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591 lines
20 KiB
591 lines
20 KiB
//========= Copyright Valve Corporation, All rights reserved. ============// |
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// |
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// Purpose: Teamplay game rules that manage a round based structure for you |
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// |
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//============================================================================= |
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#ifndef TEAMPLAYROUNDBASED_GAMERULES_H |
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#define TEAMPLAYROUNDBASED_GAMERULES_H |
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#ifdef _WIN32 |
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#pragma once |
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#endif |
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#include "teamplay_gamerules.h" |
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#include "teamplay_round_timer.h" |
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#ifdef GAME_DLL |
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#include "team_control_point.h" |
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extern ConVar mp_respawnwavetime; |
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extern ConVar mp_showroundtransitions; |
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extern ConVar mp_enableroundwaittime; |
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extern ConVar mp_showcleanedupents; |
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extern ConVar mp_bonusroundtime; |
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extern ConVar mp_restartround; |
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extern ConVar mp_winlimit; |
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extern ConVar mp_maxrounds; |
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extern ConVar mp_stalemate_timelimit; |
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extern ConVar mp_stalemate_enable; |
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#else |
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#define CTeamplayRoundBasedRules C_TeamplayRoundBasedRules |
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#define CTeamplayRoundBasedRulesProxy C_TeamplayRoundBasedRulesProxy |
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#endif |
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extern ConVar tf_arena_use_queue; |
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extern ConVar mp_stalemate_meleeonly; |
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extern ConVar mp_forceautoteam; |
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class CTeamplayRoundBasedRules; |
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//----------------------------------------------------------------------------- |
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// Round states |
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//----------------------------------------------------------------------------- |
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enum gamerules_roundstate_t |
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{ |
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// initialize the game, create teams |
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GR_STATE_INIT = 0, |
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//Before players have joined the game. Periodically checks to see if enough players are ready |
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//to start a game. Also reverts to this when there are no active players |
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GR_STATE_PREGAME, |
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//The game is about to start, wait a bit and spawn everyone |
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GR_STATE_STARTGAME, |
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//All players are respawned, frozen in place |
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GR_STATE_PREROUND, |
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//Round is on, playing normally |
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GR_STATE_RND_RUNNING, |
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//Someone has won the round |
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GR_STATE_TEAM_WIN, |
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//Noone has won, manually restart the game, reset scores |
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GR_STATE_RESTART, |
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//Noone has won, restart the game |
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GR_STATE_STALEMATE, |
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//Game is over, showing the scoreboard etc |
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GR_STATE_GAME_OVER, |
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//Game is in a bonus state, transitioned to after a round ends |
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GR_STATE_BONUS, |
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//Game is awaiting the next wave/round of a multi round experience |
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GR_STATE_BETWEEN_RNDS, |
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GR_NUM_ROUND_STATES |
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}; |
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enum { |
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WINREASON_NONE =0, |
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WINREASON_ALL_POINTS_CAPTURED, |
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WINREASON_OPPONENTS_DEAD, |
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WINREASON_FLAG_CAPTURE_LIMIT, |
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WINREASON_DEFEND_UNTIL_TIME_LIMIT, |
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WINREASON_STALEMATE, |
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WINREASON_TIMELIMIT, |
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WINREASON_WINLIMIT, |
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WINREASON_WINDIFFLIMIT, |
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}; |
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enum stalemate_reasons_t |
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{ |
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STALEMATE_JOIN_MID, |
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STALEMATE_TIMER, |
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STALEMATE_SERVER_TIMELIMIT, |
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NUM_STALEMATE_REASONS, |
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}; |
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#if defined(TF_CLIENT_DLL) || defined(TF_DLL) |
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/// Info about a player in a PVE game or any other mode that we |
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/// might eventually decide to use the lobby system for. |
