sqwarmed/sdk_src/game/server/team_control_point_round.cpp

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2024-08-29 19:18:30 -04:00
//===== Copyright <20> 1996-2006, Valve Corporation, All rights reserved. ======//
//
// Purpose:
//
// $NoKeywords: $
//===========================================================================//
#include "cbase.h"
#include "team_control_point_master.h"
#include "teamplayroundbased_gamerules.h"
#include "team_control_point_round.h"
// NOTE: This has to be the last file included!
#include "tier0/memdbgon.h"
BEGIN_DATADESC( CTeamControlPointRound )
DEFINE_KEYFIELD( m_bDisabled, FIELD_BOOLEAN, "StartDisabled" ),
DEFINE_KEYFIELD( m_iszCPNames, FIELD_STRING, "cpr_cp_names" ),
DEFINE_KEYFIELD( m_nPriority, FIELD_INTEGER, "cpr_priority" ),
DEFINE_KEYFIELD( m_iInvalidCapWinner, FIELD_INTEGER, "cpr_restrict_team_cap_win" ),
DEFINE_KEYFIELD( m_iszPrintName, FIELD_STRING, "cpr_printname" ),
// DEFINE_FIELD( m_ControlPoints, CUtlVector < CHandle < CTeamControlPoint > > ),
DEFINE_INPUTFUNC( FIELD_VOID, "Enable", InputEnable ),
DEFINE_INPUTFUNC( FIELD_VOID, "Disable", InputDisable ),
DEFINE_INPUTFUNC( FIELD_VOID, "RoundSpawn", InputRoundSpawn ),
DEFINE_OUTPUT( m_OnStart, "OnStart" ),
DEFINE_OUTPUT( m_OnEnd, "OnEnd" ),
DEFINE_OUTPUT( m_OnWonByTeam1, "OnWonByTeam1" ),
DEFINE_OUTPUT( m_OnWonByTeam2, "OnWonByTeam2" ),
END_DATADESC()
LINK_ENTITY_TO_CLASS( team_control_point_round, CTeamControlPointRound );
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTeamControlPointRound::Spawn( void )
{
SetTouch( NULL );
BaseClass::Spawn();
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTeamControlPointRound::Activate( void )
{
BaseClass::Activate();
FindControlPoints();
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTeamControlPointRound::FindControlPoints( void )
{
// Let out control point masters know that the round has started
CTeamControlPointMaster *pMaster = g_hControlPointMasters.Count() ? g_hControlPointMasters[0] : NULL;
if ( pMaster )
{
// go through all the points
CBaseEntity *pEnt = gEntList.FindEntityByClassname( NULL, pMaster->GetControlPointName() );
while( pEnt )
{
CTeamControlPoint *pPoint = assert_cast<CTeamControlPoint *>(pEnt);
if ( pPoint )
{
const char *pString = STRING( m_iszCPNames );
const char *pName = STRING( pPoint->GetEntityName() );
// HACK to work around a problem with cp_a being returned for an entity name with cp_A
const char *pos = Q_stristr( pString, pName );
if ( pos )
{
int len = Q_strlen( STRING( pPoint->GetEntityName() ) );
if ( *(pos + len) == ' ' || *(pos + len) == '\0' )
{
if( m_ControlPoints.Find( pPoint ) == m_ControlPoints.InvalidIndex() )
{
DevMsg( 2, "Adding control point %s to control point round %s\n", pPoint->GetEntityName().ToCStr(), GetEntityName().ToCStr() );
m_ControlPoints.AddToHead( pPoint );
}
}
}
}
pEnt = gEntList.FindEntityByClassname( pEnt, pMaster->GetControlPointName() );
}
}
if( m_ControlPoints.Count() == 0 )
{
Warning( "Error! No control points found in map for team_game_round %s!\n", GetEntityName().ToCStr() );
}
}
//-----------------------------------------------------------------------------
// Purpose: Check that the points aren't all held by one team if they are
// this will reset the round and will reset all the points
//-----------------------------------------------------------------------------
int CTeamControlPointRound::CheckWinConditions( void )
{
int iWinners = TeamOwnsAllPoints();
if ( ( iWinners >= FIRST_GAME_TEAM ) &&
( iWinners != m_iInvalidCapWinner ) )
{
FireTeamWinOutput( iWinners );
return iWinners;
}
return -1;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTeamControlPointRound::FireTeamWinOutput( int iWinningTeam )
{
// Remap team so that first game team = 1
switch( iWinningTeam - FIRST_GAME_TEAM+1 )
{
case 1:
m_OnWonByTeam1.FireOutput( this, this );
break;
case 2:
m_OnWonByTeam2.FireOutput( this, this );
break;
default:
Assert(0);
break;
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
int CTeamControlPointRound::GetPointOwner( int point )
{
Assert( point >= 0 );
Assert( point < MAX_CONTROL_POINTS );
CTeamControlPoint *pPoint = m_ControlPoints[point];
if ( pPoint )
return pPoint->GetOwner();
return TEAM_UNASSIGNED;
}
//-----------------------------------------------------------------------------
// Purpose: This function returns the team that owns all the cap points.
// If its not the case that one team owns them all, it returns 0.
