diff options
| 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_control_point_master.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_control_point_master.cpp')
| -rw-r--r-- | mp/src/game/server/team_control_point_master.cpp | 2712 |
1 files changed, 1356 insertions, 1356 deletions
diff --git a/mp/src/game/server/team_control_point_master.cpp b/mp/src/game/server/team_control_point_master.cpp index 662d8200..f60939a7 100644 --- a/mp/src/game/server/team_control_point_master.cpp +++ b/mp/src/game/server/team_control_point_master.cpp @@ -1,1357 +1,1357 @@ -//========= Copyright Valve Corporation, All rights reserved. ============//
-//
-// Purpose:
-//
-// $NoKeywords: $
-//===========================================================================//
-
-#include "cbase.h"
-#include "team_objectiveresource.h"
-#include "team_control_point_master.h"
-#include "teamplayroundbased_gamerules.h"
-
-#if defined ( TF_DLL )
-#include "tf_gamerules.h"
-#endif
-
-BEGIN_DATADESC( CTeamControlPointMaster )
- DEFINE_KEYFIELD( m_bDisabled, FIELD_BOOLEAN, "StartDisabled" ),
- DEFINE_KEYFIELD( m_iszCapLayoutInHUD, FIELD_STRING, "caplayout" ),
- DEFINE_KEYFIELD( m_iInvalidCapWinner, FIELD_INTEGER, "cpm_restrict_team_cap_win" ),
- DEFINE_KEYFIELD( m_bSwitchTeamsOnWin, FIELD_BOOLEAN, "switch_teams" ),
- DEFINE_KEYFIELD( m_bScorePerCapture, FIELD_BOOLEAN, "score_style" ),
- DEFINE_KEYFIELD( m_bPlayAllRounds, FIELD_BOOLEAN, "play_all_rounds" ),
-
- DEFINE_KEYFIELD( m_flPartialCapturePointsRate, FIELD_FLOAT, "partial_cap_points_rate" ),
-
- DEFINE_KEYFIELD( m_flCustomPositionX, FIELD_FLOAT, "custom_position_x" ),
- DEFINE_KEYFIELD( m_flCustomPositionY, FIELD_FLOAT, "custom_position_y" ),
-
-// DEFINE_FIELD( m_ControlPoints, CUtlMap < int , CTeamControlPoint * > ),
-// DEFINE_FIELD( m_bFoundPoints, FIELD_BOOLEAN ),
-// DEFINE_FIELD( m_ControlPointRounds, CUtlVector < CTeamControlPointRound * > ),
-// DEFINE_FIELD( m_iCurrentRoundIndex, FIELD_INTEGER ),
-// DEFINE_ARRAY( m_iszTeamBaseIcons, FIELD_STRING, MAX_TEAMS ),
-// DEFINE_ARRAY( m_iTeamBaseIcons, FIELD_INTEGER, MAX_TEAMS ),
-// DEFINE_FIELD( m_bFirstRoundAfterRestart, FIELD_BOOLEAN ),
-
- DEFINE_INPUTFUNC( FIELD_VOID, "Enable", InputEnable ),
- DEFINE_INPUTFUNC( FIELD_VOID, "Disable", InputDisable ),
-
- DEFINE_INPUTFUNC( FIELD_INTEGER, "SetWinner", InputSetWinner ),
- DEFINE_INPUTFUNC( FIELD_INTEGER, "SetWinnerAndForceCaps", InputSetWinnerAndForceCaps ),
- DEFINE_INPUTFUNC( FIELD_VOID, "RoundSpawn", InputRoundSpawn ),
- DEFINE_INPUTFUNC( FIELD_VOID, "RoundActivate", InputRoundActivate ),
- DEFINE_INPUTFUNC( FIELD_STRING, "SetCapLayout", InputSetCapLayout ),
- DEFINE_INPUTFUNC( FIELD_FLOAT, "SetCapLayoutCustomPositionX", InputSetCapLayoutCustomPositionX ),
- DEFINE_INPUTFUNC( FIELD_FLOAT, "SetCapLayoutCustomPositionY", InputSetCapLayoutCustomPositionY ),
-
- DEFINE_FUNCTION( CPMThink ),
-
- DEFINE_OUTPUT( m_OnWonByTeam1, "OnWonByTeam1" ),
- DEFINE_OUTPUT( m_OnWonByTeam2, "OnWonByTeam2" ),
-
-END_DATADESC()
-
-LINK_ENTITY_TO_CLASS( team_control_point_master, CTeamControlPointMaster );
-
-ConVar mp_time_between_capscoring( "mp_time_between_capscoring", "30", FCVAR_GAMEDLL, "Delay between scoring of owned capture points.", true, 1, false, 0 );
-
-// sort function for the list of control_point_rounds (we're sorting them by priority...highest first)
-int ControlPointRoundSort( CTeamControlPointRound* const *p1, CTeamControlPointRound* const *p2 )
-{
- // check the priority
- if ( (*p2)->GetPriorityValue() > (*p1)->GetPriorityValue() )
- {
- return 1;
- }
-
- return -1;
-}
-
-//-----------------------------------------------------------------------------
-// Purpose: init
-//-----------------------------------------------------------------------------
-CTeamControlPointMaster::CTeamControlPointMaster()
-{
- m_flPartialCapturePointsRate = 0.0f;
- m_flCustomPositionX = -1.f;
- m_flCustomPositionY = -1.f;
-}
-
-//-----------------------------------------------------------------------------
-// Purpose:
-//-----------------------------------------------------------------------------
-void CTeamControlPointMaster::Spawn( void )
-{
- Precache();
-
- SetTouch( NULL );
- m_bFoundPoints = false;
- SetDefLessFunc( m_ControlPoints );
-
- m_iCurrentRoundIndex = -1;
- m_bFirstRoundAfterRestart = true;
- m_flLastOwnershipChangeTime = -1;
-
- BaseClass::Spawn();
-
- if ( g_hControlPointMasters.Find(this) == g_hControlPointMasters.InvalidIndex() )
- {
- g_hControlPointMasters.AddToTail( this );
- }
-}
-
-//-----------------------------------------------------------------------------
-// Purpose:
-//-----------------------------------------------------------------------------
-void CTeamControlPointMaster::UpdateOnRemove( void )
-{
- BaseClass::UpdateOnRemove();
-
- g_hControlPointMasters.FindAndRemove( this );
-}
-
-//-----------------------------------------------------------------------------
-// Purpose:
-//-----------------------------------------------------------------------------
-bool CTeamControlPointMaster::KeyValue( const char *szKeyName, const char *szValue )
-{
- if ( !Q_strncmp( szKeyName, "team_base_icon_", 15 ) )
- {
- int iTeam = atoi(szKeyName+15);
- Assert( iTeam >= 0 && iTeam < MAX_TEAMS );
-
- m_iszTeamBaseIcons[iTeam] = AllocPooledString(szValue);
- }
- else
- {
- return BaseClass::KeyValue( szKeyName, szValue );
- }
-
- return true;
-}
-
-//-----------------------------------------------------------------------------
-// Purpose:
-//-----------------------------------------------------------------------------
-void CTeamControlPointMaster::Precache( void )
-{
- for ( int i = 0; i < MAX_TEAMS; i++ )
- {
- if ( m_iszTeamBaseIcons[i] != NULL_STRING )
- {
- PrecacheMaterial( STRING( m_iszTeamBaseIcons[i] ) );
- m_iTeamBaseIcons[i] = GetMaterialIndex( STRING( m_iszTeamBaseIcons[i] ) );
- Assert( m_iTeamBaseIcons[i] != 0 );
- }
- }
-
- BaseClass::Precache();
-}
-
-//-----------------------------------------------------------------------------
-// Purpose:
-//-----------------------------------------------------------------------------
-void CTeamControlPointMaster::Activate( void )
-{
- BaseClass::Activate();
-
- // Find control points right away. This allows client hud elements to know the
- // number & starting state of control points before the game actually starts.
- FindControlPoints();
- FindControlPointRounds();
-
- SetBaseControlPoints();
-}
-
-//-----------------------------------------------------------------------------
-// Purpose:
-//-----------------------------------------------------------------------------
-void CTeamControlPointMaster::RoundRespawn( void )
-{
-
-}
-
-//-----------------------------------------------------------------------------
-// Purpose:
-//-----------------------------------------------------------------------------
-void CTeamControlPointMaster::Reset( void )
-{
-
-}
-
-//-----------------------------------------------------------------------------
-// Purpose:
-//-----------------------------------------------------------------------------
-bool CTeamControlPointMaster::FindControlPoints( void )
-{
- //go through all the points
- CBaseEntity *pEnt = gEntList.FindEntityByClassname( NULL, GetControlPointName() );
-
- int numFound = 0;
-
- while( pEnt )
- {
- CTeamControlPoint *pPoint = assert_cast<CTeamControlPoint *>(pEnt);
-
- if( pPoint->IsActive() && !pPoint->IsMarkedForDeletion() )
- {
- int index = pPoint->GetPointIndex();
-
- Assert( index >= 0 );
-
- if( m_ControlPoints.Find( index ) == m_ControlPoints.InvalidIndex())
- {
- DevMsg( 2, "**** Adding control point %s with index %d to control point master\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, GetControlPointName() );
- }
-
- 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
- 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;
- }
-
- // Now setup the objective resource
- ObjectiveResource()->SetNumControlPoints( m_ControlPoints.Count() );
- for ( unsigned int i = 0; i < m_ControlPoints.Count(); i++ )
- {
- CTeamControlPoint *pPoint = m_ControlPoints[i];
-
- int iPointIndex = m_ControlPoints[i]->GetPointIndex();
-
- ObjectiveResource()->SetOwningTeam( iPointIndex, pPoint->GetOwner() );
- ObjectiveResource()->SetCPVisible( iPointIndex, pPoint->PointIsVisible() );
- ObjectiveResource()->SetCPPosition( iPointIndex, pPoint->GetAbsOrigin() );
- ObjectiveResource()->SetWarnOnCap( iPointIndex, pPoint->GetWarnOnCap() );
- ObjectiveResource()->SetWarnSound( iPointIndex, pPoint->GetWarnSound() );
- ObjectiveResource()->SetCPGroup( iPointIndex, pPoint->GetCPGroup() );
- for ( int team = 0; team < GetNumberOfTeams(); team++ )
- {
- ObjectiveResource()->SetCPIcons( iPointIndex, team, pPoint->GetHudIconIndexForTeam(team) );
- ObjectiveResource()->SetCPOverlays( iPointIndex, team, pPoint->GetHudOverlayIndexForTeam(team) );
- for ( int prevpoint = 0; prevpoint < MAX_PREVIOUS_POINTS; prevpoint++ )
- {
- ObjectiveResource()->SetPreviousPoint( iPointIndex, team, prevpoint, pPoint->GetPreviousPointForTeam(team, prevpoint) );
- }
- }
- }
-
- return true;
-}
-
-//-----------------------------------------------------------------------------
-// Purpose:
-//-----------------------------------------------------------------------------
-void CTeamControlPointMaster::SetBaseControlPoints( void )
-{
- for ( int team = 0; team < GetNumberOfTeams(); team++ )
- {
- ObjectiveResource()->SetTeamBaseIcons( team, m_iTeamBaseIcons[team] );
- ObjectiveResource()->SetBaseCP( GetBaseControlPoint(team), team );
- }
-}
-
-//-----------------------------------------------------------------------------
-// Purpose:
-//-----------------------------------------------------------------------------
-bool CTeamControlPointMaster::FindControlPointRounds( void )
-{
- bool bFoundRounds = false;
-
- m_ControlPointRounds.RemoveAll();
- CBaseEntity *pEnt = gEntList.FindEntityByClassname( NULL, GetControlPointRoundName() );
-
- while( pEnt )
- {
- CTeamControlPointRound *pRound = assert_cast<CTeamControlPointRound *>( pEnt );
-
- if( pRound && ( m_ControlPointRounds.Find( pRound ) == m_ControlPointRounds.InvalidIndex() ) )
- {
- DevMsg( 2, "**** Adding control point round %s to control point master\n", pRound->GetEntityName().ToCStr() );
- m_ControlPointRounds.AddToHead( pRound );
- }
-
- pEnt = gEntList.FindEntityByClassname( pEnt, GetControlPointRoundName() );
- }
-
- if ( m_ControlPointRounds.Count() > 0 )
- {
- // sort them in our list by priority (highest priority first)
- m_ControlPointRounds.Sort( ControlPointRoundSort );
- bFoundRounds = true;
- }
-
- if ( g_pObjectiveResource )
- {
- g_pObjectiveResource->SetPlayingMiniRounds( bFoundRounds );
- g_pObjectiveResource->SetCapLayoutInHUD( STRING(m_iszCapLayoutInHUD) );
- g_pObjectiveResource->SetCapLayoutCustomPosition( m_flCustomPositionX, m_flCustomPositionY );
- }
-
- return bFoundRounds;
-}
-
-//-----------------------------------------------------------------------------
-// Purpose:
-//-----------------------------------------------------------------------------
-bool CTeamControlPointMaster::IsInRound( CTeamControlPoint *pPoint )
-{
- // are we playing a round and is this point in the round?
