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/*
===========================================================================
Copyright (C) 2015 the OpenMoHAA team
This file is part of OpenMoHAA source code.
OpenMoHAA source code is free software; you can redistribute it
and/or modify it under the terms of the GNU General Public License as
published by the Free Software Foundation; either version 2 of the License,
or (at your option) any later version.
OpenMoHAA source code is distributed in the hope that it will be
useful, but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with OpenMoHAA source code; if not, write to the Free Software
Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
===========================================================================
*/
// dm_manager.h: Deathmatch Manager.
#pragma once
#include "listener.h"
#include "Tow_Entities.h"
extern cvar_t *g_tempaxisscore;
extern cvar_t *g_tempaxiswinsinrow;
extern cvar_t *g_tempalliesscore;
extern cvar_t *g_tempallieswinsinrow;
class PlayerStart;
class Player;
class DM_Team : public Listener
{
public:
Container<PlayerStart *> m_spawnpoints;
Container<Player *> m_players;
int m_maxplayers;
str m_teamname;
int m_teamnumber;
int m_index;
int m_teamwins;
int m_wins_in_a_row;
int m_iKills;
int m_iDeaths;
qboolean m_bHasSpawnedPlayers;
public:
CLASS_PROTOTYPE(DM_Team);
DM_Team();
~DM_Team();
void Reset(void);
void AddPlayer(Player *player);
void RemovePlayer(Player *player);
void setName(str name);
str getName(void);
void setNumber(int num);
int getNumber(void);
void setIndex(int index);
int getIndex(void);
void TeamWin(void);
void TeamLoss(void);
void AddDeaths(Player *player, int numDeaths);
void AddKills(Player *player, int numKills);
void UpdateTeamStatus(void);
void TeamInvulnerable(void);
void BeginFight(void);
float PlayersRangeFromSpot(PlayerStart *spot);
bool IsDead(void) const;
bool IsEmpty(void) const;
bool IsReady(void) const;
int NumNotReady(void) const;
int NumLivePlayers(void) const;
int TotalPlayersKills(void) const;
PlayerStart *GetRandomFfaSpawnpoint(Player *player);
PlayerStart *GetRandomTeamSpawnpoint(Player *player);
PlayerStart *GetRandomObjectiveSpawnpoint(Player *player);
protected:
PlayerStart *FarthestSpawnPoint(void);
PlayerStart *GetRandomSpawnpoint(void);
PlayerStart *GetRandomSpawnpointWithMetric(
Player *player, float (*MetricFunction)(const float *, DM_Team *dmTeam, const Player *player)
);
};
using DM_TeamPtr = SafePtr<DM_Team>;
inline void DM_Team::setName(str name)
{
m_teamname = name;
};
inline str DM_Team::getName(void)
{
return m_teamname;
};
inline void DM_Team::setNumber(int num)
{
m_teamnumber = num;
}
inline int DM_Team::getNumber(void)
{
return m_teamnumber;
}
inline void DM_Team::setIndex(int index)
{
m_index = index;
}
inline int DM_Team::getIndex(void)
{
return m_index;
}
inline bool DM_Team::IsReady(void) const
{
return g_forceready->integer || NumNotReady() == 0;
}
class SimpleAmmoType : public Class
{
public:
str type;
int amount;
public:
SimpleAmmoType();
};
class Player;
class DM_Manager : public Listener
{
private:
Container<Player *> m_players;
Container<DM_TeamPtr> m_teams;
DM_Team m_team_spectator;
DM_Team m_team_freeforall;
DM_Team m_team_allies;
DM_Team m_team_axis;
float m_fRoundTime;
float m_fRoundEndTime;
bool m_bAllowRespawns;
