Modified source engine (2017) developed by valve and leaked in 2020. Not for commercial purporses
You can not select more than 25 topics Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.

418 lines
16 KiB

5 years ago
//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose: TF's custom CPlayerResource
//
// $NoKeywords: $
//=============================================================================//
#include "cbase.h"
#include "tf_player.h"
#include "player_resource.h"
#include "tf_player_resource.h"
#include "tf_gamestats.h"
#include "tf_gamerules.h"
#include <coordsize.h>
#include "tf_matchmaking_shared.h"
#include "tf_mann_vs_machine_stats.h"
#include "player_vs_environment/tf_population_manager.h"
#include "tf_gc_server.h"
#define STATS_SEND_FREQUENCY 1.f
// Datatable
IMPLEMENT_SERVERCLASS_ST( CTFPlayerResource, DT_TFPlayerResource )
SendPropArray3( SENDINFO_ARRAY3( m_iTotalScore ), SendPropInt( SENDINFO_ARRAY( m_iTotalScore ), -1, SPROP_UNSIGNED | SPROP_VARINT ) ),
SendPropArray3( SENDINFO_ARRAY3( m_iMaxHealth ), SendPropInt( SENDINFO_ARRAY( m_iMaxHealth ), -1, SPROP_UNSIGNED | SPROP_VARINT ) ),
SendPropArray3( SENDINFO_ARRAY3( m_iMaxBuffedHealth ), SendPropInt( SENDINFO_ARRAY( m_iMaxBuffedHealth ), -1, SPROP_UNSIGNED | SPROP_VARINT ) ),
SendPropArray3( SENDINFO_ARRAY3( m_iPlayerClass ), SendPropInt( SENDINFO_ARRAY( m_iPlayerClass ), 5, SPROP_UNSIGNED ) ),
SendPropArray3( SENDINFO_ARRAY3( m_bArenaSpectator ), SendPropBool( SENDINFO_ARRAY( m_bArenaSpectator ) ) ),
SendPropArray3( SENDINFO_ARRAY3( m_iActiveDominations ), SendPropInt( SENDINFO_ARRAY( m_iActiveDominations ), 6, SPROP_UNSIGNED ) ),
SendPropArray3( SENDINFO_ARRAY3( m_flNextRespawnTime ), SendPropTime( SENDINFO_ARRAY( m_flNextRespawnTime ) ) ),
SendPropArray3( SENDINFO_ARRAY3( m_iChargeLevel ), SendPropInt( SENDINFO_ARRAY( m_iChargeLevel ), 8, SPROP_UNSIGNED ) ),
SendPropArray3( SENDINFO_ARRAY3( m_iDamage ), SendPropInt( SENDINFO_ARRAY( m_iDamage ), -1, SPROP_UNSIGNED | SPROP_VARINT ) ),
SendPropArray3( SENDINFO_ARRAY3( m_iDamageAssist ), SendPropInt( SENDINFO_ARRAY( m_iDamageAssist ), -1, SPROP_UNSIGNED | SPROP_VARINT ) ),
SendPropArray3( SENDINFO_ARRAY3( m_iDamageBoss ), SendPropInt( SENDINFO_ARRAY( m_iDamageBoss ), -1, SPROP_UNSIGNED | SPROP_VARINT ) ),
SendPropArray3( SENDINFO_ARRAY3( m_iHealing ), SendPropInt( SENDINFO_ARRAY( m_iHealing ), -1, SPROP_UNSIGNED | SPROP_VARINT ) ),
SendPropArray3( SENDINFO_ARRAY3( m_iHealingAssist ), SendPropInt( SENDINFO_ARRAY( m_iHealingAssist ), -1, SPROP_UNSIGNED | SPROP_VARINT ) ),
SendPropArray3( SENDINFO_ARRAY3( m_iDamageBlocked ), SendPropInt( SENDINFO_ARRAY( m_iDamageBlocked ), -1, SPROP_UNSIGNED | SPROP_VARINT ) ),
SendPropArray3( SENDINFO_ARRAY3( m_iCurrencyCollected ), SendPropInt( SENDINFO_ARRAY( m_iCurrencyCollected ), -1, SPROP_UNSIGNED | SPROP_VARINT ) ),
SendPropArray3( SENDINFO_ARRAY3( m_iBonusPoints ), SendPropInt( SENDINFO_ARRAY( m_iBonusPoints ), -1, SPROP_UNSIGNED | SPROP_VARINT ) ),
SendPropArray3( SENDINFO_ARRAY3( m_iPlayerLevel ), SendPropInt( SENDINFO_ARRAY( m_iPlayerLevel ), -1, SPROP_UNSIGNED | SPROP_VARINT ) ),
SendPropArray3( SENDINFO_ARRAY3( m_iStreaks ), SendPropInt( SENDINFO_ARRAY( m_iStreaks ), -1, SPROP_UNSIGNED | SPROP_VARINT ) ),
SendPropArray3( SENDINFO_ARRAY3( m_iUpgradeRefundCredits ), SendPropInt( SENDINFO_ARRAY( m_iUpgradeRefundCredits ), -1, SPROP_UNSIGNED | SPROP_VARINT ) ),