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struct LobbyPlayerInfo_t |
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{ |
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int m_nEntNum; //< Index of player (1...MAX_PLAYERS), or 0 if the guy is in the lobby but not yet known to us |
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CUtlString m_sPlayerName; //< Player display name |
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CSteamID m_steamID; //< Steam ID of the player |
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int m_iTeam; //< Team selection. |
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bool m_bInLobby; //< Is this guy in the lobby? |
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bool m_bConnected; //< Is this a bot? |
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bool m_bBot; //< Is this a bot? |
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bool m_bSquadSurplus; //< Did he present a voucher to get surplus for his squad |
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}; |
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#endif |
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//----------------------------------------------------------------------------- |
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// Purpose: Per-state data |
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//----------------------------------------------------------------------------- |
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class CGameRulesRoundStateInfo |
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{ |
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public: |
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gamerules_roundstate_t m_iRoundState; |
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const char *m_pStateName; |
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void (CTeamplayRoundBasedRules::*pfnEnterState)(); // Init and deinit the state. |
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void (CTeamplayRoundBasedRules::*pfnLeaveState)(); |
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void (CTeamplayRoundBasedRules::*pfnThink)(); // Do a PreThink() in this state. |
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}; |
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//----------------------------------------------------------------------------- |
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// Purpose: |
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//----------------------------------------------------------------------------- |
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class CTeamplayRoundBasedRulesProxy : public CGameRulesProxy |
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{ |
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public: |
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DECLARE_CLASS( CTeamplayRoundBasedRulesProxy, CGameRulesProxy ); |
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DECLARE_NETWORKCLASS(); |
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#ifdef GAME_DLL |
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DECLARE_DATADESC(); |
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void InputSetStalemateOnTimelimit( inputdata_t &inputdata ); |
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#endif |
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//---------------------------------------------------------------------------------- |
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// Client specific |
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#ifdef CLIENT_DLL |
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void OnPreDataChanged( DataUpdateType_t updateType ); |
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void OnDataChanged( DataUpdateType_t updateType ); |
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#endif // CLIENT_DLL |
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}; |
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//----------------------------------------------------------------------------- |
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// Purpose: Teamplay game rules that manage a round based structure for you |
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//----------------------------------------------------------------------------- |
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class CTeamplayRoundBasedRules : public CTeamplayRules |
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{ |
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DECLARE_CLASS( CTeamplayRoundBasedRules, CTeamplayRules ); |
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public: |
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CTeamplayRoundBasedRules(); |
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#ifdef CLIENT_DLL |
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DECLARE_CLIENTCLASS_NOBASE(); // This makes datatables able to access our private vars. |
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void SetRoundState( int iRoundState ); |
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#else |
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DECLARE_SERVERCLASS_NOBASE(); // This makes datatables able to access our private vars. |
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#endif |
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float GetLastRoundStateChangeTime( void ) const { return m_flLastRoundStateChangeTime; } |
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float m_flLastRoundStateChangeTime; |
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// Data accessors |
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inline gamerules_roundstate_t State_Get( void ) { return m_iRoundState; } |
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bool IsInWaitingForPlayers( void ) { return m_bInWaitingForPlayers; } |
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virtual bool InRoundRestart( void ) { return State_Get() == GR_STATE_PREROUND; } |
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bool InStalemate( void ) { return State_Get() == GR_STATE_STALEMATE; } |
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bool RoundHasBeenWon( void ) { return State_Get() == GR_STATE_TEAM_WIN; } |
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virtual float GetNextRespawnWave( int iTeam, CBasePlayer *pPlayer ); |
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virtual bool HasPassedMinRespawnTime( CBasePlayer *pPlayer ); |
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virtual float GetRespawnTimeScalar( int iTeam ); |
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virtual float GetRespawnWaveMaxLength( int iTeam, bool bScaleWithNumPlayers = true ); |
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virtual bool ShouldRespawnQuickly( CBasePlayer *pPlayer ) { return false; } |
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float GetMinTimeWhenPlayerMaySpawn( CBasePlayer *pPlayer ); |
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// Return false if players aren't allowed to cap points at this time (i.e. in WaitingForPlayers) |