bool m_bRoundBasedGame;
bool m_bIgnoringClockForBomb;
int m_iTeamWin;
int m_iDefaultRoundLimit;
const_str m_csTeamClockSide;
const_str m_csTeamBombPlantSide;
int m_iNumTargetsToDestroy;
int m_iNumTargetsDestroyed;
int m_iNumBombsPlanted;
int m_iTotalMapTime;
bool m_bAllowAlliedRespawn;
bool m_bAllowAxisRespawn;
bool m_bRoundActive;
// scoreboard data
char scoreString[MAX_STRING_CHARS];
size_t scoreLength;
int scoreEntries;
private:
void BuildTeamInfo(DM_Team *dmTeam);
void BuildTeamInfo_ver6(DM_Team *dmTeam);
void BuildTeamInfo_ver15(DM_Team *dmTeam);
void BuildPlayerTeamInfo(DM_Team *dmTeam, int *iPlayerList, DM_Team *ignoreTeam = NULL);
void InsertEntry(const char *entry);
void InsertEntryNoCount(const char *entry);
void InsertEmpty(void);
bool IsAlivePlayer(Player* player) const;
public:
CLASS_PROTOTYPE(DM_Manager);
DM_Manager();
~DM_Manager();
void InitGame(void);
void AddPlayer(Player *player);
bool JoinTeam(Player *player, teamtype_t teamType);
void LeaveTeam(Player *player);
void RebuildTeamConfigstrings(void);
void RemovePlayer(Player *player);
void PlayerKilled(Player *player);
void Countdown(Event *ev);
void Reset(void);
void Score(Player *player);
void PrintAllClients(str s);
bool CheckEndMatch(void);
bool TeamHitScoreLimit(void);
bool PlayerHitScoreLimit(void);
void EventDoRoundTransition(Event *ev);
void EventFinishRoundTransition(Event *ev);
void TeamWin(int teamnum);
void StartRound(void);
void EndRound(void);
bool RoundActive(void) const;
bool GameHasRounds(void) const;
bool GameAllowsRespawns(void) const;
void SetGameAllowsRespawns(bool bAllow);
bool AllowRespawn(void) const;
int GetRoundLimit(void) const;
void SetDefaultRoundLimit(int round_limit);
const_str GetClockSide(void) const;
void SetClockSide(const_str s);
const_str GetBombPlantTeam(void) const;
void SetBombPlantTeam(const_str s);
int GetTargetsToDestroy(void) const;
void SetTargetsToDestroy(int);
int GetTargetsDestroyed(void) const;
void SetTargetsDestroyed(int);
int GetBombsPlanted(void) const;
void SetBombsPlanted(int);
int GetTeamWin(void);
bool WaitingForPlayers(void) const;
bool IsGameActive(void) const;
int PlayerCount(void) const;
Player *GetPlayer(int index) const;
teamtype_t GetAutoJoinTeam(void);
DM_Team *GetTeamAllies(void);
DM_Team *GetTeamAxis(void);
float GetMatchStartTime(void);
void StopTeamRespawn(eController controller);
bool AllowTeamRespawn(int teamnum) const;
int GetTeamSpawnTimeLeft() const;
DM_Team *GetTeam(str name);
DM_Team *GetTeam(teamtype_t team);
protected:
static int compareScores(const void *elem1, const void *elem2);
};
inline int DM_Manager::GetTeamWin(void)
{
return m_iTeamWin;
}
inline DM_Team *DM_Manager::GetTeamAllies(void)
{
return &m_team_allies;
}
inline DM_Team *DM_Manager::GetTeamAxis(void)
{
return &m_team_axis;
}
inline bool DM_Manager::RoundActive(void) const
{
return m_bRoundActive;
}
inline bool DM_Manager::GameHasRounds(void) const
{
return m_bRoundBasedGame;
}
inline bool DM_Manager::GameAllowsRespawns(void) const
{
return m_bAllowRespawns;
}
inline void DM_Manager::SetGameAllowsRespawns(bool bAllow)
{
m_bAllowRespawns = bAllow;
}
extern DM_Manager dmManager;
class CTeamSpawnClock {
private:
float nextSpawnTime;
public:
CTeamSpawnClock();
void Reset();
void Restart();
int GetSecondsLeft();
};
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