SendPropArray3( SENDINFO_ARRAY3( m_iBuybackCredits ), SendPropInt( SENDINFO_ARRAY( m_iBuybackCredits ), -1, SPROP_UNSIGNED | SPROP_VARINT ) ),
SendPropInt( SENDINFO( m_iPartyLeaderRedTeamIndex ), -1, SPROP_UNSIGNED | SPROP_VARINT ),
SendPropInt( SENDINFO( m_iPartyLeaderBlueTeamIndex ), -1, SPROP_UNSIGNED | SPROP_VARINT ),
SendPropInt( SENDINFO( m_iEventTeamStatus ), -1, SPROP_UNSIGNED | SPROP_VARINT ),
SendPropArray3( SENDINFO_ARRAY3( m_iPlayerClassWhenKilled ), SendPropInt( SENDINFO_ARRAY( m_iPlayerClassWhenKilled ), 5, SPROP_UNSIGNED ) ),
SendPropArray3( SENDINFO_ARRAY3( m_iConnectionState ), SendPropInt( SENDINFO_ARRAY( m_iConnectionState ), 3, SPROP_UNSIGNED ) ),
END_SEND_TABLE()
LINK_ENTITY_TO_CLASS( tf_player_manager, CTFPlayerResource );
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
CTFPlayerResource::CTFPlayerResource( void )
{
ListenForGameEvent( "mvm_wave_complete" );
m_flNextDamageAndHealingSend = 0.f;
m_iPartyLeaderRedTeamIndex = 0;
m_iPartyLeaderBlueTeamIndex = 0;
m_iEventTeamStatus = 0;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTFPlayerResource::FireGameEvent( IGameEvent * event )
{
const char *pszEvent = event->GetName();
if ( !Q_strcmp( pszEvent, "mvm_wave_complete" ) )
{
// Force a re-send on wave complete
m_flNextDamageAndHealingSend = 0.f;
UpdatePlayerData();
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTFPlayerResource::SetPartyLeaderIndex( int iTeam, int iIndex )
{
Assert( iIndex >= 0 && iIndex <= MAX_PLAYERS );
switch( iTeam )
{
case TF_TEAM_RED:
m_iPartyLeaderRedTeamIndex = iIndex;
break;
case TF_TEAM_BLUE:
m_iPartyLeaderBlueTeamIndex = iIndex;
break;
default:
break;
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
int CTFPlayerResource::GetPartyLeaderIndex( int iTeam )
{
if ( iTeam == TF_TEAM_RED )
return m_iPartyLeaderRedTeamIndex;
else if ( iTeam == TF_TEAM_BLUE )
return m_iPartyLeaderBlueTeamIndex;
return 0;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTFPlayerResource::UpdatePlayerData( void )
{
m_vecRedPlayers.RemoveAll();
m_vecBluePlayers.RemoveAll();
m_vecFreeSlots.RemoveAll();
BaseClass::UpdatePlayerData();
// check if player is still part of the match
CMatchInfo *pMatch = GTFGCClientSystem()->GetMatch();
if ( pMatch && TFGameRules() )
{
for ( int i=0; i<pMatch->GetNumTotalMatchPlayers(); ++i )
{
AssertMsg( m_vecFreeSlots.Count() > 0, "There should always be free slots for player to join" );
CMatchInfo::PlayerMatchData_t *pData = pMatch->GetMatchDataForPlayer( i );
uint32 unAccountID = pData->steamID.GetAccountID();
int iTeam = TFGameRules()->GetGameTeamForGCTeam( pData->eGCTeam );
CUtlVector< uint32 >* pVecPlayers = iTeam == TF_TEAM_RED ? &m_vecRedPlayers : &m_vecBluePlayers;
// add players that are not yet connected to the server
if ( !pData->bDropped && pVecPlayers->Find( unAccountID ) == pVecPlayers->InvalidIndex() && m_vecFreeSlots.Count() > 0 )
{
int iIndex = m_vecFreeSlots[0];
m_vecFreeSlots.Remove( 0 );
AssertMsg( m_iAccountID[iIndex] == 0, "No account should be assigned to this slot" );
Init( iIndex );
m_iAccountID.Set( iIndex, unAccountID );
m_bValid.Set( iIndex, 1 );
m_iTeam.Set( iIndex, iTeam );
m_iConnectionState.Set( iIndex, pData->GetConnectionState() );
}
}
// do we need to set m_bValid on these?
