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