343 lines
11 KiB
C++
343 lines
11 KiB
C++
//========= Copyright © 1996-2005, Valve Corporation, All rights reserved. ============//
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//
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// Purpose: Team management class. Contains all the details for a specific team
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//
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// $NoKeywords: $
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//=============================================================================//
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#include "cbase.h"
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#include "team.h"
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#include "player.h"
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#include "team_spawnpoint.h"
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// memdbgon must be the last include file in a .cpp file!!!
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#include "tier0/memdbgon.h"
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CUtlVector< CTeam * > g_Teams;
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//-----------------------------------------------------------------------------
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// Purpose: SendProxy that converts the Team's player UtlVector to entindexes
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//-----------------------------------------------------------------------------
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void SendProxy_PlayerList( const SendProp *pProp, const void *pStruct, const void *pData, DVariant *pOut, int iElement, int objectID )
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{
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CTeam *pTeam = (CTeam*)pData;
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// If this assertion fails, then SendProxyArrayLength_PlayerArray must have failed.
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Assert( iElement < pTeam->m_aPlayers.Count() );
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CBasePlayer *pPlayer = pTeam->m_aPlayers[iElement];
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pOut->m_Int = pPlayer->entindex();
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}
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int SendProxyArrayLength_PlayerArray( const void *pStruct, int objectID )
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{
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CTeam *pTeam = (CTeam*)pStruct;
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return pTeam->m_aPlayers.Count();
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}
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// Datatable
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IMPLEMENT_SERVERCLASS_ST_NOBASE(CTeam, DT_Team)
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SendPropInt( SENDINFO(m_iTeamNum), 5 ),
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SendPropInt( SENDINFO(m_iScore), 0 ),
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SendPropInt( SENDINFO(m_iRoundsWon), 8 ),
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SendPropString( SENDINFO( m_szTeamname ) ),
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SendPropArray2(
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SendProxyArrayLength_PlayerArray,
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SendPropInt("player_array_element", 0, 4, 10, SPROP_UNSIGNED, SendProxy_PlayerList),
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MAX_PLAYERS,
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0,
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"player_array"
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)
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END_SEND_TABLE()
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LINK_ENTITY_TO_CLASS( team_manager, CTeam );
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//-----------------------------------------------------------------------------
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// Purpose: Get a pointer to the specified team manager
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//-----------------------------------------------------------------------------
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CTeam *GetGlobalTeam( int iIndex )
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{
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if ( iIndex < 0 || iIndex >= GetNumberOfTeams() )
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return NULL;
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return g_Teams[ iIndex ];
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}
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//-----------------------------------------------------------------------------
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// Purpose: Get the number of team managers
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//-----------------------------------------------------------------------------
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int GetNumberOfTeams( void )
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{
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return g_Teams.Count();
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}
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const char* GetTeamName( int iTeam )
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{
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CTeam *pTeam = GetGlobalTeam( iTeam );
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if ( pTeam )
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{
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return pTeam->GetName();
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}
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else
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{
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return "UNKNOWN TEAM";
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose: Needed because this is an entity, but should never be used
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//-----------------------------------------------------------------------------
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CTeam::CTeam( void )
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{
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memset( m_szTeamname.GetForModify(), 0, sizeof(m_szTeamname) );
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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CTeam::~CTeam( void )
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{
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m_aSpawnPoints.Purge();
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m_aPlayers.Purge();
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}
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//-----------------------------------------------------------------------------
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// Purpose: Called every frame
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//-----------------------------------------------------------------------------
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void CTeam::Think( void )
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{
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}
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//-----------------------------------------------------------------------------
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// Purpose: Teams are always transmitted to clients
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//-----------------------------------------------------------------------------
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int CTeam::UpdateTransmitState()
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{
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return SetTransmitState( FL_EDICT_ALWAYS );
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}
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//-----------------------------------------------------------------------------
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// Visibility/scanners
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//-----------------------------------------------------------------------------
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int CTeam::ShouldTransmitToPlayer( CBasePlayer* pRecipient, CBaseEntity* pEntity )
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{
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// Always transmit the observer target to players
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if ( pRecipient && pRecipient->IsObserver() && pRecipient->GetObserverTarget() == pEntity )
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return FL_EDICT_ALWAYS;
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return FL_EDICT_PVSCHECK;
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}
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//-----------------------------------------------------------------------------
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// Initialization
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//-----------------------------------------------------------------------------
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void CTeam::Init( const char *pName, int iNumber )
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{
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InitializeSpawnpoints();
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InitializePlayers();
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m_iScore = 0;
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Q_strncpy( m_szTeamname.GetForModify(), pName, MAX_TEAM_NAME_LENGTH );
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m_iTeamNum = iNumber;
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}
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//-----------------------------------------------------------------------------
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// DATA HANDLING
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//-----------------------------------------------------------------------------
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int CTeam::GetTeamNumber( void ) const
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{
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return m_iTeamNum;
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}
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//-----------------------------------------------------------------------------
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// Purpose: Get the team's name
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//-----------------------------------------------------------------------------
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const char *CTeam::GetName( void )
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{
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return m_szTeamname;
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}
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//-----------------------------------------------------------------------------
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// Purpose: Update the player's client data
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//-----------------------------------------------------------------------------
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void CTeam::UpdateClientData( CBasePlayer *pPlayer )
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{
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}
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//------------------------------------------------------------------------------------------------------------------
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// SPAWNPOINTS
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CTeam::InitializeSpawnpoints( void )
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{
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m_iLastSpawn = 0;
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CTeam::AddSpawnpoint( CTeamSpawnPoint *pSpawnpoint )
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{
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m_aSpawnPoints.AddToTail( pSpawnpoint );
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CTeam::RemoveSpawnpoint( CTeamSpawnPoint *pSpawnpoint )
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{
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for (int i = 0; i < m_aSpawnPoints.Count(); i++ )
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{
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if ( m_aSpawnPoints[i] == pSpawnpoint )
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{
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m_aSpawnPoints.Remove( i );
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return;
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}
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose: Spawn the player at one of this team's spawnpoints. Return true if successful.