if ( GTFGCClientSystem()->BLateJoinEligible() )
{
int iTeamSize = pMatch->GetCanonicalMatchSize() / 2;
int iRedWaiting = iTeamSize-m_vecRedPlayers.Count();
for ( int i=0; i<iRedWaiting && m_vecFreeSlots.Count() > 0; ++i )
{
int iIndex = m_vecFreeSlots[0];
m_vecFreeSlots.Remove( 0 );
AssertMsg( m_iAccountID[iIndex] == 0, "No account should be assigned to this slot" );
m_iTeam.Set( iIndex, TF_TEAM_RED );
m_iConnectionState.Set( iIndex, MM_WAITING_FOR_PLAYER );
}
int iBlueWaiting = iTeamSize-m_vecBluePlayers.Count();
for ( int i=0; i<iBlueWaiting && m_vecFreeSlots.Count() > 0; ++i )
{
int iIndex = m_vecFreeSlots[0];
m_vecFreeSlots.Remove( 0 );
AssertMsg( m_iAccountID[iIndex] == 0, "No account should be assigned to this slot" );
m_iTeam.Set( iIndex, TF_TEAM_BLUE );
m_iConnectionState.Set( iIndex, MM_WAITING_FOR_PLAYER );
}
}
}
if ( gpGlobals->curtime > m_flNextDamageAndHealingSend )
{
m_flNextDamageAndHealingSend = gpGlobals->curtime + STATS_SEND_FREQUENCY;
}
if ( pMatch && m_iEventTeamStatus != (int)pMatch->m_unEventTeamStatus )
{
m_iEventTeamStatus = pMatch->m_unEventTeamStatus;
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTFPlayerResource::UpdateConnectedPlayer( int iIndex, CBasePlayer *pPlayer )
{
BaseClass::UpdateConnectedPlayer( iIndex, pPlayer );
CTFPlayer *pTFPlayer = ToTFPlayer( pPlayer );
PlayerStats_t *pTFPlayerStats = CTF_GameStats.FindPlayerStats( pTFPlayer );
if ( pTFPlayerStats )
{
// Update accumulated and per-round stats
localplayerscoring_t *pData = pTFPlayer->m_Shared.GetScoringData();
pData->UpdateStats( pTFPlayerStats->statsAccumulated, pTFPlayer, false );
pData = pTFPlayer->m_Shared.GetRoundScoringData();
pData->UpdateStats( pTFPlayerStats->statsCurrentRound, pTFPlayer, true );
// Send every STATS_SEND_FREQUENCY (1.f)
if ( gpGlobals->curtime > m_flNextDamageAndHealingSend )
{
m_iDamage.Set( iIndex, pTFPlayerStats->statsCurrentRound.m_iStat[TFSTAT_DAMAGE] );
m_iDamageAssist.Set( iIndex, pTFPlayerStats->statsCurrentRound.m_iStat[TFSTAT_DAMAGE_ASSIST] );
m_iDamageBoss.Set( iIndex, pTFPlayerStats->statsCurrentRound.m_iStat[TFSTAT_DAMAGE_BOSS] );
m_iHealing.Set( iIndex, pTFPlayerStats->statsCurrentRound.m_iStat[TFSTAT_HEALING] );
m_iHealingAssist.Set( iIndex, pTFPlayerStats->statsCurrentRound.m_iStat[TFSTAT_HEALING_ASSIST] );
m_iDamageBlocked.Set( iIndex, pTFPlayerStats->statsCurrentRound.m_iStat[TFSTAT_DAMAGE_BLOCKED] );
m_iCurrencyCollected.Set( iIndex, pTFPlayerStats->statsCurrentRound.m_iStat[TFSTAT_CURRENCY_COLLECTED] );
m_iBonusPoints.Set( iIndex, pTFPlayerStats->statsCurrentRound.m_iStat[TFSTAT_BONUS_POINTS] );
m_iPlayerLevel.Set( iIndex, pTFPlayer->GetExperienceLevel() );
}
}
m_iMaxHealth.Set( iIndex, pTFPlayer->GetMaxHealth() );
