NS/releases/3.03/source/mod/AvHTeam.h

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//======== (C) Copyright 2001 Charles G. Cleveland All rights reserved. =========
//
// The copyright to the contents herein is the property of Charles G. Cleveland.
// The contents may be used and/or copied only with the written permission of
// Charles G. Cleveland, or in accordance with the terms and conditions stipulated in
// the agreement/contract under which the contents have been supplied.
//
// Purpose:
//
// $Workfile: AvHTeam.h $
// $Date: 2002/11/22 21:15:37 $
//
//-------------------------------------------------------------------------------
// $Log: AvHTeam.h,v $
// Revision 1.32 2002/11/22 21:15:37 Flayra
// - Remove owner of entities when player leaves the team
// - Do damage to aliens without hives
// - Fixed bug where a vote could affect a commander that logged in after a vote had been started.
//
// Revision 1.31 2002/11/15 23:31:26 Flayra
// - Added "ready" verification for tourny mode
//
// Revision 1.30 2002/11/12 02:29:33 Flayra
// - Added better standardized logging
//
// Revision 1.29 2002/10/24 21:43:29 Flayra
// - Alien easter eggs
// - Voting fix
//
// Revision 1.28 2002/10/18 22:23:04 Flayra
// - Added beginnings of alien easter eggs
// - Added "we need builders" alert
//
// Revision 1.27 2002/10/03 19:09:55 Flayra
// - New resource model
// - Orders refactoring
// - Tech tree changes
// - Aliens always get initial points when joining
// - Play gamestart sound
// - New trait available trigger
// - Moved voting stuff to server variables
// - Slowed down hints
//
// Revision 1.26 2002/09/23 22:35:43 Flayra
// - Removed hive donation and put in new system for builders
// - Updated tech tree (jetpacks, heavy armor, moved phase)
// - Resource towers set as built on game start
// - Added tons of commander hints (low resource alerts, tell commander about pressing jump key, commander ejected, select troops and give orders, don't just sit there, etc.)
//
// Revision 1.25 2002/09/09 20:08:26 Flayra
// - Added commander voting
// - Added hive info
// - Changed how commander scoring works
//
// Revision 1.24 2002/08/31 18:01:03 Flayra
// - Work at VALVe
//
// Revision 1.23 2002/08/02 21:45:20 Flayra
// - Reworked alerts.
//
// Revision 1.22 2002/07/23 17:32:23 Flayra
// - Resource model overhaul (closed system, random initial points), tech tree changes (new marine upgrades), free resource tower at nearest func_resource
//
// Revision 1.21 2002/07/08 17:19:42 Flayra
// - Added handicapping, map validity checking, reinforcements happen independently of teams now
//
// Revision 1.20 2002/06/25 18:21:33 Flayra
// - New enabled/disabled system for alien weapons, better victory detection, updated tech tree (removed old junk, added armory upgrade), fixed bug where a commander that leaves the game hogged the station, update resources less often (optimization)
//
// Revision 1.19 2002/05/28 18:09:51 Flayra
// - Track number of webs for team, fix for premature victory condition (again), fixed bug where alien upgrades weren't being cleared between levels, causing eventual overflows for alien players after many games, recycling support, spawn in command center when game starts
//
// Revision 1.18 2002/05/23 02:32:57 Flayra
// - Post-crash checkin. Restored @Backup from around 4/16. Contains changes for last four weeks of development.
