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