- if ( m_ControlPointRounds.Count() > 0 && m_iCurrentRoundIndex != -1 )
- {
- return m_ControlPointRounds[m_iCurrentRoundIndex]->IsControlPointInRound( pPoint );
- }
-
- return true;
-}
-
-//-----------------------------------------------------------------------------
-// Purpose:
-//-----------------------------------------------------------------------------
-int CTeamControlPointMaster::NumPlayableControlPointRounds( void )
-{
- int nRetVal = 0;
-
- for ( int i = 0 ; i < m_ControlPointRounds.Count() ; ++i )
- {
- CTeamControlPointRound *pRound = m_ControlPointRounds[i];
-
- if ( pRound )
- {
- if ( pRound->IsPlayable() )
- {
- // we found one that's playable
- nRetVal++;
- }
- }
- }
-
- return nRetVal;
-}
-
-//-----------------------------------------------------------------------------
-// Purpose:
-//-----------------------------------------------------------------------------
-bool CTeamControlPointMaster::SelectSpecificRound( void )
-{
- CTeamControlPointRound *pRound = NULL;
- CTeamplayRoundBasedRules *pRules = dynamic_cast<CTeamplayRoundBasedRules*>( GameRules() );
-
- if ( pRules )
- {
- if ( pRules->GetRoundToPlayNext() != NULL_STRING )
- {
- // do we have the name of a round?
- pRound = dynamic_cast<CTeamControlPointRound*>( gEntList.FindEntityByName( NULL, STRING( pRules->GetRoundToPlayNext() ) ) );
-
- if ( pRound )
- {
- if ( ( m_ControlPointRounds.Find( pRound )== m_ControlPointRounds.InvalidIndex() ) ||
- ( !pRound->IsPlayable() && !pRound->MakePlayable() ) )
- {
- pRound = NULL;
- }
- }
-
- pRules->SetRoundToPlayNext( NULL_STRING );
- }
- }
-
- // do we have a round to play?
- if ( pRound )
- {
- m_iCurrentRoundIndex = m_ControlPointRounds.Find( pRound );
- m_ControlPointRounds[m_iCurrentRoundIndex]->SelectedToPlay();
-
- if ( pRules )
- {
- pRules->SetRoundOverlayDetails();
- }
-
- FireRoundStartOutput();
- DevMsg( 2, "**** Selected round %s to play\n", m_ControlPointRounds[m_iCurrentRoundIndex]->GetEntityName().ToCStr() );
-
- if ( !pRules->IsInWaitingForPlayers() )
- {
- UTIL_LogPrintf( "World triggered \"Mini_Round_Selected\" (round \"%s\")\n", m_ControlPointRounds[m_iCurrentRoundIndex]->GetEntityName().ToCStr() );
- UTIL_LogPrintf( "World triggered \"Mini_Round_Start\"\n" );
- }
- return true;
- }
-
- return false;
-}
-
-//-----------------------------------------------------------------------------
-// Purpose:
-//-----------------------------------------------------------------------------
-void CTeamControlPointMaster::RegisterRoundBeingPlayed( void )
-{
- // let the game rules know what round we're playing
- CTeamplayRoundBasedRules *pRules = dynamic_cast<CTeamplayRoundBasedRules*>( GameRules() );
- if ( pRules )
- {
- string_t iszEntityName = m_ControlPointRounds[m_iCurrentRoundIndex]->GetEntityName();
-
- pRules->AddPlayedRound( iszEntityName );
-
- if ( m_bFirstRoundAfterRestart )
- {
- pRules->SetFirstRoundPlayed( iszEntityName );
- m_bFirstRoundAfterRestart = false;
- }
- }
-
- IGameEvent *event = gameeventmanager->CreateEvent( "teamplay_round_selected" );
- if ( event )
- {
- event->SetString( "round", m_ControlPointRounds[m_iCurrentRoundIndex]->GetEntityName().ToCStr() );
- gameeventmanager->FireEvent( event );
- }
-}
-
-
-//-----------------------------------------------------------------------------
-// Purpose:
-//-----------------------------------------------------------------------------
-bool CTeamControlPointMaster::GetControlPointRoundToPlay( void )
-{
- int i = 0;
-
- // are we trying to pick a specific round?
- if ( SelectSpecificRound() )
- {
- SetBaseControlPoints();
- RegisterRoundBeingPlayed();
- return true;
- }
-
- // rounds are sorted with the higher priority rounds first
- for ( i = 0 ; i < m_ControlPointRounds.Count() ; ++i )
- {
- CTeamControlPointRound *pRound = m_ControlPointRounds[i];
-
- if ( pRound )
- {
- if ( pRound->IsPlayable() )
- {
- // we found one that's playable
- break;
- }
- }
- }
-
- if ( i >= m_ControlPointRounds.Count() || m_ControlPointRounds[i] == NULL )
- {
- // we didn't find one to play
- m_iCurrentRoundIndex = -1;
- return false;
- }
-
- // we have a priority value, now we need to randomly pick a round with this priority that's playable
- int nPriority = m_ControlPointRounds[i]->GetPriorityValue();
- CUtlVector<int> nRounds;
-
- CTeamplayRoundBasedRules *pRules = dynamic_cast<CTeamplayRoundBasedRules*>( GameRules() );
- string_t iszLastRoundPlayed = pRules ? pRules->GetLastPlayedRound() : NULL_STRING;
- int iLastRoundPlayed = -1;
-
- string_t iszFirstRoundPlayed = pRules ? pRules->GetFirstRoundPlayed() : NULL_STRING;
- int iFirstRoundPlayed = -1; // after a full restart
-
- // loop through and find the rounds with this priority value
- for ( i = 0 ; i < m_ControlPointRounds.Count() ; ++i )
- {
- CTeamControlPointRound *pRound = m_ControlPointRounds[i];
-
- if ( pRound )
- {
- string_t iszRoundName = pRound->GetEntityName();
-
- if ( pRound->IsPlayable() && pRound->GetPriorityValue() == nPriority )
- {
- if ( iszLastRoundPlayed == iszRoundName ) // is this the last round we played?
- {
- iLastRoundPlayed = i;
- }
-
- if ( m_bFirstRoundAfterRestart )
- {
- // is this the first round we played after the last full restart?
- if ( ( iszFirstRoundPlayed != NULL_STRING ) && ( iszFirstRoundPlayed == iszRoundName ) )
- {
- iFirstRoundPlayed = i;
- }
- }
-
- nRounds.AddToHead(i);
- }
- }
- }
-
- if ( nRounds.Count() <= 0 )
- {
- // we didn't find one to play
- m_iCurrentRoundIndex = -1;
- return false;
- }
-
- // if we have more than one and the last played round is in our list, remove it
- if ( nRounds.Count() > 1 )
- {
- if ( iLastRoundPlayed != -1 )
- {
- int elementIndex = nRounds.Find( iLastRoundPlayed );
- nRounds.Remove( elementIndex );
- }
- }
-
- // if this is the first round after a full restart, we still have more than one round in our list,
- // and the first played round (after the last full restart) is in our list, remove it
- if ( m_bFirstRoundAfterRestart )
- {
- if ( nRounds.Count() > 1 )
- {
- if ( iFirstRoundPlayed != -1 )
- {
- int elementIndex = nRounds.Find( iFirstRoundPlayed );
- nRounds.Remove( elementIndex );
- }
- }
- }
-
- // pick one to play but try to avoid picking one that we have recently played if there are other rounds to play
- int index = random->RandomInt( 0, nRounds.Count() - 1 );
-
- // only need to check this if we have more than one round with this priority value
- if ( pRules && nRounds.Count() > 1 )
- {
- // keep picking a round until we find one that's not a previously played round
- // or until we don't have any more rounds to choose from
- while ( pRules->IsPreviouslyPlayedRound( m_ControlPointRounds[ nRounds[ index ] ]->GetEntityName() ) &&
- nRounds.Count() > 1 )
- {
- nRounds.Remove( index ); // we have played this round recently so get it out of the list
- index = random->RandomInt( 0, nRounds.Count() - 1 );
- }
- }
-
- // pick one to play and fire its OnSelected output
- m_iCurrentRoundIndex = nRounds[ index ];
- m_ControlPointRounds[m_iCurrentRoundIndex]->SelectedToPlay();
-
- if ( pRules )
- {
- pRules->SetRoundOverlayDetails();
- }
-
- FireRoundStartOutput();
- DevMsg( 2, "**** Selected round %s to play\n", m_ControlPointRounds[m_iCurrentRoundIndex]->GetEntityName().ToCStr() );
-
- if ( !pRules->IsInWaitingForPlayers() )
- {
- UTIL_LogPrintf( "World triggered \"Mini_Round_Selected\" (round \"%s\")\n", m_ControlPointRounds[m_iCurrentRoundIndex]->GetEntityName().ToCStr() );
- UTIL_LogPrintf( "World triggered \"Mini_Round_Start\"\n" );
- }
-
- SetBaseControlPoints();
- RegisterRoundBeingPlayed();
-
- return true;
-}
-
-//-----------------------------------------------------------------------------
-// Purpose: 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
-//-----------------------------------------------------------------------------
-void CTeamControlPointMaster::CPMThink( void )
-{
- if ( m_bDisabled || !TeamplayGameRules()->PointsMayBeCaptured() )
- {
- SetContextThink( &CTeamControlPointMaster::CPMThink, gpGlobals->curtime + 0.2, CPM_THINK );
- return;
- }
-
- // If we call this from team_control_point, this function should never
- // trigger a win. but we'll leave it here just in case.
