mirror of
https://github.com/nillerusr/source-engine.git
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403 lines
12 KiB
C++
403 lines
12 KiB
C++
//========= 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 TF_MAPITEMS_H
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#define TF_MAPITEMS_H
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#ifdef _WIN32
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#pragma once
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#endif
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#include "tf_shareddefs.h"
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class CTFPlayer;
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/*==================================================*/
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/* CTF Support defines */
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/*==================================================*/
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#define CTF_FLAG1 1
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#define CTF_FLAG2 2
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#define CTF_DROPOFF1 3
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#define CTF_DROPOFF2 4
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#define CTF_SCORE1 5
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#define CTF_SCORE2 6
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// Defines for GoalItem Removing from Player Methods
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#define GI_DROP_PLAYERDEATH 0 // Dropped by a dying player
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#define GI_DROP_REMOVEGOAL 1 // Removed by a Goal
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#define GI_DROP_PLAYERDROP 2 // Dropped by a player
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// Defines for methods of GoalItem returning
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#define GI_RET_DROP_DEAD 0 // Dropped by a dead player
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#define GI_RET_DROP_LIVING 1 // Dropped by a living player
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#define GI_RET_GOAL 2 // Returned by a Goal
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#define GI_RET_TIME 3 // Returned due to timeout
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// Defines for Goal States
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#define TFGS_ACTIVE 1
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#define TFGS_INACTIVE 2
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#define TFGS_REMOVED 3
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#define TFGS_DELAYED 4
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// Defines for Goal Result types : goal_result
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#define TFGR_SINGLE 1 // Goal can only be activated once
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#define TFGR_ADD_BONUSES 2 // Any Goals activated by this one give their bonuses
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#define TFGR_ENDGAME 4 // Goal fires Intermission, displays scores, and ends level
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#define TFGR_NO_ITEM_RESULTS 8 // GoalItems given by this Goal don't do results
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#define TFGR_REMOVE_DISGUISE 16 // Prevent/Remove undercover from any Spy
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#define TFGR_FORCE_RESPAWN 32 // Forces the player to teleport to a respawn point
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#define TFGR_DESTROY_BUILDINGS 64 // Destroys this player's buildings, if anys
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// Defines for Goal Item types, : goal_activation (in items)
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#define TFGI_GLOW 1 // Players carrying this GoalItem will glow
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#define TFGI_SLOW 2 // Players carrying this GoalItem will move at half-speed
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#define TFGI_DROP 4 // Players dying with this item will drop it
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#define TFGI_RETURN_DROP 8 // Return if a player with it dies
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#define TFGI_RETURN_GOAL 16 // Return if a player with it has it removed by a goal's activation
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#define TFGI_RETURN_REMOVE 32 // Return if it is removed by TFGI_REMOVE
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#define TFGI_REVERSE_AP 64 // Only pickup if the player _doesn't_ match AP Details
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#define TFGI_REMOVE 128 // Remove if left untouched for 2 minutes after being dropped
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#define TFGI_KEEP 256 // Players keep this item even when they die
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#define TFGI_ITEMGLOWS 512 // Item glows when on the ground
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#define TFGI_DONTREMOVERES 1024 // Don't remove results when the item is removed
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#define TFGI_DROPTOGROUND 2048 // Drop To Ground when spawning
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#define TFGI_CANBEDROPPED 4096 // Can be voluntarily dropped by players
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#define TFGI_SOLID 8192 // Is solid... blocks bullets, etc
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// For all these defines, see the tfortmap.txt that came with the zip
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// for complete descriptions.
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// Defines for Goal Activation types : goal_activation (in goals)
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#define TFGA_TOUCH 1 // Activated when touched
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#define TFGA_TOUCH_DETPACK 2 // Activated when touched by a detpack explosion
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#define TFGA_REVERSE_AP 4 // Activated when AP details are _not_ met
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#define TFGA_SPANNER 8 // Activated when hit by an engineer's spanner
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#define TFGA_DROPTOGROUND 2048 // Drop to Ground when spawning
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// Defines for Goal Effects types : goal_effect
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#define TFGE_AP 1 // AP is affected. Default.
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#define TFGE_AP_TEAM 2 // All of the AP's team.
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#define TFGE_NOT_AP_TEAM 4 // All except AP's team.
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#define TFGE_NOT_AP 8 // All except AP.
