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| author | Jørgen P. Tjernø <[email protected]> | 2013-12-02 19:31:46 -0800 |
|---|---|---|
| committer | Jørgen P. Tjernø <[email protected]> | 2013-12-02 19:46:31 -0800 |
| commit | f56bb35301836e56582a575a75864392a0177875 (patch) | |
| tree | de61ddd39de3e7df52759711950b4c288592f0dc /mp/src/game/server/team.cpp | |
| parent | Mark some more files as text. (diff) | |
| download | source-sdk-2013-f56bb35301836e56582a575a75864392a0177875.tar.xz source-sdk-2013-f56bb35301836e56582a575a75864392a0177875.zip | |
Fix line endings. WHAMMY.
Diffstat (limited to 'mp/src/game/server/team.cpp')
| -rw-r--r-- | mp/src/game/server/team.cpp | 690 |
1 files changed, 345 insertions, 345 deletions
diff --git a/mp/src/game/server/team.cpp b/mp/src/game/server/team.cpp index 97df8c5b..354e08e9 100644 --- a/mp/src/game/server/team.cpp +++ b/mp/src/game/server/team.cpp @@ -1,346 +1,346 @@ -//========= Copyright Valve Corporation, All rights reserved. ============//
-//
-// Purpose: Team management class. Contains all the details for a specific team
-//
-// $NoKeywords: $
-//=============================================================================//
-#include "cbase.h"
-#include "team.h"
-#include "player.h"
-#include "team_spawnpoint.h"
-
-// memdbgon must be the last include file in a .cpp file!!!
-#include "tier0/memdbgon.h"
-
-CUtlVector< CTeam * > g_Teams;
-
-//-----------------------------------------------------------------------------
-// Purpose: SendProxy that converts the Team's player UtlVector to entindexes
-//-----------------------------------------------------------------------------
-void SendProxy_PlayerList( const SendProp *pProp, const void *pStruct, const void *pData, DVariant *pOut, int iElement, int objectID )
-{
- CTeam *pTeam = (CTeam*)pData;
-
- // If this assertion fails, then SendProxyArrayLength_PlayerArray must have failed.
- Assert( iElement < pTeam->m_aPlayers.Size() );
-
- CBasePlayer *pPlayer = pTeam->m_aPlayers[iElement];
- pOut->m_Int = pPlayer->entindex();
-}
-
-
-int SendProxyArrayLength_PlayerArray( const void *pStruct, int objectID )
-{
- CTeam *pTeam = (CTeam*)pStruct;
- return pTeam->m_aPlayers.Count();
-}
-
-
-// Datatable
-IMPLEMENT_SERVERCLASS_ST_NOBASE(CTeam, DT_Team)
- SendPropInt( SENDINFO(m_iTeamNum), 5 ),
- SendPropInt( SENDINFO(m_iScore), 0 ),
- SendPropInt( SENDINFO(m_iRoundsWon), 8 ),
- SendPropString( SENDINFO( m_szTeamname ) ),
-
- SendPropArray2(
- SendProxyArrayLength_PlayerArray,
- SendPropInt("player_array_element", 0, 4, 10, SPROP_UNSIGNED, SendProxy_PlayerList),
- MAX_PLAYERS,
- 0,
- "player_array"
- )
-END_SEND_TABLE()
-
-LINK_ENTITY_TO_CLASS( team_manager, CTeam );
-
-//-----------------------------------------------------------------------------
-// Purpose: Get a pointer to the specified team manager
-//-----------------------------------------------------------------------------
-CTeam *GetGlobalTeam( int iIndex )
-{
- if ( iIndex < 0 || iIndex >= GetNumberOfTeams() )
- return NULL;
-
- return g_Teams[ iIndex ];
-}
-
-//-----------------------------------------------------------------------------
-// Purpose: Get the number of team managers
-//-----------------------------------------------------------------------------
-int GetNumberOfTeams( void )
-{
- return g_Teams.Size();
-}
-
-
-//-----------------------------------------------------------------------------
-// Purpose: Needed because this is an entity, but should never be used
-//-----------------------------------------------------------------------------
-CTeam::CTeam( void )
-{
- memset( m_szTeamname.GetForModify(), 0, sizeof(m_szTeamname) );
-}
-
-//-----------------------------------------------------------------------------
-// Purpose:
-//-----------------------------------------------------------------------------
-CTeam::~CTeam( void )
-{
- m_aSpawnPoints.Purge();
- m_aPlayers.Purge();
-}
-
-//-----------------------------------------------------------------------------
-// Purpose: Called every frame
-//-----------------------------------------------------------------------------
-void CTeam::Think( void )
-{
-}
-
-//-----------------------------------------------------------------------------
-// Purpose: Teams are always transmitted to clients
-//-----------------------------------------------------------------------------
-int CTeam::UpdateTransmitState()
-{
- return SetTransmitState( FL_EDICT_ALWAYS );
-}
-
