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415 lines
12 KiB
C++
415 lines
12 KiB
C++
//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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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_control_point_master.h"
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#include "teamplayroundbased_gamerules.h"
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#include "team_control_point_round.h"
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#if defined ( TF_DLL )
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#include "tf_gamerules.h"
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#endif
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BEGIN_DATADESC( CTeamControlPointRound )
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DEFINE_KEYFIELD( m_bDisabled, FIELD_BOOLEAN, "StartDisabled" ),
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DEFINE_KEYFIELD( m_iszCPNames, FIELD_STRING, "cpr_cp_names" ),
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DEFINE_KEYFIELD( m_nPriority, FIELD_INTEGER, "cpr_priority" ),
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DEFINE_KEYFIELD( m_iInvalidCapWinner, FIELD_INTEGER, "cpr_restrict_team_cap_win" ),
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DEFINE_KEYFIELD( m_iszPrintName, FIELD_STRING, "cpr_printname" ),
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// DEFINE_FIELD( m_ControlPoints, CUtlVector < CHandle < CTeamControlPoint > > ),
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DEFINE_INPUTFUNC( FIELD_VOID, "Enable", InputEnable ),
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DEFINE_INPUTFUNC( FIELD_VOID, "Disable", InputDisable ),
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DEFINE_INPUTFUNC( FIELD_VOID, "RoundSpawn", InputRoundSpawn ),
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DEFINE_OUTPUT( m_OnStart, "OnStart" ),
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DEFINE_OUTPUT( m_OnEnd, "OnEnd" ),
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DEFINE_OUTPUT( m_OnWonByTeam1, "OnWonByTeam1" ),
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DEFINE_OUTPUT( m_OnWonByTeam2, "OnWonByTeam2" ),
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END_DATADESC()
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LINK_ENTITY_TO_CLASS( team_control_point_round, CTeamControlPointRound );
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CTeamControlPointRound::Spawn( void )
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{
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SetTouch( NULL );
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BaseClass::Spawn();
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CTeamControlPointRound::Activate( void )
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{
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BaseClass::Activate();
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FindControlPoints();
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CTeamControlPointRound::FindControlPoints( void )
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{
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// Let out control point masters know that the round has started
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CTeamControlPointMaster *pMaster = g_hControlPointMasters.Count() ? g_hControlPointMasters[0] : NULL;
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if ( pMaster )
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{
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// go through all the points
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CBaseEntity *pEnt = gEntList.FindEntityByClassname( NULL, pMaster->GetControlPointName() );
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while( pEnt )
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{
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CTeamControlPoint *pPoint = assert_cast<CTeamControlPoint *>(pEnt);
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if ( pPoint )
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{
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const char *pString = STRING( m_iszCPNames );
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const char *pName = STRING( pPoint->GetEntityName() );
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// HACK to work around a problem with cp_a being returned for an entity name with cp_A
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const char *pos = Q_stristr( pString, pName );
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if ( pos )
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{
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int len = Q_strlen( STRING( pPoint->GetEntityName() ) );
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if ( *(pos + len) == ' ' || *(pos + len) == '\0' )
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{
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if( m_ControlPoints.Find( pPoint ) == m_ControlPoints.InvalidIndex() )
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{
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DevMsg( 2, "Adding control point %s to control point round %s\n", pPoint->GetEntityName().ToCStr(), GetEntityName().ToCStr() );
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m_ControlPoints.AddToHead( pPoint );
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}
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}
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}
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}
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pEnt = gEntList.FindEntityByClassname( pEnt, pMaster->GetControlPointName() );
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}
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}
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if( m_ControlPoints.Count() == 0 )
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{
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Warning( "Error! No control points found in map for team_game_round %s!\n", GetEntityName().ToCStr() );
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose: Check that the points aren't all held by one team if they are
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// this will reset the round and will reset all the points
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//-----------------------------------------------------------------------------
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int CTeamControlPointRound::CheckWinConditions( void )
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{
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int iWinners = TeamOwnsAllPoints();
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if ( ( m_iInvalidCapWinner != 1 ) &&
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( iWinners >= FIRST_GAME_TEAM ) &&
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( iWinners != m_iInvalidCapWinner ) )
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{
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bool bWinner = true;
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#if defined( TF_DLL)
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if ( TFGameRules() && TFGameRules()->IsInKothMode() )
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{
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CTeamRoundTimer *pTimer = NULL;
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if ( iWinners == TF_TEAM_RED )
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{
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pTimer = TFGameRules()->GetRedKothRoundTimer();
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}
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else if ( iWinners == TF_TEAM_BLUE )
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{
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pTimer = TFGameRules()->GetBlueKothRoundTimer();