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virtual bool PointsMayBeCaptured( void ) { return ((State_Get() == GR_STATE_RND_RUNNING || State_Get() == GR_STATE_STALEMATE) && !IsInWaitingForPlayers()); } |
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virtual void SetLastCapPointChanged( int iIndex ) { m_iLastCapPointChanged = iIndex; } |
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int GetLastCapPointChanged( void ) { return m_iLastCapPointChanged; } |
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virtual int GetWinningTeam( void ){ return m_iWinningTeam; } |
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int GetWinReason() { return m_iWinReason; } |
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bool InOvertime( void ){ return m_bInOvertime; } |
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void SetOvertime( bool bOvertime ); |
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bool InSetup( void ){ return m_bInSetup; } |
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void BalanceTeams( bool bRequireSwitcheesToBeDead ); |
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bool SwitchedTeamsThisRound( void ) { return m_bSwitchedTeamsThisRound; } |
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virtual bool ShouldBalanceTeams( void ); |
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bool IsInTournamentMode( void ); |
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bool IsInHighlanderMode( void ); |
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bool IsInPreMatch( void ) { return (IsInTournamentMode() && IsInWaitingForPlayers()); } |
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bool IsWaitingForTeams( void ) { return m_bAwaitingReadyRestart; } |
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bool IsInStopWatch( void ) { return m_bStopWatch; } |
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void SetInStopWatch( bool bState ) { m_bStopWatch = bState; } |
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virtual void StopWatchModeThink( void ) { }; |
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bool IsTeamReady( int iTeamNumber ) |
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{ |
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return m_bTeamReady[iTeamNumber]; |
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} |
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bool IsPlayerReady( int iIndex ) |
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{ |
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return m_bPlayerReady[iIndex]; |
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} |
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virtual void HandleTeamScoreModify( int iTeam, int iScore) { }; |
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float GetRoundRestartTime( void ) { return m_flRestartRoundTime; } |
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//Arena Mode |
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virtual bool IsInArenaMode( void ) { return false; } |
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//Koth Mode |
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virtual bool IsInKothMode( void ) { return false; } |
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//Training Mode |
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virtual bool IsInTraining( void ) { return false; } |
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virtual bool IsInItemTestingMode( void ) { return false; } |
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void SetMultipleTrains( bool bMultipleTrains ){ m_bMultipleTrains = bMultipleTrains; } |
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bool HasMultipleTrains( void ){ return m_bMultipleTrains; } |
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virtual int GetBonusRoundTime( void ); |
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#if defined(TF_CLIENT_DLL) || defined(TF_DLL) |
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// Get list of all the players, including those in the lobby but who have |
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// not yet joined. |
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void GetAllPlayersLobbyInfo( CUtlVector<LobbyPlayerInfo_t> &vecPlayers, bool bIncludeBots = false ); |
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// Get list of players who are on the defending team now, or are likely |
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// to end up on the defending team (not yet connected or assigned a team) |
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void GetMvMPotentialDefendersLobbyPlayerInfo( CUtlVector<LobbyPlayerInfo_t> &vecMvmDefenders, bool bIncludeBots = false ); |
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#endif |
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//---------------------------------------------------------------------------------- |
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// Server specific |
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#ifdef GAME_DLL |
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// Derived game rules class should override these |
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public: |
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// Override this to prevent removal of game specific entities that need to persist |
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virtual bool RoundCleanupShouldIgnore( CBaseEntity *pEnt ); |
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virtual bool ShouldCreateEntity( const char *pszClassName ); |
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// Called when a new round is being initialized |
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virtual void SetupOnRoundStart( void ) { return; } |
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// Called when a new round is off and running |
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virtual void SetupOnRoundRunning( void ) { return; } |
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// Called before a new round is started (so the previous round can end) |
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virtual void PreviousRoundEnd( void ) { return; } |
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// Send the team scores down to the client |
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virtual void SendTeamScoresEvent( void ) { return; } |
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// Send the end of round info displayed in the win panel |
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virtual void SendWinPanelInfo( void ) { return; } |
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// Setup spawn points for the current round before it starts |
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virtual void SetupSpawnPointsForRound( void ) { return; } |
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// Called when a round has entered stalemate mode (timer has run out) |
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virtual void SetupOnStalemateStart( void ) { return; } |
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virtual void SetupOnStalemateEnd( void ) { return; } |
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virtual void SetSetup( bool bSetup ); |
