ef2gamesource/dlls/game/mp_team.cpp
2012-12-31 16:19:55 +01:00

444 lines
12 KiB
C++

//-----------------------------------------------------------------------------
//
// $Logfile:: /Code/DLLs/game/mp_team.cpp $
// $Revision:: 8 $
// $Author:: Steven $
// $Date:: 5/20/03 11:39a $
//
// Copyright (C) 2002 by Ritual Entertainment, Inc.
// All rights reserved.
//
// This source may not be distributed and/or modified without
// expressly written permission by Ritual Entertainment, Inc.
//
// Description:
//
#include "_pch_cpp.h"
#include "mp_manager.hpp"
#include "mp_team.hpp"
//------------------------------------------------------------------
// T E A M
//------------------------------------------------------------------
// Connect events to class methods
CLASS_DECLARATION( Class, Team, NULL )
{
{ NULL, NULL }
};
//================================================================
// Name: Team
// Class: Team
//
// Description: Constructor
//
// Parameters: const str& -- name of the team
//
// Returns: None
//
//================================================================
Team::Team( const str& name ) :
_name(name)
{
_startingHealth = 0;
_maxPlayers = 5;
_wins = 0;
_losses = 0;
_kills = 0;
_deaths = 0;
_points = 0;
_isFighting = false;
}
//================================================================
// Name: ~Team
// Class: Team
//
// Description: Destructor
//
// Parameters: None
//
// Returns: None
//
//================================================================
Team::~Team()
{
}
//================================================================
// Name: AddDeath
// Class: Team
//
// Description: Adds a death for this team if the specified victim
// is indeed on the team. Also notifies all participants
// in the arena of the event.
//
// Parameters: Player *victim -- this team's player who died
// Player *killer -- opposing team's player who made the kill. Not used in base class
//
// Returns: None
//
//================================================================
void Team::AddDeath( Player* victim, Player* )
{
assert(victim);
if (!victim)
{
warning("Team::AddDeath", "NULL Player\n");
return ;
}
if (!_playerList.ObjectInList(victim))
{
warning("Team::AddDeath", va("%s is not a member of %s", victim->client->pers.netname, getName().c_str() ) );
return ;
}
_deaths++ ;
}
//================================================================
// Name: AddKill
// Class: Team
//
// Description: Adds a kill for this team if the specified killer
// is indeed on the team.
//
// Parameters: Player* killer -- this team's player who made the kill
// Player* victim -- opposing team's player who died. Not used base class
//
// Returns: None
//
//================================================================
void Team::AddKill( Player *killer, Player * )
{
assert(killer);
if (!killer)
{
warning("Team::AddKill", "NULL Player\n");
return ;
}
if (!_playerList.ObjectInList(killer))
{
warning("Team::AddKill", va("%s is not a member of %s", killer->client->pers.netname, getName().c_str() ) );
return ;
}
_kills++ ;
}
void Team::addPoints( Player *killer, int points )
{
int oldPoints;
Q_UNUSED(killer);
/* if ( killer && !_playerList.ObjectInList(killer))
{
assert( !"Player not in list" );
warning("Team::AddKill", va("%s is not a member of %s", killer->client->pers.netname, getName().c_str() ) );
return ;
} */
oldPoints = _points;
_points += points;
multiplayerManager.teamPointsChanged( this, oldPoints, _points );
}
//================================================================
// Name: Win
// Class: Team
//
// Description: Increments number of wins for this team.
//
// Parameters: None
//
// Returns: None
//
//================================================================
void Team::Win()
{
_wins++ ;
}
//================================================================
// Name: Lose
// Class: Team
//
// Description: Increments number of losses for this team
//
// Parameters: None
//
// Returns: None
//
//================================================================
void Team::Lose()
{
_losses++ ;
}
//================================================================
// Name: BeginMatch
// Class: Team
//
// Description: Activates all the players on the team
//
// Parameters: None
//
// Returns: None
//
//================================================================
void Team::BeginMatch()
{
for (int idx = 1; idx <= _playerList.NumObjects(); idx++)
{
Player *player = _playerList.ObjectAt(idx);
assert(player);
if (!player)
{
warning("Team::endMatch", "NULL Player in team list\n");
continue ;
}
_activatePlayer(player);
}
}
//================================================================
// Name: EndMatch
// Class: Team
//
// Description: Deactivates all the players on the team
// (turns off fighting).
//
// Parameters: None
//
// Returns: None
//
//================================================================
void Team::EndMatch()
{
for (int idx = 1; idx <= _playerList.NumObjects(); idx++)
{
Player *player = _playerList.ObjectAt(idx);
assert(player);
if (!player)
{
warning("Team::endMatch", "NULL Player in team list\n");
continue ;
}
_deactivatePlayer(player);
}
}
//================================================================
// Name: AddPlayer
// Class: Team
//
// Description: Adds a player to the team.
