587 lines
15 KiB
C++
587 lines
15 KiB
C++
//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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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 "dod_control_point_master.h"
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BEGIN_DATADESC( CControlPointMaster )
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DEFINE_KEYFIELD( m_bDisabled, FIELD_BOOLEAN, "StartDisabled" ),
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DEFINE_KEYFIELD( m_iTimerLength, FIELD_INTEGER, "cpm_timer_length" ),
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DEFINE_INPUTFUNC( FIELD_VOID, "Enable", InputEnable ),
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DEFINE_INPUTFUNC( FIELD_VOID, "Disable", InputDisable ),
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DEFINE_INPUTFUNC( FIELD_VOID, "RoundInit", InputRoundInit ),
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DEFINE_FUNCTION( CPMThink ),
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DEFINE_OUTPUT( m_AlliesWinOutput, "OnAlliesWin" ),
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DEFINE_OUTPUT( m_AxisWinOutput, "OnAxisWin" ),
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DEFINE_INPUTFUNC( FIELD_INTEGER, "AddTimerSeconds", InputAddTimerSeconds ),
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END_DATADESC()
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LINK_ENTITY_TO_CLASS( dod_control_point_master, CControlPointMaster );
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CControlPointMaster::CControlPointMaster()
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{
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m_bUseTimer = false;
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m_iTimerTeam = TEAM_UNASSIGNED;
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SetDefLessFunc( m_ControlPoints );
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}
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void CControlPointMaster::Spawn( void )
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{
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SetTouch( NULL );
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m_bFoundPoints = false;
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BaseClass::Spawn();
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}
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ConVar mp_tickpointinterval( "mp_tickpointinterval", "30", FCVAR_GAMEDLL, "Delay between point gives.", true, 1, false, 0 );
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void CControlPointMaster::RoundRespawn( void )
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{
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m_fGivePointsTime = gpGlobals->curtime + mp_tickpointinterval.GetInt();
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}
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// KeyValue
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// ========
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// this function interfaces with the keyvalues set by the mapper
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//
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// Values
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// point_give_delay_time - how often to give time based points ( seconds )
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// allies_capture_target - target to fire on allies complete capture
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// axis_capture_target - target to fire on axis complete capture
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bool CControlPointMaster::KeyValue( const char *szKeyName, const char *szValue )
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{
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if (FStrEq(szKeyName, "cpm_use_timer"))
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{
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m_bUseTimer = ( atoi(szValue) > 0 );
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}
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else if (FStrEq(szKeyName, "cpm_timer_team"))
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{
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m_iTimerTeam = atoi(szValue);
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}
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else
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{
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return CBaseEntity::KeyValue( szKeyName, szValue );
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}
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return true;
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}
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void CControlPointMaster::Reset( void )
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{
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}
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bool CControlPointMaster::FindControlPoints( void )
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{
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//go through all the points
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CBaseEntity *pEnt = gEntList.FindEntityByClassname( NULL, "dod_control_point" );
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int numFound = 0;
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while( pEnt )
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{
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CControlPoint *pPoint = (CControlPoint *)pEnt;
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if( pPoint->IsActive() )
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{
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int index = pPoint->GetPointIndex();
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Assert( index >= 0 );
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if( m_ControlPoints.Find( index ) == m_ControlPoints.InvalidIndex())
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{
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DevMsg( 2, "Adding control point %s with index %d\n", pPoint->GetName(), index );
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m_ControlPoints.Insert( index, pPoint );
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numFound++;
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}
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else
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{
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Warning( "!!!!\nMultiple control points with the same index, duplicates ignored\n!!!!\n" );
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UTIL_Remove( pPoint );
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}
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}
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pEnt = gEntList.FindEntityByClassname( pEnt, "dod_control_point" );
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}
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if( numFound > MAX_CONTROL_POINTS )
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{
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Warning( "Too many control points! Max is %d\n", MAX_CONTROL_POINTS );
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}
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//Remap the indeces of the control points so they are 0-based
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//======================
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unsigned int j;
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bool bHandled[MAX_CONTROL_POINTS];
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memset( bHandled, 0, sizeof(bHandled) );
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unsigned int numPoints = m_ControlPoints.Count();
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unsigned int newIndex = 0;
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while( newIndex < numPoints )
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{
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//Find the lowest numbered, unhandled point
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int lowestIndex = -1;
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int lowestValue = 999;
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//find the lowest unhandled index
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for( j=0; j<numPoints; j++ )
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{
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if( !bHandled[j] && m_ControlPoints[j]->GetPointIndex() < lowestValue )
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{
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lowestIndex = j;
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lowestValue = m_ControlPoints[j]->GetPointIndex();
