sqwarmed/sdk_src/game/shared/teamplayroundbased_gamerule...

2924 lines
86 KiB
C++

//====== Copyright © 1996-2005, Valve Corporation, All rights reserved. =======
//
// Purpose:
//
//=============================================================================
#include "cbase.h"
#include "mp_shareddefs.h"
#include "teamplayroundbased_gamerules.h"
#ifdef CLIENT_DLL
#include "iclientmode.h"
#include <vgui_controls/AnimationController.h>
#include <igameevents.h>
#include "c_team.h"
#define CTeam C_Team
#else
#include "viewport_panel_names.h"
#include "team.h"
#include "mapentities.h"
#include "gameinterface.h"
#include "eventqueue.h"
#include "team_control_point_master.h"
#include "team_train_watcher.h"
#include "serverbenchmark_base.h"
#endif
#include "matchmaking/imatchframework.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
#ifndef CLIENT_DLL
CUtlVector< CHandle<CTeamControlPointMaster> > g_hControlPointMasters;
extern bool IsInCommentaryMode( void );
#endif
extern ConVar spec_freeze_time;
extern ConVar spec_freeze_traveltime;
#ifdef CLIENT_DLL
void RecvProxy_TeamplayRoundState( const CRecvProxyData *pData, void *pStruct, void *pOut )
{
CTeamplayRoundBasedRules *pGamerules = ( CTeamplayRoundBasedRules *)pStruct;
int iRoundState = pData->m_Value.m_Int;
pGamerules->SetRoundState( iRoundState );
}
#endif
BEGIN_NETWORK_TABLE_NOBASE( CTeamplayRoundBasedRules, DT_TeamplayRoundBasedRules )
#ifdef CLIENT_DLL
RecvPropInt( RECVINFO( m_iRoundState ), 0, RecvProxy_TeamplayRoundState ),
RecvPropBool( RECVINFO( m_bInWaitingForPlayers ) ),
RecvPropInt( RECVINFO( m_iWinningTeam ) ),
RecvPropInt( RECVINFO( m_bInOvertime ) ),
RecvPropInt( RECVINFO( m_bInSetup ) ),
RecvPropInt( RECVINFO( m_bSwitchedTeamsThisRound ) ),
RecvPropBool( RECVINFO( m_bAwaitingReadyRestart ) ),
RecvPropTime( RECVINFO( m_flRestartRoundTime ) ),
RecvPropTime( RECVINFO( m_flMapResetTime ) ),
RecvPropArray3( RECVINFO_ARRAY(m_flNextRespawnWave), RecvPropTime( RECVINFO(m_flNextRespawnWave[0]) ) ),
RecvPropArray3( RECVINFO_ARRAY(m_TeamRespawnWaveTimes), RecvPropFloat( RECVINFO(m_TeamRespawnWaveTimes[0]) ) ),
RecvPropArray3( RECVINFO_ARRAY(m_bTeamReady), RecvPropBool( RECVINFO(m_bTeamReady[0]) ) ),
RecvPropBool( RECVINFO( m_bStopWatch ) ),
#else
SendPropInt( SENDINFO( m_iRoundState ), 5 ),
SendPropBool( SENDINFO( m_bInWaitingForPlayers ) ),
SendPropInt( SENDINFO( m_iWinningTeam ), 3, SPROP_UNSIGNED ),
SendPropBool( SENDINFO( m_bInOvertime ) ),
SendPropBool( SENDINFO( m_bInSetup ) ),
SendPropBool( SENDINFO( m_bSwitchedTeamsThisRound ) ),
SendPropBool( SENDINFO( m_bAwaitingReadyRestart ) ),
SendPropTime( SENDINFO( m_flRestartRoundTime ) ),
SendPropTime( SENDINFO( m_flMapResetTime ) ),
SendPropArray3( SENDINFO_ARRAY3(m_flNextRespawnWave), SendPropTime( SENDINFO_ARRAY(m_flNextRespawnWave) ) ),
SendPropArray3( SENDINFO_ARRAY3(m_TeamRespawnWaveTimes), SendPropFloat( SENDINFO_ARRAY(m_TeamRespawnWaveTimes) ) ),
SendPropArray3( SENDINFO_ARRAY3(m_bTeamReady), SendPropBool( SENDINFO_ARRAY(m_bTeamReady) ) ),
SendPropBool( SENDINFO( m_bStopWatch ) ),
#endif
END_NETWORK_TABLE()
IMPLEMENT_NETWORKCLASS_ALIASED( TeamplayRoundBasedRulesProxy, DT_TeamplayRoundBasedRulesProxy )
#ifdef CLIENT_DLL
void RecvProxy_TeamplayRoundBasedRules( const RecvProp *pProp, void **pOut, void *pData, int objectID )
{
CTeamplayRoundBasedRules *pRules = dynamic_cast<CTeamplayRoundBasedRules*>( GameRules() );
Assert( pRules );
*pOut = pRules;
}
BEGIN_RECV_TABLE( CTeamplayRoundBasedRulesProxy, DT_TeamplayRoundBasedRulesProxy )
RecvPropDataTable( "teamplayroundbased_gamerules_data", 0, 0, &REFERENCE_RECV_TABLE( DT_TeamplayRoundBasedRules ), RecvProxy_TeamplayRoundBasedRules )
END_RECV_TABLE()
void CTeamplayRoundBasedRulesProxy::OnPreDataChanged( DataUpdateType_t updateType )
{
BaseClass::OnPreDataChanged( updateType );
// Reroute data changed calls to the non-entity gamerules
CTeamplayRoundBasedRules *pRules = dynamic_cast<CTeamplayRoundBasedRules*>( GameRules() );
Assert( pRules );
pRules->OnPreDataChanged(updateType);
}
void CTeamplayRoundBasedRulesProxy::OnDataChanged( DataUpdateType_t updateType )
{
BaseClass::OnDataChanged( updateType );
// Reroute data changed calls to the non-entity gamerules
CTeamplayRoundBasedRules *pRules = dynamic_cast<CTeamplayRoundBasedRules*>( GameRules() );
Assert( pRules );
pRules->OnDataChanged(updateType);
}
#else
void* SendProxy_TeamplayRoundBasedRules( const SendProp *pProp, const void *pStructBase, const void *pData, CSendProxyRecipients *pRecipients, int objectID )
{
CTeamplayRoundBasedRules *pRules = dynamic_cast<CTeamplayRoundBasedRules*>( GameRules() );
Assert( pRules );
pRecipients->SetAllRecipients();
return pRules;
}
BEGIN_SEND_TABLE( CTeamplayRoundBasedRulesProxy, DT_TeamplayRoundBasedRulesProxy )
SendPropDataTable( "teamplayroundbased_gamerules_data", 0, &REFERENCE_SEND_TABLE( DT_TeamplayRoundBasedRules ), SendProxy_TeamplayRoundBasedRules )
END_SEND_TABLE()
BEGIN_DATADESC( CTeamplayRoundBasedRulesProxy )
// Inputs.
DEFINE_INPUTFUNC( FIELD_BOOLEAN, "SetStalemateOnTimelimit", InputSetStalemateOnTimelimit ),
END_DATADESC()
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTeamplayRoundBasedRulesProxy::InputSetStalemateOnTimelimit( inputdata_t &inputdata )
{
TeamplayRoundBasedRules()->SetStalemateOnTimelimit( inputdata.value.Bool() );
}
#endif
ConVar mp_capstyle( "mp_capstyle", "1", FCVAR_REPLICATED | FCVAR_DEVELOPMENTONLY, "Sets the style of capture points used. 0 = Fixed players required to cap. 1 = More players cap faster, but longer cap times." );
ConVar mp_blockstyle( "mp_blockstyle", "1", FCVAR_REPLICATED | FCVAR_DEVELOPMENTONLY, "Sets the style of capture point blocking used. 0 = Blocks break captures completely. 1 = Blocks only pause captures." );
ConVar mp_respawnwavetime( "mp_respawnwavetime", "10.0", FCVAR_NOTIFY | FCVAR_REPLICATED, "Time between respawn waves." );
ConVar mp_capdeteriorate_time( "mp_capdeteriorate_time", "90.0", FCVAR_REPLICATED | FCVAR_DEVELOPMENTONLY, "Time it takes for a full capture point to deteriorate." );
ConVar mp_tournament ( "mp_tournament", "0", FCVAR_REPLICATED | FCVAR_NOTIFY );
//Arena Mode
ConVar tf_arena_preround_time( "tf_arena_preround_time", "10", FCVAR_NOTIFY | FCVAR_REPLICATED, "Length of the Pre-Round time", true, 5.0, true, 15.0 );
ConVar tf_arena_round_time( "tf_arena_round_time", "0", FCVAR_NOTIFY | FCVAR_REPLICATED | FCVAR_CHEAT | FCVAR_DEVELOPMENTONLY );
ConVar tf_arena_max_streak( "tf_arena_max_streak", "5", FCVAR_NOTIFY | FCVAR_REPLICATED, "Teams will be scrambled if one team reaches this streak" );
ConVar mp_teams_unbalance_limit( "mp_teams_unbalance_limit", "1", FCVAR_REPLICATED | FCVAR_NOTIFY,
"Teams are unbalanced when one team has this many more players than the other team. (0 disables check)",
true, 0, // min value
true, 30 // max value
);
ConVar mp_maxrounds( "mp_maxrounds", "0", FCVAR_REPLICATED | FCVAR_NOTIFY, "max number of rounds to play before server changes maps", true, 0, false, 0 );
ConVar mp_winlimit( "mp_winlimit", "0", FCVAR_REPLICATED | FCVAR_NOTIFY, "Max score one team can reach before server changes maps", true, 0, false, 0 );
ConVar mp_disable_respawn_times( "mp_disable_respawn_times", "0", FCVAR_NOTIFY | FCVAR_REPLICATED );
ConVar mp_bonusroundtime( "mp_bonusroundtime", "15", FCVAR_REPLICATED, "Time after round win until round restarts", true, 5, true, 15 );
#ifdef GAME_DLL
ConVar mp_showroundtransitions( "mp_showroundtransitions", "0", FCVAR_CHEAT | FCVAR_DEVELOPMENTONLY, "Show gamestate round transitions." );
ConVar mp_enableroundwaittime( "mp_enableroundwaittime", "1", FCVAR_REPLICATED, "Enable timers to wait between rounds." );
ConVar mp_showcleanedupents( "mp_showcleanedupents", "0", FCVAR_CHEAT | FCVAR_DEVELOPMENTONLY, "Show entities that are removed on round respawn." );
ConVar mp_restartround( "mp_restartround", "0", FCVAR_GAMEDLL, "If non-zero, the current round will restart in the specified number of seconds" );
ConVar mp_stalemate_timelimit( "mp_stalemate_timelimit", "240", FCVAR_REPLICATED, "Timelimit (in seconds) of the stalemate round." );
ConVar mp_autoteambalance( "mp_autoteambalance", "1", FCVAR_NOTIFY );
ConVar mp_stalemate_enable( "mp_stalemate_enable", "0", FCVAR_NOTIFY, "Enable/Disable stalemate mode." );
ConVar mp_stalemate_at_timelimit( "mp_stalemate_at_timelimit", "0", FCVAR_NOTIFY, "Allow the match to end when mp_timelimit hits instead of waiting for the end of the current round." );
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void cc_SwitchTeams( const CCommand& args )
{
if ( UTIL_IsCommandIssuedByServerAdmin() )
{
