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 DOD_CONTROL_POINT_MASTER_H
#define DOD_CONTROL_POINT_MASTER_H
#ifdef _WIN32
#pragma once
#endif
#include "utlmap.h"
#include "dod_shareddefs.h"
#include "dod_team.h"
#include "dod_gamerules.h"
#include "dod_control_point.h"
#include "dod_area_capture.h"
#include "dod_objective_resource.h"
#include "GameEventListener.h"
// ====================
// Control Point Master
// ====================
// 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
// ====================
#define TIMER_CONTEXT "TIMER_CONTEXT"
#define FLAGS_CONTEXT "FLAGS_CONTEXT"
class CControlPointMaster : public CBaseEntity
{
public:
DECLARE_CLASS( CControlPointMaster, CBaseEntity );
CControlPointMaster();
virtual void Spawn( void );
virtual bool KeyValue( const char *szKeyName, const char *szValue );
int GetNumPoints( void );
int GetPointOwner( int point );
void Reset( void );
void RoundRespawn( void );
int CountAdvantageFlags( int team );
bool IsActive( void ) { return ( m_bDisabled == false ); }
bool IsUsingRoundTimer( void ) { return m_bUseTimer; }
void GetTimerData( int &iTimerSeconds, int &iTimerWinTeam );
void FireTeamWinOutput( int iWinningTeam );
void CheckWinConditions( void );
bool WouldNewCPOwnerWinGame( CControlPoint *pPoint, int iNewOwner );
CControlPoint *GetCPByIndex( int index );
private:
void BecomeActive( void );
void BecomeInactive( void );
void EXPORT CPMThink( void );
int TeamOwnsAllPoints( CControlPoint *pOverridePoint = NULL, int iOverrideNewTeam = TEAM_UNASSIGNED );
void TeamWins( int team );
bool FindControlPoints( void ); //look in the map to find active control points
void InputAddTimerSeconds( inputdata_t &inputdata );
CUtlMap<int, CControlPoint *> m_ControlPoints;
bool m_bFoundPoints; //true when the control points have been found and the array is initialized
float m_fGivePointsTime; //the time at which we give points for holding control points
DECLARE_DATADESC();
bool m_bDisabled; //is this CPM active or not
void InputEnable( inputdata_t &inputdata ) { BecomeInactive(); }
void InputDisable( inputdata_t &inputdata ) { BecomeActive(); }
void InputRoundInit( inputdata_t &inputdata );
void InputRoundStart( inputdata_t &inputdata );
bool m_bUseTimer;
int m_iTimerTeam;
int m_iTimerLength;
COutputEvent m_AlliesWinOutput;
COutputEvent m_AxisWinOutput;
};
class CDODCustomScoring : public CBaseEntity, public CGameEventListener
{
public:
DECLARE_CLASS( CDODCustomScoring, CBaseEntity );
DECLARE_DATADESC();
CDODCustomScoring()
{
ListenForGameEvent( "dod_round_win" );
ListenForGameEvent( "dod_round_active" );
}
virtual void Spawn( void )
{
Assert( m_iPointTeam == TEAM_ALLIES || m_iPointTeam == TEAM_AXIS );
}
virtual void FireGameEvent( IGameEvent *event )
{
const char *eventName = event->GetName();
if ( !Q_strcmp( eventName, "dod_round_win" ) )
{
int team = event->GetInt( "team" );
if ( team == m_iPointTeam )
{
GiveRemainingPoints();
}
// stop giving points, round is over
SetThink( NULL ); // think no more!
}
else if ( !Q_strcmp( eventName, "dod_round_active" ) )
{
StartGivingPoints();
}
}
// Needs to be activated by gamerules
void StartGivingPoints( void )
{
if ( m_iNumPointGives <= 0 )
return;
if ( m_iPointsToGive <= 0 )
return;
m_iRemainingPoints = m_iNumPointGives * m_iPointsToGive;
SetThink( &CDODCustomScoring::PointsThink );
SetNextThink( gpGlobals->curtime + m_iTickLength );
}
// Give this team all the points that they would have gotten had we continued
void GiveRemainingPoints( void )
{
GivePoints( m_iRemainingPoints );
}
// input to give tick points to our team
void InputGivePoints( inputdata_t &inputdata )
{
int iPoints = inputdata.value.Int();
GetGlobalTeam(m_iPointTeam)->AddScore( MAX( iPoints, 0 ) );
}
// accessor for our point team
int GetPointTeam( void )
{
return m_iPointTeam;
}
private:
void GivePoints( int points )
{
GetGlobalTeam(m_iPointTeam)->AddScore( MAX( points, 0 ) );
m_iRemainingPoints -= points;
if ( points > 0 )
{
if ( points == 1 )
{
UTIL_ClientPrintAll( HUD_PRINTTALK, "#game_score_allie_point" );
}
else
{
char buf[8];
Q_snprintf( buf, sizeof(buf), "%d", points );
UTIL_ClientPrintAll( HUD_PRINTTALK, "#game_score_allie_points", buf );
}
IGameEvent *event = gameeventmanager->CreateEvent( "dod_tick_points" );
if ( event )
{
event->SetInt( "team", m_iPointTeam );
event->SetInt( "score", points );
event->SetInt( "totalscore", GetGlobalTeam(m_iPointTeam)->GetScore() );
gameeventmanager->FireEvent( event );
}
}
}
void PointsThink( void )
{
GivePoints( m_iPointsToGive );
SetNextThink( gpGlobals->curtime + m_iTickLength );
}
int m_iPointTeam; // team to give points to
int m_iPointsToGive; // points to give per tick
int m_iRemainingPoints; // total number of points we have left to give
int m_iTickLength; // time between point gives
int m_iNumPointGives; // number of times we're planning on giving out points
};
#endif //DOD_CONTROL_POINT_MASTER_H