1045 lines
28 KiB
C++
1045 lines
28 KiB
C++
//=========== (C) Copyright 1999 Valve, L.L.C. All rights reserved. ===========
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//
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// The copyright to the contents herein is the property of Valve, L.L.C.
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// The contents may be used and/or copied only with the written permission of
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// Valve, L.L.C., or in accordance with the terms and conditions stipulated in
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// the agreement/contract under which the contents have been supplied.
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//
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// Purpose: Handles the arena portion of discwar
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//
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// $Workfile: $
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// $Date: $
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//
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//-----------------------------------------------------------------------------
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// $Log: $
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//
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// $NoKeywords: $
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//=============================================================================
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#include "extdll.h"
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#include "util.h"
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#include "cbase.h"
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#include "player.h"
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#include "gamerules.h"
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#include "weapons.h"
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#include "discwar.h"
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#include "disc_arena.h"
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#include "disc_objects.h"
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int g_iNextArenaGroupInfo = 0;
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void ClientUserInfoChanged( edict_t *pEntity, char *infobuffer );
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edict_t *EntSelectSpawnPoint( CBaseEntity *pPlayer );
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void respawn(entvars_t* pev, BOOL fCopyCorpse);
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extern int gmsgStartRnd;
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extern int gmsgEndRnd;
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extern int gmsgTeamInfo;
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extern int g_iPlayersPerTeam;
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extern int g_iMapTurnedOffArena;
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CDiscArena *g_pArenaList[ MAX_ARENAS ];
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char *g_szCountDownVox[6] =
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{
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"die",
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"one",
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"two",
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"three",
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"four",
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};
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char *g_szTeamNames[3] =
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{
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"",
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"red",
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"blue",
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};
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int InArenaMode()
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{
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if ( g_iMapTurnedOffArena )
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return FALSE;
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if ( gpGlobals->maxClients == 1 || (CVAR_GET_FLOAT("rc_arena") == 0) )
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return FALSE;
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return TRUE;
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}
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LINK_ENTITY_TO_CLASS( disc_arena, CDiscArena );
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// NOTE:
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// We store queue position in pev->playerclass, so it's automatically pushed
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// down to the client. The scoreboard uses pev->playerclass to display the
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// positions of the players in the queue.
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void CDiscArena::Spawn( void )
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{
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pev->groupinfo = 1 << (g_iNextArenaGroupInfo++);
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Reset();
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// Initialize
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m_iMaxRounds = static_cast<int>(CVAR_GET_FLOAT("rc_rounds"));
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m_iPlayersPerTeam = g_iPlayersPerTeam;
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SetThink( NULL );
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}
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void CDiscArena::Reset( void )
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{
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// Remove all clients in the queue
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for ( int i = 1; i <= gpGlobals->maxClients; i++ )
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{
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CBasePlayer *pPlayer = (CBasePlayer *)UTIL_PlayerByIndex( i );
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if (pPlayer && (pPlayer->m_pCurrentArena == this) && pPlayer->m_bHasDisconnected != TRUE )
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{
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RemoveClient( pPlayer );
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// Move her into spectator mode
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//MoveToSpectator( pPlayer );
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}
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}
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m_pPlayerQueue = NULL;
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m_iPlayers = 0;
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m_flTimeLimitOver = 0;
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m_bShownTimeWarning = FALSE;
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m_iArenaState = ARENA_WAITING_FOR_PLAYERS;
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memset( m_hCombatants, 0, sizeof( m_hCombatants ) );
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SetThink( NULL );
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pev->nextthink = 0;
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}
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//-----------------------------------------------------------------------------
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// Purpose: Start a battle. Spawn all the players, and begin the countdown.
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//-----------------------------------------------------------------------------
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void CDiscArena::StartBattle( void )
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{
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m_iCurrRound = 0;
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m_iTeamOneScore = m_iTeamTwoScore = 0;
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// First, set all players in this arena to "didn't play"
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for ( int i = 1; i <= gpGlobals->maxClients; i++ )
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{
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CBasePlayer *pPlayer = (CBasePlayer *)UTIL_PlayerByIndex( i );
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if (pPlayer && (pPlayer->m_pCurrentArena == this) && pPlayer->m_bHasDisconnected != TRUE )
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pPlayer->m_iLastGameResult = GAME_DIDNTPLAY;
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}
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// Get the players in the battle
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for ( int i = 0; i < (m_iPlayersPerTeam * 2); i++ )
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{
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CBasePlayer *pCurr;
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// Check to see if this slot's already full
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if ( m_hCombatants[ i ] )
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{
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pCurr = (CBasePlayer*)(CBaseEntity*)m_hCombatants[ i ];
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}
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else
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{
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// Pop a new player from the queue
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pCurr = GetNextPlayer();
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if (!pCurr)
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{
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// Couldnt get enough players. Reset.