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#define TFGE_WALL 16 // If set, walls stop the Radius effects
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#define TFGE_SAME_ENVIRONMENT 32 // If set, players in a different environment to the Goal are not affected
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#define TFGE_TIMER_CHECK_AP 64 // If set, Timer Goals check their critera for all players fitting their effects
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#if 0
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class CTFBaseItem : public CBaseAnimating
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{
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public:
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bool CheckExistence();
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public:
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int group_no;
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int goal_no;
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int goal_state; // TFGS_
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// Goal/Timer/GoalItem/Trigger existence checking
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int ex_skill_min; // Exists when the skill is >= this value
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int ex_skill_max; // Exists when the skill is <= this value
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string_t teamcheck; // TeamCheck entity that should be checked
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};
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class CTFGoal : public CTFBaseItem
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{
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public:
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DECLARE_CLASS( CTFGoal, CBaseAnimating );
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DECLARE_DATADESC();
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void Spawn( void );
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void StartGoal( void );
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void PlaceGoal( void );
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void Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value );
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void tfgoal_touch( CBaseEntity *pOther );
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void DelayedResult();
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Class_T Classify ( void ) { return CLASS_TFGOAL; }
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void SetObjectCollisionBox( void );
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void tfgoal_timer_tick();
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void DoRespawn();
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public:
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//TFTODO: lots of these variables need to be put in the FGD file.
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int goal_effects; // TFGE_
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int goal_result; // TFGR_
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int playerclass; // One of the PC_ defines.
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float t_length; // Goal Criteria radius check
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// NOTE: In CTFGoal, these are overridden to mean: if they're not zero, then this goal only
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// affects players...
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int maxammo_shells; // ... with that team number
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int maxammo_nails; // ... without that team number
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int ammo_shells;
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int ammo_nails;
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int ammo_rockets;
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int ammo_cells;
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int ammo_medikit;
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int ammo_detpack;
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int no_grenades_1;
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int no_grenades_2;
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// Item Displaying details
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int display_item_status[4]; // Goal displays the status of these items
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string_t team_str_home; // Displayed when the item is at home base
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string_t team_str_moved; // Displayed when the item has been moved
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string_t team_str_carried; // Displayed when the item is being carried
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string_t non_team_str_home; // Displayed when the item is at home base
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string_t non_team_str_moved; // Displayed when the item has been moved
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string_t non_team_str_carried; // Displayed when the item is being carried
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float invincible_finished;
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float invisible_finished;
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float super_damage_finished;
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float radsuit_finished;
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int lives;
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int frags;
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float wait;
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float search_time; // Timer goal delay
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int item_list; // Used to keep track of which goalitems are
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// affecting the player at any time.
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// GoalItems use it to keep track of their own
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// mask to apply to a player's item_list
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float drop_time; // Time spent untouched before item return
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float armortype;
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int armorvalue;
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int armorclass; // Type of armor being worn;
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int count; // Change teamscores
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// Goal Size
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Vector goal_min;
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Vector goal_max;
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bool m_bAddBonuses;
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int items;
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int items_allowed;
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int else_goal;
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int if_goal_is_active;
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int if_goal_is_inactive;
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int if_goal_is_removed;
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int if_group_is_active;
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int if_group_is_inactive;
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int if_group_is_removed;
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int speed_reduction;
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int return_item_no;
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int if_item_has_moved;
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int if_item_hasnt_moved;
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int has_item_from_group;
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int hasnt_item_from_group;
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int goal_activation;
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int delay_time;
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int weapon;
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string_t owned_by_teamcheck;
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int owned_by;
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string_t noise;
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// Spawnpoint behaviour
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int remove_spawnpoint;
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int restore_spawnpoint;
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int remove_spawngroup;
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int restore_spawngroup;
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// These are the old centerprinting methods.