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}
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if ( pTimer )
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{
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if ( pTimer->GetTimeRemaining() > 0 || TFGameRules()->TimerMayExpire() == false )
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{
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bWinner = false;
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}
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}
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}
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#endif
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if ( bWinner )
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{
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FireTeamWinOutput( iWinners );
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return iWinners;
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}
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}
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return -1;
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CTeamControlPointRound::FireTeamWinOutput( int iWinningTeam )
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{
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// Remap team so that first game team = 1
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switch( iWinningTeam - FIRST_GAME_TEAM+1 )
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{
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case 1:
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m_OnWonByTeam1.FireOutput( this, this );
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break;
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case 2:
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m_OnWonByTeam2.FireOutput( this, this );
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break;
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default:
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Assert(0);
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break;
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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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int CTeamControlPointRound::GetPointOwner( int point )
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{
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Assert( point >= 0 );
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Assert( point < MAX_CONTROL_POINTS );
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CTeamControlPoint *pPoint = m_ControlPoints[point];
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if ( pPoint )
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return pPoint->GetOwner();
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return TEAM_UNASSIGNED;
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}
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//-----------------------------------------------------------------------------
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// Purpose: This function returns the team that owns all the cap points.
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// If its not the case that one team owns them all, it returns 0.
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//
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// Can be passed an overriding team. If this is not null, the passed team
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// number will be used for that cp. Used to predict if that CP changing would
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// win the game.
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//-----------------------------------------------------------------------------
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int CTeamControlPointRound::TeamOwnsAllPoints( CTeamControlPoint *pOverridePoint /* = NULL */, int iOverrideNewTeam /* = TEAM_UNASSIGNED */ ) const
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{
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int i;
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int iWinningTeam[MAX_CONTROL_POINT_GROUPS];
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for( i = 0 ; i < MAX_CONTROL_POINT_GROUPS ; i++ )
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{
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iWinningTeam[i] = TEAM_INVALID;
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}
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// if TEAM_INVALID, haven't found a flag for this group yet
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// if TEAM_UNASSIGNED, the group is still being contested
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// for each control point
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for( i = 0 ; i < m_ControlPoints.Count() ; i++ )
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{
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int group = m_ControlPoints[i]->GetCPGroup();
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int owner = m_ControlPoints[i]->GetOwner();
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if ( pOverridePoint == m_ControlPoints[i] )
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{
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owner = iOverrideNewTeam;
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}
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// the first one we find in this group, set the win to true
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if ( iWinningTeam[group] == TEAM_INVALID )
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{
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iWinningTeam[group] = owner;
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}
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// unassigned means this group is already contested, move on
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else if ( iWinningTeam[group] == TEAM_UNASSIGNED )
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{
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continue;
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}
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// if we find another one in the group that isn't the same owner, set the win to false
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else if ( owner != iWinningTeam[group] )
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{
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iWinningTeam[group] = TEAM_UNASSIGNED;
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}
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}
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// report the first win we find as the winner
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for ( i = 0 ; i < MAX_CONTROL_POINT_GROUPS ; i++ )
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{
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if ( iWinningTeam[i] >= FIRST_GAME_TEAM )
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return iWinningTeam[i];
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}
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// no wins yet
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return TEAM_UNASSIGNED;
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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bool CTeamControlPointRound::WouldNewCPOwnerWinGame( CTeamControlPoint *pPoint, int iNewOwner )
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{
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return ( TeamOwnsAllPoints( pPoint, iNewOwner ) == iNewOwner );
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CTeamControlPointRound::InputEnable( inputdata_t &input )
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{
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m_bDisabled = false;