- CheckWinConditions();
-
- // the next time we 'think'
- SetContextThink( &CTeamControlPointMaster::CPMThink, gpGlobals->curtime + 0.2, CPM_THINK );
-}
-
-//-----------------------------------------------------------------------------
-// Purpose:
-//-----------------------------------------------------------------------------
-void CTeamControlPointMaster::CheckWinConditions( void )
-{
- if ( m_bDisabled )
- return;
-
- if ( m_ControlPointRounds.Count() > 0 )
- {
- if ( m_iCurrentRoundIndex != -1 )
- {
- // Check the current round to see if one team is a winner yet
- int iWinners = m_ControlPointRounds[m_iCurrentRoundIndex]->CheckWinConditions();
- if ( iWinners != -1 && iWinners >= FIRST_GAME_TEAM )
- {
- bool bForceMapReset = ( NumPlayableControlPointRounds() == 0 ); // are there any more rounds to play?
-
- if ( !bForceMapReset )
- {
- // we have more rounds to play
- TeamplayGameRules()->SetWinningTeam( iWinners, WINREASON_ALL_POINTS_CAPTURED, bForceMapReset );
- }
- else
- {
- // we have played all of the available rounds
- TeamplayGameRules()->SetWinningTeam( iWinners, WINREASON_ALL_POINTS_CAPTURED, bForceMapReset, m_bSwitchTeamsOnWin );
- }
-
- FireTeamWinOutput( iWinners );
- }
- }
- }
- else
- {
- // 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
- int iWinners = TeamOwnsAllPoints();
- if ( ( m_iInvalidCapWinner != 1 ) &&
- ( iWinners >= FIRST_GAME_TEAM ) &&
- ( iWinners != m_iInvalidCapWinner ) )
- {
- bool bWinner = true;
-
-#if defined( TF_DLL)
- if ( TFGameRules() && TFGameRules()->IsInKothMode() )
- {
- CTeamRoundTimer *pTimer = NULL;
- if ( iWinners == TF_TEAM_RED )
- {
- pTimer = TFGameRules()->GetRedKothRoundTimer();
- }
- else if ( iWinners == TF_TEAM_BLUE )
- {
- pTimer = TFGameRules()->GetBlueKothRoundTimer();
- }
-
- if ( pTimer )
- {
- if ( pTimer->GetTimeRemaining() > 0 || TFGameRules()->TimerMayExpire() == false )
- {
- bWinner = false;
- }
- }
- }
-#endif
- if ( bWinner )
- {
- TeamplayGameRules()->SetWinningTeam( iWinners, WINREASON_ALL_POINTS_CAPTURED, true, m_bSwitchTeamsOnWin );
- FireTeamWinOutput( iWinners );
- }
- }
- }
-}
-
-//-----------------------------------------------------------------------------
-// Purpose:
-//-----------------------------------------------------------------------------
-void CTeamControlPointMaster::InputSetWinner( inputdata_t &input )
-{
- int iTeam = input.value.Int();
- InternalSetWinner( iTeam );
-}
-
-
-//-----------------------------------------------------------------------------
-// Purpose:
-//-----------------------------------------------------------------------------
-void CTeamControlPointMaster::InputSetWinnerAndForceCaps( inputdata_t &input )
-{
- int iTeam = input.value.Int();
-
- // Set all cap points in the current round to be owned by the winning team
- for ( unsigned int i = 0; i < m_ControlPoints.Count(); i++ )
- {
- CTeamControlPoint *pPoint = m_ControlPoints[i];
- if ( pPoint && (!PlayingMiniRounds() || ObjectiveResource()->IsInMiniRound(pPoint->GetPointIndex()) ) )
- {
- pPoint->ForceOwner( iTeam );
- }
- }
-
- InternalSetWinner( iTeam );
-}
-
-//-----------------------------------------------------------------------------
-// Purpose:
-//-----------------------------------------------------------------------------
-void CTeamControlPointMaster::InternalSetWinner( int iTeam )
-{
- bool bForceMapReset = true;
-
- if ( m_ControlPointRounds.Count() > 0 )
- {
- // if we're playing rounds and there are more to play, don't do a full reset
- bForceMapReset = ( NumPlayableControlPointRounds() == 0 );
- }
-
- if ( iTeam == TEAM_UNASSIGNED )
- {
- TeamplayGameRules()->SetStalemate( STALEMATE_TIMER, bForceMapReset );
- }
- else
- {
- if ( !bForceMapReset )
- {
- TeamplayGameRules()->SetWinningTeam( iTeam, WINREASON_ALL_POINTS_CAPTURED, bForceMapReset );
- }
- else
- {
- TeamplayGameRules()->SetWinningTeam( iTeam, WINREASON_ALL_POINTS_CAPTURED, bForceMapReset, m_bSwitchTeamsOnWin );
- }
-
- FireTeamWinOutput( iTeam );
- }
-}
-
-//-----------------------------------------------------------------------------
-// Purpose:
-//-----------------------------------------------------------------------------
-void CTeamControlPointMaster::HandleRandomOwnerControlPoints( void )
-{
- CUtlVector<CTeamControlPoint*> vecPoints;
- CUtlVector<int> vecTeams;
-
- int i = 0;
-
- // loop through and find all of the points that want random owners after a full restart
- for ( i = 0 ; i < (int)m_ControlPoints.Count() ; i++ )
- {
- CTeamControlPoint *pPoint = m_ControlPoints[i];
-
- if ( pPoint && pPoint->RandomOwnerOnRestart() )
- {
- vecPoints.AddToHead( pPoint );
- vecTeams.AddToHead( pPoint->GetTeamNumber() );
- }
- }
-
- // now loop through and mix up the owners (if we found any points with this flag set)
- for ( i = 0 ; i < vecPoints.Count() ; i++ )
- {
- CTeamControlPoint *pPoint = vecPoints[i];
-
- if ( pPoint )
- {
- int index = random->RandomInt( 0, vecTeams.Count() - 1 );
- pPoint->ForceOwner( vecTeams[index] );
-
- vecTeams.Remove( index );
- }
- }
-
- vecPoints.RemoveAll();
- vecTeams.RemoveAll();
-}
-
-//-----------------------------------------------------------------------------
-// Purpose:
-//-----------------------------------------------------------------------------
-void CTeamControlPointMaster::InputRoundSpawn( inputdata_t &input )
-{
- //clear out old control points
- m_ControlPoints.RemoveAll();
-
- //find the control points, and if successful, do CPMThink
- if ( FindControlPoints() )
- {
-/* if ( m_bFirstRoundAfterRestart )
- {
- CTeamplayRoundBasedRules *pRules = dynamic_cast<CTeamplayRoundBasedRules*>( GameRules() );
- if ( pRules && ( pRules->GetRoundToPlayNext() == NULL_STRING ) )
- {
- // we only want to handle the random points if we don't have a specific round to play next
- // (prevents points being randomized again after "waiting for players" has finished and we're going to play the same round)
- HandleRandomOwnerControlPoints();
- }
- }
-*/
- SetContextThink( &CTeamControlPointMaster::CPMThink, gpGlobals->curtime + 0.1, CPM_THINK );
- }
-
- // clear out the old rounds
- m_ControlPointRounds.RemoveAll();
-
- // find the rounds (if the map has any)
- FindControlPointRounds();
-
- SetBaseControlPoints();
-
- // init the ClientAreas
- int index = 0;
-
- for ( int i=0; i<ITriggerAreaCaptureAutoList::AutoList().Count(); ++i )
- {
- CTriggerAreaCapture *pArea = static_cast< CTriggerAreaCapture * >( ITriggerAreaCaptureAutoList::AutoList()[i] );
- pArea->SetAreaIndex( index );
- index++;
- }
-
- ObjectiveResource()->ResetControlPoints();
-}
-
-//-----------------------------------------------------------------------------
-// Purpose:
-//-----------------------------------------------------------------------------
-void CTeamControlPointMaster::InputRoundActivate( inputdata_t &input )
-{
- // if we're using mini-rounds and haven't picked one yet, find one to play
- if ( PlayingMiniRounds() && GetCurrentRound() == NULL )
- {
- GetControlPointRoundToPlay();
- }
-
- if ( PlayingMiniRounds() )
- {
- // Tell the objective resource what control points are in use in the selected mini-round
- CTeamControlPointRound *pRound = GetCurrentRound();
- if ( pRound )
- {
- for ( unsigned int i = 0; i < m_ControlPoints.Count(); i++ )
- {
- CTeamControlPoint *pPoint = m_ControlPoints[i];
- if ( pPoint )
- {
- ObjectiveResource()->SetInMiniRound( pPoint->GetPointIndex(), pRound->IsControlPointInRound( pPoint ) );
- }
- }
- }
- }
-}
-
-//-----------------------------------------------------------------------------
-// Purpose:
-//-----------------------------------------------------------------------------
-void CTeamControlPointMaster::InputSetCapLayout( inputdata_t &inputdata )
-{
- m_iszCapLayoutInHUD = inputdata.value.StringID();
- g_pObjectiveResource->SetCapLayoutInHUD( STRING(m_iszCapLayoutInHUD) );
-}
-
-//-----------------------------------------------------------------------------
-// Purpose:
-//-----------------------------------------------------------------------------
-void CTeamControlPointMaster::InputSetCapLayoutCustomPositionX( inputdata_t &inputdata )
-{
- m_flCustomPositionX = inputdata.value.Float();
- g_pObjectiveResource->SetCapLayoutCustomPosition( m_flCustomPositionX, m_flCustomPositionY );
-}
-
-//-----------------------------------------------------------------------------
-// Purpose:
-//-----------------------------------------------------------------------------
-void CTeamControlPointMaster::InputSetCapLayoutCustomPositionY( inputdata_t &inputdata )
-{
- m_flCustomPositionY = inputdata.value.Float();
- g_pObjectiveResource->SetCapLayoutCustomPosition( m_flCustomPositionX, m_flCustomPositionY );
-}
-
-//-----------------------------------------------------------------------------
-// Purpose:
-//-----------------------------------------------------------------------------
-void CTeamControlPointMaster::FireTeamWinOutput( int iWinningTeam )
-{
- // Remap team so that first game team = 1
- switch( iWinningTeam - FIRST_GAME_TEAM+1 )
- {
- case 1:
- m_OnWonByTeam1.FireOutput(this,this);
- break;
- case 2:
- m_OnWonByTeam2.FireOutput(this,this);
- break;
- default:
- Assert(0);
- break;
- }
-}
-
-//-----------------------------------------------------------------------------
-// Purpose:
-//-----------------------------------------------------------------------------
-void CTeamControlPointMaster::FireRoundStartOutput( void )
-{
- CTeamControlPointRound *pRound = GetCurrentRound();
-
- if ( pRound )
- {
- pRound->FireOnStartOutput();
- }
-}
-
-//-----------------------------------------------------------------------------
-// Purpose:
-//-----------------------------------------------------------------------------
-void CTeamControlPointMaster::FireRoundEndOutput( void )
-{
- CTeamControlPointRound *pRound = GetCurrentRound();
-
- if ( pRound )
- {
- pRound->FireOnEndOutput();
- m_iCurrentRoundIndex = -1;
- }
-}
-
-//-----------------------------------------------------------------------------
-// Purpose:
-//-----------------------------------------------------------------------------
-float CTeamControlPointMaster::PointLastContestedAt( int point )
-{
- CTeamControlPoint *pPoint = GetControlPoint(point);
- if ( pPoint )
- return pPoint->LastContestedAt();
-
- return -1;
-}
-
-//-----------------------------------------------------------------------------
-// Purpose: 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.
