162 lines
5.0 KiB
C++
162 lines
5.0 KiB
C++
//====== Copyright © 1996-2005, 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 "triggers.h"
|
|
#include "team_control_point.h"
|
|
|
|
#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
|
|
//-----------------------------------------------------------------------------
|
|
class CTriggerAreaCapture : public CBaseTrigger
|
|
{
|
|
DECLARE_CLASS( CTriggerAreaCapture, CBaseTrigger );
|
|
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; }
|
|
|
|
public:
|
|
virtual void Spawn( void );
|
|
virtual void Precache( void );
|
|
virtual bool KeyValue( const char *szKeyName, const char *szValue );
|
|
|
|
void SetAreaIndex( int index );
|
|
bool IsActive( void );
|
|
bool CheckIfDeathCausesBlock( CBaseMultiplayerPlayer *pVictim, CBaseMultiplayerPlayer *pKiller );
|
|
|
|
void UpdateNumPlayers( void );
|
|
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; }
|
|
|
|
private:
|
|
void StartTouch(CBaseEntity *pOther);
|
|
void EXPORT AreaTouch( CBaseEntity *pOther );
|
|
void EndTouch(CBaseEntity *pOther);
|
|
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 );
|
|
|
|
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;
|
|
}
|
|
|
|
int iNumRequiredToCap;
|
|
int iNumTouching;
|
|
int iBlockedTouching; // Number of capping players on the cap while it's being blocked
|
|
bool bCanCap;
|
|
int iSpawnAdjust;
|
|
};
|
|
CUtlVector<perteamdata_t> m_TeamData;
|
|
|
|
struct blockers_t
|
|
{
|
|
CHandle<CBaseMultiplayerPlayer> hPlayer;
|
|
int iCapAttemptNumber;
|
|
};
|
|
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;
|
|
|
|
int m_iAreaIndex; //index of this area among all other areas
|
|
|
|
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
|
|
|
|
DECLARE_DATADESC();
|
|
};
|
|
|
|
#endif // TRIGGER_AREA_CAPTURE_H
|