Modified source engine (2017) developed by valve and leaked in 2020. Not for commercial purporses
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//=============================================================================//
#ifndef DOD_CONTROL_POINT_H
#define DOD_CONTROL_POINT_H
#ifdef _WIN32
#pragma once
#endif
#include "dod_player.h"
#define CAP_ICON_ALLIES_FLAG 1
#define CAP_ICON_BRIT_FLAG 27 //from dod_objectives.cpp
#define CAP_POINT_HIDEFLAG (1<<0)
#define CAP_POINT_HIDE_MODEL (1<<1)
#define CAP_POINT_TICK_FOR_BOMBS_REMAINING (1<<2)
#define PLAYER_POINTS_FOR_CAP 1
#define PLAYER_POINTS_FOR_BLOCK 1
#define PLAYER_POINTS_FOR_BOMB_PLANT 1
#define PLAYER_POINTS_FOR_BOMB_EXPLODED 3
class CControlPoint : public CBaseAnimating
{
public:
DECLARE_CLASS( CControlPoint, CBaseAnimating );
DECLARE_DATADESC();
CControlPoint();
virtual void Spawn( void );
virtual bool KeyValue( const char *szKeyName, const char *szValue );
virtual void Precache( void );
void Reset( 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 );
int PointValue( void );
void RoundRespawn( void ); //Mugsy - resetting
void TriggerTargets( void );
void SetActive( bool active );
bool PointIsVisible( void ) { return !( FBitSet( m_spawnflags, CAP_POINT_HIDEFLAG ) ); }
void SendCapString( int team, int iNumCappers, int *pCappingPlayers );
void SetOwner( int team, bool bMakeSound = true, int iNumCappers = 0, int *iCappingPlayers = NULL );
int GetOwner( void ) const;
int GetDefaultOwner( void ) const;
inline const char *GetName( void ) { return STRING(m_iszPrintName); }
int GetCPGroup( void );
int GetPointIndex( void ) { return m_iPointIndex; } //the mapper set index
void SetPointIndex( int index ) { m_iPointIndex = index; }
int GetAlliesIcon( void ) { return m_iAlliesIcon; }
int GetAxisIcon( void ) { return m_iAxisIcon; }
int GetNeutralIcon( void ) { return m_iNeutralIcon; }
int GetCurrentHudIconIndex( void );
int GetHudIconIndexForTeam( int team );
int GetTimerCapHudIcon( void );
int GetBombedHudIcon( void );
inline bool IsActive( void ) { return m_bActive; }
void SetNumCappersRequired( int alliesRequired, int axisRequired );
void CaptureBlocked( CDODPlayer *pPlayer );
// Bomb interface
void BombPlanted( float flTimerLength, CDODPlayer *pPlantingPlayer );
void BombExploded( CDODPlayer *pPlantingPlayer = NULL, int iPlantingTeam = TEAM_UNASSIGNED );
void BombDisarmed( CDODPlayer *pDisarmingPlayer );
void CancelBombPlanted( void );
int GetBombsRemaining( void ) { return m_iBombsRemaining; } // total bombs required
int GetBombsRequired( void ) { return m_iBombsRequired; } // number of bombs remaining
private:
void InternalSetOwner( int team, bool bMakeSound = true, int iNumCappers = 0, int *iCappingPlayers = NULL );
int m_iTeam; //0 - clear, 2 - allies, 3 - axis
int m_iDefaultOwner; //team that initially owns the cap point
int m_iIndex; //the index of this point in the controlpointArray
string_t m_iszPrintName;
string_t m_iszAlliesCapSound; //the sound to play on cap
string_t m_iszAxisCapSound;
string_t m_iszResetSound;
string_t m_iszAlliesModel; //models to set the ent to on capture
string_t m_iszAxisModel;
string_t m_iszResetModel;
int m_iAlliesModelBodygroup;//which bodygroup to use in the model
int m_iAxisModelBodygroup;
int m_iResetModelBodygroup;
COutputEvent m_AlliesCapOutput; //outputs to fire when capped
COutputEvent m_AxisCapOutput;
COutputEvent m_PointResetOutput;
COutputEvent m_OwnerChangedToAllies;
COutputEvent m_OwnerChangedToAxis;
int m_iAlliesIcon; //custom hud sprites for cap point
int m_iAxisIcon;
int m_iNeutralIcon;
int m_iTimerCapIcon;
int m_iBombedIcon;
string_t m_iszAlliesIcon;
string_t m_iszAxisIcon;
string_t m_iszNeutralIcon;
string_t m_iszTimerCapIcon;
string_t m_iszBombedIcon;
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;
int m_iAlliesRequired; // if we're controlled by an area cap,
int m_iAxisRequired; // these hold the number of cappers required. Used to calc point value
int m_iTimedPointsAllies; // timed points value of this flag, per team
int m_iTimedPointsAxis;
bool m_bBombPlanted;
float m_flBombExplodeTime;
int m_iBombsRemaining;
int m_iBombsRequired; // number of bombs required to flip this control point
bool m_bSetOwnerIsBombPlant; // temp flag to indicate if the set owner we're doing is the result of a bomb
private:
CControlPoint( const CControlPoint & );
};
#endif //DOD_CONTROL_POINT_H