-// CPs are 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 CTeamControlPointMaster::TeamOwnsAllPoints( CTeamControlPoint *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] >= FIRST_GAME_TEAM )
- return iWinningTeam[i];
- }
-
- // no wins yet
- return TEAM_UNASSIGNED;
-}
-
-//-----------------------------------------------------------------------------
-// Purpose:
-//-----------------------------------------------------------------------------
-bool CTeamControlPointMaster::WouldNewCPOwnerWinGame( CTeamControlPoint *pPoint, int iNewOwner )
-{
- return ( TeamOwnsAllPoints( pPoint, iNewOwner ) == iNewOwner );
-}
-
-//-----------------------------------------------------------------------------
-// Purpose:
-//-----------------------------------------------------------------------------
-bool CTeamControlPointMaster::IsBaseControlPoint( int iPointIndex )
-{
- bool retVal = false;
-
- for ( int iTeam = LAST_SHARED_TEAM+1; iTeam < GetNumberOfTeams(); iTeam++ )
- {
- if ( GetBaseControlPoint( iTeam ) == iPointIndex )
- {
- retVal = true;
- break;
- }
- }
-
- return retVal;
-}
-
-//-----------------------------------------------------------------------------
-// Purpose: Get the control point for the specified team that's at their end of
-// the control point chain.
-//-----------------------------------------------------------------------------
-int CTeamControlPointMaster::GetBaseControlPoint( int iTeam )
-{
- int iRetVal = -1;
- int nLowestValue = 999, nHighestValue = -1;
- int iLowestIndex = 0, iHighestIndex = 0;
-
- for( int i = 0 ; i < (int)m_ControlPoints.Count() ; i++ )
- {
- CTeamControlPoint *pPoint = m_ControlPoints[i];
-
- int iPointIndex = m_ControlPoints[i]->GetPointIndex();
-
- if ( PlayingMiniRounds() && iTeam > LAST_SHARED_TEAM )
- {
- if ( IsInRound( pPoint ) ) // is this point in the current round?
- {
- if ( iPointIndex > nHighestValue )
- {
- nHighestValue = iPointIndex;
- iHighestIndex = i;
- }
-
- if ( iPointIndex < nLowestValue )
- {
- nLowestValue = iPointIndex;
- iLowestIndex = i;
- }
- }
- }
- else
- {
- if ( pPoint->GetDefaultOwner() != iTeam )
- {
- continue;
- }
-
- // If it's the first or the last point, it's their base
- if ( iPointIndex == 0 || iPointIndex == (((int)m_ControlPoints.Count())-1) )
- {
- iRetVal = iPointIndex;
- break;
- }
- }
- }
-
- if ( PlayingMiniRounds() && iTeam > LAST_SHARED_TEAM )
- {
- if ( nLowestValue != 999 && nHighestValue != -1 )
- {
- CTeamControlPoint *pLowestPoint = m_ControlPoints[iLowestIndex];
- CTeamControlPoint *pHighestPoint = m_ControlPoints[iHighestIndex];
-
- // which point is owned by this team?
- if ( ( pLowestPoint->GetDefaultOwner() == iTeam && pHighestPoint->GetDefaultOwner() == iTeam ) || // if the same team owns both, take the highest value to be the last point
- ( pHighestPoint->GetDefaultOwner() == iTeam ) )
- {
- iRetVal = nHighestValue;
- }
- else if ( pLowestPoint->GetDefaultOwner() == iTeam )
- {
- iRetVal = nLowestValue;
- }
- }
- }
-
- return iRetVal;
-}
-
-//-----------------------------------------------------------------------------
-// Purpose:
-//-----------------------------------------------------------------------------
-void CTeamControlPointMaster::InputEnable( inputdata_t &input )
-{
- m_bDisabled = false;
-}
-
-//-----------------------------------------------------------------------------
-// Purpose:
-//-----------------------------------------------------------------------------
-void CTeamControlPointMaster::InputDisable( inputdata_t &input )
-{
- m_bDisabled = true;
-}
-
-//-----------------------------------------------------------------------------
-// Purpose:
-//-----------------------------------------------------------------------------
-int CTeamControlPointMaster::GetNumPointsOwnedByTeam( int iTeam )
-{
- int nCount = 0;
-
- for( int i = 0 ; i < (int)m_ControlPoints.Count() ; i++ )
- {
- CTeamControlPoint *pPoint = m_ControlPoints[i];
-
- if ( pPoint && ( pPoint->GetTeamNumber() == iTeam ) )
- {
- nCount++;
- }
- }
-
- return nCount;
-}
-
-//-----------------------------------------------------------------------------
-// Purpose: returns how many more mini-rounds it will take for specified team
-// to win, if they keep winning every mini-round
-//-----------------------------------------------------------------------------
-int CTeamControlPointMaster::CalcNumRoundsRemaining( int iTeam )
-{
- // To determine how many rounds remain for a given team if it consistently wins mini-rounds, we have to
- // simulate forward each mini-round and track the control point ownership that would result
-
- // vector of control points the team owns in our forward-simulation
- CUtlVector<CTeamControlPoint *> vecControlPointsOwned;
-
- // start with all the control points the team currently owns
- FOR_EACH_MAP_FAST( m_ControlPoints, iControlPoint )
- {
- if ( m_ControlPoints[iControlPoint]->GetOwner() == iTeam )
- {
- vecControlPointsOwned.AddToTail( m_ControlPoints[iControlPoint] );
- }
- }
-
- int iRoundsRemaining = 0;
-
- // keep simulating what will happen next if this team keeps winning, until
- // it owns all the control points in the map
- while ( vecControlPointsOwned.Count() < (int) m_ControlPoints.Count() )
- {
- iRoundsRemaining++;
-
- // choose the next highest-priority round that is playable
- for ( int i = 0 ; i < m_ControlPointRounds.Count() ; ++i )
- {
- CTeamControlPointRound *pRound = m_ControlPointRounds[i];
- if ( !pRound )
- continue;
-
- // see if one team owns all control points in this round
- int iRoundOwningTeam = TEAM_INVALID;
- int iControlPoint;
- for ( iControlPoint = 0; iControlPoint < pRound->m_ControlPoints.Count(); iControlPoint++ )
- {
- CTeamControlPoint *pControlPoint = pRound->m_ControlPoints[iControlPoint];
- int iControlPointOwningTeam = TEAM_INVALID;
-
- // determine who owns this control point.
- // First, check our simulated ownership
- if ( vecControlPointsOwned.InvalidIndex() != vecControlPointsOwned.Find( pControlPoint ) )
- {
- // This team has won this control point in forward simulation
- iControlPointOwningTeam = iTeam;
- }
- else
- {
- // use actual control point ownership
- iControlPointOwningTeam = pControlPoint->GetOwner();
- }
-
- if ( 0 == iControlPoint )
- {
- // if this is the first control point, assign ownership to the team that owns this control point
- iRoundOwningTeam = iControlPointOwningTeam;
- }
- else
- {
- // for all other control points, if the control point ownership does not match other control points, reset
- // round ownership to no team
- if ( iRoundOwningTeam != iControlPointOwningTeam )
- {
- iRoundOwningTeam = TEAM_INVALID;
- }
- }
- }
- // this round is playable if all control points are not owned by one team (or owned by a team that can't win by capping them)
- bool bPlayable = ( ( iRoundOwningTeam < FIRST_GAME_TEAM ) || ( pRound->GetInvalidCapWinner() == 1 ) || ( iRoundOwningTeam == pRound->GetInvalidCapWinner() ) );
- if ( !bPlayable )
- continue;
-
- // Pretend this team played and won this round. It now owns all control points from this round. Add all the
- // control points from this round that are not already own the owned list to the owned list
- int iNewControlPointsOwned = 0;
- FOR_EACH_VEC( pRound->m_ControlPoints, iControlPoint )
- {
- CTeamControlPoint *pControlPoint = pRound->m_ControlPoints[iControlPoint];
- if ( vecControlPointsOwned.InvalidIndex() == vecControlPointsOwned.Find( pControlPoint ) )
- {
- vecControlPointsOwned.AddToTail( pControlPoint );
- iNewControlPointsOwned++;
- }
- }
- // sanity check: team being simulated should be owning at least one more new control point per round, or they're not making progress
- Assert( iNewControlPointsOwned > 0 );
-
- // now go back and pick the next playable round (if any) given the control points this team now owns,
- // repeat until all control points are owned. The number of iterations it takes is the # of rounds remaining
- // for this team to win.
- break;
- }
- }
-
- return iRoundsRemaining;
-}
-
-//-----------------------------------------------------------------------------
-// Purpose:
-//-----------------------------------------------------------------------------
-float CTeamControlPointMaster::GetPartialCapturePointRate( void )
-{
- return m_flPartialCapturePointsRate;
-}
-
-/*
-//-----------------------------------------------------------------------------
-// Purpose:
-//-----------------------------------------------------------------------------
-void CTeamControlPointMaster::ListRounds( void )
-{
- if ( PlayingMiniRounds() )
- {
- ConMsg( "Rounds in this map:\n\n" );
-
- for ( int i = 0; i < m_ControlPointRounds.Count() ; ++i )
- {
- CTeamControlPointRound* pRound = m_ControlPointRounds[i];
-
- if ( pRound )
- {
- const char *pszName = STRING( pRound->GetEntityName() );
- ConMsg( "%s\n", pszName );
- }
- }
- }
- else
- {
- ConMsg( "* No rounds in this map *\n" );
- }
-}
-
-//-----------------------------------------------------------------------------
-// Purpose:
-//-----------------------------------------------------------------------------
-void cc_ListRounds( void )
-{
- CTeamControlPointMaster *pMaster = g_hControlPointMasters.Count() ? g_hControlPointMasters[0] : NULL;
- if ( pMaster )
- {
- pMaster->ListRounds();
- }
-}
-
-static ConCommand listrounds( "listrounds", cc_ListRounds, "List the rounds for the current map", FCVAR_CHEAT );
-
-//-----------------------------------------------------------------------------
-// Purpose:
-//-----------------------------------------------------------------------------
-void cc_PlayRound( const CCommand& args )
-{
- if ( args.ArgC() > 1 )
- {
- CTeamplayRoundBasedRules *pRules = dynamic_cast<CTeamplayRoundBasedRules*>( GameRules() );
- CTeamControlPointMaster *pMaster = g_hControlPointMasters.Count() ? g_hControlPointMasters[0] : NULL;
-
- if ( pRules && pMaster )
- {
- if ( pMaster->PlayingMiniRounds() )
- {
- // did we get the name of a round?
