//========= Copyright Valve Corporation, All rights reserved. ============// // // Purpose: Team management class. Contains all the details for a specific team // // $NoKeywords: $ //=============================================================================// #include "cbase.h" #include "team.h" #include "player.h" #include "team_spawnpoint.h" // memdbgon must be the last include file in a .cpp file!!! #include "tier0/memdbgon.h" CUtlVector< CTeam * > g_Teams; //----------------------------------------------------------------------------- // Purpose: SendProxy that converts the Team's player UtlVector to entindexes //----------------------------------------------------------------------------- void SendProxy_PlayerList( const SendProp *pProp, const void *pStruct, const void *pData, DVariant *pOut, int iElement, int objectID ) { CTeam *pTeam = (CTeam*)pData; // If this assertion fails, then SendProxyArrayLength_PlayerArray must have failed. Assert( iElement < pTeam->m_aPlayers.Size() ); CBasePlayer *pPlayer = pTeam->m_aPlayers[iElement]; pOut->m_Int = pPlayer->entindex(); } int SendProxyArrayLength_PlayerArray( const void *pStruct, int objectID ) { CTeam *pTeam = (CTeam*)pStruct; return pTeam->m_aPlayers.Count(); } // Datatable IMPLEMENT_SERVERCLASS_ST_NOBASE(CTeam, DT_Team) SendPropInt( SENDINFO(m_iTeamNum), 5 ), SendPropInt( SENDINFO(m_iScore), 0 ), SendPropInt( SENDINFO(m_iRoundsWon), 8 ), SendPropString( SENDINFO( m_szTeamname ) ), SendPropArray2( SendProxyArrayLength_PlayerArray, SendPropInt("player_array_element", 0, 4, 10, SPROP_UNSIGNED, SendProxy_PlayerList), MAX_PLAYERS, 0, "player_array" ) END_SEND_TABLE() LINK_ENTITY_TO_CLASS( team_manager, CTeam ); //----------------------------------------------------------------------------- // Purpose: Get a pointer to the specified team manager //----------------------------------------------------------------------------- CTeam *GetGlobalTeam( int iIndex ) { if ( iIndex < 0 || iIndex >= GetNumberOfTeams() ) return NULL; return g_Teams[ iIndex ]; } //----------------------------------------------------------------------------- // Purpose: Get the number of team managers //----------------------------------------------------------------------------- int GetNumberOfTeams( void ) { return g_Teams.Size(); } //----------------------------------------------------------------------------- // Purpose: Needed because this is an entity, but should never be used //----------------------------------------------------------------------------- CTeam::CTeam( void ) { memset( m_szTeamname.GetForModify(), 0, sizeof(m_szTeamname) ); } //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- CTeam::~CTeam( void ) { m_aSpawnPoints.Purge(); m_aPlayers.Purge(); } //----------------------------------------------------------------------------- // Purpose: Called every frame //----------------------------------------------------------------------------- void CTeam::Think( void ) { } //----------------------------------------------------------------------------- // Purpose: Teams are always transmitted to clients //----------------------------------------------------------------------------- int CTeam::UpdateTransmitState() { return SetTransmitState( FL_EDICT_ALWAYS ); } //----------------------------------------------------------------------------- // Visibility/scanners //----------------------------------------------------------------------------- bool CTeam::ShouldTransmitToPlayer( CBasePlayer* pRecipient, CBaseEntity* pEntity ) const { // Always transmit the observer target to players if ( pRecipient && pRecipient->IsObserver() && pRecipient->GetObserverTarget() == pEntity ) return true; return false; } //----------------------------------------------------------------------------- // Initialization //----------------------------------------------------------------------------- void CTeam::Init( const char *pName, int iNumber ) { InitializeSpawnpoints(); InitializePlayers(); m_iScore = 0; Q_strncpy( m_szTeamname.GetForModify(), pName, MAX_TEAM_NAME_LENGTH ); m_iTeamNum = iNumber; } //----------------------------------------------------------------------------- // DATA HANDLING //----------------------------------------------------------------------------- int CTeam::GetTeamNumber( void ) const { return m_iTeamNum; } //----------------------------------------------------------------------------- // Purpose: Get the team's name //----------------------------------------------------------------------------- const char *CTeam::GetName( void ) const { return m_szTeamname; } //----------------------------------------------------------------------------- // Purpose: Update the player's client data //----------------------------------------------------------------------------- void CTeam::UpdateClientData( CBasePlayer *pPlayer ) { } //------------------------------------------------------------------------------------------------------------------ // SPAWNPOINTS //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- void CTeam::InitializeSpawnpoints( void ) { m_iLastSpawn = 0; } //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- void CTeam::AddSpawnpoint( CTeamSpawnPoint *pSpawnpoint ) { m_aSpawnPoints.AddToTail( pSpawnpoint ); } //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- void CTeam::RemoveSpawnpoint( CTeamSpawnPoint *pSpawnpoint ) { for (int i = 0; i < m_aSpawnPoints.Size(); i++ ) { if ( m_aSpawnPoints[i] == pSpawnpoint ) { m_aSpawnPoints.Remove( i ); return; } } } //----------------------------------------------------------------------------- // Purpose: Spawn the player at one of this team's spawnpoints. Return true if successful. //----------------------------------------------------------------------------- CBaseEntity *CTeam::SpawnPlayer( CBasePlayer *pPlayer ) { if ( m_aSpawnPoints.Size() == 0 ) return NULL; // Randomize the start spot int iSpawn = m_iLastSpawn + random->RandomInt( 1,3 ); if ( iSpawn >= m_aSpawnPoints.Size() ) iSpawn -= m_aSpawnPoints.Size(); int iStartingSpawn = iSpawn; // Now loop through the spawnpoints and pick one int loopCount = 0; do { if ( iSpawn >= m_aSpawnPoints.Size() ) { ++loopCount; iSpawn = 0; } // check if pSpot is valid, and that the player is on the right team if ( (loopCount > 3) || m_aSpawnPoints[iSpawn]->IsValid( pPlayer ) ) { // DevMsg( 1, "player: spawning at (%s)\n", STRING(m_aSpawnPoints[iSpawn]->m_iName) ); m_aSpawnPoints[iSpawn]->m_OnPlayerSpawn.FireOutput( pPlayer, m_aSpawnPoints[iSpawn] ); m_iLastSpawn = iSpawn; return m_aSpawnPoints[iSpawn]; } iSpawn++; } while ( iSpawn != iStartingSpawn ); // loop if we're not back to the start return NULL; } //------------------------------------------------------------------------------------------------------------------ // PLAYERS //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- void CTeam::InitializePlayers( void ) { } //----------------------------------------------------------------------------- // Purpose: Add the specified player to this team. Remove them from their current team, if any. //----------------------------------------------------------------------------- void CTeam::AddPlayer( CBasePlayer *pPlayer ) { m_aPlayers.AddToTail( pPlayer ); NetworkStateChanged(); } //----------------------------------------------------------------------------- // Purpose: Remove this player from the team //----------------------------------------------------------------------------- void CTeam::RemovePlayer( CBasePlayer *pPlayer ) { m_aPlayers.FindAndRemove( pPlayer ); NetworkStateChanged(); } //----------------------------------------------------------------------------- // Purpose: Return the number of players in this team. //----------------------------------------------------------------------------- int CTeam::GetNumPlayers( void ) const { return m_aPlayers.Size(); } //----------------------------------------------------------------------------- // Purpose: Get a specific player //----------------------------------------------------------------------------- CBasePlayer *CTeam::GetPlayer( int iIndex ) const { Assert( iIndex >= 0 && iIndex < m_aPlayers.Size() ); return m_aPlayers[ iIndex ]; } //------------------------------------------------------------------------------------------------------------------ // SCORING //----------------------------------------------------------------------------- // Purpose: Add / Remove score for this team //----------------------------------------------------------------------------- void CTeam::AddScore( int iScore ) { m_iScore += iScore; } void CTeam::SetScore( int iScore ) { m_iScore = iScore; } //----------------------------------------------------------------------------- // Purpose: Get this team's score //----------------------------------------------------------------------------- int CTeam::GetScore( void ) const { return m_iScore; } //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- void CTeam::ResetScores( void ) { SetScore(0); } //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- void CTeam::AwardAchievement( int iAchievement ) { Assert( iAchievement >= 0 && iAchievement < 255 ); // must fit in short CRecipientFilter filter; int iNumPlayers = GetNumPlayers(); for ( int i=0;iIsAlive() ) { iAlive++; } } return iAlive; }