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virtual bool ShouldGoToBonusRound( void ) { return false; } |
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virtual void SetupOnBonusStart( void ) { return; } |
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virtual void SetupOnBonusEnd( void ) { return; } |
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virtual void BonusStateThink( void ) { return; } |
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virtual void BetweenRounds_Start( void ) { return; } |
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virtual void BetweenRounds_End( void ) { return; } |
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virtual void BetweenRounds_Think( void ) { return; } |
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virtual void PreRound_End( void ) { return; } |
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bool PrevRoundWasWaitingForPlayers() { return m_bPrevRoundWasWaitingForPlayers; } |
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virtual bool ShouldScorePerRound( void ){ return true; } |
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bool CheckNextLevelCvar( void ); |
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virtual bool TimerMayExpire( void ); |
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virtual bool IsValveMap( void ){ return false; } |
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virtual void RestartTournament( void ); |
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virtual bool TournamentModeCanEndWithTimelimit( void ){ return true; } |
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public: |
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void State_Transition( gamerules_roundstate_t newState ); |
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void RespawnPlayers( bool bForceRespawn, bool bTeam = false, int iTeam = TEAM_UNASSIGNED ); |
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void SetForceMapReset( bool reset ); |
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void SetRoundToPlayNext( string_t strName ){ m_iszRoundToPlayNext = strName; } |
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string_t GetRoundToPlayNext( void ){ return m_iszRoundToPlayNext; } |
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void AddPlayedRound( string_t strName ); |
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bool IsPreviouslyPlayedRound ( string_t strName ); |
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string_t GetLastPlayedRound( void ); |
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virtual void SetWinningTeam( int team, int iWinReason, bool bForceMapReset = true, bool bSwitchTeams = false, bool bDontAddScore = false ); |
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virtual void SetStalemate( int iReason, bool bForceMapReset = true, bool bSwitchTeams = false ); |
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virtual void SetRoundOverlayDetails( void ){ return; } |
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virtual float GetWaitingForPlayersTime( void ) { return mp_waitingforplayers_time.GetFloat(); } |
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void ShouldResetScores( bool bResetTeam, bool bResetPlayer ){ m_bResetTeamScores = bResetTeam; m_bResetPlayerScores = bResetPlayer; } |
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void ShouldResetRoundsPlayed( bool bResetRoundsPlayed ){ m_bResetRoundsPlayed = bResetRoundsPlayed; } |
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void SetFirstRoundPlayed( string_t strName ){ m_iszFirstRoundPlayed = strName ; } |
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string_t GetFirstRoundPlayed(){ return m_iszFirstRoundPlayed; } |
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void SetTeamRespawnWaveTime( int iTeam, float flValue ); |
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void AddTeamRespawnWaveTime( int iTeam, float flValue ); |
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virtual void FillOutTeamplayRoundWinEvent( IGameEvent *event ) {} // derived classes may implement to add fields to this event |
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void SetStalemateOnTimelimit( bool bStalemate ) { m_bAllowStalemateAtTimelimit = bStalemate; } |
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bool IsGameUnderTimeLimit( void ); |
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CTeamRoundTimer *GetActiveRoundTimer( void ); |
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void HandleTimeLimitChange( void ); |
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void SetTeamReadyState( bool bState, int iTeam ) |
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{ |
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m_bTeamReady.Set( iTeam, bState ); |
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} |
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void SetPlayerReadyState( int iIndex, bool bState ) |
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{ |
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m_bPlayerReady.Set( iIndex, bState ); |
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} |
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virtual void PlayTrainCaptureAlert( CTeamControlPoint *pPoint, bool bFinalPointInMap ){ return; } |
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virtual void PlaySpecialCapSounds( int iCappingTeam ){ return; } |
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bool PlayThrottledAlert( int iTeam, const char *sound, float fDelayBeforeNext ); |
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void BroadcastSound( int iTeam, const char *sound, int iAdditionalSoundFlags = 0 ); |
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int GetRoundsPlayed( void ) { return m_nRoundsPlayed; } |
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virtual void RecalculateControlPointState( void ){ return; } |
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virtual bool ShouldSkipAutoScramble( void ){ return false; } |
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virtual bool ShouldWaitToStartRecording( void ){ return IsInWaitingForPlayers(); } |
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protected: |
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virtual void Think( void ); |
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virtual void CheckChatText( CBasePlayer *pPlayer, char *pText ); |
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void CheckChatForReadySignal( CBasePlayer *pPlayer, const char *chatmsg ); |
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// Game beginning / end handling |
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virtual void GoToIntermission( void ); |
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void SetInWaitingForPlayers( bool bWaitingForPlayers ); |
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void CheckWaitingForPlayers( void ); |
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virtual bool AllowWaitingForPlayers( void ) { return true; } |
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void CheckRestartRound( void ); |