//
// Can be passed an overriding team. If this is not null, the passed team
// number will be used for that cp. Used to predict if that CP changing would
// win the game.
//-----------------------------------------------------------------------------
int CTeamControlPointRound::TeamOwnsAllPoints( CTeamControlPoint *pOverridePoint /* = NULL */, int iOverrideNewTeam /* = TEAM_UNASSIGNED */ )
{
int iWinningTeam = TEAM_INVALID;
// if TEAM_INVALID, haven't found a flag yet
// if TEAM_UNASSIGNED, it's still being contested
// for each control point
for( int i = 0 ; i < m_ControlPoints.Count() ; i++ )
{
int owner = m_ControlPoints[i]->GetOwner();
if ( pOverridePoint == m_ControlPoints[i] )
{
owner = iOverrideNewTeam;
}
// the first one we find, set the win to true
if ( iWinningTeam == TEAM_INVALID )
{
iWinningTeam = owner;
}
// unassigned means this is being contested, move on
else if ( iWinningTeam == TEAM_UNASSIGNED )
{
continue;
}
// if we find another one in the group that isn't the same owner, set the win to false
else if ( owner != iWinningTeam )
{
iWinningTeam = TEAM_UNASSIGNED;
}
}
// report the first win we find as the winner
if ( iWinningTeam >= FIRST_GAME_TEAM )
{
return iWinningTeam;
}
// no wins yet
return TEAM_UNASSIGNED;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
bool CTeamControlPointRound::WouldNewCPOwnerWinGame( CTeamControlPoint *pPoint, int iNewOwner )
{
return ( TeamOwnsAllPoints( pPoint, iNewOwner ) == iNewOwner );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTeamControlPointRound::InputEnable( inputdata_t &input )
{
m_bDisabled = false;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTeamControlPointRound::InputDisable( inputdata_t &input )
{
m_bDisabled = true;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTeamControlPointRound::InputRoundSpawn( inputdata_t &input )
{
// clear out old control points
m_ControlPoints.RemoveAll();
// find the control points
FindControlPoints();
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTeamControlPointRound::SetupSpawnPoints( void )
{
CTeamplayRoundBasedRules *pRules = TeamplayRoundBasedRules();
if ( pRules )
{
pRules->SetupSpawnPointsForRound();
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTeamControlPointRound::SelectedToPlay( void )
{
SetupSpawnPoints();
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTeamControlPointRound::FireOnStartOutput( void )
{
m_OnStart.FireOutput( this, this );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTeamControlPointRound::FireOnEndOutput( void )
{
m_OnEnd.FireOutput( this, this );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
bool CTeamControlPointRound::IsControlPointInRound( CTeamControlPoint *pPoint )
{
if ( !pPoint )
{
return false;
}
return ( m_ControlPoints.Find( pPoint ) != m_ControlPoints.InvalidIndex() );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
bool CTeamControlPointRound::IsPlayable( void )
{
int iWinners = TeamOwnsAllPoints();
if ( ( iWinners >= FIRST_GAME_TEAM ) &&
( iWinners != m_iInvalidCapWinner ) )
{
return false; // someone has already won this round
}
return true;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
bool CTeamControlPointRound::MakePlayable( void )
{
CTeamControlPointMaster *pMaster = g_hControlPointMasters.Count() ? g_hControlPointMasters[0] : NULL;
if ( pMaster )
{
if ( !IsPlayable() )
{
// we need to try switching the owners of the teams to make this round playable
for ( int i = FIRST_GAME_TEAM ; i < GetNumberOfTeams() ; i++ )
{
for ( int j = 0 ; j < m_ControlPoints.Count() ; j++ )
{
if ( ( !pMaster->IsBaseControlPoint( m_ControlPoints[j]->GetPointIndex() ) ) && // this is NOT the base point for one of the teams (we don't want to assign the base to the wrong team)
( !WouldNewCPOwnerWinGame( m_ControlPoints[j], i ) ) ) // making this change would make this round playable
{
// need to find the trigger area associated with this point
CBaseEntity *pEnt = gEntList.FindEntityByClassname( NULL, pMaster->GetTriggerAreaCaptureName() );
while( pEnt )
{
CTriggerAreaCapture *pArea = assert_cast<CTriggerAreaCapture*>( pEnt );
if ( pArea )
{
if ( pArea->TeamCanCap( i ) )
{
CHandle<CTeamControlPoint> hPoint = pArea->GetControlPoint();
if ( hPoint == m_ControlPoints[j] )
{
// found!
pArea->ForceOwner( i ); // this updates the trigger_area *and* the control_point
return true;
}
}
}
pEnt = gEntList.FindEntityByClassname( pEnt, pMaster->GetTriggerAreaCaptureName() );
}
}
}
}
}
}
return false;
}
//-----------------------------------------------------------------------------
// Purpose: returns the first point found that the given team owns
//-----------------------------------------------------------------------------
CHandle<CTeamControlPoint> CTeamControlPointRound::GetPointOwnedBy( int iTeam )
{
for( int i = 0 ; i < m_ControlPoints.Count() ; i++ )
{
if ( m_ControlPoints[i]->GetOwner() == iTeam )
{
return m_ControlPoints[i];
}
}
return NULL;
}