CTeamplayRoundBasedRules *pRules = dynamic_cast<CTeamplayRoundBasedRules*>( GameRules() );
if ( pRules )
{
pRules->SetSwitchTeams( true );
mp_restartgame.SetValue( 5 );
pRules->ShouldResetScores( false, false );
pRules->ShouldResetRoundsPlayed( false );
}
}
}
static ConCommand mp_switchteams( "mp_switchteams", cc_SwitchTeams, "Switch teams and restart the game" );
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void cc_ScrambleTeams( const CCommand& args )
{
if ( UTIL_IsCommandIssuedByServerAdmin() )
{
CTeamplayRoundBasedRules *pRules = dynamic_cast<CTeamplayRoundBasedRules*>( GameRules() );
if ( pRules )
{
pRules->SetScrambleTeams( true );
mp_restartgame.SetValue( 5 );
pRules->ShouldResetScores( true, false );
}
}
}
static ConCommand mp_scrambleteams( "mp_scrambleteams", cc_ScrambleTeams, "Scramble the teams and restart the game" );
// Classnames of entities that are preserved across round restarts
static const char *s_PreserveEnts[] =
{
"player",
"viewmodel",
"worldspawn",
"soundent",
"ai_network",
"ai_hint",
"env_soundscape",
"env_soundscape_proxy",
"env_soundscape_triggerable",
"env_sprite",
"env_sun",
"env_wind",
"env_fog_controller",
"func_wall",
"func_illusionary",
"info_node",
"info_target",
"info_node_hint",
"point_commentary_node",
"point_viewcontrol",
"func_precipitation",
"func_team_wall",
"shadow_control",
"sky_camera",
"scene_manager",
"trigger_soundscape",
"commentary_auto",
"point_commentary_node",
"point_commentary_viewpoint",
"", // END Marker
};
CON_COMMAND_F( mp_forcewin, "Forces team to win", FCVAR_CHEAT )
{
if ( !UTIL_IsCommandIssuedByServerAdmin() )
return;
CTeamplayRoundBasedRules *pRules = dynamic_cast<CTeamplayRoundBasedRules*>( GameRules() );
if ( pRules )
{
int iTeam = TEAM_UNASSIGNED;
if ( args.ArgC() == 1 )
{
// if no team specified, use player 1's team
iTeam = UTIL_PlayerByIndex( 1 )->GetTeamNumber();
}
else if ( args.ArgC() == 2 )
{
// if team # specified, use that
iTeam = atoi( args[1] );
}
else
{
Msg( "Usage: mp_forcewin <opt: team#>" );
return;
}
int iWinReason = ( TEAM_UNASSIGNED == iTeam ? WINREASON_STALEMATE : WINREASON_ALL_POINTS_CAPTURED );
pRules->SetWinningTeam( iTeam, iWinReason );
}
}
#endif // GAME_DLL
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
CTeamplayRoundBasedRules::CTeamplayRoundBasedRules( void )
{
for ( int i = 0; i < MAX_TEAMS; i++ )
{
m_flNextRespawnWave.Set( i, 0 );
m_TeamRespawnWaveTimes.Set( i, -1.0f );
m_bTeamReady.Set( i, false );
#ifdef GAME_DLL
m_flOriginalTeamRespawnWaveTime[i] = -1.0f;
#endif
}
m_bInOvertime = false;
m_bInSetup = false;
m_bSwitchedTeamsThisRound = false;
m_flStopWatchTotalTime = -1.0f;
#ifdef GAME_DLL
m_pCurStateInfo = NULL;
State_Transition( GR_STATE_PREGAME );
InitTeams();
ResetMapTime();
ResetScores();
SetForceMapReset( true );
SetRoundToPlayNext( NULL_STRING );
m_bInWaitingForPlayers = false;
m_bAwaitingReadyRestart = false;
m_flRestartRoundTime = -1;
m_flMapResetTime = 0;
m_bPrevRoundWasWaitingForPlayers = false;
m_bResetTeamScores = true;
m_bResetPlayerScores = true;
m_bResetRoundsPlayed = true;
m_iWinningTeam = TEAM_UNASSIGNED;
m_iszPreviousRounds.RemoveAll();
SetFirstRoundPlayed( NULL_STRING );
m_bAllowStalemateAtTimelimit = false;
m_bChangelevelAfterStalemate = false;
m_flRoundStartTime = 0;
m_flStartBalancingTeamsAt = 0;
m_bPrintedUnbalanceWarning = false;
m_flFoundUnbalancedTeamsTime = -1;
m_flWaitingForPlayersTimeEnds = 0.0f;
m_nRoundsPlayed = 0;
m_bUseAddScoreAnim = false;
m_bStopWatch = false;
m_bAwaitingReadyRestart = false;
if ( IsInTournamentMode() == true )
{
m_bAwaitingReadyRestart = true;
}
#endif
}
#ifdef GAME_DLL
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTeamplayRoundBasedRules::SetTeamRespawnWaveTime( int iTeam, float flValue )
{
if ( flValue < 0 )
{
flValue = 0;
}
// initialized to -1 so we can try to determine if this is the first spawn time we have received for this team
if ( m_flOriginalTeamRespawnWaveTime[iTeam] < 0 )
{
m_flOriginalTeamRespawnWaveTime[iTeam] = flValue;
}
m_TeamRespawnWaveTimes.Set( iTeam, flValue );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTeamplayRoundBasedRules::AddTeamRespawnWaveTime( int iTeam, float flValue )
{
float flAddAmount = flValue;
float flCurrentSetting = m_TeamRespawnWaveTimes[iTeam];
float flNewValue;
if ( flCurrentSetting < 0 )
{
flCurrentSetting = mp_respawnwavetime.GetFloat();
}
// initialized to -1 so we can try to determine if this is the first spawn time we have received for this team
if ( m_flOriginalTeamRespawnWaveTime[iTeam] < 0 )
{
m_flOriginalTeamRespawnWaveTime[iTeam] = flCurrentSetting;
}
flNewValue = flCurrentSetting + flAddAmount;
if ( flNewValue < 0 )
{
flNewValue = 0;
}
m_TeamRespawnWaveTimes.Set( iTeam, flNewValue );
}
#endif
//-----------------------------------------------------------------------------
// Purpose: don't let us spawn before our freezepanel time would have ended, even if we skip it
//-----------------------------------------------------------------------------
float CTeamplayRoundBasedRules::GetNextRespawnWave( int iTeam, CBasePlayer *pPlayer )
{
if ( State_Get() == GR_STATE_STALEMATE )
return 0;
// If we are purely checking when the next respawn wave is for this team
if ( pPlayer == NULL )
{
return m_flNextRespawnWave[iTeam];
}
// The soonest this player may spawn
float flMinSpawnTime = GetMinTimeWhenPlayerMaySpawn( pPlayer );
// the next scheduled respawn wave time
float flNextRespawnTime = m_flNextRespawnWave[iTeam];
// the length of one respawn wave. We'll check in increments of this
float flRespawnWaveMaxLen = GetRespawnWaveMaxLength( iTeam );
if ( flRespawnWaveMaxLen <= 0 )
{
return flNextRespawnTime;
}
// Keep adding the length of one respawn until we find a wave that
// this player will be eligible to spawn in.
while ( flNextRespawnTime < flMinSpawnTime )
{
flNextRespawnTime += flRespawnWaveMaxLen;
}
return flNextRespawnTime;
}
//-----------------------------------------------------------------------------
// Purpose: Is the player past the required delays for spawning
//-----------------------------------------------------------------------------
bool CTeamplayRoundBasedRules::HasPassedMinRespawnTime( CBasePlayer *pPlayer )
{
float flMinSpawnTime = GetMinTimeWhenPlayerMaySpawn( pPlayer );
return ( gpGlobals->curtime > flMinSpawnTime );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
float CTeamplayRoundBasedRules::GetMinTimeWhenPlayerMaySpawn( CBasePlayer *pPlayer )
{
// Min respawn time is the sum of
//
// a) the length of one full *unscaled* respawn wave for their team
// and
// b) death anim length + freeze panel length
float flDeathAnimLength = 2.0 + spec_freeze_traveltime.GetFloat() + spec_freeze_time.GetFloat();
float fMinDelay = flDeathAnimLength + GetRespawnWaveMaxLength( pPlayer->GetTeamNumber(), false );
return pPlayer->GetDeathTime() + fMinDelay;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
float CTeamplayRoundBasedRules::GetRespawnTimeScalar( int iTeam )
{
// For long respawn times, scale the time as the number of players drops
int iOptimalPlayers = 8; // 16 players total, 8 per team
int iNumPlayers = GetGlobalTeam(iTeam)->GetNumPlayers();
float flScale = RemapValClamped( iNumPlayers, 1, iOptimalPlayers, 0.25, 1.0 );
return flScale;
}
#ifdef GAME_DLL
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTeamplayRoundBasedRules::SetForceMapReset( bool reset )
{
m_bForceMapReset = reset;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTeamplayRoundBasedRules::Think( void )
{
if ( g_fGameOver ) // someone else quit the game already
{
// check to see if we should change levels now
if ( m_flIntermissionEndTime && ( m_flIntermissionEndTime < gpGlobals->curtime ) )
{
if ( !IsX360() )
{
ChangeLevel(); // intermission is over
}
else
{
IGameEvent * event = gameeventmanager->CreateEvent( "player_stats_updated" );
if ( event )
{
event->SetBool( "forceupload", true );
gameeventmanager->FireEvent( event );
}
g_pMatchFramework->GetEventsSubscription()->BroadcastEvent( new KeyValues(
"OnEngineEndGame", "reason", "gameover" ) );
}
// Don't run this code again
m_flIntermissionEndTime = 0.f;
}
return;
}
State_Think();
if ( m_hWaitingForPlayersTimer )
{
Assert( m_bInWaitingForPlayers );
}
if ( gpGlobals->curtime > m_flNextPeriodicThink )
{
// Don't end the game during win or stalemate states
if ( State_Get() != GR_STATE_TEAM_WIN && State_Get() != GR_STATE_STALEMATE && State_Get() != GR_STATE_GAME_OVER )
{
if ( CheckWinLimit() )
return;
if ( CheckMaxRounds() )
return;
}
CheckRestartRound();
CheckWaitingForPlayers();
m_flNextPeriodicThink = gpGlobals->curtime + 1.0;
}
// Bypass teamplay think.