//
//===============================================================================
#ifndef AVH_TEAM_H
#define AVH_TEAM_H
#include "mod/AvHConstants.h"
#include "mod/AvHOrder.h"
#include "mod/AvHSharedTypes.h"
#include "mod/AvHResearchManager.h"
#include "mod/AvHSpecials.h"
#include "mod/AvHServerPlayerData.h"
#include "mod/AvHTechSlotManager.h"
#include "mod/AvHAlert.h"
class AvHPlayer;
class AvHTeam
{
public:
AvHTeam(AvHTeamNumber inTeamNumber);
bool AddPlayer(int inPlayerIndex);
bool RemovePlayer(int inPlayerIndex);
bool AddResourceTower(int inResourceTowerIndex);
bool RemoveResourceTower(int inResourceTowerIndex);
bool GetHasAtLeastOneActivePlayer(bool* outHasAtLeastOnePlayerOnTeam = NULL) const;
bool GetHasTeamLost() const;
int GetNumBuiltCommandStations() const;
int GetNumActiveHives() const;
bool ProcessRankChange(AvHPlayer* inPlayer, AvHUser3 inOldUser3, AvHUser3 inNewUser3);
#ifdef AVH_PLAYTEST_BUILD
void BalanceChanged();
#endif
bool GetIsReady() const;
void SetIsReady(bool bIsReady = true);
AvHPlayer* GetPlayerFromIndex(int inPlayerIndex);
const AvHPlayer* GetPlayerFromIndex(int inPlayerIndex) const;
AvHClassType GetTeamType(void) const;
void SetTeamType(AvHClassType inType);
const char* GetTeamTypeString(void) const;
float GetTeamResources() const;
void SetTeamResources(float inTeamResources);
float GetTotalResourcesGathered() const;
void AddResourcesGathered(float inResources);
float GetMaxResources(AvHUser3 inUser3) const;
const char* GetTeamName(void) const;
void SetTeamName(const char* inTeamName);
const char* GetTeamPrettyName(void) const;
void SetTeamPrettyName(const char* inTeamName);
bool GetIsPlayerOnTeam(int inPlayerIndex) const;
int GetPlayerCount(bool inCountOnlyDead = false) const;
AvHTeamNumber GetTeamNumber(void) const;
void SetTeamNumber(AvHTeamNumber inTeamNumber);
float GetHandicap() const;
void SetHandicap(float inHandicap);
bool GetIsTechnologyAvailable(AvHMessageID inMessageID) const;
int GetDesiredSpawnCount() const;
float GetInitialPlayerPoints(edict_t* inEdict);
float GetInitialExperience(edict_t* inEdict);
bool SendResourcesGatheredScore(bool inThisTeamOnly = true);
void AddTeamUpgrade(AvHAlienUpgradeCategory inCategory);
AvHAlienUpgradeListType GetAlienUpgrades() const;
bool RemoveAlienUpgradeCategory(AvHAlienUpgradeCategory inCategory);
int GetTeamWideUpgrades() const;
void ProcessTeamUpgrade(AvHMessageID inMessageID, bool inGive);
int GetNumCommanders(void) const;
// returns -1 if no commander assigned yet
int GetCommander() const;
void SetCommander(int inPlayerNumber);
AvHPlayer* GetCommanderPlayer();
void ResetGame();
virtual void SetGameStarted(bool inGameStarted);
HiveInfoListType GetHiveInfoList() const;
// Tech nodes for team
void InitializeTechNodes();
const AvHTechNodes& GetTechNodes() const;
AvHTechNodes& GetTechNodes();
const AvHTechSlotManager& GetTechSlotManager() const;
AvHTechSlotManager& GetTechSlotManager();
void TriggerAddTech(AvHTechID inTechID);
void TriggerRemoveTech(AvHTechID inTechID);
void AddAlert(const AvHAlert& inAlert, AvHMessageID inMessageID = MESSAGE_NULL);
bool GetLastAlert(AvHAlert& outAlert, bool inClearAlert = false, bool inAnyMessage = true, AvHMessageID* ioMessageID = NULL);
const AvHAlert* GetLastAudioAlert() const;
float GetAudioAlertInterval() const;
int GetMenuTechSlots() const;
void GetOrders(OrderListType& outOrderList) const;
bool GetDoesPlayerHaveOrder(int inPlayerIndex);
//void GetPlayersCompletingOrders(const EntityListType& outPlayerList) const;
void SetOrder(const AvHOrder& inOrder);
void KillCS();
void KillHive();
void SpawnHive(Vector* outLocation = NULL, bool inForce = false);
int GetNumWebStrands() const;
