{
|
|
CTeamMessage *pMessage = m_aMessages[i];
|
|
if ( gpGlobals->curtime > pMessage->GetTTL() )
|
|
{
|
|
m_aMessages.Remove( i );
|
|
delete pMessage;
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Tell all our powerpacks to update their powered objects.
|
|
// pPackToIgnore: Pack to ignore, because it's dying.
|
|
// pObjectToTarget: An object looking for power, because it's being placed
|
|
//-----------------------------------------------------------------------------
|
|
void CTFTeam::UpdatePowerpacks( CObjectPowerPack *pPackToIgnore, CBaseObject *pObjectToTarget )
|
|
{
|
|
for ( int i = 0; i < GetNumObjects(); i++ )
|
|
{
|
|
CBaseObject *pObject = GetObject(i);
|
|
assert(pObject);
|
|
if ( pObject == pPackToIgnore || pObject->GetType() != OBJ_POWERPACK )
|
|
continue;
|
|
|
|
((CObjectPowerPack*)pObject)->PowerNearbyObjects( pObjectToTarget );
|
|
|
|
// Quit as soon as we've powered the specified one, if there is one
|
|
if ( pObjectToTarget && pObjectToTarget->IsPowered() )
|
|
break;
|
|
}
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Tell all our buff stations to update and look for objects.
|
|
// Input: pBuffStationToIgnore: Buff station to ignore, because it is dying
|
|
// pObjectToTarget: an object looking for a buff station, because it is being placed
|
|
//-----------------------------------------------------------------------------
|
|
void CTFTeam::UpdateBuffStations( CObjectBuffStation *pBuffStationToIgnore, CBaseObject *pObjectToTarget, bool bPlacing )
|
|
{
|
|
for ( int iObject = 0; iObject < GetNumObjects(); ++iObject )
|
|
{
|
|
CBaseObject *pObject = GetObject( iObject );
|
|
assert( pObject );
|
|
|
|
if ( pObject->GetType() != OBJ_BUFF_STATION )
|
|
continue;
|
|
|
|
CObjectBuffStation *pBuffStation = static_cast<CObjectBuffStation*>( pObject );
|
|
if ( pBuffStation == pBuffStationToIgnore )
|
|
continue;
|
|
|
|
pBuffStation->BuffNearbyObjects( pObjectToTarget, bPlacing );
|
|
|
|
// Quit as soon as we've powered the specified one, if there is one.
|
|
if ( pObjectToTarget && pObjectToTarget->IsHookedAndBuffed() )
|
|
break;
|
|
}
|
|
}
|
|
|
|
//------------------------------------------------------------------------------------------------------------------
|
|
// UTILITY FUNCS
|
|
//-----------------------------------------------------------------------------
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
CTFTeam* CTFTeam::GetEnemyTeam()
|
|
{
|
|
// Look for nearby enemy objects we can capture.
|
|
int iMyTeam = GetTeamNumber();
|
|
if( iMyTeam == 0 )
|
|
return NULL;
|
|
|
|
int iEnemyTeam = !(iMyTeam - 1) + 1;
|
|
return (CTFTeam*)GetGlobalTeam( iEnemyTeam );
|
|
}
|
|
|
|
|