CGameRules::Think();
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
bool CTeamplayRoundBasedRules::TimerMayExpire( void )
{
// team_train_watchers can also prevent timer expiring ( overtime )
CTeamTrainWatcher *pWatcher = dynamic_cast<CTeamTrainWatcher*>( gEntList.FindEntityByClassname( NULL, "team_train_watcher" ) );
while ( pWatcher )
{
if ( !pWatcher->TimerMayExpire() )
{
return false;
}
pWatcher = dynamic_cast<CTeamTrainWatcher*>( gEntList.FindEntityByClassname( pWatcher, "team_train_watcher" ) );
}
return BaseClass::TimerMayExpire();
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTeamplayRoundBasedRules::CheckChatText( CBasePlayer *pPlayer, char *pText )
{
CheckChatForReadySignal( pPlayer, pText );
BaseClass::CheckChatText( pPlayer, pText );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTeamplayRoundBasedRules::CheckChatForReadySignal( CBasePlayer *pPlayer, const char *chatmsg )
{
if ( IsInTournamentMode() == false )
{
if( m_bAwaitingReadyRestart && FStrEq( chatmsg, mp_clan_ready_signal.GetString() ) )
{
int iTeam = pPlayer->GetTeamNumber();
if ( iTeam > LAST_SHARED_TEAM && iTeam < GetNumberOfTeams() )
{
m_bTeamReady.Set( iTeam, true );
IGameEvent *event = gameeventmanager->CreateEvent( "teamplay_team_ready" );
if ( event )
{
event->SetInt( "team", iTeam );
gameeventmanager->FireEvent( event );
}
}
}
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTeamplayRoundBasedRules::GoToIntermission( void )
{
if ( IsInTournamentMode() == true )
return;
BaseClass::GoToIntermission();
// set all players to FL_FROZEN
for ( int i = 1; i <= MAX_PLAYERS; i++ )
{
CBasePlayer *pPlayer = UTIL_PlayerByIndex( i );
if ( pPlayer )
{
pPlayer->AddFlag( FL_FROZEN );
}
}
// Print out map stats to a text file
//WriteStatsFile( "stats.xml" );
State_Enter( GR_STATE_GAME_OVER );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTeamplayRoundBasedRules::SetInWaitingForPlayers( bool bWaitingForPlayers )
{
// never waiting for players when loading a bug report
if ( IsLoadingBugBaitReport() || gpGlobals->eLoadType == MapLoad_Background )
{
m_bInWaitingForPlayers = false;
return;
}
if( m_bInWaitingForPlayers == bWaitingForPlayers )
return;
if ( IsInArenaMode() == true && m_flWaitingForPlayersTimeEnds == -1 )
{
m_bInWaitingForPlayers = false;
return;
}
m_bInWaitingForPlayers = bWaitingForPlayers;
if( m_bInWaitingForPlayers )
{
m_flWaitingForPlayersTimeEnds = gpGlobals->curtime + mp_waitingforplayers_time.GetFloat();
}
else
{
m_flWaitingForPlayersTimeEnds = -1;
if ( m_hWaitingForPlayersTimer )
{
UTIL_Remove( m_hWaitingForPlayersTimer );
}
RestoreActiveTimer();
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTeamplayRoundBasedRules::SetOvertime( bool bOvertime )
{
if ( m_bInOvertime == bOvertime )
return;
if ( bOvertime )
{
UTIL_LogPrintf( "World triggered \"Round_Overtime\"\n" );
}
m_bInOvertime = bOvertime;
if ( m_bInOvertime )
{
// tell train watchers that we've transitioned to overtime
CTeamTrainWatcher *pWatcher = dynamic_cast<CTeamTrainWatcher*>( gEntList.FindEntityByClassname( NULL, "team_train_watcher" ) );
while ( pWatcher )
{
variant_t emptyVariant;
pWatcher->AcceptInput( "OnStartOvertime", NULL, NULL, emptyVariant, 0 );
pWatcher = dynamic_cast<CTeamTrainWatcher*>( gEntList.FindEntityByClassname( pWatcher, "team_train_watcher" ) );
}
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTeamplayRoundBasedRules::SetSetup( bool bSetup )
{
if ( m_bInSetup == bSetup )
return;
m_bInSetup = bSetup;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTeamplayRoundBasedRules::CheckWaitingForPlayers( void )
{
// never waiting for players when loading a bug report
if ( IsLoadingBugBaitReport() || gpGlobals->eLoadType == MapLoad_Background )
return;
if( mp_waitingforplayers_restart.GetBool() )
{
if( m_bInWaitingForPlayers )
{
m_flWaitingForPlayersTimeEnds = gpGlobals->curtime + mp_waitingforplayers_time.GetFloat();
if ( m_hWaitingForPlayersTimer )
{
variant_t sVariant;
sVariant.SetInt( m_flWaitingForPlayersTimeEnds - gpGlobals->curtime );
m_hWaitingForPlayersTimer->AcceptInput( "SetTime", NULL, NULL, sVariant, 0 );
}
}
else
{
SetInWaitingForPlayers( true );
}
mp_waitingforplayers_restart.SetValue( 0 );
}
if( mp_waitingforplayers_cancel.GetBool() && IsInTournamentMode() == false )
{
// Cancel the wait period and manually Resume() the timer if
// it's not supposed to start paused at the beginning of a round.
// We must do this before SetInWaitingForPlayers() is called because it will
// restore the timer in the HUD and set the handle to NULL
if ( m_hPreviousActiveTimer.Get() )
{
CTeamRoundTimer *pTimer = dynamic_cast<CTeamRoundTimer*>( m_hPreviousActiveTimer.Get() );
if ( pTimer && !pTimer->StartPaused() )
{
pTimer->ResumeTimer();
}
}
SetInWaitingForPlayers( false );
mp_waitingforplayers_cancel.SetValue( 0 );
}
if( m_bInWaitingForPlayers )
{
if ( IsInTournamentMode() == true )
return;
// only exit the waitingforplayers if the time is up, and we are not in a round
// restart countdown already, and we are not waiting for a ready restart
if( gpGlobals->curtime > m_flWaitingForPlayersTimeEnds && m_flRestartRoundTime < 0 && !m_bAwaitingReadyRestart )
{
m_flRestartRoundTime = gpGlobals->curtime; // reset asap
if ( IsInArenaMode() == true )
{
if ( gpGlobals->curtime > m_flWaitingForPlayersTimeEnds )
{
SetInWaitingForPlayers( false );
State_Transition( GR_STATE_PREROUND );
}
return;
}
// if "waiting for players" is ending and we're restarting...
// keep the current round that we're already running around in as the first round after the restart
CTeamControlPointMaster *pMaster = g_hControlPointMasters.Count() ? g_hControlPointMasters[0] : NULL;
if ( pMaster && pMaster->PlayingMiniRounds() && pMaster->GetCurrentRound() )
{
SetRoundToPlayNext( pMaster->GetRoundToUseAfterRestart() );
}
}
else
{
if ( !m_hWaitingForPlayersTimer )
{
// Stop any timers, and bring up a new one
HideActiveTimer();
variant_t sVariant;
m_hWaitingForPlayersTimer = (CTeamRoundTimer*)CBaseEntity::Create( "team_round_timer", vec3_origin, vec3_angle );
m_hWaitingForPlayersTimer->SetName( MAKE_STRING("zz_teamplay_waiting_timer") );
m_hWaitingForPlayersTimer->KeyValue( "show_in_hud", "1" );
sVariant.SetInt( m_flWaitingForPlayersTimeEnds - gpGlobals->curtime );
m_hWaitingForPlayersTimer->AcceptInput( "SetTime", NULL, NULL, sVariant, 0 );
m_hWaitingForPlayersTimer->AcceptInput( "Resume", NULL, NULL, sVariant, 0 );
m_hWaitingForPlayersTimer->AcceptInput( "Enable", NULL, NULL, sVariant, 0 );
}
}
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTeamplayRoundBasedRules::CheckRestartRound( void )
{
if( mp_clan_readyrestart.GetBool() && IsInTournamentMode() == false )
{
m_bAwaitingReadyRestart = true;
for ( int i = LAST_SHARED_TEAM+1; i < GetNumberOfTeams(); i++ )
{
m_bTeamReady.Set( i, false );
}
const char *pszReadyString = mp_clan_ready_signal.GetString();
UTIL_ClientPrintAll( HUD_PRINTCONSOLE, "#clan_ready_rules", pszReadyString );
UTIL_ClientPrintAll( HUD_PRINTTALK, "#clan_ready_rules", pszReadyString );
// Don't let them put anything malicious in there
if( pszReadyString == NULL || Q_strlen(pszReadyString) > 16 )
{
pszReadyString = "ready";
}
IGameEvent *event = gameeventmanager->CreateEvent( "teamplay_ready_restart" );
if ( event )
{
gameeventmanager->FireEvent( event );
}
mp_clan_readyrestart.SetValue( 0 );
// cancel any restart round in progress
m_flRestartRoundTime = -1;
}
// Restart the game if specified by the server
int iRestartDelay = mp_restartround.GetInt();
if ( iRestartDelay == 0 )
{
iRestartDelay = mp_restartgame.GetInt();
}
if ( iRestartDelay > 0 )
{
if ( iRestartDelay > 60 )
iRestartDelay = 60;
if ( mp_restartgame.GetInt() > 0 )
{
SetForceMapReset( true );
}
else
{
SetForceMapReset( false );
}
SetInStopWatch( false );
m_flRestartRoundTime = gpGlobals->curtime + iRestartDelay;
IGameEvent *event = gameeventmanager->CreateEvent( "teamplay_round_restart_seconds" );
if ( event )
{
event->SetInt( "seconds", iRestartDelay );
gameeventmanager->FireEvent( event );
}
if ( IsInTournamentMode() == false )
{
// let the players know
const char *pFormat = NULL;
if ( mp_restartgame.GetInt() > 0 )
{
if ( ShouldSwitchTeams() )
{
pFormat = ( iRestartDelay > 1 ) ? "#game_switch_in_secs" : "#game_switch_in_sec";
}
else if ( ShouldScrambleTeams() )
{
pFormat = ( iRestartDelay > 1 ) ? "#game_scramble_in_secs" : "#game_scramble_in_sec";
}
else
{
pFormat = ( iRestartDelay > 1 ) ? "#game_restart_in_secs" : "#game_restart_in_sec";
}
}
else if ( mp_restartround.GetInt() > 0 )
{
pFormat = ( iRestartDelay > 1 ) ? "#round_restart_in_secs" : "#round_restart_in_sec";
}
if ( pFormat )
{
char strRestartDelay[64];
Q_snprintf( strRestartDelay, sizeof( strRestartDelay ), "%d", iRestartDelay );
UTIL_ClientPrintAll( HUD_PRINTCENTER, pFormat, strRestartDelay );
UTIL_ClientPrintAll( HUD_PRINTCONSOLE, pFormat, strRestartDelay );
}
}
mp_restartround.SetValue( 0 );
mp_restartgame.SetValue( 0 );
// cancel any ready restart in progress
m_bAwaitingReadyRestart = false;
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
bool CTeamplayRoundBasedRules::CheckTimeLimit( void )
{
if ( IsInPreMatch() == true )
return false;
if ( ( mp_timelimit.GetInt() > 0 && CanChangelevelBecauseOfTimeLimit() ) || m_bChangelevelAfterStalemate )
{
// If there's less than 5 minutes to go, just switch now. This avoids the problem
// of sudden death modes starting shortly after a new round starts.