- CTeamControlPointRound *pRound = dynamic_cast<CTeamControlPointRound*>( gEntList.FindEntityByName( NULL, args[1] ) );
-
- if ( pRound )
- {
- pRules->SetRoundToPlayNext( pRound->GetEntityName() );
- mp_restartgame.SetValue( 5 );
- }
- else
- {
- ConMsg( "* Round \"%s\" not found in this map *\n", args[1] );
- }
- }
- }
- }
- else
- {
- ConMsg( "Usage: playround < round name >\n" );
- }
-}
-
-static ConCommand playround( "playround", cc_PlayRound, "Play the selected round\n\tArgument: {round name given by \"listrounds\" command}", FCVAR_CHEAT );
+//========= Copyright Valve Corporation, All rights reserved. ============// +// +// Purpose: +// +// $NoKeywords: $ +//===========================================================================// + +#include "cbase.h" +#include "team_objectiveresource.h" +#include "team_control_point_master.h" +#include "teamplayroundbased_gamerules.h" + +#if defined ( TF_DLL ) +#include "tf_gamerules.h" +#endif + +BEGIN_DATADESC( CTeamControlPointMaster ) + DEFINE_KEYFIELD( m_bDisabled, FIELD_BOOLEAN, "StartDisabled" ), + DEFINE_KEYFIELD( m_iszCapLayoutInHUD, FIELD_STRING, "caplayout" ), + DEFINE_KEYFIELD( m_iInvalidCapWinner, FIELD_INTEGER, "cpm_restrict_team_cap_win" ), + DEFINE_KEYFIELD( m_bSwitchTeamsOnWin, FIELD_BOOLEAN, "switch_teams" ), + DEFINE_KEYFIELD( m_bScorePerCapture, FIELD_BOOLEAN, "score_style" ), + DEFINE_KEYFIELD( m_bPlayAllRounds, FIELD_BOOLEAN, "play_all_rounds" ), + + DEFINE_KEYFIELD( m_flPartialCapturePointsRate, FIELD_FLOAT, "partial_cap_points_rate" ), + + DEFINE_KEYFIELD( m_flCustomPositionX, FIELD_FLOAT, "custom_position_x" ), + DEFINE_KEYFIELD( m_flCustomPositionY, FIELD_FLOAT, "custom_position_y" ), + +// DEFINE_FIELD( m_ControlPoints, CUtlMap < int , CTeamControlPoint * > ), +// DEFINE_FIELD( m_bFoundPoints, FIELD_BOOLEAN ), +// DEFINE_FIELD( m_ControlPointRounds, CUtlVector < CTeamControlPointRound * > ), +// DEFINE_FIELD( m_iCurrentRoundIndex, FIELD_INTEGER ), +// DEFINE_ARRAY( m_iszTeamBaseIcons, FIELD_STRING, MAX_TEAMS ), +// DEFINE_ARRAY( m_iTeamBaseIcons, FIELD_INTEGER, MAX_TEAMS ), +// DEFINE_FIELD( m_bFirstRoundAfterRestart, FIELD_BOOLEAN ), + + DEFINE_INPUTFUNC( FIELD_VOID, "Enable", InputEnable ), + DEFINE_INPUTFUNC( FIELD_VOID, "Disable", InputDisable ), + + DEFINE_INPUTFUNC( FIELD_INTEGER, "SetWinner", InputSetWinner ), + DEFINE_INPUTFUNC( FIELD_INTEGER, "SetWinnerAndForceCaps", InputSetWinnerAndForceCaps ), + DEFINE_INPUTFUNC( FIELD_VOID, "RoundSpawn", InputRoundSpawn ), + DEFINE_INPUTFUNC( FIELD_VOID, "RoundActivate", InputRoundActivate ), + DEFINE_INPUTFUNC( FIELD_STRING, "SetCapLayout", InputSetCapLayout ), + DEFINE_INPUTFUNC( FIELD_FLOAT, "SetCapLayoutCustomPositionX", InputSetCapLayoutCustomPositionX ), + DEFINE_INPUTFUNC( FIELD_FLOAT, "SetCapLayoutCustomPositionY", InputSetCapLayoutCustomPositionY ), + + DEFINE_FUNCTION( CPMThink ), + + DEFINE_OUTPUT( m_OnWonByTeam1, "OnWonByTeam1" ), + DEFINE_OUTPUT( m_OnWonByTeam2, "OnWonByTeam2" ), + +END_DATADESC() + +LINK_ENTITY_TO_CLASS( team_control_point_master, CTeamControlPointMaster ); + +ConVar mp_time_between_capscoring( "mp_time_between_capscoring", "30", FCVAR_GAMEDLL, "Delay between scoring of owned capture points.", true, 1, false, 0 ); + +// sort function for the list of control_point_rounds (we're sorting them by priority...highest first) +int ControlPointRoundSort( CTeamControlPointRound* const *p1, CTeamControlPointRound* const *p2 ) +{ + // check the priority + if ( (*p2)->GetPriorityValue() > (*p1)->GetPriorityValue() ) + { + return 1; + } + + return -1; +} + +//----------------------------------------------------------------------------- +// Purpose: init +//----------------------------------------------------------------------------- +CTeamControlPointMaster::CTeamControlPointMaster() +{ + m_flPartialCapturePointsRate = 0.0f; + m_flCustomPositionX = -1.f; + m_flCustomPositionY = -1.f; +} + +//----------------------------------------------------------------------------- +// Purpose: +//----------------------------------------------------------------------------- +void CTeamControlPointMaster::Spawn( void ) +{ + Precache(); + + SetTouch( NULL ); + m_bFoundPoints = false; + SetDefLessFunc( m_ControlPoints ); + + m_iCurrentRoundIndex = -1; + m_bFirstRoundAfterRestart = true; + m_flLastOwnershipChangeTime = -1; + + BaseClass::Spawn(); + + if ( g_hControlPointMasters.Find(this) == g_hControlPointMasters.InvalidIndex() ) + { + g_hControlPointMasters.AddToTail( this ); + } +} + +//----------------------------------------------------------------------------- +// Purpose: +//----------------------------------------------------------------------------- +void CTeamControlPointMaster::UpdateOnRemove( void ) +{ + BaseClass::UpdateOnRemove(); + + g_hControlPointMasters.FindAndRemove( this ); +} + +//----------------------------------------------------------------------------- +// Purpose: +//----------------------------------------------------------------------------- +bool CTeamControlPointMaster::KeyValue( const char *szKeyName, const char *szValue ) +{ + if ( !Q_strncmp( szKeyName, "team_base_icon_", 15 ) ) + { + int iTeam = atoi(szKeyName+15); + Assert( iTeam >= 0 && iTeam < MAX_TEAMS ); + + m_iszTeamBaseIcons[iTeam] = AllocPooledString(szValue); + } + else + { + return BaseClass::KeyValue( szKeyName, szValue ); + } + + return true; +} + +//----------------------------------------------------------------------------- +// Purpose: +//----------------------------------------------------------------------------- +void CTeamControlPointMaster::Precache( void ) +{ + for ( int i = 0; i < MAX_TEAMS; i++ ) + { + if ( m_iszTeamBaseIcons[i] != NULL_STRING ) + { + PrecacheMaterial( STRING( m_iszTeamBaseIcons[i] ) ); + m_iTeamBaseIcons[i] = GetMaterialIndex( STRING( m_iszTeamBaseIcons[i] ) ); + Assert( m_iTeamBaseIcons[i] != 0 ); + } + } + + BaseClass::Precache(); +} + +//----------------------------------------------------------------------------- +// Purpose: +//----------------------------------------------------------------------------- +void CTeamControlPointMaster::Activate( void ) +{ + BaseClass::Activate(); + + // Find control points right away. This allows client hud elements to know the + // number & starting state of control points before the game actually starts. + FindControlPoints(); + FindControlPointRounds(); + + SetBaseControlPoints(); +} + +//----------------------------------------------------------------------------- +// Purpose: +//----------------------------------------------------------------------------- +void CTeamControlPointMaster::RoundRespawn( void ) +{ + +} + +//----------------------------------------------------------------------------- +// Purpose: +//----------------------------------------------------------------------------- +void CTeamControlPointMaster::Reset( void ) +{ + +} + +//----------------------------------------------------------------------------- +// Purpose: +//----------------------------------------------------------------------------- +bool CTeamControlPointMaster::FindControlPoints( void ) +{ + //go through all the points + CBaseEntity *pEnt = gEntList.FindEntityByClassname( NULL, GetControlPointName() ); + + int numFound = 0; + + while( pEnt ) + { + CTeamControlPoint *pPoint = assert_cast<CTeamControlPoint *>(pEnt); + + if( pPoint->IsActive() && !pPoint->IsMarkedForDeletion() ) + { + int index = pPoint->GetPointIndex(); + + Assert( index >= 0 ); + + if( m_ControlPoints.Find( index ) == m_ControlPoints.InvalidIndex()) + { + DevMsg( 2, "**** Adding control point %s with index %d to control point master\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, GetControlPointName() ); + } + + 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 + 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; + } + + // Now setup the objective resource + ObjectiveResource()->SetNumControlPoints( m_ControlPoints.Count() ); + for ( unsigned int i = 0; i < m_ControlPoints.Count(); i++ ) + { + CTeamControlPoint *pPoint = m_ControlPoints[i]; + + int iPointIndex = m_ControlPoints[i]->GetPointIndex(); + + ObjectiveResource()->SetOwningTeam( iPointIndex, pPoint->GetOwner() ); + ObjectiveResource()->SetCPVisible( iPointIndex, pPoint->PointIsVisible() ); + ObjectiveResource()->SetCPPosition( iPointIndex, pPoint->GetAbsOrigin() ); + ObjectiveResource()->SetWarnOnCap( iPointIndex, pPoint->GetWarnOnCap() ); + ObjectiveResource()->SetWarnSound( iPointIndex, pPoint->GetWarnSound() ); + ObjectiveResource()->SetCPGroup( iPointIndex, pPoint->GetCPGroup() ); + for ( int team = 0; team < GetNumberOfTeams(); team++ ) + { + ObjectiveResource()->SetCPIcons( iPointIndex, team, pPoint->GetHudIconIndexForTeam(team) ); + ObjectiveResource()->SetCPOverlays( iPointIndex, team, pPoint->GetHudOverlayIndexForTeam(team) ); + for ( int prevpoint = 0; prevpoint < MAX_PREVIOUS_POINTS; prevpoint++ ) + { + ObjectiveResource()->SetPreviousPoint( iPointIndex, team, prevpoint, pPoint->GetPreviousPointForTeam(team, prevpoint) ); + } + } + } + + return true; +} + +//----------------------------------------------------------------------------- +// Purpose: +//----------------------------------------------------------------------------- +void CTeamControlPointMaster::SetBaseControlPoints( void ) +{ + for ( int team = 0; team < GetNumberOfTeams(); team++ ) + { + ObjectiveResource()->SetTeamBaseIcons( team, m_iTeamBaseIcons[team] ); + ObjectiveResource()->SetBaseCP( GetBaseControlPoint(team), team ); + } +} + +//----------------------------------------------------------------------------- +// Purpose: +//----------------------------------------------------------------------------- +bool CTeamControlPointMaster::FindControlPointRounds( void ) +{ + bool bFoundRounds = false; + + m_ControlPointRounds.RemoveAll(); + CBaseEntity *pEnt = gEntList.FindEntityByClassname( NULL, GetControlPointRoundName() ); + + while( pEnt ) + { + CTeamControlPointRound *pRound = assert_cast<CTeamControlPointRound *>( pEnt ); + + if( pRound && ( m_ControlPointRounds.Find( pRound ) == m_ControlPointRounds.InvalidIndex() ) ) + { + DevMsg( 2, "**** Adding control point round %s to control point master\n", pRound->GetEntityName().ToCStr() ); + m_ControlPointRounds.AddToHead( pRound ); + } + + pEnt = gEntList.FindEntityByClassname( pEnt, GetControlPointRoundName() ); + } + + if ( m_ControlPointRounds.Count() > 0 ) + { + // sort them in our list by priority (highest priority first) + m_ControlPointRounds.Sort( ControlPointRoundSort ); + bFoundRounds = true; + } + + if ( g_pObjectiveResource ) + { + g_pObjectiveResource->SetPlayingMiniRounds( bFoundRounds ); + g_pObjectiveResource->SetCapLayoutInHUD( STRING(m_iszCapLayoutInHUD) ); + g_pObjectiveResource->SetCapLayoutCustomPosition( m_flCustomPositionX, m_flCustomPositionY ); + } + + return bFoundRounds; +} + +//----------------------------------------------------------------------------- +// Purpose: +//----------------------------------------------------------------------------- +bool CTeamControlPointMaster::IsInRound( CTeamControlPoint *pPoint ) +{ + // are we playing a round and is this point in the round? + if ( m_ControlPointRounds.Count() > 0 && m_iCurrentRoundIndex != -1 ) + { + return m_ControlPointRounds[m_iCurrentRoundIndex]->IsControlPointInRound( pPoint ); + } + + return true; +} + +//----------------------------------------------------------------------------- +// Purpose: +//----------------------------------------------------------------------------- +int CTeamControlPointMaster::NumPlayableControlPointRounds( void ) +{ + int nRetVal = 0; + + for ( int i = 0 ; i < m_ControlPointRounds.Count() ; ++i ) + { + CTeamControlPointRound *pRound = m_ControlPointRounds[i]; + + if ( pRound ) + { + if ( pRound->IsPlayable() ) + { + // we found one that's playable + nRetVal++; + } + } + } + + return nRetVal; +} + +//----------------------------------------------------------------------------- +// Purpose: +//----------------------------------------------------------------------------- +bool CTeamControlPointMaster::SelectSpecificRound( void ) +{ + CTeamControlPointRound *pRound = NULL; + CTeamplayRoundBasedRules *pRules = dynamic_cast<CTeamplayRoundBasedRules*>( GameRules() ); + + if ( pRules ) + { + if ( pRules->GetRoundToPlayNext() != NULL_STRING ) + { + // do we have the name of a round? + pRound = dynamic_cast<CTeamControlPointRound*>( gEntList.FindEntityByName( NULL, STRING( pRules->GetRoundToPlayNext() ) ) ); + + if ( pRound ) + { + if ( ( m_ControlPointRounds.Find( pRound )== m_ControlPointRounds.InvalidIndex() ) || + ( !pRound->IsPlayable() && !pRound->MakePlayable() ) ) + { + pRound = NULL; + } + } + + pRules->SetRoundToPlayNext( NULL_STRING ); + } + } + + // do we have a round to play? + if ( pRound ) + { + m_iCurrentRoundIndex = m_ControlPointRounds.Find( pRound ); + m_ControlPointRounds[m_iCurrentRoundIndex]->SelectedToPlay(); + + if ( pRules ) + { + pRules->SetRoundOverlayDetails(); + } + + FireRoundStartOutput(); + DevMsg( 2, "**** Selected round %s to play\n", m_ControlPointRounds[m_iCurrentRoundIndex]->GetEntityName().ToCStr() ); + + if ( !pRules->IsInWaitingForPlayers() ) + { + UTIL_LogPrintf( "World triggered \"Mini_Round_Selected\" (round \"%s\")\n", m_ControlPointRounds[m_iCurrentRoundIndex]->GetEntityName().ToCStr() ); + UTIL_LogPrintf( "World triggered \"Mini_Round_Start\"\n" ); + } + return true; + } + + return false; +} + +//----------------------------------------------------------------------------- +// Purpose: +//----------------------------------------------------------------------------- +void CTeamControlPointMaster::RegisterRoundBeingPlayed( void ) +{ + // let the game rules know what round we're playing + CTeamplayRoundBasedRules *pRules = dynamic_cast<CTeamplayRoundBasedRules*>( GameRules() ); + if ( pRules ) + { + string_t iszEntityName = m_ControlPointRounds[m_iCurrentRoundIndex]->GetEntityName(); + + pRules->AddPlayedRound( iszEntityName ); + + if ( m_bFirstRoundAfterRestart ) + { + pRules->SetFirstRoundPlayed( iszEntityName ); + m_bFirstRoundAfterRestart = false; + } + } + + IGameEvent *event = gameeventmanager->CreateEvent( "teamplay_round_selected" ); + if ( event ) + { + event->SetString( "round", m_ControlPointRounds[m_iCurrentRoundIndex]->GetEntityName().ToCStr() ); + gameeventmanager->FireEvent( event ); + } +} + + +//----------------------------------------------------------------------------- +// Purpose: +//----------------------------------------------------------------------------- +bool CTeamControlPointMaster::GetControlPointRoundToPlay( void ) +{ + int i = 0; + + // are we trying to pick a specific round? + if ( SelectSpecificRound() ) + { + SetBaseControlPoints(); + RegisterRoundBeingPlayed(); + return true; + } + + // rounds are sorted with the higher priority rounds first + for ( i = 0 ; i < m_ControlPointRounds.Count() ; ++i ) + { + CTeamControlPointRound *pRound = m_ControlPointRounds[i]; + + if ( pRound ) + { + if ( pRound->IsPlayable() ) + { + // we found one that's playable + break; + } + } + } + + if ( i >= m_ControlPointRounds.Count() || m_ControlPointRounds[i] == NULL ) + { + // we didn't find one to play + m_iCurrentRoundIndex = -1; + return false; + } + + // we have a priority value, now we need to randomly pick a round with this priority that's playable + int nPriority = m_ControlPointRounds[i]->GetPriorityValue(); + CUtlVector<int> nRounds; + + CTeamplayRoundBasedRules *pRules = dynamic_cast<CTeamplayRoundBasedRules*>( GameRules() ); + string_t iszLastRoundPlayed = pRules ? pRules->GetLastPlayedRound() : NULL_STRING; + int iLastRoundPlayed = -1; + + string_t iszFirstRoundPlayed = pRules ? pRules->GetFirstRoundPlayed() : NULL_STRING; + int iFirstRoundPlayed = -1; // after a full restart + + // loop through and find the rounds with this priority value + for ( i = 0 ; i < m_ControlPointRounds.Count() ; ++i ) + { + CTeamControlPointRound *pRound = m_ControlPointRounds[i]; + + if ( pRound ) + { + string_t iszRoundName = pRound->GetEntityName(); + + if ( pRound->IsPlayable() && pRound->GetPriorityValue() == nPriority ) + { + if ( iszLastRoundPlayed == iszRoundName ) // is this the last round we played? + { + iLastRoundPlayed = i; + } + + if ( m_bFirstRoundAfterRestart ) + { + // is this the first round we played after the last full restart? + if ( ( iszFirstRoundPlayed != NULL_STRING ) && ( iszFirstRoundPlayed == iszRoundName ) ) + { + iFirstRoundPlayed = i; + } + } + + nRounds.AddToHead(i); + } + } + } + + if ( nRounds.Count() <= 0 ) + { + // we didn't find one to play + m_iCurrentRoundIndex = -1; + return false; + } + + // if we have more than one and the last played round is in our list, remove it + if ( nRounds.Count() > 1 ) + { + if ( iLastRoundPlayed != -1 ) + { + int elementIndex = nRounds.Find( iLastRoundPlayed ); + nRounds.Remove( elementIndex ); + } + } + + // if this is the first round after a full restart, we still have more than one round in our list, + // and the first played round (after the last full restart) is in our list, remove it + if ( m_bFirstRoundAfterRestart ) + { + if ( nRounds.Count() > 1 ) + { + if ( iFirstRoundPlayed != -1 ) + { + int elementIndex = nRounds.Find( iFirstRoundPlayed ); + nRounds.Remove( elementIndex ); + } + } + } + + // pick one to play but try to avoid picking one that we have recently played if there are other rounds to play + int index = random->RandomInt( 0, nRounds.Count() - 1 ); + + // only need to check this if we have more than one round with this priority value + if ( pRules && nRounds.Count() > 1 ) + { + // keep picking a round until we find one that's not a previously played round + // or until we don't have any more rounds to choose from + while ( pRules->IsPreviouslyPlayedRound( m_ControlPointRounds[ nRounds[ index ] ]->GetEntityName() ) && + nRounds.Count() > 1 ) + { + nRounds.Remove( index ); // we have played this round recently so get it out of the list + index = random->RandomInt( 0, nRounds.Count() - 1 ); + } + } + + // pick one to play and fire its OnSelected output + m_iCurrentRoundIndex = nRounds[ index ]; + m_ControlPointRounds[m_iCurrentRoundIndex]->SelectedToPlay(); + + if ( pRules ) + { + pRules->SetRoundOverlayDetails(); + } + + FireRoundStartOutput(); + DevMsg( 2, "**** Selected round %s to play\n", m_ControlPointRounds[m_iCurrentRoundIndex]->GetEntityName().ToCStr() ); + + if ( !pRules->IsInWaitingForPlayers() ) + { + UTIL_LogPrintf( "World triggered \"Mini_Round_Selected\" (round \"%s\")\n", m_ControlPointRounds[m_iCurrentRoundIndex]->GetEntityName().ToCStr() ); + UTIL_LogPrintf( "World triggered \"Mini_Round_Start\"\n" ); + } + + SetBaseControlPoints(); + RegisterRoundBeingPlayed(); + + return true; +} + +//----------------------------------------------------------------------------- +// Purpose: 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 +//----------------------------------------------------------------------------- +void CTeamControlPointMaster::CPMThink( void ) +{ + if ( m_bDisabled || !TeamplayGameRules()->PointsMayBeCaptured() ) + { + SetContextThink( &CTeamControlPointMaster::CPMThink, gpGlobals->curtime + 0.2, CPM_THINK ); + return; + } + + // If we call this from team_control_point, this function should never + // trigger a win. but we'll leave it here just in case. + CheckWinConditions(); + + // the next time we 'think' + SetContextThink( &CTeamControlPointMaster::CPMThink, gpGlobals->curtime + 0.2, CPM_THINK ); +} + +//----------------------------------------------------------------------------- +// Purpose: +//----------------------------------------------------------------------------- +void CTeamControlPointMaster::CheckWinConditions( void ) +{ + if ( m_bDisabled ) + return; + + if ( m_ControlPointRounds.Count() > 0 ) + { + if ( m_iCurrentRoundIndex != -1 ) + { + // Check the current round to see if one team is a winner yet + int iWinners = m_ControlPointRounds[m_iCurrentRoundIndex]->CheckWinConditions(); + if ( iWinners != -1 && iWinners >= FIRST_GAME_TEAM ) + { + bool bForceMapReset = ( NumPlayableControlPointRounds() == 0 ); // are there any more rounds to