mirror of
https://github.com/alliedmodders/hl2sdk.git
synced 2024-12-22 17:47:38 +08:00
3957adff10
Recompiled tier1 and mathlib for all platforms will come in next commit.
616 lines
21 KiB
C++
616 lines
21 KiB
C++
//========= Copyright Valve Corporation, All rights reserved. ============//
|
|
//
|
|
// Purpose: Teamplay game rules that manage a round based structure for you
|
|
//
|
|
//=============================================================================
|
|
|
|
#ifndef TEAMPLAYROUNDBASED_GAMERULES_H
|
|
#define TEAMPLAYROUNDBASED_GAMERULES_H
|
|
#ifdef _WIN32
|
|
#pragma once
|
|
#endif
|
|
|
|
#include "teamplay_gamerules.h"
|
|
#include "teamplay_round_timer.h"
|
|
#include "GameEventListener.h"
|
|
|
|
#ifdef GAME_DLL
|
|
#include "team_control_point.h"
|
|
extern ConVar mp_respawnwavetime;
|
|
extern ConVar mp_showroundtransitions;
|
|
extern ConVar mp_enableroundwaittime;
|
|
extern ConVar mp_showcleanedupents;
|
|
extern ConVar mp_bonusroundtime;
|
|
extern ConVar mp_restartround;
|
|
extern ConVar mp_winlimit;
|
|
extern ConVar mp_maxrounds;
|
|
extern ConVar mp_stalemate_timelimit;
|
|
extern ConVar mp_stalemate_enable;
|
|
#else
|
|
#define CTeamplayRoundBasedRules C_TeamplayRoundBasedRules
|
|
#define CTeamplayRoundBasedRulesProxy C_TeamplayRoundBasedRulesProxy
|
|
#endif
|
|
|
|
extern ConVar tf_arena_use_queue;
|
|
extern ConVar mp_stalemate_meleeonly;
|
|
extern ConVar mp_forceautoteam;
|
|
|
|
class CTeamplayRoundBasedRules;
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Round states
|
|
//-----------------------------------------------------------------------------
|
|
enum gamerules_roundstate_t
|
|
{
|
|
// initialize the game, create teams
|
|
GR_STATE_INIT = 0,
|
|
|
|
//Before players have joined the game. Periodically checks to see if enough players are ready
|
|
//to start a game. Also reverts to this when there are no active players
|
|
GR_STATE_PREGAME,
|
|
|
|
//The game is about to start, wait a bit and spawn everyone
|
|
GR_STATE_STARTGAME,
|
|
|
|
//All players are respawned, frozen in place
|
|
GR_STATE_PREROUND,
|
|
|
|
//Round is on, playing normally
|
|
GR_STATE_RND_RUNNING,
|
|
|
|
//Someone has won the round
|
|
GR_STATE_TEAM_WIN,
|
|
|
|
//Noone has won, manually restart the game, reset scores
|
|
GR_STATE_RESTART,
|
|
|
|
//Noone has won, restart the game
|
|
GR_STATE_STALEMATE,
|
|
|
|
//Game is over, showing the scoreboard etc
|
|
GR_STATE_GAME_OVER,
|
|
|
|
//Game is in a bonus state, transitioned to after a round ends
|
|
GR_STATE_BONUS,
|
|
|
|
//Game is awaiting the next wave/round of a multi round experience
|
|
GR_STATE_BETWEEN_RNDS,
|
|
|
|
GR_NUM_ROUND_STATES
|
|
};
|
|
|
|
enum {
|
|
WINREASON_NONE =0,
|
|
WINREASON_ALL_POINTS_CAPTURED,
|
|
WINREASON_OPPONENTS_DEAD,
|
|
WINREASON_FLAG_CAPTURE_LIMIT,
|
|
WINREASON_DEFEND_UNTIL_TIME_LIMIT,
|
|
WINREASON_STALEMATE,
|
|
WINREASON_TIMELIMIT,
|
|
WINREASON_WINLIMIT,
|
|
WINREASON_WINDIFFLIMIT,
|
|
#if defined(TF_CLIENT_DLL) || defined(TF_DLL)
|
|
WINREASON_RD_REACTOR_CAPTURED,
|
|
WINREASON_RD_CORES_COLLECTED,
|
|
WINREASON_RD_REACTOR_RETURNED,
|
|
#endif
|
|
};
|
|
|
|
enum stalemate_reasons_t
|
|
{
|
|
STALEMATE_JOIN_MID,
|
|
STALEMATE_TIMER,
|
|
STALEMATE_SERVER_TIMELIMIT,
|
|
|
|
NUM_STALEMATE_REASONS,
|
|
};
|
|
|
|
|
|
#if defined(TF_CLIENT_DLL) || defined(TF_DLL)
|
|
|
|
/// Info about a player in a PVE game or any other mode that we
|
|
/// might eventually decide to use the lobby system for.