const int iMinTime = 5;
bool bSwitchDueToTime = ( mp_timelimit.GetInt() > iMinTime && GetTimeLeft() < (iMinTime * 60) );
if ( IsInTournamentMode() == true || IsInArenaMode() == true )
{
bSwitchDueToTime = false;
}
if( GetTimeLeft() <= 0 || m_bChangelevelAfterStalemate || bSwitchDueToTime )
{
IGameEvent *event = gameeventmanager->CreateEvent( "teamplay_game_over" );
if ( event )
{
event->SetString( "reason", "Reached Time Limit" );
gameeventmanager->FireEvent( event );
}
SendTeamScoresEvent();
GoToIntermission();
return true;
}
}
return false;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
bool CTeamplayRoundBasedRules::IsGameUnderTimeLimit( void )
{
return ( mp_timelimit.GetInt() > 0 );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
int CTeamplayRoundBasedRules::GetTimeLeft( void )
{
float flTimeLimit = mp_timelimit.GetInt() * 60;
float flMapChangeTime = m_flMapResetTime + flTimeLimit;
// If the round timer is longer, let the round complete
// TFTODO: Do we need to worry about the timelimit running our during a round?
int iTime = (int)(flMapChangeTime - gpGlobals->curtime);
if ( iTime < 0 )
{
iTime = 0;
}
return ( iTime );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
bool CTeamplayRoundBasedRules::CheckNextLevelCvar( void )
{
if ( m_bForceMapReset )
{
if ( nextlevel.GetString() && *nextlevel.GetString() && engine->IsMapValid( nextlevel.GetString() ) )
{
IGameEvent *event = gameeventmanager->CreateEvent( "teamplay_game_over" );
if ( event )
{
event->SetString( "reason", "NextLevel CVAR" );
gameeventmanager->FireEvent( event );
}
GoToIntermission();
return true;
}
}
return false;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
bool CTeamplayRoundBasedRules::CheckWinLimit( void )
{
// has one team won the specified number of rounds?
int iWinLimit = mp_winlimit.GetInt();
if ( iWinLimit > 0 )
{
for ( int i = LAST_SHARED_TEAM+1; i < GetNumberOfTeams(); i++ )
{
CTeam *pTeam = GetGlobalTeam(i);
Assert( pTeam );
if ( pTeam->GetScore() >= iWinLimit )
{
IGameEvent *event = gameeventmanager->CreateEvent( "teamplay_game_over" );
if ( event )
{
event->SetString( "reason", "Reached Win Limit" );
gameeventmanager->FireEvent( event );
}
GoToIntermission();
return true;
}
}
}
return false;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
bool CTeamplayRoundBasedRules::CheckMaxRounds()
{
if ( mp_maxrounds.GetInt() > 0 && IsInPreMatch() == false )
{
if ( m_nRoundsPlayed >= mp_maxrounds.GetInt() )
{
IGameEvent *event = gameeventmanager->CreateEvent( "teamplay_game_over" );
if ( event )
{
event->SetString( "reason", "Reached Round Limit" );
gameeventmanager->FireEvent( event );
}
GoToIntermission();
return true;
}
}
return false;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTeamplayRoundBasedRules::State_Transition( gamerules_roundstate_t newState )
{
State_Leave();
State_Enter( newState );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTeamplayRoundBasedRules::State_Enter( gamerules_roundstate_t newState )
{
m_iRoundState = newState;
m_pCurStateInfo = State_LookupInfo( newState );
if ( mp_showroundtransitions.GetInt() > 0 )
{
if ( m_pCurStateInfo )
Msg( "Gamerules: entering state '%s'\n", m_pCurStateInfo->m_pStateName );
else
Msg( "Gamerules: entering state #%d\n", newState );
}
// Initialize the new state.
if ( m_pCurStateInfo && m_pCurStateInfo->pfnEnterState )
{
(this->*m_pCurStateInfo->pfnEnterState)();
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTeamplayRoundBasedRules::State_Leave()
{
if ( m_pCurStateInfo && m_pCurStateInfo->pfnLeaveState )
{
(this->*m_pCurStateInfo->pfnLeaveState)();
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTeamplayRoundBasedRules::State_Think()
{
if ( m_pCurStateInfo && m_pCurStateInfo->pfnThink )
{
(this->*m_pCurStateInfo->pfnThink)();
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
CGameRulesRoundStateInfo* CTeamplayRoundBasedRules::State_LookupInfo( gamerules_roundstate_t state )
{
static CGameRulesRoundStateInfo playerStateInfos[] =
{
{ GR_STATE_INIT, "GR_STATE_INIT", &CTeamplayRoundBasedRules::State_Enter_INIT, NULL, &CTeamplayRoundBasedRules::State_Think_INIT },
{ GR_STATE_PREGAME, "GR_STATE_PREGAME", &CTeamplayRoundBasedRules::State_Enter_PREGAME, NULL, &CTeamplayRoundBasedRules::State_Think_PREGAME },
{ GR_STATE_STARTGAME, "GR_STATE_STARTGAME", &CTeamplayRoundBasedRules::State_Enter_STARTGAME, NULL, &CTeamplayRoundBasedRules::State_Think_STARTGAME },
{ GR_STATE_PREROUND, "GR_STATE_PREROUND", &CTeamplayRoundBasedRules::State_Enter_PREROUND, NULL, &CTeamplayRoundBasedRules::State_Think_PREROUND },
{ GR_STATE_RND_RUNNING, "GR_STATE_RND_RUNNING", &CTeamplayRoundBasedRules::State_Enter_RND_RUNNING, NULL, &CTeamplayRoundBasedRules::State_Think_RND_RUNNING },
{ GR_STATE_TEAM_WIN, "GR_STATE_TEAM_WIN", &CTeamplayRoundBasedRules::State_Enter_TEAM_WIN, NULL, &CTeamplayRoundBasedRules::State_Think_TEAM_WIN },
{ GR_STATE_RESTART, "GR_STATE_RESTART", &CTeamplayRoundBasedRules::State_Enter_RESTART, NULL, &CTeamplayRoundBasedRules::State_Think_RESTART },
{ GR_STATE_STALEMATE, "GR_STATE_STALEMATE", &CTeamplayRoundBasedRules::State_Enter_STALEMATE, &CTeamplayRoundBasedRules::State_Leave_STALEMATE, &CTeamplayRoundBasedRules::State_Think_STALEMATE },
{ GR_STATE_GAME_OVER, "GR_STATE_GAME_OVER", NULL, NULL, NULL },
};
for ( int i=0; i < ARRAYSIZE( playerStateInfos ); i++ )
{
if ( playerStateInfos[i].m_iRoundState == state )
return &playerStateInfos[i];
}
return NULL;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTeamplayRoundBasedRules::State_Enter_INIT( void )
{
InitTeams();
ResetMapTime();
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTeamplayRoundBasedRules::State_Think_INIT( void )
{
State_Transition( GR_STATE_PREGAME );
}
//-----------------------------------------------------------------------------
// Purpose: The server is idle and waiting for enough players to start up again.
// When we find an active player go to GR_STATE_STARTGAME.
//-----------------------------------------------------------------------------
void CTeamplayRoundBasedRules::State_Enter_PREGAME( void )
{
m_flNextPeriodicThink = gpGlobals->curtime + 0.1;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTeamplayRoundBasedRules::State_Think_PREGAME( void )
{
CheckRespawnWaves();
// we'll just stay in pregame for the bugbait reports
if ( IsLoadingBugBaitReport() || gpGlobals->eLoadType == MapLoad_Background )
return;
// Commentary stays in this mode too
if ( IsInCommentaryMode() )
return;
if( CountActivePlayers() > 0 || (IsInArenaMode() == true && m_flWaitingForPlayersTimeEnds == 0.0f) )
{
State_Transition( GR_STATE_STARTGAME );
}
}
//-----------------------------------------------------------------------------
// Purpose: Wait a bit and then spawn everyone into the preround
//-----------------------------------------------------------------------------
void CTeamplayRoundBasedRules::State_Enter_STARTGAME( void )
{
m_flStateTransitionTime = gpGlobals->curtime;
m_bInitialSpawn = true;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTeamplayRoundBasedRules::State_Think_STARTGAME()
{
if( gpGlobals->curtime > m_flStateTransitionTime )
{
if ( mp_waitingforplayers_time.GetFloat() > 0 )
{
// go into waitingforplayers, reset at end of it
SetInWaitingForPlayers( true );
}
State_Transition( GR_STATE_PREROUND );
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTeamplayRoundBasedRules::State_Enter_PREROUND( void )
{
BalanceTeams( false );
m_flStartBalancingTeamsAt = gpGlobals->curtime + 60.0;
// Reset everything in the level
RoundRespawn();
IGameEvent *event = gameeventmanager->CreateEvent( "teamplay_round_start" );
if ( event )
{
event->SetBool( "full_reset", m_bForceMapReset );
gameeventmanager->FireEvent( event );
}
if ( IsInArenaMode() == true )
{
if ( CountActivePlayers() > 0 )
{
variant_t sVariant;
if ( !m_hStalemateTimer )
{
m_hStalemateTimer = (CTeamRoundTimer*)CBaseEntity::Create( "team_round_timer", vec3_origin, vec3_angle );
}
m_hStalemateTimer->KeyValue( "show_in_hud", "1" );
sVariant.SetInt( tf_arena_preround_time.GetInt() );
m_hStalemateTimer->AcceptInput( "SetTime", NULL, NULL, sVariant, 0 );
m_hStalemateTimer->AcceptInput( "Resume", NULL, NULL, sVariant, 0 );
m_hStalemateTimer->AcceptInput( "Enable", NULL, NULL, sVariant, 0 );
IGameEvent *event = gameeventmanager->CreateEvent( "teamplay_update_timer" );
if ( event )
{
gameeventmanager->FireEvent( event );
}
}
m_flStateTransitionTime = gpGlobals->curtime + tf_arena_preround_time.GetInt();
}
else
{
m_flStateTransitionTime = gpGlobals->curtime + 5 * mp_enableroundwaittime.GetFloat();
}
StopWatchModeThink();
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTeamplayRoundBasedRules::State_Think_PREROUND( void )
{
if( gpGlobals->curtime > m_flStateTransitionTime )
{
if ( IsInArenaMode() == true )
{
if ( IsInWaitingForPlayers() == true )
{
if ( IsInTournamentMode() == true )
{
// check round restart
CheckReadyRestart();
}
return;
}
State_Transition( GR_STATE_STALEMATE );
// hide the class composition panel
}
else
{
State_Transition( GR_STATE_RND_RUNNING );
}
}
CheckRespawnWaves();
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTeamplayRoundBasedRules::State_Enter_RND_RUNNING( void )
{
SetupOnRoundRunning();
IGameEvent *event = gameeventmanager->CreateEvent( "teamplay_round_active" );
if ( event )
{
gameeventmanager->FireEvent( event );
}
if( !IsInWaitingForPlayers() )
{
PlayStartRoundVoice();
}
m_bChangeLevelOnRoundEnd = false;
m_bPrevRoundWasWaitingForPlayers = false;
m_flNextBalanceTeamsTime = gpGlobals->curtime + 1.0f;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTeamplayRoundBasedRules::CheckReadyRestart( void )
{
// check round restart
if( m_flRestartRoundTime > 0 && m_flRestartRoundTime < gpGlobals->curtime && !g_pServerBenchmark->IsBenchmarkRunning() )
{
// time to restart!