// m_iMaxBuffedHealth is misnamed -- it should be m_iMaxHealthForBuffing, but we don't want to change it now due to demos.
m_iMaxBuffedHealth.Set( iIndex, pTFPlayer->GetMaxHealthForBuffing() );
m_iPlayerClass.Set( iIndex, pTFPlayer->GetPlayerClass()->GetClassIndex() );
m_iActiveDominations.Set( iIndex, pTFPlayer->GetNumberofDominations() );
int iTotalScore = CTFGameRules::CalcPlayerScore( &pTFPlayerStats->statsAccumulated, pTFPlayer );
if ( m_iTotalScore.Get( iIndex ) != iTotalScore )
{
int nDelta = iTotalScore - m_iTotalScore.Get( iIndex );
if ( TFGameRules()->IsMannVsMachineMode() )
{
MannVsMachineStats_PlayerEvent_PointsChanged( pTFPlayer, nDelta );
}
else
{
// Kill eater points-scored tracking. Increment all equipped items with this kill eater type.
// We only do this when we're NOT in MvM
HatAndMiscEconEntities_OnOwnerKillEaterEventNoParter( pTFPlayer, kKillEaterEvent_PointsScored, nDelta );
}
}
m_iTotalScore.Set( iIndex, iTotalScore );
m_bArenaSpectator.Set( iIndex, pTFPlayer->IsArenaSpectator() );
if ( TFGameRules()->IsInTournamentMode() )
{
float flCharge = pTFPlayer->MedicGetChargeLevel();
m_iChargeLevel.Set( iIndex, (int)(flCharge * 100) );
}
else
{
m_iChargeLevel.Set( iIndex, 0 );
}
float flRespawnTime = pTFPlayer->IsAlive() ? 0 : TFGameRules()->GetNextRespawnWave( pTFPlayer->GetTeamNumber(), pTFPlayer );
if ( pTFPlayer->GetRespawnTimeOverride() != -1.f )
{
flRespawnTime = pTFPlayer->GetDeathTime() + pTFPlayer->GetRespawnTimeOverride();
}
m_flNextRespawnTime.Set( iIndex, flRespawnTime );
for ( int streak_type = 0; streak_type < CTFPlayerShared::kTFStreak_COUNT; streak_type++ )
{
m_iStreaks.Set( iIndex * CTFPlayerShared::kTFStreak_COUNT + streak_type, pTFPlayer->m_Shared.GetStreak( (CTFPlayerShared::ETFStreak)streak_type ) );
}
if ( g_pPopulationManager )
{
// Only update when we have new data
int nRespecs = g_pPopulationManager->GetNumRespecsAvailableForPlayer( pTFPlayer );
m_iUpgradeRefundCredits.Set( iIndex, nRespecs );
int nBuybacks = g_pPopulationManager->GetNumBuybackCreditsForPlayer( pTFPlayer );
m_iBuybackCredits.Set( iIndex, nBuybacks );
}
CSteamID steamID;
pTFPlayer->GetSteamID( &steamID );
int iTeam = pPlayer->GetTeamNumber();
CMatchInfo *pMatch = GTFGCClientSystem()->GetMatch();
if ( pMatch )
{
CMatchInfo::PlayerMatchData_t *pData = pMatch->GetMatchDataForPlayer( steamID );
if ( pData )
{
iTeam = TFGameRules()->GetGameTeamForGCTeam( pData->eGCTeam );
}
}
CUtlVector< uint32 >* pVecPlayers = ( iTeam == TF_TEAM_RED ) ? &m_vecRedPlayers : ( ( iTeam == TF_TEAM_BLUE ) ? &m_vecBluePlayers : NULL );
if ( pVecPlayers )
{
if ( pVecPlayers->Find( steamID.GetAccountID() ) == pVecPlayers->InvalidIndex() )
{
