Modified source engine (2017) developed by valve and leaked in 2020. Not for commercial purporses
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================//
#include "cbase.h"
#include "dod_control_point_master.h"
BEGIN_DATADESC( CControlPointMaster )
DEFINE_KEYFIELD( m_bDisabled, FIELD_BOOLEAN, "StartDisabled" ),
DEFINE_KEYFIELD( m_iTimerLength, FIELD_INTEGER, "cpm_timer_length" ),
DEFINE_INPUTFUNC( FIELD_VOID, "Enable", InputEnable ),
DEFINE_INPUTFUNC( FIELD_VOID, "Disable", InputDisable ),
DEFINE_INPUTFUNC( FIELD_VOID, "RoundInit", InputRoundInit ),
DEFINE_FUNCTION( CPMThink ),
DEFINE_OUTPUT( m_AlliesWinOutput, "OnAlliesWin" ),
DEFINE_OUTPUT( m_AxisWinOutput, "OnAxisWin" ),
DEFINE_INPUTFUNC( FIELD_INTEGER, "AddTimerSeconds", InputAddTimerSeconds ),
END_DATADESC()
LINK_ENTITY_TO_CLASS( dod_control_point_master, CControlPointMaster );
CControlPointMaster::CControlPointMaster()
{
m_bUseTimer = false;
m_iTimerTeam = TEAM_UNASSIGNED;
SetDefLessFunc( m_ControlPoints );
}
void CControlPointMaster::Spawn( void )
{
SetTouch( NULL );
m_bFoundPoints = false;
BaseClass::Spawn();
}
ConVar mp_tickpointinterval( "mp_tickpointinterval", "30", FCVAR_GAMEDLL, "Delay between point gives.", true, 1, false, 0 );
void CControlPointMaster::RoundRespawn( void )
{
m_fGivePointsTime = gpGlobals->curtime + mp_tickpointinterval.GetInt();
}
// KeyValue
// ========
// this function interfaces with the keyvalues set by the mapper
//
// Values
// point_give_delay_time - how often to give time based points ( seconds )
// allies_capture_target - target to fire on allies complete capture
// axis_capture_target - target to fire on axis complete capture
bool CControlPointMaster::KeyValue( const char *szKeyName, const char *szValue )
{
if (FStrEq(szKeyName, "cpm_use_timer"))
{
m_bUseTimer = ( atoi(szValue) > 0 );
}
else if (FStrEq(szKeyName, "cpm_timer_team"))
{
m_iTimerTeam = atoi(szValue);
}
else
{
return CBaseEntity::KeyValue( szKeyName, szValue );
}
return true;
}
void CControlPointMaster::Reset( void )
{
}
bool CControlPointMaster::FindControlPoints( void )
{
//go through all the points
CBaseEntity *pEnt = gEntList.FindEntityByClassname( NULL, "dod_control_point" );
int numFound = 0;
while( pEnt )
{
CControlPoint *pPoint = (CControlPoint *)pEnt;
if( pPoint->IsActive() )
{
int index = pPoint->GetPointIndex();
Assert( index >= 0 );
if( m_ControlPoints.Find( index ) == m_ControlPoints.InvalidIndex())
{
DevMsg( 2, "Adding control point %s with index %d\n", pPoint->GetName(), index );
m_ControlPoints.Insert( index, pPoint );
numFound++;
}
else
{
Warning( "!!!!\nMultiple control points with the same index, duplicates ignored\n!!!!\n" );
UTIL_Remove( pPoint );
}
}
pEnt = gEntList.FindEntityByClassname( pEnt, "dod_control_point" );
}
if( numFound > MAX_CONTROL_POINTS )
{
Warning( "Too many control points! Max is %d\n", MAX_CONTROL_POINTS );
}
//Remap the indeces of the control points so they are 0-based
//======================
unsigned int j;
bool bHandled[MAX_CONTROL_POINTS];
memset( bHandled, 0, sizeof(bHandled) );
unsigned int numPoints = m_ControlPoints.Count();
unsigned int newIndex = 0;
while( newIndex < numPoints )
{
//Find the lowest numbered, unhandled point
int lowestIndex = -1;
int lowestValue = 999;
//find the lowest unhandled index
for( j=0; j<numPoints; j++ )
{
if( !bHandled[j] && m_ControlPoints[j]->GetPointIndex() < lowestValue )
{
lowestIndex = j;
lowestValue = m_ControlPoints[j]->GetPointIndex();
}
}
//Don't examine this point again
Assert( lowestIndex >= 0 );
