You can not select more than 25 topics
Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
206 lines
6.0 KiB
206 lines
6.0 KiB
//====== 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
|