play? + + if ( !bForceMapReset ) + { + // we have more rounds to play + TeamplayGameRules()->SetWinningTeam( iWinners, WINREASON_ALL_POINTS_CAPTURED, bForceMapReset ); + } + else + { + // we have played all of the available rounds + TeamplayGameRules()->SetWinningTeam( iWinners, WINREASON_ALL_POINTS_CAPTURED, bForceMapReset, m_bSwitchTeamsOnWin ); + } + + FireTeamWinOutput( iWinners ); + } + } + } + else + { + // 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 + int iWinners = TeamOwnsAllPoints(); + if ( ( m_iInvalidCapWinner != 1 ) && + ( iWinners >= FIRST_GAME_TEAM ) && + ( iWinners != m_iInvalidCapWinner ) ) + { + bool bWinner = true; + +#if defined( TF_DLL) + if ( TFGameRules() && TFGameRules()->IsInKothMode() ) + { + CTeamRoundTimer *pTimer = NULL; + if ( iWinners == TF_TEAM_RED ) + { + pTimer = TFGameRules()->GetRedKothRoundTimer(); + } + else if ( iWinners == TF_TEAM_BLUE ) + { + pTimer = TFGameRules()->GetBlueKothRoundTimer(); + } + + if ( pTimer ) + { + if ( pTimer->GetTimeRemaining() > 0 || TFGameRules()->TimerMayExpire() == false ) + { + bWinner = false; + } + } + } +#endif + if ( bWinner ) + { + TeamplayGameRules()->SetWinningTeam( iWinners, WINREASON_ALL_POINTS_CAPTURED, true, m_bSwitchTeamsOnWin ); + FireTeamWinOutput( iWinners ); + } + } + } +} + +//----------------------------------------------------------------------------- +// Purpose: +//----------------------------------------------------------------------------- +void CTeamControlPointMaster::InputSetWinner( inputdata_t &input ) +{ + int iTeam = input.value.Int(); + InternalSetWinner( iTeam ); +} + + +//----------------------------------------------------------------------------- +// Purpose: +//----------------------------------------------------------------------------- +void CTeamControlPointMaster::InputSetWinnerAndForceCaps( inputdata_t &input ) +{ + int iTeam = input.value.Int(); + + // Set all cap points in the current round to be owned by the winning team + for ( unsigned int i = 0; i < m_ControlPoints.Count(); i++ ) + { + CTeamControlPoint *pPoint = m_ControlPoints[i]; + if ( pPoint && (!PlayingMiniRounds() || ObjectiveResource()->IsInMiniRound(pPoint->GetPointIndex()) ) ) + { + pPoint->ForceOwner( iTeam ); + } + } + + InternalSetWinner( iTeam ); +} + +//----------------------------------------------------------------------------- +// Purpose: +//----------------------------------------------------------------------------- +void CTeamControlPointMaster::InternalSetWinner( int iTeam ) +{ + bool bForceMapReset = true; + + if ( m_ControlPointRounds.Count() > 0 ) + { + // if we're playing rounds and there are more to play, don't do a full reset + bForceMapReset = ( NumPlayableControlPointRounds() == 0 ); + } + + if ( iTeam == TEAM_UNASSIGNED ) + { + TeamplayGameRules()->SetStalemate( STALEMATE_TIMER, bForceMapReset ); + } + else + { + if ( !bForceMapReset ) + { + TeamplayGameRules()->SetWinningTeam( iTeam, WINREASON_ALL_POINTS_CAPTURED, bForceMapReset ); + } + else + { + TeamplayGameRules()->SetWinningTeam( iTeam, WINREASON_ALL_POINTS_CAPTURED, bForceMapReset, m_bSwitchTeamsOnWin ); + } + + FireTeamWinOutput( iTeam ); + } +} + +//----------------------------------------------------------------------------- +// Purpose: +//----------------------------------------------------------------------------- +void CTeamControlPointMaster::HandleRandomOwnerControlPoints( void ) +{ + CUtlVector<CTeamControlPoint*> vecPoints; + CUtlVector<int> vecTeams; + + int i = 0; + + // loop through and find all of the points that want random owners after a full restart + for ( i = 0 ; i < (int)m_ControlPoints.Count() ; i++ ) + { + CTeamControlPoint *pPoint = m_ControlPoints[i]; + + if ( pPoint && pPoint->RandomOwnerOnRestart() ) + { + vecPoints.AddToHead( pPoint ); + vecTeams.AddToHead( pPoint->GetTeamNumber() ); + } + } + + // now loop through and mix up the owners (if we found any points with this flag set) + for ( i = 0 ; i < vecPoints.Count() ; i++ ) + { + CTeamControlPoint *pPoint = vecPoints[i]; + + if ( pPoint ) + { + int index = random->RandomInt( 0, vecTeams.Count() - 1 ); + pPoint->ForceOwner( vecTeams[index] ); + + vecTeams.Remove( index ); + } + } + + vecPoints.RemoveAll(); + vecTeams.RemoveAll(); +} + +//----------------------------------------------------------------------------- +// Purpose: +//----------------------------------------------------------------------------- +void CTeamControlPointMaster::InputRoundSpawn( inputdata_t &input ) +{ + //clear out old control points + m_ControlPoints.RemoveAll(); + + //find the control points, and if successful, do CPMThink + if ( FindControlPoints() ) + { +/* if ( m_bFirstRoundAfterRestart ) + { + CTeamplayRoundBasedRules *pRules = dynamic_cast<CTeamplayRoundBasedRules*>( GameRules() ); + if ( pRules && ( pRules->GetRoundToPlayNext() == NULL_STRING ) ) + { + // we only want to handle the random points if we don't have a specific round to play next + // (prevents points being randomized again after "waiting for players" has finished and we're going to play the same round) + HandleRandomOwnerControlPoints(); + } + } +*/ + SetContextThink( &CTeamControlPointMaster::CPMThink, gpGlobals->curtime + 0.1, CPM_THINK ); + } + + // clear out the old rounds + m_ControlPointRounds.RemoveAll(); + + // find the rounds (if the map has any) + FindControlPointRounds(); + + SetBaseControlPoints(); + + // init the ClientAreas + int index = 0; + + for ( int i=0; i<ITriggerAreaCaptureAutoList::AutoList().Count(); ++i ) + { + CTriggerAreaCapture *pArea = static_cast< CTriggerAreaCapture * >( ITriggerAreaCaptureAutoList::AutoList()[i] ); + pArea->SetAreaIndex( index ); + index++; + } + + ObjectiveResource()->ResetControlPoints(); +} + +//----------------------------------------------------------------------------- +// Purpose: +//----------------------------------------------------------------------------- +void CTeamControlPointMaster::InputRoundActivate( inputdata_t &input ) +{ + // if we're using mini-rounds and haven't picked one yet, find one to play + if ( PlayingMiniRounds() && GetCurrentRound() == NULL ) + { + GetControlPointRoundToPlay(); + } + + if ( PlayingMiniRounds() ) + { + // Tell the objective resource what control points are in use in the selected mini-round + CTeamControlPointRound *pRound = GetCurrentRound(); + if ( pRound ) + { + for ( unsigned int i = 0; i < m_ControlPoints.Count(); i++ ) + { + CTeamControlPoint *pPoint = m_ControlPoints[i]; + if ( pPoint ) + { + ObjectiveResource()->SetInMiniRound( pPoint->GetPointIndex(), pRound->IsControlPointInRound( pPoint ) ); + } + } + } + } +} + +//----------------------------------------------------------------------------- +// Purpose: +//----------------------------------------------------------------------------- +void CTeamControlPointMaster::InputSetCapLayout( inputdata_t &inputdata ) +{ + m_iszCapLayoutInHUD = inputdata.value.StringID(); + g_pObjectiveResource->SetCapLayoutInHUD( STRING(m_iszCapLayoutInHUD) ); +} + +//----------------------------------------------------------------------------- +// Purpose: +//----------------------------------------------------------------------------- +void CTeamControlPointMaster::InputSetCapLayoutCustomPositionX( inputdata_t &inputdata ) +{ + m_flCustomPositionX = inputdata.value.Float(); + g_pObjectiveResource->SetCapLayoutCustomPosition( m_flCustomPositionX, m_flCustomPositionY ); +} + +//----------------------------------------------------------------------------- +// Purpose: +//----------------------------------------------------------------------------- +void CTeamControlPointMaster::InputSetCapLayoutCustomPositionY( inputdata_t &inputdata ) +{ + m_flCustomPositionY = inputdata.value.Float(); + g_pObjectiveResource->SetCapLayoutCustomPosition( m_flCustomPositionX, m_flCustomPositionY ); +} + +//----------------------------------------------------------------------------- +// Purpose: +//----------------------------------------------------------------------------- +void CTeamControlPointMaster::FireTeamWinOutput( int iWinningTeam ) +{ + // Remap team so that first game team = 1 + switch( iWinningTeam - FIRST_GAME_TEAM+1 ) + { + case 1: + m_OnWonByTeam1.FireOutput(this,this); + break; + case 2: + m_OnWonByTeam2.FireOutput(this,this); + break; + default: + Assert(0); + break; + } +} + +//----------------------------------------------------------------------------- +// Purpose: +//----------------------------------------------------------------------------- +void CTeamControlPointMaster::FireRoundStartOutput( void ) +{ + CTeamControlPointRound *pRound = GetCurrentRound(); + + if ( pRound ) + { + pRound->FireOnStartOutput(); + } +} + +//----------------------------------------------------------------------------- +// Purpose: +//----------------------------------------------------------------------------- +void CTeamControlPointMaster::FireRoundEndOutput( void ) +{ + CTeamControlPointRound *pRound = GetCurrentRound(); + + if ( pRound ) + { + pRound->FireOnEndOutput(); + m_iCurrentRoundIndex = -1; + } +} + +//----------------------------------------------------------------------------- +// Purpose: +//----------------------------------------------------------------------------- +float CTeamControlPointMaster::PointLastContestedAt( int point ) +{ + CTeamControlPoint *pPoint = GetControlPoint(point); + if ( pPoint ) + return pPoint->LastContestedAt(); + + return -1; +} + +//----------------------------------------------------------------------------- +// Purpose: 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. +// CPs are 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 CTeamControlPointMaster::TeamOwnsAllPoints( CTeamControlPoint *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] >= FIRST_GAME_TEAM ) + return iWinningTeam[i]; + } + + // no wins yet + return TEAM_UNASSIGNED; +} + +//----------------------------------------------------------------------------- +// Purpose: +//----------------------------------------------------------------------------- +bool