|
|
struct LobbyPlayerInfo_t
|
|
{
|
|
int m_nEntNum; //< Index of player (1...MAX_PLAYERS), or 0 if the guy is in the lobby but not yet known to us
|
|
CUtlString m_sPlayerName; //< Player display name
|
|
CSteamID m_steamID; //< Steam ID of the player
|
|
int m_iTeam; //< Team selection.
|
|
bool m_bInLobby; //< Is this guy in the lobby?
|
|
bool m_bConnected; //< Is this a bot?
|
|
bool m_bBot; //< Is this a bot?
|
|
bool m_bSquadSurplus; //< Did he present a voucher to get surplus for his squad
|
|
};
|
|
|
|
#endif
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Per-state data
|
|
//-----------------------------------------------------------------------------
|
|
class CGameRulesRoundStateInfo
|
|
{
|
|
public:
|
|
gamerules_roundstate_t m_iRoundState;
|
|
const char *m_pStateName;
|
|
|
|
void (CTeamplayRoundBasedRules::*pfnEnterState)(); // Init and deinit the state.
|
|
void (CTeamplayRoundBasedRules::*pfnLeaveState)();
|
|
void (CTeamplayRoundBasedRules::*pfnThink)(); // Do a PreThink() in this state.
|
|
};
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
class CTeamplayRoundBasedRulesProxy : public CGameRulesProxy
|
|
{
|
|
public:
|
|
DECLARE_CLASS( CTeamplayRoundBasedRulesProxy, CGameRulesProxy );
|
|
DECLARE_NETWORKCLASS();
|
|
|
|
#ifdef GAME_DLL
|
|
DECLARE_DATADESC();
|
|
void InputSetStalemateOnTimelimit( inputdata_t &inputdata );
|
|
#endif
|
|
|
|
//----------------------------------------------------------------------------------
|
|
// Client specific
|
|
#ifdef CLIENT_DLL
|
|
void OnPreDataChanged( DataUpdateType_t updateType );
|
|
void OnDataChanged( DataUpdateType_t updateType );
|
|
#endif // CLIENT_DLL
|
|
};
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Teamplay game rules that manage a round based structure for you
|
|
//-----------------------------------------------------------------------------
|
|
class CTeamplayRoundBasedRules : public CTeamplayRules, public CGameEventListener
|
|
{
|
|
DECLARE_CLASS( CTeamplayRoundBasedRules, CTeamplayRules );
|
|
public:
|
|
CTeamplayRoundBasedRules();
|
|
|
|
#ifdef CLIENT_DLL
|
|
DECLARE_CLIENTCLASS_NOBASE(); // This makes datatables able to access our private vars.
|
|
|
|
void SetRoundState( int iRoundState );
|
|
#else
|
|
DECLARE_SERVERCLASS_NOBASE(); // This makes datatables able to access our private vars.