bHandled[lowestIndex] = true;
//Give it its new index
m_ControlPoints[lowestIndex]->SetPointIndex( newIndex );
newIndex++;
}
if( m_ControlPoints.Count() == 0 )
{
Warning( "Error! No control points found in map!\n");
return false;
}
g_pObjectiveResource->SetNumControlPoints( m_ControlPoints.Count() );
unsigned int i;
for( i=0;i<m_ControlPoints.Count();i++ )
{
CControlPoint *pPoint = m_ControlPoints[i];
int iPointIndex = m_ControlPoints[i]->GetPointIndex();
g_pObjectiveResource->SetOwningTeam( iPointIndex, pPoint->GetOwner() );
g_pObjectiveResource->SetCPVisible( iPointIndex, pPoint->PointIsVisible() );
g_pObjectiveResource->SetCPPosition( iPointIndex, pPoint->GetAbsOrigin() );
g_pObjectiveResource->SetBombsRequired( iPointIndex, pPoint->GetBombsRequired() );
g_pObjectiveResource->SetBombsRemaining( iPointIndex, pPoint->GetBombsRemaining() );
g_pObjectiveResource->SetCPIcons( iPointIndex,
pPoint->GetHudIconIndexForTeam(TEAM_ALLIES),
pPoint->GetHudIconIndexForTeam(TEAM_AXIS),
pPoint->GetHudIconIndexForTeam(TEAM_UNASSIGNED),
pPoint->GetTimerCapHudIcon(),
pPoint->GetBombedHudIcon() );
}
return true;
}
// Think
// =====
// Think is called every 0.1 seconds and checks the status of all the control points
// if one team owns them all, it gives points and resets
// Think also gives the time based points at the specified time intervals
//
// I moved the search for spawn points to the initial think - sometimes the points spawned
// after the master and it wasnt finding them.
void CControlPointMaster::CPMThink( void )
{
// search for all "dod_control_point" entities in the map
// and put them in the array
// only done the first Think
//try to establish if any dod_area_capture ents are linked to our flags
//via dod_point_relay
//if there exists a point relay that has this as the target,
//AND there exists a capture area that has that relay as a target
//then we have our area!
//every think
//go through all the control points and make sure theyre the same as the last think
//check masters
//if they are, do nothing
//else
//
//Note! Only one cpm should ever be active at the same time
//funny things may happen if there are two of em!
//if we are recently mastered on or off, touch the cps
//---------------------------------------------------------------------------
//below here we shouldn't execute unless we are an active control point master
//if the round has been decided, don't do any more thinking
//if this cpm is not active, dont' do any thinking
int iRoundState = DODGameRules()->State_Get();
// No points or triggering new wins if we are not active
if( m_bDisabled || iRoundState != STATE_RND_RUNNING )
{
SetContextThink( &CControlPointMaster::CPMThink, gpGlobals->curtime + 0.2, FLAGS_CONTEXT );
return;
}
// is it time to give time-based points yet?
if( gpGlobals->curtime > m_fGivePointsTime )
{
int AlliesPoints = 0;
int AxisPoints = 0;
//give points based on who owns what
unsigned int i;
for( i=0;i<m_ControlPoints.Count();i++ )
{
switch( m_ControlPoints[i]->GetOwner() )
{
case TEAM_ALLIES:
AlliesPoints += m_ControlPoints[i]->PointValue();
break;
case TEAM_AXIS:
AxisPoints += m_ControlPoints[i]->PointValue();
break;
default:
break;
}
}
//================
//give team points
//================
// See if there are players active on these teams
bool bFoundAllies = ( GetGlobalTeam(TEAM_ALLIES)->GetNumPlayers() > 0 );
bool bFoundAxis = ( GetGlobalTeam(TEAM_AXIS)->GetNumPlayers() > 0 );
bool bReportScore = true;
// don't give team points to a team with no-one on it!