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Reset();
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return;
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}
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}
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// Set her team number
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if ( i < m_iPlayersPerTeam )
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pCurr->pev->team = 1;
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else
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pCurr->pev->team = 2;
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pCurr->pev->iuser4 = pCurr->pev->team;
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char sz[128];
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sprintf(sz, "Arena %d", pev->groupinfo );
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MESSAGE_BEGIN( MSG_ALL, gmsgTeamInfo );
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WRITE_BYTE( pCurr->entindex() );
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WRITE_STRING( sz );
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MESSAGE_END();
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// Add her to the list of combatants
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m_hCombatants[ i ] = pCurr;
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// Force her to update her clientinfo, so her colors match her team
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ClientUserInfoChanged( pCurr->edict(), g_engfuncs.pfnGetInfoKeyBuffer( pCurr->edict() ) );
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}
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// Start the first round
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StartRound();
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}
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//-----------------------------------------------------------------------------
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// Purpose: Start the next round in the match
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//-----------------------------------------------------------------------------
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void CDiscArena::StartRound( void )
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{
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m_iCurrRound++;
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m_iSecondsTillStart = ARENA_TIME_PREBATTLE;
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m_flTimeLimitOver = gpGlobals->time + ARENA_TIME_ROUNDLIMIT;
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RestoreWorldObjects();
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// Tell the clients
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for ( int iPlayerNum = 1; iPlayerNum <= gpGlobals->maxClients; iPlayerNum++ )
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{
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CBasePlayer *pPlayer = (CBasePlayer *)UTIL_PlayerByIndex( iPlayerNum );
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if (pPlayer && (pPlayer->pev->groupinfo & pev->groupinfo) && (pPlayer->m_bHasDisconnected != TRUE) )
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{
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MESSAGE_BEGIN( MSG_ONE, gmsgStartRnd, NULL, pPlayer->edict() );
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WRITE_BYTE( m_iCurrRound );
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WRITE_BYTE( m_iSecondsTillStart );
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WRITE_BYTE( (m_iPlayersPerTeam * 2) );
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// Send down all the players in the round
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for ( int j = 0; j < (m_iPlayersPerTeam * 2); j++ )
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{
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if (m_hCombatants[j])
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WRITE_SHORT( ((CBaseEntity*)m_hCombatants[j])->entindex() );
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}
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MESSAGE_END();
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}
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}
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// Spawn all the players in the round
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for ( int i = 0; i < (m_iPlayersPerTeam * 2); i++ )
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{
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CBasePlayer *pPlayer = ((CBasePlayer*)(CBaseEntity*)m_hCombatants[i]);
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if ( pPlayer )
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{
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// make sure the player's groupinfo is set the arena's groupinfo
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pPlayer->pev->groupinfo = pev->groupinfo;
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// is the player an observer?
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if ( pPlayer->IsObserver() )
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{
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SpawnCombatant( pPlayer );
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}
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// Remove any powerups
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pPlayer->RemoveAllPowerups();
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}
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}
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// Start counting down
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m_iArenaState = ARENA_COUNTDOWN;
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pev->nextthink = gpGlobals->time + 0.1;
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SetThink( &CDiscArena::CountDownThink );
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}
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//-----------------------------------------------------------------------------
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// Purpose: Make sure all the Combatants in the game a valid. Return FALSE if not.
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//-----------------------------------------------------------------------------
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int CDiscArena::ValidateCombatants( void )
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{
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for ( int i = 0; i < (m_iPlayersPerTeam * 2); i++ )
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{
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CBasePlayer *pPlayer = ((CBasePlayer*)(CBaseEntity*)m_hCombatants[i]);
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if ( !pPlayer )
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return FALSE;
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if ( pPlayer->m_bHasDisconnected )
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return FALSE;
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}
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return TRUE;
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}
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//-----------------------------------------------------------------------------
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// Purpose: Restore all the world objects
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//-----------------------------------------------------------------------------
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void CDiscArena::RestoreWorldObjects( void )
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{
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CBaseEntity *pFunc = NULL;
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while ((pFunc = UTIL_FindEntityByClassname( pFunc, "func_plat_toggleremove" )) != NULL)
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{
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((CPlatToggleRemove*)pFunc)->Reset();
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}
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while ((pFunc = UTIL_FindEntityByClassname( pFunc, "func_disctoggle" )) != NULL)
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{
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((CDiscTarget*)pFunc)->Reset();
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}
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// Disable powerups
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while ((pFunc = UTIL_FindEntityByClassname( pFunc, "item_powerup" )) != NULL)
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{
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((CDiscwarPowerup*)pFunc)->Disable();
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}
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}
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void CDiscArena::BattleThink( void )
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{
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if ( gpGlobals->time >= m_flTimeLimitOver - 1.0 )
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{
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pev->nextthink = gpGlobals->time + 1.0;
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SetThink( &CDiscArena::TimeOver );
