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250 lines
6.7 KiB
C++
250 lines
6.7 KiB
C++
//========= Copyright © 1996-2006, Valve Corporation, All rights reserved. ============//
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//
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// Purpose: CTF Flag.
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//
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//=============================================================================//
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#ifndef ENTITY_CAPTURE_FLAG_H
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#define ENTITY_CAPTURE_FLAG_H
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#ifdef _WIN32
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#pragma once
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#endif
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#include "tf_item.h"
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#ifdef CLIENT_DLL
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#define CCaptureFlag C_CaptureFlag
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#endif
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#define TF_FLAG_THINK_TIME 1.0f
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#define TF_FLAG_OWNER_PICKUP_TIME 3.0f
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#define TF_FLAG_MODEL "models/flag/briefcase.mdl"
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//=============================================================================
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//
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// CTF Flag defines.
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//
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#define TF_CTF_ENEMY_STOLEN "CaptureFlag.EnemyStolen"
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#define TF_CTF_ENEMY_DROPPED "CaptureFlag.EnemyDropped"
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#define TF_CTF_ENEMY_CAPTURED "CaptureFlag.EnemyCaptured"
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#define TF_CTF_ENEMY_RETURNED "CaptureFlag.EnemyReturned"
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#define TF_CTF_TEAM_STOLEN "CaptureFlag.TeamStolen"
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#define TF_CTF_TEAM_DROPPED "CaptureFlag.TeamDropped"
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#define TF_CTF_TEAM_CAPTURED "CaptureFlag.TeamCaptured"
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#define TF_CTF_TEAM_RETURNED "CaptureFlag.TeamReturned"
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#define TF_CTF_FLAGSPAWN "CaptureFlag.FlagSpawn"
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#define TF_CTF_CAPTURED_TEAM_FRAGS 1
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#define TF_CTF_RESET_TIME 60.0f
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//=============================================================================
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//
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// Attack/Defend Flag defines.
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//
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#define TF_AD_ENEMY_STOLEN "AttackDefend.EnemyStolen"
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#define TF_AD_ENEMY_DROPPED "AttackDefend.EnemyDropped"
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#define TF_AD_ENEMY_CAPTURED "AttackDefend.EnemyCaptured"
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#define TF_AD_ENEMY_RETURNED "AttackDefend.EnemyReturned"
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#define TF_AD_TEAM_STOLEN "AttackDefend.TeamStolen"
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#define TF_AD_TEAM_DROPPED "AttackDefend.TeamDropped"
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#define TF_AD_TEAM_CAPTURED "AttackDefend.TeamCaptured"
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#define TF_AD_TEAM_RETURNED "AttackDefend.TeamReturned"
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#define TF_AD_CAPTURED_SOUND "AttackDefend.Captured"
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#define TF_AD_CAPTURED_FRAGS 30
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#define TF_AD_RESET_TIME 60.0f
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//=============================================================================
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//
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// Invade Flag defines.
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//
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#define TF_INVADE_ENEMY_STOLEN "Invade.EnemyStolen"
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#define TF_INVADE_ENEMY_DROPPED "Invade.EnemyDropped"
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#define TF_INVADE_ENEMY_CAPTURED "Invade.EnemyCaptured"
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#define TF_INVADE_TEAM_STOLEN "Invade.TeamStolen"
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#define TF_INVADE_TEAM_DROPPED "Invade.TeamDropped"
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#define TF_INVADE_TEAM_CAPTURED "Invade.TeamCaptured"
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#define TF_INVADE_FLAG_RETURNED "Invade.FlagReturned"
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#define TF_INVADE_CAPTURED_FRAGS 10
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#define TF_INVADE_CAPTURED_TEAM_FRAGS 1
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#define TF_INVADE_RESET_TIME 60.0f
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#define TF_INVADE_NEUTRAL_TIME 30.0f
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#ifdef CLIENT_DLL
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#define CCaptureFlagReturnIcon C_CaptureFlagReturnIcon
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#define CBaseAnimating C_BaseAnimating
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#endif
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class CCaptureFlagReturnIcon: public CBaseAnimating
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{
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public:
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DECLARE_CLASS( CCaptureFlagReturnIcon, CBaseEntity );
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DECLARE_NETWORKCLASS();
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CCaptureFlagReturnIcon();
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#ifdef CLIENT_DLL
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virtual int DrawModel( int flags );
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void DrawReturnProgressBar( void );
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virtual RenderGroup_t GetRenderGroup( void );
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virtual bool ShouldDraw( void ) { return true; }
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virtual void GetRenderBounds( Vector& theMins, Vector& theMaxs );
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private:
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IMaterial *m_pReturnProgressMaterial_Empty; // For labels above players' heads.
