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153 lines
5.4 KiB
153 lines
5.4 KiB
5 years ago
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//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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// $NoKeywords: $
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//=============================================================================//
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#ifndef TF_PASSTIME_LOGIC_H
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#define TF_PASSTIME_LOGIC_H
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#ifdef _WIN32
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#pragma once
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#endif
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#include "baseentity.h"
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#include "tf_passtime_ball.h"
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#include "GameEventListener.h"
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//-----------------------------------------------------------------------------
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class CTFPlayer;
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class CTFPasstimeBall;
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class CPasstimeBallSpawn;
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class CFuncPasstimeGoal;
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class CCountdownAnnouncer;
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class CTrackPath;
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struct SetSectionParams;
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enum HudNotification_t;
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//-----------------------------------------------------------------------------
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class CTFPasstimeLogic : public CPointEntity, public CGameEventListener
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{
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public:
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DECLARE_CLASS( CTFPasstimeLogic, CBaseEntity );
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DECLARE_SERVERCLASS();
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DECLARE_DATADESC();
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CTFPasstimeLogic();
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virtual ~CTFPasstimeLogic();
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virtual void Spawn() OVERRIDE;
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virtual void Precache() OVERRIDE;
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virtual int UpdateTransmitState() OVERRIDE;
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virtual void FireGameEvent( IGameEvent *pEvent ) OVERRIDE;
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void LaunchBall( CTFPlayer *pPlayer, const Vector &pos, const Vector &vel );
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void EjectBall( CTFPlayer *pPlayer, CTFPlayer *pAttacker );
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bool BCanPlayerPickUpBall( CTFPlayer *pPlayer, HudNotification_t *pReason = 0 ) const;
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CPasstimeBall *GetBall() const;
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void OnBallCarrierDamaged( CTFPlayer *pPlayer, CTFPlayer *pAttacker, const CTakeDamageInfo& info );
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void OnBallCarrierMeleeHit( CTFPlayer *pPlayer, CTFPlayer *pAttacker );
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void OnPlayerTouchBall( CTFPlayer *pPlayer, CPasstimeBall *pBall );
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void OnEnterGoal( CPasstimeBall *pBall, CFuncPasstimeGoal *pGoal );
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void OnEnterGoal( CTFPlayer *pPlayer, CFuncPasstimeGoal *pGoal );
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void OnExitGoal( CPasstimeBall *pBall, CFuncPasstimeGoal *pGoal );
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void OnStayInGoal( CTFPlayer *pPlayer, CFuncPasstimeGoal *pGoal );
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bool OnBallCollision( CPasstimeBall *pBall, int index, gamevcollisionevent_t *pEvent );
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float GetLastHeldTime( CTFPlayer* pPlayer );
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float GetLastPassTime( CTFPlayer* pPlayer );
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void SetLastPassTime( CTFPlayer* pPlayer );
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void RespawnBall();
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float GetMaxPassRange() const { return m_flMaxPassRange; }
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CTFPlayer *GetBallCarrier() const;
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float GetPackSpeed( CTFPlayer *pPlayer ) const;
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static void AddCondToTeam( ETFCond eCond, int iTeam, float flTime );
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private:
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void PostSpawn();
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void InputSetSection( inputdata_t &input );
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bool ParseSetSection( const char *pStr, SetSectionParams &s ) const;
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void InputSpawnBall( inputdata_t &input );
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void InputTimeUp( inputdata_t &input );
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void InputSpeedBoostUsed( inputdata_t &input );
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void InputJumpPadUsed( inputdata_t &input );
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void StopAskForBallEffects();
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void OnBallGet();
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void Score( CTFPlayer *pPlayer, CFuncPasstimeGoal *pGoal );
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void Score( CPasstimeBall *pBall, CFuncPasstimeGoal *pGoal );
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void Score( CTFPlayer *pPlayer, int iTeam, int iPoints, bool iForceWin );
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void SpawnBallAtRandomSpawnerThink();
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void SpawnBallAtRandomSpawner();
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void SpawnBallAtSpawner( CPasstimeBallSpawn *pSpawner );
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void MoveBallToSpawner();
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void StealBall( CTFPlayer *pFrom, CTFPlayer *pTo );
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void ThinkExpiredTimer();
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void EndRoundExpiredTimer();
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void CrowdReactionSound( int iTeam );
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void OneSecStatsUpdateThink();
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void BallHistSampleThink();
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void BallPower_PowerThink();
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void BallPower_PackThink();
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void BallPower_PackHealThink();
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float CalcProgressFrac() const;
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bool AddBallPower( int iPower );
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void ClearBallPower();
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bool ShouldEndOvertime() const;
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void ReplicatePackMemberBits();
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CUtlVector< std::pair<CTFPlayer*, float> > m_ballLastPassTimes;
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CUtlVector< std::pair<CTFPlayer*, float> > m_ballLastHeldTimes;
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CCountdownAnnouncer *m_pRespawnCountdown;
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int m_iBallSpawnCountdownSec;
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float m_flNextCrowdReactionTime;
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uint64 m_nPackMemberBits;
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uint64 m_nPrevPackMemberBits;
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// outputs
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COutputEvent m_onBallFree;
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COutputEvent m_onBallGetRed;
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COutputEvent m_onBallGetBlu;
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COutputEvent m_onBallGetAny;
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COutputEvent m_onBallRemoved;
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COutputEvent m_onScoreRed;
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COutputEvent m_onScoreBlu;
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COutputEvent m_onScoreAny;
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COutputEvent m_onBallPowerUp;
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COutputEvent m_onBallPowerDown;
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// secret room stuff
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void SecretRoom_Spawn();
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void statica( inputdata_t &input ); // SecretRoom_InputStartTouchPlayerSlot
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void staticb( inputdata_t &input ); // SecretRoom_InputEndTouchPlayerSlot
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void staticc( inputdata_t &input ); // SecretRoom_InputPlugDamaged
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void InputRoomTriggerOnTouch( inputdata_t &input );
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void SecretRoom_UpdateTv( int iNumSlotsFilled );
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void SecretRoom_Solve();
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int SecretRoom_CountSlottedPlayers() const;
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CTFPlayer **SecretRoom_GetPlayerSlotInfoForTrigger( const char *pTriggerName, int *piExpectedClass, int *piExpectedTeam );
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CBaseEntity *m_SecretRoom_pTv;
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CSoundPatch* m_SecretRoom_pTvSound;
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enum class SecretRoomState { None, Open, Solved } m_SecretRoom_state;
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CTFPlayer *m_SecretRoom_slottedPlayers[9];
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CUtlVector<CSteamID> m_SecretRoom_playersThatTouchedRoom;
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// netvars
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CNetworkHandle( CPasstimeBall, m_hBall );
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CNetworkArray( Vector, m_trackPoints, 16 );
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CNetworkVar( int, m_iNumSections );
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CNetworkVar( int, m_iCurrentSection );
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CNetworkVar( float, m_flMaxPassRange );
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CNetworkVar( int, m_iBallPower );
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CNetworkVar( float, m_flPackSpeed );
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CNetworkArray( int, m_bPlayerIsPackMember, MAX_PLAYERS + 1 ); // +1 for easy entity index
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};
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//-----------------------------------------------------------------------------
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extern CTFPasstimeLogic *g_pPasstimeLogic;
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#endif // TF_PASSTIME_LOGIC_H
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