Modified source engine (2017) developed by valve and leaked in 2020. Not for commercial purporses
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//=============================================================================
#ifndef TEAM_OBJECTIVERESOURCE_H
#define TEAM_OBJECTIVERESOURCE_H
#ifdef _WIN32
#pragma once
#endif
#include "shareddefs.h"
#define TEAM_ARRAY( index, team ) (index + (team * MAX_CONTROL_POINTS))
//-----------------------------------------------------------------------------
// Purpose: An entity that networks the state of the game's objectives.
// May contain data for objectives that aren't used by your mod, but
// the extra data will never be networked as long as it's zeroed out.
//-----------------------------------------------------------------------------
class CBaseTeamObjectiveResource : public CBaseEntity
{
DECLARE_CLASS( CBaseTeamObjectiveResource, CBaseEntity );
public:
DECLARE_SERVERCLASS();
DECLARE_DATADESC();
CBaseTeamObjectiveResource();
~CBaseTeamObjectiveResource();
virtual void Spawn( void );
virtual int UpdateTransmitState(void);
virtual void ObjectiveThink( void );
//--------------------------------------------------------------------
// CONTROL POINT DATA
//--------------------------------------------------------------------
public:
void ResetControlPoints( void );
// Data functions, called to set up the state at the beginning of a round
void SetNumControlPoints( int num );
int GetNumControlPoints( void ) { return m_iNumControlPoints; }
void SetCPIcons( int index, int iTeam, int iIcon );
void SetCPOverlays( int index, int iTeam, int iIcon );
void SetTeamBaseIcons( int iTeam, int iBaseIcon );
void SetCPPosition( int index, const Vector& vPosition );
void SetCPVisible( int index, bool bVisible );
void SetCPRequiredCappers( int index, int iTeam, int iReqPlayers );
void SetCPCapTime( int index, int iTeam, float flTime );
void SetCPCapPercentage( int index, float flTime );
float GetCPCapPercentage( int index );
void SetTeamCanCap( int index, int iTeam, bool bCanCap );
void SetBaseCP( int index, int iTeam );
void SetPreviousPoint( int index, int iTeam, int iPrevIndex, int iPrevPoint );
int GetPreviousPointForPoint( int index, int team, int iPrevIndex );
bool TeamCanCapPoint( int index, int team );
void SetCapLayoutInHUD( const char *pszLayout ) { Q_strncpy(m_pszCapLayoutInHUD.GetForModify(), pszLayout, MAX_CAPLAYOUT_LENGTH ); }
void SetCapLayoutCustomPosition( float flPositionX, float flPositionY ) { m_flCustomPositionX = flPositionX; m_flCustomPositionY = flPositionY; }
void SetWarnOnCap( int index, int iWarnLevel );
void SetWarnSound( int index, string_t iszSound );
void SetCPGroup( int index, int iCPGroup );
void SetCPLocked( int index, bool bLocked );
void SetTrackAlarm( int index, bool bAlarm );
void SetCPUnlockTime( int index, float flTime );
void SetCPTimerTime( int index, float flTime );
void SetCPCapTimeScalesWithPlayers( int index, bool bScales );
// State functions, called many times
void SetNumPlayers( int index, int team, int iNumPlayers );
void StartCap( int index, int team );
void SetOwningTeam( int index, int team );
void SetCappingTeam( int index, int team );
void SetTeamInZone( int index, int team );
void SetCapBlocked( int index, bool bBlocked );
int GetOwningTeam( int index );
void AssertValidIndex( int index )
{
Assert( 0 <= index && index <= MAX_CONTROL_POINTS && index < m_iNumControlPoints );
}
int GetBaseControlPointForTeam( int iTeam )
{
Assert( iTeam < MAX_TEAMS );
return m_iBaseControlPoints[iTeam];
}
int GetCappingTeam( int index )
{
if ( index >= m_iNumControlPoints )
return TEAM_UNASSIGNED;
return m_iCappingTeam[index];
}
void SetTimerInHUD( CBaseEntity *pTimer )
{
m_iTimerToShowInHUD = pTimer ? pTimer->entindex() : 0;
}
void SetStopWatchTimer( CBaseEntity *pTimer )
{
m_iStopWatchTimer = pTimer ? pTimer->entindex() : 0;
}
int GetTimerInHUD( void ) { return m_iTimerToShowInHUD; }
// Mini-rounds data
void SetPlayingMiniRounds( bool bPlayingMiniRounds ){ m_bPlayingMiniRounds = bPlayingMiniRounds; }
bool PlayingMiniRounds( void ){ return m_bPlayingMiniRounds; }
void SetInMiniRound( int index, bool bInRound ) { m_bInMiniRound.Set( index, bInRound ); }
bool IsInMiniRound( int index ) { return m_bInMiniRound[index]; }
void UpdateCapHudElement( void );
// Train Path data