|
|
#endif
|
|
|
|
float GetLastRoundStateChangeTime( void ) const { return m_flLastRoundStateChangeTime; }
|
|
float m_flLastRoundStateChangeTime;
|
|
|
|
// Data accessors
|
|
inline gamerules_roundstate_t State_Get( void ) { return m_iRoundState; }
|
|
bool IsInWaitingForPlayers( void ) { return m_bInWaitingForPlayers; }
|
|
virtual bool InRoundRestart( void ) { return State_Get() == GR_STATE_PREROUND; }
|
|
bool InStalemate( void ) { return State_Get() == GR_STATE_STALEMATE; }
|
|
bool RoundHasBeenWon( void ) { return State_Get() == GR_STATE_TEAM_WIN; }
|
|
|
|
virtual float GetNextRespawnWave( int iTeam, CBasePlayer *pPlayer );
|
|
virtual bool HasPassedMinRespawnTime( CBasePlayer *pPlayer );
|
|
virtual void LevelInitPostEntity( void );
|
|
virtual float GetRespawnTimeScalar( int iTeam );
|
|
virtual float GetRespawnWaveMaxLength( int iTeam, bool bScaleWithNumPlayers = true );
|
|
virtual bool ShouldRespawnQuickly( CBasePlayer *pPlayer ) { return false; }
|
|
float GetMinTimeWhenPlayerMaySpawn( CBasePlayer *pPlayer );
|
|
|
|
// Return false if players aren't allowed to cap points at this time (i.e. in WaitingForPlayers)
|
|
virtual bool PointsMayBeCaptured( void ) { return ((State_Get() == GR_STATE_RND_RUNNING || State_Get() == GR_STATE_STALEMATE) && !IsInWaitingForPlayers()); }
|
|
virtual void SetLastCapPointChanged( int iIndex ) { m_iLastCapPointChanged = iIndex; }
|
|
int GetLastCapPointChanged( void ) { return m_iLastCapPointChanged; }
|
|
|
|
virtual int GetWinningTeam( void ){ return m_iWinningTeam; }
|
|
int GetWinReason() { return m_iWinReason; }
|
|
|
|
bool InOvertime( void ){ return m_bInOvertime; }
|
|
void SetOvertime( bool bOvertime );
|
|
|
|
bool InSetup( void ){ return m_bInSetup; }
|
|
|
|
void BalanceTeams( bool bRequireSwitcheesToBeDead );
|
|
|
|
bool SwitchedTeamsThisRound( void ) { return m_bSwitchedTeamsThisRound; }
|
|
|
|
virtual bool ShouldBalanceTeams( void );
|
|
bool IsInTournamentMode( void );
|
|
bool IsInHighlanderMode( void );
|
|
bool IsInPreMatch( void ) { return (IsInTournamentMode() && IsInWaitingForPlayers()); }
|
|
bool IsWaitingForTeams( void ) { return m_bAwaitingReadyRestart; }
|
|
bool IsInStopWatch( void ) { return m_bStopWatch; }
|
|
void SetInStopWatch( bool bState ) { m_bStopWatch = bState; }
|
|
virtual void StopWatchModeThink( void ) { };
|
|
|
|
bool IsTeamReady( int iTeamNumber )
|
|
{
|
|
return m_bTeamReady[iTeamNumber];
|
|
}
|
|
|
|
bool IsPlayerReady( int iIndex )
|
|
{
|
|
return m_bPlayerReady[iIndex];
|
|
}
|
|
|
|
virtual void HandleTeamScoreModify( int iTeam, int iScore) { };
|
|
|
|
|
|
float GetRoundRestartTime( void ) { return m_flRestartRoundTime; }
|
|
|
|
//Arena Mode
|
|
virtual bool IsInArenaMode( void ) { return false; }
|
|
|
|
//Koth Mode
|
|
virtual bool IsInKothMode( void ) { return false; }
|
|
|
|
//Training Mode
|
|
virtual bool IsInTraining( void ) { return false; }
|
|
virtual bool IsInItemTestingMode( void ) { return false; }
|
|
|
|
void SetMultipleTrains( bool bMultipleTrains ){ m_bMultipleTrains = bMultipleTrains; }
|
|
bool HasMultipleTrains( void ){ return m_bMultipleTrains; }
|
|
|
|
virtual int GetBonusRoundTime( bool bFinal = false );
|
|
|
|
#if defined(TF_CLIENT_DLL) || defined(TF_DLL)
|
|
|
|
// Get list of all the players, including those in the lobby but who have
|
|
// not yet joined.