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return;
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}
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if ( !CheckBattleOver() )
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{
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pev->nextthink = gpGlobals->time + 1.0;
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose: Countdown to the round start
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//-----------------------------------------------------------------------------
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void CDiscArena::CountDownThink( void )
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{
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// Freeze everyone until there's 3 seconds to go
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if ( m_iSecondsTillStart == 3 )
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{
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for ( int i = 0; i < (m_iPlayersPerTeam * 2); i++ )
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{
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if (m_hCombatants[i])
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((CBaseEntity*)m_hCombatants[i])->pev->maxspeed = 320;
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}
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}
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m_iSecondsTillStart--;
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// Play countdown VOX
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if (m_iSecondsTillStart < 5)
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{
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// Speech
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for ( int i = 0; i < (m_iPlayersPerTeam * 2); i++ )
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{
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if (m_hCombatants[i])
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((CBasePlayer*)(CBaseEntity*)m_hCombatants[i])->ClientHearVox( g_szCountDownVox[ m_iSecondsTillStart ] );
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}
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}
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// Send the message to the clients in the arena
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for ( int i = 1; i <= gpGlobals->maxClients; i++ )
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{
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CBasePlayer *pPlayer = (CBasePlayer *)UTIL_PlayerByIndex( i );
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if (pPlayer && (pPlayer->pev->groupinfo & pev->groupinfo) && pPlayer->m_bHasDisconnected != TRUE)
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{
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MESSAGE_BEGIN( MSG_ONE, gmsgStartRnd, NULL, pPlayer->edict() );
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WRITE_BYTE( m_iCurrRound );
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WRITE_BYTE( m_iSecondsTillStart );
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WRITE_BYTE( 0 );
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MESSAGE_END();
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}
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}
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if (m_iSecondsTillStart)
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{
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pev->nextthink = gpGlobals->time + 1.0;
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}
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else
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{
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m_iArenaState = ARENA_BATTLE_IN_PROGRESS;
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// Enable powerups
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CBaseEntity *pFunc = NULL;
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while ((pFunc = UTIL_FindEntityByClassname( pFunc, "item_powerup" )) != NULL)
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{
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((CDiscwarPowerup*)pFunc)->Enable();
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}
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pev->nextthink = gpGlobals->time + 1.0;
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SetThink( &CDiscArena::BattleThink );
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose: A player in the battle has died. See if we need to restart the battle.
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//-----------------------------------------------------------------------------
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void CDiscArena::PlayerKilled( CBasePlayer *pPlayer )
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{
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// Check to see if the battle's over in 5 seconds
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if ( m_iArenaState == ARENA_BATTLE_IN_PROGRESS || m_iArenaState == ARENA_COUNTDOWN )
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{
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if ( !CheckBattleOver() )
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{
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pev->nextthink = gpGlobals->time + 0.5;
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SetThink( &CDiscArena::CheckOverThink );
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}
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose: A player in the battle has respawned. Move them to observer mode.
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//-----------------------------------------------------------------------------
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void CDiscArena::PlayerRespawned( CBasePlayer *pPlayer )
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{
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if ( m_iArenaState == ARENA_BATTLE_IN_PROGRESS )
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{
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// Move the player into Spectator mode
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MoveToSpectator( pPlayer );
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}
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else if ( m_iArenaState == ARENA_SHOWING_SCORES && ( m_iTeamOneScore >= m_iMaxRounds || m_iTeamTwoScore >= m_iMaxRounds ) )
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{
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// Battle is over. If there's only 2 players in the game, just respawn.
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// Otherwise, move to spectator.
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int iNumPlayers = 0;
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for ( int i = 1; i <= gpGlobals->maxClients; i++ )
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{
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CBasePlayer *pPlayer = (CBasePlayer *)UTIL_PlayerByIndex( i );
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if (pPlayer && pPlayer->m_bHasDisconnected != TRUE)
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iNumPlayers++;
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}
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// Move the player into Spectator mode if there are more players
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if ( iNumPlayers > 2 )
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MoveToSpectator( pPlayer );
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose: Move the player to a spectating position
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//-----------------------------------------------------------------------------
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void CDiscArena::MoveToSpectator( CBasePlayer *pPlayer )
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{
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// Find the spectator spawn position
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CBaseEntity *pSpot = UTIL_FindEntityByClassname( NULL, "info_player_spectator");
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if ( pSpot )
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{
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pPlayer->StartObserver( pSpot->pev->origin, pSpot->pev->angles);
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}
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else
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{
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// Find any spawn point
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edict_t *pentSpawnSpot = EntSelectSpawnPoint( pPlayer );
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pPlayer->StartObserver( VARS(pentSpawnSpot)->origin, VARS(pentSpawnSpot)->angles);
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}
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pPlayer->pev->team = 0;
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pPlayer->Observer_SetMode( OBS_LOCKEDVIEW );
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}
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//-----------------------------------------------------------------------------
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// Purpose: Battle is over.
