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authorFluorescentCIAAfricanAmerican <[email protected]>2020-04-22 12:56:21 -0400
committerFluorescentCIAAfricanAmerican <[email protected]>2020-04-22 12:56:21 -0400
commit3bf9df6b2785fa6d951086978a3e66f49427166a (patch)
tree2c0f1f0c63c4832882bc93814ebd2c2b1c6224e5 /game/server/team_control_point_master.h
downloadarchived-source-engine-2018-hl2-src-master.tar.xz
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+//========= 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