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454 lines
14 KiB
454 lines
14 KiB
5 years ago
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//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose: CTF Flag.
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//
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//=============================================================================//
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#ifndef ENTITY_CAPTURE_FLAG_H
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#define ENTITY_CAPTURE_FLAG_H
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#ifdef _WIN32
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#pragma once
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#endif
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#include "tf_item.h"
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#include "tf_shareddefs.h"
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#ifdef CLIENT_DLL
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#define CCaptureFlag C_CaptureFlag
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#else
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class CTFBot;
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#endif
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#define TF_FLAG_THINK_TIME 0.25f
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#define TF_FLAG_OWNER_PICKUP_TIME 3.0f
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#define TF_FLAG_TRAIL_ALPHA 96
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#define TF_FLAG_NUMBEROFSKINS 3
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#define TF_FLAG_MODEL "models/flag/briefcase.mdl"
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#define TF_FLAG_ICON "../hud/objectives_flagpanel_carried"
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#define TF_FLAG_EFFECT "player_intel_papertrail"
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#define TF_FLAG_TRAIL "flagtrail"
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//=============================================================================
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//
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// CTF Flag defines.
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//
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#define TF_CTF_ENEMY_STOLEN "CaptureFlag.EnemyStolen"
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#define TF_CTF_ENEMY_DROPPED "CaptureFlag.EnemyDropped"
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#define TF_CTF_ENEMY_CAPTURED "CaptureFlag.EnemyCaptured"
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#define TF_CTF_ENEMY_RETURNED "CaptureFlag.EnemyReturned"
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#define TF_CTF_TEAM_STOLEN "CaptureFlag.TeamStolen"
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#define TF_CTF_TEAM_DROPPED "CaptureFlag.TeamDropped"
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#define TF_CTF_TEAM_CAPTURED "CaptureFlag.TeamCaptured"
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#define TF_CTF_TEAM_RETURNED "CaptureFlag.TeamReturned"
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#define TF_CTF_FLAGSPAWN "CaptureFlag.FlagSpawn"
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#define TF_CTF_CAPTURED_TEAM_SCORE 1
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//=============================================================================
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//
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// Attack/Defend Flag defines.
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//
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#define TF_AD_ENEMY_STOLEN "AttackDefend.EnemyStolen"
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#define TF_AD_ENEMY_DROPPED "AttackDefend.EnemyDropped"
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#define TF_AD_ENEMY_CAPTURED "AttackDefend.EnemyCaptured"
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#define TF_AD_ENEMY_RETURNED "AttackDefend.EnemyReturned"
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#define TF_MVM_AD_ENEMY_STOLEN "MVM.AttackDefend.EnemyStolen"
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#define TF_MVM_AD_ENEMY_DROPPED "MVM.AttackDefend.EnemyDropped"
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#define TF_MVM_AD_ENEMY_CAPTURED "MVM.AttackDefend.EnemyCaptured"
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#define TF_MVM_AD_ENEMY_RETURNED "MVM.AttackDefend.EnemyReturned"
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#define TF_AD_TEAM_STOLEN "AttackDefend.TeamStolen"
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#define TF_AD_TEAM_DROPPED "AttackDefend.TeamDropped"
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#define TF_AD_TEAM_CAPTURED "AttackDefend.TeamCaptured"
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#define TF_AD_TEAM_RETURNED "AttackDefend.TeamReturned"
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#define TF_AD_CAPTURED_SOUND "AttackDefend.Captured"
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//=============================================================================
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//
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// Invade Flag defines.