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bool CheckTimeLimit( void ); |
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int GetTimeLeft( void ); |
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virtual bool CheckWinLimit( void ); |
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bool CheckMaxRounds( void ); |
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void CheckReadyRestart( void ); |
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#if defined(TF_CLIENT_DLL) || defined(TF_DLL) |
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bool AreDefendingPlayersReady(); |
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#endif |
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virtual bool CanChangelevelBecauseOfTimeLimit( void ) { return true; } |
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virtual bool CanGoToStalemate( void ) { return true; } |
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// State machine handling |
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void State_Enter( gamerules_roundstate_t newState ); // Initialize the new state. |
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void State_Leave(); // Cleanup the previous state. |
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void State_Think(); // Update the current state. |
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static CGameRulesRoundStateInfo* State_LookupInfo( gamerules_roundstate_t state ); // Find the state info for the specified state. |
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// State Functions |
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void State_Enter_INIT( void ); |
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void State_Think_INIT( void ); |
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void State_Enter_PREGAME( void ); |
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void State_Think_PREGAME( void ); |
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void State_Enter_STARTGAME( void ); |
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void State_Think_STARTGAME( void ); |
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void State_Enter_PREROUND( void ); |
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void State_Leave_PREROUND( void ); |
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void State_Think_PREROUND( void ); |
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void State_Enter_RND_RUNNING( void ); |
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void State_Think_RND_RUNNING( void ); |
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void State_Enter_TEAM_WIN( void ); |
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void State_Think_TEAM_WIN( void ); |
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void State_Enter_RESTART( void ); |
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void State_Think_RESTART( void ); |
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void State_Enter_STALEMATE( void ); |
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void State_Think_STALEMATE( void ); |
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void State_Leave_STALEMATE( void ); |
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void State_Enter_BONUS( void ); |
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void State_Think_BONUS( void ); |
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void State_Leave_BONUS( void ); |
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void State_Enter_BETWEEN_RNDS( void ); |
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void State_Leave_BETWEEN_RNDS( void ); |
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void State_Think_BETWEEN_RNDS( void ); |
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// mp_scrambleteams_auto |
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void ResetTeamsRoundWinTracking( void ); |
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protected: |
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virtual void InitTeams( void ); |
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virtual int CountActivePlayers( void ); |
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virtual void RoundRespawn( void ); |
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virtual void CleanUpMap( void ); |
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virtual void CheckRespawnWaves( void ); |
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void ResetScores( void ); |
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void ResetMapTime( void ); |
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void PlayStartRoundVoice( void ); |
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void PlayWinSong( int team ); |
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void PlayStalemateSong( void ); |
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void PlaySuddenDeathSong( void ); |
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virtual const char* GetStalemateSong( int nTeam ) { return "Game.Stalemate"; } |
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virtual const char* WinSongName( int nTeam ) { return "Game.YourTeamWon"; } |
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virtual const char* LoseSongName( int nTeam ) { return "Game.YourTeamLost"; } |
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virtual void RespawnTeam( int iTeam ) { RespawnPlayers( false, true, iTeam ); } |
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void HideActiveTimer( void ); |
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virtual void RestoreActiveTimer( void ); |
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virtual void InternalHandleTeamWin( int iWinningTeam ){ return; } |
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bool MapHasActiveTimer( void ); |
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void CreateTimeLimitTimer( void ); |
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protected: |
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CGameRulesRoundStateInfo *m_pCurStateInfo; // Per-state data |
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float m_flStateTransitionTime; // Timer for round states |
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float m_flWaitingForPlayersTimeEnds; |
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CHandle<CTeamRoundTimer> m_hWaitingForPlayersTimer; |
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float m_flNextPeriodicThink; |
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bool m_bChangeLevelOnRoundEnd; |
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bool m_bResetTeamScores; |
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bool m_bResetPlayerScores; |
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bool m_bResetRoundsPlayed; |
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// Stalemate |
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EHANDLE m_hPreviousActiveTimer; |
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CHandle<CTeamRoundTimer> m_hStalemateTimer; |
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float m_flStalemateStartTime; |
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CHandle<CTeamRoundTimer> m_hTimeLimitTimer; |
