sqwarmed/sdk_src/game/server/team_control_point_master.h

207 lines
6.2 KiB
C++

//====== Copyright © 1996-2005, 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 *GetTriggerAreaCaptureName( void ) { return "trigger_capture_area"; }
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 PointCanBeCapped( 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; }
bool FindControlPointRoundToPlay( 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 );
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 InternalSetWinner( int iTeam );
void HandleRandomOwnerControlPoints( void );
string_t m_iszTeamBaseIcons[MAX_TEAMS];
int m_iTeamBaseIcons[MAX_TEAMS];
string_t m_iszCapLayoutInHUD;
int m_iInvalidCapWinner;
bool m_bSwitchTeamsOnWin;
bool m_bScorePerCapture;
bool m_bPlayAllRounds;
bool m_bFirstRoundAfterRestart;
COutputEvent m_OnWonByTeam1;
COutputEvent m_OnWonByTeam2;
float m_flPartialCapturePointsRate;
};
extern CUtlVector< CHandle<CTeamControlPointMaster> > g_hControlPointMasters;
#endif // TEAM_CONTROL_POINT_MASTER_H