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//
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#define TF_INVADE_ENEMY_STOLEN "Invade.EnemyStolen"
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#define TF_INVADE_ENEMY_DROPPED "Invade.EnemyDropped"
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#define TF_INVADE_ENEMY_CAPTURED "Invade.EnemyCaptured"
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#define TF_INVADE_TEAM_STOLEN "Invade.TeamStolen"
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#define TF_INVADE_TEAM_DROPPED "Invade.TeamDropped"
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#define TF_INVADE_TEAM_CAPTURED "Invade.TeamCaptured"
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#define TF_INVADE_FLAG_RETURNED "Invade.FlagReturned"
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#define TF_INVADE_CAPTURED_TEAM_SCORE 1
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#define TF_INVADE_NEUTRAL_TIME 30.0f
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//=============================================================================
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//
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// Resource Flag defines.
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//
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#define TF_RESOURCE_FLAGSPAWN "Resource.FlagSpawn"
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#define TF_RESOURCE_ENEMY_STOLEN "Announcer.SD_TheirTeamHasFlag"
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#define TF_RESOURCE_ENEMY_DROPPED "Announcer.SD_TheirTeamDroppedFlag"
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#define TF_RESOURCE_ENEMY_CAPTURED "Announcer.SD_TheirTeamCapped"
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#define TF_RESOURCE_TEAM_STOLEN "Announcer.SD_OurTeamHasFlag"
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#define TF_RESOURCE_TEAM_DROPPED "Announcer.SD_OurTeamDroppedFlag"
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#define TF_RESOURCE_TEAM_CAPTURED "Announcer.SD_OurTeamCapped"
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#define TF_RESOURCE_RETURNED "Announcer.SD_FlagReturned"
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// Halloween event strings
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#define TF_RESOURCE_EVENT_ENEMY_STOLEN "Announcer.SD_Event_TheirTeamHasFlag"
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#define TF_RESOURCE_EVENT_ENEMY_DROPPED "Announcer.SD_Event_TheirTeamDroppedFlag"
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#define TF_RESOURCE_EVENT_TEAM_STOLEN "Announcer.SD_Event_OurTeamHasFlag"
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#define TF_RESOURCE_EVENT_TEAM_DROPPED "Announcer.SD_Event_OurTeamDroppedFlag"
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#define TF_RESOURCE_EVENT_RETURNED "Announcer.SD_Event_FlagReturned"
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#define TF_RESOURCE_EVENT_NAGS "Announcer.SD_Event_FlagNags"
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#define TF_RESOURCE_EVENT_RED_CAPPED "Announcer.SD_Event_CappedRed"
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#define TF_RESOURCE_EVENT_BLUE_CAPPED "Announcer.SD_Event_CappedBlu"
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//=============================================================================
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//
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// Robot Destruction Flag defines.
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//
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#define TF_RD_ENEMY_STOLEN "RD.EnemyStolen"
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#define TF_RD_ENEMY_DROPPED "RD.EnemyDropped"
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#define TF_RD_ENEMY_CAPTURED "RD.EnemyCaptured"
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#define TF_RD_ENEMY_RETURNED "RD.EnemyReturned"
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#define TF_RD_TEAM_STOLEN "RD.TeamStolen"
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#define TF_RD_TEAM_DROPPED "RD.TeamDropped"
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#define TF_RD_TEAM_CAPTURED "RD.TeamCaptured"
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#define TF_RD_TEAM_RETURNED "RD.TeamReturned"
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#define TF_RESOURCE_CAPTURED_TEAM_SCORE 1
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//=============================================================================
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//
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// Powerup mode defines.
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//
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#define TF_RUNE_INTEL_CAPTURED "CaptureFlag.TeamCapturedExcited"
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//=============================================================================
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//
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// Robot Destruction defines
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//
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#ifdef CLIENT_DLL
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#define CCaptureFlagReturnIcon C_CaptureFlagReturnIcon
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#define CBaseAnimating C_BaseAnimating
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#endif
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class CCaptureFlagReturnIcon: public CBaseAnimating
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{
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public:
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DECLARE_CLASS( CCaptureFlagReturnIcon, CBaseEntity );
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DECLARE_NETWORKCLASS();
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CCaptureFlagReturnIcon();
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#ifdef CLIENT_DLL
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virtual int DrawModel( int flags );
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void DrawReturnProgressBar( void );
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virtual RenderGroup_t GetRenderGroup( void );
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virtual bool ShouldDraw( void ) { return true; }
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virtual void GetRenderBounds( Vector& theMins, Vector& theMaxs );
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private:
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IMaterial *m_pReturnProgressMaterial_Empty; // For labels above players' heads.
