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