202 lines
6.4 KiB
C++
202 lines
6.4 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 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 "team_control_point.h"
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#include "triggers.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
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// another entity
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// Triggers are fired on start of capture, on end of capture
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//and on broken capture Can either be capped by both teams at once, or just by
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//one Time to capture and number of people required to capture are both passed
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//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
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// multiple inheritance
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class CTriggerAreaCaptureShim : public CBaseTrigger {
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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,
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public ITriggerAreaCaptureAutoList {
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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,
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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(
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int team); // by the control_point_round to force an owner of this
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// 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) {
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m_hTrainWatcher = pTrainWatcher;
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} // 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
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// 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
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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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perteamdata_t() {
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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
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// 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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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>
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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
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// attempts, for block tracking
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bool m_bStartTouch;
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CHandle<CTeamTrainWatcher>
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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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