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}
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}
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//Don't examine this point again
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Assert( lowestIndex >= 0 );
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bHandled[lowestIndex] = true;
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//Give it its new index
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m_ControlPoints[lowestIndex]->SetPointIndex( newIndex );
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newIndex++;
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}
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if( m_ControlPoints.Count() == 0 )
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{
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Warning( "Error! No control points found in map!\n");
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return false;
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}
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g_pObjectiveResource->SetNumControlPoints( m_ControlPoints.Count() );
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unsigned int i;
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for( i=0;i<m_ControlPoints.Count();i++ )
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{
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CControlPoint *pPoint = m_ControlPoints[i];
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int iPointIndex = m_ControlPoints[i]->GetPointIndex();
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g_pObjectiveResource->SetOwningTeam( iPointIndex, pPoint->GetOwner() );
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g_pObjectiveResource->SetCPVisible( iPointIndex, pPoint->PointIsVisible() );
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g_pObjectiveResource->SetCPPosition( iPointIndex, pPoint->GetAbsOrigin() );
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g_pObjectiveResource->SetBombsRequired( iPointIndex, pPoint->GetBombsRequired() );
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g_pObjectiveResource->SetBombsRemaining( iPointIndex, pPoint->GetBombsRemaining() );
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g_pObjectiveResource->SetCPIcons( iPointIndex,
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pPoint->GetHudIconIndexForTeam(TEAM_ALLIES),
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pPoint->GetHudIconIndexForTeam(TEAM_AXIS),
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pPoint->GetHudIconIndexForTeam(TEAM_UNASSIGNED),
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pPoint->GetTimerCapHudIcon(),
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pPoint->GetBombedHudIcon() );
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}
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return true;
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}
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// Think
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// =====
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// Think is called every 0.1 seconds and checks the status of all the control points
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// if one team owns them all, it gives points and resets
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// Think also gives the time based points at the specified time intervals
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//
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// I moved the search for spawn points to the initial think - sometimes the points spawned
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// after the master and it wasnt finding them.
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void CControlPointMaster::CPMThink( void )
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{
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// search for all "dod_control_point" entities in the map
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// and put them in the array
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// only done the first Think
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//try to establish if any dod_area_capture ents are linked to our flags
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//via dod_point_relay
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//if there exists a point relay that has this as the target,
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//AND there exists a capture area that has that relay as a target
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//then we have our area!
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//every think
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//go through all the control points and make sure theyre the same as the last think
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//check masters
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//if they are, do nothing
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//else
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//
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//Note! Only one cpm should ever be active at the same time
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//funny things may happen if there are two of em!
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//if we are recently mastered on or off, touch the cps
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//---------------------------------------------------------------------------
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//below here we shouldn't execute unless we are an active control point master
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//if the round has been decided, don't do any more thinking
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//if this cpm is not active, dont' do any thinking
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int iRoundState = DODGameRules()->State_Get();
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// No points or triggering new wins if we are not active
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if( m_bDisabled || iRoundState != STATE_RND_RUNNING )
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{
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SetContextThink( &CControlPointMaster::CPMThink, gpGlobals->curtime + 0.2, FLAGS_CONTEXT );
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return;
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}
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// is it time to give time-based points yet?
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if( gpGlobals->curtime > m_fGivePointsTime )
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{
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int AlliesPoints = 0;
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int AxisPoints = 0;
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//give points based on who owns what
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unsigned int i;
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for( i=0;i<m_ControlPoints.Count();i++ )
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{
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switch( m_ControlPoints[i]->GetOwner() )
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{
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case TEAM_ALLIES:
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AlliesPoints += m_ControlPoints[i]->PointValue();
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break;
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case TEAM_AXIS:
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AxisPoints += m_ControlPoints[i]->PointValue();
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break;
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default:
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break;
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}
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}
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//================
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//give team points
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//================
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// See if there are players active on these teams
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bool bFoundAllies = ( GetGlobalTeam(TEAM_ALLIES)->GetNumPlayers() > 0 );
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bool bFoundAxis = ( GetGlobalTeam(TEAM_AXIS)->GetNumPlayers() > 0 );
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bool bReportScore = true;
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// don't give team points to a team with no-one on it!