|
|
void GetAllPlayersLobbyInfo( CUtlVector<LobbyPlayerInfo_t> &vecPlayers, bool bIncludeBots = false );
|
|
|
|
// Get list of players who are on the defending team now, or are likely
|
|
// to end up on the defending team (not yet connected or assigned a team)
|
|
void GetPotentialPlayersLobbyPlayerInfo( CUtlVector<LobbyPlayerInfo_t> &vecLobbyPlayers, bool bIncludeBots = false );
|
|
|
|
#endif
|
|
|
|
void SetAllowBetweenRounds( bool bValue ) { m_bAllowBetweenRounds = bValue; }
|
|
|
|
public: // IGameEventListener Interface
|
|
virtual void FireGameEvent( IGameEvent * event );
|
|
|
|
//----------------------------------------------------------------------------------
|
|
// Server specific
|
|
#ifdef GAME_DLL
|
|
// Derived game rules class should override these
|
|
public:
|
|
// Override this to prevent removal of game specific entities that need to persist
|
|
virtual bool RoundCleanupShouldIgnore( CBaseEntity *pEnt );
|
|
virtual bool ShouldCreateEntity( const char *pszClassName );
|
|
|
|
// Called when a new round is being initialized
|
|
virtual void SetupOnRoundStart( void ) { return; }
|
|
|
|
// Called when a new round is off and running
|
|
virtual void SetupOnRoundRunning( void ) { return; }
|
|
|
|
// Called before a new round is started (so the previous round can end)
|
|
virtual void PreviousRoundEnd( void ) { return; }
|
|
|
|
// Send the team scores down to the client
|
|
virtual void SendTeamScoresEvent( void ) { return; }
|
|
|
|
// Send the end of round info displayed in the win panel
|
|
virtual void SendWinPanelInfo( void ) { return; }
|
|
|
|
// Setup spawn points for the current round before it starts
|
|
virtual void SetupSpawnPointsForRound( void ) { return; }
|
|
|
|
// Called when a round has entered stalemate mode (timer has run out)
|
|
virtual void SetupOnStalemateStart( void ) { return; }
|
|
virtual void SetupOnStalemateEnd( void ) { return; }
|
|
virtual void SetSetup( bool bSetup );
|
|
|
|
virtual bool ShouldGoToBonusRound( void ) { return false; }
|
|
virtual void SetupOnBonusStart( void ) { return; }
|
|
virtual void SetupOnBonusEnd( void ) { return; }
|
|
virtual void BonusStateThink( void ) { return; }
|
|
|
|
virtual void BetweenRounds_Start( void ) { return; }
|
|
virtual void BetweenRounds_End( void ) { return; }
|
|
virtual void BetweenRounds_Think( void ) { return; }
|
|
|
|
virtual void PreRound_End( void ) { return; }
|
|
|
|
bool PrevRoundWasWaitingForPlayers() { return m_bPrevRoundWasWaitingForPlayers; }
|
|
|
|
virtual bool ShouldScorePerRound( void ){ return true; }
|
|
|
|
bool CheckNextLevelCvar( bool bAllowEnd = true );
|
|
|
|
virtual bool TimerMayExpire( void );
|
|
|
|
virtual bool IsValveMap( void ){ return false; }
|
|
|
|
virtual void RestartTournament( void );
|
|
|
|
virtual bool TournamentModeCanEndWithTimelimit( void ){ return true; }
|
|
|
|
public:
|
|
void State_Transition( gamerules_roundstate_t newState );
|
|
|
|
void RespawnPlayers( bool bForceRespawn, bool bTeam = false, int iTeam = TEAM_UNASSIGNED );
|
|
|
|
void SetForceMapReset( bool reset );
|
|
|
|
void SetRoundToPlayNext( string_t strName ){ m_iszRoundToPlayNext = strName; }
|
|
string_t GetRoundToPlayNext( void ){ return m_iszRoundToPlayNext; }
|
|
void AddPlayedRound( string_t strName );
|
|
bool IsPreviouslyPlayedRound ( string_t strName );
|
|
string_t GetLastPlayedRound( void );
|
|
|
|
virtual void SetWinningTeam( int team, int iWinReason, bool bForceMapReset = true, bool bSwitchTeams = false, bool bDontAddScore = false, bool bFinal = false ) OVERRIDE;