if( AlliesPoints > 0 && bFoundAllies && DODGameRules()->State_Get() == STATE_RND_RUNNING )
{
if( bReportScore )
{
if (AlliesPoints == 1)
UTIL_ClientPrintAll( HUD_PRINTTALK, "#game_score_allie_point" );
else
{
char buf[8];
Q_snprintf( buf, sizeof(buf), "%d", AlliesPoints );
UTIL_ClientPrintAll( HUD_PRINTTALK, "#game_score_allie_points", buf );
}
}
GetGlobalTeam(TEAM_ALLIES)->AddScore( AlliesPoints );
IGameEvent *event = gameeventmanager->CreateEvent( "dod_tick_points" );
if ( event )
{
event->SetInt( "team", TEAM_ALLIES );
event->SetInt( "score", AlliesPoints );
event->SetInt( "totalscore", GetGlobalTeam(TEAM_ALLIES)->GetScore() );
gameeventmanager->FireEvent( event );
}
}
if( AxisPoints > 0 && bFoundAxis && DODGameRules()->State_Get() == STATE_RND_RUNNING )
{
if( bReportScore )
{
if (AxisPoints == 1)
UTIL_ClientPrintAll( HUD_PRINTTALK, "#game_score_axis_point" );
else
{
char buf[8];
Q_snprintf( buf, sizeof(buf), "%d", AxisPoints );
UTIL_ClientPrintAll( HUD_PRINTTALK, "#game_score_axis_points", buf );
}
}
GetGlobalTeam(TEAM_AXIS)->AddScore( AxisPoints );
IGameEvent *event = gameeventmanager->CreateEvent( "dod_tick_points" );
if ( event )
{
event->SetInt( "team", TEAM_AXIS );
event->SetInt( "score", AxisPoints );
event->SetInt( "totalscore", GetGlobalTeam(TEAM_AXIS)->GetScore() );
gameeventmanager->FireEvent( event );
}
}
// the next time we'll give points
m_fGivePointsTime = gpGlobals->curtime + mp_tickpointinterval.GetInt();
}
// If we call this from dod_control_point, this function should never
// trigger a win. but we'll leave it here just incase.
CheckWinConditions();
// the next time we 'think'
SetContextThink( &CControlPointMaster::CPMThink, gpGlobals->curtime + 0.2, FLAGS_CONTEXT );
}
void CControlPointMaster::CheckWinConditions( void )
{
// ============
// Check that the points aren't all held by one team
// if they are this will reset the round
// and will reset all the points
// ============
switch( TeamOwnsAllPoints() )
{
case TEAM_ALLIES: //allies own all
{
TeamWins( TEAM_ALLIES );
}
break;
case TEAM_AXIS: //axis owns all
{
TeamWins( TEAM_AXIS );
}
break;
default:
break;
}
}
void CControlPointMaster::InputRoundInit( inputdata_t &input )
{
//clear out old control points
m_ControlPoints.RemoveAll();
//find the control points
//if successful, do CPMThink
if( FindControlPoints() )
{
SetContextThink( &CControlPointMaster::CPMThink, gpGlobals->curtime + 0.1, FLAGS_CONTEXT );
}
//init the ClientAreas
int index = 0;
CBaseEntity *pEnt = gEntList.FindEntityByClassname( NULL, "dod_capture_area" );
while( pEnt )
{
CAreaCapture *pArea = (CAreaCapture *)pEnt;
Assert( pArea );
pArea->area_SetIndex( index );
index++;
pEnt = gEntList.FindEntityByClassname( pEnt, "dod_capture_area" );
}
g_pObjectiveResource->ResetControlPoints();
}
void CControlPointMaster::FireTeamWinOutput( int iWinningTeam )
{
switch( iWinningTeam )
{
case TEAM_ALLIES:
m_AlliesWinOutput.FireOutput(this,this);
break;
case TEAM_AXIS:
m_AxisWinOutput.FireOutput(this,this);
break;
default:
Assert(0);
break;
}
}
void CControlPointMaster::TeamWins( int iWinningTeam )
{
DODGameRules()->SetWinningTeam( iWinningTeam );
FireTeamWinOutput( iWinningTeam );
}
void CControlPointMaster::BecomeActive( void )
{
Assert( m_bDisabled );
m_bDisabled = false;
}
void CControlPointMaster::BecomeInactive( void )
{
Assert( !m_bDisabled );
m_bDisabled = true;
}
int CControlPointMaster::GetPointOwner( int point )
{
Assert( point >= 0 );
Assert( point < MAX_CONTROL_POINTS );
CControlPoint *pPoint = m_ControlPoints[point];
if( pPoint )
{
return pPoint->GetOwner();
}
else
return TEAM_UNASSIGNED;
}
// TeamOwnsAllPoints
// =================
// This function returns the team that owns all
// the cap points. if its not the case that one
// team owns them all, it returns 0
// New - cps are now broken into groups.
