Modified source engine (2017) developed by valve and leaked in 2020. Not for commercial purporses
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//====== Copyright <EFBFBD> 1996-2005, Valve Corporation, All rights reserved. =======
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//
// Purpose:
//
//=============================================================================
#ifndef TEAM_CONTROL_POINT_H
#define TEAM_CONTROL_POINT_H
#ifdef _WIN32
#pragma once
#endif
#include "basemultiplayerplayer.h"
// Spawnflags
#define SF_CAP_POINT_HIDEFLAG (1<<0)
#define SF_CAP_POINT_HIDE_MODEL (1<<1)
#define SF_CAP_POINT_HIDE_SHADOW (1<<2)
#define SF_CAP_POINT_NO_CAP_SOUNDS (1<<3)
#define SF_CAP_POINT_NO_ANNOUNCER (1<<4)
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//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
class CTeamControlPoint : public CBaseAnimating
{
DECLARE_CLASS( CTeamControlPoint, CBaseAnimating );
public:
DECLARE_DATADESC();
CTeamControlPoint();
// Derived, game-specific control points must override these functions
public:
// Used to find game specific entities
virtual const char *GetControlPointMasterName( void ) { return "team_control_point_master"; }
public:
virtual void Spawn( void );
virtual bool KeyValue( const char *szKeyName, const char *szValue );
virtual void Precache( void );
virtual int DrawDebugTextOverlays( void );
//Inputs
inline void Enable( inputdata_t &input ) { SetActive( false ); }
inline void Disable( inputdata_t &input ) { SetActive( true ); }
void InputReset( inputdata_t &input );
void InputSetOwner( inputdata_t &input );
void InputShowModel( inputdata_t &input );
void InputHideModel( inputdata_t &input );
void InputRoundActivate( inputdata_t &inputdata );
// Owner handling
void ForceOwner( int iTeam ); // used when selecting a specific round to play
void SetOwner( int iCapTeam, bool bMakeSound = true, int iNumCappers = 0, int *iCappingPlayers = NULL );
int GetOwner( void ) const;
int GetDefaultOwner( void ) const;
bool RandomOwnerOnRestart( void ){ return m_bRandomOwnerOnRestart; }
void SetActive( bool active );
inline bool IsActive( void ) { return m_bActive; }
void AnimThink( void );
bool PointIsVisible( void ) { return !( FBitSet( m_spawnflags, SF_CAP_POINT_HIDEFLAG ) ); }
inline const char *GetName( void ) { return STRING(m_iszPrintName); }
int GetCPGroup( void );
int GetPointIndex( void ) { return m_iPointIndex; }
void SetPointIndex( int index ) { m_iPointIndex = index; }
int GetWarnOnCap( void ) { return m_iWarnOnCap; }
string_t GetWarnSound( void ) { return m_iszWarnSound; }
int GetTeamIcon( int iTeam );
int GetCurrentHudIconIndex( void );
int GetHudIconIndexForTeam( int iGameTeam );
int GetHudOverlayIndexForTeam( int iGameTeam );
int GetPreviousPointForTeam( int iGameTeam, int iPrevPoint );
void SetCappersRequiredForTeam( int iGameTeam, int iCappers );
void CaptureBlocked( CBaseMultiplayerPlayer *pPlayer );
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int PointValue( void );
float LastContestedAt( void );
void SetLastContestedAt( float flTime );
void UpdateCapPercentage( void );
// The specified player took part in capping this point.
virtual void PlayerCapped( CBaseMultiplayerPlayer *pPlayer );
// The specified player blocked the enemy team from capping this point.
virtual void PlayerBlocked( CBaseMultiplayerPlayer *pPlayer );
void CaptureEnd( void );
void CaptureStart( int iCapTeam, int iNumCappingPlayers, int *pCappingPlayers );
void CaptureInterrupted( bool bBlocked );
virtual void StopLoopingSounds( void );
private:
void SendCapString( int iCapTeam, int iNumCappingPlayers, int *pCappingPlayers );
void InternalSetOwner( int iCapTeam, bool bMakeSound = true, int iNumCappers = 0, int *iCappingPlayers = NULL );
float GetTeamCapPercentage( int iTeam );
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void HandleScoring( int iTeam );
int m_iTeam;
int m_iDefaultOwner; // Team that initially owns the cap point
int m_iIndex; // The index of this point in the controlpointArray
int m_iWarnOnCap; // Warn the team that owns the control point when the opposing team starts to capture it.
string_t m_iszPrintName;
string_t m_iszWarnSound; // Sound played if the team needs to be warned about this point being captured
bool m_bRandomOwnerOnRestart; // Do we want to randomize the owner after a restart?
// We store a copy of this data for each team, +1 for the un-owned state.
struct perteamdata_t
{
perteamdata_t()
{
iszCapSound = NULL_STRING;
iszModel = NULL_STRING;
iModelBodygroup = -1;
iIcon = 0;
iszIcon = NULL_STRING;
iOverlay = 0;
iszOverlay = NULL_STRING;
iPlayersRequired = 0;
iTimedPoints = 0;
for ( int i = 0; i < MAX_PREVIOUS_POINTS; i++ )
{
iszPreviousPoint[i] = NULL_STRING;
}
iTeamPoseParam = 0;
}
string_t iszCapSound;
string_t iszModel;
int iModelBodygroup;
int iTeamPoseParam;
int iIcon;
string_t iszIcon;
int iOverlay;
string_t iszOverlay;
int iPlayersRequired;
int iTimedPoints;
string_t iszPreviousPoint[MAX_PREVIOUS_POINTS];
};
CUtlVector<perteamdata_t> m_TeamData;
COutputEvent m_OnCapReset;
COutputEvent m_OnCapTeam1;
COutputEvent m_OnCapTeam2;
COutputEvent m_OnOwnerChangedToTeam1;
COutputEvent m_OnOwnerChangedToTeam2;
COutputEvent m_OnRoundStartOwnedByTeam1;
COutputEvent m_OnRoundStartOwnedByTeam2;
int m_bPointVisible; //should this capture point be visible on the hud?
int m_iPointIndex; //the mapper set index value of this control point
int m_iCPGroup; //the group that this control point belongs to
bool m_bActive; //
string_t m_iszName; //Name used in cap messages
bool m_bStartDisabled;
float m_flLastContestedAt;
CSoundPatch *m_pCaptureInProgressSound;
string_t m_iszCaptureStartSound;
string_t m_iszCaptureEndSound;
string_t m_iszCaptureInProgress;
string_t m_iszCaptureInterrupted;
};
#endif // TEAM_CONTROL_POINT_H