207 lines
6.2 KiB
C++
207 lines
6.2 KiB
C++
//====== Copyright © 1996-2005, 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 *GetTriggerAreaCaptureName( void ) { return "trigger_capture_area"; }
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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 PointCanBeCapped( 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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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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bool FindControlPointRoundToPlay( void ); // checks to see if there are any more rounds to play (but doesn't actually "get" one to play)
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// void ListRounds( void );
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float GetPartialCapturePointRate( void );
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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 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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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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};
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extern CUtlVector< CHandle<CTeamControlPointMaster> > g_hControlPointMasters;
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#endif // TEAM_CONTROL_POINT_MASTER_H
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