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//-----------------------------------------------------------------------------
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void CDiscArena::BattleOver( void )
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{
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pev->nextthink = gpGlobals->time + 3;
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SetThink( &CDiscArena::FinishedThink );
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m_iSecondsTillStart = ARENA_TIME_VIEWSCORES;
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m_iArenaState = ARENA_SHOWING_SCORES;
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RestoreWorldObjects();
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}
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//-----------------------------------------------------------------------------
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// Purpose: Round timelimit has been hit
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//-----------------------------------------------------------------------------
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void CDiscArena::TimeOver( void )
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{
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// Display the 10 second warning first
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if ( !m_bShownTimeWarning )
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{
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m_bShownTimeWarning = TRUE;
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for ( int i = 1; i <= gpGlobals->maxClients; i++ )
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{
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CBasePlayer *pPlayer = (CBasePlayer *)UTIL_PlayerByIndex( i );
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if (pPlayer && (pPlayer->pev->groupinfo & pev->groupinfo) && pPlayer->m_bHasDisconnected != TRUE)
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ClientPrint( pPlayer->pev, HUD_PRINTCENTER, "#Time_Warning" );
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}
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pev->nextthink = gpGlobals->time + 10;
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}
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else
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{
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for ( int i = 1; i <= gpGlobals->maxClients; i++ )
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{
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CBasePlayer *pPlayer = (CBasePlayer *)UTIL_PlayerByIndex( i );
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if (pPlayer && (pPlayer->pev->groupinfo & pev->groupinfo) && (pPlayer->m_bHasDisconnected != TRUE) )
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ClientPrint( pPlayer->pev, HUD_PRINTCENTER, "#Time_Over" );
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}
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// Increment both scores to force the game to end
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m_iTeamOneScore++;
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m_iTeamTwoScore++;
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BattleOver();
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}
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}
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bool CDiscArena::CheckBattleOver( void )
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{
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bool bTeamOneAlive = false;
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bool bTeamTwoAlive = false;
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// See if the battle is finished
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for ( int i = 0; i < (m_iPlayersPerTeam * 2); i++ )
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{
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if ( m_hCombatants[i] != 0 && ((CBasePlayer*)(CBaseEntity*)m_hCombatants[i])->IsAlive() )
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{
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if ( ((CBaseEntity*)m_hCombatants[i])->pev->team == 1 )
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bTeamOneAlive = true;
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else if ( ((CBaseEntity*)m_hCombatants[i])->pev->team == 2 )
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bTeamTwoAlive = true;
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}
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}
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if ( !bTeamOneAlive || !bTeamTwoAlive )
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{
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// Battle is finished.
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if (bTeamOneAlive)
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{
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m_iWinningTeam = 1;
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m_iTeamOneScore++;
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}
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else
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{
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m_iWinningTeam = 2;
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m_iTeamTwoScore++;
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}
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int iTeamInTheLead = 0;
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if ( m_iTeamOneScore > m_iTeamTwoScore )
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iTeamInTheLead = 1;
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else if ( m_iTeamOneScore < m_iTeamTwoScore )
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iTeamInTheLead = 2;
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// Send the message to the clients in the arena
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for ( int iPlayerNum = 1; iPlayerNum <= gpGlobals->maxClients; iPlayerNum++ )
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{
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CBasePlayer *pPlayer = (CBasePlayer*)UTIL_PlayerByIndex( iPlayerNum );
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if (pPlayer && (pPlayer->pev->groupinfo & pev->groupinfo) && (pPlayer->m_bHasDisconnected != TRUE) )
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{
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MESSAGE_BEGIN( MSG_ONE, gmsgEndRnd, NULL, pPlayer->edict() );
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WRITE_BYTE( m_iCurrRound );
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WRITE_BYTE( 1 );
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WRITE_BYTE( m_iPlayersPerTeam );
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// Send down the winners of this round
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for (int i = 0; i < (m_iPlayersPerTeam * 2); i++)
|
|
{
|
|
CBasePlayer *pPlayer = (CBasePlayer*)(CBaseEntity*)m_hCombatants[i];
|
|
if ( !pPlayer || pPlayer->pev->team != m_iWinningTeam )
|
|
continue;
|
|
|
|
WRITE_SHORT( pPlayer->entindex() );
|
|
}
|
|
|
|
// Send down the team who's winning the battle now
|
|
if ( iTeamInTheLead == 0 )
|
|
{
|
|
// It's a draw at the moment.
|
|
// No need to send down player data.
