source-engine/game/server/trigger_area_capture.h
FluorescentCIAAfricanAmerican 3bf9df6b27 1
2020-04-22 12:56:21 -04:00

191 lines
5.9 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 "triggers.h"
#include "team_control_point.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