|
|
virtual void SetStalemate( int iReason, bool bForceMapReset = true, bool bSwitchTeams = false );
|
|
|
|
virtual void SetRoundOverlayDetails( void ){ return; }
|
|
|
|
virtual float GetWaitingForPlayersTime( void ) { return mp_waitingforplayers_time.GetFloat(); }
|
|
void ShouldResetScores( bool bResetTeam, bool bResetPlayer ){ m_bResetTeamScores = bResetTeam; m_bResetPlayerScores = bResetPlayer; }
|
|
void ShouldResetRoundsPlayed( bool bResetRoundsPlayed ){ m_bResetRoundsPlayed = bResetRoundsPlayed; }
|
|
|
|
void SetFirstRoundPlayed( string_t strName ){ m_iszFirstRoundPlayed = strName ; }
|
|
string_t GetFirstRoundPlayed(){ return m_iszFirstRoundPlayed; }
|
|
|
|
void SetTeamRespawnWaveTime( int iTeam, float flValue );
|
|
void AddTeamRespawnWaveTime( int iTeam, float flValue );
|
|
virtual void FillOutTeamplayRoundWinEvent( IGameEvent *event ) {} // derived classes may implement to add fields to this event
|
|
|
|
void SetStalemateOnTimelimit( bool bStalemate ) { m_bAllowStalemateAtTimelimit = bStalemate; }
|
|
|
|
bool IsGameUnderTimeLimit( void );
|
|
|
|
CTeamRoundTimer *GetActiveRoundTimer( void );
|
|
|
|
void HandleTimeLimitChange( void );
|
|
|
|
void SetTeamReadyState( bool bState, int iTeam )
|
|
{
|
|
m_bTeamReady.Set( iTeam, bState );
|
|
}
|
|
|
|
void SetPlayerReadyState( int iIndex, bool bState )
|
|
{
|
|
m_bPlayerReady.Set( iIndex, bState );
|
|
}
|
|
void ResetPlayerAndTeamReadyState( void );
|
|
|
|
virtual void PlayTrainCaptureAlert( CTeamControlPoint *pPoint, bool bFinalPointInMap ){ return; }
|
|
|
|
virtual void PlaySpecialCapSounds( int iCappingTeam, CTeamControlPoint *pPoint ){ return; }
|
|
|
|
bool PlayThrottledAlert( int iTeam, const char *sound, float fDelayBeforeNext );
|
|
|
|
void BroadcastSound( int iTeam, const char *sound, int iAdditionalSoundFlags = 0 );
|
|
int GetRoundsPlayed( void ) { return m_nRoundsPlayed; }
|
|
|
|
virtual void RecalculateControlPointState( void ){ return; }
|
|
|
|
virtual bool ShouldSkipAutoScramble( void ){ return false; }
|
|
|
|
virtual bool ShouldWaitToStartRecording( void ){ return IsInWaitingForPlayers(); }
|
|
|
|
protected:
|
|
virtual void Think( void );
|
|
|
|
virtual void CheckChatText( CBasePlayer *pPlayer, char *pText );
|
|
void CheckChatForReadySignal( CBasePlayer *pPlayer, const char *chatmsg );
|
|
|
|
// Game beginning / end handling
|
|
virtual void GoToIntermission( void );
|
|
void SetInWaitingForPlayers( bool bWaitingForPlayers );
|
|
void CheckWaitingForPlayers( void );
|
|
virtual bool AllowWaitingForPlayers( void ) { return true; }
|
|
void CheckRestartRound( void );
|
|
bool CheckTimeLimit( bool bAllowEnd = true );
|
|
int GetTimeLeft( void );
|
|
virtual bool CheckWinLimit( bool bAllowEnd = true );
|
|
bool CheckMaxRounds( bool bAllowEnd = true );
|
|
|
|
void CheckReadyRestart( void );
|
|
#if defined(TF_CLIENT_DLL) || defined(TF_DLL)
|
|
bool AreLobbyPlayersOnTeamReady( int iTeam );
|
|
bool AreLobbyPlayersConnected( void );
|
|
#endif
|
|
|
|
virtual bool CanChangelevelBecauseOfTimeLimit( void ) { return true; }
|
|
virtual bool CanGoToStalemate( void ) { return true; }
|
|
|
|
// State machine handling
|
|
void State_Enter( gamerules_roundstate_t newState ); // Initialize the new state.
|
|
void State_Leave(); // Cleanup the previous state.
|
|
void State_Think(); // Update the current state.
|
|
static CGameRulesRoundStateInfo* State_LookupInfo( gamerules_roundstate_t state ); // Find the state info for the specified state.