State_Transition( GR_STATE_RESTART );
m_flRestartRoundTime = -1;
}
// check ready restart
if( m_bAwaitingReadyRestart )
{
bool bTeamNotReady = false;
for ( int i = LAST_SHARED_TEAM+1; i < GetNumberOfTeams(); i++ )
{
if ( !m_bTeamReady[i] )
{
bTeamNotReady = true;
break;
}
}
if ( !bTeamNotReady )
{
//State_Transition( GR_STATE_RESTART );
mp_restartgame.SetValue( 5 );
m_bAwaitingReadyRestart = false;
ShouldResetScores( true, true );
ShouldResetRoundsPlayed( true );
}
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTeamplayRoundBasedRules::State_Think_RND_RUNNING( void )
{
//if we don't find any active players, return to GR_STATE_PREGAME
if( CountActivePlayers() <= 0 )
{
State_Transition( GR_STATE_PREGAME );
return;
}
if ( m_flNextBalanceTeamsTime < gpGlobals->curtime )
{
BalanceTeams( true );
m_flNextBalanceTeamsTime = gpGlobals->curtime + 1.0f;
}
CheckRespawnWaves();
// check round restart
CheckReadyRestart();
bool bAllowStalemateAtTimelimit = m_bAllowStalemateAtTimelimit || ( !IsValveMap() && mp_stalemate_at_timelimit.GetBool() );
// See if we're coming up to the server timelimit, in which case force a stalemate immediately.
if ( State_Get() == GR_STATE_RND_RUNNING && bAllowStalemateAtTimelimit && mp_timelimit.GetInt() > 0 && IsInPreMatch() == false )
{
if ( GetTimeLeft() <= 0.5 )
{
int iDrawScoreCheck = -1;
int iWinningTeam = 0;
bool bTeamsAreDrawn = true;
for ( int i = FIRST_GAME_TEAM; (i < GetNumberOfTeams()) && bTeamsAreDrawn; i++ )
{
int iTeamScore = GetGlobalTeam(i)->GetScore();
if ( iTeamScore > iDrawScoreCheck )
{
iWinningTeam = i;
}
if ( iTeamScore != iDrawScoreCheck )
{
if ( iDrawScoreCheck == -1 )
{
iDrawScoreCheck = iTeamScore;
}
else
{
bTeamsAreDrawn = false;
}
}
}
if ( bTeamsAreDrawn )
{
if ( CanGoToStalemate() )
{
m_bChangelevelAfterStalemate = true;
SetStalemate( STALEMATE_SERVER_TIMELIMIT, m_bForceMapReset );
}
else
{
SetOvertime( true );
}
}
else
{
SetWinningTeam( iWinningTeam, WINREASON_TIMELIMIT, true, false, true );
}
}
}
StopWatchModeThink();
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTeamplayRoundBasedRules::State_Enter_TEAM_WIN( void )
{
float flTime = MAX( 5, mp_bonusroundtime.GetFloat() );
m_flStateTransitionTime = gpGlobals->curtime + flTime * mp_enableroundwaittime.GetFloat();
// if we're forcing the map to reset it must be the end of a "full" round not a mini-round
if ( m_bForceMapReset )
{
m_nRoundsPlayed++;
}
InternalHandleTeamWin( m_iWinningTeam );
SendWinPanelInfo();
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTeamplayRoundBasedRules::State_Think_TEAM_WIN( void )
{
if( gpGlobals->curtime > m_flStateTransitionTime )
{
bool bDone = !(!CheckTimeLimit() && !CheckWinLimit() && !CheckMaxRounds() && !CheckNextLevelCvar());
// check the win limit, max rounds, time limit and nextlevel cvar before starting the next round
if ( bDone == false )
{
PreviousRoundEnd();
State_Transition( GR_STATE_PREROUND );
}
else if ( IsInTournamentMode() == true )
{
for ( int i = 1; i <= MAX_PLAYERS; i++ )
{
CBasePlayer *pPlayer = UTIL_PlayerByIndex( i );
if ( !pPlayer )
continue;
pPlayer->ShowViewPortPanel( PANEL_SCOREBOARD );
}
RestartTournament();
State_Transition( GR_STATE_RND_RUNNING );
}
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTeamplayRoundBasedRules::State_Enter_STALEMATE( void )
{
m_flStalemateStartTime = gpGlobals->curtime;
SetupOnStalemateStart();
// Stop any timers, and bring up a new one
HideActiveTimer();
if ( m_hStalemateTimer )
{
UTIL_Remove( m_hStalemateTimer );
m_hStalemateTimer = NULL;
}
int iTimeLimit = mp_stalemate_timelimit.GetInt();
if ( IsInArenaMode() == true )
{
iTimeLimit = tf_arena_round_time.GetInt();
}
if ( iTimeLimit > 0 )
{
variant_t sVariant;
if ( !m_hStalemateTimer )
{
m_hStalemateTimer = (CTeamRoundTimer*)CBaseEntity::Create( "team_round_timer", vec3_origin, vec3_angle );
}
m_hStalemateTimer->KeyValue( "show_in_hud", "1" );
sVariant.SetInt( iTimeLimit );
m_hStalemateTimer->AcceptInput( "SetTime", NULL, NULL, sVariant, 0 );
m_hStalemateTimer->AcceptInput( "Resume", NULL, NULL, sVariant, 0 );
m_hStalemateTimer->AcceptInput( "Enable", NULL, NULL, sVariant, 0 );
IGameEvent *event = gameeventmanager->CreateEvent( "teamplay_update_timer" );
if ( event )
{
gameeventmanager->FireEvent( event );
}
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTeamplayRoundBasedRules::State_Leave_STALEMATE( void )
{
SetupOnStalemateEnd();
if ( m_hStalemateTimer )
{
UTIL_Remove( m_hStalemateTimer );
}
if ( IsInArenaMode() == false )
{
RestoreActiveTimer();
IGameEvent *event = gameeventmanager->CreateEvent( "teamplay_update_timer" );
if ( event )
{
gameeventmanager->FireEvent( event );
}
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTeamplayRoundBasedRules::HideActiveTimer( void )
{
// We can't handle this, because we won't be able to restore multiple timers
Assert( m_hPreviousActiveTimer.Get() == NULL );
m_hPreviousActiveTimer = NULL;
CBaseEntity *pEntity = NULL;
variant_t sVariant;
sVariant.SetInt( false );
while ((pEntity = gEntList.FindEntityByClassname( pEntity, "team_round_timer" )) != NULL)
{
CTeamRoundTimer *pTimer = assert_cast<CTeamRoundTimer*>(pEntity);
if ( pTimer && pTimer->ShowInHud() )
{
Assert( !m_hPreviousActiveTimer );
m_hPreviousActiveTimer = pTimer;
pEntity->AcceptInput( "ShowInHUD", NULL, NULL, sVariant, 0 );
}
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTeamplayRoundBasedRules::RestoreActiveTimer( void )
{
if ( m_hPreviousActiveTimer )
{
variant_t sVariant;
sVariant.SetInt( true );
m_hPreviousActiveTimer->AcceptInput( "ShowInHUD", NULL, NULL, sVariant, 0 );
m_hPreviousActiveTimer = NULL;
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTeamplayRoundBasedRules::State_Think_STALEMATE( void )
{
//if we don't find any active players, return to GR_STATE_PREGAME
if( CountActivePlayers() <= 0 && IsInArenaMode() == false )
{
State_Transition( GR_STATE_PREGAME );
return;
}
int iDeadTeam = TEAM_UNASSIGNED;
int iAliveTeam = TEAM_UNASSIGNED;
// If a team is fully killed, the other team has won
for ( int i = LAST_SHARED_TEAM+1; i < GetNumberOfTeams(); i++ )
{
CTeam *pTeam = GetGlobalTeam(i);
Assert( pTeam );
int iPlayers = pTeam->GetNumPlayers();
if ( iPlayers )
{
bool bFoundLiveOne = false;
for ( int player = 0; player < iPlayers; player++ )
{
if ( pTeam->GetPlayer(player) && pTeam->GetPlayer(player)->IsAlive() )
{
bFoundLiveOne = true;
break;
}
}
if ( bFoundLiveOne )
{
iAliveTeam = i;
}
else
{
iDeadTeam = i;
}
}
else
{
iDeadTeam = i;
}
}
if ( iDeadTeam && iAliveTeam )
{
// The live team has won.
bool bMasterHandled = false;
if ( !m_bForceMapReset )
{
// We're not resetting the map, so give the winners control
// of all the points that were in play this round.
// Find the control point master.
CTeamControlPointMaster *pMaster = g_hControlPointMasters.Count() ? g_hControlPointMasters[0] : NULL;
if ( pMaster )
{
variant_t sVariant;
sVariant.SetInt( iAliveTeam );
pMaster->AcceptInput( "SetWinnerAndForceCaps", NULL, NULL, sVariant, 0 );
bMasterHandled = true;
}
}
if ( !bMasterHandled )
{
SetWinningTeam( iAliveTeam, WINREASON_OPPONENTS_DEAD, m_bForceMapReset );
}
}
else if ( iDeadTeam && iAliveTeam == TEAM_UNASSIGNED ||
( m_hStalemateTimer && TimerMayExpire() && m_hStalemateTimer->GetTimeRemaining() <= 0 ) )
{
bool bFullReset = true;
CTeamControlPointMaster *pMaster = g_hControlPointMasters.Count() ? g_hControlPointMasters[0] : NULL;
if ( pMaster && pMaster->PlayingMiniRounds() )
{
// we don't need to do a full map reset for maps with mini-rounds
bFullReset = false;
}
// Both teams are dead. Pure stalemate.
SetWinningTeam( TEAM_UNASSIGNED, WINREASON_STALEMATE, bFullReset, false );
}
}
//-----------------------------------------------------------------------------
// Purpose: manual restart
//-----------------------------------------------------------------------------
void CTeamplayRoundBasedRules::State_Enter_RESTART( void )
{
// send scores
SendTeamScoresEvent();
// send restart event
IGameEvent *event = gameeventmanager->CreateEvent( "teamplay_restart_round" );
if ( event )
{
gameeventmanager->FireEvent( event );
}
m_bPrevRoundWasWaitingForPlayers = m_bInWaitingForPlayers;
SetInWaitingForPlayers( false );
ResetScores();
// reset the round time
ResetMapTime();
State_Transition( GR_STATE_PREROUND );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTeamplayRoundBasedRules::State_Think_RESTART( void )
{
// should never get here, State_Enter_RESTART sets us into a different state
Assert( 0 );
}
//-----------------------------------------------------------------------------
// Purpose: Input for other entities to declare a round winner.