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if( AlliesPoints > 0 && bFoundAllies && DODGameRules()->State_Get() == STATE_RND_RUNNING )
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{
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if( bReportScore )
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{
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if (AlliesPoints == 1)
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UTIL_ClientPrintAll( HUD_PRINTTALK, "#game_score_allie_point" );
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else
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{
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char buf[8];
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Q_snprintf( buf, sizeof(buf), "%d", AlliesPoints );
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UTIL_ClientPrintAll( HUD_PRINTTALK, "#game_score_allie_points", buf );
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}
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}
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GetGlobalTeam(TEAM_ALLIES)->AddScore( AlliesPoints );
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IGameEvent *event = gameeventmanager->CreateEvent( "dod_tick_points" );
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if ( event )
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{
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event->SetInt( "team", TEAM_ALLIES );
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event->SetInt( "score", AlliesPoints );
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event->SetInt( "totalscore", GetGlobalTeam(TEAM_ALLIES)->GetScore() );
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gameeventmanager->FireEvent( event );
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}
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}
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if( AxisPoints > 0 && bFoundAxis && DODGameRules()->State_Get() == STATE_RND_RUNNING )
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{
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if( bReportScore )
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{
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if (AxisPoints == 1)
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UTIL_ClientPrintAll( HUD_PRINTTALK, "#game_score_axis_point" );
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else
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{
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char buf[8];
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Q_snprintf( buf, sizeof(buf), "%d", AxisPoints );
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UTIL_ClientPrintAll( HUD_PRINTTALK, "#game_score_axis_points", buf );
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}
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}
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GetGlobalTeam(TEAM_AXIS)->AddScore( AxisPoints );
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IGameEvent *event = gameeventmanager->CreateEvent( "dod_tick_points" );
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if ( event )
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{
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event->SetInt( "team", TEAM_AXIS );
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event->SetInt( "score", AxisPoints );
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event->SetInt( "totalscore", GetGlobalTeam(TEAM_AXIS)->GetScore() );
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gameeventmanager->FireEvent( event );
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}
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}
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// the next time we'll give points
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m_fGivePointsTime = gpGlobals->curtime + mp_tickpointinterval.GetInt();
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}
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// If we call this from dod_control_point, this function should never
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// trigger a win. but we'll leave it here just incase.
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CheckWinConditions();
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// the next time we 'think'
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SetContextThink( &CControlPointMaster::CPMThink, gpGlobals->curtime + 0.2, FLAGS_CONTEXT );
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}
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void CControlPointMaster::CheckWinConditions( void )
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{
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// ============
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// Check that the points aren't all held by one team
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// if they are this will reset the round
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// and will reset all the points
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// ============
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switch( TeamOwnsAllPoints() )
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{
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case TEAM_ALLIES: //allies own all
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{
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TeamWins( TEAM_ALLIES );
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}
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break;
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case TEAM_AXIS: //axis owns all
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{
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TeamWins( TEAM_AXIS );
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}
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break;
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default:
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break;
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}
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}
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void CControlPointMaster::InputRoundInit( inputdata_t &input )
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{
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//clear out old control points
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m_ControlPoints.RemoveAll();
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//find the control points
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//if successful, do CPMThink
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if( FindControlPoints() )
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{
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SetContextThink( &CControlPointMaster::CPMThink, gpGlobals->curtime + 0.1, FLAGS_CONTEXT );
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}
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//init the ClientAreas
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int index = 0;
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CBaseEntity *pEnt = gEntList.FindEntityByClassname( NULL, "dod_capture_area" );
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while( pEnt )
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{
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CAreaCapture *pArea = (CAreaCapture *)pEnt;
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Assert( pArea );
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pArea->area_SetIndex( index );
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index++;
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pEnt = gEntList.FindEntityByClassname( pEnt, "dod_capture_area" );
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}
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g_pObjectiveResource->ResetControlPoints();
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}
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void CControlPointMaster::FireTeamWinOutput( int iWinningTeam )
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{
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switch( iWinningTeam )
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{
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case TEAM_ALLIES:
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m_AlliesWinOutput.FireOutput(this,this);
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break;
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case TEAM_AXIS:
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m_AxisWinOutput.FireOutput(this,this);
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break;
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default:
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Assert(0);
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break;
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}
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}
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void CControlPointMaster::TeamWins( int iWinningTeam )
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{
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DODGameRules()->SetWinningTeam( iWinningTeam );
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FireTeamWinOutput( iWinningTeam );
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}
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void CControlPointMaster::BecomeActive( void )
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{
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Assert( m_bDisabled );
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m_bDisabled = false;
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}
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void CControlPointMaster::BecomeInactive( void )
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{
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Assert( !m_bDisabled );
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m_bDisabled = true;
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}
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int CControlPointMaster::GetPointOwner( int point )
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{
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Assert( point >= 0 );
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Assert( point < MAX_CONTROL_POINTS );
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CControlPoint *pPoint = m_ControlPoints[point];
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if( pPoint )
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{
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return pPoint->GetOwner();
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}
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else
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return TEAM_UNASSIGNED;
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}
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// TeamOwnsAllPoints
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// =================
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// This function returns the team that owns all
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// the cap points. if its not the case that one
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// team owns them all, it returns 0
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// New - cps are now broken into groups.
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// A team can win by owning all flags within a single group.