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// They now print using the large fancy text
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string_t broadcast; // Centerprinted to all, overridden by the next two
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string_t team_broadcast; // Centerprinted to AP's team members, but not the AP
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string_t non_team_broadcast; // Centerprinted to non AP's team members
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string_t owners_team_broadcast; // Centerprinted to the members of the team that own the Goal/Item
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string_t non_owners_team_broadcast; // Centerprinted to the members of the team that don't own the Goal/Item
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string_t team_drop; // Centerprinted to item owners team
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string_t non_team_drop; // Centerprinted to everone not on item owners team
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// These are new fields that print the old fashioned centerprint method
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string_t org_broadcast; // Centerprinted to all, overridden by the next two
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string_t org_team_broadcast; // Centerprinted to AP's team members, but not the AP
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string_t org_non_team_broadcast; // Centerprinted to non AP's team members
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string_t org_owners_team_broadcast; // Centerprinted to the members of the team that own the Goal/Item
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string_t org_non_owners_team_broadcast; // Centerprinted to the members of the team that don't own the Goal/Item
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string_t org_team_drop; // Centerprinted to item owners team
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string_t org_non_team_drop; // Centerprinted to everone not on item owners team
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string_t org_message; // Centerprinted to the AP upon activation
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string_t org_noise3;
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string_t org_noise4;
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// These still print the old centerprint fashion
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string_t netname_broadcast; // same as above, prepended by AP netname and bprinted
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string_t netname_team_broadcast; // same as above, prepended by AP netname and bprinted
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string_t netname_non_team_broadcast; // same as above, prepended by AP netname and bprinted
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string_t netname_owners_team_broadcast; // same as above, prepended by AP netname and bprinted
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string_t netname_team_drop; // same as above, prepended by AP netname and bprinted
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string_t netname_non_team_drop; // same as above, prepended by AP netname and bprinted
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string_t speak; // VOX Spoken to Everyone
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string_t AP_speak; // VOX Spoken the AP
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string_t team_speak; // VOX Spoken to AP's team_members, including the AP
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string_t non_team_speak; // VOX Spoken to non AP's team_members
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string_t owners_team_speak; // VOX Spoken to members of the team that own this Goal
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string_t non_owners_team_speak; // VOX Spoken to everyone bit the members of the team that own this Goal
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float m_flEndRoundTime;
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string_t m_iszEndRoundMsg_Team1_Win;
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string_t m_iszEndRoundMsg_Team2_Win;
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string_t m_iszEndRoundMsg_Team3_Win;
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string_t m_iszEndRoundMsg_Team4_Win;
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string_t m_iszEndRoundMsg_Team1_Lose;
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string_t m_iszEndRoundMsg_Team2_Lose;
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string_t m_iszEndRoundMsg_Team3_Lose;
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string_t m_iszEndRoundMsg_Team4_Lose;
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string_t m_iszEndRoundMsg_Team1;
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string_t m_iszEndRoundMsg_Team2;
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string_t m_iszEndRoundMsg_Team3;
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string_t m_iszEndRoundMsg_Team4;
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string_t m_iszEndRoundMsg_OwnedBy;
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string_t m_iszEndRoundMsg_NonOwnedBy;
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int all_active;
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int last_impulse; // The previous impulse command from this player
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int activate_goal_no;
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int inactivate_goal_no;
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int remove_goal_no;
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int restore_goal_no;
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int activate_group_no;
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int inactivate_group_no;
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int remove_group_no;
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int restore_group_no;
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BOOL do_triggerwork; // Overrides for trigger handling in TF Goals
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string_t killtarget; // Remove ents with this target
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string_t target;
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string_t message;
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// Score increases
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int increase_team[4]; // Increase the scores of teams
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int increase_team_owned_by; // Increase the score of the team that owns this entity
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EHANDLE enemy;
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Vector oldorigin;
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int axhitme; // Remove item from AP
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int remove_item_group;
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};
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class CTFGoalItem : public CTFGoal
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{
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public:
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void Spawn( void );
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void StartItem( void );
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void PlaceItem( void );
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Class_T Classify ( void ) { return CLASS_TFGOAL_ITEM; }
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void item_tfgoal_touch( CBaseEntity *pOther );
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void tfgoalitem_droptouch();
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void tfgoalitem_dropthink();
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void tfgoalitem_remove();
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void DoDrop( Vector vecOrigin );
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public:
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float m_flDroppedAt;
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float speed;
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int speed_reduction;
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float distance;
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float pain_finished;
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float attack_finished;
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Vector redrop_origin; // Original drop position
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int redrop_count; // Number of time's we redropped.
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};
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class CTFTimerGoal : public CTFGoal
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{
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public:
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void Spawn( void );
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Class_T Classify ( void ) { return CLASS_TFGOAL_TIMER; }
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};
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#if 0
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class CTFSpawn : public CTFBaseItem
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{
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public:
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void Spawn( void );
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void Activate( void );
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Class_T Classify ( void ) { return CLASS_TFSPAWN; }
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BOOL CheckTeam( int iTeamNo );
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EHANDLE m_pTeamCheck;
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};
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#endif
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class CBaseDelay : public CTFGoal
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{
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public:
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DECLARE_CLASS( CBaseDelay, CTFGoal );
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void SUB_UseTargets( CBaseEntity *pActivator, USE_TYPE useType, float value );
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void KeyValue( KeyValueData *pkvd );
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void DelayThink( void );
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virtual bool KeyValue( const char *szKeyName, const char *szValue );
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public:
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float m_flDelay;
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string_t m_iszKillTarget;
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int button;
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};
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class CTeamCheck : public CBaseDelay
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{
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public:
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void Spawn( void );
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void Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value );
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BOOL TeamMatches( int iTeam );
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};
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// Global functions.
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CTFGoalItem* Finditem(int ino);
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void DisplayItemStatus(CTFGoal *Goal, CTFPlayer *Player, CTFGoalItem *Item);
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#endif
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#endif // TF_MAPITEMS_H
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