-//-----------------------------------------------------------------------------
-// Visibility/scanners
-//-----------------------------------------------------------------------------
-bool CTeam::ShouldTransmitToPlayer( CBasePlayer* pRecipient, CBaseEntity* pEntity )
-{
- // Always transmit the observer target to players
- if ( pRecipient && pRecipient->IsObserver() && pRecipient->GetObserverTarget() == pEntity )
- return true;
-
- return false;
-}
-
-//-----------------------------------------------------------------------------
-// Initialization
-//-----------------------------------------------------------------------------
-void CTeam::Init( const char *pName, int iNumber )
-{
- InitializeSpawnpoints();
- InitializePlayers();
-
- m_iScore = 0;
-
- Q_strncpy( m_szTeamname.GetForModify(), pName, MAX_TEAM_NAME_LENGTH );
- m_iTeamNum = iNumber;
-}
-
-//-----------------------------------------------------------------------------
-// DATA HANDLING
-//-----------------------------------------------------------------------------
-int CTeam::GetTeamNumber( void ) const
-{
- return m_iTeamNum;
-}
-
-//-----------------------------------------------------------------------------
-// Purpose: Get the team's name
-//-----------------------------------------------------------------------------
-const char *CTeam::GetName( void )
-{
- return m_szTeamname;
-}
-
-
-//-----------------------------------------------------------------------------
-// Purpose: Update the player's client data
-//-----------------------------------------------------------------------------
-void CTeam::UpdateClientData( CBasePlayer *pPlayer )
-{
-}
-
-//------------------------------------------------------------------------------------------------------------------
-// SPAWNPOINTS
-//-----------------------------------------------------------------------------
-// Purpose:
-//-----------------------------------------------------------------------------
-void CTeam::InitializeSpawnpoints( void )
-{
- m_iLastSpawn = 0;
-}
-
-//-----------------------------------------------------------------------------
-// Purpose:
-//-----------------------------------------------------------------------------
-void CTeam::AddSpawnpoint( CTeamSpawnPoint *pSpawnpoint )
-{
- m_aSpawnPoints.AddToTail( pSpawnpoint );
-}
-
-//-----------------------------------------------------------------------------
-// Purpose:
-//-----------------------------------------------------------------------------
-void CTeam::RemoveSpawnpoint( CTeamSpawnPoint *pSpawnpoint )
-{
- for (int i = 0; i < m_aSpawnPoints.Size(); i++ )
- {
- if ( m_aSpawnPoints[i] == pSpawnpoint )
- {
- m_aSpawnPoints.Remove( i );
- return;
- }
- }
-}
-
-//-----------------------------------------------------------------------------
-// Purpose: Spawn the player at one of this team's spawnpoints. Return true if successful.
-//-----------------------------------------------------------------------------
-CBaseEntity *CTeam::SpawnPlayer( CBasePlayer *pPlayer )
-{
- if ( m_aSpawnPoints.Size() == 0 )
- return NULL;
-
- // Randomize the start spot
- int iSpawn = m_iLastSpawn + random->RandomInt( 1,3 );
- if ( iSpawn >= m_aSpawnPoints.Size() )
- iSpawn -= m_aSpawnPoints.Size();
- int iStartingSpawn = iSpawn;
-
- // Now loop through the spawnpoints and pick one
- int loopCount = 0;
- do
- {
- if ( iSpawn >= m_aSpawnPoints.Size() )
- {
- ++loopCount;
- iSpawn = 0;
- }
-
- // check if pSpot is valid, and that the player is on the right team
- if ( (loopCount > 3) || m_aSpawnPoints[iSpawn]->IsValid( pPlayer ) )
- {
- // DevMsg( 1, "player: spawning at (%s)\n", STRING(m_aSpawnPoints[iSpawn]->m_iName) );
- m_aSpawnPoints[iSpawn]->m_OnPlayerSpawn.FireOutput( pPlayer, m_aSpawnPoints[iSpawn] );
-
- m_iLastSpawn = iSpawn;
- return m_aSpawnPoints[iSpawn];
- }
-
- iSpawn++;
- } while ( iSpawn != iStartingSpawn ); // loop if we're not back to the start
-
- return NULL;
-}
-
-//------------------------------------------------------------------------------------------------------------------
-// PLAYERS
-//-----------------------------------------------------------------------------
-// Purpose:
-//-----------------------------------------------------------------------------
-void CTeam::InitializePlayers( void )
-{
-}
-
-//-----------------------------------------------------------------------------
-// Purpose: Add the specified player to this team. Remove them from their current team, if any.