|
|
WRITE_BYTE( 0 );
|
|
}
|
|
else
|
|
{
|
|
WRITE_BYTE( m_iPlayersPerTeam );
|
|
// Send down the winners of this round
|
|
for (int i = 0; i < (m_iPlayersPerTeam * 2); i++)
|
|
{
|
|
CBasePlayer *pPlayer = (CBasePlayer*)(CBaseEntity*)m_hCombatants[i];
|
|
if ( !pPlayer || pPlayer->pev->team != iTeamInTheLead )
|
|
continue;
|
|
|
|
WRITE_SHORT( ((CBaseEntity*)m_hCombatants[i])->entindex() );
|
|
}
|
|
}
|
|
|
|
// Send down the scores
|
|
if ( iTeamInTheLead == 1 )
|
|
{
|
|
WRITE_BYTE( m_iTeamOneScore );
|
|
WRITE_BYTE( m_iTeamTwoScore );
|
|
}
|
|
else
|
|
{
|
|
WRITE_BYTE( m_iTeamTwoScore );
|
|
WRITE_BYTE( m_iTeamOneScore );
|
|
}
|
|
|
|
// Send down over or not
|
|
if ( m_iTeamOneScore == m_iMaxRounds || m_iTeamTwoScore == m_iMaxRounds )
|
|
WRITE_BYTE( 1 );
|
|
else
|
|
WRITE_BYTE( 0 );
|
|
|
|
MESSAGE_END();
|
|
}
|
|
}
|
|
|
|
BattleOver();
|
|
return true;
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Check to see if the Battle is over
|
|
//-----------------------------------------------------------------------------
|
|
void CDiscArena::CheckOverThink( void )
|
|
{
|
|
if ( !CheckBattleOver() )
|
|
{
|
|
if ( m_iArenaState == ARENA_COUNTDOWN )
|
|
{
|
|
pev->nextthink = gpGlobals->time + 0.1;
|
|
SetThink( &CDiscArena::CountDownThink );
|
|
}
|
|
else
|
|
{
|
|
pev->nextthink = gpGlobals->time + 0.1;
|
|
SetThink( &CDiscArena::BattleThink );
|
|
}
|
|
}
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Show who won, and then restart the round
|
|
//-----------------------------------------------------------------------------
|
|
void CDiscArena::FinishedThink( void )
|
|
{
|
|
m_iSecondsTillStart--;
|
|
|
|
if (m_iSecondsTillStart)
|
|
{
|
|
pev->nextthink = gpGlobals->time + 1.0;
|
|
}
|
|
else
|
|
{
|
|
SetThink( NULL );
|
|
|
|
// Tell the clients to remove the "Won" window
|
|
for ( int i = 1; i <= gpGlobals->maxClients; i++ )
|
|
{
|
|
CBasePlayer *pPlayer = (CBasePlayer *)UTIL_PlayerByIndex( i );
|
|
|
|
if (pPlayer && (pPlayer->pev->groupinfo & pev->groupinfo) && pPlayer->m_bHasDisconnected != TRUE)
|
|
{
|
|
MESSAGE_BEGIN( MSG_ONE, gmsgEndRnd, NULL, pPlayer->edict() );
|
|
WRITE_BYTE( m_iCurrRound );
|
|
WRITE_BYTE( 0 );
|
|
WRITE_BYTE( 0 );
|
|
MESSAGE_END();
|
|
}
|
|
}
|
|
|
|
// Round is over. See if the match is over too.