|
|
|
|
// State Functions
|
|
void State_Enter_INIT( void );
|
|
void State_Think_INIT( void );
|
|
|
|
void State_Enter_PREGAME( void );
|
|
void State_Think_PREGAME( void );
|
|
|
|
void State_Enter_STARTGAME( void );
|
|
void State_Think_STARTGAME( void );
|
|
|
|
void State_Enter_PREROUND( void );
|
|
void State_Leave_PREROUND( void );
|
|
void State_Think_PREROUND( void );
|
|
|
|
void State_Enter_RND_RUNNING( void );
|
|
void State_Think_RND_RUNNING( void );
|
|
|
|
void State_Enter_TEAM_WIN( void );
|
|
void State_Think_TEAM_WIN( void );
|
|
|
|
void State_Enter_RESTART( void );
|
|
void State_Think_RESTART( void );
|
|
|
|
void State_Enter_STALEMATE( void );
|
|
void State_Think_STALEMATE( void );
|
|
void State_Leave_STALEMATE( void );
|
|
|
|
void State_Enter_BONUS( void );
|
|
void State_Think_BONUS( void );
|
|
void State_Leave_BONUS( void );
|
|
|
|
void State_Enter_BETWEEN_RNDS( void );
|
|
void State_Leave_BETWEEN_RNDS( void );
|
|
void State_Think_BETWEEN_RNDS( void );
|
|
|
|
// mp_scrambleteams_auto
|
|
void ResetTeamsRoundWinTracking( void );
|
|
|
|
protected:
|
|
virtual void InitTeams( void );
|
|
virtual int CountActivePlayers( void );
|
|
|
|
virtual void RoundRespawn( void );
|
|
virtual void CleanUpMap( void );
|
|
virtual void CheckRespawnWaves( void );
|
|
void ResetScores( void );
|
|
void ResetMapTime( void );
|
|
|
|
void PlayStartRoundVoice( void );
|
|
void PlayWinSong( int team );
|
|
void PlayStalemateSong( void );
|
|
void PlaySuddenDeathSong( void );
|
|
|
|
virtual const char* GetStalemateSong( int nTeam ) { return "Game.Stalemate"; }
|
|
virtual const char* WinSongName( int nTeam ) { return "Game.YourTeamWon"; }
|
|
virtual const char* LoseSongName( int nTeam ) { return "Game.YourTeamLost"; }
|
|
|
|
virtual void RespawnTeam( int iTeam ) { RespawnPlayers( false, true, iTeam ); }
|
|
|
|
void HideActiveTimer( void );
|
|
virtual void RestoreActiveTimer( void );
|
|
|
|
virtual void InternalHandleTeamWin( int iWinningTeam ){ return; }
|
|
|
|
bool MapHasActiveTimer( void );
|
|
void CreateTimeLimitTimer( void );
|
|
|
|
virtual float GetLastMajorEventTime( void ) OVERRIDE { return m_flLastTeamWin; }
|
|
|
|
protected:
|
|
CGameRulesRoundStateInfo *m_pCurStateInfo; // Per-state data
|
|
float m_flStateTransitionTime; // Timer for round states
|
|
|
|
float m_flWaitingForPlayersTimeEnds;
|
|
CHandle<CTeamRoundTimer> m_hWaitingForPlayersTimer;
|
|
|
|
float m_flNextPeriodicThink;
|
|
bool m_bChangeLevelOnRoundEnd;
|
|
|
|
bool m_bResetTeamScores;
|
|
bool m_bResetPlayerScores;
|
|
bool m_bResetRoundsPlayed;
|
|
|
|
// Stalemate
|
|
EHANDLE m_hPreviousActiveTimer;
|
|
CHandle<CTeamRoundTimer> m_hStalemateTimer;
|
|
float m_flStalemateStartTime;
|
|
|
|
CHandle<CTeamRoundTimer> m_hTimeLimitTimer;
|
|
|
|
bool m_bForceMapReset; // should the map be reset when a team wins and the round is restarted?