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IMaterial *m_pReturnProgressMaterial_Full;
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#else
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public:
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virtual void Spawn( void );
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virtual int UpdateTransmitState( void );
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#endif
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};
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//=============================================================================
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//
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// CTF Flag class.
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//
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DECLARE_AUTO_LIST( ICaptureFlagAutoList );
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class CCaptureFlag : public CTFItem, public ICaptureFlagAutoList
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{
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public:
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DECLARE_CLASS( CCaptureFlag, CTFItem );
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DECLARE_NETWORKCLASS();
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CCaptureFlag();
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~CCaptureFlag();
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unsigned int GetItemID( void ) const OVERRIDE;
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void Precache( void );
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void Spawn( void );
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virtual void UpdateOnRemove( void );
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void FlagTouch( CBaseEntity *pOther );
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bool IsDisabled( void ) const;
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void SetDisabled( bool bDisabled );
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void SetVisibleWhenDisabled( bool bVisible );
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bool IsPoisonous( void ) { return m_flTimeToSetPoisonous > 0 && gpGlobals->curtime > m_flTimeToSetPoisonous; }
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float GetPoisonTime( void ) const { return m_flTimeToSetPoisonous; }
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bool IsVisibleWhenDisabled( void ) { return m_bVisibleWhenDisabled; }
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CBaseEntity *GetPrevOwner( void ) { return m_hPrevOwner.Get(); }
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//-----------------------------------------------------------------------------
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// Purpose: Sets the flag status
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//-----------------------------------------------------------------------------
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void SetFlagStatus( int iStatus, CBasePlayer *pNewOwner = NULL );
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// Game DLL Functions
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#ifdef GAME_DLL
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CCaptureFlag &operator=( const CCaptureFlag& rhs );
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virtual void Activate( void );
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static CCaptureFlag* Create( const Vector& vecOrigin, const char *pszModelName, ETFFlagType type );
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// Input handlers
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void InputEnable( inputdata_t &inputdata );
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void InputDisable( inputdata_t &inputdata );
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void InputRoundActivate( inputdata_t &inputdata );
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void InputForceDrop( inputdata_t &inputdata );
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void InputForceReset( inputdata_t &inputdata );
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void InputForceResetSilent( inputdata_t &inputdata );
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void InputForceResetAndDisableSilent( inputdata_t &inputdata );
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void InputSetReturnTime( inputdata_t &inputdata );
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void InputShowTimer( inputdata_t &inputdata );
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void InputForceGlowDisabled( inputdata_t &inputdata );
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void Think( void );
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void CreateReturnIcon( void );
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void DestroyReturnIcon( void );
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void ResetFlagReturnTime( void ) { m_flResetTime = 0; }
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void SetFlagReturnIn( float flTime )
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{
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m_flResetTime = gpGlobals->curtime + flTime;
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m_flMaxResetTime = flTime;
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}
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void SetFlagReturnIn( float flTime, float flMaxResetTime )
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{
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m_flResetTime = gpGlobals->curtime + flTime;
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m_flMaxResetTime = flMaxResetTime;
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}
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void ResetFlagNeutralTime( void ) { m_flNeutralTime = 0; }
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void SetFlagNeutralIn( float flTime )
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{
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m_flNeutralTime = gpGlobals->curtime + flTime;
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m_flMaxResetTime = flTime;
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}
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bool IsCaptured( void ){ return m_bCaptured; }
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int UpdateTransmitState();