|
|
if ( m_iTeamOneScore >= m_iMaxRounds || m_iTeamTwoScore >= m_iMaxRounds )
|
|
{
|
|
// Remove the losers from the combatants list
|
|
for (int i = 0; i < (m_iPlayersPerTeam * 2); i++)
|
|
{
|
|
CBasePlayer *pPlayer = (CBasePlayer*)(CBaseEntity*)m_hCombatants[i];
|
|
if (!pPlayer)
|
|
continue;
|
|
if ( pPlayer->pev->team == m_iWinningTeam )
|
|
{
|
|
pPlayer->m_iDeaths += 1;
|
|
pPlayer->m_iLastGameResult = GAME_WON;
|
|
continue;
|
|
}
|
|
|
|
pPlayer->m_iLastGameResult = GAME_LOST;
|
|
m_hCombatants[i] = NULL;
|
|
}
|
|
|
|
// Then start the next Battle
|
|
PostBattle();
|
|
}
|
|
else
|
|
{
|
|
// Start the next round
|
|
StartRound();
|
|
}
|
|
}
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Spawn a player in this battle
|
|
//-----------------------------------------------------------------------------
|
|
void CDiscArena::SpawnCombatant( CBasePlayer *pPlayer )
|
|
{
|
|
// Make sure she's out of spectator mode
|
|
pPlayer->StopObserver();
|
|
|
|
// Spawn
|
|
g_pGameRules->GetPlayerSpawnSpot( pPlayer );
|
|
|
|
// Prevent movement for a couple of seconds
|
|
pPlayer->pev->maxspeed = 1;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Start a Battle
|
|
//-----------------------------------------------------------------------------
|
|
void CDiscArena::StartBattleThink( void )
|
|
{
|
|
StartBattle();
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Prevent firing during prematch
|
|
//-----------------------------------------------------------------------------
|
|
bool CDiscArena::AllowedToFire( void )
|
|
{
|
|
return ( m_iArenaState == ARENA_BATTLE_IN_PROGRESS );
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: New client was added to the arena
|
|
//-----------------------------------------------------------------------------
|
|
void CDiscArena::AddClient( CBasePlayer *pPlayer, BOOL bCheckStart )
|
|
{
|
|
// Remove them from any arena they're currently in
|
|
if ( pPlayer->m_pCurrentArena != NULL )
|
|
pPlayer->m_pCurrentArena->RemoveClient( pPlayer );
|
|
|
|
m_iPlayers++;
|
|
|
|
pPlayer->pev->groupinfo = pev->groupinfo;
|
|
|
|
// Add her to the queue
|
|
AddPlayerToQueue( pPlayer );
|
|
pPlayer->m_pCurrentArena = this;
|
|
|
|
// Only check a restart if the flag is set
|
|
if ( bCheckStart )
|
|
{
|
|
// Start a game if there's none going, and we now have enough players
|
|
// Allow starting of games if there aren't enough players, but there's more than 1 on the svr.
|
|
//if ( (m_iPlayersPerTeam > 1) && (m_iPlayers > 1) && (m_iPlayers < (m_iPlayersPerTeam * 2)) )
|
|
//m_iPlayersPerTeam = 1;
|
|
// If we're in a battle, and the players-per-team isn't the map's setting, restart the battle
|
|
if ( (m_iArenaState == ARENA_WAITING_FOR_PLAYERS) && ( m_iPlayers >= (m_iPlayersPerTeam * 2) ) )
|
|
{
|
|
// Start a battle in a second to let the clients learn about this new player
|
|
SetThink( &CDiscArena::StartBattleThink );
|
|
pev->nextthink = gpGlobals->time + 1.0;
|
|
}
|
|
else
|
|
{
|
|
// Move her into spectator mode
|
|
MoveToSpectator( pPlayer );
|
|
}
|
|
}
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Client was removed from the arena
|
|
//-----------------------------------------------------------------------------
|
|
void CDiscArena::RemoveClient( CBasePlayer *pPlayer )
|
|
{
|
|
m_iPlayers--;
|
|
|
|
pPlayer->pev->groupinfo = 0;
|
|
pPlayer->m_pCurrentArena = NULL;
|
|
|
|
// Is she in the current battle?
|
|
if ( pPlayer->pev->playerclass != 0 )
|
|
{
|
|
// No, she's in the queue, so remove her.
|
|
RemovePlayerFromQueue( pPlayer );
|
|
}
|
|
else if ( m_iArenaState != ARENA_WAITING_FOR_PLAYERS )
|
|
{
|
|
// This team loses
|
|
m_iWinningTeam = (pPlayer->pev->team == 1) ? 2 : 1;
|
|
if ( m_iWinningTeam == 1 )
|
|
m_iTeamOneScore = m_iMaxRounds - 1; // -1 because we'll get 1 point for winning this round in CheckOverThink
|
|
else
|
|
m_iTeamTwoScore = m_iMaxRounds - 1; // -1 because we'll get 1 point for winning this round in CheckOverThink
|
|
|
|