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//-----------------------------------------------------------------------------
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CBaseEntity *CTeam::SpawnPlayer( CBasePlayer *pPlayer )
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{
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if ( m_aSpawnPoints.Count() == 0 )
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return NULL;
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// Randomize the start spot
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int iSpawn = m_iLastSpawn + random->RandomInt( 1,3 );
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if ( iSpawn >= m_aSpawnPoints.Count() )
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iSpawn -= m_aSpawnPoints.Count();
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int iStartingSpawn = iSpawn;
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// Now loop through the spawnpoints and pick one
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int loopCount = 0;
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do
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{
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if ( iSpawn >= m_aSpawnPoints.Count() )
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{
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++loopCount;
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iSpawn = 0;
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}
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// check if pSpot is valid, and that the player is on the right team
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if ( (loopCount > 3) || m_aSpawnPoints[iSpawn]->IsValid( pPlayer ) )
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{
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// DevMsg( 1, "player: spawning at (%s)\n", STRING(m_aSpawnPoints[iSpawn]->m_iName) );
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m_aSpawnPoints[iSpawn]->m_OnPlayerSpawn.FireOutput( pPlayer, m_aSpawnPoints[iSpawn] );
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m_iLastSpawn = iSpawn;
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return m_aSpawnPoints[iSpawn];
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}
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iSpawn++;
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} while ( iSpawn != iStartingSpawn ); // loop if we're not back to the start
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return NULL;
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}
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//------------------------------------------------------------------------------------------------------------------
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// PLAYERS
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CTeam::InitializePlayers( void )
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{
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}
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//-----------------------------------------------------------------------------
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// Purpose: Add the specified player to this team. Remove them from their current team, if any.
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//-----------------------------------------------------------------------------
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void CTeam::AddPlayer( CBasePlayer *pPlayer )
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{
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m_aPlayers.AddToTail( pPlayer );
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NetworkStateChanged();
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}
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//-----------------------------------------------------------------------------
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// Purpose: Remove this player from the team
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//-----------------------------------------------------------------------------
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void CTeam::RemovePlayer( CBasePlayer *pPlayer )
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{
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m_aPlayers.FindAndRemove( pPlayer );
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NetworkStateChanged();
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}
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//-----------------------------------------------------------------------------
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// Purpose: Return the number of players in this team.
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//-----------------------------------------------------------------------------
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int CTeam::GetNumPlayers( void )
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{
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return m_aPlayers.Count();
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}
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//-----------------------------------------------------------------------------
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// Purpose: Get a specific player
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//-----------------------------------------------------------------------------
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CBasePlayer *CTeam::GetPlayer( int iIndex )
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{
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Assert( iIndex >= 0 && iIndex < m_aPlayers.Count() );
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return m_aPlayers[ iIndex ];
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}
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//------------------------------------------------------------------------------------------------------------------
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// SCORING
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//-----------------------------------------------------------------------------
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// Purpose: Add / Remove score for this team
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//-----------------------------------------------------------------------------
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void CTeam::AddScore( int iScore )
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{
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m_iScore += iScore;
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}
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void CTeam::SetScore( int iScore )
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{
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m_iScore = iScore;
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}
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//-----------------------------------------------------------------------------
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// Purpose: Get this team's score
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//-----------------------------------------------------------------------------
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int CTeam::GetScore( void )
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{
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return m_iScore;
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CTeam::ResetScores( void )
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{
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SetScore(0);
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CTeam::AwardAchievement( int iAchievement )
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{
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Assert( iAchievement >= 0 && iAchievement < 255 ); // must fit in short
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CRecipientFilter filter;
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int iNumPlayers = GetNumPlayers();
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for ( int i=0;i<iNumPlayers;i++ )
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{
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if ( GetPlayer(i) )
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{
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filter.AddRecipient( GetPlayer(i) );
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}
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}
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UserMessageBegin( filter, "AchievementEvent" );
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WRITE_SHORT( iAchievement );
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MessageEnd();
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}
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