//
// Parameters: Player* -- player to add
//
// Returns: None
//
//================================================================
void Team::AddPlayer( Player* player )
{
assert(player);
if (!player)
{
warning("Team::AddPlayer", va("Attempt to add NULL player to %s\n", getName().c_str() ) );
return ;
}
if (_playerList.NumObjects() == _maxPlayers)
{
warning("Team::AddPlayer", va("The %s team is full!\n", getName().c_str() ) );
return ;
}
_playerList.AddObject(player);
//player->SetMultiplayerTeam(this);
// If we are in the middle of a match, prepare them for fighting
if (isFighting())
{
_activatePlayer( player );
}
}
//================================================================
// Name: RemovePlayer
// Class: Team
//
// Description: Removes a player from the team
//
// Parameters: Player* -- player to remove
//
// Returns: None
//
//================================================================
void Team::RemovePlayer( Player *player )
{
assert(player);
if (!player)
{
warning("Team::RemovePlayer", va("Attempt to add NULL player to %s\n", getName().c_str() ) );
return ;
}
if ( !_playerList.ObjectInList( player ) )
{
warning("Team::RemovePlayer", va("Player %s is not on team %s\n", player->client->pers.netname, getName().c_str() ) );
return ;
}
_playerList.RemoveObject(player);
//player->SetMultiplayerTeam(NULL);
}
//================================================================
// Name: AddStartingAmmo
// Class: Team
//
// Description: Adds the specified ammo to the list of initial ammo
// to give players on this team.
//
// Parameters: SimpleAmmoType -- ammo to add
//
// Returns: None
//
//================================================================
void Team::AddStartingAmmo( const SimpleAmmoType &ammo )
{
_ammoList.AddObject(ammo);
}
//================================================================
// Name: AddStartingWeapon
// Class: Team
//
// Description: Adds the specified starting weapon to the list of
// weapons.
//
// Parameters: const str& -- weapon to add
//
// Returns: None
//
//================================================================
void Team::AddStartingWeapon( const str& weaponName )
{
_weaponList.AddObject(weaponName);
}
//----------------------------------------------------------------
// P R O T E C T E D M E T H O D S
//----------------------------------------------------------------
//================================================================
// Name: _giveInitialConditions
// Class: Team
//
// Description: Gives the specified player the starting health, ammo,
// and weapons for this team. If starting health is 0,
// no health is applied to the player meaning the player
// will get the arena default (typically 100).
//
// Parameters: Player* -- player to recieve initial conditions
//
// Returns: None
//
//================================================================
void Team::_giveInitialConditions( Player *player )
{
assert(player);
if (!player)
{
warning("Team::_giveWeaponsAndAmmo", "NULL Player passed\n");
return ;
}
if (isStartingHealth())
{
// Event* healthEvent = new Event(EV_Set_Health);
// healthEvent->AddInteger(getStartingHealth());
// player->ProcessEvent(healthEvent);
}
int idx = 0;
// Give weapons
for (idx=1; idx <= _weaponList.NumObjects(); idx++)
{
multiplayerManager.givePlayerItem( player->entnum, _weaponList.ObjectAt(idx) );
//player->giveItem( _weaponList.ObjectAt(idx), 1 );
}
// Give ammo
for (idx=1; idx <= _ammoList.NumObjects(); idx++)
{
SimpleAmmoType& ammo = _ammoList.ObjectAt(idx);
player->giveItem( ammo.type, ammo.amount );
}
}
//================================================================
// Name: _activatePlayer
// Class: Team
//
// Description: Activates the specified player. This player is
// given any special weapons and ammo and the appropriate
// starting health (if any).
//
// This routine also attempts to give the player a
// team speicfic spawn point if there is one.
//
//
// Parameters: Player* -- player to activate
//
// Returns: None
//
//================================================================
void Team::_activatePlayer( Player *player )
{
_giveInitialConditions(player);
multiplayerManager.allowFighting( true );
player->takedamage = DAMAGE_YES ;
}
//================================================================
// Name: _deactivatePlayer
// Class: Team
//
// Description: Removes the player from battle. For now, this is
// simply turning off the fighting enabled flag and
// putting them into spectator mode.
//
// Parameters: Player* -- player to deactivate
//
// Returns: None
//
//================================================================
void Team::_deactivatePlayer( Player *player )
{
assert(player);
if (!player)
{
warning("Team::_deactivatePlayer", va("NULL Player passed to %s team\n", getName().c_str() ) );
return ;
}
multiplayerManager.allowFighting( false );
player->takedamage = DAMAGE_NO ;
}