-//-----------------------------------------------------------------------------
-void CTeam::AddPlayer( CBasePlayer *pPlayer )
-{
- m_aPlayers.AddToTail( pPlayer );
- NetworkStateChanged();
-}
-
-//-----------------------------------------------------------------------------
-// Purpose: Remove this player from the team
-//-----------------------------------------------------------------------------
-void CTeam::RemovePlayer( CBasePlayer *pPlayer )
-{
- m_aPlayers.FindAndRemove( pPlayer );
- NetworkStateChanged();
-}
-
-//-----------------------------------------------------------------------------
-// Purpose: Return the number of players in this team.
-//-----------------------------------------------------------------------------
-int CTeam::GetNumPlayers( void )
-{
- return m_aPlayers.Size();
-}
-
-//-----------------------------------------------------------------------------
-// Purpose: Get a specific player
-//-----------------------------------------------------------------------------
-CBasePlayer *CTeam::GetPlayer( int iIndex )
-{
- Assert( iIndex >= 0 && iIndex < m_aPlayers.Size() );
- return m_aPlayers[ iIndex ];
-}
-
-//------------------------------------------------------------------------------------------------------------------
-// SCORING
-//-----------------------------------------------------------------------------
-// Purpose: Add / Remove score for this team
-//-----------------------------------------------------------------------------
-void CTeam::AddScore( int iScore )
-{
- m_iScore += iScore;
-}
-
-void CTeam::SetScore( int iScore )
-{
- m_iScore = iScore;
-}
-
-//-----------------------------------------------------------------------------
-// Purpose: Get this team's score
-//-----------------------------------------------------------------------------
-int CTeam::GetScore( void )
-{
- return m_iScore;
-}
-
-//-----------------------------------------------------------------------------
-// Purpose:
-//-----------------------------------------------------------------------------
-void CTeam::ResetScores( void )
-{
- SetScore(0);
-}
-
-//-----------------------------------------------------------------------------
-// Purpose:
-//-----------------------------------------------------------------------------
-void CTeam::AwardAchievement( int iAchievement )
-{
- Assert( iAchievement >= 0 && iAchievement < 255 ); // must fit in short
-
- CRecipientFilter filter;
-
- int iNumPlayers = GetNumPlayers();
-
- for ( int i=0;i<iNumPlayers;i++ )
- {
- if ( GetPlayer(i) )
- {
- filter.AddRecipient( GetPlayer(i) );
- }
- }
-
- UserMessageBegin( filter, "AchievementEvent" );
- WRITE_SHORT( iAchievement );
- MessageEnd();
-}
-
-int CTeam::GetAliveMembers( void )
-{
- int iAlive = 0;
-
- int iNumPlayers = GetNumPlayers();
-
- for ( int i=0;i<iNumPlayers;i++ )
- {
- if ( GetPlayer(i) && GetPlayer(i)->IsAlive() )
- {
- iAlive++;
- }
- }
-
- return iAlive;
+//========= Copyright Valve Corporation, All rights reserved. ============// +// +// Purpose: Team management class. Contains all the details for a specific team +// +// $NoKeywords: $ +//=============================================================================// +#include "cbase.h" +#include "team.h" +#include "player.h" +#include "team_spawnpoint.h" + +// memdbgon must be the last include file in a .cpp file!!! +#include "tier0/memdbgon.h" + +CUtlVector< CTeam * > g_Teams; + +//----------------------------------------------------------------------------- +// Purpose: SendProxy that converts the Team's player UtlVector to entindexes +//----------------------------------------------------------------------------- +void SendProxy_PlayerList( const SendProp *pProp, const void *pStruct, const void *pData, DVariant *pOut, int iElement, int objectID ) +{ + CTeam *pTeam = (CTeam*)pData; + + // If this assertion fails, then SendProxyArrayLength_PlayerArray must have failed. + Assert( iElement < pTeam->m_aPlayers.Size() ); + + CBasePlayer *pPlayer = pTeam->m_aPlayers[iElement]; + pOut->m_Int = pPlayer->entindex(); +} + + +int SendProxyArrayLength_PlayerArray( const void *pStruct, int objectID ) +{ + CTeam *pTeam = (CTeam*)pStruct; + return pTeam->m_aPlayers.Count(); +} + + +// Datatable +IMPLEMENT_SERVERCLASS_ST_NOBASE(CTeam, DT_Team) + SendPropInt( SENDINFO(m_iTeamNum), 5 ), + SendPropInt( SENDINFO(m_iScore), 0 ), + SendPropInt( SENDINFO(m_iRoundsWon), 8 ), + SendPropString( SENDINFO( m_szTeamname ) ), + + SendPropArray2( + SendProxyArrayLength_PlayerArray, + SendPropInt("player_array_element", 0, 4, 10, SPROP_UNSIGNED, SendProxy_PlayerList), + MAX_PLAYERS, + 