CTeamControlPointMaster::WouldNewCPOwnerWinGame( CTeamControlPoint *pPoint, int iNewOwner ) +{ + return ( TeamOwnsAllPoints( pPoint, iNewOwner ) == iNewOwner ); +} + +//----------------------------------------------------------------------------- +// Purpose: +//----------------------------------------------------------------------------- +bool CTeamControlPointMaster::IsBaseControlPoint( int iPointIndex ) +{ + bool retVal = false; + + for ( int iTeam = LAST_SHARED_TEAM+1; iTeam < GetNumberOfTeams(); iTeam++ ) + { + if ( GetBaseControlPoint( iTeam ) == iPointIndex ) + { + retVal = true; + break; + } + } + + return retVal; +} + +//----------------------------------------------------------------------------- +// Purpose: Get the control point for the specified team that's at their end of +// the control point chain. +//----------------------------------------------------------------------------- +int CTeamControlPointMaster::GetBaseControlPoint( int iTeam ) +{ + int iRetVal = -1; + int nLowestValue = 999, nHighestValue = -1; + int iLowestIndex = 0, iHighestIndex = 0; + + for( int i = 0 ; i < (int)m_ControlPoints.Count() ; i++ ) + { + CTeamControlPoint *pPoint = m_ControlPoints[i]; + + int iPointIndex = m_ControlPoints[i]->GetPointIndex(); + + if ( PlayingMiniRounds() && iTeam > LAST_SHARED_TEAM ) + { + if ( IsInRound( pPoint ) ) // is this point in the current round? + { + if ( iPointIndex > nHighestValue ) + { + nHighestValue = iPointIndex; + iHighestIndex = i; + } + + if ( iPointIndex < nLowestValue ) + { + nLowestValue = iPointIndex; + iLowestIndex = i; + } + } + } + else + { + if ( pPoint->GetDefaultOwner() != iTeam ) + { + continue; + } + + // If it's the first or the last point, it's their base + if ( iPointIndex == 0 || iPointIndex == (((int)m_ControlPoints.Count())-1) ) + { + iRetVal = iPointIndex; + break; + } + } + } + + if ( PlayingMiniRounds() && iTeam > LAST_SHARED_TEAM ) + { + if ( nLowestValue != 999 && nHighestValue != -1 ) + { + CTeamControlPoint *pLowestPoint = m_ControlPoints[iLowestIndex]; + CTeamControlPoint *pHighestPoint = m_ControlPoints[iHighestIndex]; + + // which point is owned by this team? + if ( ( pLowestPoint->GetDefaultOwner() == iTeam && pHighestPoint->GetDefaultOwner() == iTeam ) || // if the same team owns both, take the highest value to be the last point + ( pHighestPoint->GetDefaultOwner() == iTeam ) ) + { + iRetVal = nHighestValue; + } + else if ( pLowestPoint->GetDefaultOwner() == iTeam ) + { + iRetVal = nLowestValue; + } + } + } + + return iRetVal; +} + +//----------------------------------------------------------------------------- +// Purpose: +//----------------------------------------------------------------------------- +void CTeamControlPointMaster::InputEnable( inputdata_t &input ) +{ + m_bDisabled = false; +} + +//----------------------------------------------------------------------------- +// Purpose: +//----------------------------------------------------------------------------- +void CTeamControlPointMaster::InputDisable( inputdata_t &input ) +{ + m_bDisabled = true; +} + +//----------------------------------------------------------------------------- +// Purpose: +//----------------------------------------------------------------------------- +int CTeamControlPointMaster::GetNumPointsOwnedByTeam( int iTeam ) +{ + int nCount = 0; + + for( int i = 0 ; i < (int)m_ControlPoints.Count() ; i++ ) + { + CTeamControlPoint *pPoint = m_ControlPoints[i]; + + if ( pPoint && ( pPoint->GetTeamNumber() == iTeam ) ) + { + nCount++; + } + } + + return nCount; +} + +//----------------------------------------------------------------------------- +// Purpose: returns how many more mini-rounds it will take for specified team +// to win, if they keep winning every mini-round +//----------------------------------------------------------------------------- +int CTeamControlPointMaster::CalcNumRoundsRemaining( int iTeam ) +{ + // To determine how many rounds remain for a given team if it consistently wins mini-rounds, we have to + // simulate forward each mini-round and track the control point ownership that would result + + // vector of control points the team owns in our forward-simulation + CUtlVector<CTeamControlPoint *> vecControlPointsOwned; + + // start with all the control points the team currently owns + FOR_EACH_MAP_FAST( m_ControlPoints, iControlPoint ) + { + if ( m_ControlPoints[iControlPoint]->GetOwner() == iTeam ) + { + vecControlPointsOwned.AddToTail( m_ControlPoints[iControlPoint] ); + } + } + + int iRoundsRemaining = 0; + + // keep simulating what will happen next if this team keeps winning, until + // it owns all the control points in the map + while ( vecControlPointsOwned.Count() < (int) m_ControlPoints.Count() ) + { + iRoundsRemaining++; + + // choose the next highest-priority round that is playable + for ( int i = 0 ; i < m_ControlPointRounds.Count() ; ++i ) + { + CTeamControlPointRound *pRound = m_ControlPointRounds[i]; + if ( !pRound ) + continue; + + // see if one team owns all control points in this round + int iRoundOwningTeam = TEAM_INVALID; + int iControlPoint; + for ( iControlPoint = 0; iControlPoint < pRound->m_ControlPoints.Count(); iControlPoint++ ) + { + CTeamControlPoint *pControlPoint = pRound->m_ControlPoints[iControlPoint]; + int iControlPointOwningTeam = TEAM_INVALID; + + // determine who owns this control point. + // First, check our simulated ownership + if ( vecControlPointsOwned.InvalidIndex() != vecControlPointsOwned.Find( pControlPoint ) ) + { + // This team has won this control point in forward simulation + iControlPointOwningTeam = iTeam; + } + else + { + // use actual control point ownership + iControlPointOwningTeam = pControlPoint->GetOwner(); + } + + if ( 0 == iControlPoint ) + { + // if this is the first control point, assign ownership to the team that owns this control point + iRoundOwningTeam = iControlPointOwningTeam; + } + else + { + // for all other control points, if the control point ownership does not match other control points, reset + // round ownership to no team + if ( iRoundOwningTeam != iControlPointOwningTeam ) + { + iRoundOwningTeam = TEAM_INVALID; + } + } + } + // this round is playable if all control points are not owned by one team (or owned by a team that can't win by capping them) + bool bPlayable = ( ( iRoundOwningTeam < FIRST_GAME_TEAM ) || ( pRound->GetInvalidCapWinner() == 1 ) || ( iRoundOwningTeam == pRound->GetInvalidCapWinner() ) ); + if ( !bPlayable ) + continue; + + // Pretend this team played and won this round. It now owns all control points from this round. Add all the + // control points from this round that are not already own the owned list to the owned list + int iNewControlPointsOwned = 0; + FOR_EACH_VEC( pRound->m_ControlPoints, iControlPoint ) + { + CTeamControlPoint *pControlPoint = pRound->m_ControlPoints[iControlPoint]; + if ( vecControlPointsOwned.InvalidIndex() == vecControlPointsOwned.Find( pControlPoint ) ) + { + vecControlPointsOwned.AddToTail( pControlPoint ); + iNewControlPointsOwned++; + } + } + // sanity check: team being simulated should be owning at least one more new control point per round, or they're not making progress + Assert( iNewControlPointsOwned > 0 ); + + // now go back and pick the next playable round (if any) given the control points this team now owns, + // repeat until all control points are owned. The number of iterations it takes is the # of rounds remaining + // for this team to win. + break; + } + } + + return iRoundsRemaining; +} + +//----------------------------------------------------------------------------- +// Purpose: +//----------------------------------------------------------------------------- +float CTeamControlPointMaster::GetPartialCapturePointRate( void ) +{ + return m_flPartialCapturePointsRate; +} + +/* +//----------------------------------------------------------------------------- +// Purpose: +//----------------------------------------------------------------------------- +void CTeamControlPointMaster::ListRounds( void ) +{ + if ( PlayingMiniRounds() ) + { + ConMsg( "Rounds in this map:\n\n" ); + + for ( int i = 0; i < m_ControlPointRounds.Count() ; ++i ) + { + CTeamControlPointRound* pRound = m_ControlPointRounds[i]; + + if ( pRound ) + { + const char *pszName = STRING( pRound->GetEntityName() ); + ConMsg( "%s\n", pszName ); + } + } + } + else + { + ConMsg( "* No rounds in this map *\n" ); + } +} + +//----------------------------------------------------------------------------- +// Purpose: +//----------------------------------------------------------------------------- +void cc_ListRounds( void ) +{ + CTeamControlPointMaster *pMaster = g_hControlPointMasters.Count() ? g_hControlPointMasters[0] : NULL; + if ( pMaster ) + { + pMaster->ListRounds(); + } +} + +static ConCommand listrounds( "listrounds", cc_ListRounds, "List the rounds for the current map", FCVAR_CHEAT ); + +//----------------------------------------------------------------------------- +// Purpose: +//----------------------------------------------------------------------------- +void cc_PlayRound( const CCommand& args ) +{ + if ( args.ArgC() > 1 ) + { + CTeamplayRoundBasedRules *pRules = dynamic_cast<CTeamplayRoundBasedRules*>( GameRules() ); + CTeamControlPointMaster *pMaster = g_hControlPointMasters.Count() ? g_hControlPointMasters[0] : NULL; + + if ( pRules && pMaster ) + { + if ( pMaster->PlayingMiniRounds() ) + { + // did we get the name of a round? + CTeamControlPointRound *pRound = dynamic_cast<CTeamControlPointRound*>( gEntList.FindEntityByName( NULL, args[1] ) ); + + if ( pRound ) + { + pRules->SetRoundToPlayNext( pRound->GetEntityName() ); + mp_restartgame.SetValue( 5 ); + } + else + { + ConMsg( "* Round \"%s\" not found in this map *\n", args[1] ); + } + } + } + } + else + { + ConMsg( "Usage: playround < round name >\n" ); + } +} + +static ConCommand playround( "playround", cc_PlayRound, "Play the selected round\n\tArgument: {round name given by \"listrounds\" command}", FCVAR_CHEAT ); */
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