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nekohook/modules/source2013/sdk/game/server/team_objectiveresource.h
2020-08-04 13:13:01 -04:00

251 lines
9.4 KiB
C++

//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//=============================================================================
#ifndef TEAM_OBJECTIVERESOURCE_H
#define TEAM_OBJECTIVERESOURCE_H
#ifdef _WIN32
#pragma once
#endif
#include "shareddefs.h"
#define TEAM_ARRAY(index, team) (index + (team * MAX_CONTROL_POINTS))
//-----------------------------------------------------------------------------
// Purpose: An entity that networks the state of the game's objectives.
// May contain data for objectives that aren't used by your
//mod, but the extra data will never be networked as long as it's zeroed out.
//-----------------------------------------------------------------------------
class CBaseTeamObjectiveResource : public CBaseEntity {
DECLARE_CLASS(CBaseTeamObjectiveResource, CBaseEntity);
public:
DECLARE_SERVERCLASS();
DECLARE_DATADESC();
CBaseTeamObjectiveResource();
~CBaseTeamObjectiveResource();
virtual void Spawn(void);
virtual int UpdateTransmitState(void);
virtual void ObjectiveThink(void);
//--------------------------------------------------------------------
// CONTROL POINT DATA
//--------------------------------------------------------------------
public:
void ResetControlPoints(void);
// Data functions, called to set up the state at the beginning of a round
void SetNumControlPoints(int num);
int GetNumControlPoints(void) { return m_iNumControlPoints; }
void SetCPIcons(int index, int iTeam, int iIcon);
void SetCPOverlays(int index, int iTeam, int iIcon);
void SetTeamBaseIcons(int iTeam, int iBaseIcon);
void SetCPPosition(int index, const Vector &vPosition);
void SetCPVisible(int index, bool bVisible);
void SetCPRequiredCappers(int index, int iTeam, int iReqPlayers);
void SetCPCapTime(int index, int iTeam, float flTime);
void SetCPCapPercentage(int index, float flTime);
float GetCPCapPercentage(int index);
void SetTeamCanCap(int index, int iTeam, bool bCanCap);
void SetBaseCP(int index, int iTeam);
void SetPreviousPoint(int index, int iTeam, int iPrevIndex, int iPrevPoint);
int GetPreviousPointForPoint(int index, int team, int iPrevIndex);
bool TeamCanCapPoint(int index, int team);
void SetCapLayoutInHUD(const char *pszLayout) {
Q_strncpy(m_pszCapLayoutInHUD.GetForModify(), pszLayout,
MAX_CAPLAYOUT_LENGTH);
}
void SetCapLayoutCustomPosition(float flPositionX, float flPositionY) {
m_flCustomPositionX = flPositionX;
m_flCustomPositionY = flPositionY;
}
void SetWarnOnCap(int index, int iWarnLevel);
void SetWarnSound(int index, string_t iszSound);
void SetCPGroup(int index, int iCPGroup);
void SetCPLocked(int index, bool bLocked);
void SetTrackAlarm(int index, bool bAlarm);
void SetCPUnlockTime(int index, float flTime);
void SetCPTimerTime(int index, float flTime);
void SetCPCapTimeScalesWithPlayers(int index, bool bScales);
// State functions, called many times
void SetNumPlayers(int index, int team, int iNumPlayers);
void StartCap(int index, int team);
void SetOwningTeam(int index, int team);
void SetCappingTeam(int index, int team);
void SetTeamInZone(int index, int team);
void SetCapBlocked(int index, bool bBlocked);
int GetOwningTeam(int index);
void AssertValidIndex(int index) {
Assert(0 <= index && index <= MAX_CONTROL_POINTS &&
index < m_iNumControlPoints);
}
int GetBaseControlPointForTeam(int iTeam) {
Assert(iTeam < MAX_TEAMS);
return m_iBaseControlPoints[iTeam];
}
int GetCappingTeam(int index) {
if (index >= m_iNumControlPoints) return TEAM_UNASSIGNED;
return m_iCappingTeam[index];
}
void SetTimerInHUD(CBaseEntity *pTimer) {
m_iTimerToShowInHUD = pTimer ? pTimer->entindex() : 0;
}
void SetStopWatchTimer(CBaseEntity *pTimer) {
m_iStopWatchTimer = pTimer ? pTimer->entindex() : 0;
}
int GetTimerInHUD(void) { return m_iTimerToShowInHUD; }
// Mini-rounds data
void SetPlayingMiniRounds(bool bPlayingMiniRounds) {
m_bPlayingMiniRounds = bPlayingMiniRounds;
}
bool PlayingMiniRounds(void) { return m_bPlayingMiniRounds; }
void SetInMiniRound(int index, bool bInRound) {
m_bInMiniRound.Set(index, bInRound);
}
bool IsInMiniRound(int index) { return m_bInMiniRound[index]; }
