mirror of
https://github.com/nillerusr/source-engine.git
synced 2024-12-23 06:36:54 +00:00
346 lines
10 KiB
C++
346 lines
10 KiB
C++
//========= Copyright Valve Corporation, All rights reserved. ============//
|
|
//
|
|
// Purpose: Team management class. Contains all the details for a specific team
|
|
//
|
|
// $NoKeywords: $
|
|
//=============================================================================//
|
|
#include "cbase.h"
|
|
#include "team.h"
|
|
#include "player.h"
|
|
#include "team_spawnpoint.h"
|
|
|
|
// memdbgon must be the last include file in a .cpp file!!!
|
|
#include "tier0/memdbgon.h"
|
|
|
|
CUtlVector< CTeam * > g_Teams;
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: SendProxy that converts the Team's player UtlVector to entindexes
|
|
//-----------------------------------------------------------------------------
|
|
void SendProxy_PlayerList( const SendProp *pProp, const void *pStruct, const void *pData, DVariant *pOut, int iElement, int objectID )
|
|
{
|
|
CTeam *pTeam = (CTeam*)pData;
|
|
|
|
// If this assertion fails, then SendProxyArrayLength_PlayerArray must have failed.
|
|
Assert( iElement < pTeam->m_aPlayers.Size() );
|
|
|
|
CBasePlayer *pPlayer = pTeam->m_aPlayers[iElement];
|
|
pOut->m_Int = pPlayer->entindex();
|
|
}
|
|
|
|
|
|
int SendProxyArrayLength_PlayerArray( const void *pStruct, int objectID )
|
|
{
|
|
CTeam *pTeam = (CTeam*)pStruct;
|
|
return pTeam->m_aPlayers.Count();
|
|
}
|
|
|
|
|
|
// Datatable
|
|
IMPLEMENT_SERVERCLASS_ST_NOBASE(CTeam, DT_Team)
|
|
SendPropInt( SENDINFO(m_iTeamNum), 5 ),
|
|
SendPropInt( SENDINFO(m_iScore), 0 ),
|
|
SendPropInt( SENDINFO(m_iRoundsWon), 8 ),
|
|
SendPropString( SENDINFO( m_szTeamname ) ),
|
|
|
|
SendPropArray2(
|
|
SendProxyArrayLength_PlayerArray,
|
|
SendPropInt("player_array_element", 0, 4, 10, SPROP_UNSIGNED, SendProxy_PlayerList),
|
|
MAX_PLAYERS,
|
|
0,
|
|
"player_array"
|
|
)
|
|
END_SEND_TABLE()
|
|
|
|
LINK_ENTITY_TO_CLASS( team_manager, CTeam );
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Get a pointer to the specified team manager
|
|
//-----------------------------------------------------------------------------
|
|
CTeam *GetGlobalTeam( int iIndex )
|
|
{
|
|
if ( iIndex < 0 || iIndex >= GetNumberOfTeams() )
|
|
return NULL;
|
|
|
|
return g_Teams[ iIndex ];
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Get the number of team managers
|
|
//-----------------------------------------------------------------------------
|
|
int GetNumberOfTeams( void )
|
|
{
|
|
return g_Teams.Size();
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Needed because this is an entity, but should never be used
|
|
//-----------------------------------------------------------------------------
|
|
CTeam::CTeam( void )
|
|
{
|
|
memset( m_szTeamname.GetForModify(), 0, sizeof(m_szTeamname) );
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
CTeam::~CTeam( void )
|
|
{
|
|
m_aSpawnPoints.Purge();
|
|
m_aPlayers.Purge();
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Called every frame
|
|
//-----------------------------------------------------------------------------
|
|
void CTeam::Think( void )
|
|
{
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Teams are always transmitted to clients
|
|
//-----------------------------------------------------------------------------
|
|
int CTeam::UpdateTransmitState()
|
|
{
|
|
return SetTransmitState( FL_EDICT_ALWAYS );
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Visibility/scanners
|
|
//-----------------------------------------------------------------------------
|
|
bool CTeam::ShouldTransmitToPlayer( CBasePlayer* pRecipient, CBaseEntity* pEntity )
|
|
{
|
|
// Always transmit the observer target to players
|
|
if ( pRecipient && pRecipient->IsObserver() && pRecipient->GetObserverTarget() == pEntity )
|
|
return true;
|
|
|
|
return false;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Initialization
|
|
//-----------------------------------------------------------------------------
|
|
void CTeam::Init( const char *pName, int iNumber )
|
|
{
|
|
InitializeSpawnpoints();
|
|
InitializePlayers();
|
|
|
|
m_iScore = 0;
|
|
|
|
Q_strncpy( m_szTeamname.GetForModify(), pName, MAX_TEAM_NAME_LENGTH );
|
|
m_iTeamNum = iNumber;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// DATA HANDLING
|
|
//-----------------------------------------------------------------------------
|
|
int CTeam::GetTeamNumber( void ) const
|
|
{
|
|
return m_iTeamNum;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Get the team's name
|
|
//-----------------------------------------------------------------------------
|
|
const char *CTeam::GetName( void )
|
|
{
|
|
return m_szTeamname;
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Update the player's client data
|
|
//-----------------------------------------------------------------------------
|
|
void CTeam::UpdateClientData( CBasePlayer *pPlayer )
|
|
{
|
|
}
|
|
|
|
//------------------------------------------------------------------------------------------------------------------
|
|
// SPAWNPOINTS
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
void CTeam::InitializeSpawnpoints( void )
|
|
{
|
|
m_iLastSpawn = 0;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
void CTeam::AddSpawnpoint( CTeamSpawnPoint *pSpawnpoint )
|
|
{
|
|
m_aSpawnPoints.AddToTail( pSpawnpoint );
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
void CTeam::RemoveSpawnpoint( CTeamSpawnPoint *pSpawnpoint )
|
|
{
|
|
for (int i = 0; i < m_aSpawnPoints.Size(); i++ )
|
|
{
|
|
if ( m_aSpawnPoints[i] == pSpawnpoint )
|
|
{
|
|
m_aSpawnPoints.Remove( i );
|
|
return;
|
|
}
|
|
}
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Spawn the player at one of this team's spawnpoints. Return true if successful.