//-----------------------------------------------------------------------------
void CTeamplayRoundBasedRules::SetWinningTeam( int team, int iWinReason, bool bForceMapReset /* = true */, bool bSwitchTeams /* = false*/, bool bDontAddScore /* = false*/ )
{
// Commentary doesn't let anyone win
if ( IsInCommentaryMode() )
return;
if ( ( team != TEAM_UNASSIGNED ) && ( team <= LAST_SHARED_TEAM || team >= GetNumberOfTeams() ) )
{
Assert( !"SetWinningTeam() called with invalid team." );
return;
}
// are we already in this state?
if ( State_Get() == GR_STATE_TEAM_WIN )
return;
SetForceMapReset( bForceMapReset );
SetSwitchTeams( bSwitchTeams );
m_iWinningTeam = team;
m_iWinReason = iWinReason;
PlayWinSong( team );
// only reward the team if they have won the map and we're going to do a full reset or the time has run out and we're changing maps
bool bRewardTeam = bForceMapReset || ( IsGameUnderTimeLimit() && ( GetTimeLeft() <= 0 ) );
if ( bDontAddScore == true )
{
bRewardTeam = false;
}
m_bUseAddScoreAnim = false;
if ( bRewardTeam && ( team != TEAM_UNASSIGNED ) && ShouldScorePerRound() )
{
GetGlobalTeam( team )->AddScore( TEAMPLAY_ROUND_WIN_SCORE );
m_bUseAddScoreAnim = true;
}
// this was a sudden death win if we were in stalemate then a team won it
bool bWasSuddenDeath = ( InStalemate() && m_iWinningTeam >= FIRST_GAME_TEAM );
State_Transition( GR_STATE_TEAM_WIN );
IGameEvent *event = gameeventmanager->CreateEvent( "teamplay_round_win" );
if ( event )
{
event->SetInt( "team", team );
event->SetBool( "full_round", bForceMapReset );
event->SetFloat( "round_time", gpGlobals->curtime - m_flRoundStartTime );
event->SetBool( "was_sudden_death", bWasSuddenDeath );
// let derived classes add more fields to the event
FillOutTeamplayRoundWinEvent( event );
gameeventmanager->FireEvent( event );
}
// send team scores
SendTeamScoresEvent();
if ( team == TEAM_UNASSIGNED )
{
for ( int i = 1; i <= gpGlobals->maxClients; i++ )
{
CBaseMultiplayerPlayer *pPlayer = ToBaseMultiplayerPlayer( UTIL_PlayerByIndex( i ) );
if ( !pPlayer )
continue;
pPlayer->SpeakConceptIfAllowed( MP_CONCEPT_STALEMATE );
}
}
}
//-----------------------------------------------------------------------------
// Purpose: Input for other entities to declare a stalemate
// Most often a team_control_point_master saying that the
// round timer expired
//-----------------------------------------------------------------------------
void CTeamplayRoundBasedRules::SetStalemate( int iReason, bool bForceMapReset /* = true */, bool bSwitchTeams /* = false */ )
{
if ( IsInTournamentMode() == true && IsInPreMatch() == true )
return;
if ( !mp_stalemate_enable.GetBool() )
{
SetWinningTeam( TEAM_UNASSIGNED, WINREASON_STALEMATE, bForceMapReset, bSwitchTeams );
return;
}
if ( InStalemate() )
return;
SetForceMapReset( bForceMapReset );
m_iWinningTeam = TEAM_UNASSIGNED;
PlaySuddenDeathSong();
State_Transition( GR_STATE_STALEMATE );
IGameEvent *event = gameeventmanager->CreateEvent( "teamplay_round_stalemate" );
if ( event )
{
event->SetInt( "reason", iReason );
gameeventmanager->FireEvent( event );
}
}
#ifdef GAME_DLL
void CC_CH_ForceRespawn( void )
{
CTeamplayRoundBasedRules *pRules = dynamic_cast<CTeamplayRoundBasedRules*>( GameRules() );
if ( pRules )
{
pRules->RespawnPlayers( true );
}
}
static ConCommand mp_forcerespawnplayers("mp_forcerespawnplayers", CC_CH_ForceRespawn, "Force all players to respawn.", FCVAR_CHEAT );
void CC_CH_TournamentRestart( void )
{
CTeamplayRoundBasedRules *pRules = dynamic_cast<CTeamplayRoundBasedRules*>( GameRules() );
if ( pRules )
{
pRules->RestartTournament();
}
}
static ConCommand mp_tournament_restart("mp_tournament_restart", CC_CH_TournamentRestart, "Restart Tournament Mode on the current level." );
void CTeamplayRoundBasedRules::RestartTournament( void )
{
if ( IsInTournamentMode() == false )
return;
SetInWaitingForPlayers( true );
m_bAwaitingReadyRestart = true;
m_flStopWatchTotalTime = -1.0f;
m_bStopWatch = false;
for ( int i = 0; i < MAX_TEAMS; i++ )
{
m_bTeamReady.Set( i, false );
}
}
#endif
//-----------------------------------------------------------------------------
// Purpose:
// Input : bForceRespawn - respawn player even if dead or dying
// bTeam - if true, only respawn the passed team
// iTeam - team to respawn
//-----------------------------------------------------------------------------
void CTeamplayRoundBasedRules::RespawnPlayers( bool bForceRespawn, bool bTeam /* = false */, int iTeam/* = TEAM_UNASSIGNED */ )
{
if ( bTeam )
{
Assert( iTeam > LAST_SHARED_TEAM && iTeam < GetNumberOfTeams() );
}
int iPlayersSpawned = 0;
CBasePlayer *pPlayer;
for ( int i = 1; i <= gpGlobals->maxClients; i++ )
{
pPlayer = ToBasePlayer( UTIL_PlayerByIndex( i ) );
if ( !pPlayer )
continue;
// Check for team specific spawn
if ( bTeam && pPlayer->GetTeamNumber() != iTeam )
continue;
// players that haven't chosen a team/class can never spawn
if ( !pPlayer->IsReadyToPlay() )
{
// Let the player spawn immediately when they do pick a class
if ( pPlayer->ShouldGainInstantSpawn() )
{
pPlayer->AllowInstantSpawn();
}
continue;
}
// If we aren't force respawning, don't respawn players that:
// - are alive
// - are still in the death anim stage of dying
if ( !bForceRespawn )
{
if ( pPlayer->IsAlive() )
continue;
if ( m_iRoundState != GR_STATE_PREROUND )
{
// If the player hasn't been dead the minimum respawn time, he
// waits until the next wave.
if ( bTeam && !HasPassedMinRespawnTime( pPlayer ) )
continue;
if ( !pPlayer->IsReadyToSpawn() )
{
// Let the player spawn immediately when they do pick a class
if ( pPlayer->ShouldGainInstantSpawn() )
{
pPlayer->AllowInstantSpawn();
}
continue;
}
}
}
// Respawn this player
pPlayer->ForceRespawn();
iPlayersSpawned++;
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTeamplayRoundBasedRules::InitTeams( void )
{
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
int CTeamplayRoundBasedRules::CountActivePlayers( void )
{
int i;
int count = 0;
CBasePlayer *pPlayer;
for (i = 1; i <= gpGlobals->maxClients; i++ )
{
pPlayer = ToBasePlayer( UTIL_PlayerByIndex( i ) );
if ( pPlayer )
{
if( pPlayer->IsReadyToPlay() )
{
count++;
}
}
}
return count;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTeamplayRoundBasedRules::HandleTimeLimitChange( void )
{
// check that we have an active timer in the HUD and use mp_timelimit if we don't
if ( !MapHasActiveTimer() && ( mp_timelimit.GetInt() > 0 && GetTimeLeft() > 0 ) )
{
CreateTimeLimitTimer();
}
else
{
if ( m_hTimeLimitTimer )
{
UTIL_Remove( m_hTimeLimitTimer );
m_hTimeLimitTimer = NULL;
}
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
bool CTeamplayRoundBasedRules::MapHasActiveTimer( void )
{
CBaseEntity *pEntity = NULL;
while ( ( pEntity = gEntList.FindEntityByClassname( pEntity, "team_round_timer" ) ) != NULL )
{
CTeamRoundTimer *pTimer = assert_cast<CTeamRoundTimer*>( pEntity );
if ( pTimer && pTimer->ShowInHud() && ( Q_stricmp( STRING( pTimer->GetEntityName() ), "zz_teamplay_timelimit_timer" ) != 0 ) )
{
return true;
}
}
return false;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTeamplayRoundBasedRules::CreateTimeLimitTimer( void )
{
if ( !m_hTimeLimitTimer )
{
m_hTimeLimitTimer = (CTeamRoundTimer*)CBaseEntity::Create( "team_round_timer", vec3_origin, vec3_angle );
m_hTimeLimitTimer->SetName( MAKE_STRING( "zz_teamplay_timelimit_timer" ) );
}
variant_t sVariant;
m_hTimeLimitTimer->KeyValue( "show_in_hud", "1" );
sVariant.SetInt( GetTimeLeft() );
m_hTimeLimitTimer->AcceptInput( "SetTime", NULL, NULL, sVariant, 0 );
m_hTimeLimitTimer->AcceptInput( "Resume", NULL, NULL, sVariant, 0 );
m_hTimeLimitTimer->AcceptInput( "Enable", NULL, NULL, sVariant, 0 );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTeamplayRoundBasedRules::RoundRespawn( void )
{
m_flRoundStartTime = gpGlobals->curtime;
if ( m_bForceMapReset || m_bPrevRoundWasWaitingForPlayers )
{
CleanUpMap();
// clear out the previously played rounds
m_iszPreviousRounds.RemoveAll();
if ( mp_timelimit.GetInt() > 0 && GetTimeLeft() > 0 )
{
// check that we have an active timer in the HUD and use mp_timelimit if we don't
if ( !MapHasActiveTimer() )
{
CreateTimeLimitTimer();
}
}
m_iLastCapPointChanged = 0;
}
// reset our spawn times to the original values
for ( int i = 0; i < MAX_TEAMS; i++ )
{
if ( m_flOriginalTeamRespawnWaveTime[i] >= 0 )
{
m_TeamRespawnWaveTimes.Set( i, m_flOriginalTeamRespawnWaveTime[i] );
}
}
if ( !IsInWaitingForPlayers() )
{
if ( m_bForceMapReset )
{
UTIL_LogPrintf( "World triggered \"Round_Start\"\n" );
}
}
// Setup before respawning players, so we can mess with spawnpoints
SetupOnRoundStart();
// Do we need to switch the teams?
m_bSwitchedTeamsThisRound = false;
if ( ShouldSwitchTeams() )
{
m_bSwitchedTeamsThisRound = true;
HandleSwitchTeams();
SetSwitchTeams( false );
}
// Do we need to switch the teams?
if ( ShouldScrambleTeams() )
{
HandleScrambleTeams();
SetScrambleTeams( false );
}
RespawnPlayers( true );
// reset per-round scores for each player
for ( int i = 1; i <= MAX_PLAYERS; i++ )
{
CBasePlayer *pPlayer = ToBasePlayer( UTIL_PlayerByIndex( i ) );
if ( pPlayer )
{
pPlayer->ResetPerRoundStats();
}
}
}
//-----------------------------------------------------------------------------
// Purpose: Recreate all the map entities from the map data (preserving their indices),
// then remove everything else except the players.
