Counter Strike : Global Offensive Source Code
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//====== 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
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