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CTeamControlPointRound::InputDisable( inputdata_t &input )
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{
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m_bDisabled = true;
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CTeamControlPointRound::InputRoundSpawn( inputdata_t &input )
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{
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// clear out old control points
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m_ControlPoints.RemoveAll();
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// find the control points
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FindControlPoints();
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CTeamControlPointRound::SetupSpawnPoints( void )
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{
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CTeamplayRoundBasedRules *pRules = TeamplayRoundBasedRules();
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if ( pRules )
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{
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pRules->SetupSpawnPointsForRound();
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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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void CTeamControlPointRound::SelectedToPlay( void )
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{
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SetupSpawnPoints();
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CTeamControlPointRound::FireOnStartOutput( void )
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{
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m_OnStart.FireOutput( this, this );
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CTeamControlPointRound::FireOnEndOutput( void )
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{
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m_OnEnd.FireOutput( this, this );
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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bool CTeamControlPointRound::IsControlPointInRound( CTeamControlPoint *pPoint )
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{
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if ( !pPoint )
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{
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return false;
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}
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return ( m_ControlPoints.Find( pPoint ) != m_ControlPoints.InvalidIndex() );
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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bool CTeamControlPointRound::IsPlayable( void )
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{
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int iWinners = TeamOwnsAllPoints();
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if ( m_iInvalidCapWinner == 1 ) // neither team can win this round by capping
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{
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return true;
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}
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if ( ( iWinners >= FIRST_GAME_TEAM ) &&
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( iWinners != m_iInvalidCapWinner ) )
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{
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return false; // someone has already won this round
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}
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return true;
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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bool CTeamControlPointRound::MakePlayable( void )
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{
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CTeamControlPointMaster *pMaster = g_hControlPointMasters.Count() ? g_hControlPointMasters[0] : NULL;
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if ( pMaster )
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{
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if ( !IsPlayable() )
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{
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// we need to try switching the owners of the teams to make this round playable
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for ( int iTeam = FIRST_GAME_TEAM ; iTeam < GetNumberOfTeams() ; iTeam++ )
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{
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for ( int iControlPoint = 0 ; iControlPoint < m_ControlPoints.Count() ; iControlPoint++ )
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{
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if ( ( !pMaster->IsBaseControlPoint( m_ControlPoints[iControlPoint]->GetPointIndex() ) ) && // this is NOT the base point for one of the teams (we don't want to assign the base to the wrong team)
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( !WouldNewCPOwnerWinGame( m_ControlPoints[iControlPoint], iTeam ) ) ) // making this change would make this round playable
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{
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// need to find the trigger area associated with this point
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for ( int iObj=0; iObj<ITriggerAreaCaptureAutoList::AutoList().Count(); ++iObj )
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{
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CTriggerAreaCapture *pArea = static_cast< CTriggerAreaCapture * >( ITriggerAreaCaptureAutoList::AutoList()[iObj] );
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if ( pArea->TeamCanCap( iTeam ) )
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{
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CHandle<CTeamControlPoint> hPoint = pArea->GetControlPoint();
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if ( hPoint == m_ControlPoints[iControlPoint] )
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{
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// found!
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pArea->ForceOwner( iTeam ); // this updates the trigger_area *and* the control_point
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return true;
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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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}
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}
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return false;
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}
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//-----------------------------------------------------------------------------
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// Purpose: returns the first point found that the given team owns
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//-----------------------------------------------------------------------------
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CHandle<CTeamControlPoint> CTeamControlPointRound::GetPointOwnedBy( int iTeam )
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{
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for( int i = 0 ; i < m_ControlPoints.Count() ; i++ )
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{
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if ( m_ControlPoints[i]->GetOwner() == iTeam )
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{
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return m_ControlPoints[i];
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}
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}
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return NULL;
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}
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