//-----------------------------------------------------------------------------
void CTeamplayRoundBasedRules::CleanUpMap()
{
if( mp_showcleanedupents.GetInt() )
{
Msg( "CleanUpMap\n===============\n" );
Msg( " Entities: %d (%d edicts)\n", gEntList.NumberOfEntities(), gEntList.NumberOfEdicts() );
}
// Get rid of all entities except players.
CBaseEntity *pCur = gEntList.FirstEnt();
while ( pCur )
{
if ( !RoundCleanupShouldIgnore( pCur ) )
{
if( mp_showcleanedupents.GetInt() & 1 )
{
Msg( "Removed Entity: %s\n", pCur->GetClassname() );
}
UTIL_Remove( pCur );
}
pCur = gEntList.NextEnt( pCur );
}
// Clear out the event queue
g_EventQueue.Clear();
// Really remove the entities so we can have access to their slots below.
gEntList.CleanupDeleteList();
engine->AllowImmediateEdictReuse();
if ( mp_showcleanedupents.GetInt() & 2 )
{
Msg( " Entities Left:\n" );
pCur = gEntList.FirstEnt();
while ( pCur )
{
Msg( " %s (%d)\n", pCur->GetClassname(), pCur->entindex() );
pCur = gEntList.NextEnt( pCur );
}
}
// Now reload the map entities.
class CTeamplayMapEntityFilter : public IMapEntityFilter
{
public:
CTeamplayMapEntityFilter()
{
m_pRules = assert_cast<CTeamplayRoundBasedRules*>( GameRules() );
}
virtual bool ShouldCreateEntity( const char *pClassname )
{
// Don't recreate the preserved entities.
if ( m_pRules->ShouldCreateEntity( pClassname ) )
return true;
// Increment our iterator since it's not going to call CreateNextEntity for this ent.
if ( m_iIterator != g_MapEntityRefs.InvalidIndex() )
{
m_iIterator = g_MapEntityRefs.Next( m_iIterator );
}
return false;
}
virtual CBaseEntity* CreateNextEntity( const char *pClassname )
{
if ( m_iIterator == g_MapEntityRefs.InvalidIndex() )
{
// This shouldn't be possible. When we loaded the map, it should have used
// CTeamplayMapEntityFilter, which should have built the g_MapEntityRefs list
// with the same list of entities we're referring to here.
Assert( false );
return NULL;
}
else
{
CMapEntityRef &ref = g_MapEntityRefs[m_iIterator];
m_iIterator = g_MapEntityRefs.Next( m_iIterator ); // Seek to the next entity.
if ( ref.m_iEdict == -1 || INDEXENT( ref.m_iEdict ) )
{
// Doh! The entity was delete and its slot was reused.
// Just use any old edict slot. This case sucks because we lose the baseline.
return CreateEntityByName( pClassname );
}
else
{
// Cool, the slot where this entity was is free again (most likely, the entity was
// freed above). Now create an entity with this specific index.
return CreateEntityByName( pClassname, ref.m_iEdict );
}
}
}
public:
int m_iIterator; // Iterator into g_MapEntityRefs.
CTeamplayRoundBasedRules *m_pRules;
};
CTeamplayMapEntityFilter filter;
filter.m_iIterator = g_MapEntityRefs.Head();
// DO NOT CALL SPAWN ON info_node ENTITIES!
MapEntity_ParseAllEntities( engine->GetMapEntitiesString(), &filter, true );
}
// Utility function
bool FindInList( const char **pStrings, const char *pToFind )
{
int i = 0;
while ( pStrings[i][0] != 0 )
{
if ( Q_stricmp( pStrings[i], pToFind ) == 0 )
return true;
i++;
}
return false;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
bool CTeamplayRoundBasedRules::ShouldCreateEntity( const char *pszClassName )
{
return !FindInList( s_PreserveEnts, pszClassName );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
bool CTeamplayRoundBasedRules::RoundCleanupShouldIgnore( CBaseEntity *pEnt )
{
return FindInList( s_PreserveEnts, pEnt->GetClassname() );
}
//-----------------------------------------------------------------------------
// Purpose: Sort function for sorting players by time spent connected ( user ID )
//-----------------------------------------------------------------------------
static int SwitchPlayersSort( CBaseMultiplayerPlayer * const *p1, CBaseMultiplayerPlayer * const *p2 )
{
// sort by score
return ( (*p2)->GetTeamBalanceScore() - (*p1)->GetTeamBalanceScore() );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTeamplayRoundBasedRules::CheckRespawnWaves( void )
{
for ( int team = LAST_SHARED_TEAM+1; team < GetNumberOfTeams(); team++ )
{
if ( m_flNextRespawnWave[team] > gpGlobals->curtime )
continue;
RespawnTeam( team );
m_flNextRespawnWave.Set( team, gpGlobals->curtime + GetRespawnWaveMaxLength( team ) );
}
}
class CBalanceTeamGroup : public CSameTeamGroup
{
typedef CSameTeamGroup BaseClass;
public:
CBalanceTeamGroup();
CBalanceTeamGroup( const CBalanceTeamGroup &src );
virtual void Build( CGameRules *pGameRules, CBasePlayer *pl );
virtual void MaybeAddPlayer( CBasePlayer *pl );
bool AllAlive() const;
bool AllDead() const;
static bool Less( const CBalanceTeamGroup &p1, const CBalanceTeamGroup &p2 )
{
return CSameTeamGroup::Less( p1, p2 );
}
private:
int m_nAlive;
int m_nDead;
};
CBalanceTeamGroup::CBalanceTeamGroup() :
m_nAlive( 0 ),
m_nDead( 0 )
{
}
CBalanceTeamGroup::CBalanceTeamGroup( const CBalanceTeamGroup &src )
{
m_nAlive = src.m_nAlive;
m_nDead = src.m_nDead;
}
bool CBalanceTeamGroup::AllAlive() const
{
return m_nAlive > 0 && m_nDead == 0;
}
bool CBalanceTeamGroup::AllDead() const
{
return m_nDead > 0 && m_nAlive == 0;
}
void CBalanceTeamGroup::Build( CGameRules *pGameRules, CBasePlayer *pl )
{
m_Players.RemoveAll();
m_nScore = INT_MIN;
m_nAlive = m_nDead = 0;
// These are built by the "parent" player
if ( pGameRules->ForceSplitScreenPlayersOnToSameTeam() &&
pl->IsSplitScreenPlayer() )
return;
MaybeAddPlayer( pl );
if ( !pGameRules->ForceSplitScreenPlayersOnToSameTeam() )
return;
CUtlVector< CHandle< CBasePlayer > > &list = pl->GetSplitScreenPlayers();
for ( int i = 0; i < list.Count(); ++i )
{
MaybeAddPlayer( list[ i ] );
}
}
void CBalanceTeamGroup::MaybeAddPlayer( CBasePlayer *pl )
{
CBaseMultiplayerPlayer *pPlayer = ToBaseMultiplayerPlayer( pl );
if ( pPlayer )
{
int nScore = pPlayer->CalculateTeamBalanceScore();
pPlayer->SetTeamBalanceScore( nScore );
if ( nScore > m_nScore )
{
m_nScore = nScore;
}
if ( pPlayer->IsAlive() )
{
++m_nAlive;
}
else
{
++m_nDead;
}
m_Players.AddToTail( pl );
}
}
//-----------------------------------------------------------------------------
// Purpose: Return true if the teams are balanced after this function
//-----------------------------------------------------------------------------
void CTeamplayRoundBasedRules::BalanceTeams( bool bRequireSwitcheesToBeDead )
{
if ( mp_autoteambalance.GetBool() == false || IsInArenaMode() == true )
{
return;
}
// we don't balance for a period of time at the start of the game
if ( gpGlobals->curtime < m_flStartBalancingTeamsAt )
{
return;
}
// wrap with this bool, indicates it's a round running switch and not a between rounds insta-switch
if ( bRequireSwitcheesToBeDead )
{
// we don't balance if there is less than 60 seconds on the active timer
CTeamRoundTimer *pActiveTimer = GetActiveRoundTimer();
if ( pActiveTimer && pActiveTimer->GetTimeRemaining() < 60 )
{
return;
}
}
int iHeaviestTeam = TEAM_UNASSIGNED, iLightestTeam = TEAM_UNASSIGNED;
// Figure out if we're unbalanced
if ( !AreTeamsUnbalanced( iHeaviestTeam, iLightestTeam ) )
{
m_flFoundUnbalancedTeamsTime = -1;
m_bPrintedUnbalanceWarning = false;
return;
}
if ( m_flFoundUnbalancedTeamsTime < 0 )
{
m_flFoundUnbalancedTeamsTime = gpGlobals->curtime;
}
// if teams have been unbalanced for X seconds, play a warning
if ( !m_bPrintedUnbalanceWarning && ( ( gpGlobals->curtime - m_flFoundUnbalancedTeamsTime ) > 1.0 ) )
{
// print unbalance warning
UTIL_ClientPrintAll( HUD_PRINTTALK, "#game_auto_team_balance_in", "5" );
m_bPrintedUnbalanceWarning = true;
}
// teams are unbalanced, figure out players that need to be switched
CTeam *pHeavyTeam = GetGlobalTeam( iHeaviestTeam );
CTeam *pLightTeam = GetGlobalTeam( iLightestTeam );
Assert( pHeavyTeam && pLightTeam );
int iNumSwitchesRequired = ( pHeavyTeam->GetNumPlayers() - pLightTeam->GetNumPlayers() ) / 2;
// sort the eligible players and switch the n best candidates
CUtlRBTree<CBalanceTeamGroup> vecGroups( 0, 0, CBalanceTeamGroup::Less );
CBaseMultiplayerPlayer *pPlayer;
int i;
for ( i = 0; i < pHeavyTeam->GetNumPlayers(); i++ )
{
CBasePlayer *pl = pHeavyTeam->GetPlayer(i);
if ( !pl )
continue;
CBalanceTeamGroup group;
group.Build( this, pl );
if ( group.Count() <= 0 )
continue;
if ( bRequireSwitcheesToBeDead && !group.AllDead() )
continue;
// Too many players
if ( group.Count() > iNumSwitchesRequired )
continue;
vecGroups.Insert( group );
}
for ( int i=vecGroups.FirstInorder(); i != vecGroups.InvalidIndex(); i = vecGroups.NextInorder( i ) )
{
if ( iNumSwitchesRequired <= 0 )
break;
CSameTeamGroup &group = vecGroups[ i ];
if ( !group.Count() || group.Count() > iNumSwitchesRequired )
continue;
for ( int j = 0; j < group.Count(); ++j )
{
pPlayer = ToBaseMultiplayerPlayer( group.GetPlayer( j ) );
if ( !pPlayer )
continue;
pPlayer->ChangeTeam( iLightestTeam );
pPlayer->SetLastForcedChangeTeamTimeToNow();
IGameEvent *event = gameeventmanager->CreateEvent( "teamplay_teambalanced_player" );
if ( event )
{
event->SetInt( "player", pPlayer->entindex() );
event->SetInt( "team", iLightestTeam );
gameeventmanager->FireEvent( event );
}
// tell people that we've switched this player
UTIL_ClientPrintAll( HUD_PRINTTALK, "#game_player_was_team_balanced", pPlayer->GetPlayerName() );