|
|
//-----------------------------------------------------------------------------
|
|
CBaseEntity *CTeam::SpawnPlayer( CBasePlayer *pPlayer )
|
|
{
|
|
if ( m_aSpawnPoints.Size() == 0 )
|
|
return NULL;
|
|
|
|
// Randomize the start spot
|
|
int iSpawn = m_iLastSpawn + random->RandomInt( 1,3 );
|
|
if ( iSpawn >= m_aSpawnPoints.Size() )
|
|
iSpawn -= m_aSpawnPoints.Size();
|
|
int iStartingSpawn = iSpawn;
|
|
|
|
// Now loop through the spawnpoints and pick one
|
|
int loopCount = 0;
|
|
do
|
|
{
|
|
if ( iSpawn >= m_aSpawnPoints.Size() )
|
|
{
|
|
++loopCount;
|
|
iSpawn = 0;
|
|
}
|
|
|
|
// check if pSpot is valid, and that the player is on the right team
|
|
if ( (loopCount > 3) || m_aSpawnPoints[iSpawn]->IsValid( pPlayer ) )
|
|
{
|
|
// DevMsg( 1, "player: spawning at (%s)\n", STRING(m_aSpawnPoints[iSpawn]->m_iName) );
|
|
m_aSpawnPoints[iSpawn]->m_OnPlayerSpawn.FireOutput( pPlayer, m_aSpawnPoints[iSpawn] );
|
|
|
|
m_iLastSpawn = iSpawn;
|
|
return m_aSpawnPoints[iSpawn];
|
|
}
|
|
|
|
iSpawn++;
|
|
} while ( iSpawn != iStartingSpawn ); // loop if we're not back to the start
|
|
|
|
return NULL;
|
|
}
|
|
|
|
//------------------------------------------------------------------------------------------------------------------
|
|
// PLAYERS
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
void CTeam::InitializePlayers( void )
|
|
{
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Add the specified player to this team. Remove them from their current team, if any.
|
|
//-----------------------------------------------------------------------------
|
|
void CTeam::AddPlayer( CBasePlayer *pPlayer )
|
|
{
|
|
m_aPlayers.AddToTail( pPlayer );
|
|
NetworkStateChanged();
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Remove this player from the team
|
|
//-----------------------------------------------------------------------------
|
|
void CTeam::RemovePlayer( CBasePlayer *pPlayer )
|
|
{
|
|
m_aPlayers.FindAndRemove( pPlayer );
|
|
NetworkStateChanged();
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Return the number of players in this team.
|
|
//-----------------------------------------------------------------------------
|
|
int CTeam::GetNumPlayers( void )
|
|
{
|
|
return m_aPlayers.Size();
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Get a specific player
|
|
//-----------------------------------------------------------------------------
|
|
CBasePlayer *CTeam::GetPlayer( int iIndex )
|
|
{
|
|
Assert( iIndex >= 0 && iIndex < m_aPlayers.Size() );
|
|
return m_aPlayers[ iIndex ];
|
|
}
|
|
|
|
//------------------------------------------------------------------------------------------------------------------
|
|
// SCORING
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Add / Remove score for this team
|
|
//-----------------------------------------------------------------------------
|
|
void CTeam::AddScore( int iScore )
|
|
{
|
|
m_iScore += iScore;
|
|
}
|
|
|
|
void CTeam::SetScore( int iScore )
|
|
{
|
|
m_iScore = iScore;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Get this team's score
|
|
//-----------------------------------------------------------------------------
|
|
int CTeam::GetScore( void )
|
|
{
|
|
return m_iScore;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
void CTeam::ResetScores( void )
|
|
{
|
|
SetScore(0);
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
void CTeam::AwardAchievement( int iAchievement )
|
|
{
|
|
Assert( iAchievement >= 0 && iAchievement < 255 ); // must fit in short
|
|
|
|
CRecipientFilter filter;
|
|
|
|
int iNumPlayers = GetNumPlayers();
|
|
|
|
for ( int i=0;i<iNumPlayers;i++ )
|
|
{
|
|
if ( GetPlayer(i) )
|
|
{
|
|
filter.AddRecipient( GetPlayer(i) );
|
|
}
|
|
}
|
|
|
|
UserMessageBegin( filter, "AchievementEvent" );
|
|
WRITE_SHORT( iAchievement );
|
|
MessageEnd();
|
|
}
|
|
|
|
int CTeam::GetAliveMembers( void )
|
|
{
|
|
int iAlive = 0;
|
|
|
|
int iNumPlayers = GetNumPlayers();
|
|
|
|
for ( int i=0;i<iNumPlayers;i++ )
|
|
{
|
|
if ( GetPlayer(i) && GetPlayer(i)->IsAlive() )
|
|
{
|
|
iAlive++;
|
|
}
|
|
}
|
|
|
|
return iAlive;
|
|
} |