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