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bool m_bForceMapReset; // should the map be reset when a team wins and the round is restarted? |
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bool m_bPrevRoundWasWaitingForPlayers; // was the previous map reset after a waiting for players period |
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bool m_bInitialSpawn; |
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string_t m_iszRoundToPlayNext; |
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CUtlVector<string_t> m_iszPreviousRounds; // we'll store the two previous rounds so we won't play them again right away if there are other rounds that can be played first |
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string_t m_iszFirstRoundPlayed; // store the first round played after a full restart so we can pick a different one next time if we have other options |
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float m_flOriginalTeamRespawnWaveTime[ MAX_TEAMS ]; |
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bool m_bAllowStalemateAtTimelimit; |
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bool m_bChangelevelAfterStalemate; |
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float m_flRoundStartTime; // time the current round started |
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float m_flNewThrottledAlertTime; // time that we can play another throttled alert |
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int m_nRoundsPlayed; |
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bool m_bUseAddScoreAnim; |
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gamerules_roundstate_t m_prevState; |
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private: |
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CUtlMap < int, int > m_GameTeams; // Team index, Score |
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#endif |
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// End server specific |
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//---------------------------------------------------------------------------------- |
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//---------------------------------------------------------------------------------- |
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// Client specific |
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#ifdef CLIENT_DLL |
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public: |
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virtual void OnPreDataChanged( DataUpdateType_t updateType ); |
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virtual void OnDataChanged( DataUpdateType_t updateType ); |
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virtual void HandleOvertimeBegin(){} |
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virtual void GetTeamGlowColor( int nTeam, float &r, float &g, float &b ){ r = 0.76f; g = 0.76f; b = 0.76f; } |
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private: |
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bool m_bOldInWaitingForPlayers; |
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bool m_bOldInOvertime; |
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bool m_bOldInSetup; |
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#endif // CLIENT_DLL |
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public: |
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bool WouldChangeUnbalanceTeams( int iNewTeam, int iCurrentTeam ); |
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bool AreTeamsUnbalanced( int &iHeaviestTeam, int &iLightestTeam ); |
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protected: |
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CNetworkVar( gamerules_roundstate_t, m_iRoundState ); |
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CNetworkVar( bool, m_bInOvertime ); // Are we currently in overtime? |
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CNetworkVar( bool, m_bInSetup ); // Are we currently in setup? |
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CNetworkVar( bool, m_bSwitchedTeamsThisRound ); |
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protected: |
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CNetworkVar( int, m_iWinningTeam ); // Set before entering GR_STATE_TEAM_WIN |
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CNetworkVar( int, m_iWinReason ); |
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CNetworkVar( bool, m_bInWaitingForPlayers ); |
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CNetworkVar( bool, m_bAwaitingReadyRestart ); |
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CNetworkVar( float, m_flRestartRoundTime ); |
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CNetworkVar( float, m_flMapResetTime ); // Time that the map was reset |
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CNetworkArray( float, m_flNextRespawnWave, MAX_TEAMS ); // Minor waste, but cleaner code |
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CNetworkArray( bool, m_bTeamReady, MAX_TEAMS ); |
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CNetworkVar( bool, m_bStopWatch ); |
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CNetworkVar( bool, m_bMultipleTrains ); // two trains in this map? |
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CNetworkArray( bool, m_bPlayerReady, MAX_PLAYERS ); |
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public: |
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CNetworkArray( float, m_TeamRespawnWaveTimes, MAX_TEAMS ); // Time between each team's respawn wave |
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private: |
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float m_flStartBalancingTeamsAt; |
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float m_flNextBalanceTeamsTime; |
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bool m_bPrintedUnbalanceWarning; |
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float m_flFoundUnbalancedTeamsTime; |
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float m_flAutoBalanceQueueTimeEnd; |
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int m_nAutoBalanceQueuePlayerIndex; |
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int m_nAutoBalanceQueuePlayerScore; |
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public: |
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float m_flStopWatchTotalTime; |
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int m_iLastCapPointChanged; |
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}; |
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// Utility function |
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bool FindInList( const char **pStrings, const char *pToFind ); |
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inline CTeamplayRoundBasedRules* TeamplayRoundBasedRules() |
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{ |
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return static_cast<CTeamplayRoundBasedRules*>(g_pGameRules); |
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} |
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#endif // TEAMPLAYROUNDBASED_GAMERULES_H
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