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void StartFlagTrail ( void );
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void RemoveFlagTrail ( void );
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EHANDLE m_pFlagTrail;
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float m_flFlagTrailLife;
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bool m_bInstantTrailRemove;
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int GetNumTags() const { return m_tags.Count(); }
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const char* GetTag( int i ) const { return m_tags[i]; }
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void AddFollower( CTFBot* pBot );
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void RemoveFollower( CTFBot* pBot );
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int GetNumFollowers() const { return m_followers.Count(); }
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void AddPointValue( int nPoints );
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#else // CLIENT DLL Functions
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virtual bool ShouldDraw() OVERRIDE;
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virtual bool IsVisibleToTargetID() const OVERRIDE;
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virtual const char *GetIDString( void ) { return "entity_capture_flag"; };
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virtual void OnPreDataChanged( DataUpdateType_t updateType );
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virtual void OnDataChanged( DataUpdateType_t updateType );
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void CreateSiren( void );
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void DestroySiren( void );
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void ManageTrailEffects( void );
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CNewParticleEffect *m_pGlowTrailEffect;
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CNewParticleEffect *m_pPaperTrailEffect;
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virtual void Simulate( void );
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float GetMaxResetTime() { return m_flMaxResetTime; }
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float GetReturnProgress( void );
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public:
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void UpdateGlowEffect( void );
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virtual bool ShouldHideGlowEffect( void );
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#endif
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// TODO: Both of these should be updated to work with floats instead of ints.
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int GetReturnTime( int nMaxReturnTime );
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int GetMaxReturnTime( void );
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void Capture( CTFPlayer *pPlayer, int nCapturePoint );
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virtual void PickUp( CTFPlayer *pPlayer, bool bInvisible );
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virtual void Drop( CTFPlayer *pPlayer, bool bVisible, bool bThrown = false, bool bMessage = true );
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ETFFlagType GetType( void ) const { return (ETFFlagType)m_nType.Get(); }
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bool IsDropped( void );
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bool IsHome( void );
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bool IsStolen( void );
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void ResetFlag( void )
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{
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Reset();
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ResetMessage();
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}
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const char *GetFlagModel( void );
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void GetHudIcon( int nTeam, char *pchName, int nBuffSize );
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const char *GetPaperEffect( void );
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void GetTrailEffect( int nTeam, char *pchName, int nBuffSize );
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int GetPointValue() const { return m_nPointValue.Get(); }
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private:
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void Reset( void );
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void ResetMessage( void );
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void InternalForceReset( bool bSilent = false );
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#ifdef GAME_DLL
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void PlaySound( IRecipientFilter& filter, const char *pszString, int iTeam = TEAM_ANY );
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float m_flNextTeamSoundTime[TF_TEAM_COUNT];
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void SetGlowEnabled( bool bGlowEnabled ){ m_bGlowEnabled = bGlowEnabled; }
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#endif
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bool IsGlowEnabled( void ){ return m_bGlowEnabled; }
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private:
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CNetworkVar( bool, m_bDisabled ); // Enabled/Disabled?
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CNetworkVar( bool, m_bVisibleWhenDisabled );
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CNetworkVar( int, m_nType ); // Type of game this flag will be used for.
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CNetworkVar( int, m_nFlagStatus );
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CNetworkVar( float, m_flResetTime ); // Time until the flag is placed back at spawn.
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CNetworkVar( float, m_flMaxResetTime ); // Time the flag takes to return in the current mode
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CNetworkVar( float, m_flNeutralTime ); // Time until the flag becomes neutral (used for the invade gametype)
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CNetworkHandle( CBaseEntity, m_hPrevOwner );
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CNetworkVar( int, m_nPointValue ); // How many points this flag is worth when scored. Used in Robot Destruction mode.
