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nekohook/modules/source2013/sdk/game/server/trigger_area_capture.h
2020-08-04 13:13:01 -04:00

202 lines
6.4 KiB
C++

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