mirror of
https://github.com/nillerusr/source-engine.git
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223 lines
5.5 KiB
C++
223 lines
5.5 KiB
C++
//========= 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 DOD_CONTROL_POINT_MASTER_H
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#define DOD_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 "dod_shareddefs.h"
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#include "dod_team.h"
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#include "dod_gamerules.h"
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#include "dod_control_point.h"
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#include "dod_area_capture.h"
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#include "dod_objective_resource.h"
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#include "GameEventListener.h"
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// ====================
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// Control Point Master
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// ====================
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// 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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#define TIMER_CONTEXT "TIMER_CONTEXT"
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#define FLAGS_CONTEXT "FLAGS_CONTEXT"
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class CControlPointMaster : public CBaseEntity
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{
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public:
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DECLARE_CLASS( CControlPointMaster, CBaseEntity );
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CControlPointMaster();
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virtual void Spawn( void );
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virtual bool KeyValue( const char *szKeyName, const char *szValue );
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int GetNumPoints( void );
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int GetPointOwner( int point );
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void Reset( void );
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void RoundRespawn( void );
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int CountAdvantageFlags( int team );
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bool IsActive( void ) { return ( m_bDisabled == false ); }
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bool IsUsingRoundTimer( void ) { return m_bUseTimer; }
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void GetTimerData( int &iTimerSeconds, int &iTimerWinTeam );
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void FireTeamWinOutput( int iWinningTeam );
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void CheckWinConditions( void );
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bool WouldNewCPOwnerWinGame( CControlPoint *pPoint, int iNewOwner );
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CControlPoint *GetCPByIndex( int index );
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private:
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void BecomeActive( void );
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void BecomeInactive( void );
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void EXPORT CPMThink( void );
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int TeamOwnsAllPoints( CControlPoint *pOverridePoint = NULL, int iOverrideNewTeam = TEAM_UNASSIGNED );
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void TeamWins( int team );
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bool FindControlPoints( void ); //look in the map to find active control points
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void InputAddTimerSeconds( inputdata_t &inputdata );
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CUtlMap<int, CControlPoint *> 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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float m_fGivePointsTime; //the time at which we give points for holding control points
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DECLARE_DATADESC();
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bool m_bDisabled; //is this CPM active or not
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void InputEnable( inputdata_t &inputdata ) { BecomeInactive(); }
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void InputDisable( inputdata_t &inputdata ) { BecomeActive(); }
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void InputRoundInit( inputdata_t &inputdata );
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void InputRoundStart( inputdata_t &inputdata );
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bool m_bUseTimer;
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int m_iTimerTeam;
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int m_iTimerLength;
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COutputEvent m_AlliesWinOutput;
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COutputEvent m_AxisWinOutput;
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};
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class CDODCustomScoring : public CBaseEntity, public CGameEventListener
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{
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public:
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DECLARE_CLASS( CDODCustomScoring, CBaseEntity );
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DECLARE_DATADESC();
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CDODCustomScoring()
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{
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ListenForGameEvent( "dod_round_win" );
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ListenForGameEvent( "dod_round_active" );
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}
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virtual void Spawn( void )
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{
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Assert( m_iPointTeam == TEAM_ALLIES || m_iPointTeam == TEAM_AXIS );
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}
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virtual void FireGameEvent( IGameEvent *event )
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{
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const char *eventName = event->GetName();
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if ( !Q_strcmp( eventName, "dod_round_win" ) )
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{
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int team = event->GetInt( "team" );
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if ( team == m_iPointTeam )
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{
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GiveRemainingPoints();
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}
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// stop giving points, round is over
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SetThink( NULL ); // think no more!
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}
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else if ( !Q_strcmp( eventName, "dod_round_active" ) )
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{
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StartGivingPoints();
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}
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}
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// Needs to be activated by gamerules
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void StartGivingPoints( void )
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{
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if ( m_iNumPointGives <= 0 )
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return;
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if ( m_iPointsToGive <= 0 )
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return;
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m_iRemainingPoints = m_iNumPointGives * m_iPointsToGive;
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SetThink( &CDODCustomScoring::PointsThink );
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SetNextThink( gpGlobals->curtime + m_iTickLength );
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}
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// Give this team all the points that they would have gotten had we continued
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void GiveRemainingPoints( void )
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{
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GivePoints( m_iRemainingPoints );
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}
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// input to give tick points to our team
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void InputGivePoints( inputdata_t &inputdata )
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{
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int iPoints = inputdata.value.Int();
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GetGlobalTeam(m_iPointTeam)->AddScore( MAX( iPoints, 0 ) );
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}
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// accessor for our point team
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int GetPointTeam( void )
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{
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return m_iPointTeam;
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}
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private:
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void GivePoints( int points )
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{
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GetGlobalTeam(m_iPointTeam)->AddScore( MAX( points, 0 ) );
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m_iRemainingPoints -= points;
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if ( points > 0 )
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{
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if ( points == 1 )
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{
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UTIL_ClientPrintAll( HUD_PRINTTALK, "#game_score_allie_point" );
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}
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else
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{
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char buf[8];
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Q_snprintf( buf, sizeof(buf), "%d", points );
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UTIL_ClientPrintAll( HUD_PRINTTALK, "#game_score_allie_points", buf );
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}
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IGameEvent *event = gameeventmanager->CreateEvent( "dod_tick_points" );
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if ( event )
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{
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event->SetInt( "team", m_iPointTeam );
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event->SetInt( "score", points );
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event->SetInt( "totalscore", GetGlobalTeam(m_iPointTeam)->GetScore() );
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gameeventmanager->FireEvent( event );
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}
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}
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}
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void PointsThink( void )
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{
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GivePoints( m_iPointsToGive );
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SetNextThink( gpGlobals->curtime + m_iTickLength );
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}
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int m_iPointTeam; // team to give points to
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int m_iPointsToGive; // points to give per tick
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int m_iRemainingPoints; // total number of points we have left to give
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int m_iTickLength; // time between point gives
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int m_iNumPointGives; // number of times we're planning on giving out points
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};
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#endif //DOD_CONTROL_POINT_MASTER_H
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