void SetNumWebStrands(int inNumWebStrands);
void PlayFunHUDSoundOnce(AvHHUDSound inHUDSound);
void PlayHUDSoundForAlivePlayers(AvHHUDSound inHUDSound) const;
// joev: Bug 0000767
void PlayHUDSoundForAllPlayers(AvHHUDSound inHUDSound) const;
// :joev
bool PlayerVote(int inPlayerIndex, string& outPlayerMessage);
const AvHResearchManager& GetResearchManager() const;
AvHResearchManager& GetResearchManager();
AvHServerPlayerData* GetServerPlayerData(edict_t* inEdict);
void Update();
void UpdateMenuTechSlots();
AlertListType GetAlerts(AvHMessageID inMessageID);
EntityListType GetGroup(int inGroupNumber);
void SetGroup(int inGroupNumber, EntityListType& inEntityListType);
AvHUser3 GetGroupType(int inGroupNumber);
EntityListType GetSelectAllGroup();
void SetSelectAllGroup(EntityListType& inGroup);
private:
void AddTechNode(AvHMessageID inMessageID, AvHTechID inTechID, AvHTechID inPrereq1 = TECH_NULL, AvHTechID inPrereq2 = TECH_NULL, bool inAllowMultiples = true, bool inResearched = false);
void SpawnResourceTower();
void Init();
void InitializeCombatTechNodes();
void InitializeRandomResourceShares();
bool GetTeamHasAbilityToRespawn() const;
void ResetServerPlayerData();
void RespawnLongestWaitingPlayer();
void UpdateAlerts();
void UpdateHints();
void UpdateCommanderScore();
void UpdateInventoryEnabledState();
void UpdateReinforcementWave();
void UpdateOrders();
void UpdateResearch();
void UpdateResources();
void UpdateServerPlayerData();
void UpdateTeamStructures();
void UpdatePlayers();
void UpdateVoting();
float WithdrawPointsViaRandomShares(int inPlayerIndex);
AvHClassType mTeamType;
string mTeamName;
string mTeamPrettyName;
AvHTeamNumber mTeamNumber;
float mLastResourceUpdateTime;
float mLastCommandScoreUpdateTime;
float mLastInjectionTime;
float mLastHiveSpawnTime;
float mLastPlayerUpdateTime;
float mLastServerPlayerDataUpdateTime;
Vector mStartingLocation;
// List of player entindices
EntityListType mPlayerList;
EntityListType mResourceTowerList;
OrderListType mOrderList;
//EntityListType mPlayersCompletingOrder;
int mCommander;
int mCommanderWhenVoteStarted;
// Voting variables
bool mVoteStarted;
int mVotes;
int mPreviousVotes;
EntityListType mVotingPlayers;
int mVotesNeeded;
float mTimeVoteStarted;
float mTeamResources;
float mHandicap;
//AvHMessageID mResearchingTech;
AvHResearchManager mResearchManager;
AvHAlienUpgradeListType mAlienUpgrades;
int mTeamWideUpgrades;
int mNumWebStrands;
typedef vector<int> RandomResourceShareListType;
RandomResourceShareListType mRandomResourceShares;
typedef map<int, RandomResourceShareListType> PlayerSharesListType;
PlayerSharesListType mPlayerShares;
int mTotalShareWeight;
typedef map<string, AvHServerPlayerData> AvHServerPlayerDataListType;
AvHServerPlayerDataListType mServerPlayerData;
HiveInfoListType mHiveInfoList;
float mTimeOfLastStructureUpdate;
EntityListType mLowResourceAlerts;
float mTimeLastHintUpdate;
float mTimeOfLastTeamHint;
EntityListType mCommandersToldAboutJumpKey;
bool mPlayFunSoundsThisGame;
HUDSoundListType mFunSoundsPlayed;
bool mPlayedSeeDeadPeople;
bool mIsReady;
AvHTechSlotManager mTechSlotManager;
float mTotalResourcesGathered;
int mClientTotalResourcesGathered;
int mMenuTechSlots;
int mNumActiveHives;
int mNumBuiltCommandStations;
// Store alerts by message ID. This message ID is used to fetch then when the commander presses the button on the UI. General alerts use MESSAGE_NULL.
typedef map<AvHMessageID, AlertListType> MessageAlertListType;
MessageAlertListType mAlertList;
EntityListType mGroups[kNumHotkeyGroups];
AvHUser3 mGroupTypes[kNumHotkeyGroups];
EntityListType mSelectAllGroup;
float mTimeReinforcementWaveComplete;
};
#endif