128 lines
3.3 KiB
C
128 lines
3.3 KiB
C
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//====== Copyright <20> 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_TRAIN_WATCHER_H
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#define TEAM_TRAIN_WATCHER_H
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#ifdef _WIN32
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#pragma once
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#endif
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#include "cbase.h"
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#include "trigger_area_capture.h"
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class CFuncTrackTrain;
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class CPathTrack;
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class CTeamControlPoint;
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#define TF_TRAIN_ALERT_DISTANCE 750 // alert is the VO warning
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#define TF_TRAIN_ALARM_DISTANCE 200 // alarm is the looping sound played at the control point
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#define TF_TRAIN_ATTACK_ALERT "Announcer.Cart.AttackWarning"
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#define TF_TRAIN_DEFEND_ALERT "Announcer.Cart.DefendWarning"
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#define TF_TRAIN_ATTACK_FINAL_ALERT "Announcer.Cart.AttackFinalWarning"
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#define TF_TRAIN_DEFEND_FINAL_ALERT "Announcer.Cart.DefendFinalWarning"
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#define TF_TRAIN_ALARM "Cart.Warning"
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class CTeamTrainWatcher : public CBaseEntity
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{
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DECLARE_CLASS( CTeamTrainWatcher, CBaseEntity );
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public:
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DECLARE_SERVERCLASS();
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DECLARE_DATADESC();
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CTeamTrainWatcher();
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virtual int UpdateTransmitState();
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void InputRoundActivate( inputdata_t &inputdata );
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void InputEnable( inputdata_t &inputdata );
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void InputDisable( inputdata_t &inputdata );
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void InputSetNumTrainCappers( inputdata_t &inputdata );
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void InputOnStartOvertime( inputdata_t &inputdata );
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// ==========================================================
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// given a start node and a list of goal nodes
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// calculate the distance between each
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// ==========================================================
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void WatcherActivate( void );
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void WatcherThink( void );
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CBaseEntity *GetTrainEntity( void );
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bool IsDisabled( void ) { return m_bDisabled; }
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bool TimerMayExpire( void );
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void StopCaptureAlarm( void );
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private:
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void StartCaptureAlarm( CTeamControlPoint *pPoint );
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void PlayCaptureAlert( CTeamControlPoint *pPoint, bool bFinalPointInMap );
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private:
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bool m_bDisabled;
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// === Data ===
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// pointer to the train that we're checking
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CHandle<CFuncTrackTrain> m_hTrain;
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// start node
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CHandle<CPathTrack> m_hStartNode;
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// goal node
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CHandle<CPathTrack> m_hGoalNode;
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string_t m_iszTrain;
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string_t m_iszStartNode;
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string_t m_iszGoalNode;
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// list of node associations with control points
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typedef struct
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{
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CHandle<CPathTrack> hPathTrack;
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CHandle<CTeamControlPoint> hCP;
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float flDistanceFromStart;
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bool bAlertPlayed;
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} node_cp_pair_t;
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node_cp_pair_t m_CPLinks[MAX_CONTROL_POINTS];
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int m_iNumCPLinks;
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string_t m_iszLinkedPathTracks[MAX_CONTROL_POINTS];
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string_t m_iszLinkedCPs[MAX_CONTROL_POINTS];
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float m_flTotalPathDistance; // calculated only at round start, node graph
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// may get chopped as the round progresses
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float m_flSpeedLevels[3];
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// === Networked Data ===
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// current total progress, percentage
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CNetworkVar( float, m_flTotalProgress );
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CNetworkVar( int, m_iTrainSpeedLevel );
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CNetworkVar( int, m_nNumCappers );
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bool m_bWaitingToRecede;
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CNetworkVar( float, m_flRecedeTime );
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float m_flRecedeTotalTime;
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float m_flRecedeStartTime;
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COutputEvent m_OnTrainStartRecede;
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bool m_bCapBlocked;
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float m_flNextSpeakForwardConceptTime; // used to have players speak the forward concept every X seconds
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CHandle<CTriggerAreaCapture> m_hAreaCap;
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};
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#endif //TEAM_TRAIN_WATCHER_H
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