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// Can be passed an overriding team. If this is not null, the passed team
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// number will be used for that cp. Used to predict if that CP changing would
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// win the game.
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int CControlPointMaster::TeamOwnsAllPoints( CControlPoint *pOverridePoint /* = NULL */, int iOverrideNewTeam /* = TEAM_UNASSIGNED */ )
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{
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unsigned int i;
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int iWinningTeam[MAX_CONTROL_POINT_GROUPS];
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for( i=0;i<MAX_CONTROL_POINT_GROUPS;i++ )
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{
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iWinningTeam[i] = TEAM_INVALID;
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}
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// if TEAM_INVALID, haven't found a flag for this group yet
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// if TEAM_UNASSIGNED, the group is still being contested
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// for each control point
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for( i=0;i<m_ControlPoints.Count();i++ )
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{
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int group = m_ControlPoints[i]->GetCPGroup();
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int owner = m_ControlPoints[i]->GetOwner();
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if ( pOverridePoint == m_ControlPoints[i] )
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{
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owner = iOverrideNewTeam;
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}
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// the first one we find in this group, set the win to true
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if ( iWinningTeam[group] == TEAM_INVALID )
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{
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iWinningTeam[group] = owner;
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}
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// unassigned means this group is already contested, move on
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else if ( iWinningTeam[group] == TEAM_UNASSIGNED )
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{
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continue;
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}
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// if we find another one in the group that isn't the same owner, set the win to false
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else if ( owner != iWinningTeam[group] )
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{
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iWinningTeam[group] = TEAM_UNASSIGNED;
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}
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}
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// report the first win we find as the winner
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for ( i=0;i<MAX_CONTROL_POINT_GROUPS;i++ )
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{
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if ( iWinningTeam[i] == TEAM_ALLIES || iWinningTeam[i] == TEAM_AXIS )
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return iWinningTeam[i];
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}
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// no wins yet
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return TEAM_UNASSIGNED;
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}
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// an advantage flag is a flag that we've taken that didn't initially
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// belong to our team
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int CControlPointMaster::CountAdvantageFlags( int team )
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{
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int numFlags = 0;
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unsigned int i;
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for( i = 0;i<m_ControlPoints.Count();i++ )
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{
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CControlPoint *pPoint = m_ControlPoints[i];
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if ( pPoint->GetOwner() != pPoint->GetDefaultOwner() )
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{
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if ( pPoint->GetOwner() == team )
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{
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// we own a flag we didn't initially
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numFlags++;
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}
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else //
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{
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// the enemy owns one of our flags
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numFlags--;
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}
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}
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}
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return numFlags;
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}
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void CControlPointMaster::InputAddTimerSeconds( inputdata_t &inputdata )
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{
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DODGameRules()->AddTimerSeconds( inputdata.value.Int() );
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}
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void CControlPointMaster::GetTimerData( int &iTimerSeconds, int &iTimerWinTeam )
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{
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iTimerSeconds = m_iTimerLength;
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iTimerWinTeam = m_iTimerTeam;
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}
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bool CControlPointMaster::WouldNewCPOwnerWinGame( CControlPoint *pPoint, int iNewOwner )
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{
|
|
return ( TeamOwnsAllPoints( pPoint, iNewOwner ) == iNewOwner );
|
|
}
|
|
|
|
int CControlPointMaster::GetNumPoints( void )
|
|
{
|
|
return m_ControlPoints.Count();
|
|
}
|
|
|
|
CControlPoint *CControlPointMaster::GetCPByIndex( int index )
|
|
{
|
|
CControlPoint *pPoint = NULL;
|
|
|
|
if ( index >= 0 && index < (int)m_ControlPoints.Count() )
|
|
{
|
|
pPoint = m_ControlPoints[index];
|
|
}
|
|
|
|
return pPoint;
|
|
}
|
|
|
|
// custom scoring entity
|
|
BEGIN_DATADESC( CDODCustomScoring )
|
|
DEFINE_INPUTFUNC( FIELD_INTEGER, "GiveTickPoints", InputGivePoints ),
|
|
|
|
DEFINE_KEYFIELD( m_iPointTeam, FIELD_INTEGER, "TeamNum" ),
|
|
DEFINE_KEYFIELD( m_iTickLength, FIELD_INTEGER, "point_give_delay" ),
|
|
DEFINE_KEYFIELD( m_iPointsToGive, FIELD_INTEGER, "point_give_amount" ),
|
|
DEFINE_KEYFIELD( m_iNumPointGives, FIELD_INTEGER, "point_give_max_times" ),
|
|
|
|
DEFINE_THINKFUNC( PointsThink ),
|
|
END_DATADESC()
|
|
|
|
LINK_ENTITY_TO_CLASS( dod_scoring, CDODCustomScoring ); |