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CNetworkVar( float, m_flAutoCapTime );
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CNetworkVar( bool, m_bGlowEnabled );
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#ifdef GAME_DLL
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string_t m_iszModel;
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string_t m_iszHudIcon;
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string_t m_iszPaperEffect;
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string_t m_iszTrailEffect;
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string_t m_iszTags;
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CUtlStringList m_tags;
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CUtlVector< CHandle< CTFBot > > m_followers;
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#endif
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CNetworkString( m_szModel, MAX_PATH );
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CNetworkString( m_szHudIcon, MAX_PATH );
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CNetworkString( m_szPaperEffect, MAX_PATH );
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CNetworkString( m_szTrailEffect, MAX_PATH );
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CNetworkVar( int, m_nUseTrailEffect );
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int m_iOriginalTeam;
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float m_flOwnerPickupTime;
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int GetReturnTimeShotClockMode( int nStartReturnTime );
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inline bool IsFlagShotClockModePossible() const
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{
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return m_nType == TF_FLAGTYPE_CTF
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|| m_nType == TF_FLAGTYPE_ROBOT_DESTRUCTION
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|| m_nType == TF_FLAGTYPE_RESOURCE_CONTROL;
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}
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float m_flLastPickupTime; // What the time was of the last pickup by any player.
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float m_flLastResetDuration; // How long was the last time to reset before being picked up?
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int m_nReturnTime; // Length of time (in seconds) before dropped flag/intelligence returns to base.
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int m_nNeutralType; // Type of neutral flag (only used for Invade game type).
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int m_nScoringType; // Type of scoring for flag capture (only used for Invade game type).
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bool m_bReturnBetweenWaves; // Used in MvM mode to determine if the flag should return between waves.
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bool m_bUseShotClockMode; // Used to determine whether we should be using shot clock mode or not.
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CNetworkVar( float, m_flTimeToSetPoisonous ); // Time to set the flag as poisonous
|
||
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||
|
EHANDLE m_hReturnIcon;
|
||
|
|
||
|
#ifdef GAME_DLL
|
||
|
Vector m_vecResetPos; // The position the flag should respawn (reset) at.
|
||
|
QAngle m_vecResetAng; // The angle the flag should respawn (reset) at.
|
||
|
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||
|
COutputEvent m_outputOnReturn; // Fired when the flag is returned via timer.
|
||
|
COutputEvent m_outputOnPickUp; // Fired when the flag is picked up.
|
||
|
COutputEvent m_outputOnPickUpTeam1; // Fired when the flag is picked up by RED.
|
||
|
COutputEvent m_outputOnPickUpTeam2; // Fired when the flag is picked up by BLU.
|
||
|
COutputEvent m_outputOnDrop; // Fired when the flag is dropped.
|
||
|
COutputEvent m_outputOnCapture; // Fired when the flag is captured.
|
||
|
COutputEvent m_OnCapTeam1;
|
||
|
COutputEvent m_OnCapTeam2;
|
||
|
COutputEvent m_OnTouchSameTeam;
|
||
|
|
||
|
bool m_bAllowOwnerPickup;
|
||
|
|
||
|
bool m_bCaptured;
|
||
|
|
||
|
EHANDLE m_hInitialPlayer;
|
||
|
|
||
|
EHANDLE m_hInitialParent;
|
||
|
Vector m_vecOffset;
|
||
|
|
||
|
#else
|
||
|
|
||
|
IMaterial *m_pReturnProgressMaterial_Empty; // For labels above players' heads.
|
||
|
IMaterial *m_pReturnProgressMaterial_Full;
|
||
|
|
||
|
int m_nOldTeamNumber;
|
||
|
EHANDLE m_hOldOwner;
|
||
|
|
||
|
CGlowObject *m_pGlowEffect;
|
||
|
CGlowObject *m_pCarrierGlowEffect;
|
||
|
HPARTICLEFFECT m_hSirenEffect;
|
||
|
|
||
|
bool m_bOldGlowEnabled;
|
||
|
#endif
|
||
|
|
||
|
DECLARE_DATADESC();
|
||
|
};
|
||
|
|
||
|
#endif // ENTITY_CAPTURE_FLAG_H
|