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