// Find the player in the combatant list
|
|
for ( int i = 0; i < (m_iPlayersPerTeam * 2); i++ )
|
|
{
|
|
// Check to see if this slot's already full
|
|
if ( m_hCombatants[ i ] == pPlayer )
|
|
{
|
|
m_hCombatants[i] = NULL;
|
|
break;
|
|
}
|
|
}
|
|
|
|
CheckOverThink();
|
|
}
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Add a player to the end of the queue
|
|
//-----------------------------------------------------------------------------
|
|
void CDiscArena::AddPlayerToQueue( CBasePlayer *pPlayer )
|
|
{
|
|
if ( !pPlayer )
|
|
return;
|
|
|
|
if ( m_pPlayerQueue )
|
|
{
|
|
CBasePlayer *pCurr = (CBasePlayer*)(CBaseEntity*)m_pPlayerQueue;
|
|
while ( pCurr->m_pNextPlayer )
|
|
{
|
|
pCurr = (CBasePlayer*)(CBaseEntity*)pCurr->m_pNextPlayer;
|
|
}
|
|
|
|
pCurr->m_pNextPlayer = pPlayer;
|
|
pPlayer->pev->playerclass = pCurr->pev->playerclass + 1;
|
|
}
|
|
else
|
|
{
|
|
m_pPlayerQueue = pPlayer;
|
|
pPlayer->pev->playerclass = 1;
|
|
}
|
|
|
|
pPlayer->m_pNextPlayer = NULL;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Remove a player from the queue
|
|
//-----------------------------------------------------------------------------
|
|
void CDiscArena::RemovePlayerFromQueue( CBasePlayer *pPlayer )
|
|
{
|
|
bool bFoundHer = false;
|
|
|
|
if ( !pPlayer )
|
|
return;
|
|
|
|
CBasePlayer *pCurr = (CBasePlayer*)(CBaseEntity*)m_pPlayerQueue;
|
|
CBasePlayer *pPrev = NULL;
|
|
|
|
while ( pCurr )
|
|
{
|
|
if (pCurr == pPlayer )
|
|
{
|
|
bFoundHer = true;
|
|
if (pPrev)
|
|
pPrev->m_pNextPlayer = pCurr->m_pNextPlayer;
|
|
else
|
|
m_pPlayerQueue = pCurr->m_pNextPlayer;
|
|
}
|
|
else
|
|
{
|
|
pPrev = pCurr;
|
|
|
|
// Adjust all the following player's queue positions
|
|
if (bFoundHer)
|
|
pCurr->pev->playerclass--;
|
|
}
|
|
|
|
pCurr = (CBasePlayer*)(CBaseEntity*)pCurr->m_pNextPlayer;
|
|
}
|
|
|
|
pPlayer->m_pNextPlayer = NULL;
|
|
pPlayer->pev->playerclass = 0;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Get the next player from the queue, and shuffle the rest up
|
|
//-----------------------------------------------------------------------------
|
|
CBasePlayer *CDiscArena::GetNextPlayer( void )
|
|
{
|
|
if ( m_pPlayerQueue == 0 )
|
|
return NULL;
|
|
|
|
CBasePlayer *pCurr = (CBasePlayer*)(CBaseEntity*)m_pPlayerQueue;
|
|
RemovePlayerFromQueue( (CBasePlayer*)(CBaseEntity*)m_pPlayerQueue );
|
|
|
|
return pCurr;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Returns TRUE if the Arena is full
|
|
int CDiscArena::IsFull( void )
|
|
{
|
|
if ( m_iPlayers < (m_iPlayersPerTeam * 2) )
|
|
return FALSE;
|
|
|
|
return TRUE;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Returns the first player in the Arena's queue, if any
|
|
CBasePlayer *CDiscArena::GetFirstSparePlayer( void )
|
|
{
|
|
if ( m_pPlayerQueue == 0 )
|
|
return NULL;
|
|
|
|
return (CBasePlayer*)(CBaseEntity*)m_pPlayerQueue;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Add a client to an Arena. Find the first arena that doesn't have two
|
|
// players in it, and add this player to that. If we find a third player
|
|
// Spectating another arena, grab them and add them to this player's arena.
|
|
void AddClientToArena( CBasePlayer *pPlayer )
|
|
{
|
|
// First, find an arena for this player to be put into
|
|
for (int i = 0; i < MAX_ARENAS; i++)
|
|
{
|
|
if ( g_pArenaList[i]->IsFull() == FALSE )
|
|
{
|
|
int iArenaNumber = i;
|
|
|
|
g_pArenaList[iArenaNumber]->AddClient( pPlayer, TRUE );
|
|
|
|
bool bFoundOne = TRUE;
|
|
// Now, if this arena's not full, try to find more player to join her
|
|
while ( (g_pArenaList[iArenaNumber]->IsFull() == FALSE) && bFoundOne )
|
|
{
|
|
bFoundOne = FALSE;
|
|
|
|
// Cycle through all the arenas and find a spare player
|
|
for (int j = 0; j < MAX_ARENAS; j++)
|
|
{
|
|
CBasePlayer *pSparePlayer = g_pArenaList[j]->GetFirstSparePlayer();
|
|
if (pSparePlayer && pSparePlayer != pPlayer)
|
|
{
|
|
g_pArenaList[j]->RemoveClient( pSparePlayer );
|
|
g_pArenaList[iArenaNumber]->AddClient( pSparePlayer, TRUE );
|