0, + "player_array" + ) +END_SEND_TABLE() + +LINK_ENTITY_TO_CLASS( team_manager, CTeam ); + +//----------------------------------------------------------------------------- +// Purpose: Get a pointer to the specified team manager +//----------------------------------------------------------------------------- +CTeam *GetGlobalTeam( int iIndex ) +{ + if ( iIndex < 0 || iIndex >= GetNumberOfTeams() ) + return NULL; + + return g_Teams[ iIndex ]; +} + +//----------------------------------------------------------------------------- +// Purpose: Get the number of team managers +//----------------------------------------------------------------------------- +int GetNumberOfTeams( void ) +{ + return g_Teams.Size(); +} + + +//----------------------------------------------------------------------------- +// Purpose: Needed because this is an entity, but should never be used +//----------------------------------------------------------------------------- +CTeam::CTeam( void ) +{ + memset( m_szTeamname.GetForModify(), 0, sizeof(m_szTeamname) ); +} + +//----------------------------------------------------------------------------- +// Purpose: +//----------------------------------------------------------------------------- +CTeam::~CTeam( void ) +{ + m_aSpawnPoints.Purge(); + m_aPlayers.Purge(); +} + +//----------------------------------------------------------------------------- +// Purpose: Called every frame +//----------------------------------------------------------------------------- +void CTeam::Think( void ) +{ +} + +//----------------------------------------------------------------------------- +// Purpose: Teams are always transmitted to clients +//----------------------------------------------------------------------------- +int CTeam::UpdateTransmitState() +{ + return SetTransmitState( FL_EDICT_ALWAYS ); +} + +//----------------------------------------------------------------------------- +// Visibility/scanners +//----------------------------------------------------------------------------- +bool CTeam::ShouldTransmitToPlayer( CBasePlayer* pRecipient, CBaseEntity* pEntity ) +{ + // Always transmit the observer target to players + if ( pRecipient && pRecipient->IsObserver() && pRecipient->GetObserverTarget() == pEntity ) + return true; + + return false; +} + +//----------------------------------------------------------------------------- +// Initialization +//----------------------------------------------------------------------------- +void CTeam::Init( const char *pName, int iNumber ) +{ + InitializeSpawnpoints(); + InitializePlayers(); + + m_iScore = 0; + + Q_strncpy( m_szTeamname.GetForModify(), pName, MAX_TEAM_NAME_LENGTH ); + m_iTeamNum = iNumber; +} + +//----------------------------------------------------------------------------- +// DATA HANDLING +//----------------------------------------------------------------------------- +int CTeam::GetTeamNumber( void ) const +{ + return m_iTeamNum; +} + +//----------------------------------------------------------------------------- +// Purpose: Get the team's name +//----------------------------------------------------------------------------- +const char *CTeam::GetName( void ) +{ + return m_szTeamname; +} + + +//----------------------------------------------------------------------------- +// Purpose: Update the player's client data +//----------------------------------------------------------------------------- +void CTeam::UpdateClientData( CBasePlayer *pPlayer ) +{ +} + +//------------------------------------------------------------------------------------------------------------------ +// SPAWNPOINTS +//----------------------------------------------------------------------------- +// Purpose: +//----------------------------------------------------------------------------- +void CTeam::InitializeSpawnpoints( void ) +{ + m_iLastSpawn = 0; +} + +//----------------------------------------------------------------------------- +// Purpose: +//----------------------------------------------------------------------------- +void CTeam::AddSpawnpoint( CTeamSpawnPoint *pSpawnpoint ) +{ + m_aSpawnPoints.AddToTail( pSpawnpoint ); +} + +//----------------------------------------------------------------------------- +// Purpose: +//----------------------------------------------------------------------------- +void CTeam::RemoveSpawnpoint( CTeamSpawnPoint *pSpawnpoint ) +{ + for (int i = 0; i < m_aSpawnPoints.Size(); i++ ) + { + if ( m_aSpawnPoints[i] == pSpawnpoint ) + { + m_aSpawnPoints.Remove( i ); + return; + } + } +} + +//----------------------------------------------------------------------------- +// Purpose: Spawn the player at one of this team's spawnpoints. Return true if successful. +//----------------------------------------------------------------------------- +CBaseEntity *CTeam::SpawnPlayer( CBasePlayer *pPlayer ) +{ + if ( m_aSpawnPoints.Size() == 0 ) + return NULL; + + // Randomize the start spot + int iSpawn = m_iLastSpawn + random->RandomInt( 1,3 ); + if ( iSpawn >= m_aSpawnPoints.Size() ) + iSpawn -= m_aSpawnPoints.Size(); + int iStartingSpawn = iSpawn; + + // Now loop through the spawnpoints and pick one + int loopCount = 0; + do + { + if ( iSpawn >= m_aSpawnPoints.Size() ) + { + ++loopCount; + iSpawn = 0; + } + + // check if pSpot is valid, and that the player is on the right team + if ( (loopCount > 3) || m_aSpawnPoints[iSpawn]->IsValid( pPlayer ) ) + { + // DevMsg( 1, "player: spawning at (%s)\n", STRING(m_aSpawnPoints[iSpawn]->m_iName) ); + m_aSpawnPoints[iSpawn]->m_OnPlayerSpawn.FireOutput( pPlayer, m_aSpawnPoints[iSpawn] ); + + m_iLastSpawn = iSpawn; + return m_aSpawnPoints[iSpawn]; + } + + iSpawn++; + } while ( iSpawn != iStartingSpawn ); // loop if we're not back to the start + + return NULL; +} + +//------------------------------------------------------------------------------------------------------------------ +// PLAYERS +//----------------------------------------------------------------------------- +// Purpose: +//----------------------------------------------------------------------------- +void CTeam::InitializePlayers( void ) +{ +} + +//----------------------------------------------------------------------------- +// Purpose: Add the specified player to this team. Remove them from their current team, if any. +//----------------------------------------------------------------------------- +void CTeam::AddPlayer( CBasePlayer *pPlayer ) +{ + m_aPlayers.AddToTail( pPlayer ); + NetworkStateChanged(); +} + +//----------------------------------------------------------------------------- +// Purpose: Remove this player from the team +//----------------------------------------------------------------------------- +void CTeam::RemovePlayer( CBasePlayer *pPlayer ) +{ + m_aPlayers.FindAndRemove( pPlayer ); + NetworkStateChanged(); +} + +//----------------------------------------------------------------------------- +// Purpose: Return the number of players in this team. +//----------------------------------------------------------------------------- +int CTeam::GetNumPlayers( void ) +{ + return m_aPlayers.Size(); +} + +//----------------------------------------------------------------------------- +// Purpose: Get a specific player +//----------------------------------------------------------------------------- +CBasePlayer *CTeam::GetPlayer( int iIndex ) +{ + Assert( iIndex >= 0 && iIndex < m_aPlayers.Size() ); + return m_aPlayers[ iIndex ]; +} + +//------------------------------------------------------------------------------------------------------------------ +// SCORING +//----------------------------------------------------------------------------- +// Purpose: Add / Remove score for this team +//----------------------------------------------------------------------------- +void CTeam::AddScore( int iScore ) +{ + m_iScore += iScore; +} + +void CTeam::SetScore( int iScore ) +{ + m_iScore = iScore; +} + +//----------------------------------------------------------------------------- +// Purpose: Get this team's score +//----------------------------------------------------------------------------- +int CTeam::GetScore( void ) +{ + return m_iScore; +} + +//----------------------------------------------------------------------------- +// Purpose: +//----------------------------------------------------------------------------- +void CTeam::ResetScores( void ) +{ + SetScore(0); +} + +//----------------------------------------------------------------------------- +// Purpose: +//----------------------------------------------------------------------------- +void CTeam::AwardAchievement( int iAchievement ) +{ + Assert( iAchievement >= 0 && iAchievement < 255 ); // must fit in short + + CRecipientFilter filter; + + int iNumPlayers = GetNumPlayers(); + + for ( int i=0;i<iNumPlayers;i++ ) + { + if ( GetPlayer(i) ) + { + filter.AddRecipient( GetPlayer(i) ); + } + } + + UserMessageBegin( filter, "AchievementEvent" ); + WRITE_SHORT( iAchievement ); + MessageEnd(); +} + +int CTeam::GetAliveMembers( void ) +{ + int iAlive = 0; + + int iNumPlayers = GetNumPlayers(); + + for ( int i=0;i<iNumPlayers;i++ ) + { + if ( GetPlayer(i) && GetPlayer(i)->IsAlive() ) + { + iAlive++; + } + } + + return iAlive; }
\ No newline at end of file |