pVecPlayers->AddToTail( steamID.GetAccountID() );
}
}
m_iConnectionState.Set( iIndex, MM_CONNECTED );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTFPlayerResource::UpdateDisconnectedPlayer( int iIndex )
{
// cache accountID to see if we should preserve this account
uint32 unAccountID = m_iAccountID[iIndex];
BaseClass::UpdateDisconnectedPlayer( iIndex );
// preserve if player is still in part of the match, and still gone
CMatchInfo *pMatch = GTFGCClientSystem()->GetMatch();
if ( pMatch )
{
CSteamID steamID( unAccountID, GetUniverse(), k_EAccountTypeIndividual );
if ( steamID.IsValid() )
{
CBasePlayer *pPlayer = (CBasePlayer*)UTIL_PlayerBySteamID( steamID );
CMatchInfo::PlayerMatchData_t *pData = pMatch->GetMatchDataForPlayer( steamID );
// Skip if they're connected
if ( pData && ( !pPlayer || !pPlayer->IsConnected() ) )
{
if ( !pData->bDropped )
{
int iTeam = TFGameRules()->GetGameTeamForGCTeam( pData->eGCTeam );
m_iConnectionState.Set( iIndex, pData->GetConnectionState() );
// re-apply the accountID to keep the data
m_iAccountID.Set( iIndex, unAccountID );
m_iTeam.Set( iIndex, iTeam );
m_bValid.Set( iIndex, 1 );
CUtlVector< uint32 >* pVecPlayers = iTeam == TF_TEAM_RED ? &m_vecRedPlayers : &m_vecBluePlayers;
pVecPlayers->AddToTail( unAccountID );
return;
}
}
}
}
// free up the slot if we're not preserving it
m_iConnectionState.Set( iIndex, MM_DISCONNECTED );
m_vecFreeSlots.AddToTail( iIndex );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTFPlayerResource::Spawn( void )
{
BaseClass::Spawn();
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTFPlayerResource::Init( int iIndex )
{
BaseClass::Init( iIndex );
m_iTotalScore.Set( iIndex, 0 );
m_iMaxHealth.Set( iIndex, TF_HEALTH_UNDEFINED );
m_iMaxBuffedHealth.Set( iIndex, TF_HEALTH_UNDEFINED );
m_iPlayerClass.Set( iIndex, TF_CLASS_UNDEFINED );
m_iActiveDominations.Set( iIndex, 0 );
m_iPlayerClassWhenKilled.Set( iIndex, TF_CLASS_UNDEFINED );
m_iConnectionState.Set( iIndex, MM_DISCONNECTED );
m_bValid.Set( iIndex, 0 );
}
//-----------------------------------------------------------------------------
// Purpose: Gets a value from an array member
//-----------------------------------------------------------------------------
int CTFPlayerResource::GetTotalScore( int iIndex )
{
Assert( iIndex >= 0 && iIndex <= MAX_PLAYERS );
CTFPlayer *pPlayer = (CTFPlayer*)UTIL_PlayerByIndex( iIndex );
if ( pPlayer && pPlayer->IsConnected() )
{
return m_iTotalScore[iIndex];
}
return 0;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTFPlayerResource::SetPlayerClassWhenKilled( int iIndex, int iClass )
{
Assert( iIndex >= 0 && iIndex <= MAX_PLAYERS );
m_iPlayerClassWhenKilled.Set( iIndex, iClass );
}