|
|
bool m_bPrevRoundWasWaitingForPlayers; // was the previous map reset after a waiting for players period
|
|
bool m_bInitialSpawn;
|
|
|
|
string_t m_iszRoundToPlayNext;
|
|
CUtlVector<string_t> m_iszPreviousRounds; // we'll store the two previous rounds so we won't play them again right away if there are other rounds that can be played first
|
|
string_t m_iszFirstRoundPlayed; // store the first round played after a full restart so we can pick a different one next time if we have other options
|
|
|
|
float m_flOriginalTeamRespawnWaveTime[ MAX_TEAMS ];
|
|
|
|
bool m_bAllowStalemateAtTimelimit;
|
|
bool m_bChangelevelAfterStalemate;
|
|
|
|
float m_flRoundStartTime; // time the current round started
|
|
float m_flNewThrottledAlertTime; // time that we can play another throttled alert
|
|
|
|
int m_nRoundsPlayed;
|
|
bool m_bUseAddScoreAnim;
|
|
|
|
gamerules_roundstate_t m_prevState;
|
|
|
|
bool m_bPlayerReadyBefore[MAX_PLAYERS+1]; // Test to see if a player has hit ready before
|
|
|
|
float m_flLastTeamWin;
|
|
|
|
private:
|
|
|
|
CUtlMap < int, int > m_GameTeams; // Team index, Score
|
|
#endif
|
|
// End server specific
|
|
//----------------------------------------------------------------------------------
|
|
|
|
//----------------------------------------------------------------------------------
|
|
// Client specific
|
|
#ifdef CLIENT_DLL
|
|
public:
|
|
virtual void OnPreDataChanged( DataUpdateType_t updateType );
|
|
virtual void OnDataChanged( DataUpdateType_t updateType );
|
|
virtual void HandleOvertimeBegin(){}
|
|
virtual void GetTeamGlowColor( int nTeam, float &r, float &g, float &b ){ r = 0.76f; g = 0.76f; b = 0.76f; }
|
|
|
|
private:
|
|
bool m_bOldInWaitingForPlayers;
|
|
bool m_bOldInOvertime;
|
|
bool m_bOldInSetup;
|
|
#endif // CLIENT_DLL
|
|
|
|
public:
|
|
bool WouldChangeUnbalanceTeams( int iNewTeam, int iCurrentTeam );
|
|
bool AreTeamsUnbalanced( int &iHeaviestTeam, int &iLightestTeam );
|
|
virtual bool HaveCheatsBeenEnabledDuringLevel( void ) { return m_bCheatsEnabledDuringLevel; }
|
|
|
|
protected:
|
|
CNetworkVar( gamerules_roundstate_t, m_iRoundState );
|
|
CNetworkVar( bool, m_bInOvertime ); // Are we currently in overtime?
|
|
CNetworkVar( bool, m_bInSetup ); // Are we currently in setup?
|
|
CNetworkVar( bool, m_bSwitchedTeamsThisRound );
|
|
|
|
protected:
|
|
CNetworkVar( int, m_iWinningTeam ); // Set before entering GR_STATE_TEAM_WIN
|
|
CNetworkVar( int, m_iWinReason );
|
|
CNetworkVar( bool, m_bInWaitingForPlayers );
|
|
CNetworkVar( bool, m_bAwaitingReadyRestart );
|
|
CNetworkVar( float, m_flRestartRoundTime );
|
|
CNetworkVar( float, m_flMapResetTime ); // Time that the map was reset
|
|
CNetworkArray( float, m_flNextRespawnWave, MAX_TEAMS ); // Minor waste, but cleaner code
|
|
CNetworkArray( bool, m_bTeamReady, MAX_TEAMS );
|
|
CNetworkVar( bool, m_bStopWatch );
|
|
CNetworkVar( bool, m_bMultipleTrains ); // two trains in this map?
|
|
CNetworkArray( bool, m_bPlayerReady, MAX_PLAYERS );
|
|
CNetworkVar( bool, m_bCheatsEnabledDuringLevel );
|
|
|
|
public:
|
|
CNetworkArray( float, m_TeamRespawnWaveTimes, MAX_TEAMS ); // Time between each team's respawn wave
|
|
|
|
private:
|
|
float m_flStartBalancingTeamsAt;
|
|
float m_flNextBalanceTeamsTime;
|
|
bool m_bPrintedUnbalanceWarning;
|
|
float m_flFoundUnbalancedTeamsTime;
|
|
|
|
float m_flAutoBalanceQueueTimeEnd;
|
|
int m_nAutoBalanceQueuePlayerIndex;
|
|
int m_nAutoBalanceQueuePlayerScore;
|
|
|
|
protected:
|
|
bool m_bAllowBetweenRounds;
|
|
|
|
public:
|
|
|
|
float m_flStopWatchTotalTime;
|
|
int m_iLastCapPointChanged;
|
|
};
|
|
|
|
// Utility function
|
|
bool FindInList( const char **pStrings, const char *pToFind );
|
|
|
|
inline CTeamplayRoundBasedRules* TeamplayRoundBasedRules()
|
|
{
|
|
return static_cast<CTeamplayRoundBasedRules*>(g_pGameRules);
|
|
}
|
|
|
|
#endif // TEAMPLAYROUNDBASED_GAMERULES_H
|