iNumSwitchesRequired--;
}
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTeamplayRoundBasedRules::ResetScores( void )
{
if ( m_bResetTeamScores )
{
for ( int i = 0; i < GetNumberOfTeams(); i++ )
{
GetGlobalTeam( i )->ResetScores();
}
}
if ( m_bResetPlayerScores )
{
CBasePlayer *pPlayer;
for( int i = 1; i <= gpGlobals->maxClients; i++ )
{
pPlayer = ToBasePlayer( UTIL_PlayerByIndex( i ) );
if (pPlayer == NULL)
continue;
if (FNullEnt( pPlayer->edict() ))
continue;
pPlayer->ResetScores();
}
}
if ( m_bResetRoundsPlayed )
{
m_nRoundsPlayed = 0;
}
// assume we always want to reset the scores
// unless someone tells us not to for the next reset
m_bResetTeamScores = true;
m_bResetPlayerScores = true;
m_bResetRoundsPlayed = true;
//m_flStopWatchTime = -1.0f;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTeamplayRoundBasedRules::ResetMapTime( void )
{
m_flMapResetTime = gpGlobals->curtime;
// send an event with the time remaining until map change
IGameEvent *event = gameeventmanager->CreateEvent( "teamplay_map_time_remaining" );
if ( event )
{
event->SetInt( "seconds", GetTimeLeft() );
gameeventmanager->FireEvent( event );
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTeamplayRoundBasedRules::PlayStartRoundVoice( void )
{
for ( int i = LAST_SHARED_TEAM+1; i < GetNumberOfTeams(); i++ )
{
BroadcastSound( i, UTIL_VarArgs("Game.TeamRoundStart%d", i ) );
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTeamplayRoundBasedRules::PlayWinSong( int team )
{
if ( team == TEAM_UNASSIGNED )
{
PlayStalemateSong();
}
else
{
BroadcastSound( TEAM_UNASSIGNED, UTIL_VarArgs("Game.TeamWin%d", team ) );
for ( int i = FIRST_GAME_TEAM; i < GetNumberOfTeams(); i++ )
{
if ( i == team )
{
BroadcastSound( i, "Game.YourTeamWon" );
}
else
{
BroadcastSound( i, "Game.YourTeamLost" );
}
}
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTeamplayRoundBasedRules::PlaySuddenDeathSong( void )
{
BroadcastSound( TEAM_UNASSIGNED, "Game.SuddenDeath" );
for ( int i = FIRST_GAME_TEAM; i < GetNumberOfTeams(); i++ )
{
BroadcastSound( i, "Game.SuddenDeath" );
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTeamplayRoundBasedRules::PlayStalemateSong( void )
{
BroadcastSound( TEAM_UNASSIGNED, "Game.Stalemate" );
for ( int i = FIRST_GAME_TEAM; i < GetNumberOfTeams(); i++ )
{
BroadcastSound( i, "Game.Stalemate" );
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTeamplayRoundBasedRules::BroadcastSound( int iTeam, const char *sound )
{
//send it to everyone
IGameEvent *event = gameeventmanager->CreateEvent( "teamplay_broadcast_audio" );
if ( event )
{
event->SetInt( "team", iTeam );
event->SetString( "sound", sound );
gameeventmanager->FireEvent( event );
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTeamplayRoundBasedRules::AddPlayedRound( string_t strName )
{
if ( strName != NULL_STRING )
{
m_iszPreviousRounds.AddToHead( strName );
// we only need to store the last two rounds that we've played
if ( m_iszPreviousRounds.Count() > 2 )
{
// remove all but two of the entries (should only ever have to remove 1 when we're at 3)
for ( int i = m_iszPreviousRounds.Count() - 1 ; i > 1 ; i-- )
{
m_iszPreviousRounds.Remove( i );
}
}
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
bool CTeamplayRoundBasedRules::IsPreviouslyPlayedRound( string_t strName )
{
return ( m_iszPreviousRounds.Find( strName ) != m_iszPreviousRounds.InvalidIndex() );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
string_t CTeamplayRoundBasedRules::GetLastPlayedRound( void )
{
return ( m_iszPreviousRounds.Count() ? m_iszPreviousRounds[0] : NULL_STRING );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
CTeamRoundTimer *CTeamplayRoundBasedRules::GetActiveRoundTimer( void )
{
return NULL;
}
#endif // GAME_DLL
//-----------------------------------------------------------------------------
// Purpose: How long are the respawn waves for this team currently?
//-----------------------------------------------------------------------------
float CTeamplayRoundBasedRules::GetRespawnWaveMaxLength( int iTeam, bool bScaleWithNumPlayers /* = true */ )
{
if (State_Get() != GR_STATE_RND_RUNNING)
return 0;
if ( mp_disable_respawn_times.GetBool() == true )
return 0.0f;
//Let's just turn off respawn times while players are messing around waiting for the tournament to start
if ( IsInTournamentMode() == true && IsInPreMatch() == true )
return 0.0f;
float flTime = ( ( m_TeamRespawnWaveTimes[iTeam] >= 0 ) ? m_TeamRespawnWaveTimes[iTeam] : mp_respawnwavetime.GetFloat() );
// For long respawn times, scale the time as the number of players drops
if ( bScaleWithNumPlayers && flTime > 5 )
{
flTime = MAX( 5, flTime * GetRespawnTimeScalar(iTeam) );
}
return flTime;
}
//-----------------------------------------------------------------------------
// Purpose: returns true if we are running tournament mode
//-----------------------------------------------------------------------------
bool CTeamplayRoundBasedRules::IsInTournamentMode( void )
{
return mp_tournament.GetBool();
}
//-----------------------------------------------------------------------------
// Purpose: returns true if we should even bother to do balancing stuff
//-----------------------------------------------------------------------------
bool CTeamplayRoundBasedRules::ShouldBalanceTeams( void )
{
if ( IsInTournamentMode() == true )
return false;
if ( mp_teams_unbalance_limit.GetInt() <= 0 )
return false;
return true;
}
//-----------------------------------------------------------------------------
// Purpose: returns true if the passed team change would cause unbalanced teams
//-----------------------------------------------------------------------------
bool CTeamplayRoundBasedRules::WouldChangeUnbalanceTeams( int iNumPlayersToMove, int iNewTeam, int iCurrentTeam )
{
// players are allowed to change to their own team
if( iNewTeam == iCurrentTeam )
return false;
// if mp_teams_unbalance_limit is 0, don't check
if ( ShouldBalanceTeams() == false )
return false;
// if they are joining a non-playing team, allow
if ( iNewTeam < FIRST_GAME_TEAM )
return false;
CTeam *pNewTeam = GetGlobalTeam( iNewTeam );
if ( !pNewTeam )
{
Assert( 0 );
return true;
}
// Figure out how big the new team would be
int iNewTeamPlayers = pNewTeam->GetNumPlayers() + iNumPlayersToMove;
// for each game team
int i = FIRST_GAME_TEAM;
CTeam *pTeam;
for ( pTeam = GetGlobalTeam(i); pTeam != NULL; pTeam = GetGlobalTeam(++i) )
{
if ( pTeam == pNewTeam )
continue;
int iNumPlayers = pTeam->GetNumPlayers();
if ( i == iCurrentTeam )
{
// Figure out how big the old team would end up being
iNumPlayers = MAX( 0, iNumPlayers-iNumPlayersToMove );
}
if ( ( iNewTeamPlayers - iNumPlayers ) > ( mp_teams_unbalance_limit.GetInt() + iNumPlayersToMove - 1 ) )
{
return true;
}
}
return false;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
bool CTeamplayRoundBasedRules::AreTeamsUnbalanced( int &iHeaviestTeam, int &iLightestTeam )
{
if ( IsInArenaMode() == false )
{
if ( mp_teams_unbalance_limit.GetInt() <= 0 || IsInTournamentMode() == true )
{
return false;
}
}
#ifndef CLIENT_DLL
if ( IsInCommentaryMode() )
return false;
#endif
int iMostPlayers = 0;
int iLeastPlayers = MAX_PLAYERS + 1;
int i = FIRST_GAME_TEAM;
for ( CTeam *pTeam = GetGlobalTeam(i); pTeam != NULL; pTeam = GetGlobalTeam(++i) )
{
int iNumPlayers = pTeam->GetNumPlayers();
if ( iNumPlayers < iLeastPlayers )
{
iLeastPlayers = iNumPlayers;
iLightestTeam = i;
}
if ( iNumPlayers > iMostPlayers )
{
iMostPlayers = iNumPlayers;
iHeaviestTeam = i;
}
}
if ( IsInArenaMode() == true )
{
if ( iMostPlayers == 0 && iMostPlayers == iLeastPlayers )
return true;
if ( iMostPlayers != iLeastPlayers )
return true;
return false;
}
if ( ( iMostPlayers - iLeastPlayers ) > mp_teams_unbalance_limit.GetInt() )
{
return true;
}
return false;
}
#ifdef CLIENT_DLL
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTeamplayRoundBasedRules::SetRoundState( int iRoundState )
{
m_iRoundState = iRoundState;
m_flLastRoundStateChangeTime = gpGlobals->curtime;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTeamplayRoundBasedRules::OnPreDataChanged( DataUpdateType_t updateType )
{
m_bOldInWaitingForPlayers = m_bInWaitingForPlayers;
m_bOldInOvertime = m_bInOvertime;
m_bOldInSetup = m_bInSetup;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTeamplayRoundBasedRules::OnDataChanged( DataUpdateType_t updateType )
{
if ( updateType == DATA_UPDATE_CREATED ||
m_bOldInWaitingForPlayers != m_bInWaitingForPlayers ||
m_bOldInOvertime != m_bInOvertime ||
m_bOldInSetup != m_bInSetup )
{
IGameEvent *event = gameeventmanager->CreateEvent( "teamplay_update_timer" );
if ( event )
{
gameeventmanager->FireEventClientSide( event );
}
}
if ( updateType == DATA_UPDATE_CREATED )
{
if ( State_Get() == GR_STATE_STALEMATE )
{
IGameEvent *event = gameeventmanager->CreateEvent( "teamplay_round_stalemate" );
if ( event )
{
event->SetInt( "reason", STALEMATE_JOIN_MID );
gameeventmanager->FireEventClientSide( event );
}
}
}
if ( m_bInOvertime && ( m_bOldInOvertime != m_bInOvertime ) )
{
HandleOvertimeBegin();
}
}
#endif // CLIENT_DLL