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IMaterial *m_pReturnProgressMaterial_Full;
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#else
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public:
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virtual void Spawn( void );
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virtual int UpdateTransmitState( void );
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#endif
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};
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//=============================================================================
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//
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// CTF Flag class.
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//
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class CCaptureFlag : public CTFItem
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{
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public:
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DECLARE_CLASS( CCaptureFlag, CTFItem );
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DECLARE_NETWORKCLASS();
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CCaptureFlag();
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unsigned int GetItemID( void );
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void Precache( void );
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void Spawn( void );
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void FlagTouch( CBaseEntity *pOther );
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bool IsDisabled( void );
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void SetDisabled( bool bDisabled );
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CBaseEntity *GetPrevOwner( void ) { return m_hPrevOwner.Get(); }
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// Game DLL Functions
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#ifdef GAME_DLL
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virtual void Activate( void );
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// Input handlers
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void InputEnable( inputdata_t &inputdata );
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void InputDisable( inputdata_t &inputdata );
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void InputRoundActivate( inputdata_t &inputdata );
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void Think( void );
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void SetFlagStatus( int iStatus );
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void ResetFlagReturnTime( void ) { m_flResetTime = 0; }
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void SetFlagReturnIn( float flTime )
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{
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m_flResetTime = gpGlobals->curtime + flTime;
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m_flMaxResetTime = flTime;
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}
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void ResetFlagNeutralTime( void ) { m_flNeutralTime = 0; }
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void SetFlagNeutralIn( float flTime )
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{
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m_flNeutralTime = gpGlobals->curtime + flTime;
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m_flMaxResetTime = flTime;
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}
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bool IsCaptured( void ){ return m_bCaptured; }
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int UpdateTransmitState();
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#else // CLIENT DLL Functions
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virtual const char *GetIDString( void ) { return "entity_capture_flag"; };
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virtual void OnPreDataChanged( DataUpdateType_t updateType );
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virtual void OnDataChanged( DataUpdateType_t updateType );
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CNewParticleEffect *m_pGlowTrailEffect;
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CNewParticleEffect *m_pPaperTrailEffect;
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void ManageTrailEffects( void );
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virtual void Simulate( void );
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float GetMaxResetTime() { return m_flMaxResetTime; }
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float GetReturnProgress( void );
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#endif
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void Capture( CTFPlayer *pPlayer, int nCapturePoint );
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virtual void PickUp( CTFPlayer *pPlayer, bool bInvisible );
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virtual void Drop( CTFPlayer *pPlayer, bool bVisible, bool bThrown = false, bool bMessage = true );
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int GetGameType( void ){ return m_nGameType; }
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bool IsDropped( void );
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bool IsHome( void );
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bool IsStolen( void );
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private:
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void Reset( void );
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void ResetMessage( void );
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private:
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CNetworkVar( bool, m_bDisabled ); // Enabled/Disabled?
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CNetworkVar( int, m_nGameType ); // Type of game this flag will be used for.
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CNetworkVar( int, m_nFlagStatus );
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CNetworkVar( float, m_flResetTime ); // Time until the flag is placed back at spawn.
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CNetworkVar( float, m_flMaxResetTime ); // Time the flag takes to return in the current mode
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CNetworkVar( float, m_flNeutralTime ); // Time until the flag becomes neutral (used for the invade gametype)
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CNetworkHandle( CBaseEntity, m_hPrevOwner );
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int m_iOriginalTeam;
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float m_flOwnerPickupTime;
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EHANDLE m_hReturnIcon;
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#ifdef GAME_DLL
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Vector m_vecResetPos; // The position the flag should respawn (reset) at.
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QAngle m_vecResetAng; // The angle the flag should respawn (reset) at.
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COutputEvent m_outputOnReturn; // Fired when the flag is returned via timer.
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COutputEvent m_outputOnPickUp; // Fired when the flag is picked up.
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COutputEvent m_outputOnDrop; // Fired when the flag is dropped.
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COutputEvent m_outputOnCapture; // Fired when the flag is captured.
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bool m_bAllowOwnerPickup;
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bool m_bCaptured;
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#else
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IMaterial *m_pReturnProgressMaterial_Empty; // For labels above players' heads.
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IMaterial *m_pReturnProgressMaterial_Full;
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int m_nOldFlagStatus;
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#endif
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DECLARE_DATADESC();
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};
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#endif // ENTITY_CAPTURE_FLAG_H
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