diff options
| author | FluorescentCIAAfricanAmerican <[email protected]> | 2020-04-22 12:56:21 -0400 |
|---|---|---|
| committer | FluorescentCIAAfricanAmerican <[email protected]> | 2020-04-22 12:56:21 -0400 |
| commit | 3bf9df6b2785fa6d951086978a3e66f49427166a (patch) | |
| tree | 2c0f1f0c63c4832882bc93814ebd2c2b1c6224e5 /game/server/team_control_point_master.h | |
| download | archived-source-engine-2018-hl2-src-master.tar.xz archived-source-engine-2018-hl2-src-master.zip | |
Diffstat (limited to 'game/server/team_control_point_master.h')
| -rw-r--r-- | game/server/team_control_point_master.h | 221 |
1 files changed, 221 insertions, 0 deletions
diff --git a/game/server/team_control_point_master.h b/game/server/team_control_point_master.h new file mode 100644 index 0000000..3ca0d60 --- /dev/null +++ b/game/server/team_control_point_master.h @@ -0,0 +1,221 @@ +//========= Copyright Valve Corporation, All rights reserved. ============// +// +// Purpose: +// +//============================================================================= + +#ifndef TEAM_CONTROL_POINT_MASTER_H +#define TEAM_CONTROL_POINT_MASTER_H +#ifdef _WIN32 +#pragma once +#endif + +#include "utlmap.h" +#include "team.h" +#include "teamplay_gamerules.h" +#include "team_control_point.h" +#include "trigger_area_capture.h" +#include "team_objectiveresource.h" +#include "team_control_point_round.h" + +#define CPM_THINK "CTeamControlPointMasterCPMThink" +#define CPM_POSTINITTHINK "CTeamControlPointMasterCPMPostInitThink" + +//----------------------------------------------------------------------------- +// Purpose: One ControlPointMaster is spawned per level. Shortly after spawning it detects all the Control +// points in the map and puts them into the m_ControlPoints. From there it detects the state +// where all points are captured and resets them if necessary It gives points every time interval to +// the owners of the points +//----------------------------------------------------------------------------- +class CTeamControlPointMaster : public CBaseEntity +{ + DECLARE_CLASS( CTeamControlPointMaster, CBaseEntity ); + + // Derived, game-specific control point masters must override these functions +public: + CTeamControlPointMaster(); + + // Used to find game specific entities + virtual const char *GetControlPointName( void ) { return "team_control_point"; } + virtual const char *GetControlPointRoundName( void ) { return "team_control_point_round"; } + +public: + virtual void Spawn( void ); + virtual void UpdateOnRemove( void ); + virtual bool KeyValue( const char *szKeyName, const char *szValue ); + virtual void Precache( void ); + virtual void Activate( void ); + + void RoundRespawn( void ); + void Reset( void ); + + int GetNumPoints( void ){ return m_ControlPoints.Count(); } + int GetNumPointsOwnedByTeam( int iTeam ); + int CalcNumRoundsRemaining( int iTeam ); + + bool IsActive( void ) { return ( m_bDisabled == false ); } + + void FireTeamWinOutput( int iWinningTeam ); + + bool IsInRound( CTeamControlPoint *pPoint ); + void CheckWinConditions( void ); + + bool WouldNewCPOwnerWinGame( CTeamControlPoint *pPoint, int iNewOwner ); + + int GetBaseControlPoint( int iTeam ); + bool IsBaseControlPoint( int iPointIndex ); + + bool PlayingMiniRounds( void ){ return ( m_ControlPointRounds.Count() > 0 ); } + int GetNumRounds( void ) { return m_ControlPointRounds.Count(); } + const CTeamControlPointRound* GetRoundByIndex( int nIndex ) const; + + float PointLastContestedAt( int point ); + CTeamControlPoint *GetControlPoint( int point ) + { + Assert( point >= 0 ); + Assert( point < MAX_CONTROL_POINTS ); + + for ( unsigned int i = 0; i < m_ControlPoints.Count(); i++ ) + { + CTeamControlPoint *pPoint = m_ControlPoints[i]; + if ( pPoint && pPoint->GetPointIndex() == point ) + return pPoint; + } + + return NULL; + } + + CTeamControlPointRound *GetCurrentRound( void ) + { + if ( !PlayingMiniRounds() || m_iCurrentRoundIndex == -1 ) + { + return NULL; + } + + return m_ControlPointRounds[m_iCurrentRoundIndex]; + } + + string_t GetRoundToUseAfterRestart( void ) + { + int nCurrentPriority = -1; + int nHighestPriority = -1; + + string_t nRetVal = NULL_STRING; + + if ( PlayingMiniRounds() && GetCurrentRound() ) + { + nCurrentPriority = GetCurrentRound()->GetPriorityValue(); + nHighestPriority = GetHighestRoundPriorityValue(); + + // if the current round has the highest priority, then use it again + if ( nCurrentPriority == nHighestPriority ) + { + nRetVal = GetCurrentRound()->GetEntityName(); + } + } + + return nRetVal; + } + + void FireRoundStartOutput( void ); + void FireRoundEndOutput( void ); + + bool ShouldScorePerCapture( void ){ return m_bScorePerCapture; } + bool ShouldPlayAllControlPointRounds( void ){ return m_bPlayAllRounds; } + int NumPlayableControlPointRounds( void ); // checks to see if there are any more rounds to play (but doesn't actually "get" one to play) + +#ifdef STAGING_ONLY + void ListRounds( void ); +#endif + + float GetPartialCapturePointRate( void ); + + void SetLastOwnershipChangeTime( float m_flTime ) { m_flLastOwnershipChangeTime = m_flTime; } + float GetLastOwnershipChangeTime( void ) { return m_flLastOwnershipChangeTime; } + + int GetCurrentRoundIndex() { return m_iCurrentRoundIndex; } + bool ShouldSwitchTeamsOnRoundWin( void ) { return m_bSwitchTeamsOnWin; } + +private: + void EXPORT CPMThink( void ); + + void SetBaseControlPoints( void ); + int TeamOwnsAllPoints( CTeamControlPoint *pOverridePoint = NULL, int iOverrideNewTeam = TEAM_UNASSIGNED ); + + bool FindControlPoints( void ); // look in the map to find active control points + bool FindControlPointRounds( void ); // look in the map to find active control point rounds + bool GetControlPointRoundToPlay( void ); // gets the next round we should play + bool SelectSpecificRound( void ); // selects a specific round to play + + int GetHighestRoundPriorityValue( void ) + { + int nRetVal = -1; + + // rounds are sorted with the higher priority rounds first + for ( int i = 0 ; i < m_ControlPointRounds.Count() ; ++i ) + { + CTeamControlPointRound *pRound = m_ControlPointRounds[i]; + + if ( pRound ) + { + if ( pRound->GetPriorityValue() > nRetVal ) + { + nRetVal = pRound->GetPriorityValue(); + } + } + } + + return nRetVal; + } + + void RegisterRoundBeingPlayed( void ); + + CUtlMap<int, CTeamControlPoint *> m_ControlPoints; + + bool m_bFoundPoints; // true when the control points have been found and the array is initialized + + CUtlVector<CTeamControlPointRound *> m_ControlPointRounds; + int m_iCurrentRoundIndex; + + DECLARE_DATADESC(); + + bool m_bDisabled; + void InputEnable( inputdata_t &inputdata ); + void InputDisable( inputdata_t &inputdata ); + + void InputRoundSpawn( inputdata_t &inputdata ); + void InputRoundActivate( inputdata_t &inputdata ); + void InputSetWinner( inputdata_t &inputdata ); + void InputSetWinnerAndForceCaps( inputdata_t &inputdata ); + void InputSetCapLayout( inputdata_t &inputdata ); + void InputSetCapLayoutCustomPositionX( inputdata_t &inputdata ); + void InputSetCapLayoutCustomPositionY( inputdata_t &inputdata ); + + void InternalSetWinner( int iTeam ); + + void HandleRandomOwnerControlPoints( void ); + + string_t m_iszTeamBaseIcons[MAX_TEAMS]; + int m_iTeamBaseIcons[MAX_TEAMS]; + string_t m_iszCapLayoutInHUD; + + float m_flCustomPositionX; + float m_flCustomPositionY; + + int m_iInvalidCapWinner; + bool m_bSwitchTeamsOnWin; + bool m_bScorePerCapture; + bool m_bPlayAllRounds; + + bool m_bFirstRoundAfterRestart; + + COutputEvent m_OnWonByTeam1; + COutputEvent m_OnWonByTeam2; + + float m_flPartialCapturePointsRate; + float m_flLastOwnershipChangeTime; +}; + +extern CUtlVector< CHandle<CTeamControlPointMaster> > g_hControlPointMasters; + +#endif // TEAM_CONTROL_POINT_MASTER_H |