207 lines
6.7 KiB
C++
207 lines
6.7 KiB
C++
//========= 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 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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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) {
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return "team_control_point_master";
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}
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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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void InputSetLocked(inputdata_t &inputdata);
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void InputSetUnlockTime(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,
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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) {
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return !(FBitSet(m_spawnflags, SF_CAP_POINT_HIDEFLAG));
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}
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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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CBaseMultiplayerPlayer *pVictim);
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int PointValue(void);
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bool HasBeenContested(
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void) const; // return true if this point has ever been contested,
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// false if the enemy has never contested this point yet
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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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float GetTeamCapPercentage(int iTeam);
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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,
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int *pCappingPlayers);
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void CaptureInterrupted(bool bBlocked);
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virtual void StopLoopingSounds(void);
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bool IsLocked(void) { return m_bLocked; }
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void EXPORT UnlockThink(void);
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private:
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void SendCapString(int iCapTeam, int iNumCappingPlayers,
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int *pCappingPlayers);
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void InternalSetOwner(int iCapTeam, bool bMakeSound = true,
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int iNumCappers = 0, int *iCappingPlayers = NULL);
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void HandleScoring(int iTeam);
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void InternalSetLocked(bool bLocked);
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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
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// 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
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// about this point being captured
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bool m_bRandomOwnerOnRestart; // Do we want to randomize the owner after a
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// restart?
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bool m_bLocked;
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float m_flUnlockTime; // Time to unlock
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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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perteamdata_t() {
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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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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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COutputEvent m_OnUnlocked;
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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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