// A team can win by owning all flags within a single group.
// Can be passed an overriding team. If this is not null, the passed team
// number will be used for that cp. Used to predict if that CP changing would
// win the game.
int CControlPointMaster::TeamOwnsAllPoints( CControlPoint *pOverridePoint /* = NULL */, int iOverrideNewTeam /* = TEAM_UNASSIGNED */ )
{
unsigned int i;
int iWinningTeam[MAX_CONTROL_POINT_GROUPS];
for( i=0;i<MAX_CONTROL_POINT_GROUPS;i++ )
{
iWinningTeam[i] = TEAM_INVALID;
}
// if TEAM_INVALID, haven't found a flag for this group yet
// if TEAM_UNASSIGNED, the group is still being contested
// for each control point
for( i=0;i<m_ControlPoints.Count();i++ )
{
int group = m_ControlPoints[i]->GetCPGroup();
int owner = m_ControlPoints[i]->GetOwner();
if ( pOverridePoint == m_ControlPoints[i] )
{
owner = iOverrideNewTeam;
}
// the first one we find in this group, set the win to true
if ( iWinningTeam[group] == TEAM_INVALID )
{
iWinningTeam[group] = owner;
}
// unassigned means this group is already contested, move on
else if ( iWinningTeam[group] == TEAM_UNASSIGNED )
{
continue;
}
// if we find another one in the group that isn't the same owner, set the win to false
else if ( owner != iWinningTeam[group] )
{
iWinningTeam[group] = TEAM_UNASSIGNED;
}
}
// report the first win we find as the winner
for ( i=0;i<MAX_CONTROL_POINT_GROUPS;i++ )
{
if ( iWinningTeam[i] == TEAM_ALLIES || iWinningTeam[i] == TEAM_AXIS )
return iWinningTeam[i];
}
// no wins yet
return TEAM_UNASSIGNED;
}
// an advantage flag is a flag that we've taken that didn't initially
// belong to our team
int CControlPointMaster::CountAdvantageFlags( int team )
{
int numFlags = 0;
unsigned int i;
for( i = 0;i<m_ControlPoints.Count();i++ )
{
CControlPoint *pPoint = m_ControlPoints[i];
if ( pPoint->GetOwner() != pPoint->GetDefaultOwner() )
{
if ( pPoint->GetOwner() == team )
{
// we own a flag we didn't initially
numFlags++;
}
else //
{
// the enemy owns one of our flags
numFlags--;
}
}
}
return numFlags;
}
void CControlPointMaster::InputAddTimerSeconds( inputdata_t &inputdata )
{
DODGameRules()->AddTimerSeconds( inputdata.value.Int() );
}
void CControlPointMaster::GetTimerData( int &iTimerSeconds, int &iTimerWinTeam )
{
iTimerSeconds = m_iTimerLength;
iTimerWinTeam = m_iTimerTeam;
}
bool CControlPointMaster::WouldNewCPOwnerWinGame( CControlPoint *pPoint, int iNewOwner )
{
return ( TeamOwnsAllPoints( pPoint, iNewOwner ) == iNewOwner );
}
int CControlPointMaster::GetNumPoints( void )
{
return m_ControlPoints.Count();
}
CControlPoint *CControlPointMaster::GetCPByIndex( int index )
{
CControlPoint *pPoint = NULL;
if ( index >= 0 && index < (int)m_ControlPoints.Count() )
{
pPoint = m_ControlPoints[index];
}
return pPoint;
}
// custom scoring entity
BEGIN_DATADESC( CDODCustomScoring )
DEFINE_INPUTFUNC( FIELD_INTEGER, "GiveTickPoints", InputGivePoints ),
DEFINE_KEYFIELD( m_iPointTeam, FIELD_INTEGER, "TeamNum" ),
DEFINE_KEYFIELD( m_iTickLength, FIELD_INTEGER, "point_give_delay" ),
DEFINE_KEYFIELD( m_iPointsToGive, FIELD_INTEGER, "point_give_amount" ),
DEFINE_KEYFIELD( m_iNumPointGives, FIELD_INTEGER, "point_give_max_times" ),
DEFINE_THINKFUNC( PointsThink ),
END_DATADESC()
LINK_ENTITY_TO_CLASS( dod_scoring, CDODCustomScoring );