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| author | Jørgen P. Tjernø <[email protected]> | 2013-12-02 19:31:46 -0800 |
|---|---|---|
| committer | Jørgen P. Tjernø <[email protected]> | 2013-12-02 19:46:31 -0800 |
| commit | f56bb35301836e56582a575a75864392a0177875 (patch) | |
| tree | de61ddd39de3e7df52759711950b4c288592f0dc /mp/src/game/server/team_control_point_master.h | |
| parent | Mark some more files as text. (diff) | |
| download | source-sdk-2013-f56bb35301836e56582a575a75864392a0177875.tar.xz source-sdk-2013-f56bb35301836e56582a575a75864392a0177875.zip | |
Fix line endings. WHAMMY.
Diffstat (limited to 'mp/src/game/server/team_control_point_master.h')
| -rw-r--r-- | mp/src/game/server/team_control_point_master.h | 428 |
1 files changed, 214 insertions, 214 deletions
diff --git a/mp/src/game/server/team_control_point_master.h b/mp/src/game/server/team_control_point_master.h index 64b1e9b5..b6a7d35d 100644 --- a/mp/src/game/server/team_control_point_master.h +++ b/mp/src/game/server/team_control_point_master.h @@ -1,214 +1,214 @@ -//========= 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 ); }
-
- 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)
-
-// void ListRounds( void );
-
- float GetPartialCapturePointRate( void );
-
- void SetLastOwnershipChangeTime( float m_flTime ) { m_flLastOwnershipChangeTime = m_flTime; }
- float GetLastOwnershipChangeTime( void ) { return m_flLastOwnershipChangeTime; }
-
-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
+//========= 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 ); } + + 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) + +// void ListRounds( void ); + + float GetPartialCapturePointRate( void ); + + void SetLastOwnershipChangeTime( float m_flTime ) { m_flLastOwnershipChangeTime = m_flTime; } + float GetLastOwnershipChangeTime( void ) { return m_flLastOwnershipChangeTime; } + +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 |