void SetTrainPathDistance( int index, float flDistance );
bool GetCPLocked( int index )
{
Assert( index < m_iNumControlPoints );
return m_bCPLocked[index];
}
void ResetHillData( int team )
{
if ( team < TEAM_TRAIN_MAX_TEAMS )
{
m_nNumNodeHillData.Set( team, 0 );
int nNumEntriesPerTeam = TEAM_TRAIN_MAX_HILLS * TEAM_TRAIN_FLOATS_PER_HILL;
int iStartingIndex = team * nNumEntriesPerTeam;
for ( int i = 0 ; i < nNumEntriesPerTeam ; i++ )
{
m_flNodeHillData.Set( iStartingIndex + i, 0 );
}
iStartingIndex = team * TEAM_TRAIN_MAX_HILLS;
for ( int i = 0; i < TEAM_TRAIN_MAX_HILLS; i++ )
{
m_bHillIsDownhill.Set( iStartingIndex + i, 0 );
}
}
}
void SetHillData( int team, float flStart, float flEnd, bool bDownhill )
{
if ( team < TEAM_TRAIN_MAX_TEAMS )
{
int index = ( m_nNumNodeHillData[team] * TEAM_TRAIN_FLOATS_PER_HILL ) + ( team * TEAM_TRAIN_MAX_HILLS * TEAM_TRAIN_FLOATS_PER_HILL );
if ( index < TEAM_TRAIN_HILLS_ARRAY_SIZE - 1 ) // - 1 because we want to add 2 entries
{
m_flNodeHillData.Set( index, flStart );
m_flNodeHillData.Set( index + 1, flEnd );
if ( m_nNumNodeHillData[team] < TEAM_TRAIN_MAX_HILLS )
{
m_bHillIsDownhill.Set( m_nNumNodeHillData[team] + ( team * TEAM_TRAIN_MAX_HILLS ), bDownhill );
}
m_nNumNodeHillData.Set( team, m_nNumNodeHillData[team] + 1);
}
}
}
private:
CNetworkVar( int, m_iTimerToShowInHUD );
CNetworkVar( int, m_iStopWatchTimer );
CNetworkVar( int, m_iNumControlPoints );
CNetworkVar( bool, m_bPlayingMiniRounds );
CNetworkVar( bool, m_bControlPointsReset );
CNetworkVar( int, m_iUpdateCapHudParity );
// data variables
CNetworkArray( Vector, m_vCPPositions, MAX_CONTROL_POINTS );
CNetworkArray( int, m_bCPIsVisible, MAX_CONTROL_POINTS );
CNetworkArray( float, m_flLazyCapPerc, MAX_CONTROL_POINTS );
CNetworkArray( int, m_iTeamIcons, MAX_CONTROL_POINTS * MAX_CONTROL_POINT_TEAMS );
CNetworkArray( int, m_iTeamOverlays, MAX_CONTROL_POINTS * MAX_CONTROL_POINT_TEAMS );
CNetworkArray( int, m_iTeamReqCappers, MAX_CONTROL_POINTS * MAX_CONTROL_POINT_TEAMS );
CNetworkArray( float, m_flTeamCapTime, MAX_CONTROL_POINTS * MAX_CONTROL_POINT_TEAMS );
CNetworkArray( int, m_iPreviousPoints, MAX_CONTROL_POINTS * MAX_CONTROL_POINT_TEAMS * MAX_PREVIOUS_POINTS );
CNetworkArray( bool, m_bTeamCanCap, MAX_CONTROL_POINTS * MAX_CONTROL_POINT_TEAMS );
CNetworkArray( int, m_iTeamBaseIcons, MAX_TEAMS );
CNetworkArray( int, m_iBaseControlPoints, MAX_TEAMS );
CNetworkArray( bool, m_bInMiniRound, MAX_CONTROL_POINTS );
CNetworkArray( int, m_iWarnOnCap, MAX_CONTROL_POINTS );
CNetworkArray( string_t, m_iszWarnSound, MAX_CONTROL_POINTS );
CNetworkArray( float, m_flPathDistance, MAX_CONTROL_POINTS );
CNetworkArray( bool, m_bCPLocked, MAX_CONTROL_POINTS );
CNetworkArray( float, m_flUnlockTimes, MAX_CONTROL_POINTS );
CNetworkArray( float, m_flCPTimerTimes, MAX_CONTROL_POINTS );
// change when players enter/exit an area
CNetworkArray( int, m_iNumTeamMembers, MAX_CONTROL_POINTS * MAX_CONTROL_POINT_TEAMS );
// changes when a cap starts. start and end times are calculated on client
CNetworkArray( int, m_iCappingTeam, MAX_CONTROL_POINTS );
CNetworkArray( int, m_iTeamInZone, MAX_CONTROL_POINTS );
CNetworkArray( bool, m_bBlocked, MAX_CONTROL_POINTS );
// changes when a point is successfully captured
CNetworkArray( int, m_iOwner, MAX_CONTROL_POINTS );
CNetworkArray( bool, m_bCPCapRateScalesWithPlayers, MAX_CONTROL_POINTS );
// describes how to lay out the cap points in the hud
CNetworkString( m_pszCapLayoutInHUD, MAX_CAPLAYOUT_LENGTH );
// custom screen position for the cap points in the hud
CNetworkVar( float, m_flCustomPositionX );
CNetworkVar( float, m_flCustomPositionY );
// the groups the points belong to
CNetworkArray( int, m_iCPGroup, MAX_CONTROL_POINTS );
// Not networked, because the client recalculates it
float m_flCapPercentages[ MAX_CONTROL_POINTS ];
// hill data for multi-escort payload maps
CNetworkArray( int, m_nNumNodeHillData, TEAM_TRAIN_MAX_TEAMS );
CNetworkArray( float, m_flNodeHillData, TEAM_TRAIN_HILLS_ARRAY_SIZE );
CNetworkArray( bool, m_bTrackAlarm, TEAM_TRAIN_MAX_TEAMS );
CNetworkArray( bool, m_bHillIsDownhill, TEAM_TRAIN_MAX_HILLS*TEAM_TRAIN_MAX_TEAMS );
};
extern CBaseTeamObjectiveResource *g_pObjectiveResource;
inline CBaseTeamObjectiveResource *ObjectiveResource()
{
return g_pObjectiveResource;
}
#endif // TEAM_OBJECTIVERESOURCE_H