|
bFoundOne = TRUE;
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
// If we couldn't find another player for this arena, just add them to an existing arena
|
|
if ( g_pArenaList[iArenaNumber]->IsFull() == FALSE )
|
|
{
|
|
// Add to the first full arena
|
|
for (int j = 0; j < MAX_ARENAS; j++)
|
|
{
|
|
if ( g_pArenaList[j]->IsFull() )
|
|
{
|
|
// Remove from current
|
|
g_pArenaList[iArenaNumber]->RemoveClient( pPlayer );
|
|
|
|
// Add to full one
|
|
iArenaNumber = j;
|
|
g_pArenaList[iArenaNumber]->AddClient( pPlayer, TRUE );
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
//ALERT( at_console, "ADDED %s to Arena %d\n", STRING(pPlayer->pev->netname), iArenaNumber );
|
|
return;
|
|
}
|
|
}
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Put the specified group of players into the current arena
|
|
int AddPlayers( int iPlayers, int iArenaNum )
|
|
{
|
|
for ( int i = 1; i <= gpGlobals->maxClients; i++ )
|
|
{
|
|
CBasePlayer *pPlayer = (CBasePlayer *)UTIL_PlayerByIndex( i );
|
|
|
|
if (pPlayer && (pPlayer->m_pCurrentArena == NULL) && (pPlayer->m_bHasDisconnected != TRUE) )
|
|
{
|
|
if ( pPlayer->m_iLastGameResult != iPlayers )
|
|
continue;
|
|
|
|
g_pArenaList[iArenaNum]->AddClient( pPlayer, FALSE );
|
|
if ( g_pArenaList[iArenaNum]->IsFull() )
|
|
iArenaNum++;
|
|
}
|
|
}
|
|
|
|
return iArenaNum;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Take all the players not in battles and shuffle them into new groups
|
|
void ShufflePlayers( void )
|
|
{
|
|
int iArenaNum = 0;
|
|
|
|
// Reset all Arenas
|
|
for ( int i = 0; i < MAX_ARENAS; i++)
|
|
{
|
|
g_pArenaList[i]->Reset();
|
|
}
|
|
|
|
// Play the winners off against the other winners first
|
|
iArenaNum = AddPlayers( GAME_WON, iArenaNum );
|
|
// First, add the players who didn't play at all
|
|
iArenaNum = AddPlayers( GAME_DIDNTPLAY, iArenaNum );
|
|
// Then add the losers
|
|
iArenaNum = AddPlayers( GAME_LOST, iArenaNum );
|
|
|
|
// Then tell all full arenas to start
|
|
for (int i = 0; i < MAX_ARENAS; i++)
|
|
{
|
|
if ( g_pArenaList[i]->IsFull() )
|
|
{
|
|
g_pArenaList[i]->StartBattle();
|
|
}
|
|
else
|
|
{
|
|
// If the arena has players in it, move them to the first full arena
|
|
if ( g_pArenaList[i]->m_iPlayers != 0 )
|
|
{
|
|
for ( int j = 1; j <= gpGlobals->maxClients; j++ )
|
|
{
|
|
CBasePlayer *pPlayer = (CBasePlayer *)UTIL_PlayerByIndex( j );
|
|
|
|
if (pPlayer && (pPlayer->m_pCurrentArena == g_pArenaList[i]) && (pPlayer->m_bHasDisconnected != TRUE) )
|
|
{
|
|
// Add to the first arena
|
|
g_pArenaList[0]->AddClient( pPlayer, TRUE );
|
|
|
|
pPlayer->m_iLastGameResult = GAME_DIDNTPLAY;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// The Battle is over. First, check to see if there are games going on in
|
|
// other arenas. If there are, these players go watch one of them for a bit.
|
|
// If all games finish in that time, shuffle all the players and start new
|
|
// games. Otherwise, shuffle all the players who aren't still playing, and
|
|
// start new games with them.
|
|
void CDiscArena::PostBattle( void )
|
|
{
|
|
int iOtherGame = -1;
|
|
// First, see if there are any other games going on in other arenas
|
|
for (int i = 0; i < MAX_ARENAS; i++)
|
|
{
|
|
if ( g_pArenaList[i]->m_iArenaState != ARENA_WAITING_FOR_PLAYERS && g_pArenaList[i] != this )
|
|
{
|
|
iOtherGame = i;
|
|
break;
|
|
}
|
|
}
|
|
|
|
// If there are no other games, just shuffle and start again
|
|
if ( iOtherGame == -1 )
|
|
{
|
|
ShufflePlayers();
|
|
return;
|
|
}
|
|
|
|
// There's another game going on. Move all the players from this arena to it to spectate.
|
|
for ( int i = 1; i <= gpGlobals->maxClients; i++ )
|
|
{
|
|
CBasePlayer *pPlayer = (CBasePlayer *)UTIL_PlayerByIndex( i );
|
|
|
|
if (pPlayer && (pPlayer->pev->groupinfo & pev->groupinfo) && (pPlayer->m_bHasDisconnected != TRUE) )
|
|
{
|
|
g_pArenaList[ iOtherGame ]->AddClient( (CBasePlayer*)pPlayer, TRUE );
|
|
}
|
|
}
|
|
|
|
m_iArenaState = ARENA_WAITING_FOR_PLAYERS;
|
|
}
|