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190 lines
5.9 KiB
190 lines
5.9 KiB
//========= Copyright Valve Corporation, All rights reserved. ============// |
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// |
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// Purpose: |
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// |
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//============================================================================= |
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#ifndef TRIGGER_AREA_CAPTURE_H |
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#define TRIGGER_AREA_CAPTURE_H |
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#ifdef _WIN32 |
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#pragma once |
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#endif |
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#include "basemultiplayerplayer.h" |
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#include "triggers.h" |
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#include "team_control_point.h" |
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class CTeamTrainWatcher; |
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#define AREA_ATTEND_TIME 0.7f |
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#define AREA_THINK_TIME 0.1f |
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#define CAPTURE_NORMAL 0 |
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#define CAPTURE_CATCHUP_ALIVEPLAYERS 1 |
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#define MAX_CLIENT_AREAS 128 |
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#define MAX_AREA_CAPPERS 9 |
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//----------------------------------------------------------------------------- |
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// Purpose: An area entity that players must remain in in order to active another entity |
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// Triggers are fired on start of capture, on end of capture and on broken capture |
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// Can either be capped by both teams at once, or just by one |
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// Time to capture and number of people required to capture are both passed by the mapper |
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//----------------------------------------------------------------------------- |
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// This class is to get around the fact that DEFINE_FUNCTION doesn't like multiple inheritance |
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class CTriggerAreaCaptureShim : public CBaseTrigger |
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{ |
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virtual void AreaTouch( CBaseEntity *pOther ) = 0; |
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public: |
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void Touch( CBaseEntity *pOther ) { return AreaTouch( pOther ) ; } |
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}; |
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DECLARE_AUTO_LIST( ITriggerAreaCaptureAutoList ); |
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class CTriggerAreaCapture : public CTriggerAreaCaptureShim, public ITriggerAreaCaptureAutoList |
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{ |
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DECLARE_CLASS( CTriggerAreaCapture, CTriggerAreaCaptureShim ); |
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public: |
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CTriggerAreaCapture(); |
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// Derived, game-specific area triggers must override these functions |
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public: |
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// Display a hint about capturing zones to the player |
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virtual void DisplayCapHintTo( CBaseMultiplayerPlayer *pPlayer ) { return; } |
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// A team has finished capturing the zone. |
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virtual void OnEndCapture( int iTeam ) { return; } |
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virtual void OnStartCapture( int iTeam ) { return; } |
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public: |
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virtual void Spawn( void ); |
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virtual void Precache( void ); |
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virtual bool KeyValue( const char *szKeyName, const char *szValue ); |
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bool IsActive( void ); |
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bool CheckIfDeathCausesBlock( CBaseMultiplayerPlayer *pVictim, CBaseMultiplayerPlayer *pKiller ); |
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void UpdateNumPlayers( bool bBlocked = false ); |
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void UpdateOwningTeam( void ); |
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void UpdateCappingTeam( int iTeam ); |
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void UpdateTeamInZone( void ); |
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void UpdateBlocked( void ); |
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void ForceOwner( int team ); // by the control_point_round to force an owner of this point (so we can play a specific round) |
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bool TeamCanCap( int iTeam ){ return m_TeamData[iTeam].bCanCap; } |
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CHandle<CTeamControlPoint> GetControlPoint( void ){ return m_hPoint; } |
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int GetOwningTeam( void ) { return m_nOwningTeam; } |
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bool IsBlocked( void ) { return m_bBlocked; } |
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void SetTrainWatcher( CTeamTrainWatcher *pTrainWatcher ){ m_hTrainWatcher = pTrainWatcher; } // used for train watchers that control train movement |
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CTeamTrainWatcher *GetTrainWatcher( void ) const { return m_hTrainWatcher; } |
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virtual void StartTouch(CBaseEntity *pOther) OVERRIDE; |
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virtual void EndTouch(CBaseEntity *pOther) OVERRIDE; |
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float GetCapTime() const { return m_flCapTime; } |
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protected: |
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virtual bool CaptureModeScalesWithPlayers() const; |
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private: |
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virtual void AreaTouch( CBaseEntity *pOther ) OVERRIDE; |
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void CaptureThink( void ); |
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void StartCapture( int team, int capmode ); |
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void EndCapture( int team ); |
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void BreakCapture( bool bNotEnoughPlayers ); |
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void IncrementCapAttemptNumber( void ); |
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void SwitchCapture( int team ); |
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void SendNumPlayers( void ); |
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void SetOwner( int team ); //sets the owner of this point - useful for resetting all to -1 |
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void InputRoundSpawn( inputdata_t &inputdata ); |
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void InputCaptureCurrentCP( inputdata_t &inputdata ); |
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void InputSetTeamCanCap( inputdata_t &inputdata ); |
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void InputSetControlPoint( inputdata_t &inputdata ); |
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void SetCapTimeRemaining( float flTime ); |
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void HandleRespawnTimeAdjustments( int oldTeam, int newTeam ); |
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void GetNumCappingPlayers( int team, int &numcappers, int *cappingplayers ); |
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void SetNumCappers( int nNumCappers, bool bBlocked = false ); |
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private: |
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int m_iCapMode; //which capture mode we're in |
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bool m_bCapturing; |
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int m_nCapturingTeam; //the team that is capturing this point |
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int m_nOwningTeam; //the team that has captured this point |
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int m_nTeamInZone; //if there's one team in the zone, this is it. |
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float m_flCapTime; //the total time it takes to capture the area, in seconds |
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float m_fTimeRemaining; //the time left in the capture |
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float m_flLastReductionTime; |
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bool m_bBlocked; |
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struct perteamdata_t |
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{ |
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perteamdata_t() |
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{ |
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iNumRequiredToCap = 0; |
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iNumTouching = 0; |
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iBlockedTouching = 0; |
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bCanCap = false; |
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iSpawnAdjust = 0; |
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iNumRequiredToStartCap = 0; |
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} |
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int iNumRequiredToCap; |
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int iNumTouching; |
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int iBlockedTouching; // Number of capping players on the cap while it's being blocked |
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bool bCanCap; |
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int iSpawnAdjust; |
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int iNumRequiredToStartCap; |
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}; |
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CUtlVector<perteamdata_t> m_TeamData; |
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struct blockers_t |
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{ |
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CHandle<CBaseMultiplayerPlayer> hPlayer; |
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int iCapAttemptNumber; |
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float flNextBlockTime; |
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}; |
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CUtlVector<blockers_t> m_Blockers; |
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bool m_bActive; |
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COutputEvent m_OnStartTeam1; |
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COutputEvent m_OnStartTeam2; |
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COutputEvent m_OnBreakTeam1; |
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COutputEvent m_OnBreakTeam2; |
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COutputEvent m_OnCapTeam1; |
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COutputEvent m_OnCapTeam2; |
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COutputEvent m_StartOutput; |
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COutputEvent m_BreakOutput; |
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COutputEvent m_CapOutput; |
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COutputInt m_OnNumCappersChanged; |
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COutputInt m_OnNumCappersChanged2; |
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CHandle<CTeamControlPoint> m_hPoint; //the capture point that we are linked to! |
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bool m_bRequiresObject; |
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string_t m_iszCapPointName; //name of the cap point that we're linked to |
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int m_iCapAttemptNumber; // number used to keep track of discrete cap attempts, for block tracking |
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bool m_bStartTouch; |
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CHandle<CTeamTrainWatcher> m_hTrainWatcher; // used for train watchers that control train movement |
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DECLARE_DATADESC(); |
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}; |
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#endif // TRIGGER_AREA_CAPTURE_H
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