void UpdateCapHudElement(void);
// Train Path data
void SetTrainPathDistance(int index, float flDistance);
bool GetCPLocked(int index) {
Assert(index < m_iNumControlPoints);
return m_bCPLocked[index];
}
void ResetHillData(int team) {
if (team < TEAM_TRAIN_MAX_TEAMS) {
m_nNumNodeHillData.Set(team, 0);
int nNumEntriesPerTeam =
TEAM_TRAIN_MAX_HILLS * TEAM_TRAIN_FLOATS_PER_HILL;
int iStartingIndex = team * nNumEntriesPerTeam;
for (int i = 0; i < nNumEntriesPerTeam; i++) {
m_flNodeHillData.Set(iStartingIndex + i, 0);
}
iStartingIndex = team * TEAM_TRAIN_MAX_HILLS;
for (int i = 0; i < TEAM_TRAIN_MAX_HILLS; i++) {
m_bHillIsDownhill.Set(iStartingIndex + i, 0);
}
}
}
void SetHillData(int team, float flStart, float flEnd, bool bDownhill) {
if (team < TEAM_TRAIN_MAX_TEAMS) {
int index =
(m_nNumNodeHillData[team] * TEAM_TRAIN_FLOATS_PER_HILL) +
(team * TEAM_TRAIN_MAX_HILLS * TEAM_TRAIN_FLOATS_PER_HILL);
if (index < TEAM_TRAIN_HILLS_ARRAY_SIZE -
1) // - 1 because we want to add 2 entries
{
m_flNodeHillData.Set(index, flStart);
m_flNodeHillData.Set(index + 1, flEnd);
if (m_nNumNodeHillData[team] < TEAM_TRAIN_MAX_HILLS) {
m_bHillIsDownhill.Set(m_nNumNodeHillData[team] +
(team * TEAM_TRAIN_MAX_HILLS),
bDownhill);
}
m_nNumNodeHillData.Set(team, m_nNumNodeHillData[team] + 1);
}
}
}
private:
CNetworkVar(int, m_iTimerToShowInHUD);
CNetworkVar(int, m_iStopWatchTimer);
CNetworkVar(int, m_iNumControlPoints);
CNetworkVar(bool, m_bPlayingMiniRounds);
CNetworkVar(bool, m_bControlPointsReset);
CNetworkVar(int, m_iUpdateCapHudParity);
// data variables
CNetworkArray(Vector, m_vCPPositions, MAX_CONTROL_POINTS);
CNetworkArray(int, m_bCPIsVisible, MAX_CONTROL_POINTS);
CNetworkArray(float, m_flLazyCapPerc, MAX_CONTROL_POINTS);
CNetworkArray(int, m_iTeamIcons,
MAX_CONTROL_POINTS *MAX_CONTROL_POINT_TEAMS);
CNetworkArray(int, m_iTeamOverlays,
MAX_CONTROL_POINTS *MAX_CONTROL_POINT_TEAMS);
CNetworkArray(int, m_iTeamReqCappers,
MAX_CONTROL_POINTS *MAX_CONTROL_POINT_TEAMS);
CNetworkArray(float, m_flTeamCapTime,
MAX_CONTROL_POINTS *MAX_CONTROL_POINT_TEAMS);
CNetworkArray(
int, m_iPreviousPoints,
MAX_CONTROL_POINTS *MAX_CONTROL_POINT_TEAMS *MAX_PREVIOUS_POINTS);
CNetworkArray(bool, m_bTeamCanCap,
MAX_CONTROL_POINTS *MAX_CONTROL_POINT_TEAMS);
CNetworkArray(int, m_iTeamBaseIcons, MAX_TEAMS);
CNetworkArray(int, m_iBaseControlPoints, MAX_TEAMS);
CNetworkArray(bool, m_bInMiniRound, MAX_CONTROL_POINTS);
CNetworkArray(int, m_iWarnOnCap, MAX_CONTROL_POINTS);
CNetworkArray(string_t, m_iszWarnSound, MAX_CONTROL_POINTS);
CNetworkArray(float, m_flPathDistance, MAX_CONTROL_POINTS);
CNetworkArray(bool, m_bCPLocked, MAX_CONTROL_POINTS);
CNetworkArray(float, m_flUnlockTimes, MAX_CONTROL_POINTS);
CNetworkArray(float, m_flCPTimerTimes, MAX_CONTROL_POINTS);
// change when players enter/exit an area
CNetworkArray(int, m_iNumTeamMembers,
MAX_CONTROL_POINTS *MAX_CONTROL_POINT_TEAMS);
// changes when a cap starts. start and end times are calculated on client
CNetworkArray(int, m_iCappingTeam, MAX_CONTROL_POINTS);
CNetworkArray(int, m_iTeamInZone, MAX_CONTROL_POINTS);
CNetworkArray(bool, m_bBlocked, MAX_CONTROL_POINTS);
// changes when a point is successfully captured
CNetworkArray(int, m_iOwner, MAX_CONTROL_POINTS);
CNetworkArray(bool, m_bCPCapRateScalesWithPlayers, MAX_CONTROL_POINTS);
// describes how to lay out the cap points in the hud
CNetworkString(m_pszCapLayoutInHUD, MAX_CAPLAYOUT_LENGTH);
// custom screen position for the cap points in the hud
CNetworkVar(float, m_flCustomPositionX);
CNetworkVar(float, m_flCustomPositionY);
// the groups the points belong to
CNetworkArray(int, m_iCPGroup, MAX_CONTROL_POINTS);
// Not networked, because the client recalculates it
float m_flCapPercentages[MAX_CONTROL_POINTS];
// hill data for multi-escort payload maps
CNetworkArray(int, m_nNumNodeHillData, TEAM_TRAIN_MAX_TEAMS);
CNetworkArray(float, m_flNodeHillData, TEAM_TRAIN_HILLS_ARRAY_SIZE);
CNetworkArray(bool, m_bTrackAlarm, TEAM_TRAIN_MAX_TEAMS);
CNetworkArray(bool, m_bHillIsDownhill,
TEAM_TRAIN_MAX_HILLS *TEAM_TRAIN_MAX_TEAMS);
};
extern CBaseTeamObjectiveResource *g_pObjectiveResource;
inline CBaseTeamObjectiveResource *ObjectiveResource() {
return g_pObjectiveResource;
}
#endif // TEAM_OBJECTIVERESOURCE_H